[X] [React] Focus on infrastructure. ([SEC] More Farming, [SEC] Develop Mine = Sunrise Mountains: Tin, [SEC] Build Palisade = Greenbay)
[X] [Mega] Upgrade a random Value
[X] [Mega] Gain at least two Technologies
You know for some reason Furloc god Nalnir sounds familiar. God of sun, fertility, has sacred warriors, now he only needs lion sacred animal and he will be like Harizan from Amber age i think.
[X][Mega] Unlock another Divine Blessing.
[X][Mega] Upgrade the Blessing of Arthryn.
[X][React] Focus on infrastructure. ([SEC] More Farming, [SEC] Develop Mine = Sunrise Mountains: Tin, [SEC] Build Palisade = Greenbay)
While threats and friends loomed aboard, the People had more internal matters to worry about. While the largest settlements were all walled alongside those on the north coast, the smaller settlements in the Greenbay region remained without any palisades to protect their inhabitants.
It would take a few generations to wall every settlement, but the Arthwyd are able to get some more walled off and protected against attacks, especially unexpected ones, in the past generation. It would take more time and effort to put more palisades and even now, some of the People were suggesting that they start looking into stone walls over wooden ones.
Cadlon Varthryn also gave into the requests of the crafters for the tin mine in the Sunset Mountains to be set up. While it did appease the crafters and leave the artisans of the People happy, Varthryn did more to increase the flow of bronze.
The copper mine in the Sunrise Mountains provided the People with plenty of copper, the primary ingredient in the creation of bronze, tin was still a bottleneck. With both a major copper mine and a major tin mine, the Arthwyd could establish themselves a major producer of bronze, both for internal use and potentially for trading away to others. Unless other powers got their own tin and copper mines, they would struggle to compete with the Arthwyd when it came to producing bronze in high quantities.
Even as the tin mine was finished as Cadlon Varthryn's reign came to end and she was succeeded by Cadlon Bronlyn, the crafters had already put their sights on a new goal. Their petitions to the Cadlon switched from more tin to more gold as they sought out increase the amount of gold that the People could make crafts and to improve the wealth of the People.
The Maradysh's bout of bad luck also ended as the weather cleared up, allowing them to properly farm and harvest without needing to worry about bad weather bringing about a poor harvest. While the bad weather had left them struggling for the last few generations, that would no longer be the case for as far as anyone could see.
There was also other news from the south. While the Coltyre Confederation was still focused internally and disinterested in the outside world as the conquering Boarfolk were still consolidating their rule, the Colryd Kingdom had been busy.
While Vath had aged significant seen he had first risen to prominence, he was still a master of both war and diplomacy. In the first half of his life, he had conquered the southern half of the Green River in the lowlands in the name of Queen Eira. Now in the second half of his life, he had done the same for the northern half of the Green River in the lowlands.
Even though she can only exert personal control over Caermyr and the surrounding territory, Queen Eira now has all of the lowlander settlements along the Green River as part of the Colryd Kingdom even if almost all of them are still self-run and just pay her tribute.
The end result is that the People and the Colryd now share a border and between the two of them, they have total control and dominance over the Green River and trade between the People and the Colryd has become easier as there are no potential hostile tribes between the Maradysh and Caermyr.
Combined with the new tin mine to go with the copper mine, the new safe trade route between the Arthwyd and the Colryd got many thinking about the potential of trading bronze items with outsiders.
While none advocated for sharing the ore or ingots or even the knowledge of how to smelt metal let alone making bronze, a portion of the People felt it was a good idea to trade completed bronze ideas.
Not only would it increase goodwill towards the People, but it would strengthen ties with their neighbours as they would be dependant on the People for bronze goods. By trading away bronze, it would establish the Arthwyd as the sole producer and provider of bronze goods.
That said, even if the People did begin to trade bronze with outsiders like they did with other metal items, who would they trade with? While it certainly wouldn't stop non-trade partners getting bronze items from the People's trade partners, it would definitely limit how many they could get without access to the source.
Some advocated for only trading with the friends and allies of the People while others when even further to say that they should only trade with close and trusted allies like the Colryd. Many disagreed with the former two camps and felt that the People should try openly and everyone, earning both goodwill from all those around them and enriching the People in the process.
Who do the Arthwyd trade bronze goods with?
[] [Bronze] No one. (The Arthwyd do not trade any bronze.)
[] [Bronze] Only close allies. (+1 Temp Diplo, Completes Warriors faction quest,)
[] [Bronze] Only allies. (+2 Temp Diplo, +1 Prestige, Completes Warriors faction quest, Completes Elders faction quest)
[] [Bronze] Everyone. (+1 Diplo, +2 Temp Diplo, +2 Prestige, Completes Warriors faction quest, Completes Elders faction quest)
There was also troubling news from the Caradysh though it wasn't the foresters themselves. No, it was the Forluc, the self-declared enemies of the People. The Caradysh reported that while they hadn't moved on the lowlander tribes to their north, they been getting ready for the future conflict.
Rather than conquer new settlements, they had been founding their own, making more room for a larger population and setting up more farming to sustain it. It had gotten to the point that the Caradysh admitted that they doubted their ability to act offensively against the Forluc anymore even if they could still hold their own on the defence.
The goddesses also showed their favour to the People as in the generation following the completion of the Sacred Forest, not only did Arthryn improved her Blessing again, but her daughter Ymarn granted her own divine Blessing to the People, granting it to all those with her mother's blessing.
Arthryn's upgrade wasn't much even if it was useful as all she did was provide the Blessed with the ability to see in the dark. They couldn't see as well as they could in the day, but it was still a significant improvement over not being able to see.
The effects of Ymarn's blessing were more impressive even if one was more obvious than the latter. The first discovered effect was the improved healing of the People as the wounds and injuries of the blessed healed significantly faster. Due to its nature, the second effect of an increased lifespan was only noticed when it began to take longer for the People to die as a blessed person now reliably live until they reached a hundred.
All in all, life was good. They had tin and copper to ramp up bronze production while their ally in the lowland had grown in power and established a safe trade route. The goddesses had shown their favour to their followers and granted them new gifts for their devotion. The Forluc might be strengthening themselves, but that war was generations away and for now, the People were on the cusp of a Golden Age.
Priestesses (4) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 3 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Increase Diplomatic Relations with two other civs within 3 Turns, Success/Failure: +1 Temp Econ/-
Warriors (5 (6)) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Strengthen the Colryd within 1 Turns, Success/Failure: Increased Relationship with the Colryd/-
Farmers (1) = Mood: Content, Ability: Add half of faction power to Econ, Objective: Build a Temple within 4 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Pleased, Ability: Add half of faction power to Culture, Objective: Develop a Gold Mine within 4 Turns, Success/Failure: Free Trade Expedition/-
You have four Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].
[] [SEC/MAIN] Build Temple = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (0/3), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province
[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress, +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (6/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/11), North Coast Plains, (6/12), North Coast Hills (0/12), North Coast Western Forest (0/12), North River Plains (0/12),
[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation
[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation
[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Maradysh,
[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy. (Currently active)
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.
[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Colryd Kingdom, Caradysh, Coltyre Confederation
I would say that this is a good turn. You got a tin mine and some more walls while the Maradysh get over their bad weather and Colryd continue their conquests, establishing control over the Green River in the lowlands. The Coltyre remain neutral as they got their own affairs to handle and while the Forluc are increasing in strength, so are you and your allies.
You got a few options this turn as you got four actions on top of three province actions. Beyond the option to open up the bronze trade, you also have a few new actions as you can plant smaller sacred forests, empower the Cadlon for increased centralisation and can integrate the Maradysh.
You are also the verge of a Golden Age so you may wish to keep that in mind when picking your actions. Your province actions won't keep you from getting a golden age, but you guys, the players, potentially could.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
The Arthwyd Ancient Tanistry Upper Centralization Limit: 10 Lower Centralization Limit: 1 Admin Strain Free Provinces: 6 Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 1 Province Subordinates: 2 Special: -1 Temp Econ Damage per a Province Special: Increased Range of Potential Heirs
Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: +1 Secondary Province Action per 2 Provinces Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Subordinates Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Critical
Values & Legacies Agricultural Innovators: +1 Temp Econ to Farming actions, Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn, Chosen of Arthryn: Gain +1 to all Innovation Rolls, Chosen of Ymarn: Gain +1 to all Innovation Rolls, Rush Builders: Extended Projects take less actions, but each action is more expensive, Bronze Blooded: +2 Temp Econ to Econ Generation Actions,
Communal Unity One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,
Fair Treatment While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,
Sacred Defence The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,
Queens of Peace, Kings of War The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,
Extended Sunrise Mountain Passage A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,
Grand Sacred Forest A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,
Grand Statue A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,
Grand Temple A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,
Technologies
Carts
Straw/Reed Rope
Wheel
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
Unlike most other metals, bronze is not something that can easily be made in large quantities. It needs both tin (an extremely rare metal) and the knowhow to smelt alloys into castings. Considering we are the only ones who had any sort of metal when we went into the Lowlands, I imagine that no one else has any of these things. Plus, by doing this we incentivize people to come to us for their bronze needs instead of going through the difficult process of establishing the mines and intellectual know how to create it themselves.
BTW, this vote obviously doesn't include the Forluc, as we are currently at war with them.
[X] [SEC] Integrate Subordinate = Maradysh
[X] [MAIN] Study Magic.
[X] [SEC] Study Magic.
[X] [SEC] Venerate the Goddesses
I'm flexible on most of these, but I mainly want to start integrating the Maradysh. This will give us access to their settlements, their boarfolk cavalry, and their martial innovations directly.
Venerate for the narrative in regards to integration and to keep up the Golden age
[] [Bronze] Everyone. (+1 Diplo, +2 Temp Diplo, +2 Prestige, Completes Warriors faction quest, Completes Elders faction quest)
[] [MAIN] Empower the Cadlon
[] [SEC] Venerate the Goddesses
prepare for integratin our vassal by getting the centralization needed not to collapse afterwards, a venerate to get stability back to 3.
For the last action one of the cheaper ones to increase the odds of a golden age:
[] [SEC] Develop Mine = (Sunset Mountains)
comes with a free trade action from the faction quest
[][SEC] Explore Lands = (Sea)
Ok, I'm pretty sure this still gets us the golden age, gets 3 quests done (including free venerate and trade, starts integrating the Maradys, and leaves us with plenty of econ next turn and maybe some better boat tech.
As a note everyone? We dont need to increase our centralization to integrate the Maradysh thanks to our government upgrade bumping our Admin Strain Free Provinces to 6. We have 4 and the Maradysh have 2.
Edit: We also have 4 actions now too thanks to the gov upgrade.
Adhoc vote count started by UlseDovThur on Mar 23, 2019 at 9:51 PM, finished with 56 posts and 29 votes.