Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Just as a reference:

Old Government:

The Arthwyd
Ancient Tanistry
Upper Centralization Limit: 10
Lower Centralization Limit: 1 (5)
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

New Government:

The Arthwyd
Ancient Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
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
 
So... where did the Main Train Sacred Warriors action come from? That is what caused perm econ and perm martial to change by 1 right?
 
[X] [Mega] Upgrade a random Value.
[X] [Mega] Gain at least two Technologies.
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Settle Land = Upriver Plains
[X] [SEC] Study Magic.
 
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[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [MAIN] Build Boats
[X] [SEC] Trade Expedition = Forluc Kingdom

Not a full vote, but we're large enough to crack if connectivity stays shitty
 
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[X] [MAIN] Train Sacred Warriors
Military is still as pathetic as ever. I'd like to alternate main turns with maining warriors.
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Temples = Greenbay
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [Mega] +1 Upper Centralization Limit.
we had the main train sacred warriors happen between last turn and this turn. So this turn should probably be a Main Expand Econ action, instead of Main train warriors, assuming you want to keep that pattern going?
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Switch Province Policy = (Infrastructure)
[X] [SEC] Settle Land = Upriver Plains
Adhoc vote count started by UlseDovThur on Apr 9, 2019 at 11:07 AM, finished with 128 posts and 31 votes.

Adhoc vote count started by UlseDovThur on Apr 9, 2019 at 11:51 AM, finished with 134 posts and 32 votes.

Adhoc vote count started by UlseDovThur on Apr 9, 2019 at 11:53 AM, finished with 134 posts and 32 votes.

Adhoc vote count started by UlseDovThur on Apr 9, 2019 at 11:54 AM, finished with 134 posts and 32 votes.
 
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Guys, I don't think we need to be concerned with trading with the Forluc right now. Urthdysh and the Coltyre are more concerning right now.
 
Should we be voting to change to infrastructure policy? We've got a huge backlog, so it seems like a valuable use of our actions. Is Diplomacy still so important?
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Settle Land = Upriver Plains

Mega pick because we are expanding and it will be useful in the future.
Otherwise roads, slow settling and a bit of trade for the free boats, we want some boats every turn or so until we need to invent harbours.
 
One would think with our provinces on diplo they would automatically do the trade expedition
Also we have a diplo hero just leave the provinces on diplo till he bites it.
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [SEC] Build Walls = North Coast Plains
[X] [SEC] Settle Land =Upriver Plains
[X] [SEC] Trade Expedition = Forluc Kingdom

[X][SEC] Switch Province Policy = (Infrastructure)
[X][SEC] Study Magic.

My vote for the walls is to take steps to fulfill the warrior faction quest which gives us a free build roads action.

Edit: Changed vote from main roads to policy switch and study magic.
 
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[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Settle Land = Upriver Plains
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Walls = North Coast Plains
[X] [SEC] Settle Land =Upriver Plains
[X] [SEC] Trade Expedition = Forluc Kingdom

My vote for the walls is to take steps to fulfill the warrior faction quest which gives us a free build roads action.
I gotta admit, I'm really worried about continuing to support the warrior faction, with our farmers and crafters being so low in power comparatively. Better to just spend the action getting roads in my view.
 
That was noted as being free though.
This was what it said:

Warriors (6) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Found a third Colony, Success/Failure: Free Train Sacred Warriors/-

This is what the action does:
[] [SEC/MAIN] Train Sacred Warriors
S: -2 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -2 Temp Econ -1 Temp Mystic, Improved Chance of Innovation,

By "free" it means you don't need to take an action to complete it, not that there is no cost involved. Especially since the econ to martial trade is inherent to the action.
 
In the past iirc the diplo province actions have done trading expeditions for us so I don't think spending one of our actions there is worth it when the provinces should do it.

We have our provinces on diplo actions, that means we will do 6 diplo actions this turn why would anyone vote for more diplo actions?
 
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[X] [Mega] Gain a new random Value.
[X] [Mega] Gain a new Social-related Value.
[X] [Mega] Upgrade a random Value.
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [MAIN]Build Walls = North Coast Plains
[X] [SEC] Diplomatic Expedition = Coltyre Confederation
[X] [SEC] Switch Province Policy = (Infrastructure)
[X] [SEC] Trade Expedition = (Forluc Kingdom)
 
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I recognize that if I wanted to point out how completely ahistorical this attitude is I should have done so when it first was brought up, but nonetheless I'd like to officially register my complaint at our civilization feeling the need to institute a system of 'checks and balances' as reaching past my suspension of disbelief. I get that we're just inserting our own modern values but can there at least be some justification for them besides "it was obvious?"
Personally I took it as a "Make sure the Caldon never does something like taking Caemyr again" because it was a near disaster in recent memory when the reforms started.

[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN]Build Walls = North Coast Plains

[X] [SEC] Diplomatic Expedition = Coltyre Confederation
[X] [SEC] Study Magic.
[X] [SEC] Switch Province Policy = (Infrastructure)

I know it may seem strange but I think this is the perfect moment o reach ou to the Coltye. They just lost a bunch of old leadership, are looking for guidance and we just got a bunch of new culture spreading techs and organized religion. They will be way more receptive then either of our old enemies too.
 
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I thought more people would be wanting to build boats, but I see people want to play nice with our factions and work on our Infrastructure backlog.

Fair enough.

Still not budging from converting/integrating the Urthdysh though.

[X] [Mega] +1 Admin Strain Free Provinces.
[X] [MAIN] Diplomatic Expedition = Urthdysh Federation
[X] [SEC] Build Roads = Greenbay
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Settle Land = Upriver Plains
 
I recognize that if I wanted to point out how completely ahistorical this attitude is I should have done so when it first was brought up, but nonetheless I'd like to officially register my complaint at our civilization feeling the need to institute a system of 'checks and balances' as reaching past my suspension of disbelief. I get that we're just inserting our own modern values but can there at least be some justification for them besides "it was obvious?"
So, you do remember how Evantine and Wonlyn heavily empowered the position of Cadlon and used the power of hero bs for the past few turns in order to unilaterally create decisions right?

From Bronze Epic Age V:

"
As part of making this offer to Queen Eira, Cadlon Wonlyn gathered a lot of power to the position of Cadlon, both to make the deal happen and to deal with ruling over the newly expanded lands of the Arthwyd. Since the beginning of the war, the Arthwyd had greatly expanded as their territory now reached quite deeply into the lowlands.

To rule over all of that land, more power and authority was centralised in Greenbay so that the central government could still manage everything that they needed to. While this was necessary for the Arthwyd to continue function as they had, Cadlon Wonlyn strengthening the position of Cadlon and centralising the government had caused a fair bit of disruption. To deal with this, she organised the constructions of temples in the major cities of the north coast area and arranged for some extra religious ceremonies where Arthryn and her Daughters made their favourable feelings towards Cadlon Wonlyn clear to the People.

The previous Cadlon and her advisors had made one choice which the Champion of Arthryn had disagreed with and while she had just stopped short of outright disobedience, Evatine had gone off to do her own thing in defiance of what Cadlon Gwynlyn had desired. Then Cadlon Wonlyn had just empowered herself to do something that no previous Cadlon had done when she made Queen Eira into Guardian-General Eira.

Now the priesthood and the elders of the People sought formalise the way of doing things amongst the People. They desired to make standardise how things are done and who had the authority to do what and where that authority would start and end.
"

From Law and Religion:

"
There was also the matter of how the Arthwyd would be governed. Many of the priestesses and elders supporting the legal reforms were doing so to act as checks on the power of the Cadlon and other important figures. In the past, the Cadlon had unchecked power to do almost anything and he and all other Arthwyd leaders were trusted to do the fight right.

In the aftermath of the war with the Forluc, that honour system had been pushed to the limits and if it wasn't for key individuals deliberately choosing not to break the system, the Arthwyd would have almost certainly collapsed into chaos.

Now many wished to prevent such a thing from occurring again by putting clear restrictions and limits on what the Cadlon and other members of the Arthwyd government could do.
"

It's not as though this sentiment came out of the ether; it came from Wonlyn and Evantine running roughshod over our previous honor system we had with prominent Arthwyd leaders, causing them to want to formalize said honor system into law so that the next persuasive Cadlon can't just do the same thing.
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Settle Land = Upriver Plains
Adhoc vote count started by nkd1325 on Apr 8, 2019 at 8:40 PM, finished with 36 posts and 14 votes.

  • [X] [Mega] +1 Admin Strain Free Provinces.
    [X] [MAIN] Build Roads = Greenbay
    [X] [SEC] Trade Expedition = Forluc Kingdom
    [X] [Mega] Gain at least two Technologies.
    [X] [Mega] Upgrade a random Value.
    [X] [Mega] +1 Upper Centralization Limit.
    [X] [Mega] +1 Admin Strain Free Provinces.
    [X] [MAIN] Build Roads = Greenbay

    [X] [SEC] Build Roads = Lowlands Conflux

    [X] [SEC] Trade Expedition = Forluc Kingdom

    [X] [SEC] Settle Land = Upriver Plains
    [X] [Mega] Gain a new random Value.
    [X] [Mega] Gain a new Social-related Value.
    [X] [Mega] +1 Admin Strain Free Provinces.
    [X] [MAIN]Build Walls = North Coast Plains
    [X] [SEC] Diplomatic Expedition = Coltyre Confederation
    [X] [SEC] Switch Province Policy = (Infrastructure)

    [X] [SEC] Trade Expedition = (Forluc Kingdom)
    [X] [Mega] +1 Admin Strain Free Provinces.
    [X] [MAIN] Diplomatic Expedition = Urthdysh Federation
    [X] [SEC] Build Roads = Greenbay

    [X] [SEC] Trade Expedition = Forluc Kingdom

    [X] [SEC] Settle Land = Upriver Plains
    [X] [MAIN] Build Roads = Greenbay x2
    [X] [MAIN] Build Roads = North Coast Plains
    [X] [MAIN] Build Roads = North Coast Plains x2
    [X] [MAIN] Build Roads = Upriver Plains
    [X] [MAIN] Build Roads = Northern Green River
    [X] [MAIN] Build Roads = Northern Green River x2
    [X] [MAIN] Build Roads = Southern Green River
    [X] [MAIN] Build Roads = Southern Green River x2
    [X] [MAIN] Build Walls = Lowland Conflux
    [X] [MAIN] Train Sacred Warriors
    [X] [MAIN] Build Boats
    [X] [MAIN]Build Walls = North Coast Plains
    [X] [SEC] Build Roads = Lowlands Conflux
    [X] [SEC] Settle Land = Upriver Plains
    [X] [SEC] Build Roads = Greenbay
    [X] [SEC] Build Roads = Rockbay
    [X] [SEC] Build Roads = Sunrise Bay
    [X] [SEC] Build Roads = North Coast Plains
    [X] [SEC] Build Roads = Upriver Plains
    [X] [SEC] Build Roads = Sunrise Plains
    [X] [SEC] Build Roads = Lowland Conflux
    [X] [SEC] Build Roads = Northern Green River
    [X] [SEC] Build Roads = Southern Green River
    [X] [SEC] Build Temples = Greenbay
    [X] [SEC] Build Walls = North Coast Plains
    [X] [SEC] Diplomatic Expedition = Coltyre Confederation
    [X] [SEC] Switch Province Policy = (Infrastructure)
 
Some of those are split up for some reason.

For instance, my Secondaries of Settling the Upriver Plains and trading with the Forluc should be included.
 
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