[X] [Civ] Creating trails and paths.
[X] [Econ] Market Economy
[X] [Civ] Understanding the spirits and their power.
 
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[X] [Econ] Market Economy
[X] [Civ] Creating trails and paths.
[X] [Civ] Understanding the spirits and their power.
 
[X] [Civ] Building canoes and rafts.
[X] [Civ] Understanding the spirits and their power.
[X] [Econ] Guild Economy

Market economy can die in a fire.
 
[X] [Econ] Market Economy
[X] [Civ] Creating trails and paths.
[X] [Civ] Understanding the spirits and their power.
 
I'd think they'd be bad for it-like that's literally how you get squabling factions and whatnot, to have businesses in it for themselves instead of the people or the nation as a unifier.
Well, we already have squabbling factions in it for themselves, and from what I understand of civ quests, we get them no matter what we do.

I was thinking maybe they'd be multinational trade associations who would divide up the trade amongst themselves and keep the republics together so their cartel holds, but I admit I know very little about Trade Guild systems.
 
[X] [Econ] Market Economy

[X] [Civ] Building canoes and rafts.
[X] [Civ] Understanding the spirits and their power.
[X] [Civ] Exploring the world beyond.
[X] [Civ] Hunting and fishing.
 
Vote is still open.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 14 | Sufficient Velocity [Posts: 340-410]
##### NetTally 1.9.7
Task: Econ
[X][Econ] Market Economy
No. of Votes: 22
[X][Econ] Guild Economy
No. of Votes: 5
[X][Econ] Palace Economy
No. of Votes: 1

——————————————————————————————————————————————Task: Civ
[X][Civ] Creating trails and paths.
No. of Votes: 19
[X][Civ] Understanding the spirits and their power.
No. of Votes: 17
[X][Civ] Exploring the world beyond.
No. of Votes: 10
[X][Civ] Building canoes and rafts.
No. of Votes: 8
[X][Civ] Trading with each other and the mainlanders
No. of Votes: 7
[X][Civ] Farming and taming.
No. of Votes: 1
[X][Civ] Hunting and fishing.
No. of Votes: 1
Total No. of Voters: 29
 
Damn you and your logical arguments @Citino !

[X] [Econ] Market Economy
[X] [Civ] Creating trails and paths.
[X] [Civ] Understanding the spirits and their power.
 
[X] [Civ] Creating trails and paths.
[X] [Econ] Market Economy
[X] [Civ] Understanding the spirits and their power.
 
Vote is closed.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 14 | Sufficient Velocity [Posts: 340-415]
##### NetTally 1.9.7
Task: Econ
[X][Econ] Market Economy
No. of Votes: 25
[X][Econ] Guild Economy
No. of Votes: 5
[X][Econ] Palace Economy
No. of Votes: 1

Task: Civ
[X][Civ] Creating trails and paths.
No. of Votes: 22
[X][Civ] Understanding the spirits and their power.
No. of Votes: 20
[X][Civ] Exploring the world beyond.
No. of Votes: 9
[X][Civ] Building canoes and rafts.
No. of Votes: 8
[X][Civ] Trading with each other and the mainlanders
No. of Votes: 7
[X][Civ] Farming and taming.
No. of Votes: 1
[X][Civ] Hunting and fishing.
No. of Votes: 1
Total No. of Voters: 32
 
Inward Focus
[X] [Econ] Market Economy
[X] [Civ] Creating trails and paths.
[X] [Civ] Understanding the spirits and their power.

Another major change that reshaped the People of Newshore at a fundamental level was how their economy worked. While they still used a barter economy like their neighbours, it became more dominated by the traders and wants and desires of those partaking in it.

The traders of the Nersondur Republics were already influential and had a hand in every major trade market. Without only limited competition, they became skilled at figuring out where best to buy and sell different goods, greatly increasing their own wealth and power.

The various republics from the Newland to the Sunset Forest to the Hot Hills also focused on internally for a bit. While the traders were bringing wealth and riches to the Nersondur Republics and its people, that wealth was being used to improve island of Newshore.

Trails and paths between the various settlements of the Nersondur Republics were found and then formalised and before long, most of the villages on Newshore were connected by dirt paths and trails. Despite the divides between the Nersondur Republics, no one oppose these acts of cooperation as no one had a reason to not desire easier travel and many had reasons to want such a thing.

The traders want it to be easier to reach the customers and sellers in other villages while the elders wanted closer ties with each other to back each up against their rivals. The shamans wanted to have closer cooperation and easier knowledge sharing with each other and the hunters were grateful for their long journeys being easier.

The shamans also took the opportunity to push through some serious cooperation between the various groups of shamans in each republic as they sought to form closer ties while attempts to understand the spirits better. Getting the support of the traders who had an interest in potentially getting wealth from the spirits, the shamans spent a few generations in intensive study of the spirits of the world.

While not always successful and often perilous, the shamans build up an impressive amount of knowledge regarding the spirits and how to tame them for power. Spirits could be found everywhere, but not all spirits were equal as they greatly varied in power. While some of the greatest spirits were completely beyond the shamans of the Nersondur Republics, others were not.

The shamans figured out how to bind the weakest of the spirits, letting the shamans tap into their power. While the shamans weren't sure what to use that power for yet, they were certain it would be useful for something. At the moment, the shamans would bind spirits as trophies and pets, a sign of prestige for how good and powerful a shaman is and by the time that the shamans were able to reliably capture the weakest, a few bold shamans were already going after some of the stronger ones.

Yet even as the Nersondur Republics looked inwards, there was trouble brewing aboard. For countless generations the Stormfolk and Oldlanders had fought each other in a back and forth battle for the Oldlands.

Now the balance of power had tipped in favour of the Stormfolk as the Stormfolk have recently gained several major victories over the Oldlanders, driving their rivals back and becoming the greater power in the Oldlands and perhaps the world.

For the Nersondur Republics, this is not an acceptable state of affairs as many feel that the Nersondur Republics are greater than the Stormfolk. It is just a matter of proving that fact to the rest of the world. The elders push for doing that and while their power is fading, they have the support for the hunters.

One of the most influential groups within the Nersondur Republics, the hunters have always pushed for striking back at the Oldlanders and Stormfolk. They desire to earn glory against their foes in battle and to plunder and loot their villages.

In the past, their desires have been restrained , but that isn't going to be the case for much longer.

Shamans (3) = Mood: Pleased, Ability: Add half of faction power to Mystic, Objective: Build 2 Shrines in 4 Turns, Success/Failure: +1 Temp Culture/-
Traders (6) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build Boats in 2 Turns, Success/Failure: +1 Temp Wealth/-1 Temp Wealth
Elders (2) = Mood: Content, Ability: Add half of their faction power to another faction, Objective: Prove the superiority of the Nersondur Republics, Success/Failure: +1 Temp Econ/-
Hunters (4 (5)) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Raid the mainland, Success/Failure: +1 Temp Econ/-
Farmers (1) = Mood: Content, Ability: Add half of faction power to Econ, Objective: Do 2 Settle Lands in 4 Turns, Success/Failure: +1 Temp Econ/-

You have three 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 Boats
S: -1 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Western Newshore Plains (4/8), Northern Newshore Plains (4/8), Northern Newshore Forest (3/6)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail,
M: -4 Temp Econ, +2 Trails,
-Possible Targets: Western Newshore Plains (6/8), Northern Newshore Plains (6/8), Northern Newshore Forest (5/6)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -1 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Forest Priests, Stormfolk, Oldlanders, Sunset Clans,

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -3 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Newshore Island, Ocean, Sunrise Coast, Sunset Coast, Southlands, Oldlands, Sunrise Forests, Sunrise Mountains, Midland Mountains,

[] [SEC/MAIN] More Farming
S: +1 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/19) (Limited by number of Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, +1 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of Temp Stat gain, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, requires 3 Temp Martial, Greater Chance of Temp Stat gain, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Priests, Stormfolk, Oldlanders, Sunset Clans, Nersondur

[] [SEC/MAIN] Restore Order
S: -3 Temp Wealth, Chance of +1 Stability, Chance of +1 Legitimacy
M: -6 Temp Wealth, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy, Additional Effects,

[] [SEC/MAIN] Settle Land = (Target)
S: -2 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ,
M: -4 Temp Econ, -1 Temp Martial, +2 Settlements, +2 Econ,
-Possible Targets: Western Newshore Plains (8/14), Northern Newshore Plains (8/14), Northern Newshore Forest (6/12), Southern Newshore Forest (0/12), Southern Newshore Plains (0/14), Newshore Interior (0/9), Midland Coast (0/8),

[] [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 Nature
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +2 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +6 Temp Wealth, Chance of +1 Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Forest Priests, Stormfolk, Oldlanders, Sunset Clans,

[] [SEC/MAIN] Venerate the Spirits
S: -1 Temp Econ, -1 Temp Wealth, +1 Temp Mystic, +1 Temp Culture, Additional Effects,
M: -3 Temp Econ, -2 Temp Wealth, +2 Temp Mystic, +2 Temp Culture, Additional Effects,

***​

Alright, you start your first main turn, you get to see your stats. Right now you got good trails and shrine coverage and some decently strong values. You also have a lot of actions with three player secondaries and seven province secondaries.

Due to the game just properly starting, there isn't much going on right now, but the Stormfolk have just become King of the Hill and your elders and hunters want to change that state of affairs.

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.


Nersondur
Early Ancient Tribal Petty Republics
Upper Centralization Limit: 2
Lower Centralization Limit: -10
Admin Strain Free Provinces: 10
Penalty Accumulation: Reduces Upper Centralisation limit by 1 per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 3 Provinces
Province Actions: 2 Secondary Action per 1 Province
Subordinates: 3
Special: +1 Random Temp Stat each turn per 1 Province
Special: Democratic Traditions influence Legitimacy and Stability

Early Ancient Market Economy
Temp Econ Damage: Event +1 per Province & -1 per 3 Centralisation
Wealth Generation: 3 per Dominant, 1 per Leading & Significant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 3 Provinces
Special: Low Wealth can cause loss of Legitimacy and Stability,
Special: Overcentralisation Penalties Doubled,

Stats
Diplo
: 2 (2)
Econ: 22 (22)
Martial: 3 (3)
Mystic: 5 (5)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 17 (17)

Legitimacy: 3/3
Stability: 3/3
Centralisation: -5
Hierarchy: 4
Prestige: 4

Statuses
Trade Dominance (Obsidian): +12 Wealth
Trade Significant (Alcohol): +2 Wealth


Diplomatic Relations
Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Stormfolk = Hostile/Hostile/Minimal
Oldlanders = Hostile/Hostile/Minimal
Sunset Clans = Friendly/Friendly/Medium
Forest Priests = Friendly/Friendly/Medium

Subordinates
Type/Loyalty/Dependence
None

Religion
None

Values & Legacies

Individual Freedom
Each individual and their choices are valuable. It is up to each person to make their own choices to decide their own future and perhaps the futures of others around them.
Pros: Increased social mobility, Bonus to one roll per province each turn,
Cons: Reduced central authority,

Glorious Battle
Fame and glory are earnt on the battlefield and therefore battle is desirable. The young men and women of the Nersondur seek to prove themselves against foes in order to gain respect and improve their status within society.
Pros: Better warriors, increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable,

Centre of Trade
Newshore is a centre of trade as people come from all over to trade at the island of the Nersondur. The end result is that the Nersondur make much wealth and riches from trade and they seek to keep things that way.
Pros: Increased wealth gained from trade dominance, Increased wealth gained from trade expeditions,
Cons: Losing trade dominance can cause loss of Legitimacy and Stability,

None

Technologies
Carts
Hot Springs
Rope
Wheel

Agriculture
Orchards

Animals
Fowls

Construction
Mortar
Fired Bricks

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Ambush

Materials
Bone
Furs
Hide
Leather
Obsidian
Reeds
Stone
Straw
Sulphur
Wood

Medicine
Herbalism
Administration
Tally Marks
Stone Record Keeping

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Negotiations
Trade

Leadership
Direct Democracy
Elders
Elective Succession
Representative Democracy
Shamans

Philosophy
Democracy

Religion
Offerings
Shamans
Shrines
Defences


Personal Protection

Hide Shields
Wicker Shields
Wood Shields

Organisation
Hunters

Theory


Weapons

Bows & Arrows
Slings
Spears
General
Contact Magic
Spirits

Lesser Spirit Familiar (Basic)
Minor Spirit Familiar (Limited)
Spirit Binding (Basic)
Spirit Offerings (Basic)
 
[] [SEC] Build Boats
[] [MAIN] Raiding Party = Stormfolk

Time to further our ties among each other by fighting a common foe and getting some sweet loot.

Edit: Was convinced by @Citino once again :p

[X] [SEC] Build New Shrine = (Northern Newshore Forest)
[X] [SEC] Create New Trails (Northern Newshore Forest)
[X] [SEC] Venerate the Spirits
 
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Hooley shit, we've got money! We have more Econ than the Arthwyd did in their heyday, and are nearly tied for Wealth! Also, our shamans have Pokémon! And our values are awesome! Heck yeah! Now let's go fight some fools.

[X] [SEC] Build Boats
[X] [MAIN] Raiding Party = Stormfolk
 
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[X] [MAIN] Create New Trails (Western Newshore Plains)
[X] [MAIN] Create New Trails (Northern Newshore Plains)
[X] [SEC] Create New Trails (Northern Newshore Forest)
[X] [SEC] Build New Shrine = (Northern Newshore Forest)
[X] [SEC] Venerate the Spirits

We need to focus on using our player actions to keep our civ interconnected, the province actions will do the rest on their own.

Edit: The warrior faction will no doubt use a one or two province actions to go on a raid while the trader faction will use a few to trade and build boats. We need use our player actions to do stuff that they won't.
Adhoc vote count started by UlseDovThur on May 21, 2019 at 8:52 PM, finished with 11 posts and 9 votes.

Adhoc vote count started by UlseDovThur on May 21, 2019 at 8:52 PM, finished with 11 posts and 9 votes.
 
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[X] [SEC] Build New Shrine = (Northern Newshore Forest)
[X] [SEC] Create New Trails (Northern Newshore Forest)
[X] [SEC] Venerate the Spirits


There's no real reason for us to push war. Our people will happily do so without us, instead focus on connectivity and culture.

Edit: Like, keep in mind that our provinces, due to being lead by traders and warriors, are going to spam boats, raids and such. They won't even consider touching roads or spirit stuff though, so that's what we need to hammer away at. So either build new shrines to continue cultural unification or do some spirit veneration to try and trigger cultural advancements.
 
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[X] [SEC] Build New Shrine = (Northern Newshore Forest)
[X] [SEC] Create New Trails (Northern Newshore Forest)
[X] [SEC] Venerate the Spirits
Having a civ with mostly province actions is definitely going to take some time to adjust to. Yeah, we definitely need to focus on stuff that isn't likely going to get done or long term projects that we don't want to leave to the mercy of a faction's attention. As we lack any megaprojects that leaves infrastructure and settling land.
 
[X] [SEC] Build New Shrine = (Northern Newshore Forest)
[X] [SEC] Venerate the Spirits

I guess I'm not used to Factions auto-fulfilling their faction quests. Do we still get the rewards if they do? Also, do we pay for Province actions from our own Stats?

Also, sending a Main Raiding Party might be necessary to complete the Elders quest, because They Want To Be The Very Best, but I figure raiding will aggro the Stormfolk into a proper war next turn and then we can prove who's boss.
 
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