Issue is that we're very likely to lose the foothold if we don't do so right now. We got pretty dang lucky during the midturn, and it's pretty unlikely we'll win if the Stormfolk make another push, at least without a settlement.
Wouldn't a war party be a better option then? A new settlement just makes another place to guard in an area we only have tenuous control of.
 
Wouldn't a war party be a better option then? A new settlement just makes another place to guard in an area we only have tenuous control of.

You would better control if you had Nersondur settlements that had a population that is loyal to you rather than conquered Stormfolk settlements which have a populace loyal to your enemies.
 
Sunset Forest Republic (4) = Mood: Proud, Ability: Add half of faction power to Martial, Objective: Secure their holdings on the mainland, Success/Failure: Free Settle Land/-

I think the SFR have it covered.
Let's assume they have, say, two actions to use. They can either Main War Party to protect what they have and thus make any attempt to retake it very difficult, or do a secondary Settle and secondary War Party, and gamble that the War Party does well enough, and that the enemy doesn't try very hard to retake it while they make the settlement. That's a bad gamble to take, and would be pretty likely to fail barring the intervention of luck on their part.

Whereas if we do the settlement action for them, they can devote their actions to defense this turn, and get the buff from the settlement without sacrificing any of their power.
 
Let's assume they have, say, two actions to use. They can either Main War Party to protect what they have and thus make any attempt to retake it very difficult, or do a secondary Settle and secondary War Party, and gamble that the War Party does well enough, and that the enemy doesn't try very hard to retake it while they make the settlement. That's a bad gamble to take, and would be pretty likely to fail barring the intervention of luck on their part.

Whereas if we do the settlement action for them, they can devote their actions to defense this turn, and get the buff from the settlement without sacrificing any of their power.
If they do a Main war party and succeed they get the settlement action for free.

Objective: Secure their holdings on the mainland, Success/Failure: Free Settle Land/-
 
If they do a Main war party and succeed they get the settlement action for free.

Objective: Secure their holdings on the mainland, Success/Failure: Free Settle Land/-
Not necessarily. Because driving back the next Oldlander attempt to retake their territory doesn't automatically "secure" the area for us, it could just mean that the current status quo remains, whereby we only have tenuous control over the Oldlander settlements.
 
Hmm, opening the area for settlement may allow us to turn it into something like the Austrian Empire's Military Frontier. Which would give us greater control of the region and thus securer bases for projecting power in the mainland (which is a requirement if we want to focus in this specific area in the upcoming turns), but we would also get an analogue to Grenzers since it'll be a dedicated military district.

But then again, I do like my roads.
 
If they do a Main war party and succeed they get the settlement action for free.

Objective: Secure their holdings on the mainland, Success/Failure: Free Settle Land/-
That's not securing the territory as Random pointed out. We still lack a solid foothold to defend from, and even if they Stormlanders draw back for a bit, they'd still be a major threat with even just a minor investment.
 
That's not securing the territory as Random pointed out. We still lack a solid foothold to defend from, and even if they Stormlanders draw back for a bit, they'd still be a major threat with even just a minor investment.
Then why are you guys considering settling the main land at all? Like I said earlier it sounds like nothing but huge drain on our resources settling a civilian population there sense it will be constatly raided by the stormfolk and oldlanders. Better to focus on building up the island where our naval focus actually means something rather than try and hold ground in completely hostile territory.
Adhoc vote count started by UlseDovThur on Jun 2, 2019 at 2:12 PM, finished with 59 posts and 18 votes.
 
If they do a Main war party and succeed they get the settlement action for free.
Objective: Secure their holdings on the mainland, Success/Failure: Free Settle Land/-
Not necessarily. Because driving back the next Oldlander attempt to retake their territory doesn't automatically "secure" the area for us, it could just mean that the current status quo remains, whereby we only have tenuous control over the Oldlander settlements.
That's not securing the territory as Random pointed out. We still lack a solid foothold to defend from, and even if they Stormlanders draw back for a bit, they'd still be a major threat with even just a minor investment.

Securing your presence on the mainland will require Newsondur settlements in addition to keeping the Stormfolk from driving you back into the sea.
 
After sleeping on it, I'm going with...

[X][MAIN] Diplomatic Expedition = Sunset Clans
[X][SEC] Study Nature

I think the main reason why I'm drawn to this, is, once again, to be a foil to the Arthwyd. They were big on infrastructure and didn't do many Study Nature actions. Meanwhile, the Republics do worship spirits; hopefully, studying nature will help in just knowing the world better.

Still, only one vote. Talk about dancing to the beat of my own drum...
 
Then why are you guys considering settling the main land at all? Like I said earlier it sounds like nothing but huge drain on our resources settling a civilian population there sense it will be constatly raided by the stormfolk and oldlanders. Better to focus on building up the island where our naval focus actually means something rather than try and hold ground in completely hostile territory.

Pride and prestige. The Nersondurans got their nominal presence on the mainland when they proved themselves to be superior to the Stormfolk, the other contender for king of the hill in this region. While it will take more than reclaiming their territory for the Stormfolk to take the king of the hill from you, it would be a blow to your prestige and international standing. Certain elements of the Nersondur Republics wish to avoid that and the best way to do that is to do that in their minds to to properly establish a permanent Nersondur presence on the mainland.
 
Pride and prestige. The Nersondurans got their nominal presence on the mainland when they proved themselves to be superior to the Stormfolk, the other contender for king of the hill in this region. While it will take more than reclaiming their territory for the Stormfolk to take the king of the hill from you, it would be a blow to your prestige and international standing. Certain elements of the Nersondur Republics wish to avoid that and the best way to do that is to do that in their minds to to properly establish a permanent Nersondur presence on the mainland.
Yeah, I'm more than happy to take a hit to our prestige to avoid the constant thorn in our side a main land settlement would be, especially sense it wouldn't even knock us off of king of the hill.
 
Yeah, I'm more than happy to take a hit to our prestige to avoid the constant thorn in our side a main land settlement would be, especially sense it wouldn't even knock us off of king of the hill.

Just bear in mind that your factions won't necessarily share your opinion and that hit to the prestige could lead to unrest, stability loss and in the worst cases, legitimacy loss. The Nersondur Republics are a proud people and matters of prestige can and will easily become matters of happiness and unrest.

Edit: What I am trying to say here is that it won't just be a prestige hit and there would be other consequences.
 
Last edited:
Yeah, I'm more than happy to take a hit to our prestige to avoid the constant thorn in our side a main land settlement would be, especially sense it wouldn't even knock us off of king of the hill.
This operates on the assumption that once we get kicked out, our people are just going to give up and stop spending resources on this.

They won't.

Our values ensure that our people keep trying, and failure is going to hurt us, as our people will be unhappy with rulers who keep failing to hold onto the conquests over a period of time. This means stab hits in addition to the normal action and stat costs.

The settlement also acts as a sort of lightning rod for our main island, as if people are too busy fighting our people on land, they aren't trying to hit our main islands.

Our civ isn't going to be a calm one. Backing them up as needed is also part of our job as the central civ actions.
 
Last edited:
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Settle Land = Midland Coast

The Sunset Forest Republic better put it's back into suppressing the Stormfolk.
 
Last edited:
This operates on the assumption that once we get kicked out, our people are just going to give up and stop spending resources on this.

They won't.

Our values ensure that our people keep trying, and failure is going to hurt us, as our people will be unhappy with rulers who keep failing to hold onto the conquests over a period of time. This means stab hits in addition to the normal action and stat costs.

The settlement also acts as a sort of lightning rod for our main island, as if people are too busy fighting our people on land, they aren't trying to hit our main islands.

Our civ isn't going to be a calm one. Backing them up as needed is also part of our job as the central civ actions.
I'd actually rather just raid the shit out of them then actually conquer. The vikings had it right, it's much simpler to just pirate the hell out of everyone than it is to actually conquer and control land in foreign territory. Plus, we have our own island to finish settling.
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)
 
This operates on the assumption that once we get kicked out, our people are just going to give up and stop spending resources on this.

They won't.

Our values ensure that our people keep trying, and failure is going to hurt us, as our people will be unhappy with rulers who keep failing to hold onto the conquests over a period of time. This means stab hits in addition to the normal action and stat costs.

The settlement also acts as a sort of lightning rod for our main island, as if people are too busy fighting our people on land, they aren't trying to hit our main islands.

Our civ isn't going to be a calm one. Backing them up as needed is also part of our job as the central civ actions.

Note though, there isn't one centralized leader for them to all and blame when Legitamacy is hit. More likely, we'd see uprisings in all the Republics if the people don't get what they want.
 
[X][MAIN] Diplomatic Expedition = Sunset Clans
[X][SEC] Study Nature

I'll support this. So far our doods have been kind of slow in developing their tech, and they're not likely to Study Nature on their own, so.
 
Securing your presence on the mainland will require Newsondur settlements in addition to keeping the Stormfolk from driving you back into the sea.
Would a diplomatic [main] mission to the storm folk work, or guaranteed to fail?

Wouldn't a successful diplomatic mission to the stormfolk secure the presence on the mainland?
 
Last edited:
The vikings had it right, it's much simpler to just pirate the hell out of everyone than it is to actually conquer and control land in foreign territory.


Yup because the vikings weren't known for their many conquests all over the Europe and beyond./s

Would a diplomatic [main] mission to the storm folk work, or guaranteed to fail?

You don't know.

Wouldn't a successful diplomatic mission to the stormfolk secure the presence on the mainland?

That is a possible outcome.

So far our doods have been kind of slow in developing their tech

I am really curious for your reasoning behind this because how on Earth did you reach this conclusion when you got multiple innovations by the start of the second main turn.
 
Vote is still open.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 21 | Sufficient Velocity [Posts: 503-569]
##### NetTally 1.9.7
Task: MAIN
[X][MAIN] Diplomatic Expedition = Sunset Clans
No. of Votes: 16
[X][MAIN] Trade Expedition = Sunset Clans
No. of Votes: 2

——————————————————————————————————————————————Task: SEC
[X][SEC] Create New Trails = (Northern Newshore Plains)
No. of Votes: 10
[X][SEC] Settle Land = Midland Coast
No. of Votes: 5
[X][SEC] Study Nature
No. of Votes: 3
[X][SEC] Diplomatic Expedition = Sunset Clans
No. of Votes: 2
[X][SEC] Settle Land = Southern Newshore Forest
No. of Votes: 2
[X][SEC] Raiding Party = Oldlanders
No. of Votes: 1
[X][SEC] Settle Land = Midland Coast (0/8)
No. of Votes: 1
Total No. of Voters: 19
 
Back
Top