Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
[X] Blessings of Health (Happiness Bonus)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
Last edited:
[X] Blessings of Health (Happiness Bonus)
[X] Oracles against Danger (Warnings of incoming danger, Defense increase.)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Blessings of Health (Happiness Bonus)
 
So, cultivation materials is a yes, in large part because I want the Temple options lol. I think Abeo then has a point about the fit of the defense options and how they might influence the lake - not really sure about them. Fishing I think is very important to support long term in order to facilitate smooth growth of our city, and it's also just the obvious Lake-y thing to do - it'd feel weird if we didn't have anything there. Kind of tempted by double fish tbh.

For happiness vs disease/curse protection, both are good I agree. While Zhengui's hot springs do provide minor disease protection, more is always good - especially once we grow into a larger town - and having our main water supply helping us there would make sense. Moreover, we should consider that having Snowblossom take some of the load there frees up our Zhengui upgrades to focus more on other areas like agriculture, so either can work I think. Happiness is also good, though it's hard to say how useful it is longer term. The bonus manpower system means that we can end up with wasted manpower if we have nothing to use it on, but we also don't know how hard it will be to keep getting happiness up longer term (though I'm inclined to think that it won't really be a problem as yrs will just keep giving us development options).

[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessing against curses/Disease (Further removal of negative events and attack vectors)
 
Last edited:
I was an Oracles voter but Abeo has a great point. It is awkward with LQ's anti-divination stuff. At the very least, if it does win, it should win as the third option. I'll take away my vote for it.

[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Health (Happiness Bonus)

EDIT: Fine, switching Quantity to Quality
 
Last edited:
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Blessings of Health (Happiness Bonus)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
 
I was an Oracles voter but Abeo has a great point. It is awkward with LQ's anti-divination stuff. At the very least, if it does win, it should win as the third option. I'll take away my vote for it.

[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Blessings of Health (Happiness Bonus)

Our own anti-divination stuff might interfere with the Lake's warnings of danger, but we're also scheduled to be deployed away from here for a big chunk of the war, and even after that we've picked a career path that's going to see us running all over the province and beyond, constantly away from home. The Oracle buff seems like it'll be really useful for keeping our home safe when we're gone, and if we'll interfere with it when we're there, that's offset by us being there to personally defend our home.
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Blessings of Health (Happiness Bonus)
 
They stared each other down in her arms. An actual spark cracked off and landed on Qiyi, earning them each the sharp slap of a sprouting ribbon.

"Rude!" Zhen Declared, glaring at her dress.

"Maybe silk sister is feisty enough for everyone," Gui grumbled.

I love the interaction between the new "siblings". I still can't believe Hanyi missed meeting Qiyi just by a hair's breadth.
And she won't be back to Snowblossom in months!

Now, onto the vote.
[X] Blessings of Health (Happiness Bonus)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)


These two are sure picks for me.
They have clear and direct benefits. The Happines bonus can grant extra manpower, and since it works as a percentage it will remain relevant for a long time.
The cultivation materials will give us wealth and likely cultivation manpower capacity, which is extremely important. It even gives us more temple options.

[ ] Quantity of fishing (Ag. Production increase)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)

The wealth options to the fishey project (see bellow) is better than plain Ag increase.
Besides the fish we also have three other sources of Ag: fields, pastures and lumber.
We don't need to focus on the Ag production of the lake.
In any case, we'll still have a couple options to fine tune the Ag-Wealth ratio when we choose the Fishery Specialization with the Boat project. The quantity blessing lacks that.

Spoiler: Fishing Boat Construction Materials and facilities for building non makeshift boats fit for small numbers of men
Cost 30 Agriculture, 20 material
1 Month
Increases Fishery Output by .5 per manpower. Unlocks Fishery Specialization, Unlocks Expanded Docks

Facilities to construct single person vessels and larger nets, improving output further, and granting additional permanent manpower

[ ] Blessing against curses/Disease (Further removal of negative events and attack vectors)

Not really feeling this one. Not when Zhengui's geyser already gives us bonus there, and the upcoming temple of the depths project will most likely increase that protection even more.

Spoiler: Boiling Deep Shrine Foundations The beginnings of construction for a Sacred Site at the Noiling Deeps the geyser Zhengui has raised from the earth, foundations and a central shrine structure set down, as well as space cleared for cultivation chambers.

Cost 50 Agriculture 50 Material. 2 months
Upkeep: 0.5 Wealth
Effect Increase Cultivation Manpower cap by 1. +5 Happiness. Changes to Boiling Deep effect. Story arc trigger

Unlocks Boiling Deeps Shrine

[ ] Oracles against Danger (Warnings of incoming danger, Defense increase.)
[ ] Blessings of Defense (Integrates Snowblossom into city defense arrays, Increased Defense, Expansion more difficult, potency increased while Snowblossom satisfied.)

Oracles is better. The increased potency just isn't worth the troubles to expand.
However I have a doubt.

Defense is a bit of a weird stat for me.
Right now we are well over 100, so we are perfectly safe.
But when the war starts and the crew leaves that rating will go down hard.
But building the palisade and manning it with cultivators will give us a big defense boost.
But a lot of projects, the temples and rare resources extraction, lower defense because new locations have to be defended.
But we'll be back to Snowblossom at some point.

So I'm quite confused about how dire will be our need for defense in the future and whether these options would be wasted.
So Oracle would be on the 4th spot unless defense proves to be more in need of improvement than what I think.
 
Last edited:
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Oracles against Danger (Warnings of incoming danger, Defense increase.)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Blessings of Health (Happiness Bonus)
 
Wants:
Fu - Wealth - Valuable fish, enriching the fishers and generating
Lu - Status - Cultivation materials, granting advancement to those who seek it.
Shou - Health - Health

[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)

Also a bit leery of hooking defensive infrastructure to the lake.
It'd deter the smaller stuff of course, but I don't feel good about incentivizing any raiders to try to damage the lake spirit.
She's massive and potent, but far from invincible.

As for oracle stuff I think making our resident big spirit a diviner while the lord of the land is mangling divinations is just not very conducive to liking us that easily :p
 
Last edited:
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Blessings of Defense (Integrates Snowblossom into city defense arrays, Increased Defense, Expansion more difficult, potency increased while Snowblossom satisfied.)
 
Defense is a bit of a weird stat for me.
Right now we are well over 100, so we are perfectly safe.
But when the war starts and the crew leaves that rating will go down hard.
But building the palisade and manning it with cultivators will give us a big defense boost.
But a lot of projects, the temples and rare resources extraction, lower defense because new locations have to be defended.
But we'll be back to Snowblossom at some point.

So I'm quite confused about how dire will be our need for defense in the future and whether these options would be wasted.
So Oracle would be on the 4th spot unless defense proves to be more in need of improvement than what I think.
Defense is really awkward due to the quest focus imo. If this was an actual city-builder quest where everything was focused on us building up our fief and defending it from threats it'd be really important.

As it is, however, the quest is largely focused on us doing other things, often involving travel. This makes defense have limited narrative presence. Yrs can't keep running "defend your town" arcs because that would be repetitive and also there won't be room for that around our main activities. Similarly, it's difficult to "punish" us for being away and unable to defend our home when that's largely outside of our control, and something that he wants us to be doing for the story. Moreover, you can really only play the "your home was burned down while you were away" card once for a story.

So yeah, I feel like with the story's focuses trying to grab the defense bonuses here doesn't necessarily do a lot for us. Obviously we should build our walls and stuff because that makes sense, but eh. Not feeling the fit or importance with the lake.
 
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Quantity of fishing (Ag. Production increase)
[X] Blessings of Health (Happiness Bonus)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
[X] Blessings of Health (Happiness Bonus)
 
[x] Quantity of fishing (Ag. Production increase)
[x] Oracles against Danger (Warnings of incoming danger, Defense increase.)
[x] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
[X] Quality of the fishing (Small ag increase, adds wealth options to fishery)
[X] Quantity of fishing (Ag. Production increase)
 
Last edited:
[X] Blessings of Health (Happiness Bonus)
[X] Oracles against Danger (Warnings of incoming danger, Defense increase.)
[X] Cultivation materials (One guaranteed exotic material, chance for others, Temple options)
 
Dammit fishing is currently coming in third.

We want fish to be higher so we can actually get good numbers out of it :(
That's the problem with this voting structure. Something everyone agrees is necessary but not important will outrank things that people argue is more important. So people invested in getting a specific outcome need to, instead of providing a broad overview of the voting impact, focus on why the majority of people need to vote for the intended primary.
 
Back
Top