Blood of the Gods: A Fantasy CKII Quest

I see from the discussion thus far I need to explain some concepts and mechanics I wasn't quite ready to introduce until after the Prologue. I'll do that this evening, and extend out voting afterward.

Key detail I will say going forward. You're not going to get an objective breakdown of Stats and Traits for other characters conveniently tipping you off if they are corrupt or ambitious or even competant. They may lie to you, and they all have a personal agenda. Delegating projects to others is the only way to rule, but you'll have to infer certain things about characters or spend time and effort investigating them. Your traits and Intrigue stat will influence how perceptive Eurydice is, but do not take what other characters tell you at face value.
 
I'm aware we won't get those details as metaknowledge, but our general and other courtiers will at least have a record of their achievements, right?

How much of that is falsified is quite another thing, but we will know if a particular bastard is horrible at leading troops because he has a bad rep there or if a particular guy is infamously good with the lute or something?
 
Reputation can be exaggerated or downplayed or even fabricated; the same applies to gossip. But they definitely are an available source of information.

And Eurydice can trust her eyes and ears for various Traits and such.
 
[X] Martial
[X] Purchase the ankh. It has to be old and might even have magical properties. And it'll look awesome as a necklace as Tayuheret points out.
[X] Perform a sacrificial rite to Ra in support of the campaign.
[X] Mother
 
Yeah. But it is a way forward, and I like that way forward.
That's fair. Just bear in mind that there are other perfectly valid ways forward that other people will have their preferences and advocate for, there's no one shining golden path.

And who says we have to write the letter? Meeting our subject and interacting with an important commander instead of making demands to people who are professionals when we are a kid could very well prove more fruitful.
More important to me than the particular option here is the sort of habit it leads Eurydice to given that she is developing her personality and 'style', and what she learns from it. I'm reasonably confident that, barring unanticipated crit fail disaster, Khui is going to absolutely trash these bandits. You prefer the option where she gets a chance to meet Khui and get some glimpse of his character before abdicating military responsibility to him and using that freedom from ritual or letter-writing to develop other skills. I prefer the option where she doesn't personally meet him, but does get a headstart on testing the binds between her and her servants. This is a bandit-squashing mission where a large army is on path to the areas expected to furnish the military with supplies and reinforcements; if that's successfully then it gives her experience in achieving what she wants and pleasing the military, if it's not then she still has a better glimpse of the character of her vassals and their willingness to serve her. Concrete knowledge will serve us better than speculation on "Well, they might serve because she's the pharoah and it's important for the realm, but they also might not because she's the spawn of a foreign witch...", and I prefer her taking a more hands-on approach with regards to organization rather than entirely leaving all the proceedings to other people.

Unfortunately, the results for whatever we undertake are going to be roll-dependent. Taking options that play to our strengths will help that out, but good and bad are possible with whatever option we end up going with. Charming and offending people are possibilities with each option, it all depends on the rolls and the personalities of those we interact with and we don't know ahead of time what either of those variables are going to be.

Also, this quest has a fairly solid, dedicated voterbase, and the default options we get are pretty good most of the time. It shouldn't be a problem to sway votes for sensible Intriguing and scheming.
A "solid, dedicated" voterbase does not address the base problem, it just means that you'll have plenty of votes flying around. A lack of consistency and shifting goals are essentially inherent to the system. I'd love for someone to prove me wrong on this matter, but I haven't seen it happen yet.
 
[X] Diplomatic
[X] Purchase the game. You're curious about this foreign entertainment and Paneferer is right that you need something more interesting to play with.
[X] Write to the governors to get their support for the campaign.
[X] Mother

I've taken the diplomacy focus and governor support actions as they synergize together and with the aim of making our diplomacy skill our god stat, as it'll be helpful in pretty much all circumstances given the nature of a ruler.

I've chosen the game as it appears to be a strategic game which is helpful to develop a mindset enabling you to think on a larger scale if you can correctly apply it, and our Mother as for me she's the most interesting person.
 
[ ] Perform a sacrificial rite to Ra in support of the campaign.
[ ] Write to the governors to get their support for the campaign.
[ ] Leave everything to Khui, but go meet him first.

We have three options. One of us has us perform a sacrificial rite, which will likely please the priests since we are showing proper respect for the religious customs.

Alternatively, we could write to the governors, which is a stepping stone to developing a working relationship with them.

Finally, we could meet with this officer, potentiallg giving us a valuable contact in the army.

I suppose how you should vote here depends on whose support you want the most; the priests, the governors, or the army.
 
We have three options. One of us has us perform a sacrificial rite, which will likely please the priests since we are showing proper respect for the religious customs.

Alternatively, we could write to the governors, which is a stepping stone to developing a working relationship with them.

Finally, we could meet with this officer, potentiallg giving us a valuable contact in the army.

I suppose how you should vote here depends on whose support you want the most; the priests, the governors, or the army.

You always want the army to stand behind you.
If you lose the support of the army then you won´t rule much longer.
 
It's not really an option for gaining support of the army in general, though, it's potentially getting friendly with a particular commander who happens to be very influential among the military. That's not the same. I think that for general support among the military we'd be better off in trying to get those supplies and reinforcement arranged, since everyone's a fan of getting decent supplies for a conflict in a parched region.
 
[X] Diplomatic
[X] Purchase the game. You're curious about this foreign entertainment and Paneferer is right that you need something more interesting to play with.
[X] Leave everything to Khui, but go meet him first.
[X] Ma'atneferure
Even with all of the other options, the priestess and all will likely make us a zealot if we take them too often, and I don't want to be subject to her and Meryawy's views on proper and prim ladies.
That is. We are a ruler you know? we must be prim, proper and regal to be taken seriously.

In our official capacity it helps immensely and it is a requirement for our given role.
 
Stats explained
Authority
Authority is not a stat per se but rather a measurement of the inherent ability of the ruler to have their will executed. It is strongly related to the legitimacy with which a ruler is viewed by the populace and important elites, though there are cases where a ruler with little real claim to the throne will still exercise high Authority on the basis of a long and successful rule, by co-opting or appeasing vital social elites, or through sheer terror and destruction of viable alternatives. Authority is "spent" in a turn to introduce changes; new policies, new laws, appointing new officials, firing old officials, and so on. Authority is renewed every year up to the Base Authority, which provides a soft cap on the number of things a ruler can get done. Particularly drastic actions can reduce Base Authority, as can natural disasters, supernatural forebodings, military defeats, and general misrule. Base Authority can increase over time with competent rule, military success, economic prosperity, monument building, and supernatural blessings.

Actions which lower Base Authority will almost always also lower the level of political stability in the realm, heightening the chances of a major rebellion or a coup.

Diplomacy

Diplomacy is broadly the stat that reflects your ability to charm people to do what you want them to. It can represent bonhomie or impressive dignity or sex appeal. It is also used to encompass understanding of social conventions and necessary protocol, as well as when the character can opportunely transgress them. Foreign Relations fall under this stat since in this period those are merely the personal relationship between two rulers. A character with high diplomacy is adept at navigating social situations and charismatic in dealing with others, and thus has an easier time attracting skilled and loyal officials to their service. Conversely a character with low diplomacy is prone to gaffes and personally unlikeable and may alienate key officials simply by interacting with them. Diplomacy can enable a low Authority ruler to still manage the State effectively through loyal proxies and by influencing key elite leadership.

Martial
Martial is broadly the stat that encompasses understanding of military issues and the ability to address them effectively. Traits associated with Martial also tend to increase a character's personal combat potential. Strategy, Tactics, Leadership, and feel for the battlefield fall under this stat, as does effective management of arms and mobilization of logistics to support them. A character with high Martial is an effective warlord and can lead armies in prolonged campaigns and who will accrue glory, respect, and treasure through military success. A character with low Martial will be unable to command troops effectively and will be dependent on officials to wage war on their behalf. The political loyalties of troops is treated separately and depends on various factors like type of troop (mercenaries are only loyal to money, for example) and who commands them as well as the overall state of the country and army. Successful campaigns commanded by a proxy still add to Authority but also strengthen the commander, so be wary of a capable and ambitious general.

Stewardship
Stewardship is broadly the stat that encompasses management of assets. It is crucial for competent rule and the execution of projects. A ruler's Stewardship also modifies tax revenues and can assist with investigating corruption and determining if a project failure was due to adverse circumstances (IE, a bad dice roll), incompetence, or deliberate sabotage. A ruler with high Stewardship can count on having more revenue, on being able to accomplish projects that they oversee themselves, on being able to reform and monitor the bureaucracy, and to determine which officials can be trusted with difficult projects. A ruler with low Stewardship is much more vulnerable to the consequences of mismanagement including loss of political stability. Traits associated with good Stewardship can also improve Base Authority while traits associated with misrule can lower Base Authority. Building monuments and public works is expected of a ruler and doing so is often the most direct way to improve Authority; high Stewardship can provide all the necessary tools for doing so.

Intrigue
Intrigue is broadly the stat that encompasses the ability to investigate and plot against other characters and to defend against plots before their execution. It assists in seeing through subterfuge and lies to the truth of a matter, and also makes it possible to misdirect others. A high Intrigue character can sort out loyal from disloyal retainers and vassals more easily, can come to a more accurate gauge of their traits and personal agendas, and has a better chance of undermining or removing obstacles or setting matters up for their own advantage. A low Intrigue character is more likely to be fooled by other characters, less likely to see the truth in an ambiguous situation, and will be unable to effectively manage their court through underhanded means. While not directly aiding Authority, Intrigue is still useful in determining which officials can be relied upon and can help eliminate problems before they become real threats.

Piety
Piety is broadly the stat associated with knowledge and understanding of the rites of a dominant religious pantheon or philosophy and the ability to carry them out correctly. There is no hard distinction between magic and worship in many systems of wonder-working, including that of Kemet. A ruler with high Piety gains bonuses to important rituals that can ward off natural disaster and provide other support to broad-scale projects. A ruler with low Piety risks performing critical rites incorrectly and thereby offending the gods, and is more limited in the kind of blessings that can be asked for. Particularly specialized priests with very high Piety are capable of theurgy, which utilizes the imitation of the gods or manipulation of ancient and secret heiroglyphs to produce more localized effects on demand. Transfiguring a staff into a snake or seeing through the eyes of a hawk familiar the high end of such magic.

Learning
Learning is broadly the stat associated with philosophy and organized systems of knowledge. If knowledge does not directly pertain to the rites of the gods then it falls under Learning. There is no "science" as such and experimental processes coexist freely even in use by the same scholar with abstract theorizing from first principles. A ruler with high Learning gains bonuses on attempting innovative policies, introducing new technologies, and changes to the existing order. A ruler with low Learning will face a more difficult time introducing reforms, developing technology, or challenging existing traditions and structures. Certain systems of magic also rely on Learning, such as the Astrological procedures developed by the priests of Babel-Ur or the sorcerers of Atlantis. These systems usually trade the reach of Piety based appeals to pantheons with more reliable personal-level effects.

OOC: Alright, voting will be closed tomorrow evening with update probably following later that night. In the meantime feel free to ask questions about stats, traits, the setting, characters, and so on. Obviously I reserve the right to withhold some information or to restrict answers to what Eurydice knows rather than providing an objectively correct answer.
 
Hmm, so Learning is personal scale direct magic. Piety for national magic?

Broadly, but let me put it this way.

A ritual that you might be nearly obliged to do before the yearly flood, unless it's a very good result, might provide a very modest bonus to the Flood roll. That's still useful even with the Garden of Ptah (which is a Learning institution rather than a temple) meaning you don't botch except on a 1, because higher rolls are better and a good flood more a good harvest and thus more tax revenue. But the broader the effect, the more attenuated it will be.

Also there are exceptions. Invocations of the gods can work at the personal level. And Learning based systems like Astrology can provide some large scale rituals.

Another difference is this;

If you'd had Meryawy look at Bakenptah he could have held a ritual to seek the direct aid of Bastet to heal the child. If succesfull, Bakenptah would have healed faster or avoided a turn for the worse or so on.

Your mother just healed him right up.
 
Right. That does lay to rest the whole idea of "We got piety, we don't need Learning" and vice versa arguments at least.
 
Right. That does lay to rest the whole idea of "We got piety, we don't need Learning" and vice versa arguments at least.

Well, I don't want to encourage the idea that you must have magic. The rites the Pharaoh would have to perform in person are probably "safe" minus a critfail or full-on botch. A relatively modest-to-small bonus on a roll here and there isn't the end of the world. And there's a whole temple complex for supporting other rites. You just have to have loyal, at least mediocre officials to handle them for you.

Your mother's particular style of magic is much rarer but having a Court Astrologer or such on-staff would be pretty easily done. Just have to find a reputable one...
 
That is. We are a ruler you know? we must be prim, proper and regal to be taken seriously.

In our official capacity it helps immensely and it is a requirement for our given role.
We must be regal and respected. Diplomacy 16 does that. Prim and proper is up for consideration.
Like, following a governess' conservative views is not gonna make us Miss Ruler of the Year, and she isn't really more important to us than our mom, considering what a rare asset our mom is.

Thanks for the clarification on Piety, @Cavalier .

I'm still not too keen on taking it; I prefer Intrigue, Diplomacy and Stewardship as our major because we have a great base there and then we can delegate praying to Meryawy or something. The Astrologer could be hard to find, but its not like Kemet is poor or anything. Or has the good dowager queen been looting the treasury for her brothers or something?
 
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We must be regal and respected. Diplomacy 16 does that. Prim and proper is up for consideration.
Like, following a governess' conservative views is not gonna make us Miss Ruler of the Year, and she isn't really more important to us than our mom, considering what a rare asset our mom is.
Conservative? It is merely basic decorum, manners are quite important for the whole regal and respected thing with other officials and rulers.

And I am not besmirching our mother either.
Or has the good dowager queen been looting the treasury for her brothers or something?
Though you do appear to have your own...worries about dear aunt.
 
Conservative? It is merely basic decorum, manners are quite important for the whole regal and respected thing with other officials and rulers.

And I am not besmirching our mother either.

Though you do appear to have your own...worries about dear aunt.
It is basic decorum. We know basic decorum, and this vote is for who we are closest to. I want that to be our mom because we can replace a governess and all, but a skilled magician of her school is hard to find. And she is, you know, our mom. Who gave us our true name. Who bore us. Who told us stories and taught us Greek and sang us to sleep. Who visited us at night when we were lonely and needed her. Not some governess who is payed to care for us.

And yeah, I don't trust the Dowager Queen. She is bllod of the pharaoh, and so may feel more entitled to the throne than her husbands get with a foreigner. There is long tradition of regents usurping the rightful Authority of the monarch for a reason! And our personal Authority is pretty low... Also, you know who appointed our governess? She did. #paranoia
#offwithgovernesseshead
#HailMom
(In case it wasn' obvious, said firmly tongue in cheek)
 
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Prologue VIII
Interregnum Year 10-11 Results

Ma'atneferure smiles brightly as you finish the dance of felicitations of spring. It was one of the more difficult rites you had practiced, and you finally pulled it off without flaw. She praises you again and observes that you have reached the two goals of her training. Your bearing and posture are regal enough for the court while your body is flexible enough for the demands of hard exertion. From now on, she says, her instruction will take the form of learning what you need to manage the court. You have stewards to manage your accounts, and soldiers to drill your armies, and spies to keep you abreast of your enemies, and priests to pray and scholars to learn. But you, she says, must know who to trust. The women of the court share the burdens of your sex and do not have the same drive for office and honors as the men of the court, and so she says that they are your natural allies. From the currency of palace relationships, which is to say gossip, you can glean on to situations that are cause for alarm and which would otherwise pass by your notice.

Your studies with Meryawy continue to be productive, though his lessons are drier and more formal as you age. The metaphor of the self-creation of the gods by the primordial god Atum and his feminine principle becomes a frustrating trip into some very abstract theology that lasts for a good week before you can satisfy him. You're glad to finally move on to the relationships between the various gods and their holy days and symbols, even if it is repetitive memorization. Literature is more interesting, as Meryawy introduces you to the epic Tale of Sinuhe and to the devotional poetry and hymns of Payankh. You become conversant in the beliefs of the Kanaanites, Mitari, and Babel-Ur as well so as to be able to understand the missives of foreign rulers and treat with them appropriately. Meryawy is less comfortable with that material but you make fair progress over the year. You also meet with scholars at the Garden of Ptah for the first time for instruction in advanced mathematics.

You also have the privilege of more time with the Queen Dowager as the preparations for the expedition to Upper Kemet are completed. On one evening she speaks to you of your father, Ameneheb, as Ma'atneferure plays the reed flute from a chair beside her bed.

"Ameneheb, my brother-husband, was the clear star leading on to Duat," she began, breaking from a recital of poetry. She strokes your cheek kindly. "He was beloved of me, and I of him. There is some of him in your features, little Meritamun. More than I thought. You have his eyes, and a bit of his nose. You are not all a product of…"

She pauses, and seems both angry and sad at the same moment. Ma'atneferure puts the flute aside to rush to her side, taking her hand into her hands and soothing her with whispered words. After a moment the Dowager Queen smiles sadly and bids her handmaiden to start playing again.

"You are truly the last of our line. Even if Hathor and Isis should bless you with the fertility they have denied me, your husband will not be of the blood of the gods. And your children shall be his children. Our dynasty has ruled Kemet for fourteen generations. It will not falter before the fifteenth. You will prove a great Queen, won't you, Meritamun?"

You promise her you will. You wind up resting your head on her lap as she recites for you the very first poem your father addressed her.

+1 Martial, +1 Stewardship, +2 Intrigue, +1 Learning, +1 Piety
Gain Trait "Fit" +1 Martial

A Trip to the Bazaar
1D100 => 60

After some hesitation you elect for the game board. The foreign merchant's command of the language of Kemet was surprisingly good, and he explained the nature of the game to you. The handsome rosewood board was grooved into a series of grids, upon which two players would place markers made of ivory and black onyx with the goal of encompassing as much of the board as possible. "Capturing" pieces was possible by enveloping them with your own. You played a game against the merchant just long enough for him to demonstrate the rules of the game before packing it all up and heading back to the palace to try it out against your friends.

Over the next few weeks you compete against Bakenptah and Paneferer to master the rules of the foreign game. It soon becomes clear that the simplicity of the rules hides a marvelously complex set of interactions. Your two friends take wildly different approaches to the challenges of the game. Paneferer moves aggressively to capture as much of the board as possible as quickly as he can, making countering him a matter of keeping up and checking his impetuous strategies. Bakenptah by contrast is absolutely methodical in his approach, coolly looking ahead several moves to plot out surprises. Having to adapt to the two very different opponents is a challenge, but you relish it and win a lot more often than you lose.

Tayuheret is bored by the game and the boys get frustrated at losing so after several weeks of play you set it aside and bring it out only every so often. You patch up the breach with Tayuheret with girl-talk and gossip picked up from Ma'atneferure, while Bakenptah and Paneferer find playing warrior and barbarian more to their liking. But you do remember some lessons about adaptation from the game, and it makes you a more systematic thinker.

+1 Martial

War? What is it good for?
1D100+16 => 102
1D100 => 75

You decide to visit the troops being mustered in the barracks and drilling yard of the city and to meet with their commander, the officer Khui. Ma'atneferure and a detachment of the Guard of Horus accompany you as an escort.

"Khui has a reputation as a capable captain," your governess tells you in the litter beforehand. "And he is quite handsome, which you will appreciate more in a few years. He had the hearts of many of the handmaidens when he served in the Guard. Although they say it was a eunuch who had his heart."

She laughs at your uncertain response. "Your Majesty, such are the details that you must listen for. Indulge in, if you will. Such talk is how we women build friendships and alliances. And you can look and if it is true, that is something you may find useful to know."

"Okay, governess," you nod dutifully. "But what about the soldiers?"

"They are a detachment of the Division of Set. They are… not a prestigious unit anymore. But your Regent the Dowager Queen, blessed be her name, can only spare so much to deal with these bandit troubles."

Once at the barracks you're nearly overwhelmed by the activity. The drill yard outside the plain stone structures housing the troops is partitioned off into groups which are exercising and training. A force of spearmen wearing the longer cotton robes of desert travel practice thrusts, while on the other side of the road a party of bowmen shoots at targets. You climb out of the litter feet-first, in the dignified manner that Ma'atneferure expected.

The visit is derailed from the moment you step out and, overwhelmed with curiosity, elect to speak with the bowmen. The men prostrate themselves, but you bid them stand and tell you about their bows. The ox-horn and gazelle sinew construction makes them powerful enough to pierce into a man's torso, and they shoot for nearly three hundred feet. As you watch a bowman show off your regal detachment drops into earnest interest. To your surprise another of the men notices and laughs at how you remind him of his own daughter; and he offers to let you try a training bow.

The breach of protocol upsets your guards, but Ma'atneferure persuades them that the offer was meant fairly. You accept, and with a little instruction you take well to the smaller bow. When you hit the center of the target on your fourth try the men raise up a shout, and it draws over more soldiers. You speak with them as well, and show your interest in their condition and their families and home villages. In turn they too take up the clamor and shout of "Hathor!" as you demonstrate with the training bow. The men seemed energized by the encounter and Ma'atneferure looked on thoughtfully as you charmed them.

You gather an escort among the bowmen of the Division of Set afterward, when you set out for the command tent of Captain Khui. He is standing nearby, wearing the bronze skullcap and bearing the mace of an officer, observing the situation with the eyes of a hawk. He looks like a perfect example of a soldier of Kemet and dismisses the soldiers with a mere glance.

"Your Majesty," he says, and kneels to the knee.

You bid him rise, and he invites you all into his tent. The canvass covers an area almost as large as your room in the palace and is nearly arranged around a table piled with scrolls. His simple wood-framed cot lies off in a corner, and plus seating pillows are in place to provide an audience with hospitality. He has you sit and shows every courtesy, though you perceive him somewhat annoyed with your presence.

Keeping Ma'atneferure's advice in mind, you ask him of his career and life. In turn he tells you dutifully of his parents; his father is a middling rank priest of Horus in a village in Delta Province who married an estate merchant's daughter. He is not even a decade older than yourself, though as with Ma'atneferure that seems like an impossible gap between childhood and adult. As the chat goes on he orders refreshments of fresh water and a plate of dried figs.

Finally, you reach a point to get to business. "So what are you plans to deal with the bandits?"

"The Queen Dowager has given me adequate forces," Khui reported. "I will lay traps for the bandits and aggressively patrol the roads they have struck. After the first battles they will seek to group themselves to strike at me. So I will then feign weakness and retreat to the villages and the city of Swenett, and then strike as they are emboldened."

That seemed like a good plan, but there was something missing. "What of… gossip? Rumors? Would the bandits not find out you have a large force and then scatter?"

Khui was taken off-guard by the question and drank from his goblet of water to regain his thoughts. "Yes, your Majesty. I will bring only part of my force into Swenett when I arrive at the frontier. We know the bandits have spies in the city because of how they have known to hit the most valuable caravans. I will find these spies and kill some, and others will be made to serve. They will tell the bandits what I want them to hear, and will approach them by a more difficult path to avoid their scouts."

You nod. It seems like a sound plan.

You discuss what to do with captured bandits with Khui, but the evening approaches and you have had an eventful day. Your guards wish to return to the palace well before night. Ma'atneferure begs Khui pardon for suggesting they leave, but he nods. He gives you a final glance clearly impressed with a prodigy; though there was something more there. You're not sure what it is.

+2 Martial, +1 Diplomacy
Division of Set Morale raised to High, Loyalty increased.

For better or worse
1D100 => 41

The night after your visit to see Khui, your Mother visits you in your chambers. She appears cloaked with shadow as always, and looks pleased. "You are growing well, my precious daughter. And you have yet to come into the fullness of your power. Know that I am proud of you, and always will be."

You preen with pride and discuss your impressions of Khui and the others. "He's strong, mother. And I think he can destroy the bandits. But he seemed…"

You can't articulate exactly what concerned you. But your mother smiled.

"You see it too. Khui is an ambitious man." Her eyes narrow. "He will do for a while. But if he turns against you, my precious daughter, he will beg for death. This too is part of being a Queen."

You're not entirely sure what she means, but pass on it. And talk about the bowmen, and then on to events in the palace. You discuss your friends and your tutors, and your mother asks you further about your time with the Dowager Queen. You talk about it, and bring up what she had to say about your father. You ask her why the Dowager Queen is the way she is toward you.

"She resents you and she loves you," your Mother answered, her eyes narrowing again. "She could not bear an heir to your father. I could. She simply hates me. But you are something different. Do not trust her, though. She would control you if she could, and she is as weak as her husband was. As a Queen you must safeguard your true feelings, for everyone has another agenda. Even your family. Listen well, my precious daughter…"

Gain trait Deceitful (+2 Intrigue, -1 Diplomacy)
 
Stat gain is going to slow down significantly fairly soon as Meritamun gets older, I should definitely note. If you want to boost Stewardship or Piety or Learning or whatever, the next couple of turns are your best chance. Or if you want to double down on Diplomacy or Intrigue or Martial, whatever.
 
Stat gain is going to slow down significantly fairly soon as Meritamun gets older, I should definitely note. If you want to boost Stewardship or Piety or Learning or whatever, the next couple of turns are your best chance. Or if you want to double down on Diplomacy or Intrigue or Martial, whatever.

Understood. I probably would want to increase Diplomacy, Stewardship, and maybe Learning as tertiary? Not sure, but the Martial gain is rather heartening.

Just to check, how are you interpreting CK2's averages. A lot of games make it so that if you don't have a Stat in the 20s, you're basically incompetent, as part of this general...stat inflation sort of thing that goes around, wherein in the game even someone with a stat in the teens can, at least mechanically, lead the armies of an entire nation without any penalties (if also without many bonuses). Or whatnot.[1]

[1] Which kinda made me interpret the stats as relative/balanced for the fact that these are the stats of rulers, courtiers, and the like. As in, most people in the modern world have a Martial of well under 8, and etc, etc. Though you obviously can and will have your own interpretations.
 
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In my opinion, we should try to spread out our learning? So Piety, Learning and Stewardship.

We should strive for a good balance in all stats.
 
Understood. I probably would want to increase Diplomacy, Stewardship, and maybe Learning as tertiary? Not sure, but the Martial gain is rather heartening.

Just to check, how are you interpreting CK2's averages. A lot of games make it so that if you don't have a Stat in the 20s, you're basically incompetent, as part of this general...stat inflation sort of thing that goes around, wherein in the game even someone with a stat in the teens can, at least mechanically, lead the armies of an entire nation without any penalties (if also without many bonuses). Or whatnot.[1]

[1] Which kinda made me interpret the stats as relative/balanced for the fact that these are the stats of rulers, courtiers, and the like. As in, most people in the modern world have a Martial of well under 8, and etc, etc. Though you obviously can and will have your own interpretations.

I was trying to avoid stat inflation but the dice used to roll for gains have been laughing at me hard.

At the moment I plan to divide Projects up into difficulties, eg. Trivial, Mundane, Challenging, Difficult, Very Difficult with different roll success thresholds. Since the character's stat will be added directly to the roll, a competent character is one who mechanically cannot fail a Trivial task (except with a natural 1) and will almost certainly succeed at a roll for a mundane task. So that'd probably be a 10. There are other situational modifiers and so on available as well. Someone into the 20s in a stat should be absolutely exceptional, a courtier you want to spend effort to recruit... if you can trust them.

I probably will be fiddling with this a bit more before we enter the more active period once Eurydice turns 14 years old.
 
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