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Vote Tally : Chronicles of History - Civ Quest - Original | Page 21 | Sufficient Velocity [Posts: 503-525]
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Task: MAIN
[X][MAIN] Diplomatic Expedition = Sunset Clans
No. of Votes: 15
[X][MAIN] Trade Expedition = Sunset Clans
No. of Votes: 1

——————————————————————————————————————————————Task: SEC
[X][SEC] Create New Trails = (Northern Newshore Plains)
No. of Votes: 13
[X][SEC] Diplomatic Expedition = Sunset Clans
No. of Votes: 2
[X][SEC] Settle Land = Midland Coast
No. of Votes: 2
[X][SEC] Settle Land = Southern Newshore Forest
No. of Votes: 1
[X][SEC] Study Nature
No. of Votes: 1
Total No. of Voters: 17
 
[X][MAIN] Trade Expedition = Sunset Clans
[X][SEC] Settle Land = Midland Coast
[X][SEC] Settle Land = Southern Newshore Forest
 
We also maintain the ability to prevent dominance by making it so if any one factions grows too strong, the other two can work against them.

You may need to work to keep this system in place some of the time. A faction aren't always going to look at another faction gaining dominance and then team up with the third faction to stop them. They aren't going to be that pragmatic and selfish all of the time if they are even aware of what is happening. Sometimes one of the factions will support another faction if they have the right motivations and circumstances. For example, if the civ is going through a bout of high devotion, the hunters might support the shamans to become the most dominant faction in the civ rather than work with the traders to keep the balance of power intact.

Heck, you might even get the players supporting one faction becoming dominant over the rest if they think dealing with the short term solution is worth that cost or if the shiny is worth that consequence.
 
I admit I enjoy this "careful balance of power" thing. We might even implement an elective triarchy later on.
 
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Eh, tbh, I don't really think we'll be capable of keeping the balance of power going. Sooner or later, we'll have to choose a faction to be supreme above all others.

And when that time comes, we must pick the Merchants!
 
I'm actually planning on changing the factions as right now, they represent the different groups under a centralised overall leadership, a legacy from PoC and CoN with the nominally centralised Ymaryn and Arthwyd. Due to decentralised and independent nature of your petty republics, I am going to be switching the factions to represent the most powerful and influential Nersondur Republics such as the Newland Republic or the Arkjara Republic.
 
Alright, I have updated the factions. It shouldn't change any votes, but I figured that I ought to make you aware of the changes and that they had taken place.
Newland Republic (5) = Mood: Desperate, Ability: Add half of faction power to Wealth, Objective: Reopen trade with the Sunset Clans, Success/Failure: Free Trade Expedition/-
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/-
Hot Hills Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Culture, Objective: Get more magical knowledge, Success/Failure: +1 Temp Econ/-
Arkjara Republic (3) = Mood: Desperate, Ability: Add half of faction power to Diplo, Objective: Reopen trade with the Sunset Clans, Success/Failure: +1 Temp Econ/-
Balfell Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Mystic, Objective: Acquire the divine magic of the Sunset Clans, Success/Failure: Free Mystic Innovation/-
Lesser Republics (2) = Mood: Unsure, Ability: Add half of faction power to Econ, Objective: Settle more land twice in 3 Turns, Success/Failure: +1 Temp Econ/-
 
Makes more sense tbh. As a decentralized civ, we have a greater focus on multiple republics rather than on groups. Each republic will have multiple things pushing and pulling them as well, but their leadership will be strongly influenced by whatever faction is prevalent in their own inner workings.

So Newland is clearly the more classical merchant republic, while Balfel and Hot Hills are mainly led by Shamans.
 
So Newland is clearly the more classical merchant republic, while Balfel and Hot Hills are mainly led by Shamans.

Newland and Arkjara are coastal and dominated by traders while Balfel and Hot Hills are inland ones close to Fire Mountain and are dominated by shamans. The Sunset Forest is in the sunset forest and dominated by the hunters.
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Raiding Party = Oldlanders
[X] [SEC] Settle Land = Midland Coast (0/8)

Different plan. Do the Diplo expedition, then either raid the Oldlanders or settle their former territory in order to secure our mainland holdings.
 
[X][MAIN] Diplomatic Expedition = Sunset Clans
[X][SEC] Settle Land = Midland Coast

Thinking about it more, settling the midland coast might actually be wiser. This will allow our martial groups to focus on raiding while we take the actions to build the bases for them. The Sunset Republic doesn't have enough actions to do both, due to Shamans taking so much more power, so its pretty beneficial to do this sort of thing for them.
Uh, won't the factions take their own diplo mission?
Or is the central diplo mission better because we get to control it?
They'll just raid for slaves and wealth if we don't do diplomacy.

Talking is hard. Stealing is easy.
 
[X][MAIN] Diplomatic Expedition = Sunset Clans
[X][SEC] Settle Land = Midland Coast

Thinking about it more, settling the midland coast might actually be wiser. This will allow our martial groups to focus on raiding while we take the actions to build the bases for them. The Sunset Republic doesn't have enough actions to do both, due to Shamans taking so much more power, so its pretty beneficial to do this sort of thing for them.

They'll just raid for slaves and wealth if we don't do diplomacy.

Talking is hard. Stealing is easy.
I disagree. As it stands our holdings on the mainland are all military in nature and can thus defend themselves easily but if we Settle the Midland coast that means we will be settling a civilian population right next to two different Civs who both enjoy raiding as a pastime. All settling the midland will do is be a drain on our resources and manpower as we will need to constantly defend it and we don't even have any defensive buildings like palasades to make it viable.
 
I disagree. As it stands our holdings on the mainland are all military in nature and can thus defend themselves easily but if we Settle the Midland coast that means we will be settling a civilian population right next to two different Civs who both enjoy raiding as a pastime. All settling the midland will do is be a drain on our resources and manpower as we will need to constantly defend it and we don't even have any defensive buildings like palasades to make it viable.
Our warriors will fight that much harder knowing that if they fail the barbarians will take away their wives and children!
 
Our warriors will fight that much harder knowing that if they fail the barbarians will take away their wives and children!
And the stormfolk and oldlanders will fight harder knowing that there is a nice and squishy civvy population that they can take home with them. Before they were attacking settlements full of nothing but warriors but with civvys in the mix? Now they would have something to actually gain beyond glory for their efforts.
 
I disagree. As it stands our holdings on the mainland are all military in nature and can thus defend themselves easily but if we Settle the Midland coast that means we will be settling a civilian population right next to two different Civs who both enjoy raiding as a pastime. All settling the midland will do is be a drain on our resources and manpower as we will need to constantly defend it and we don't even have any defensive buildings like palasades to make it viable.
From how I understand it, we don't actually have any major settlements to work from, meaning we're stretched warrior wise. Any created settlement would be a military focused one, meant to allow our people to attack from it.

It's not going to be an economic producer itself, but rather it's economy will be based on war. And the fact of the matter is that our people are going to be throwing resources at this no matter what, even without a forward settlement. The settlement just makes battles easier to win due to having a better chain of logistics.
 
As it stands our holdings on the mainland are all military in nature
Before they were attacking settlements full of nothing but warriors but with civvys in the mix?

I should clarify that you don't really have any Nersondur holdings on the mainland, just a bunch of Stormfolk settlements that your hunters have nominal control over. Your presence is currently limited to keeping the settlements defenceless and showing up to take what you want and boss them around whilst fighting over any Stormfolk attempts to re-establish their own presence in those settlements.

Your control is currently very tenuous as it involves your hunters coming across the ocean from Newshore and fighting the Stormfolk hunters and mages while the Stormfolk just need to put some defences back in place in those coastal settlements. All it would take is one bad bout of fighting for the Stormfolk to drive you from the mainland again.
 
I'd rather sort out the honey trade before trying to establish proper control of the mainland coast, if negotiations for trade break down we could be fighting for honey and to defend settlements at the same time splitting the force the republics can project on either fight.
 
I'd rather sort out the honey trade before trying to establish proper control of the mainland coast, if negotiations for trade break down we could be fighting for honey and to defend settlements at the same time splitting the force the republics can project on either fight.
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.
 
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.
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.
 
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.
They're not settling the land until it's secured and more raiding is unlikely to secure it permanently without a settlement being created.
 
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