Know when to fight and know when to trade. This is a perfect opportunity for more trade, not so much for fight since we risk getting into a 2-front war. The slave trade must continue!
Don't get into a war with the civ who wants to peacefully give us land, then. Instead, get into a war with the martial wimps who want to impose demands on our cash flow, and make slaves out of them.
 
Don't get into a war with the civ who wants to peacefully give us land, then. Instead, get into a war with the martial wimps who want to impose demands on our cash flow, and make slaves out of them.
Just because our peeps think they're weak doesn't mean they are. Right now, we can get everything we want from the Sunset Clans for the low price of a few Stormfolk slaves that we wouldn't miss anyway.

Meanwhile, the Oldlanders are still raiding us and could potentially attack us next turn by allying with the Stormfolk. By attacking them now, before they can do that, not only do we prevent that, but we also get loot from them that we normally couldn't get.

Dunking on the Stormfolk again isn't worth it because they're already weakened and we already took from them what we wanted.
 
Just because our peeps think they're weak doesn't mean they are. Right now, we can get everything we want from the Sunset Clans for the low price of a few Stormfolk slaves that we wouldn't miss anyway.
Not a few stormfolk slaves. A few storm mage slaves, with the accompanying knowledge of storm magic. They will learn our new tricks, possibly trade it or spread it to other civs, and then we lose our eternal naval superiority.

Edit: And yes, they are pretty weak. They're a peace-loving civ with little-to-no martial tradition.
 
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Not a few stormfolk slaves. A few storm mage slaves, with the accompanying knowledge of storm magic. They will learn our new tricks, possibly trade it or spread it to other civs, and then we lose our eternal naval superiority.
The mere fact that the Stormfolk exist and had this magic before we did already makes this a constant risk. It's not like other civs will never, ever be capable of reverse engineering storm magic so long as we ourselves don't share the knowledge.
 
The mere fact that the Stormfolk exist and had this magic before we did already makes this a constant risk. It's not like other civs will never, ever be capable of reverse engineering storm magic so long as we ourselves don't share the knowledge.
Yes. We should solve that problem, by making the Stormfolk not exist anymore, and then hold onto our magic for as long as we can. Maybe someday a Mystic Genius somewhere will reverse-engineer it, but until then we should guard it carefully, not hand them out like a bargaining chip.
 
Yes. We should solve that problem, by making the Stormfolk not exist anymore, and then hold onto our magic for as long as we can. Maybe someday a Mystic Genius somewhere will reverse-engineer it, but until then we should guard it carefully, not hand them out like a bargaining chip.
The Oldlanders are literally led by a Stormfolk mage, weather magic has already spread beyond where we can control it, this idea that we can keep it to ourselves is a complete non starter.
 
Edit: And yes, they are pretty weak. They're a peace-loving civ with little-to-no martial tradition.

Wow, that description fits the Ymaryn or the Arthwyd rather well in their pre-empire days. :V

We should solve that problem, by making the Stormfolk not exist anymore,

Not within your ability to carry out. The Stormfolk are too far spread for you to wipe out at your tech level and their signature storm magic has already spread beyond their lands.
 
Wow, that description fits the Ymaryn or the Arthwyd rathe
To be fair, protag civs have protag civ powers, but yes, I see your point.

The Oldlanders are literally led by a Stormfolk mage, weather magic has already spread beyond where we can control it, this idea that we can keep it to ourselves is a complete non starter.
Not within your ability to carry out. The Stormfolk are too far spread for you to wipe out at your tech level and their signature storm magic has already spread beyond their lands.
Well, crap. Chainging my vote, then.

[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)

[X] [Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
 
Vote is still open.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 24 | Sufficient Velocity [Posts: 583-633]
##### NetTally 1.9.7
Task: Sunset
[X][Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
No. of Votes: 17
[X][Sunset] Accept the reopening of trade instead of getting access to their divine magic. (-1 Stability, ???)
No. of Votes: 1

——————————————————————————————————————————————Task: Storm
[X][Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
No. of Votes: 8
[X][Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
No. of Votes: 7
[X][Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
No. of Votes: 7
[X][Storm] Reject the peace and make a pre-emptive strike at the Oldlanders. (+1 Temp Martial, ???)
No. of Votes: 4
Total No. of Voters: 19
 
Alright, I am going to leave the vote open until I finish work tomorrow. If anyone wants to try and swing the highly contested Stormfolk vote in their preferred direction, now is the time to do so.
 
[X][Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X][Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
[X][Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
 
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People, dunking on the Stormfolk again is a waste of time. Better to strike at the Oldlanders before they attack us!
 
Remember that civs have shit memories right now. Do something nice in a couple of generations, and grudges can be wiped away with some effort.

I'm aware. I'm thinking story-wise - that's how stories are remembered since there's no written word yet; orally.

Why? What shown so far makes you think they'll be worthwhile allies?

Since they are enemies to the Stormfolk (who we want to regularly raid and enslave) and respects us. The coalition is just being misled/manipulated by a ambitious leader claiming to be their goddess incarnated.

I want to put the lie to that claim by slaying her; may hopefully get a Martial hero too.
 
If we go to war with the Oldlanders we should strike first to improve our chances of winning or make peace with the Stormfolk so the republics can concentrate on one foe at a time. Warring with both with a temp martial of only 3 is not wise.
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X][Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
[X] [Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
 
Since they are enemies to the Stormfolk (who we want to regularly raid and enslave) and respects us. The coalition is just being misled/manipulated by a ambitious leader claiming to be their goddess incarnated.

I want to put the lie to that claim by slaying her; may hopefully get a Martial hero too.

A few things. First of all, respecting you means that they understand and acknowledge that facts that you are very wealthy and have experienced, skilled fighters. It doesn't mean that they like you or trust you or, as proven by current events, don't want to make enemies of you.

Secondly, the assumption that Elsa is lying to manipulate the Oldlanders is something believed by your shamans, but not the Oldlanders or the Stormfolk. They believe that she is telling the truth and even your own shamans acknowledge that Elsa has some degree of favour or support from Trincic as the goddess is letting Elsa pretend to be her.

Thirdly, you are making a major assumption on how the reactions to Elsa's death would turned out. You assume that Elsa's death will reveal her claims as being a bunch of falsehoods whilst discounting possibilities like the Oldlanders getting outraged by a bunch of heathens killing the mortal incarnation of their goddess. I'm not going to say which is more likely, but both are possible.

Edit: Fourth, you are assuming that you can get a narrative going of the Oldlanders being the ones to attack you first. Affairs could easily be spun as your conquest on the mainland making you the aggressor or the matter could be seen as the Oldlanders coming to the defence of the Stormfolk at the command of their goddess Trincic. It would be unwise to just assume that the potential conflict with the Oldlanders would be viewed as a separate affair to the conflict with the Stormfolk.
 
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A few things. First of all, respecting you means that they understand and acknowledge that facts that you are very wealthy and have experienced, skilled fighters. It doesn't mean that they like you or trust you or, as proven by current events, don't want to make enemies of you.

Secondly, the assumption that Elsa is lying to manipulate the Oldlanders is something believed by your shamans, but not the Oldlanders or the Stormfolk. They believe that she is telling the truth and even your own shamans acknowledge that Elsa has some degree of favour or support from Trincic as the goddess is letting Elsa pretend to be her.

Thirdly, you are making a major assumption on how the reactions to Elsa's death would turned out. You assume that Elsa's death will reveal her claims as being a bunch of falsehoods whilst discounting possibilities like the Oldlanders getting outraged by a bunch of heathens killing the mortal incarnation of their goddess. I'm not going to say which is more likely, but both are possible.

Edit: Fourth, you are assuming that you can get a narrative going of the Oldlanders being the ones to attack you first. Affairs could easily be spun as your conquest on the mainland making you the aggressor or the matter could be seen as the Oldlanders coming to the defence of the Stormfolk at the command of their goddess Trincic. It would be unwise to just assume that the potential conflict with the Oldlanders would be viewed as a separate affair to the conflict with the Stormfolk.

It's less of a assumption and more of a possibility. I'm well aware that this early on things can change and change drastically. We aren't dealing with established nation-states to do diplomacy with or war with like the Forluc or Urthdysh, after all. For instance, the possibility I'm trying to avoid is grouping them together so that in future generations they are one culture-group (the "Old People (of the Storm)" or something).

I, personally, would like to keep treating them as separate people.
 
It's less of a assumption and more of a possibility. I'm well aware that this early on things can change and change drastically. We aren't dealing with established nation-states to do diplomacy with or war with like the Forluc or Urthdysh, after all. For instance, the possibility I'm trying to avoid is grouping them together so that in future generations they are one culture-group (the "Old People (of the Storm)" or something).

I, personally, would like to keep treating them as separate people.
There is a small but very real tendency the Stormfolk are gonna be absorbed by either us or the Oldfolk, especially considering they've been weakened and there is a Diplo hero on the scene who's culturally a Zappyfolk but is running the Oldfolk.
 
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Vote is closed.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 24 | Sufficient Velocity [Posts: 583-644]
##### NetTally 1.9.7
Task: Sunset
[X][Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
No. of Votes: 19
[X][Sunset] Accept the reopening of trade instead of getting access to their divine magic. (-1 Stability, ???)
No. of Votes: 1

——————————————————————————————————————————————Task: Storm
[X][Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
No. of Votes: 10
[X][Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
No. of Votes: 8
[X][Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
No. of Votes: 8
[X][Storm] Reject the peace and make a pre-emptive strike at the Oldlanders. (+1 Temp Martial, ???)
No. of Votes: 4
Total No. of Voters: 21
 
Toppled Pride
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)

The Nersondur Republic went for peaceful relations as the Newland Republic lead the efforts with the Sunset Clans and the Sunset Forest Republic led the efforts with the Stormfolk and the Oldlanders.

Eager to please both the wealthy and the spiritual, the Newland Republic and its supporters provided the Sunset Clans with the storm mages slaves to get both trade and access to the divine magic of the Sunset Clans.

They ended up providing almost every slave capable of storm magic, but the Nersondurans felt it was worth the price. Slaves won't that valuable outside of prestige and if you wanted magic, it was easier and safer to go to a shaman.

As trade reopened, it was a welcome relief for both the Forest Priests and the Nersondur Republics as traders from the Sunset Clans began showing up at Newshore for the first time in generations. It was something out of myth as while everyone had heard the old tales and legends of the Sunset Clans, it had been some time since anyone alive could remember the old trade with them.

With fine pottery containing delicious bread, plentiful grain and vast quantities of honey, the traders of the Sunset Clans found themselves with a warm welcome and returning home with riches. This in turn inspired even more of those from the Sunset Clans to trade their luck at Newshore, further increasing the presences on the Sunset Clans at Newshore as the seasons went by.

While the trade went well, the attempts to learn the divine magic of the Sunset Clans went less well. Neither side was truly at fault, but the differences in culture led to difficulties. The shamans of the Nersondur Republics had expected something like their own spirit magic or at the very least, something like the storm magic of the Stormfolk.

Instead they got something that was depend on the goddess Kharolind and her divine favour. The priests of Kharolind insisted that the first step to using the divine magic is becoming a worshiper of Kharolind and earning her favour. The shamans of the Nersondur Republics reject this step as they have no desire to submit to a foreign great spirit, even a goddess like Kharolind.

At that, the Sunset Clan priests just shrug and inform the shamans that they cannot use divine magic without becoming a servant of Kharolind. Annoying as it is, the shamans take in good humour as they acknowledge things for what they are. No amount of threats or demands towards the priests will change the nature of the divine magic and the legendary Runa showed them how attempting to bind a great spirit would turn out.

The shamans decide to focus on adapting the divine magic to something like the storm magic of the Stormfolk. While a direct adaptation is impossible, the shamans feel it might be possible to replicate the efforts of the divine magic with non-divine magic.

Yet even as things go well with the Sunset Clans to varying degrees, things go more poorly with the Stormfolk and the Oldlanders. The Sunset Forest Republic and its coalition on the mainland decide to accept the peace offer of Elsa but refuse to return their rightfully conquered villages.

The response of Elsa and her coalition of Oldlanders and Stormfolk was one of outrage. Elsa claimed that the Nersondurans could not have peace deal but refuse to uphold their part of the deal. If the islanders refused to do their part, then the mainlanders would not give them the peace they wanted but refused to pay for.

Inspired by the mortal incarnation of their goddess and insulted by the actions of the Nersondurans, the Oldlanders struck at the villages of the Nersondur Republics on the mainland. Despite the fury and vigour of the divinely-inspired Oldlander warriors with the support of the Stormfolk storm mages, the Nersondurans held their defence. They bloodied almost every attack and hurled the Oldlanders back where they came from.

As Esla's coalition was driven back, the Sunset Forest Republic led a counter-attack against the Oldlanders as the Nersondurans had been invigorated by their successful defences. But as they assaulted the Oldlander villages, the Nersondurans found that the tables had turned.

Despite old tales of the Stormfolk triumphing over the Oldlander tribes, the modern day Oldlanders easily proved themselves to be better fighters than the Oldlanders. While it no one-sided affair and the Nersondur Republics found themselves victories on multiple occasion, the islander attack was ultimately a failure as they failed to make any significant gains.

During this time, the Stormfolk-Oldlander coalition had taken the time to regroup and rally its members as the Nersondurans bloodied themselves and more Oldlander tribes were swayed to their cause. Having rebuilt her army, Elsa struck at the Nersondurans once more.

It was a massacre. No single factor went wrong as little things such as unexpected losses in the failed counterattacks, the Sunset Forest Republic being unprepared for this level of setback and the better leaders being killed in prior battles.

The Oldlanders overran village rafter village as the coalition smashed through the Nersondurans on the mainland. The coalition retook the conquered Stormfolk villages and they did not stop there as they pushed onto the Nersonduran settlements on the mainland. Continuing to smash aside the defending Nersondurans, the Oldlanders manged to take a good many of the islander settlements, leaving the Nersondurans with only a meagre foothold on the mainland.

Back on Newshore, the Nersondur Republics were divided in how to react to this news as the various republics rallied around either the Newland Republic or the Sunset Forest Republic. As expected, the Sunset Forest Republic is outraged by the defeat and is pushing for renewed efforts on the mainland as they seek to punish the Oldlanders for insulting defeats they and their allies have suffered at their hands.

Meanwhile the Newland Republic wishes to ignore the mainland and focus on trade. They view the expeditions to the mainland to be a waste of time and resources which could be devoted to trade and earning wealth. The Newland Republic also receives the support of the shamans in this as the majority of the shamans seek to focus on studying magic and improving their knowledge of the spiritual. Having obtained storm magic from the Stormfolk, there is nothing left that the Stormfolk or the Oldlanders have to offer them and shamans would rather avoid expending resources and effort on the mainland.

As the Nersondur Republics divide themselves into two camps, the Arkjara Republic throw their lot in with the Sunset Forest Republic while the Hot Hills Republic and the Balfell Republic align themselves with the Newland Republic. It also becomes clear that the rise of the Sunset Forest Republic over the Newland Republic was a temporary and fleeting thing. As the Nersondur Republics are defeated on the mainland and trade is reopened with the Sunset Clans, the Sunset Forest Republic and Newland Republics are equals with the latter having a slight edge over the former in terms of influence.

Even as the people of Newshore begin to turn against each other, there is a lesson for the Nersondur Republics to learn from their defeats at the ends of Elsa and her Oldlander-Storm coalition.

What lesson do the Nersondur Republics learn from their defeats?
[] [Lesson] Humility. Their defeats at the ends of the hands of Elsa and the Oldlander tribes had taught humility to the Nersondur Republics and to not let pride blind you.
[] [Lesson] Respect. Their defeats only came about from not respecting the Oldlanders and from that, the Nersondur Republics have learnt to respect the beliefs and strength of others.
[] [Lesson] Faith. Elsa used her claim to be the mortal incarnation of the goddess Trincic and though that, she assembled the coalition that won her victory.
[] [Lesson] Pride. The Nersondur Republics are the greatest people in the world, but they have been lain low by defeat. They need to avenge this insult to their pride and glory and put the Oldlanders in their place.

Newland Republic (4) = Mood: Annoyed, Ability: Add half of faction power to Wealth, Objective: Abandon the mainland, Success/Failure: Free Diplomatic Expedition/-
Sunset Forest Republic (4) = Mood: Outraged, Ability: Add half of faction power to Martial, Objective: Retake the lost territory, Success/Failure: Free Build Shrine/-
Hot Hills Republic (2) = Mood: Unsure, Ability: Add half of faction power to Culture, Objective: Study Magic in 3 Turns, Success/Failure: +1 Temp Mystic/-
Arkjara Republic (4) = Mood: Pleased, Ability: Add half of faction power to Diplo, Objective: Prove superiority over the Oldlanders, Success/Failure: +1 Temp Econ/-
Balfell Republic (2) = Mood: Unsure, Ability: Add half of faction power to Mystic, Objective: Venerate the Spirits in 3 Turns, Success/Failure: +1 Temp Culture/-
Lesser Republics (2) = Mood: Unhappy, Ability: Add half of faction power to Econ, Objective: Settle More Land in 3 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 (5/8), Northern Newshore Plains (6/8), Northern Newshore Forest (4/6), Northern Oldshore (0/1),

[] [SEC/MAIN] Create New Trails = (Target)
S: -2 Temp Econ, +1 Trail,
M: -4 Temp Econ, +2 Trails,
-Possible Targets: Western Newshore Plains (6/8), Northern Newshore Plains (8/8), Northern Newshore Forest (6/6), Northern Oldshore (0/1),

[] [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), Southern Oldshore (0/5), Northern Oldshore (1/3),

[] [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,

***​

Okay, it has been a few days. You got trade back and avoided a major crisis that would have started this turn. You also got access to divine magic, but run into the issue of divine magic requiring a deity to work.

Beyond that, you have the war with Elsa's coalition since you decided to insult and disrespect them. Things have been mixed, but while they have suffered their own defeats and losses, the Oldlanders have some out on top for now with taking a decent portion of your mainland settlements.

Otherwise you are getting your first proper division within your civ as the militaristic Sunset Forest Republic wants to invest more into the mainland whilst the more mercantile Newland Republic wants to cut your losses when it comes to the mainland.

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
: 4 (7) (+1)
Econ: 23 (12)
Martial: 3 (2)
Mystic: 5 (4)
Culture: 2 (2)
Tech: 0 (0)
Wealth: 16 (16)

Legitimacy: 3/3
Stability: 2/3
Centralisation: -5
Hierarchy: 4
Prestige: 8

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Trade Dominance (Obsidian): +12 Wealth
Trade Significant (Alcohol): +2 Wealth

Diplomatic Relations
Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Stormfolk = Angry/Outraged/Regular Raids
Oldlanders = Angry/Outraged/Regular Raids
Sunset Clans = Neutral/Neutral/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,

Gloriosum Victoria
Fame and glory are earnt on the battlefield and therefore battle is desirable, but even more fame and glory are gained from being victorious. In order to earn that fame and glory, the Nersondurans seek out battle so they may claim victory against the enemies of the Nersondur Republics.
Pros: Better warriors, increased martial gain, greatly increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable, increased prestige and stability loss from defeat,

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
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
Javelins
Slings
Spears
General
Arcane Magic
Contract Magic
Divine Magic
Spirits

Lesser Spirit Familiar (Basic)
Minor Spirit Familiar (Basic)
Spirit Binding (Basic)
Spirit Offerings (Basic)
Lightning Bolt (Basic)
Rain Protection (Limited)
Storm Calling (Limited)
Weather Prediction (Limited)
 
[X] [Lesson] Humility. Their defeats at the ends of the hands of Elsa and the Oldlander tribes had taught humility to the Nersondur Republics and to not let pride blind you.

Not even a question. Our civ was ready to go to war with the Sunset Clans just because they stopped trading for some reason without even finding out why. Our more Martial factions are still riding their "we're better than everyone! Why? Because we just are!" Horse and need to chill the hell out before they pick a fight we can't win.

Edit;
[X] [MAIN] Create New Trails = (Western Newshore Plains (6/8)
Finish all trails on the Island.

[X] [SEC] Explore Lands = (Ocean)
Let's find some more islands. Maybe they'll have locals on them for the Sunset Forest Republic to invade so they can get their conquest boners to go down.
 
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