Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
given our stats, is it possible to substitute the baby boom with mil tech?
it'll make sure we have some martial tech (and turn that 0 into a one on that stat list)
we should be able to do it and still do it and get by over the next few turns with the same plan no?
We can, assuming it actually gets voted for, and nothing goes wrong. So, hopefully that's what happens. We'll see.
 
I've noticed that because there seem to often be competing [SEC] votes there's some incentive to vote for the same [SEC] action twice rather than a [MAIN] for that action that is definitely not going to win, if the [MAIN] is just a doubling of the [SEC] mechanical effects.

May I ask for clarification on this statement? I'm having a hard time understanding what its saying. An example would be nice.
 
May I ask for clarification on this statement? I'm having a hard time understanding what its saying. An example would be nice.
seems to be a misunderstanding of how voting works, since voting the same thing twice doesn't actually count as voting for doing the action twice, only 1 of them is counted. So, not sure why people do it otherwise.
 
I changed my vote to reduce the count of [trails] because it's competing out an option I want.
 
As far as I understand it, two of the same secondary action equals a main action. For example, two secondary actions of farming turns it into a main action, so instead to providing +2 temp econ, it's -3 temp econ but adds +1 permanent econ. Most main actions scale similarly to secondary actions, though.

If @Rockeye is referring to two secondary actions of settlements, then it can be explained as wanting to build settlements in two different targets or just approval voting for settlements. If it's the same target, it becomes a main action.
 
I've noticed that because there seem to often be competing [SEC] votes there's some incentive to vote for the same [SEC] action twice rather than a [MAIN] for that action that is definitely not going to win, if the [MAIN] is just a doubling of the [SEC] mechanical effects.
I changed my vote to reduce the count of [trails] because it's competing out an option I want.


Your new vote:
[X][SEC] Sunrise Mountain Passage (0/???)
[X][SEC] Sunrise Mountain Passage (0/???)

Make all roads lead to Arthryn
Is only counted as one vote for [SEC] Sunrise Mountain Passage.
Voting for the same action twice, five times or twenty is the same as voting for it once, that is to stop people inflating the vote with multiple votes for the same action.

If you want two [SEC] Sunrise Mountain Passage, the second needs to have x2 on the end. It would be easier to just vote for both MAIN and SEC of the action.
Adhoc vote count started by Chrestomanci on Jan 27, 2019 at 10:25 PM, finished with 122 posts and 44 votes.
 
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Alright, well now we can't get anything without risking losing our golden age.
We will still have 3 Temp Econ and 2 Temp Martial. The following can probably be afforded, with slight risk:
] Gain a Hero. (-2 Temp Econ AND -2 Temp Mystic)
] Gain a Baby Boom. (-2 Temp Diplo, -2 Temp Martial)
] Gain random general technology. (-1 Temp Diplo, -2 Temp Econ, -1 Temp Mystic)
] Gain random social concepts. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
] Gain random military technology. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)

I think to have the Golden Age we need Legitimacy and Stability at max, and dropping any stats below 0 will lose it.
[X] Unlock Magic of a Goddess. (-2 Temp Mystic, -2 Temp Culture)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (3/4),

[] [SEC/MAIN] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,

Stats
Diplo
: 2 (2)
Econ: 9 (7)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 2
Prestige: 11

[SEC] Venerate the Goddesses and [SEC] Settle Land = Greenbay would be best for affording Golden Age options, but that vote has no hope.
The options may be different in this mid-turn, so perhaps there will be a more suitable choice available.
 
We will still have 3 Temp Econ and 2 Temp Martial. The following can probably be afforded, with slight risk:
] Gain a Hero. (-2 Temp Econ AND -2 Temp Mystic)
] Gain a Baby Boom. (-2 Temp Diplo, -2 Temp Martial)
] Gain random general technology. (-1 Temp Diplo, -2 Temp Econ, -1 Temp Mystic)
] Gain random social concepts. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
] Gain random military technology. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)

I think to have the Golden Age we need Legitimacy and Stability at max, and dropping any stats below 0 will lose it.


[SEC] Venerate the Goddesses and [SEC] Settle Land = Greenbay would be best for affording Golden Age options, but that vote has no hope.
The options may be different in this mid-turn, so perhaps there will be a more suitable choice available.
If its keeping things from going below zero, then we might be good. But otherwise, we don't have any real options. So, I'm just gonna hope the 0 won't get rid of our golden age.
 
[X][SEC] Create New Trails.
[X][SEC] Settle Land = Greenbay

Update should be up later today. In the meantime, here is a map.


Green = Arthwyd
Blue = Merntir
Purple = Forest Folk
Red = Lowland Zealots
Yellow = Freak Folk
White = Great Mountain & Winged Beasts
If the Mountain Outpost counts as Arthwyd territory, shouldn't we get the option to Settle Land and Build Shrine on that province?
 
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We will still have 3 Temp Econ and 2 Temp Martial. The following can probably be afforded, with slight risk:
] Gain a Hero. (-2 Temp Econ AND -2 Temp Mystic)
] Gain a Baby Boom. (-2 Temp Diplo, -2 Temp Martial)
] Gain random general technology. (-1 Temp Diplo, -2 Temp Econ, -1 Temp Mystic)
] Gain random social concepts. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
] Gain random military technology. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)

I think to have the Golden Age we need Legitimacy and Stability at max, and dropping any stats below 0 will lose it.


[SEC] Venerate the Goddesses and [SEC] Settle Land = Greenbay would be best for affording Golden Age options, but that vote has no hope.
The options may be different in this mid-turn, so perhaps there will be a more suitable choice available.
I suggest we go with tech, more specifically random military tech.
also note that we have a max of 1 mystic, and our temp is on 2 (it will go down) so hero is not on option. also we only have one culture, so social concepts will bring that to zero I think). I think best bet is the tech.

If we get military tech, we can actually make use of the mystic, tech hero synergy and maybe get something that can be used alongside it. (i.e. if we got catapults, we can earth magic rocks for it, and will have ammo where ever we go. Thus, synergy.

Also by getting tech we change that stat on the civ sheet from a 0 into a 1
furthermore if we end up running into a hostile force later on in the golden age, the military innovations will help us in beating back the enemy. If we get the discrepancy to grow large enough, we might be able to keep our golden age even if the enemy attacks us due to our military rendering them negligible.
 
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I suggest we go with tech, more specifically random military tech.
also note that we have a max of 1 mystic, and our temp is on 2 (it will go down) so hero is not on option. also we only have one culture, so social concepts will bring that to zero I think). I think best bet is the tech.

If we get military tech, we can actually make use of the mystic, tech hero synergy and maybe get something that can be used alongside it. (i.e. if we got catapults, we can earth magic rocks for it, and will have ammo where ever we go. Thus, synergy.

Also by getting tech we change that stat on the civ sheet from a 0 into a 1
furthermore if we end up running into a hostile force later on in the golden age, the military innovations will help us in beating back the enemy. If we get the discrepancy to grow large enough, we might be able to keep our golden age even if the enemy attacks us due to our military rendering them negligible.
That's not how it works.
The Temp will go down next main turn, we will be choosing the GA options in the mid-turn before that happens.

Catapults are a gigantic leap forward, a very very unlikely result.

Getting technology will not change the Tech stat.

Military Technology we have is:
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts

So random military tech will be an addition or upgrade to these.
 
That's not how it works.
The Temp will go down next main turn, we will be choosing the GA options in the mid-turn before that happens.

Catapults are a gigantic leap forward, a very very unlikely result.

Getting technology will not change the Tech stat.
Oh so it doesn't kick in midturn
Good to know.

When I said catapults I didnt mean as in we would get them, I was giving an example of what synergy would be. Though rereading how I wrote that I can see why one would be lead to that conclusion. My b. The main point was that we can use the innovations from that with our magic, increasing the damage we deal to the enemy by combining them in one way or another if viable.

How do you know random mil tech doesn't change the tech stat?
If that doesn't, what does?
If it's based on something like whatever poc was, how does it work?
 
Oh so it doesn't kick in midturn
Good to know.

When I said catapults I didnt mean as in we would get them, I was giving an example of what synergy would be. Though rereading how I wrote that I can see why one would be lead to that conclusion. My b. The main point was that we can use the innovations from that with our magic, increasing the damage we deal to the enemy by combining them in one way or another if viable.

How do you know random mil tech doesn't change the tech stat?
If that doesn't, what does?
If it's based on something like whatever poc was, how does it work?

Oh, sorry, I did think you were planning on getting catapults. That possible synergy would apply to general technology as well; e.g. stone-shapers fusing the rocks of a dam together.
We will probably need much more people (stone manipulation gift is far) and improved magic abilities (currently earth magic is very slow, but precise)
All options could be argued to synergise with our magic; e.g. Baby Boom means more people, and so more magic users.

I know mil tech doesn't change the tech stat, because we have 6 military tech and our Tech stat is 0 not 6. Also it makes no narrative sense; how would (for example) catapult technology be spent or regenerate?
Oshha is running things differently, but I would expect we need scientists (social concept) before we gain Tech stat.
 
Alright, so, lets start with our current stats.

Stats
Diplo
: 2 (2)
Econ: 9 (7)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Alright so, we can't afford to get a value and keep to at least 1 in everything without using multiple turns to do so, which, I'm going to assume most people won't vote for. So this portion will be without that as a consideration until much later. Instead, we are going to start by trying to get a baby boom. We need 2 diplo and 2 martial for that. Which means we need a trade mission to probably the Merntyr in order to ensure success and keep us from potentially getting in a fight with the Boarfolk in order to have the diplo necessary, leaving us with another action, probably a settlement to build up our econ. That leaves us with the following stats:
Stats(turn 1 GA)
Diplo
: 2 (3)
Econ: 9 (3)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Here we'd pick a baby boom. A very nice thing to have, though I don't know the mechanical effects, and as such can't plan around it. So I'll continue the rest as a tentative thing until I know how the stats would change. Leaving us with the following for Turn 2.
Stats(turn 2)
Diplo
: 2 (2)
Econ: 10 (7)
Martial: 3 (2)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Alright from here, we have 3 settlements in greenbay and a baby boom. We want to at least get greenbay a province. and we need to be able to afford something from ga, so we basically have to venerate here. That gives us the following for our second ga turn
Stats(turn 2 GA)
Diplo
: 2 (2)
Econ: 10 (3)
Martial: 3 (2)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Here we could get a general tech or social concept. I'd probably go for a general tech leaving us at the following for main turn 3.

Stats(turn 3)
Diplo
: 2 (2)
Econ: 11 (7)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Here we have 4 settlement, we need 2 more for our first province. So another settlement/venerate is in order. That leaves us with the following for our turn 3 GA
Stats(turn 3 GA)
Diplo
: 2 (2)
Econ: 11 (3)
Martial: 3 (2)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Here we'd probably want our social concept, leaving us pretty well off, for our turn 4.
Stats(turn 4)
Diplo
: 2 (2)
Econ: 12 (7)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

We still need 1 more settlement for a province and we still need to venerate in order to get any ga options. So lets get that done.

Stats(turn 4 GA)
Diplo
: 2 (2)
Econ: 12 (3)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Probably want to switch up again and get another general tech leaving us with...

Stats(turn 5)
Diplo
: 2 (2)
Econ: 13 (8)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

From here we have our first province but we still can't get a main mega-project without cutting off our ability to get more GA actions. So we've gotta fix that, and we fix that with shrines. Specifically shrine and venerate, leaving us with

Stats(turn 5 ga)
Diplo
: 2 (2)
Econ: 13 (5)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

From there we can get another social concept

Stats(turn 6)
Diplo
: 2 (2)
Econ: 13 (9)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Alright, just 1 more shrine/venerate action and we have base mystic of 2.

Stats(turn 6 ga)
Diplo
: 2 (2)
Econ: 13 (6)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Go for another a cultural tech and we are at

Stats(turn 7)
Diplo
: 2 (2)
Econ: 13 (9)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

So here we find that we still need more econ per turn to Main a mega-project and get GA actions. So, that's gotta happen. Main settlement in one of our already 1/12 areas. That leaves us at

Stats(turn 7 GA)
Diplo
: 2 (2)
Econ: 13 (3)
Martial: 3 (2)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

From here we can get a general tech. Putting us at

Stats(turn 8)
Diplo
: 2 (2)
Econ: 15 (8)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Here we are so close. 1 more settlement and a normal trail to help keep all these settlements connected puts at at...

Stats(turn 8 GA)
Diplo
: 2 (2)
Econ: 15 (3)
Martial: 3 (2)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

We can get another general tech leaving us with...

Stats(turn 9)
Diplo
: 2 (2)
Econ: 16 (9)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Here we could either double up on another settlement action, and get ourselves a second province and a third action, or start mainlining the Mega-Project, obviously here, we want to get that extra action.

Stats(turn 9 GA)
Diplo
: 2 (2)
Econ: 16 (3)
Martial: 3 (2)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

From here, we get another general tech.

Stats(turn 10)
Diplo
: 2 (2)
Econ: 18 (10)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Alright here we have 2 provinces, and can take 3 actions. We can Main the Mega-Project and do anything but a settlement and still be fine. But lets go with more fishing, because boats.

Stats(turn 10 GA)
Diplo
: 2 (2)
Econ: 18 (5)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
From here we get another general tech

Stats(turn 11)
Diplo
: 2 (2)
Econ: 18 (12)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

and here we can get keep main-lining mega-project while our secondary can be a venerate action.

Stats(turn 11 GA)
Diplo
: 2 (2)
Econ: 18 (5)
Martial: 3 (3)
Mystic: 2 (3)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

From here we can get a new mystic hero.

Stats(turn 12)
Diplo
: 2 (2)
Econ: 18 (12)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Keep with the mega-project, and add some more trails.

Stats(turn 12 GA)
Diplo
: 2 (2)
Econ: 18 (4)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Here we can get some more general tech.

Stats(turn 13)
Diplo
: 2 (2)
Econ: 18 (11)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Now I'd assume 6 is enough to finish the mega-project, which leaves us free to actually get ourselves a value. Here we Main venerate, trade expidition, giving us enough to get our value.
Stats(turn 13 ga)
Diplo
: 2 (3)
Econ: 18 (8)
Martial: 3 (3)
Mystic: 2 (4)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 0 (0)

Get whichever value option we want...

Stats(turn 14)
Diplo
: 2 (2)
Econ: 18 (13)
Martial: 3 (3)
Mystic: 2 (3)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

and from here, we can keep doing that, main venerate and settle for the option to get the mega-temple, or whatever we want really.
Well I asked and you delivered.
[X] jjffjhjf
 
Yeah, but sadly... kinda a waste, not many people interested in following it. So... now we get to see what happens when we get 0 of a stat in a golden age. It might not end it. -shrugs- who knows?
We already have 0 in two stats (Tech , Wealth).
It may be the permanent stats are what is required to keep the Golden Age going, or maybe as long as the majority of Temp stats don't reach zero then it continues. If the requirement is majority of Temp are over 0, then many options will not end the Golden Age.

One thing I believe is that both Legitimacy and Stability must be at max for the Golden Age.

Also, keep in mind the mid-turn SEC action depends on what option is chosen. Unlocking Magic gave us a Venerate.


] Gain a Hero. 3/7 Temp stats at 0.
] Gain a Baby Boom. 3/7 Temp stats at 0.
] Gain random general technology. 5/7 Temp stats at 0.
] Gain random social concepts. 3/7 Temp stats at 0.
] Gain random military technology. 5/7 Temp stats at 0.

My guesses (may be wildly off)
] Gain a Hero. SEC Venerate
] Gain a Baby Boom. SEC settlement
] Gain random general technology. SEC fishing/farming
] Gain random social concepts. SEC Venerate
] Gain random military technology. SEC hunter
 
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We already have 0 in two stats (Tech , Wealth).
It may be the permanent stats are what is required to keep the Golden Age going, or maybe as long as the majority of Temp stats don't reach zero then it continues. If the requirement is majority of Temp are over 0, then many options will not end the Golden Age.

One thing I believe is that both Legitimacy and Stability must be at max for the Golden Age.

Also, keep in mind the mid-turn SEC action depends on what option is chosen. Unlocking Magic gave us a Venerate.


] Gain a Hero. 3/7 Temp stats at 0.
] Gain a Baby Boom. 3/7 Temp stats at 0.
] Gain random general technology. 5/7 Temp stats at 0.
] Gain random social concepts. 3/7 Temp stats at 0.
] Gain random military technology. 5/7 Temp stats at 0.

My guesses (may be wildly off)
] Gain a Hero. SEC Venerate
] Gain a Baby Boom. SEC settlement
] Gain random general technology. SEC fishing/farming
] Gain random social concepts. SEC Venerate
] Gain random military technology. SEC hunter

was it? i thought that was just rolled, and completely random. Also, we lack two stats completely, having zeroes in them doesn't really seem like a factor. Though the capped legitimacy and stability seem important as well.
 
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