Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Thats because we got one innovation, which was digested over the course of a generation with no individual conflict rising to the civ level.

This is different if you dump 5-6 innovations in rapid succession and things never stabilize out because they never got to equilibrium before the next mess rolled in.
Doesnt mean we cant grab one or two from mil tech and gen tech respectively.
I am sure the martial aspects of society can assimilate two techs over time, and society can assimilate two general techs over time.
4 techs total seem like a fine profit.
 
Peaceful Times
[X][SEC] Create New Trails.
[X][SEC] Settle Land = Greenbay

Merntir = [SEC] Settle Land (North Coast Fields), [SEC] Build New Shrine,

"And no actual fighting broke out?" double checks Seryn, wrinkly and silver haired with each., letting out a weary sigh at the news brought to her.

"No Athvyr Seryn," answers the girl through Seryn supposes that she is more of a young woman, "Despite the tensions, no violence began."

"Good," says Seryn, "That would require me to personal intervene and I am not up for a trip across the Great Bay like I used to be when I was younger. Is there anything else? Has the issue been resolved or does it still require intervention?"

"No Athvyr Seryn," the woman, "The rest of the Merntir Arthvyrs were able to let sense prevail when they insisted on the shrine between devoted to all four goddesses rather than just the mother or one of her daughters."

"Thank Arthryn at least some people over there had some common sense," says Seryn to herself before the priestess of Arthryn turns her attention back to the messenger, "You may go now."

The woman does just that, letting Seryn return to her thoughts.

Apparently some of her Merntir brethren decided to let a bout of idiocy overcome them. While their northern kin were setting up a new shrine in one of their larger new settlements, the local priests felt the need to advocate for the shrine to be devoted to only one of the goddesses rather than to all four of them.

If that wasn't enough, they proved unable to come up with which goddess the shrine was to be dedicated to. Arguments broke out and tensions build up amongst the priests and that unrest and disagreement spread to the normal villagers.

While no fighting actually broke out, it was a close thing by all accounts. Fortunately, the Merntir were able to resolve the issue on their own before the Arthwyd priests had to step or worse, one of the goddesses.

Seryn would not want to find out what would happen if the issue had escalated to the point of acquiring divine attention.

Still, the rest of the seasons have gone peaceful. Both the Arthwyd and the Merntir had been settling their core territories with new villages being settled, shrines being set up and trails being created and marked.

Pick 1 Golden Age Bonus
[] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

***​

This was something of a filler turn. You got more land settled and some trails done, but nothing particularly good or bad happened so I came up with a random background event to take up the fluff of the update.

Don't worry too much about what happened in Merntir. It won't be relevant in the long run and the incident has already been resolved by the time that Seryn heard of it, who is seventy one if anyone if wondering how old she is at this point.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

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

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

Statuses
Golden Age: +1 Temp Econ at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Agriculture
Basic Fertiliser (Food Waste)

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

All-Seerist Magic
Increased Accuracy
Guided Attacks
Truth Detecting
Scrying
Future Seeing

Arthrynite
Limited Stone Manipulation
 
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[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)

Doesn't lower anything to zero.

Or this;
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
Adhoc vote count started by UlseDovThur on Jan 28, 2019 at 7:55 PM, finished with 18 posts and 10 votes.

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[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
 
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So that's the problem with a polytheistic religion- friction between cults.
At least we have a wider net of gods, allowing for more diverse magics later on.
In fact, we already have access to All-Seers magic, don't we?

So, to narrow down the available options- let's take out choices that drain any of our resources to 0 (aside from Econ, which always gets a +1 temp).
[] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

That leaves us with:
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
I'd say a Hero is worth it.
An unbroken string of heroic leadership could very well end up in a legacy.
[X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
Not spending Culture, because we have only 1. Also not spending Mystic, because frankly it's more useful than Diplo.

You don't get to choose which extra stat is spent. Which one gets spent is determined by what type of Hero is rolled up.
As it turns out, we can't choose. It's a dice roll on whether or not we get to 0 Temp Culture.
 
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[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[X] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
ALL THE TECHS

EDIT: that's actualyl a good combo for the hero, didn't think of that, I'll second it along with the techs.
[X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
We don't get to choose.
 
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So that's the problem with a polytheistic religion- friction between cults.
At least we have a wider net of gods, allowing for more diverse magics later on.
In fact, we already have access to All-Seers magic, don't we?

So, to narrow down the available options- let's take out choices that drain any of our resources to 0 (aside from Econ, which always gets a +1 temp).
[] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

That leaves us with:
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
I'd say a Hero is worth it.
An unbroken string of heroic leadership could very well end up in a legacy.
[X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
Not spending Culture, because we have only 1. Also not spending Mystic, because frankly it's more useful than Diplo.
Our mystic goes back to 1 next turn anyways.
 
[X] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[X] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)

I kinda want to see what Oshha comes up with, and it sounds more interesting than just a tech advancement :p
 
An unbroken string of heroic leadership could very well end up in a legacy.
[X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
Not spending Culture, because we have only 1. Also not spending Mystic, because frankly it's more useful than Diplo.
You don't get to choose which extra stat is spent. Which one gets spent is determined by what type of Hero is rolled up.
 
I want to see what the Baby Boom does.

Also, the Golden Age costs seem to have come down. @Oshha - is that deliberate? Is it just a balance patch or did something change in the world?
 
You don't get to choose which extra stat is spent. Which one gets spent is determined by what type of Hero is rolled up.
Good to know.
Safe choices it is then:
[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
Is there any particular reason we don't want to let any resource hit zero?
By itself 0 in a stat is harmless.
However, random events could easily bring those numbers into negative.
And that's representative of us having a shortage of something. Like lacking food with Econ, or warriors with Martial.
And that means there's a big chance of us losing a tech or value, because there are too few experts to pass on the knowledge.
 
This era of peace is nice. We have full stability, full legitimacy, we're growing, we're advancing. Golden age indeed.

I wonder if no longer having anything above the base value would perhaps end the golden age? Or has this been disproven?
 
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Good to know.
Safe choices it is then:
[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)

By itself 0 in a stat is harmless.
However, random events could easily bring those numbers into negative.
And that's representative of us having a shortage of something. Like lacking food with Econ, or warriors with Martial.
And that means there's a big chance of us losing a tech or value, because there are too few experts to pass on the knowledge.
why isn't mil tech on the list?

Mildly confused. I thought we didn't want any of our temp stats to go to zero. Why is letting our temp Econ hit zero ok?
golden age gives us plus one that covers it. iirc.
 
Mildly confused. I thought we didn't want any of our temp stats to go to zero. Why is letting our temp Econ hit zero ok?
some people are thinking that hitting temp 0 won't hurt out without a random event causing it to drop below that. Some people think dropping to 0 will end the golden age. We don't actually know though, so its a bit of risk management.
 
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