@Oshha I've been meaning to ask: How do innovations work, insofar as improving actions we can take goes? If we get enough farming innovations, will the Farming action become better? Or... hm.
The first thing is that this quest is a narrative quest first and foremost. There isn't really a goal beyond what the players set about for themselves and the civ just sort of does whatever a civ does. Innovations increase the tech level of the city, potentially unlock new options and allow for further tech to be invented. Superior technology can also give you an edge over your neighbours and rivals or at least stop you from falling behind. Some techs give mechanical bonuses, but in general, you want better tech because it is better for your civ. Why wouldn't you want better tech?
The mechanics are meant to be simple so I can easily keep track of them so most of the things you get aren't exactly doing to improve the mechanics for you as that primarily means more complicated game mechanics and I wish to avoid that lest mechanic bloat kills the quest.
But yeah, you want better technology because it is better for your civ and this is a narrative quest where you (presumably) want your civ to do well.
The first thing is that this quest is a narrative quest first and foremost. There isn't really a goal beyond what the players set about for themselves and the civ just sort of does whatever a civ does. Innovations increase the tech level of the city, potentially unlock new options and allow for further tech to be invented. Superior technology can also give you an edge over your neighbours and rivals or at least stop you from falling behind. Some techs give mechanical bonuses, but in general, you want better tech because it is better for your civ. Why wouldn't you want better tech?
The mechanics are meant to be simple so I can easily keep track of them so most of the things you get aren't exactly doing to improve the mechanics for you as that primarily means more complicated game mechanics and I wish to avoid that lest mechanic bloat kills the quest.
But yeah, you want better technology because it is better for your civ and this is a narrative quest where you (presumably) want your civ to do well.
I will admit, if thematically or narratively appropiate* I don't mind the Arthwyd losing a struggle or two~<3
*Appropiate in Omegahugger's eyes, which I've heard don't always match with regular people's
Merntir = [SEC] Settle Land (North Coast Fields), [SEC] More Farming,
As the Arthryd finished integrating the new methods brought about by Seryn's discoveries into their way of life, the priests decided to take the time to focus on the new lands settled by the Arthwyd.
For a generation, expansion came to a halt as the People turned inward, seeking to consolidate their current holdings before expanding outwards. The only debate was on what required doing. One faction of the priests felt that the new villages required to have proper shrines to the goddesses. After all, it would be horrible cruel and unfair to deny members of the People proper access to worshipping and respecting the goddesses.
Other priests believed that the Arthwyd would be better off focusing their efforts on the passage through the Sunrise Mountains. Building the passage would allow for more goods to be transported back and forth between the Arthwyd and the Merntir in addition to allowing for further connectivity between the two coasts.
In the end, a compromise is reached between the two groups of priests as while some effort is devoted to setting up shrines in the newer villages, the Arthwyd also begin work on the passage.
While the split attention doesn't allow for as much progress in each area as if it had been fully focused on, neither project falls behind or is neglected by the People.
On the northern coast, the Merntir continue to expand as they begin to adopt the new methods that the Arthwyd are sharing with them. Further settling the grasslands of the northern coast, the Merntir suffer some unrest and unhappiness as there is some resistance to the new methods the Arthwyd have brought to them.
While there is no outright violence or refusal to adopt the methods, there is only due to the fact that the Arthwyd have already proven them to work. Were it not for that, some of the Merntir would certainly have refused to use the new methods and rejected them despite the priests telling them to use the new ways.
Even then, the situation amongst the Merntir is unstable. The Merntirish have the utmost respect for the goddesses, but that respect doesn't extend to the priests, at least not the local ones and not as much as it used to.
While the physical damage has been fully repaired for generations, the community has yet to finish healing. The goddesses are worshipped and the priests are respected, said priests tend to be the overall leadership in Greenbay than the local ones amongst the Merntir villages.
The Merntir people may be happy to follow the directives of the Greenbay priests, but they hold doubts about whether their local priests are truly worthy of respect and if they truly follow the commands of the goddesses.
The Arthwyd priests are aware of the situation, but are uncertain on how they can resolve it as there are no obvious solutions. For now, they keep an eye on the situation and hope that it will naturally resolve itself in time and won't deteriorate.
So as the Merntir have their internal troubles, the Arthwyd look to their own affairs.
What to the Arthwyd do at the midturn?
[] More Farming. (Secondary More Farming)
[] More Hunting. (Secondary More Hunting)
[] More Fishing. (Secondary More Fishing)
[] Study Magic (Secondary Study Magic)
[] Venerate the Goddesses (Secondary Venerate the Goddesses)
[] Build New Shrines (Secondary Build New Shrines)
[] Create New Trails (Secondary Create New Trails)
***
Somewhat uneventful mid-turn update. Everything is going fine for the Arthwyd, but the Merntir are having some troubles. Like the Arthwyd, they are having some instability from influx of new technologies and ways of doing things. Unlike the Arthwyd, they are still recovering their stability from the war so the disruption has hit them harder and while there is no outright revolt or disobedience, it is close.
Unfortunately, there is no way for the Arthwyd to help with the situation so you just have to hope that it gets better or intervene if it worse.
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.
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, Agricultural Innovators: +1 Temp Econ to Farming actions,
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 (Primitive Compost)
Basic Irrigation
Two-Field Crop Rotation
Primitive Concept of Growth Energy
might have to do hunting to get that econ up, otherwise we might get to hurting again....otherwise next turn I suggest a main farming action...just to bring our econ up even further with a permanent farm.
"The Merntir people may be happy to follow the directives of the Greenbay priests, but they hold doubts about whether their local priests are truly worthy of respect and if they truly follow the commands of the goddesses."
oh hey there!
have you seen my friend?
His name is bureaucracy.
You all want to build that passage? fine.
But at least make sure you have the econ to do so.
[X] More Farming. (Secondary More Farming)
We get extra econ from farming so with this you all can carry on with the passage without it tanking too much on us.