Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
hrmm
Lowlands or shrine?
Given that we have a martial hero, pragmatism says now would be the best time to explore the lands over building that last shrine.
Anyone who says the goddess would be pissed off or mad should look no further to when the goddess waited in teh past when this same issue came up when we only had one true goddess the better days thus I change my vote.
[X] [SEC] Explore Lands = (Lowlands)
[X] [SEC] Sunrise Mountain Passage

I think it should take us no more then 7 or 8 turns to complete the passage (assuming we go straight to the allies we have across the range, if its only to the settlement, aprox 4), But we really should get along to settling the last 3 spots required at greenbay for that other action and secure up river plains depending on how things go in the lowlands (assuming that wins)
 
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[X] [SEC] Sunrise Mountain Passage
[X] [SEC] Explore Lands = (Lowlands)
[X] [SEC] Build New Shrine = (Greenbay)

Yes, but the tech level can limit what is discovered. For example, you won't be finding any metal deposits if you don't know the significance of it in-universe.
Clarification point!
Many metal deposits have value in the stone age as:
-Native copper, gold and silver are usable immediately, and as a shiny rock they're a valued source of ornamentation.
-Copper ores are brilliant blues and greens, so they are often used as semi-precious gemstones and dyes.
-Ochre is a valued pigment and its really just iron rich clay.
-Mercury ore is a brilliant red stone, which is used for craftworks and dyes.
-Pyrite and magnetite are both used as ornamental stones due to their unusual color, shape and ability to take polishing
 
[X] [SEC] Build New Shrine = (Greenbay)
[X] [SEC] Create New Trails.


[X][SEC] Build New Shrine = (Greenbay) x2
[X][SEC] Build New Shrine = (Greenbay) x2

We only have one settlement in Greenbay without a Shrine, two Shrines are not needed. If you are willing, I would suggest changing your vote (removing the x2) to building only one Shrine



hrmm
Lowlands or shrine?
Given that we have a martial hero, pragmatism says now would be the best time to explore the lands over building that last shrine.
Anyone who says the goddess would be pissed off or mad should look no further to when the goddess waited in teh past when this same issue came up when we only had one true goddess the better days thus I change my vote.
First, if we find an enemy the war will delay the Shrine. If we find friendly people the need to trade with them will delay the Shrine.

Second, the goddesses have already been waiting double the amount of time compared to "when we only had one true goddess". Their patience is vast, but not inexhaustible.

Third, we are also lacking in a Trail. One of our settlements has been without a Shrine or Trail for over fifty years (we built the settlement when Seryn "seen little over thirty winters" , she died of old age (mid eighties) , and the current Hero (Malbyn) has been born and is now nearly an adult).
That settlement cannot be happy with us, we may end up using our Martial Hero to put down a revolt. People born and having spent their entire lives without the basic infrastructure of other villages are going to be resentful.

We can delay the Shrine, and Trails. But the longer we do, the greater the chance of problems.
Even a one turn delay is a (tiny) risk, eventually the dice will go against us.
 
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Pretty much this:


The passage isn't required to send over warriors as it is useful for transporting larger amounts of goods. Fighters can just take a boat over.
Yeah. Messengers run by boat, as do warriors. One off state missions don't really present big civ expenses...but they also carry little culture because they are there on a mission and they don't mingle because of their status not really matching anyone locally.

What the passage is for:
-Low level trade of artwork like carvings. This is basically cultural interchange and helps technological churn. Just need things convenient enough that people might take a look at the fishing hooks or nets the other village uses and think "What if we do it like this instead".
-Food. Its possible, though difficult, to trade food in low bulk needed to help with famine, though not enough to permanently support anything.
-People. Pilgrimages of low and middle class people rely on the passage to be able to visit all the holy sites split across the civ and unify culture.
 
I reckon that the transportation of low price, bulk goods will be mostly taken over by boats when they get big enough (especially when said goods are heavy like ores and such) but that is far into the future. Messages sent through the passage can be competitive in speed once horses (or equivalent) are acquired.

Concerning transporting warriors/hunters, you do have to watch about having the required naval transport capacity to pull it off. It's not a problem now, but once we start having armies numbering in the thousands, we might have to push most of them through the passage even despite purchasing/chartering/requisitioning civilian ships en masse. And then there is the fact that the water ways can be blocked by (magic) storms or enemy naval assets.

I do see the passage as promoting more connections between the Arthwyd and the Merntir, an alternate way in transporting stuff to provide greater strategic flexibility, and the possibility of opening up the mountain to minor settlement and resource exploitation in the future.

We do have to balance it with econ growth though, so I would recommend taking a break on the passage once we reach the mountain outpost to bring permanent econ to 12 and then resuming. This should give us more flexibility on spending temp econ while retaining a reserve to spend on a midturn if we so wish. Temp econ will no longer constrain our choices at around 14-16 permanent econ, but we all know that we can't wait to start megaprojects, so this should be a good compromise. We can even do some exploration and trade missions during passage construction once settlement infrastructure catches up.

@Oshha What are the size of the settlements at present? Are they just farming villages, large towns, or somewhere in between?
 
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@Oshha What are the size of the settlements at present? Are they just farming villages, large towns, or somewhere in between?

For the Arthwyd, Greenbay (the village) has a population over twenty thousand while Rockbay and Sunrise Bay would have somewhere between five thousand and ten thousand. The various smaller settlements in the Greenbay area would have populations of somewhere between a few hundred and two thousand depending on how old they are. The mountain village would have a few hundred people. In total, the Arthwud would have somewhere over forty thousand, but less than fifty thousand.

When it comes to the Merntir, Founders' Village would be about ten thousand while Blackcove and Three Tree Hill would be maybe four to five thousand. Their smaller settlements would have about seven thousand between them. In total, that would add up to about twenty six thousand.

Between the Arthwyd and the Merntir, the People would have about just under seventy thousand. I feel those are reasonable numbers, but if I am willingly to revise them if they seem off or too large for period.
 
We do have to balance it with econ growth though, so I would recommend taking a break on the passage once we reach the mountain outpost to bring permanent econ to 12 and then resuming. This should give us more flexibility on spending temp econ while retaining a reserve to spend on a midturn if we so wish. Temp econ will no longer constrain our choices at around 14-16 permanent econ, but we all know that we can't wait to start megaprojects, so this should be a good compromise. We can even do some exploration and trade missions during passage construction once settlement infrastructure catches up.
Taking a break on megaprojects means effectively abandoning it for decades at a stretch. Push it through to completion. Its only one more main action after we get to that point.
Concerning transporting warriors/hunters, you do have to watch about having the required naval transport capacity to pull it off. It's not a problem now, but once we start having armies numbering in the thousands, we might have to push most of them through the passage even despite purchasing/chartering/requisitioning civilian ships en masse. And then there is the fact that the water ways can be blocked by (magic) storms or enemy naval assets.
It shifts back and forth, but the warrior model goes:
-Early Stone Age - Massed hunters.
-Later Stone Age/Bronze Age - Elite warriors.
-Iron Age - Massed Levies.

We won't be seeing that point come around any time soon.
 
It shifts back and forth, but the warrior model goes:
-Early Stone Age - Massed hunters.
-Later Stone Age/Bronze Age - Elite warriors.
-Iron Age - Massed Levies.
That's the classic warrior model.

With Gods, Magic and Monsters thrown into the mix, there's an actual chance the Iron Age equivalent would be like something out of Dynasty Warriors.
 
I feel those are reasonable numbers, but if I am willingly to revise them if they seem off or too large for period.
It is rather high for a stone age civilization but it makes sense when you think about it. The Arthwyd have from their very inception been highly organized and efficient in their cultivation and distribution of food and other supplies. It's ingrained in their very culture, and I'd say that it'd make sense for them to have an unusually populous and centralized society even before the divine blessing is factored in. That encourages childbirth and battles disease, which makes the entire setup even more logical.
 
Yeah, I'm thinking we should definitely do the shrine next turn if we don't this turn. Not using our martial hero is bad, but this isn't really a convenient time for war, with the megaproject and the infrastructure that needs to be built.
 
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It is rather high for a stone age civilization but it makes sense when you think about it. The Arthwyd have from their very inception been highly organized and efficient in their cultivation and distribution of food and other supplies. It's ingrained in their very culture, and I'd say that it'd make sense for them to have an unusually populous and centralized society even before the divine blessing is factored in. That encourages childbirth and battles disease, which makes the entire setup even more logical.

This was what I was thinking. The Arthwyd have always been racking up factors to increase their population growth whilst decreasing the factors which cause the death rate. Furthermore, they have been basically prosperous for pretty much all of their existence. As a result, they have a higher than average population for the time period.
 
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