Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Just a tally. Vote is not closed.

Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 14 | Sufficient Velocity [Posts: 329-352]
##### NetTally 1.9.7
Task: SEC
[X][SEC] Explore Lands
No. of Votes: 11
[X][SEC] More Farming.
No. of Votes: 8
[X][SEC] More Fishing.
No. of Votes: 6
[X][SEC] More Hunting.
No. of Votes: 1

——————————————————————————————————————————————Task: MAIN
[X][MAIN] More Fishing.
No. of Votes: 4
[X][MAIN] More Farming.
No. of Votes: 1
[x][MAIN] Explore Lands
No. of Votes: 1
[X][MAIN] New Settlement.
No. of Votes: 1
Total No. of Voters: 20
 
Stats
Diplo
: 2 (2)
Econ: 6 (7)
Martial: 3 (3)
Mystic: 0 (0)
Culture: 0 (0)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 2
Hierarchy: 1
Prestige: 5
Um, stat-wise if we wanted to power game, our first move with a stat sheet should be to [Main] More farming, and try to slowly reach econ 10 without building another settlement?

[Main] More farming is the only action currently able to raise our econ stat. We might become terrified of lowering any temp econ by 3 in future turns, and temp econ 7 is about as safe as we will ever have our temp econ to be able to reduct by 3.

Placing a goal of reach econ 10 to not worry about temp econ issues later could be a goal to aim for, and give us a lead on other groups.


Stat wise a [sec]more farming+[sec]more fishing combo is pointless for temp econ if it doesn't give results in innovation. While a [sec]more farming+[sec]explore lands is safe as long as no environmental damage to temp econ occurs.

A [Main] settlement is stupid to take for -4 temp econ, to me, if players cannot raise permanent econ to a higher level on demand.

Narrative vs stat play sucks.

[] [MAIN] More Farming.

I want 9 permanent econ to be able to try more narative actions, and around that time we could build another settlement... "sigh" this might not be fun anymore. The game looks to be either limited to being able to be safe for one or two turns until a bunch of low rolls hit and reacting to the threat (hope you out roll the threat), stay in a bound bubble of frozen permanent econ, or know how to meta-game, but still face threats beyond your current self even if you meta-game. To be able to be safe and do whatever you want what needs to happen? Long term goals must be established+analyzed and player communication is key.

If there was a civ with all the same actions, would they be able to match us if they started from around the time of turn 9 at the same level as our turn 1 if they weren't altered to challenge a meta-game civ?

@Oshha why can't a civ gain a trait that is essentially 'no nomad raid ever'? I mean you hear stories about that one place that you should never go, or that one unbeatable foe, or that one death trap underground city built into a wall.
 
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Um, stat-wise if we wanted to power game, our first move with a stat sheet should be to [Main] More farming, and try to slowly reach econ 10 without building another settlement?
[Main] More farming is the only action currently able to raise our econ stat.

A [Main] settlement is stupid to take for -4 temp econ, to me, if players cannot raise permanent econ to a higher level on demand

You do realise that the amount of Econ gained by farming is limited by Settlements right. What you want to do is literally impossible. Also Settlements also raise Econ.

All of this is stated in the update.

I want 9 permanent econ to be able to try more narrative actions, and around that time we could build another settlement... "sigh" this might not be fun anymore. The game looks to be either limited to being able to be safe for one or two turns until a bunch of low rolls hit and reacting to the threat (hope you out roll the threat), stay in a bound bubble of frozen permanent econ, or know how to meta-game, but still face threats beyond your current self even if you meta-game. To be able to be safe and do whatever you want what needs to happen? Long term goals must be established+analyzed and player communication is key.

Just so we are clear. Narrative trumps stats every time. Stats are used to represent the narrative and give the players a clear place of reference.

Furthermore, you will never be truly safe. No civilisation in history as ever been truly safe.


@Oshha why can't a civ gain a trait that is essentially 'no nomad raid ever'? I mean you hear stories about that one place that you should never go, or that one unbeatable foe, or that one death trap underground city built into a wall.

Because you always have people who take such reputations and want to go down in history as the person who conquered the unconquerable place.
 
You do realise that the amount of Econ gained by farming is limited by Settlements right. What you want to do is literally impossible. Also Settlements also raise Econ.
No, I did not realize, because you didn't say what the current permanent econ stat cap is with a single settlement.

The rest is nice to know.
 
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why can't a civ gain a trait that is essentially 'no nomad raid ever'? I mean you hear stories about that one place that you should never go, or that one unbeatable foe, or that one death trap underground city built into a wall.
Taking over the entire world would be easier and smarter then trying to make an unbeatable city.
 
No, I did not realize, because you didn't say what the current permanent econ stat cap is with a single settlement.

The rest is nice to know.

I stated the permanent Econ gained by main farming is limited by settlements. It was in the brackets after listing the +1 Econ you get from a Main More Farming.
(Limited by number of Settlements),

Since that and new settlements are the only way to gain Econ rather than Temp Econ, if you want to increase your Econ limit, you will need to expand and claim new land. There is no hard cap on how much permanent Econ you can get, but there are soft limits depending on what trade-off the players are willingly to make.

Right now, you have a single settlement so you can take a Main More Farming to make use of existing farmable land around the village, but once you done that, you will need to expand into unclaimed territory to get more land to farm.

Econ represents a mixture of food production and how manpower is free to do non-food production stuff. If you want more Econ, you need more space for population and food production and to make use of existing space for increased food production.
 
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I stated the permanent Econ gained by main farming is limited by settlements. It was in the brackets after listing the +1 Econ you get from a Main More Farming.


Since that and new settlements are the only way to gain Econ rather than Temp Econ, if you want to increase your Econ limit, you will need to expand and claim new land. There is no hard cap on how much permanent Econ you can get, but there are soft limits depending on what trade-off the players are willingly to make.

Right now, you have a single settlement so you can take a Main More Farming to make use of existing farmable land around the village, but once you done that, you will need to expand into unclaimed territory to get more land to farm.

Econ represents a mixture of food production and how manpower is free to do non-food production stuff. If you want more Econ, you need more space for population and food production and to make use of existing space for increased food production.

Or tech efficiency?
 
Yes, better tech does lead to better capabilities and additional options.

The question is rather if technology apply retroactively to past gains, if it takes various degrees of commitment to retooling(i.e ordering the farmers to take up a three field system) or if the chart simply assumes past productivity is saturated(as PoC did, which produced the City Reactor effect as compensatory mechanisms tried to be deployed)
 
The question is rather if technology apply retroactively to past gains, if it takes various degrees of commitment to retooling(i.e ordering the farmers to take up a three field system) or if the chart simply assumes past productivity is saturated(as PoC did, which produced the City Reactor effect as compensatory mechanisms tried to be deployed)

I may change this in the future, but I am currently planning for improvements to farming tech and similar stuff to increasing the Settlement cap on the amount of permanent Econ that can be gained via a Main Farming. Right now, you can get 1 Econ per a Settlement via a Main Farming. Tech increases may make that into 2 Econ per a Settlement and so on. In that case, you will have cap on how much Econ you can get via Main Farming raise, allowing you to take more of that particular action to increase your Econ.
 
It seem people forget we are on the ocean with a nice almost limitless supply of fish just waiting for the boats to come and catch them.
 
Because we dont NEED boats
We can expand inland into all that fertile land with farms
Which will help with settlements.
You can store grain for the winter
Not so much with fish. At least at our tech level.
 
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