Yanno, given that the Nomads can't reach us and will, IF we finish that wonder, have only that path to come barrelling down at us? It occurs to me we could put that Megaproject on hold if things get really desperate in terms of our defense.
Additionally, if we got better/faster with boats we might also complete the transformation from vassal to complete absorbing of the Merntir, and in doing so regain the actions we might want for say, building up more military or internal boosting.
Naw, doesn't work like that. This isn't a natural, wide mountain pass you could pass through at speed, in bulk. This is an artificial construct, of 3 man wide narrow paths and resting places carved into mountain, kept unblocked by human hands. Also known as a 100 mile long ambush from the defender.
Eh, by the time that would be in any way possible we would hoefully have too many cities for it to be viable.
Remember that any infrastructure we unlock is expected to be build in all our settlements, so if one of them gets a plateau, so would the rest. And raising an entire city would be a hella expensive extended project.
Eh, by the time that would be in any way possible we would hoefully have too many cities for it to be viable.
Remember that any infrastructure we unlock is expected to be build in all our settlements, so if one of them gets a plateau, so would the rest. And raising an entire city would be a hella expensive extended project.
Vervov hasn't completely overrun the Merntir (though that is only the case thanks to bonuses from your goddesses) and even if he does conquer the Merntir, he would be unable to directly strike at the Arthwyd short of a miracle.
You say that, but the Khan is clearly a punishment of the gods. If we had not committed great sins, the gods would not have sent a punishment like him upon us.
That doesn't work in a civ that receives direct blessing by its gods. If the gods were displeased, they would have easier ways to show their displeasure than manipulating another tribe to attack, especially if the other tribe has its own gods.
That doesn't work in a civ that receives direct blessing by its gods. If the gods were displeased, they would have easier ways to show their displeasure than manipulating another tribe to attack, especially if the other tribe has its own gods.
You say that, but the Khan is clearly a punishment of the gods. If we had not committed great sins, the gods would not have sent a punishment like him upon us.
Obviously we annoyed the God of pigs by eating the hogs instead of riding them, so he sent his people against us.
But we don't care about that god, and will continue to kill the hogs when we catch them. That'll teach the ****** not to mess with us.
But our Goddesses did intervene on our behalf, sending precognitive visions warning us of the upcoming attack and inspiring our heroes with knowledge of palisades and poison weapons.
Goddesses / Gods have domains, any blessings/curses will be related to that domain.
A bad storm means either random misfortune(things do happen without divine actions) or we have annoyed the storm God. It cannot be blamed on the All-Seeress as that is not under her purview.
But our Goddesses did intervene on our behalf, sending precognitive visions warning us of the upcoming attack and inspiring our heroes with knowledge of palisades and poison weapons.
You say that, but the Khan is clearly a punishment of the gods. If we had not committed great sins, the gods would not have sent a punishment like him upon us.
Really? That's the best Arthryn could do to punish us? A pig riding a pig alongside a thousand other pigs riding pigs?
For the first time I am ashamed at our goddesses and their limited capabilities. I mean sure, they are whooping our collective butts, but you still kinda expect more from a divine punishment, don't you?
But our Goddesses did intervene on our behalf, sending precognitive visions warning us of the upcoming attack and inspiring our heroes with knowledge of palisades and poison weapons.
You say that, but the Khan is clearly a punishment of the gods. If we had not committed great sins, the gods would not have sent a punishment like him upon us.
Actually, that is beyond the power of Arthryn and the other goddesses and the People know it. For all their power, the might of the goddesses is limited to the People and their surrounding nature. Being able to control or influence other people is beyond the goddesses.
[X] Sacred Warriors. The People shall not follow the barbaric practices of the lowlands, but shall train warriors that serve the goddesses in sacred duty. They shall be few in number and take more resources to train, but it will make the People happier and they shall be better than regular warriors. (-1 Temp Mystic, -1 Temp Culture, +1 Stability, Gain Value Sacred War)
As she thought it about it more, it became clear to Evalyn that the ways of the lowlands were not the ways of the People. The way that the lowlanders waged war worked and had its advantages, but it is too barbaric for the People to copy.
The People had to rely upon their own strengths and that meant faith and service to the goddesses. The People followed Arthryn and her Daughters and in turn, the goddesses were kind and guiding to the People.
Just as the People have priests that serve the goddesses by leading the People, the People will have warriors that serve the goddesses by fighting for the People. Recruiting from the Cateyes and hunters, Evalyn forms the Catclaws, the sacred warriors of Arthryn and her Daughters.
Value Gained!
Sacred War The People fight in the name of the goddesses and being a warrior is a sacred duty. Your warriors are greater than the norm and will punish those that defy the will of the goddesses.
Pros: Sacred Warriors,
Cons: Penalty to interacting with those that conflicting beliefs,
Even as Evalyn brings the Catclaws into existence, the fight against Vervov and the Boarfolk Tribes continues. With Cadyn leading the Cateyes and Evalyn leading the Catclaws, they are only able to slow down the advance of Vervov and the Boarfolk as the nomads push further into Merntir territory.
Ambush after ambush take place, the People wiping out tribe after tribe of Boarfolk with the guidance of the All-Seeress and her priests. Hunters pick off Boarfolk that stray from the rest of their tribe while the food supplies of the Boarfolk are poisoned when they are left untended.
The Boarfolk attempt to strike back at the People, but are rarely successful at catching their foes as the People are not only more skilled at the hunter, but they know the local lands rather better than the nomad invaders and they have the goddesses on their side.
Yet it is never enough for the People. They continue to kill so many of the invading nomads, but Vervov and his horde continue their steady advance even as they continuously lose more of their number.
More and more the Merntir settlements fall to Vervov and his followers and it soon becomes clear to the People that more tribes are travelling east to join up with Vervov.
While Vervov goes for the villages, Cadyn picks off the numbers of the Boarfolk tribes while Evalyn focuses on Vervov himself, making a few attempts on his life and doing her best to stymie his advance.
Each time they clash, Evalyn proves herself the victor, but not through greater skill or outsmarting Vervov for at this point, Evalyn is no ashamed to admit that the Boarman is her better in those regards. No, it is her faith in the goddesses that grants her victory over her nemesis as they give her the strength and guidance to defeat Vervov when the two of them directly face each other.
But even as she defeats Vervov in battle, Evalyn does naught, but slow down Vervov. She is never able to truly defeat or do more than set him back for a season or two. He is just able to bounce back from a defeat so quickly, rallying up more of the nomads to join him and just being able to figure out where to strike next.
Even as Evalyn is able to slay nomad after nomad and delay the advance the Boarfolk, the Boarfolk do advance and the Merntir lose village after village and at the same time, they bleed warriors and hunters.
The Merntir are able to train up more warriors and hunters to fight against the Boarfolk, but that comes at a cost as other jobs go undone as those that would do them are either getting ready to fight the invaders or fleeing after losing their homes.
As the Merntir are driven back to their oldest and largest settlements, their remaining villages are overcrowded and the Merntir are unable of producing enough food to sustain themselves, even with the utmost careful management of what food they do have.
Where it just the Merntir standing against the Boarfolk Tribes, they would certainly fall under these circumstances.
But they are not alone for the Merntir are People and the Arthwyd do their best to support their fellow People.
The southerners take in refugees from the north while in turn sending both food and fighters back to aid the Merntir in their defence against Vervov and his tribes. It is barely enough and it stretches the food reserve of the Arthwyd to the limit, but it is done and the People will not fall to the nomad invaders without doing all that they can.
***
"Attack!" shouts Evalyn as she jumps out of the tall grass at the approaching nomads, arrow notched in her bow.
This tribe is one of the larger ones, a couple dozen strong even if only two thirds of that number are adults and Evalyn doubts that more than half of their number are actual warriors. Evalyn on the other hand has only two other Catclaws with her, but all three of them are trained fighters and ready for this fight.
Having honed her skills after over twenty winters of fighting, Evalyn doesn't miss, her arrow going through the eye of a Boarman and into the brain. As the Boarfolk are still processing what is going on, Evalyn has drawn another arrow and has fire her second shot this day.
A boarwoman dies and between Evalyn and her follow Catclaws, a quarter of the tribe is dead.
Finally grasping what is happening, the tribe is split in their reaction, most of them attempting to flee while two charge at Evalyn.
She shoots her third target of his day in the eye and Evalyn rolls out of the way of the charging giant boar even as its rider topples off dead.
The other charger has been slain by one of fellow Catclaws so Evalyn focuses her fourth arrow against one of those fleeing. Running forwards as she draws yet another arrow, she picks her latest target, one of the younger boarfolk.
While it is important to slay those that can still fight, it is also important to get the younger ones as well so that they don't grow up to be future foes and breed more Boarfolk to be enemies for the next generation to worry about.
As always, Evalyn's aim is true and her target falls off of its mount, an arrow lodged in the back.
From there it is mop up as the three Catclaws pick off the remaining members of the tribe with their arrows. It takes some time once they get a bit further away, but with some magic boosts, their aim remains accurate even at such distance.
They finish off the remaining giant boars that have stuck around and loot the corpses of anything useful before making their away back to the nearest settlement to refill their quiverers.
***
It is clear to all of the People that the war with the Boarfolk is not going well. It has been only a generation since the fighting began and already the Merntir are on the verge of being defeated.
Only their oldest and largest settlements have yet to be conquered by Vervov and his horde and it is only with support from the Arthwyd that the Merntir are holding on.
To aid their beleaguered brethren, the Arthwyd decide to…
[] Send more food to the Merntir so that they can focus on resisting the invaders.
[] Send more Catclaws and Cateyes to fight the nomads.
[] Take on more Merntir refugees so that should the Merntir fall, more of the People will be safe.
[] Call upon the goddesses for aid against the scourge Vervov.
[] Study the magics of the goddesses in hopes of finding a new advantage over the invaders.
***
As some of you might have guessed, the situation is not good. About two thirds to three quarters of the Merntir have been conquered by Vervov even if he has taken heavy losses doing so. The Merntir are down to their last settlements, but those settlements are the hardest to take due to being the largest and most well-defended.
For the actions, don't worry about any stat costs. They will be taken out of the next Main Turn temp stat replenishment.
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
Caradysh = Probably Dead/???/None
Zaradysh = Probably Dead/???/None
Freak Folk = Probably Dead/???/None
Lowlander Zealots = Probably Dead/???/None
Boarfolk Nomads = Got to kill them all/War/Invaded
Subordinates Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Critical
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,
Sacred War The People fight in the name of the goddesses and being a warrior is a sacred duty. Your warriors are greater than the norm and will punish those that defy the will of the goddesses.
Pros: Sacred Warriors,
Cons: Penalty to interacting with those that conflicting beliefs,
Technologies
Carts
Straw/Reed Rope
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
[X] Call upon the goddesses for aid against the scourge Vervov.
Killing him is the only way we can win, as the nomads have effectively unlimited troops so long as he is alive.
also:
"While it is important to slay those that can still fight, it is also important to get the younger ones as well so that they don't grow up to be future foes and breed more Boarfolk to be enemies for the next generation to worry about."
Nobody commented on how the People were regularly wiping out entire tribes, which would include non-combatants like children so I figured that I would show it more directly in this update.
This is ancient warfare for you. No rules of law yet so plenty of war crimes going about by modern day standards, even if you are nice as the People are.
Either food, refugees or calling upon the godness for me.
We already seem to be doing as much as we can to kill any tripe that isn´t part of a massive horde.
Also shouldn´t Vervov be old enough to be in danger of dying of old age ?
[X] Call upon the goddesses for aid against the scourge Vervov.
[x] Take on more Merntir refugees so that should the Merntir fall, more of the People will be safe.
Honestly at this point we've done just about everything to stop this nomads at this point it's up to the goddess to help.
Adhoc vote count started by Raptor580 on Feb 12, 2019 at 11:20 AM, finished with 321 posts and 64 votes.
[X] Sacred Warriors. The People shall not follow the barbaric practices of the lowlands, but shall train warriors that serve the goddesses in sacred duty. They shall be few in number and take more resources to train, but it will make the People happier and they shall be better than regular warriors. (-1 Temp Mystic, -1 Temp Culture, +1 Stability, Gain Value Sacred War)
[X] Regular Warriors. Following the barbaric ways of the lowlanders, the People will train large numbers of warriors to fight for the People. This will give more fighters for the People, but some will be unhappy at following the barbarian ways of the lowlands (+1 Temp Martial, -1 Legitimacy, Gain Value Quality Of Its Own)
No. He is only in his mid forties. He rallied up his nomad horde over his early-mid twenties and has spent the last two decades and a bit waging war against the People.