Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Being patient wouldn't have helped us kill Urth.

It would, however, have given us time to realize that we're really not a peer power with Urth.

We actually are but most of our power is locked because we are meant to "work for it".
For instance All-Seeress has power to see the future and everything what is happening yet we are never warned, Arthyrn from the looks of it could give us the champion yet she doesn't while at the same time we are keeping our disadvantages.

Urth on other hand is going without limits and can pull of whatever he wants, heck he even has ability to hide himself and his daughters from All-Seeress.

But when it comes to creating cat girls or messing with our game system goddesses are perfectly fine with intervinig "for our own good" .
 
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And give our enemy more time to set even more traps, or birth more daughters and capitalise on his gains.
Okay. So this is a major part of the salt and I'd like to say something important.
Urth has more actions then us, but not necessarily more actions then he can find use for!
He wants to spend his turns on like, something like this:
Study Magic
Study Magic
Attempt Ascension
Send Trade Party(attach Diplo Hero)
But if we war with him, he's going to make turns like this:
War Party (Arthwyd)
War Party (Arthwyd)
Raise Warriors
Send Trade Party(attach Diplo Hero)
However, this second turn should expend his resources and screw him if he rolls up Event: Famine, because he was aimed at us instead of managing Econ.
The IMPORTANT bit, was he wasn't going to try and smash us unless he had reason to, because fighting is expensive and annoying and he's not into that since moving into the new body. And more importantly, he won't expend power he doesn't think he needs to. Basically, he's gonna go full JRPG villian and conveinently send his 4 general in weakest to strongest and all that other silly stuff Villians do, if only because from a meta-sense QM doesn't want to just sucker-punch us to death, he's QM it'd be child's play to go full unfair.

Admittedly? I think from a Meta perspective it'd have been better to display Urth's Offer as being Goddess-influenced or something. Maybe add the Goddesses to the Factions tab for a little while as a 'hint' system because right now it feels like we really need a dedicated plan.
...
Additionally it occurs to me that if I understand how Heroes work they tend to show up in times of Need. We haven't popped out Heroes to fight Urth just yet to the time to panic hasn't quiiite arrived, but it might be close.
 
Okay. So this is a major part of the salt and I'd like to say something important.
Urth has more actions then us, but not necessarily more actions then he can find use for!
He wants to spend his turns on like, something like this:
Study Magic
Study Magic
Attempt Ascension
Send Trade Party(attach Diplo Hero)
But if we war with him, he's going to make turns like this:
War Party (Arthwyd)
War Party (Arthwyd)
Raise Warriors
Send Trade Party(attach Diplo Hero)
However, this second turn should expend his resources and screw him if he rolls up Event: Famine, because he was aimed at us instead of managing Econ.
The IMPORTANT bit, was he wasn't going to try and smash us unless he had reason to, because fighting is expensive and annoying and he's not into that since moving into the new body. And more importantly, he won't expend power he doesn't think he needs to. Basically, he's gonna go full JRPG villian and conveinently send his 4 general in weakest to strongest and all that other silly stuff Villians do, if only because from a meta-sense QM doesn't want to just sucker-punch us to death, he's QM it'd be child's play to go full unfair.

Admittedly? I think from a Meta perspective it'd have been better to display Urth's Offer as being Goddess-influenced or something. Maybe add the Goddesses to the Factions tab for a little while as a 'hint' system because right now it feels like we really need a dedicated plan.
...
Additionally it occurs to me that if I understand how Heroes work they tend to show up in times of Need. We haven't popped out Heroes to fight Urth just yet to the time to panic hasn't quiiite arrived, but it might be close.

I believe that the main problem was that players simply didn't want to let Urth get away with what he's done and of course didn't want to deal with him as a god.
 
Additionally it occurs to me that if I understand how Heroes work they tend to show up in times of Need. We haven't popped out Heroes to fight Urth just yet to the time to panic hasn't quiiite arrived, but it might be close.
Nah, heroes is just a turn based roll.

I believe that the main problem was that players simply didn't want to let Urth get away with what he's done and of course didn't want to deal with him as a god.

Those two things, and also:
1) Assumption he ran a peer power, not a vastly more powerfull state
2) Assumption that he was doing the peace for his own nefarious ends (thus further screwing us over), rather than as a genuine offer.
 
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Yeah we don't win out in peace against Urth.

Also people still miss the point there is no reason for Urth to not trigger the civil war regardless of his status with us. He invested multiple turns into prepping it and its the perfect solution to keep us busy for multiple turns and allows him to use his actions on things besides us. He could have had peace and then manipulated the maradysh in the exact same manner he did in the update, and our civ could have potentially missed it and not correctly identify him as the cause.
 
Honestly, this is starting to read less like Urth "winning" and more like her making a desperate attempt to get us to back off because she can't afford to keep wasting actions and resources on dealing with us instead of on actually important stuff.
 
Anyway, a railroad or a perception of it doesn't just mean forcing the choice by GM fiat. It could also refer to manipulating the circumstances until only that one option is attractive.

For example, a choice between the railroad of pleasantness and the path of certain Doom isn't really a choice at all.

And I have not done this. I have not always made each option balanced, but I have never made it so only one option was a viable choice to force you down that path.

If you saw that happening, then that is you deciding that one option is betters than the rest from your point of view and your goals. I can't do anything about that as if one option suits your objectives as a voter better than the rest, then that is on you.

Different players have different perspectives and goals so what might be a clearly optimal choice for one poster may not be the case for another. For example, what an optimal choice for a communist voter isn't optimal for a monarchist voter and they will view different options as being either better or worse.

I cannot stop a poster from deciding that one choice is clearly better than another.
That perception exists with Urth, for some reasons:

1) Asymmetrical threat projection

In the case of war, Urth's diplomatic ability is portrayed as being extremely potent and dangerous, to the point of being capable of triggering revolutions and manipulate nations to go to war on his behalf.
In the case of peace, you described Urth intentions as good and benevolent, with the diplomacy thing not really showing up as a threat (as opposed to a more realistic view where peace could be an avenue for further infiltration, and more of Urth's sneak attacks, blessing stealing and evilness).

2) Perceived punishment for picking the wrong decision

You described the Caradysh (OOC) as being a peer power.



But the experience of the last turn has pretty much shown that they're not. They have many more actions, more heroes, and more necromancy related boons than the Arthwyd do. This is interpreted as a bait and switch, a punishment for picking the option than the GM disliked.

3) Openly stating your preference for one option.

Having a motive makes making the accusation easier.

4) Action escalation and lock-in

While you can argue that it's your GM prerogative, going from deciding to continuing the war to having Urth massively escalate by triggering not only a revolution, but also immediately a war between us and a major lowland power, during which we have absolutely zero power to intervene, is interpreted as railroading.



Unfortunately, in this case you failed to sufficiently signal how dangerous everything, and so we're now in a methaphorical trainwreck.

1) It is a carrot and the stick situation or a olive branch and the sword situation. The Caradysh made a genuine peace offer in good faith so they could get you away from their business and when that failed, they went for Plan B. I will also point out that Urth didn't just incite the civil war on a whim. It was planned in advanced and required that advanced planning to work.

2)

They are a peer power to you. I'm not going to reveal details what you ought to find out IC, but the Caradysh are a peer power to the Arthwyd. I will say that you ought to note the one thing that the Caradysh have not done since they got defeated the first time around.

As for the perceived punishment, I can't do anything about that. I foreshadowed this outcome enough that players were able to figure it out during the previous vote. I did what was the logical move for an NPC civ and that NPC only did due to spending multiple turns and actions on it (three turns and five actions).

3) I haven't. I stated an expectation for which way I expected the vote to go. An expectation is different to a preference as the former is what I think will happen and the latter is what I want to happen.

4) I disagree with this interpretation of events. I don't consider it a massive escalation, but the logical next move for the Caradysh. Furthermore, it is not stated that the lowlander tribes are a major power and that is an unfounded assumption. For intervening, you have the chance to intervene now and due to how timespan of the turns and the timeline of how events when down, this is the first chance you had to intervene.

I get what you are saying, but for me, it looks like the more vocal posters are just assuming the worst possible outcomes and interpretation of events. All this just feels like a massively negative way of viewing events and I can't do anything to force the posters to view things more positively.

Pretty sure it took the form of divine revelations and stuff like that.
Probably not, but our side shouldn't have any doubt.

It can do, but it isn't entirely accurate. As a result, the Arthwyd are certain Urth was the one who caused it, but they would be liars if they were 100% certain. They have doubt, but it is more that they are 99% certain and their evidence would be considered to be too biased or forged by other parties.

Now, it's also known that they have more actions than us. Thus, they will never lack actions to keep screwing with us and the enemy has already proven themselves to be fully able to sneak attack critical and capture blessings.
Teching up won't work: they will just steal the secrets since that would be easier than outright attacking our cap and stealing our monarch's corpse. Advance magic? Oh yes, with what actions - maybe those meant to grow larger so we won't just completely suck at action economy long-term? Diplomacy with others? OH LOL, they have a confirmed immortal Excellent-to-heroic diplo, with enough actions to always be there to make greater gains.

They are this quest's hill people. Except there isn't "they", there is Urth and all Path of civilization-quest veterans know how this plays out - and this time, we have less actions and don't have the massive economy necessary to drown them in troops.
They will always attack when we least expect it or can least afford it. All peace is worthless because waiting will just allow their action economy to overrun ours.

You are giving far to much credit to what the Caradysh are capable of doing. You look at their advantages and ignore their disadvantages. You are about to match the Caradysh's action economy and may soon exceed it and I expected you to have done so already. As for the rest of it, assuming that the Caradysh are always going to outmatch you is just, well, it just feels like defeatism to me.

Urth herself stated that she won't be able to pull off what she did in Greenbay again as it as an all-or-nothing more that only worked once. Stealing secrets, you got a detect undead spell and the Daughters of Urth are very distinctive. Combined with your values, the Caradysh will struggle to infiltrate your society now you are aware of them.
So, twice as much as we have, which means it's not exactly a peer power as originally billed.

Only if you judged by a single factor and decide that how many actions you have is the deciding factor in how powerful you civ is.

I don't think anyone has accused you of railroading people into this conflict. Trying (and failing) to railroad people out of it, that has happened.

I have not tried to railroad you out of it. You aren't using that word right and are just using it as a buzzword now.

What I did was give an explanation of how I didn't railroad the players into current situation and actually expected them not to go for it. Then Star pointed out that majority of the players didn't want peace to which I said that then it is their fault for voting for war and not mine for railroading you.

To which someone somehow took that as me calling the players stupid when all I said was that they are responsible for voting for that option. Because that is how voting works.

@Osha -How bad is this situation exactly?
Is it 'you need to focus on diplomacy' or is it 'you need to do X Y and Z, and ask no questions about the mountain becoming an elephant?'
Like this Audience is straight uprising their minds and panicking now, we need some very deliberate pointing in the right direction or we are toast.

If you want to not deal with Urth, then sure. Win the Maradysh civil war and accept Urth's next peace offer and then let each other alone. But you need to define 'the right direction' the right direction for one player is the wrong direction for another.

I voted for war because I fully expected him to do something like this irregardless of the outcome and I wanted to ensure that Urth actually got the blame and didn't somehow twist it.

Also I don't buy this argument that peace would have stopped the civil war. Urth spent multiple turns prepping a civil war that in no way inconveniences him and peace would have made this guy decide to not act on his plan? Narratively this makes no sense, and is dumb. Author fiat seems to be the only way in which peace would have made Urth actually not initiate the civil war plan and the follow up plan. The civil war weakens us at no expense to him, and if he can throw the lowlands into the conflict why not. Like he concocted a grand plan to get us involved in a civil war and war with the lowlands that took multiple turns to set up and his primary enemy agreeing to peace would cause him to call it off? LOL OK. Also a diplo hero and cultural similarity pretty much ensures he wouldn't take the blame in the lowlands so I don't see how they are lacking in long term good will among the lowlands.

Urth could have used the same prep work to strike up friendly relations with the Maradysh if you had gone for peace. Plan A was peace, but the Plan B was war.

Didn't you said you always write what makes more sense narratively speaking?

Oh, from a meta perspective I don't know if it would be a good idea to do it, maybe it would take the challenge and the fun of the quest from most of the players.

But is there any logical reason IC for the godessess to be able to do it but chosing not to?

Sure. Arthryn outlawed it for being unnatural. But that isn't the real reason. The real reason is that I'm not just going to hand the players an immortal Hero just because an NPC civ has one.

I was requesting it be removed because it is a magic that I can't remember ever being relevant in the narrative. It's like it doesn't even exist. And your opinion that it isn't a tool that can be used to warn the ordinary folk that a guarantied set plan is imminent, shows how you feel it shouldn't be used at all. So, can you please remove it, when for the purpose of this civ 'future seeing' is nonexistent?

No. You are just being salty and this sort of request is pointless.


Additionally it occurs to me that if I understand how Heroes work they tend to show up in times of Need. We haven't popped out Heroes to fight Urth just yet to the time to panic hasn't quiiite arrived, but it might be close.
No, it is this:
Nah, heroes is just a turn based roll.
Well that or sometimes a narrative event.
 
Honestly, this is starting to read less like Urth "winning" and more like her making a desperate attempt to get us to back off because she can't afford to keep wasting actions and resources on dealing with us instead of on actually important stuff.

Honestly, I'm not sure where you're getting that interpretation from.
 
If you want to not deal with Urth, then sure. Win the Maradysh civil war and accept Urth's next peace offer and then let each other alone. But you need to define 'the right direction' the right direction for one player is the wrong direction for another.

But that is really a problem, basically not only was he able to cause a civil war but our own people were blaming us for not accepting a deal, it feels like war is simply not an option but illusions of said option and if we take it you punish us till we accept peace and then everyone can say that we had a choice .
 
Vote is still open.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 350 | Sufficient Velocity [Posts: 8759-8904]
##### NetTally 1.9.7
Task: SEC
[X][SEC] Settle Land = Greenbay
No. of Votes: 22
[X][SEC] War Party = Barbarian Maradysh
No. of Votes: 13
[X][SEC] Venerate the Goddesses
No. of Votes: 12
[X][SEC] Trade Expedition = (Lowland Tribes)
No. of Votes: 2
[X][SEC] Trade Expedition = Boarfolk Nomads
No. of Votes: 1

——————————————————————————————————————————————Task: MAIN
[X][MAIN] Trade Expedition = (Lowland Tribes)
No. of Votes: 2
[X][MAIN] War Party = (Cursed Forest)
No. of Votes: 1
[X][MAIN] Sacred Forest
No. of Votes: 1
[X][MAIN] Venerate the Goddesses
No. of Votes: 1
Total No. of Voters: 25
 
Instead of making thousand words effort post of endless speculation about what the Caradysh have or don't have, we go scout and explore.
 
[X][SEC] Venerate the Goddesses

So, here is my reasoning for voting for this over the war party.
I've learned these things from a quick asking of Oshha on the discord (I did it there instead of in thread because it gives much quicker feedback) and here were the answers:

The Maradysh only have walls around their oldest settlements, which are all held by Arthwyd loyalists
The Arthwyd are fairly confident that the loyalists would win on their own, although they are also a little worried about the unknown factor of the Lowlanders.
The Boarfolk (It was confirmed that boarfolk make up essentially all of the Maradysh cavalry) have all sided with us as they are loyal to the Cadlon.
From what we can tell, none of the lowlanders attacking us thus far have cavalry, putting them at an even greater disadvantage.

All of this makes me think that the Arthwyd Maradysh can win on their own (or at least not die next turn) and that we can afford to ensure that we don't end up collapsing from societal stress.
 
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TBH, I'm not sure what other factors you could use. Heroes, maybe, but Urth has an advantage there too.

Passive innovation rate?

Military quality and size.
Infrastructure.
Wealth.
Population Size.
Defences.
Foreign relations.
Technology.

The thing is the Caradysh built wide rather than tall so they got more land and therefore more actions, but they can only do so much due to having not built up tall. It doesn't help that their leader is micro-managing and more concerned about their own personal power than the well-fare of the civ.

A major Caradysh settlement is about par with a minor Arthwyd settlements and it is a case of quantity (Caradysh) vs quality (Arthwyd) and I'll point out that the Caradysh has never militarily attacked you since their original invasion and that has happened for a reason.

But that is really a problem, basically not only was he able to cause a civil war but our own people were blaming us for not accepting a deal, it feels like war is simply not an option but illusions of said option and if we take it you punish us till we accept peace and then everyone can say that we had a choice .

The Arthwyd blaming their leaders is basically them looking for someone to blame for things going wrong. It isn't rationally or logically, but people blaming their leaders for not solving anything.

As for war not being an option, it is most certainly an option, but it is a costly one because the Caradysh aren't just going to roll over and die for you. If you don't want to pay the price of war, then I suppose war isn't a option for you. But if you are willingly to pay the price, then yes, it is a valid option.

The thing is, an option having a price that you have to pay isn't railroading you away from that choice. It just means that if you want the thing, you need to be willingly and able to pay the price.
What do the Arthwyd use 'future seeing' for at all then?

Predicting the weather such as sailors looking to see what the weather will be like or otherwise predicting natural stuff like a hunter trying to figure out which paths are the muddiest after some rain or trying to predict which route will take the longest.

Mainly background stuff that makes everyday life easier.
 
[X][SEC] Venerate the Goddesses

So, here is my reasoning for voting for this over the war party.
I've learned these things from a quick asking of Oshha on the discord (I did it there instead of in thread because it gives much quicker feedback) and here were the answers:

The Maradysh only have walls around their oldest settlements, which are all held by Arthwyd loyalists
The Arthwyd are fairly confident that the loyalists would win on their own, although they are also a little worried about the unknown factor of the Lowlanders.
The Boarfolk (who I'm assuming make up most of the cavalry but is not confirmed) have all sided with us as they are loyal to the Cadlon.

All of this makes me think that the Arthwyd Maradysh can win on their own (or at least not die next turn) and that we can afford to ensure that we don't end up collapsing from societal stress.

OK, so the probability of success is something like 70% for Arthwyd Maradysh to succeed?
 
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Predicting the weather such as sailors looking to see what the weather will be like or otherwise predicting natural stuff like a hunter trying to figure out which paths are the muddiest after some rain or trying to predict which route will take the longest.

Mainly background stuff that makes everyday life easier.
Could you please make that effect a little more explicit in it's title? Like maybe 'Future Seeing (Basic , level 0)'? Because as it is now, as a magic, it feels like being handed metal smithing with no obvious sign of limitation, but you can only produce pots and pans, no wheel.
 
The Arthwyd blaming their leaders is basically them looking for someone to blame for things going wrong. It isn't rationally or logically, but people blaming their leaders for not solving anything.

As for war not being an option, it is most certainly an option, but it is a costly one because the Caradysh aren't just going to roll over and die for you. If you don't want to pay the price of war, then I suppose war isn't a option for you. But if you are willingly to pay the price, then yes, it is a valid option.

The thing is, an option having a price that you have to pay isn't railroading you away from that choice. It just means that if you want the thing, you need to be willingly and able to pay the price.


Mainly background stuff that makes everyday life easier.
This is something I've noticed in quite a few of your posts, but you use willingly incorrectly, instead of willing a bunch. You've got a similar issue her with rationally and logically instead of rational and logical.

Willingly is specific kind of thing. "I will willingly go to my death in order to stop the evil monster","he willingly gave up his food." opposed to "I am willing to do this thing" or "They were willing to help out." It is rational. They weren't thinking rationally. I'm having trouble describing the difference in those scenarios grammatically but they are different, and you get them mixed up regularly. I'll try to find a good way of stating it that's actually useful, but just letting you know to watch out for that for now.
 
Could you please make that effect a little more explicit in it's title? Like maybe 'Future Seeing (Basic , level 0)'? Because as it is now, as a magic, it feels like being handed metal smithing with no obvious sign of limitation, but you can only produce pots and pans, no wheel.

I'll change it to basic.

This is something I've noticed in quite a few of your posts, but you use willingly incorrectly, instead of willing a bunch. You've got a similar issue her with rationally and logically instead of rational and logical.

Willingly is specific kind of thing. "I will willingly go to my death in order to stop the evil monster","he willingly gave up his food." opposed to "I am willing to do this thing" or "They were willing to help out." It is rational. They weren't thinking rationally. I'm having trouble describing the difference in those scenarios grammatically but they are different, and you get them mixed up regularly. I'll try to find a good way of stating it that's actually useful, but just letting you know to watch out for that for now.

That would be me not spell-checking/not grammar-checking my posts.
 
OK, so the probability of success is something like 70% for Arthwyd Maradysh to succeed?
I wouldn't put a hard number on it, but from the information provided it seems as though the loyalists have a better chance of winning than the rebels+lowlanders (better warriors, pallisades, cavalry, etc)
 
I would also point out that if Caradysh decide to intervene we won't be able to support loyalist Maradysh , basically they will lose.

Confirmed on Discord by GM.
 
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