will the city male population arm themselves with whatever they can get and join defending the palisade? And if it does, how much fodder could that theoretically be?
Since I forgot to mention this earlier, sort of. People will probably fight back against the Forluc in Caermyr and it is from those volunteers that the Colryd are getting some of their numbers from. However, they won't be much in a fight as a farmers, potters and other untrained civilians armed with the tools of their trade aren't going to stand up to the professional soldiers of the Forluc.
While I am not sure about whether this action was a main or secondary action without checking my notes, you have definitely built some palisades between the update you got 2/6 palisades for Greenbay and the last update.
From what I can remember and the wording, this brought you up to 4/6 palisades in Greenbay as that would mean over half of Greenbay's settlements had palisades.
While I am not sure about whether this action was a main or secondary action without checking my notes, you have definitely built some palisades between the update you got 2/6 palisades for Greenbay and the last update.
From what I can remember and the wording, this brought you up to 4/6 palisades in Greenbay as that would mean over half of Greenbay's settlements had palisades.
Ah. Hence my confusion. You didn't list actions on that update, only golden age votes. I did my counting via listed actions. Certainly if I read it I would have found it, though it would take me longer.
Still, I am glad that have everything walled up. Next on our list should be the temples:
The most recent listed:
-Possible Targets: Greenbay (0/3), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/3),
I am keen to leave it on diplomacy because we already know the importance of infrastructure and it's easier to get people to vote for that instead of another trade expedition...
Unless our relation basically cannot improve any further or at a cost we won't like....
Actually, I would say that they slow things down as I cut the length of the updates in half when it comes to the timeline. Normally an update would be twenty years now it is the bronze age, but because you are in an Epic Age, they will be ten years long instead until the end of the Epic Age.
Actually, I would say that they slow things down as I cut the length of the updates in half when it comes to the timeline. Normally an update would be twenty years now it is the bronze age, but because you are in an Epic Age, they will be ten years long instead until the end of the Epic Age.
Vote is still open. Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 406 | Sufficient Velocity [Posts: 10135-10226] ##### NetTally 1.9.7
[X] Commit all of her forces to protecting the lowlands No. of Votes: 31
At the end I feel keeping things together was the right option. If the enemy army led by the enemy martial genius managed to hit the army that didn't have our equivalent in place, they would've likely died.
At the end I feel keeping things together was the right option. If the enemy army led by the enemy martial genius managed to hit the army that didn't have our equivalent in place, they would've likely died.
[X] Commit all of her forces to protecting the lowlands
Rather than split her forces where one might be taken apart and defeated by Eredan, Evatine choose to keep the Arthwyd army together. Committing them to the lowlands, the Champion of Arthryn hoped that the Caermyr would be able to hold their own with their fortifications rather than risk the Forluc striking north through the lowlands at Arthwyd territory.
With close to two and a half thousand Catclaws and Cateyes, Evatine choose to ride ahead with the Boarfolk dire boar cavalry. While the Boarfolk were not of the People and would never choose to be, they had proven both their loyalty and martial prowess in the Maradysh Civil War. Back then, the Arthwyd had learnt the value of cavalry on the open plains and they planned to use the lessons from back then against the Forluc.
As the Arthwyd enter the northern lowlands, Evatine began to receive reports regarding the Forluc army. Eredan had chosen to lead the bulk of the Forluc army against Caermyr, apparently seeking to overwhelm the defences via sheer numbers as the force commanded by him outnumbered the defences by at least two to one. Meanwhile, he had split off a smaller force to head north, hoping to secure the rest of the lowlands or delay any Arthwydish forces coming from that direction.
Evatine didn't think much of the Forluc forces in her way as not only did they not have a leader of Eradan's calibre, but they numbered even less than her army as the Arthwydish had at least a thousand warriors on the Forluc lowland army.
No, her main worry was not that she would be defeated, but that she would be sufficiently delayed. Evatine feared that if the Forluc delayed her long enough, they would be able to breach the defences of Caermyr and seize the capital of the Colryd.
Despite their desire to beat the Arthwyd, the Forluc didn't directly engage Evatine's forces and instead they struck at the northern lowlander tribes, ransacking and pillaging villages. This would go on until the Champion of Arthryn was able to pin down one half of the Forluc forces.
Able to find the Forluc camping one night as they made their way to the next target, Evatine didn't wait for her infantry to catch up lest she lose out on the opportunity that had presented itself. Rallying up almost all of the Boarfolk dire boar cavalry, she struck at the enemy camp halfway through the night.
The southerners didn't realise what has happening until it was too late. Ignoring the patrols and watchmen, the Boarfolk rode on the main camp itself and attacked the Forluc soldiers as they slept. While some tried to fight back, the vast majority slain without resistance as they didn't know what was going on before they were slain.
That night, Evatine oversaw the deaths of over a thousand Forluc warriors. While some escaped, there wasn't enough to form a meaningful force and the Boarfolk hunted down those that survived their night raid. With those that escaped the Boarfolk being slain by the Cateyes once they caught up, a good half of the Forluc warriors in the northern lowlands had been wiped out.
Once they heard of this devastating defeat, the remaining Forluc warriors changed tactics as rather than pillaging the lowlander villages, they formed up as a single army and focused on avoiding the Arthwyd forces. While she didn't know for certain, Evatine presumed that they were trying to hold out until reinforcements arrived to replenish their diminished numbers.
While this change in tactics was good for the remaining lowlander tribes, there was still an influx of lowlander refugees entering Arthwyd territory as the barbarians of the south sought sanctuary amongst the civilised folk of the north.
Lowland Refugees
+1 Temp Econ
Evatine didn't give them the chance. Chasing them down, she was finally able to outmanoeuvred them with the dire boar cavalry. Catching them between her cavalry and infantry, Evatine was able to force a battle.
Outnumbered three to one, the outcome of the battle was never in doubt. The Cateyes went up first, picking off the enemy ranged troops as the Catclaws moved in, throwing a couple volleys of javelins before charging in. Once the Catclaws and the surviving Forluc warriors had engaged each other in melee, Evatine committed the cavalry and slam into the rear of the Forluc. The battle gave way to a rout as the Forluc army broke as it was caught between the two forces.
By the time that the fighting was over and the Arthwyd forces could be reorganised, it became clear that the Arthwyd had slain at least another thousand of the Forluc while only losing a couple hundred of their own.
With barely a scattered hundred Forluc warriors left, Evatine didn't waste time hunting them down the survivors of the second half of the Forluc lowland army as she gathered up the Arthwyd forces and marched for Caermyr.
Moving as quickly as her army could, Evatine reached Caermyr just a little too late. Caermyr had fallen and judging by the fresh corpses and the fact that the Forluc were still in the middle of the post-battle looting and pillaging. If the Arthwyd had arrived a few days earlier, they would have almost certainly been in time to aid the defenders before they fell.
As things stand, Caermyr has just fallen and the surviving weaken Forluc force is taking its spoils. Given that the All-Seeress has warned her that the other half of the Forluc military is being committed to the war, she has four choices.
The first is to strike at Caermyr and attempt to wipe out the Forluc force here while it is still weak and has not linked up with its reinforcement. The second is to trap the Forluc force here and besiege Caermyr instead of launching an assault on the settlement.
The third option is to withdraw from Caermyr and strike south at the Forluc lands while Eredan is distracted here in Caermyr. Evatine is personally against that option as not only is there another Forluc army in the south, but it would leave their supply lines open for Eredan to attack.
The final option is to simply pull back and prepare the Arthwyd defences for the upcoming Forluc invasion. With the Boarfolk uninterested while the Colryd and Caradysh are no longer in a fit shape to fight, it is now a war between the Forluc and the Arthwyd and the People need to consolidate their forces for it.
[] [Evatine] Besiege Caermyr.
[] [Evatine] Assault Caermyr. (Evatine's favourite)
[] [Evatine] Strike at the Forluc lands.
[] [Evatine] Pull back to prepare for the defence. (Evatine's second favourite)
***
In the north, the Arthwyd have their hands full integrating the refugees from the lowlands, especially the ones from Caermyr fleeing up Green River. While Wonlyn is able to cut off any serious problems, Cadlon Gwynlyn is still in the position of figuring out what to do next.
While the Caermyr refugees have brought plenty of wealth from their home, the overall trade in the region has collapsed with the fall of Caermyr to the Forluc. Without the centre of all trade, trade has grinded to a halt as the main trade routes are gone. While there is some trade going on, any major trade on the scale that Gwynlyn needs to worry about will need to be pushed by the state.
Caermyr Refugees
+2 Temp Econ
+2 Temp Wealth
Status Gained! Crippled Trade: No Temp Wealth regeneration.
There is also the diplomatic front. While Evatine is waging war against the Forluc, Wonlyn sought to aid the People by strengthening them diplomatically and there were a few ways in which Cadlon Gwynlyn could let her do that.
One was to investigate the Cursed Forest to find out just what happened to Urth and the Caradysh and to see if any of the Urth's successors would honour her promise of aid against the Forluc.
The second was to seek help from the Boarfolk, either the nomad tribes or the Coltyre Confederation. Both were on good terms with the People and their assistance against the Forluc would be invaluable as dire boar cavalry had firmly proven its effectiveness against lowlander infantry armies like what the Forluc fielded.
The last option was to try and bring the remaining Colryd territories along the Green River under the leadership of Greenbay. Whilst they remained loyal to the Colryd, they had lost their leadership when Queen Eira had lost with the fall of Caermyr. It would relatively easy for someone like Wonlyn to go along and have the Arthwyd fulfil that leadership void.
There is another choice that Cadlon Gwynlyn could make. Wonlyn had proved instrumental helping integrate the various refugee groups from the south and without her, there would almost certainly been some serious troubles from getting the lowlanders to adapt to Arthwyd way of life. Should more refugees flee north, it may be for the best to keep Wonlyn at home to deal with them.
[] [Wonlyn] Investigate the Caradysh successor states.
[] [Wonlyn] Seek support from the Boarfolk.
[] [Wonlyn] Try to vassalise the Colryd Kingdom.
[] [Wonlyn] Keep Wonlyn at home.
[] [GA] Unlock the Codified Law Megaproject. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Grand Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
[] [GA] Gain a random Hero. (-3 Econ, -1 Temp Diplo, -1 Temp Martial)
[] [GA] Gain a Baby Boom. (-2 Econ, -2 Temp Diplo, -2 Temp Martial)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] [GA] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] [GA] Unlock religious reforms. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)
[] [GA] Improve relations with all neighbours. (-6 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
Priestesses (4) = Mood: Confident, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Confident, Ability: Add half of their faction power to another faction, Objective: Retake and hold Caermyr, Success/Failure: Free Nautical Innovation/-
Warriors (5 (6)) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Defeat the Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Confident, Ability: Add half of faction power to Econ, Objective: Keep the Forluc from entering Arthwyd territory, Success/Failure: +2 Temp Econ/-
Crafters (2) = Mood: Confident, Ability: Add half of faction power to Wealth, Objective: Restore Trade within 2 Turns, Success/Failure: +1 Stability/-1 Stability
***
Okay, so the war is a mixed affair so far. You crushed the Forluc on the lowland front, but they delayed you long enough for Eredan to take Caermyr with heavy losses as he lost over half of his army doing so.
However, there is another Forluc army the same size as the first coming and before anyone cries foul, getting this army was why the Forluc spent so long preparing for the war as they (rightly) feared that their main army wouldn't be enough. They were going to go for a third army, but their internal political situation forced their hand before they could do there.
As things stand right now, the Arthwyd have taken minimal losses and you have killed about ten guys for every one you have lost. However, you are on your own right now as the Caradysh have collapsed, the Boarfolk are staying out of the war, the lowlander tribes are strong enough to be relevant and the Colryd have just lost their leadership, their core territories and the bulk of the military.
Meanwhile the Forluc have lost about a third of their military, but are bringing the remaining two thirds to bear against you. However, you have the chance to try and get more allies so the war doesn't end up amounting to an Arthwyd vs Forluc situation from here onwards.
The Map and Trade Status won't be updated until the Epic Age is over as things are fluctuating too much right now for me to deem making all of the changes every update to be worth it.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
The Arthwyd Ancient Tanistry Upper Centralization Limit: 10 Lower Centralization Limit: 1 Admin Strain Free Provinces: 6 Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 1 Province Subordinates: 2 Special: -1 Temp Econ Damage per a Province Special: Increased Range of Potential Heirs
Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: +1 Secondary Province Action per 2 Provinces Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Statuses Crippled Trade: No Temp Wealth regeneration. Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls, Golden Age: +1 Temp Econ at the start of each turn, King of the Hill: +1 Temp Diplo at the start of each turn,
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Belladysh = Unsure/Unsure/Minimal
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Unsure/Unsure/Minimal
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Forluc = Evil/Furious Hatred/War
Lowlander Tribes = Liked/Desperate for Protection/High
Moradysh = Unsure/Unsure/Minimal
Values & Legacies Agricultural Innovators: +1 Temp Econ to Farming actions, Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn, Chosen of Arthryn: Gain +1 to all Innovation Rolls, Chosen of Ymarn: Gain +1 to all Innovation Rolls, Rush Builders: Extended Projects take less actions, but each action is more expensive, Bronze Blooded: +2 Temp Econ to Econ Generation Actions,
Communal Unity One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,
Fair Treatment While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,
Sacred Defence The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,
Queens of Peace, Kings of War The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,
Extended Sunrise Mountain Passage A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,
Grand Sacred Forest A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,
Grand Statue A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,
Grand Temple A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,
Technologies
Carts
Straw/Reed Rope
Wheel
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields
Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs
[X] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
On Wonlyn, I am split between the two options.
If we investigate the Caradysh successor states, any state that tries to claim to be of the Caradysh will be obligated to assist us against the Forluc. It would allow us to have an almost guaranteed, if lesser, ally.
I think the best thing we can do is assault Caermyr and try to kill their Genius while he has a weakened army. With him gone, we can put our own Genius bs to work uncontested.
The Boarfolk are much less likely to support us, as they have been staying on the sidelines so far, but if they do then their support will be enormous. Cavalry is king on the open plains after all.
I'm want magical advancement, since it can help us with our current war without costing martial.
[] [Evatine] Besiege Caermyr.
[X] [Evatine] Strike at the Forluc lands.
[X] [Evatine] Pull back to prepare for the defence. (Evatine's second favourite)
[] [Wonlyn] Investigate the Caradysh successor states.
[X] [Wonlyn] Keep Wonlyn at home.
[X] [Wonlyn] Try to vassalise the Colryd Kingdom.
[X] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
[X] [GA] Gain a Baby Boom. (-2 Econ, -2 Temp Diplo, -2 Temp Martial)
[X] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[X] [GA] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[X] [GA] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[X] [GA] Unlock religious reforms. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)
[X] [GA] Improve relations with all neighbours. (-6 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[X] [GA] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] [GA] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[X] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)