Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
[X] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Diplo, -1 Martial, -3 Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)

What is the primary doctrine of the Arthrynite religion?
[X] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[X] [Doctrine] Proselytising. Spreading the wisdom and prosperity of the goddesses should be the primary purpose of the Arthrynites.

What sort of leadership shall the Arthrynite religion have?
[X][Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.

You may change your Province Policy
[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.
[X] [Policy] Exploration = Focuses on exploring areas.
[X] [Policy] Expansion = Focuses on settling new lands.
 
For those curious on our Hero count so far;

Arth, Diplo/Admin, male, Merged Ascension
Vryn, Martial, female, Merged Ascension
Wyrn, Diplo/Culture, female, Ascended
Ymarn, Mystic/Admin, female, Ascended
Wuran, Diplo, female, Dead
Seryn, Mystic/Tech, female, Dead
Malbyn, Martial, female, Dead
Cadyn, Martial, male, Dead
Curyn, Tech, male, Dead
Evalyn, Martial, female, Ascended
Cerwyn, Martial, female, Dead
Dyrfel, Admin, Male, Dead
Bronwyn, Diplo/Culture, female, Ascended
Gwyn, Martial, female, Dead
Evatine, Martial Genius/Admin, female, Alive, Divine Champion
Wonlyn, Diplo, female, Alive
Evalon, Diplo, male, Alive

17 Heroes
3 Alive
5 Men/12 Women
2 Culture, 2 Mystic, 2 Tech, 4 Admin, 6 Diplo, 7 Martial
6 Double Heroes
1 Genius
5 Ascended
1 Merged Ascension
Adhoc vote count started by UlseDovThur on Apr 6, 2019 at 2:37 PM, finished with 84 posts and 37 votes.
 
[X] [Doctrine] Proselytising. Spreading the wisdom and prosperity of the goddesses should be the primary purpose of the Arthrynites.
[X] [Doctrine] Magic. The Arthrynite religion shall look into studying the divine magic of the goddesses to unlock its benefits for its followers.
[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.
[X] [Leadership] Decentralised localised leadership with each region having its own hierarchy that is equal to the hierarchies over regions.
 
On a side note, I think proletzyizing is dangerous

1) With the exception of Arthryn, all our Gods are defined by their believers. Activey spreading worship among foreigners can twist our Gods to follow foreign values, which is bad when most of the world follows slavery.
2) Arthryn derives her power from the Arthwyd. If following of our pantheon spreads beyond our civ, then Arthryn may lose her guaranteed top spot.
3) In war, we rely on divinity to a massive extent. A war with a foreign nation following our own religion would be devastating.
 
When did that happen? Last action list we saw, still had them as separate.
Evatine did it. "With the ear of Cadlon Gwynlyn, Evatine was able to convince the Cadlon of the Arthwyd of the importance of getting every settlement protected by a wall." Bronze Epic Age 1.

I'm reading this as they've fused actions as I can't really think why it wouldn't have.
 
Evatine did it. "With the ear of Cadlon Gwynlyn, Evatine was able to convince the Cadlon of the Arthwyd of the importance of getting every settlement protected by a wall." Bronze Epic Age 1.

I'm reading this as they've fused actions as I can't really think why it wouldn't have.
Ohh... interesting. I didn't think we'd finished pallisades everywhere first, which I thought was a requirement. Maybe special genius action skipped that part?
 
Evatine did it. "With the ear of Cadlon Gwynlyn, Evatine was able to convince the Cadlon of the Arthwyd of the importance of getting every settlement protected by a wall." Bronze Epic Age 1.

I'm reading this as they've fused actions as I can't really think why it wouldn't have.

I will confirm that is the case.
 
[X] [Religion] Keep things simple for now.
[X] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[X] [Doctrine] Militant. The world is a harsh and cruel place and it is up to goddesses and their servants to protect their followers.
[X] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.

[X] [Leadership] Centralised leadership that has a hierarchy with a head of religion in Greenbay.
[X] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.

[X] [Policy] Balanced = Does whatever seems reasonable.
[X] [Policy] Expansion = Focuses on settling new lands.
[X] [Policy] Study = Takes study actions.
[X] [Policy] Infrastructure = Focuses on building infrastructure.
[X] [Policy] Megaproject = Focuses on building megaprojects.
 
For those curious on our Hero count so far;

Arth, Diplo/Admin, male, Merged Ascension
Vryn, Martial, female, Merged Ascension
Wyrn, Diplo/Culture, female, Ascended
Ymarn, Mystic/Admin, female, Ascended
Wuran, Diplo, female, Dead
Seryn, Mystic/Tech, female, Dead
Malbyn, Martial, female, Dead
Cadyn, Martial, male, Dead
Curyn, Tech, male, Dead
Evalyn, Martial, female, Ascended
Cerwyn, Martial, female, Dead
Dyrfel, Admin, Male, Dead
Bronwyn, Diplo/Culture, female, Ascended
Gwyn, Martial, female, Dead
Evatine, Martial Genius/Admin, female, Alive, Divine Champion
Wonlyn, Diplo, female, Alive
Evalon, Diplo, male, Alive

17 Heroes
3 Alive
5 Men/12 Women
2 Culture, 2 Mystic, 2 Tech, 4 Admin, 6 Diplo, 7 Martial
6 Double Heroes
1 Genius
5 Ascended
1 Merged Ascension

You know, looking at this list I can't help but think Evantine should be Ascended next - as the Goddess of Heroes and Sacred Warriors.

Get our Paladin groove on.
 
[X] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Diplo, -1 Martial, -3 Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)

[X] [Doctrine] Dogmatic. Unity is key and the Arthrynite religion should fellow one set of teachings as lain down by the goddesses.
[X] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[X] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.
[X] [Doctrine] Spiritual. Honouring the goddesses and following their teachings should be the main goal of an Arthrynite.

[X] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.

[X] [Policy] Balanced = Does whatever seems reasonable.
[X] [Policy] Infrastructure = Focuses on building infrastructure.
 
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Really want the diplomacy policy to keep our temp diplomacy high, the religious reform will almost certainly end our golden age and everybody around us will see our civ seem to slow down since we are the center of attention now. Keeping on top of relations until our religious and legal reforms are finished could stop anyone getting idea's whilst we are dealing with our internal crisis.
 
Really want the diplomacy policy to keep our temp diplomacy high, the religious reform will almost certainly end our golden age and everybody around us will see our civ seem to slow down since we are the center of attention now. Keeping on top of relations until our religious and legal reforms are finished could stop anyone getting idea's whilst we are dealing with our internal crisis.
Yeah, I agree. Sadly. Don't REALLY like spending so many actions on Diplo, but while we have the hero for it, we get the most bang for our action doing so.
 
As requested by @Cariyaga
[] [SEC/MAIN] Build Boats.
S: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (1/3), Upriver Plains (0/2), Sunrise Plains (0/1), Lowland Conflux (0/1), Northern Green River (0/3), Southern Green River (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine,
M: -6 Temp Econ, +2 Mines,
-Possible Targets: Sunrise Mountains (Copper: 1/1), Sunset Mountains (Gold: 1/1, Tin: 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Belladysh, Moradysh, Caradysh, Coltyre Confederation,

[] [SEC/MAIN] Empower the Cadlon
S: -1 Temp Diplo, +1 Centralisation, Chance of -1 Stability,
M: -3 Temp Diplo, +2 Centralisation, -1 Stability,

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/8) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: North Coast, Eastern Lowlands, Western Coast,

[] [SEC/MAIN] Integrate Subordinate = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture, +1 Progress,
M: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, -1 Centralisation, +2 Progress
-Possible Targets:

[] [SEC/MAIN] Plant Sacred Forests,
S: -4 Temp Econ, +0.5 Sacred Forest,
M: -8 Temp Econ, +1 Sacred Forest,
-Sacred Forests = 0

[] [SEC/MAIN] Settle Land = (Target)
S: -6 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress, +1 Econ,
M: -12 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (6/12), Rockbay (1/12), Upriver Plains (3/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (0/12), North Coast Western Forest (0/12), North River Plains (0/12), Lowland Conflux (1/12), Southern Green River (6/12), Northern Green River (6/12),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Arthdysh,

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions. (Currently active)
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Belladysh, Moradysh, Caradysh, Coltyre Confederation,

[] [SEC/MAIN] Train Sacred Warriors
S: -2 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -2 Temp Econ -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +2 Temp Mystic, +2 Temp Culture, +1 Stability, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +3 Temp Mystic, +3 Temp Culture, +1 Stability, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Mission = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, Requires 3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Belladysh, Moradysh, Caradysh, Coltyre Confederation,

Mega-Projects
[] [SEC/MAIN] Stone Wall
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] Codified Law
S: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -4 Temp Diplo, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 2/4
 
As requested by @Cariyaga
[] [SEC/MAIN] Build Boats.
S: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (1/3), Upriver Plains (0/2), Sunrise Plains (0/1), Lowland Conflux (0/1), Northern Green River (0/3), Southern Green River (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine,
M: -6 Temp Econ, +2 Mines,
-Possible Targets: Sunrise Mountains (Copper: 1/1), Sunset Mountains (Gold: 1/1, Tin: 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Belladysh, Moradysh, Caradysh, Coltyre Confederation,

[] [SEC/MAIN] Empower the Cadlon
S: -1 Temp Diplo, +1 Centralisation, Chance of -1 Stability,
M: -3 Temp Diplo, +2 Centralisation, -1 Stability,

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/8) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: North Coast, Eastern Lowlands, Western Coast,

[] [SEC/MAIN] Integrate Subordinate = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture, +1 Progress,
M: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, -1 Centralisation, +2 Progress
-Possible Targets:

[] [SEC/MAIN] Plant Sacred Forests,
S: -4 Temp Econ, +0.5 Sacred Forest,
M: -8 Temp Econ, +1 Sacred Forest,
-Sacred Forests = 0

[] [SEC/MAIN] Settle Land = (Target)
S: -6 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress, +1 Econ,
M: -12 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (6/12), Rockbay (1/12), Upriver Plains (3/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (0/12), North Coast Western Forest (0/12), North River Plains (0/12), Lowland Conflux (1/12), Southern Green River (6/12), Northern Green River (6/12),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Arthdysh,

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions. (Currently active)
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Belladysh, Moradysh, Caradysh, Coltyre Confederation,

[] [SEC/MAIN] Train Sacred Warriors
S: -2 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -2 Temp Econ -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +2 Temp Mystic, +2 Temp Culture, +1 Stability, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +3 Temp Mystic, +3 Temp Culture, +1 Stability, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Mission = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, Requires 3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Belladysh, Moradysh, Caradysh, Coltyre Confederation,

Mega-Projects
[] [SEC/MAIN] Stone Wall
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] Codified Law
S: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -4 Temp Diplo, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 2/4
Oof. Sixteen temples to build.
 
Alright so. We need to get our mega-projects done. That's top of the list. Then Temples. Then getting a reasonable amount of Martial for our econ. my suggestion is 1/3 our econ. Which would take 3 Main Train Warrior actions. Also probably should get some sacred forests, especially if we are going to be doing boats, and we probably should. Specifically get a sacred forest completed, and then do a Main Build Boats action for those "additional effects" which would hopefully include getting a harbor.
 
Two of our 4 Megaprojects: Grand Temple and Grand Sacred Forest are in Greenbay.

@Oshha Instead of monofocusing on the capital, can we spread them out, in the spirit of Arthryn's policy of Equality? Like maybe have the Grand Stone Wall built in Rockbay since it's got a mountain hex to get stone from. And since Caelmyr is closer to the lowlands and gets the most trade, Grand Marketplace and Grand Theatre can go to Caermyr to help spread our culture to our neighbours and trade partners. The capital can always have the non-Grand version of these projects.
 
@Oshha Instead of monofocusing on the capital, can we spread them out, in the spirit of Arthryn's policy of Equality? Like maybe have the Grand Stone Wall built in Rockbay since it's got a mountain hex to get stone from. And since Caelmyr is closer to the lowlands and gets the most trade, Grand Marketplace and Grand Theatre can go to Caermyr to help spread our culture to our neighbours and trade partners. The capital can always have the non-Grand version of these projects.

The Grand Marketplace might go in Caermyr, but most of your megaprojects will in Greenbay due to its significance as both your capital and the centre of your civilisation. It is the most important and sacred place in the Arthwyd so it gets important stuff first.
 
Trying to ban it outright and enforcing that will cause problems as it did in PoC.
In PoC, two major problems happened when it came to enforcing it. First, when we went extreme and enforced it through war. That did major diplomatic damage with our neighbours. The second, when we got rid of the de-facto somewhat-slavery in the kingdom, doubling the wealth costs for everything. Other than that, banning slavery and enforcing the ban went pretty alright, with no real troubles at all.

Though, in the case of the second problem, that was actually a materially good thing in the long term, as it helped industrialisation. Instead of converting 1 wealth cost to 1 tech cost, as it would with a slaving civilisation, industrialisation converted 2 wealth cost to 1 tech cost. So really, it was going to war over slavery that was the only time we really went too far. So long as we avoid going that far, we'll be ok.

[X] [Religion] Keep things simple for now.

We'll still be in a golden age. We should wait for a mystic hero before we do this.

[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.

Given the increasing hierarchy and other stratification-increasing stuff, we'll want to buff up equality with our religion.

[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.

One of the greatest mistakes of PoC was the dumb obsession a large amount of the playerbase had with land. Getting more land very often didn't help and often just made things worse, creating borders with new enemies and crippling our ability to administrate the kingdom. 8/36 roads was really, really bad. Given how devastatingly lacking our temple coverage is, we should minimise our expansion until we've consolidated and built up what we have.

Diplomacy is the most important thing we can do right now. If the religious reforms go ok, it'll extend the peace, which will in turn extend the golden age. If crisis is the result of religious reform, it will allow us to work through them in peace; a war breaking out during religious crisis would be a Very Bad Thing. Furthermore, with our new legacy bonus of spreading our culture with trade and neighbours, additional diplomacy actions will be particularly effective at promoting civilisation in our neighbours, which will mollify the sacred warriors who would otherwise complain about their divergent beliefs. We do not want a dissatisfied, belligerent military, especially given they're currently the strongest faction.

EDIT: It'd also make good use of our Diplo hero.
 
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In PoC, two major problems happened when it came to enforcing it. First, when we went extreme and enforced it through war. That did major diplomatic damage with our neighbours. The second, when we got rid of the de-facto somewhat-slavery in the kingdom, doubling the wealth costs for everything. Other than that, banning slavery and enforcing the ban went pretty alright, with no real troubles at all.

Though, in the case of the second problem, that was actually a materially good thing in the long term, as it helped industrialisation. Instead of converting 1 wealth cost to 1 tech cost, as it would with a slaving civilisation, industrialisation converted 2 wealth cost to 1 tech cost. So really, it was going to war over slavery that was the only time we really went too far. So long as we avoid going that far, we'll be ok.

[X] [Religion] Keep things simple for now.

We'll still be in a golden age. We should wait for a mystic hero before we do this.

[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.

Given the increasing hierarchy and other stratification-increasing stuff, we'll want to buff up equality with our religion.

[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.

One of the greatest mistakes of PoC was the dumb obsession a large amount of the playerbase had with land. Getting more land very often didn't help and often just made things worse, creating borders with new enemies and crippling our ability to administrate the kingdom. 8/36 roads was really, really bad. Given how devastatingly lacking our temple coverage is, we should minimise our expansion until we've consolidated and built up what we have.

Diplomacy is the most important thing we can do right now. If the religious reforms go ok, it'll extend the peace, which will in turn extend the golden age. If crisis is the result of religious reform, it will allow us to work through them in peace; a war breaking out during religious crisis would be a Very Bad Thing. Furthermore, with our new legacy bonus of spreading our culture with trade and neighbours, additional diplomacy actions will be particularly effective at promoting civilisation in our neighbours, which will mollify the sacred warriors who would otherwise complain about their divergent beliefs. We do not want a dissatisfied, belligerent military, especially given they're currently the strongest faction.

EDIT: It'd also make good use of our Diplo hero.

I don't agree that the risk of losing the golden age is not worth this reform. Getting it done now seems like a very important thing. We've just finished a war, we are incredibly stable, and have a champion of arthryn to handle the changes. Overall it seems to me like this is a great time to get it done. Even if we lose the golden age for it. Especially as it would let us cement both equality and community into our religion. Possible also bringing a similar stat block that economy does, which would be very interesting to have added.
 
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