Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Well, currently every turn. We could afford to do a Sec Build Temple, Sec Build Stone Walls (edit costs 2 temp econ for small, 3 temp econ for large, 2 separate walls), Main Build Boats, Sec Build Roads, every turn for the 3 turns needed to get the Main Boats even done. That doesn't include province actions though, which may or may not change things a bit.
 
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That and we don't know where that Boarfolk horde is going. Just isn't at us.
 
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I wonder..... Nomad hordes usually target civs that are either rich, so they can plunder them, or which are strong, so they can get glory from defeating them. So if their target isn't us, I wonder if it's someone in the region we know. Because if it isn't....
 
I wonder..... Nomad hordes usually target civs that are either rich, so they can plunder them, or which are strong, so they can get glory from defeating them. So if their target isn't us, I wonder if it's someone in the region we know. Because if it isn't....

Looking at the map it's likely someone to the east of us, east of Merntir, who we haven't met yet.

When we get boats that's one direction we can explore in.
 
Expansion and Consolidation
[X] [Religion] No. The Council of Arthryn shall be independent of the Cadlon of the Arthwyd.
[X] [Mega] Gain at least two Technologies.
[X] [Law] Justice and Fairness
[X] [Govern] The Cadlon shall rule with an assembly of important priests, warriors and elders to advise them and check their power.
[X] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

In the final seasons of Evatine's life, the reforms started by her and Wonlyn were finally finished.

It was decided that the new Council of Arthryn would be independent of the Cadlon of the Arthwyd. While almost the entire priesthood was part of the Arthwyd government right now, that wouldn't necessarily be the case in the future. The Council of Arthryn had to be leaders for all followers of the Arthryn and her Daughters and to do that, they couldn't be bound to a single non-religious leader.

The Arthwyd also came to the conclusion that the law needed to focus on being just and fair. While some advocated for focusing on being enforceable or managing authority, they were outnumbered by those that felt the laws of the Arthwyd needed to focus on justice and fairness. After all, what was the point of laws if they didn't equally ensure the well-being of everyone in the community?

The end result was a set of laws that did their best to be both fair to all those in the lands of the Arthwyd and to bring about justice to those that wronged others. While it wasn't the easy of laws to enforce and would almost certainly require updating across future generations, the majority of the People were happy with it as they could put their faith into the law.

Megaproject Completed!
Code of Laws (Bronze Age)

A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Pick one Megaproject Completion Bonus
[] [Mega] Gain a new random Value.
[] [Mega] Gain a new Social-related Value.
[] [Mega] Upgrade a random Value.
[] [Mega] Gain a random Hero.
[] [Mega] Gain at least two Technologies.
[] [Mega] +1 Admin Strain Free Provinces.
[] [Mega] +1 Upper Centralization Limit.

The Arthwyd also decided that the Cadlon could not have unchecked power that they wielded in the past and that limits needed to be put on the authority of the Cadlon. To this end, the Assembly was formed as they act as advisors for the Cadlon and the Cadlon would require the support of at least half of the Assembly currently in Greenbay to implement a law change or take a major action that would impact the whole of the Arthwyd such as forming an alliance or a declaration of war.

The assembly consisted of the highest-ranking members of the Arthrynite priesthood, the Arthwyd military, the elders of Greenbay, the members of the royal family and Sacred Guardian-General Eira though that last one rarely strayed from Caermyr.

Government Type changed!
Ancient Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1
Admin Strain Free Provinces: 7
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

Legacy Gained!
Ancient Reformers: All Reforms are cheaper.

Beyond the completion of both the legal and religious reforms, Cadlon Evalon oversaw two major projects in the latest generation of his reign. The first one was honour the last wishes of his mother and her military supporters by founding a third colony in the north coast, east of the Merntir lands.

With the Myrthwyd, the Grythwyd and the Arthdysh, the Arthwyd were expanding into the lowlands, the western coast and the northern coast all at once and without the need to for direct oversight by the Cadlon in Greenbay. Instead, the Cadlon could focus on dealing with international relationships and building up the main Arthwyd territories.

Legacy Gained!
Colonial Empire: One Colony doesn't use up a subordinate slot.

The latter he did by coordinating the construction of a stone wall around Caermyr with Sacred Guardian-General Eira. The second stone wall constructed by the Arthwyd, the walls around Caermyr wouldn't be as tall or big as the Evatine Walls. Yet despite that, they would still be impressive and far harder to breach than the old palisade.

Sacred Guardian-General Eira also worked with the Council of Arthryn to construct a new temple in Caermyr as the Council of Arthryn pooled resources from all over the Arthwyd into the project as the Arthrynite faithful gave them a large resource base to draw upon.

The colonies also expanded as the Grythwyd build a third stone wall around Forestbay on the western coast. The Arthdysh didn't build any walls, but they did focus on infrastructure as build some temples in their oldest and largest settlements while also building more roads amongst their new territories to hold them together.

The expanding territory of the Arthwyd also caused a new innovation to help manage it all. While the Arthwyd had long made use of messengers like everyone else, they now had dedicated messengers. For these messengers, their full-time professional job would be going back and forth as they delivered messages across a network that spread across the whole Arthwyd, something that the extensive network of dirt paths allowed to be done.

Even as the Arthwyd finished their reforms and began to consolidate their empire, their neighbours were also active. The Boarfolk horde had disappeared to the far east as they went to the other side of the grasslands which were apparently not as endless as once assumed.

The Forluc Kingdom also finally finished consolidating their old lands and the Arthwyd were unsure of whether they would look to focus on internal matters or expand into new lands. If it was the latter, no one was sure if they would move north into the relatively empty lands between the Forluc and the Arthdysh or east against the tribes between them and the Coltyre Confederation or south into the masses of lowlander tribes down there.

As for the Coltyre Confederation, they were disturbingly quiet, but from what could be picked up from the traders, they were having a temporary bout of instability as the old leadership died off almost all at once and the younger generation struggled to figure out who their replacements would be.

Most interestingly of all was the news from the Cursed Forest. When Urthryn had ascended, the Foresters had split into three successor states and now they would become one once more as the Urthdysh Federation was finally formed. Ruled by a council consisting of the three queens, the Urthdysh weren't quite a peer power to the Arthwyd, especially when the latter had its colonies, but like the Coltyre Confederation, they were close and almost uncomfortable so.

To make things even more uncomfortable, the Urthdysh Federation lacked the disunity of the Coltyre Confederation as they had a centralised leadership and unifying religion. This was something they made clear when the first official major action of the Urthdysh Federation was to announce the construction of the Urthrynite Grand Temple.

Priestesses (4 (5)) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: Build a Temple in 4 Turns, Success/Failure: +1 Temp Culture/-
Elders (3) = Mood: Content, Ability: Add half of their faction power to another faction, Objective: Discover another mine location within 5 Turns, Success/Failure: Free Develop Mine/-
Warriors (6) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Build 3 Walls within 4 Turns, Success/Failure: Free Build Roads/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 3 Turns, Success/Failure: +2 Temp Econ/-1 Temp Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Send a Trade Expedition to the Forluc in 2 Turns Success/Failure: Free Build Boats/-

You have five Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [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 Roads = (Target)
S: -2 Temp Econ, +1 Temp Mystic, +1 Road,
M: -4 Temp Econ, +2 Temp Mystic, +2 Roads,
-Possible Targets: Greenbay (0/6), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/6), Upriver Plains (0/3), Sunrise Plains (0/1), Lowland Conflux (0/1), Northern Green River (0/6), Southern Green River (0/6),

[] [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 (1/1), Northern Green River (0/3), Southern Green River (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 0/6, Large: 0/6), Rockbay (Small: 0/1, Large: 0/1), Sunrise Bay (Small: 0/1, Large: 0/1), North Coast Plains (Small: 0/6, Large: 0/6), Upriver Plains (Small: 0/3, Large 0/3), Sunrise Plains (Small: 0/1, Large: 0/1), Lowland Conflux (Small: 1/1, Large: 0/1), Northern Green River (Small: 0/6, Large: 0/6), Southern Green River (Small: 0/6, Large: 0/6),

[] [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, Urthdysh Federation, 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: +5 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, Great Mountain

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

[] [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, Grythwyd, Mrythwyd

[] [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. (Currently active)
-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.
-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, Urthdysh Federation, 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, Urthdysh Federation, Coltyre Confederation,

Mega-Projects
Currently none.

***​

Okay, you got a new government type and another megaproject and a couple of legacies alongside a third colony. As for what else…oh yes, a massive infrastructure backlog to deal with.

Otherwise, the Boarfolk horde target is on the other side of the steppes while your neighbours are consolidating. The Forluc and Foresters are finally recovered from their collapse with the both of them looking to catch up with you.

You also get to pick your main turn actions for the first time in a while. Trade status will be updated at a future point.

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 Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
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.

Stats
Diplo
: 3 (5) (+1)
Econ: 35 (21) (+2)
Martial: 9 (7)
Mystic: 7 (4) (+1)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 9 (4)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 46

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
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
Boarfolk Nomads = Cordial/Friendly/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Crazy Weirdos/Admiring Imitation/Medium
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Friendly/Neutral/Medium

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Low
Girthwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremly High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







Religion
Arthrynite "Followers of Arthryn"
Deities
: Arthryn and her Daughters
Beliefs: Equality, Community, Understanding
Abilities: Fairness (Reduced Discrimination), Independent (Independent Infrastructure), ???,

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,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Colonial Empire: One Colony doesn't use up a subordinate slot.
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,

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

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
Fertiliser (Primitive Compost & Manure)
Irrigation
Concept of Growth Energy
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

Fishing & Boats
Canoes
Fishing Nets
Rafts
River Longboats
Sails
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Bronze
Copper
Gold
Furs
Hide
Leather
Silver
Tin
Stone
Wood
Zinc

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Codified Law
Cuneiform
Dedicated Messengers
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Missionaries
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Wall

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

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

All-Seerist Divine Magic
Detect Undead (Limited)
Detect Unliving (Limited)
Future Seeing (Basic)
Guided Attacks (Expert)
Increased Accuracy (Expert)
Scrying (Basic)
Truth Detecting (Basic)

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Expert)
Stone-Skin (Expert)
Trait Self-Boosting (Basic)

Blood Arcane Magic
Aspect Copy (Expert)
Aspect Steal (Expert)
Blood Binding (Basic)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Lust Induction (Limited)

Death Arcane Magic
Control Undead (Advanced)
Mass Raise Mindless Undead (Advanced)
Raise Sapient Undead (Basic)

Fertility Arcane Magic
Birth Control (Expert)
Fertility Boost (Expert)
Lust Induction (Basic)

Light Arcane Magic
Hardlight Shield (Basic)
Healing Light (Expert)
Light Beams (Basic)

Probability Arcane Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)

Wyrnite Divine Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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@Oshha can the Arthwyd turn one type of stone into another? Like, make construction with cheap and easy limestone, and then turn the whole thing into a stronger rock like quartzite?
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Roads = Greenbay
[X] [MAIN] Build Roads = Greenbay x2
[X] [SEC] Build Roads = Greenbay

[X] [SEC] Build Roads = Rockbay
[X] [SEC] Build Roads = Sunrise Bay

[X] [MAIN] Build Roads = North Coast Plains
[X] [MAIN] Build Roads = North Coast Plains x2
[X] [SEC] Build Roads = North Coast Plains

[X] [MAIN] Build Roads = Upriver Plains
[X] [SEC] Build Roads = Upriver Plains

[X] [SEC] Build Roads = Sunrise Plains
[X] [SEC] Build Roads = Lowland Conflux

[X] [MAIN] Build Roads = Northern Green River
[X] [MAIN] Build Roads = Northern Green River x2
[X] [SEC] Build Roads = Northern Green River

[X] [MAIN] Build Roads = Southern Green River
[X] [MAIN] Build Roads = Southern Green River x2
[X] [SEC] Build Roads = Southern Green River

Vote ALL the roads.
 
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The Arthwyd also decided that the Cadlon could not have unchecked power that they wielded in the past and that limits needed to be put on the authority of the Cadlon.
I recognize that if I wanted to point out how completely ahistorical this attitude is I should have done so when it first was brought up, but nonetheless I'd like to officially register my complaint at our civilization feeling the need to institute a system of 'checks and balances' as reaching past my suspension of disbelief. I get that we're just inserting our own modern values but can there at least be some justification for them besides "it was obvious?"
 
So, if Evalon (our diplo hero) is dead, we should be spending an action switching our policy to infrastructure.

edit: He's not ded yet, disregard
 
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So wait a second, we got Dedicated Messengers from the admin tech bonus.

Then what about the Mega bonus?

I think we were supposed to get two techs at least, but I'm not seeing it. Can anyone check if I was mistaken?
 
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [MAIN] Diplomatic Expedition = Urthdysh Federation

[X] [MAIN] Build Boats
[X] [SEC] Study Metal

Alright. So first I want to actually convert the Urthdysh Federation. Both culturally and mystically. If Urthryn really isn't redeemable as some fear the a entire cultural/religious take over may be necessary, but I do hope we can peacefully do it with only minor instability on their part.

I also hope we can create Galleys - exploration actions next turn.

Edit: Forgot the Megaproject bonus.
 
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[X] [Mega] Gain at least two Technologies.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Settle Land = Upriver Plains

So one thing I think we need to start thinking about now that we have subordinates is spreading where we build our infrastructure. While it was fine to do Greenbay first previously (and very satisfying to see full infrastructure in the province) we really need to make sure we damage relations with the outer parts of our civilization by hoarding infrastructure development in the heartland. We also don't want to get in a situation where a crisis interrupts our carefully planned infrastructure plans and we end up having to attempt to do stuff in a region with crap infrastructure. Could also be worth switching our province actions to infrastructure just to make sure that something gets done if we forget or get distracted by a new option.

So wait a second, we got Dedicated Messengers from the admin tech bonus.

Then what about the Mega bonus?

I think we were supposed to get two techs at least, but I'm not seeing it. Can anyone check if I was mistaken?
Using diffchecker.com we upgraded basic fertilizer to fertilizer, basic irrigation to irrigation, primitive concept of growth energy to concept of growth energy, basic ideograms to ideograms, and stone manipulation from basic to expert. We also got zinc, missionaries, codified law, and dedicated messengers as new technologies. As for what is from the bonus or if upgrades count as gaining technologies I'm not sure.
 
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[X] [Mega] +1 Admin Strain Free Provinces.

This bonus isn't something we might get eventually like with the two free techs, and it's not something that we can get from the Golden Age or other megaprojects either. It's unique to the Codified Law project. Furthermore, the actual bonus itself is really good. The smoother everything runs, the better everything goes, the less crises we have to deal with, and the easier it is to deal with crises.

[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Settle Land = Upriver Plains

Builds infrastructure, does diplomacy (which also builds infrastructure), and works on a quest. Pretty good all around.
 
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Temples = Greenbay
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [Mega] +1 Upper Centralization Limit.
[X] [MAIN] Build Walls = Lowland Conflux
 
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