Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
I see that there are support for the Study Magic action.

I suggest people keep voting for it, because studying magic to speed up construction will pay off with free labor.
Adhoc vote count started by Kiba on Apr 8, 2019 at 10:43 PM, finished with 62 posts and 20 votes.
 
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Settle Land = Upriver Plains
[X] [SEC] Study Magic.
 
Now is the time to be using our Diplo hero as much as possible, which means sending a trade expedition, not studying magic. The boats that the trade expedition will give us are particularly important because now we have a second overseas colony we need to keep in regular contact with. I do think that we should pair road-building with studying magic at some point, but not this turn, not while we have a Diplo hero and need of more boats.
 
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Now is the time to be using our Diplo hero as much as possible, which means sending a trade expedition, not studying magic. The boats that the trade expedition will give us are particularly important because now we have a second overseas colony we need to keep in regular contact with. I do think that we should pair road-building with studying magic at some point, but not this turn, not while we have a Diplo hero and need of more boats.

I was thinking of pairing Build Boats with a Explore Lands option. I guess it'll wait a turn or two. Perhaps when we get a tech Hero.

As for Diplomacy and trade missions while I really want to do that (in fact the first "plan" I proposed had a main diplomatic action) I suppose we can depend on the provinces to do it.
 
As for Diplomacy and trade missions while I really want to do that (in fact the first "plan" I proposed had a main diplomatic action) I suppose we can depend on the provinces to do it.
The provinces have the Coltyre Confederation, the Urthdysh Federation, and the southern lowlanders to deal with. Former's a powder keg that could explode on us, middle is neutral to us and has a history of messing with us, and the southern lowlanders fear us. It's entirely possible there isn't enough space for a trade expedition to the Forluc unless we devote a Secondary, and if there is, it probably means that another important diplomatic thing is getting cut. Devoting the Secondary to trade is the safest thing, as well as the optimal thing as it uses our diplo hero even more than he otherwise would've been used.
 
I was thinking of pairing Build Boats with a Explore Lands option. I guess it'll wait a turn or two. Perhaps when we get a tech Hero.

As for Diplomacy and trade missions while I really want to do that (in fact the first "plan" I proposed had a main diplomatic action) I suppose we can depend on the provinces to do it.

We want to wait until we at least have dock infrastructures. That way we can rapidly build a navy once we are forced to fight a naval war or encountered a naval power.
 
The provinces have the Coltyre Confederation, the Urthdysh Federation, and the southern lowlanders to deal with. Former's a powder keg that could explode on us, middle is neutral to us and has a history of messing with us, and the southern lowlanders fear us. It's entirely possible there isn't enough space for a trade expedition to the Forluc unless we devote a Secondary, and if there is, it probably means that another important diplomatic thing is getting cut. Devoting the Secondary to trade is the safest thing, as well as the optimal thing as it uses our diplo hero even more than he otherwise would've been used.

I suppose then the best thing to do then is confirm which polity our provinces will be diplomancing/trading with.

@Oshha, can you speak on this? Who will they be trading with? And if Forluc is one of them will that meet the Crafters' faction Quest?

We want to wait until we at least have dock infrastructures. That way we can rapidly build a navy once we are forced to fight a naval war or encountered a naval power.

Then what would we do with the boats?
 
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I suppose then the best thing to do then is confirm which polity our provinces will be diplomancing/trading with.

@Oshha
Then what would we do with the boats?

Improve our connectivity, increase inter-regional trade, build better boats, increasing crafters' prominence within society.

Now is the time to be using our Diplo hero as much as possible, which means sending a trade expedition, not studying magic. The boats that the trade expedition will give us are particularly important because now we have a second overseas colony we need to keep in regular contact with. I do think that we should pair road-building with studying magic at some point, but not this turn, not while we have a Diplo hero and need of more boats.

People wanted to build roads. I pointed out that we should be studying magic to improve construction speed and quality, especially since free labor are costing us like 4 temp per main action as opposed to 1 temp econ if we use slaves.
 
And if Forluc is one of them will that meet the Farmer's faction Quest?
Crafters. It's the crafters' quest. Farmers' quest is to settle some land.

We want to wait until we at least have dock infrastructures. That way we can rapidly build a navy once we are forced to fight a naval war or encountered a naval power.
Building boats is probably how we get those docks, as a way of dealing with all the boats we have and as a result of the knowledge gained from building all the boats. Probably the additional effects noted by the action. We're not gonna get dock tech from doing nothing.

People wanted to build roads. I pointed out that we should be studying magic to improve construction speed and quality, especially since free labor are costing us like 4 temp per main action as opposed to 1 temp econ if we use slaves.
What you just said isn't an argument, it's a recounting, and written as if it were in response to a query about what happened.

EDIT: Also you're wrong. Expensive Free Labour applies to Wealth costs, not Econ costs.
 
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[X] [Mega] +1 Admin Strain Free Provinces.

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

I made it pretty clear why this happened in previous updates. I also disagree that the nobility wanted to curtail the power of the king in favour of their own power is a ahistorical attitude. The nobility would like to increase or entrench its own power where ever it could.
Another thing that Cadlon Wonlyn encountered during her regime is that much of the People's leadership want to write down what was allowed and what wasn't. In the past, the local leadership had been trusted to make the right calls and do what was necessary on the scene, but in the past generation, that had been sorely tested.

The previous Cadlon and her advisors had made one choice which the Champion of Arthryn had disagreed with and while she had just stopped short of outright disobedience, Evatine had gone off to do her own thing in defiance of what Cadlon Gwynlyn had desired. Then Cadlon Wonlyn had just empowered herself to do something that no previous Cadlon had done when she made Queen Eira into Guardian-General Eira.

Now the priesthood and the elders of the People sought formalise the way of doing things amongst the People. They desired to standardise how things are done and who had the authority to do what and where that authority would start and end.

Cadlon Wonlyn couldn't find in herself to disagree with them and neither did her lover, Evatine.
There was also the matter of how the Arthwyd would be governed. Many of the priestesses and elders supporting the legal reforms were doing so to act as checks on the power of the Cadlon and other important figures. In the past, the Cadlon had unchecked power to do almost anything and they and all other Arthwyd leaders were trusted to do the right thing.

In the aftermath of the war with the Forluc, that honour system had been pushed to the limits and if it wasn't for key individuals deliberately choosing not to break the system, the Arthwyd would have almost certainly collapsed into chaos.

Now many wished to prevent such a thing from occurring again by putting clear restrictions and limits on what the Cadlon and other members of the Arthwyd government could do.
Edit: Fixed typos in the quotes.
As for what is from the bonus or if upgrades count as gaining technologies I'm not sure.

A mixture of news tech from the megaproject bonus and me just updating the tech list in general.

So... where did the Main Train Sacred Warriors action come from? That is what caused perm econ and perm martial to change by 1 right?

You got it from completing the faction quest of the Warriors.

I suppose that makes sense, although I was under the impression taking the lowlands was a generally supported move that ended well. In any case I'm still going to be rolling my eyes at our 'Parliamentary Tanistry' - I'll gain a lot of respect for @Oshha if they play the inevitable civil war this is leading up to straight, since there's a reason nothing like this sustained in real life. It's just begging for people to disagree over who exactly the 'best' heir would be, and now we've got the political elite in the perfect place to start backing their preferred candidates.

The idea that it isn't going to end in civil war because it didn't work out in RL doesn't make sense to me for two reasons. First, just because everything ultimately fails in RL doesn't mean that has to be the case here. I'm not just going to make it inevitable that an outsider power is going to conquer you or that your colonies will ultimately rebel or break away. If the thread can make the right choices to avoid the bad events that plagued RL nations such as civil wars, outside conquest and rebellions, I am going to let them and not railroad them into suffering them.

Secondly, stuff like this did work out in history and not just in the modern period. Anglo-Saxon witenagemot/assembly, the Germanic thing/assembly, the Anglo-Saxon folkmoot which bridged the previous too and the Imperial Diet of the Holy Roman Empire. I might use more modern English terms, but the concepts have been around for awhile and is similar things happened in history to varying degrees of success. There is a reason I am calling the more historical term 'assembly' rather than using the more modern term 'parliament'.

Still, @Oshha, will actions taken by the provinces count for faction requests?
Yes. The only difference between player actions and province actions is who chooses them.

@Oshha, can you speak on this? Who will they be trading with? And if Forluc is one of them will that meet the Farmer's faction Quest?
You don't specifically know what your provinces will do. It will depend on the circumstances at the time and what the players choose.
 
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Vote is still open.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 457 | Sufficient Velocity [Posts: 11410-11479]
##### NetTally 1.9.7
Task: Mega
[X][Mega] +1 Admin Strain Free Provinces.
No. of Votes: 18
[X][Mega] Upgrade a random Value.
No. of Votes: 3
[X][Mega] Gain at least two Technologies.
No. of Votes: 2
[X][Mega] +1 Upper Centralization Limit.
No. of Votes: 2
[X][Mega] Gain a new random Value.
No. of Votes: 2
[X][Mega] Gain a new Social-related Value.
No. of Votes: 2

——————————————————————————————————————————————Task: MAIN
[X][MAIN] Build Roads = Greenbay
No. of Votes: 16
[X][MAIN] Build Boats
No. of Votes: 3
[X][MAIN]Build Walls = North Coast Plains
No. of Votes: 2
[X][MAIN] Build Roads = Greenbay x2
No. of Votes: 1
[X][MAIN] Build Roads = North Coast Plains
No. of Votes: 1
[X][MAIN] Build Roads = North Coast Plains x2
No. of Votes: 1
[X][MAIN] Build Roads = Upriver Plains
No. of Votes: 1
[X][MAIN] Build Roads = Northern Green River
No. of Votes: 1
[X][MAIN] Build Roads = Northern Green River x2
No. of Votes: 1
[X][MAIN] Build Roads = Southern Green River
No. of Votes: 1
[X][MAIN] Build Roads = Southern Green River x2
No. of Votes: 1
[X][MAIN] Train Sacred Warriors
No. of Votes: 1
[X][MAIN] Build Walls = Lowland Conflux
No. of Votes: 1

——————————————————————————————————————————————Task: SEC
[X][SEC] Trade Expedition = Forluc Kingdom
No. of Votes: 13
[X][SEC] Settle Land = Upriver Plains
No. of Votes: 13
[X][SEC] Build Roads = Lowlands Conflux
No. of Votes: 12
[X][SEC] Study Magic.
No. of Votes: 5
[X][SEC] Switch Province Policy = (Infrastructure)
No. of Votes: 4
[X][SEC] Build Roads = Greenbay
No. of Votes: 2
[X][SEC] Build Roads = Lowland Conflux
No. of Votes: 2
[X][SEC] Diplomatic Expedition = Coltyre Confederation
No. of Votes: 2
[X][SEC] Build Roads = Rockbay
No. of Votes: 1
[X][SEC] Build Roads = Sunrise Bay
No. of Votes: 1
[X][SEC] Build Roads = North Coast Plains
No. of Votes: 1
[X][SEC] Build Roads = Upriver Plains
No. of Votes: 1
[X][SEC] Build Roads = Sunrise Plains
No. of Votes: 1
[X][SEC] Build Roads = Northern Green River
No. of Votes: 1
[X][SEC] Build Roads = Southern Green River
No. of Votes: 1
[X][SEC] Build Temples = Greenbay
No. of Votes: 1
[X][SEC] Build Walls = North Coast Plains
No. of Votes: 1
[X][SEC] Settle Land = Upriver Valley
No. of Votes: 1
[X][SEC] Build Temples = North Coast Plains
No. of Votes: 1
Total No. of Voters: 22
 
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [MAIN] Build Roads = (Greenbay)
[X] [MAIN] Expand Economy
[X] [SEC] Build Temples = (Greenbay)
 
[X] [Mega] +1 Admin Strain Free Provinces.

[X] [MAIN] Build Boats

[X] [SEC] Trade Expedition = Forluc Kingdom
and a easy faction quest: 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/-
[X][SEC] Switch Province Policy = (Infrastructure)
[X][SEC] Study Magic.
Aproval voting hope that one of these is included:
[X] [SEC] Explore Lands = (Great Mountain)
The new explore option, lets find out more about the mountain that has been mentioned for a long time now.
[X] [SEC] Explore Lands = (Western Coast)
Explore around our new colony where we know little about the local lands
[X] [SEC] Explore Lands = (Sunset Mountains)
[X] [SEC] Explore Lands = (Sunrise Mountains)
One of strengths is our knowledge of metalworking lets look for some more mines.
 
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[X] [SEC] Trade Expedition = Forluc Kingdom

We have our province policy set to diplomacy. That means that there's 6 Diplo actions going of. The odds of them not sending a Trade Expedition to the Forluc are tiny, especially given that there are only 5 possible targets.

I mean, they could avoid it if the provinces hated the faction that created the quest, but it's very unlikely.

This seems to be the winning plan.

[] [MAIN] Build Roads = Greenbay
[] [SEC] Settle Land = Upriver Plains
[] [SEC] Trade Expedition = Forluc Kingdom
[] [SEC] Build Roads = Lowlands Conflux
 
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We have our province policy set to diplomacy. That means that there's 6 Diplo actions going of. The odds of them not sending a Trade Expedition to the Forluc are tiny.
Given that we had Diplomacy policy on last turn and none of the province actions were used on the Forluc, I don't think we can trust that it's something our subordinates will do. Besides that, an extra Diplomacy action while we have a Diplo hero up would hardly be a bad thing.
 
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I made it pretty clear why this happened in previous updates. I also disagree that the nobility wanted to curtail the power of the king in favour of their own power is a ahistorical attitude. The nobility would like to increase or entrench its own power where ever it could.
Indeed, historical power moved like a yoyo.

Everyone with vassals wanted their vassals to do nothing without their permission(until it gets too annoying).
Everyone with overlords wanted their overlords to be less controlling.
Kings struggled to keep their dukes too weak to overthrow the crown, without getting the dukes to band together against their common foe.

Everyone with a parallel power structure wanted their structure independent of the other guy while simultaneously wanting more ways to make the other guy do what they want.

Its ahistorical solely if you looked at a very narrow snapshot of European history.
Heck, who a given faction favors swung back and forth.

The Church for instance was very hype with dispersing more power to the commons, due to their disproportionate influence over the common people, but also known to push for stronger aristocratic powers when faced with the mercantile class(who were rich, educated commoners who didn't listen to the Church...except when they were bribing the Church), heresy or pagans.

The Merchant class was most of the time its own worst enemy. A fair chunk of medieval trade regulations was motivated by OTHER merchants trying to get an advantage, encouraging various taxes and then pwning themselves in the face when the dust settled and basically every competing merchant got regulated to death while the city-lord made bank.
 
@Oshha, since building the Evatine Walls counted as an extended action and thus benefited from Rush Builders, shouldn't normal walls be the same? That is, shouldn't building large walls only take a Secondary instead of a Main?
 
[X] [Mega] +1 Admin Strain Free Provinces.
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Lowlands Conflux
[X] [SEC] Settle Land = Upriver Plains
[X] [SEC] Study Magic.
[X] [SEC] Switch Province Policy = Study

Let's switch policy to study since we never do that.
 
@Oshha, since building the Evatine Walls counted as an extended action and thus benefited from Rush Builders, shouldn't normal walls be the same? That is, shouldn't building large walls only take a Secondary instead of a Main?

It doesn't apply because while the megaproject was an extended project, the regular walls are not and therefore Rush Builders doesn't kick in.
 
I suppose that makes sense, although I was under the impression taking the lowlands was a generally supported move that ended well. In any case I'm still going to be rolling my eyes at our 'Parliamentary Tanistry' - I'll gain a lot of respect for @Oshha if they play the inevitable civil war this is leading up to straight, since there's a reason nothing like this sustained in real life. It's just begging for people to disagree over who exactly the 'best' heir would be, and now we've got the political elite in the perfect place to start backing their preferred candidates.
Hey, atleast our parliament doesn't have a liberum veto. Yet.
 
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