I want to see how much we can push construction magic for walls and roads.
Here are some of the possibilities for Study Magic relating to construction:
Strengthening (temporary) magic for endurance of carrying lot and lot of rocks. This apply to both humans and animals.
Stone ex nihilo so that we could create stone where needed instead of having to haul stone.
Stone type change. We change easier to carry stone into more high quality durable rocks.
Water magic. Maybe condense moisture. Nourish workers on the spot instead of having to haul it from a nearby river. Minor improvement efficiency but probably less indigestion.
Dirt magic. You need to move dirt in the process of building roads.
Friction magic. Make stones and objects easier to move even when in contact with the ground.
Antigravity magic. Makes heavy objects easier to move.
I want to see how much we can push construction magic for walls and roads.
Here are some of the possibilities for Study Magic relating to construction:
Strengthening (temporary) magic for endurance of carrying lot and lot of rocks. This apply to both humans and animals.
Stone ex nihilo so that we could create stone where needed instead of having to haul stone.
Stone type change. We change easier to carry stone into more high quality durable rocks.
Water magic. Maybe condense moisture. Nourish workers on the spot instead of having to haul it from a nearby river. Minor improvement efficiency but probably less indigestion.
Dirt magic. You need to move dirt in the process of building roads.
Friction magic. Make stones and objects easier to move even when in contact with the ground.
Antigravity magic. Makes heavy objects easier to move.
I want to see how much we can push construction magic for walls and roads.
Here are some of the possibilities for Study Magic relating to construction:
Strengthening (temporary) magic for endurance of carrying lot and lot of rocks. This apply to both humans and animals.
Stone ex nihilo so that we could create stone where needed instead of having to haul stone.
Stone type change. We change easier to carry stone into more high quality durable rocks.
Water magic. Maybe condense moisture. Nourish workers on the spot instead of having to haul it from a nearby river. Minor improvement efficiency but probably less indigestion.
Dirt magic. You need to move dirt in the process of building roads.
Friction magic. Make stones and objects easier to move even when in contact with the ground.
Antigravity magic. Makes heavy objects easier to move.
The thing with magic is that iirc it is just as tiring as doing the action physically would be.
So creating a large block of stone would be just as tiring if not more as carrying one over there, moving dirt magically would be as exhausting as shoveling it out of the way, water condensation would be just as exhausting as carrying a bucket from the local river, etc.
Well, it might not be a 1:1 ratio of exertion, but it's clear these advanced magics are not something to be done lightly and consistently.
Even building our walls and roads is still most likely 90% people lugging stone and stacking them together/in a line and 10% a priest coming along and smoothing/combining it all together.
Even building our walls and roads is still most likely 90% people lugging stone and stacking them together/in a line and 10% a priest coming along and smoothing/combining it all together.
Pretty much. Magic is good for doing things that cannot be done non-magically and in general, it is easier to do things the non-magical way. That might change in the future, but for now, that is how things work.
That said, it does get easier/more efficient to use magic the more knowledgeable and experienced you are in it.
Pretty much. Magic is good for doing things that cannot be done non-magically and in general, it is easier to do things the non-magical way. That might change in the future, but for now, that is how things work.
That said, it does get easier/more efficient to use magic the more knowledgeable and experienced you are in it.
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,
We have three innovation rolls from legacy and two innovations roll from our status as a society with free labors.
Yeah, our bonus to innovation rolls exists... but its certainly not particularly significant. We get an innovation on a 90+ I think? So, 10% chance, with +2 from our bonuses, its 12% chance. At least, if I understand it correctly.
Yeah, our bonus to innovation rolls exists... but its certainly not particularly significant. We get an innovation on a 90+ I think? So, 10% chance, with +2 from our bonuses, its 12% chance. At least, if I understand it correctly.
Ah, missed those. So 14% chance. which is.. 40% higher than other peoples chances to get innovation. Certainly not bad, and builds up over time. Especially since, other places might not have by turn innovation rolls. So we can just do no study at all, and still get innovations trickling in....
@Oshha actions that have additional innovation rolls as part of their affect, such as Train Sacred Warriors, do they have a bonus to their innovation roll, or is it just the +4 from our legacies/statuses?
@Oshha actions that have additional innovation rolls as part of their affect, such as Train Sacred Warriors, do they have a bonus to their innovation roll, or is it just the +4 from our legacies/statuses?
@Oshha, how big have our colonies gotten? I know the Arthdysh colony basically ate all of the low lander tribes between us and the Cursed Forest so what are they up to Province/Settlements wise?
@Oshha, how big have our colonies gotten? I know the Arthdysh colony basically ate all of the low lander tribes between us and the Cursed Forest so what are they up to Province/Settlements wise?
Provinces = [MAIN] Build Walls = Sunrise Bay, [MAIN] Build Walls = Rockbay, [SEC] Build Temples = Upriver Plains, [SEC] Expand Economy,
Traders = [SEC] Build Boats
Council of Arthryn = [MAIN] Train Sacred Warriors
Arthdysh = [MAIN] Settle Province = North Lowlands, [MAIN] Expand Economy, [SEC] Build Roads = North Lowlands, [SEC] Build Roads = North Lowlands, [SEC] Build Roads = East Lowlands, [SEC] Build Roads = South Lowlands, [SEC] Expand Economy
Grythwyd = [SEC] Settle Land = Forestbay, [SEC] Build Roads = Forestbay, [SEC] Expand Economy
Myrthwyd = [MAIN] Settle Land = North Coast Fields, [SEC] Expand Economy
As Cadlon Evalon begins to enter the final stages of his life, the Arthwyd see a flurry of infrastructure being built as their expansion continues. More of the Bay Plains are settled again after the Maradysh Civil War left them abandoned while the Arthdysh settled their initial territory further. The Grythwyd and the Myrthwyd also founded more settlements as the fledgling colonies sought to grow larger.
Cadlon Evalon also arranged for more stone walls, this time for Rockbay and Sunrise Bay. The second and third oldest settlements of the People, they are also the second and third most populated ones as well even if Caermyr looked set to overtake them soon. These two stone walls weren't like the one around Caermyr as the Rockbay and Sunrise stone walls are closer to the Evatine Wall in size.
The Arthwyd also saw plenty of new roads all over their empire. Many were built in the Greenbay region while some were constructed in Forestbay to connect the older settlements of the Grythwyd. The Arthdysh constructed the most roads in the latest generation as the colony sought to tie its annexed lands closer.
The Council of Arthryn also used its resources to train its own Cateyes and Catclaws. While they were nowhere near close to the strength of the Arthwyd military, the Arthrynite Holy Guard could be used to fight a battle or protect some land. During the Forluc Invasion, the Arthwyd had learnt that having a few extra warriors like that could make the difference between victory and defeat.
There was also news from foreign lands. The Coltyre Confederation is apparently beginning to suffer some internal unrest as there are Zaranna-aligned mutterings amongst their human subjects. While there haven't been any outright revolts yet, there may be some within a generation.
The Forluc have also been busy. Having fully recovered from their collapse following their failed war, the Forluc are finally turning their gaze outward again. Trading the opportunity to buy large amount of bronze weaponry from the trade expeditions that Cadlon Evalon had sent south, the Forluc have finished rebuilding their military.
Having abandoned their old massive army, they have copied the Arthwyd military to a degree. The Forluc still have their regular light spear infantry, but their Chosen Warriors are equipped like the Catclaws of the Arthwyd. The Forluc have also added a third type of warriors that are light skirmishers like the Cateyes, but unlike the Cateyes, they are not sacred warriors and do not wield any divine magic.
While the Arthwyd are able to confirm that the Forluc are not looking to expand north again if only because it is all Arthwyd land now, but they are unable to determine if the Forluc are going to invade the tribes to their south or to their east.
Within the Cursed Forest, the Urthdysh Federation has been continuing to expand and while they cannot match the strength of the Arthwyd Empire, the Urthdysh are becoming closer to being a peer power of the Arthwyd once more.
Furthermore, the Urthdysh have been continuing to work on their temple to Urthryn and are seeing the reforms to the Arthrynite religion, the Daughters of Urthryn are expressing interesting doing similar reforms for the Urthrynite religion.
Another thing that the Urthdysh Federation has done is send an offer north to Cadlon Evalon in Greenbay. Rather than seek to trade material gains, the Foresters seek an exchange of knowledge.
Having amassed a large amount of knowledge of how the human body works via what are undoubtably unsavoury means, the Urthdysh now seek to give that knowledge to the Arthwyd in exchange for of the knowledge that the Arthwyd have.
How to the Arthwyd respond to the Urthdysh offer? Any option with more than 50% of the Urthdysh vote will win or if all options fail to get 50% of the vote, the one with the most votes wins.
[] [Urthdysh] Accept it and give farming expertise to the Urthdysh.
[] [Urthdysh] Accept it and give knowledge of how your laws work to the Urthdysh.
[] [Urthdysh] Accept it and give knowledge of how your military works to the Urthdysh.
[] [Urthdysh] Accept it and give nautical expertise to the Urthdysh.
[] [Urthdysh] Reject it. The Arthwyd have no need of such foul knowledge.
Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Theatre Megaproject. (-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] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain a random Hero. (-3 Temp Econ, -1 Temp Diplo, -1 Temp Martial)
[] [GA] Empower a random Faction. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture,)
[] [GA] Upgrade Baby Boom to a Population Explosion. (-2 Temp Econ, -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] Improve relations with all neighbours. (-4 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 (5)) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: -Venerate the Goddesses with 4 Turns, Success/Failure: +1 Temp Econ/-
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 1 Wall 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: Develop Mine within 5 Turns, Success/Failure: +2 Temp Wealth/-
***
Okay, you officially have an empire now. This turn is pretty much build up. The Arthwyd Empire is continuing to expand, but is also building up its infrastructure. The Forluc have fully recovered and then some and are now looking to expand again via military means. The Urthdysh are building themselves back up into a peer power again and while it is highly unlikely they will ever catch up to you completely, they are definitely going to be a power you cannot just dismiss as not being a threat to you, especially since they are better than you in some areas.
In other news, you still got your golden age ongoing and this is almost certainly going to be the last turn you have Evalon so by your next Main Turn (next update), he will be dead most likely.
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.
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,
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
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
@Oshha, how big have our colonies gotten? I know the Arthdysh colony basically ate all of the low lander tribes between us and the Cursed Forest so what are they up to Province/Settlements wise?
Grythwyd (Western Coast) has two settlements in one province while Myrthwyd (North Coast) has three settlements in one province. Arthdysh (West-North Lowlands) has four provinces with six settlements each, but three of those provinces are annexed lowlanders.
Arthdysh = [MAIN] Settle Province = North Lowlands, [MAIN] Expand Economy, [SEC] Build Roads = North Lowlands, [SEC] Build Roads = North Lowlands, [SEC] Build Roads = East Lowlands, [SEC] Build Roads = South Lowlands, [SEC] Expand Economy
>our lowlands colony already has 9 actions Holy shit
[X] [Urthdysh] Accept it and give knowledge of how your laws work to the Urthdysh.
[X] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[X] [GA] Unlock the Grand Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
Hey, let's spread around the idea of being fair and just, what could go wrong?