Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][Mega] Gain a new Social-related Value.
[X][GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

Stop Golden Age abuse now! Our civilizations children suffer from abuse of Golden Ages. They don't know when to stop! Please, think with your heart, and help those in need.
 
...

Damn.

The Great Marketplace is winning finally, but I don't want to crash and need Arthryn to step in. We could try to limit it to just another turn or two, but...

I'm not a gambler.


[X][Mega] Gain a new Social-related Value.
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

Your GA vote is messed up for some weird reason.
 
@Oshha will the GA bonus towards all neighbors count as sending a diplomatic expedition to all of them?
If so, this could be the way to get an alliance with the Urthdysh.

Edit: This bonus will also fulfill the faction quest to improve relations with the Urthdysh and the Forluc.
 
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[X][Mega] Gain a new Social-related Value.
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

Yeah. I've been convinced that the over-Legitimacy crisis is bad enough that it's not worth risking it any more than we have to.
 
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][Mega] Gain a new Social-related Value.
[X][GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
 
[X] [Mega] Gain a new Social-related Value.
[X] [Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
 
MARKETPLACE VOTERS:

Losing the Golden Age will probably lower our legitimacy. Our legitimacy is currently 5/3. Oshha has demonstrated in the sidestory "For the Cadlon" what this will do. This will lead to a crisis based on factions, especially in the colonies, placing too much faith into the Cadlon/distrusting the council. This crisis is coming, and it is caused by our legitimacy. This crisis will be far more negative than the marketplace is positive.

OshhaLast Wednesday at 3:43 PM
By the way, lowering legitimacy and stability will almost be bad even if you are overmax. there will never be a reliable way to safely lower legitimacy and stability.


Losing the Golden Age, assuming it does lower legitimacy, is probably the least damaging way we can lower legitimacy. Plus, we'll have to lose another point as well.
 
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[X][Mega] Gain a new Social-related Value.
[X] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
 
[X][Mega] Gain a new Social-related Value.
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
 
The Market/Palace will greatly lessen our administrative burden, thereby lessening our problems from overextension. (Yes, the Market too. It takes away some of the burdens of our Palace Economy.)

Those who want to unlock these projects by letting our system strain itself to its limit are engaging in accelerationism. This is very dangerous and has a chance of bringing down our system before we fix it.
 
The Market/Palace will greatly lessen our administrative burden, thereby lessening our problems from overextension. (Yes, the Market too. It takes away some of the burdens of our Palace Economy.)

Those who want to unlock these projects by letting our system strain itself to its limit are engaging in accelerationism. This is very dangerous and has a chance of bringing down our system before we fix it.
Staying in the golden age will increase our overextension and exacerbate our over-Legitimacy problem. It is forming a crisis and we need to nip it in the bud.
 
@Oshha will the GA bonus towards all neighbors count as sending a diplomatic expedition to all of them?
If so, this could be the way to get an alliance with the Urthdysh.

Pretty much.

No, you will need to either accept an offer from them or send a diplomatic expedition yourselves to make the alliance offer to them

OshhaLast Wednesday at 3:43 PM
By the way, lowering legitimacy and stability will almost be bad even if you are overmax. there will never be a reliable way to safely lower legitimacy and stability.
I have also mentioned this in the thread.
I mentioned this in the discord earlier, but outside of a few exception circumstances, lowering legitimacy and stability will be bad even if you have high legitimacy and stability. As a result, there will not be any reliable way to safely lower stability or legitimacy.
 
Vote is still open.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 499 | Sufficient Velocity [Posts: 12457-12579]
##### NetTally 1.9.7
Task: Mega
[X][Mega] Gain a new Social-related Value.
No. of Votes: 37
[X][Mega] Gain at least two Technologies.
No. of Votes: 17
[X][Mega] Gain a random Hero.
No. of Votes: 2
[X][Mega] Gain a new random Value.
No. of Votes: 1
[X][Mega] Upgrade a random Value.
No. of Votes: 1

——————————————————————————————————————————————Task: Urthdysh
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
No. of Votes: 48
[X][Urthdysh] Send priestesses to help. (-2 Temp Mystic, ???)
No. of Votes: 3
[X][Urthdysh] Refuse to help them. (Decreased relations with the Urthdysh, -1 Legitimacy, -1 Stability, ???)
No. of Votes: 2

——————————————————————————————————————————————Task: GA
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 29
[X][GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
No. of Votes: 25
[X][GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 22
[X][GA] Unlock the Grand Harbour Megaproject. (-2 Temp Econ, -1 Temp Martial, -1 Temp Mystic)
No. of Votes: 6
[X][GA] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
No. of Votes: 4
[X][GA] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 1
[X][GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
No. of Votes: 1
[X][GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 1
Total No. of Voters: 58
 
I urge all those who have voted for the Market but not the Palace to also vote for the Palace, and for those who have vote for the Palace but not the Market to also vote for the Market!
 
@NúmenoreanNazgûl The problem with being fine with letting the colonies go is that they don't want independence, they want to change the government. We can't be free of them. If it goes to war they're going to try and invade so that they can "restore" power to the Cadlon, to the divine apointee of Arthryn who has been deceived by the council. The council who are perceived as corrupt and self-serving, and who made the council only so they take power away from the Cadlon. Independence won't solve this.
 
@NúmenoreanNazgûl The problem with being fine with letting the colonies go is that they don't want independence, they want to change the government. We can't be free of them. If it goes to war they're going to try and invade so that they can "restore" power to the Cadlon, to the divine apointee of Arthryn who has been deceived by the council. The council who are perceived as corrupt and self-serving, and who made the council only so they take power away from the Cadlon. Independence won't solve this.

Invasion is probably isn't going to work out all that well for them.
 
Vote is closed.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 499 | Sufficient Velocity [Posts: 12457-12579]
##### NetTally 1.9.7
Task: Mega
[X][Mega] Gain a new Social-related Value.
No. of Votes: 37
[X][Mega] Gain at least two Technologies.
No. of Votes: 17
[X][Mega] Gain a random Hero.
No. of Votes: 2
[X][Mega] Gain a new random Value.
No. of Votes: 1
[X][Mega] Upgrade a random Value.
No. of Votes: 1

——————————————————————————————————————————————Task: Urthdysh
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
No. of Votes: 49
[X][Urthdysh] Refuse to help them. (Decreased relations with the Urthdysh, -1 Legitimacy, -1 Stability, ???)
No. of Votes: 2
[x][Urthdysh] Send priestesses to help. (-2 Temp Mystic, ???)
No. of Votes: 2

——————————————————————————————————————————————Task: GA
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 30
[X][GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
No. of Votes: 24
[X][GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 21
[X][GA] Unlock the Grand Harbour Megaproject. (-2 Temp Econ, -1 Temp Martial, -1 Temp Mystic)
No. of Votes: 5
[X][GA] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
No. of Votes: 3
[X][GA] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 1
[X][GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
No. of Votes: 1
[X][GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
No. of Votes: 1
Total No. of Voters: 58
 
In case anyone was wondering, this is what @Oshha is suffering through with just one colony:

West Lowlander Colony (Arthdysh) Western-North Lowlands (6/12): -3/6 Farming -2/3 Arthrynite Temples -0/3 Libraries -4/6 Roads -1/6 Small Walls -0/6 Large Walls Western-East Lowlands (6/12): -1/6 Farming -1/3 Arthrynite Temples -0/3 Libraries -4/6 Roads -0/6 Small Walls -0/6 Large Walls Western-West Lowlands (6/12): -0/6 Farming -1/3 Arthrynite Temples -0/3 Libraries -4/6 Roads -0/6 Small Walls -0/6 Large Walls Western-South Lowlands (6/12): -0/6 Farming -1/3 Arthrynite Temples -0/3 Libraries -4/6 Roads -0/6 Small Walls -0/6 Large Walls Western-Far South Lowlands (2/12): -0/0 Farming -1/1 Arthrynite Temples -0/1 Libraries -1/2 Roads -0/2 Small Walls -0/2 Large Walls 25 Econ 5 Martial -5 Sacred Warriors +5 to Tech Rolls (Chosen of Arthryn), +5 to War Rolls (Sacred Warriors) 5 Secondary Player Actions 6 Secondary Province Actions

r i p
 
West Lowlander Colony (Arthdysh)
Western-North Lowlands (6/12):
-3/6 Farming
-2/3 Arthrynite Temples
-0/3 Libraries
-4/6 Roads
-1/6 Small Walls
-0/6 Large Walls
Western-East Lowlands (6/12):
-1/6 Farming
-1/3 Arthrynite Temples
-0/3 Libraries
-4/6 Roads
-0/6 Small Walls
-0/6 Large Walls
Western-West Lowlands (6/12):
-0/6 Farming
-1/3 Arthrynite Temples
-0/3 Libraries
-4/6 Roads
-0/6 Small Walls
-0/6 Large Walls
Western-South Lowlands (6/12):
-0/6 Farming
-1/3 Arthrynite Temples
-0/3 Libraries
-4/6 Roads
-0/6 Small Walls
-0/6 Large Walls
Western-Far South Lowlands (2/12):
-0/0 Farming
-1/1 Arthrynite Temples
-0/1 Libraries
-1/2 Roads
-0/2 Small Walls
-0/2 Large Walls

25 Econ
5 Martial
-5 Sacred Warriors

+5 to Tech Rolls (Chosen of Arthryn),
+5 to War Rolls (Sacred Warriors)
5 Secondary Player Actions
6 Secondary Province Actions

Main/Expand Econ
Sec/Expand Econ
Sec/Build Temples = Western-Far South
Sec/Settle Land = Western-Far South

Hero Roll = 40
Tech Roll = 3+4 (7)
Main Random Roll = 79
Mid Random Roll = 41

Fixed.
 
Prosperity Ending
[X][Mega] Gain a new Social-related Value.
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

The Arthwyd were happily to send aid to the Urthdysh Federation to help them in their plight. Cadlon Isoldyn choose to send both shipments of food to feed the living members of the Urthdysh and Arthrynite priestesses to help heal the infected.

Before the next winter had arrived, both members of the Arthrynite priesthood and the Forluc priesthood had shown up in the Urthdysh Federation whilst shipments of food from both the Arthwyd Empire and the Forluc Kingdom began to arrive.

Rather than just seeking aid from their northern neighbours, the Urthdysh Federation had also sought aid from their southern neighbours. While the Forluc Kingdom lacked the magical healing of the Arthwyd Empire, they did have better non-magical medicine.

Between the healing magic of the Arthrynite priestesses and the medical expertise of the Forluc, the worst of the plague was quickly quelled and the rest was contained. The vast amounts of food were able to feed the survivors and mitigate the next bit of misfortunate that the Urthdysh Federation suffered as the Cursed Forest had a bout of particularly bad weather, disrupting harvests and hunts.

As the Arthwyd helped the Urthdysh, it formed a sense of clarity amongst them around their role in the world and how it related to others. The Arthwyd Empire is the largest nation in the world as well as the most prosperous and the most civilised. It had the Arthrynite priesthood with Arthryn and her Daughters, it had many temples and stone roads. It had several stone walls and now a library. It was the Arthwyd Empire who were the sole producers of metal.

Its people never starved or went without basic needs. It was the Arthwyd Empire who went and fought the evils of the world and broke them. It was the Arthwyd Empire who helped their neighbours in times and welcomed refugees into its lands with open arms.

It was the duty of the Arthwyd Empire to guide and help its less civilised neighbours, sheltering and protecting them as it taught them how to be civilised. Like how a priestess looked after the children of their community, protecting and teaching them until they reached adulthood.

New Value Gained!
Maternal Guardians

The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in their time of need,

During the final stage of her reign, the ageing Cadlon Isoldyn made an effort to push relations with all of neighbours of the Arthwyd. Traders and diplomats were sent out to the Urthdysh Federation and the Forluc Kingdom in addition to the various lowlander tribes and Boarfolk tribes. Cadlon Isoldyn even went as far to make sure that Arthwydish expeditions reach the lowlander tribes south of the Forluc, smoothing their understandable fear into a more reasonable respect.

As Cadlon Isoldyn died of old age and Cadion Gwynryn succeeded her as Cadlon, it became clear to all that the Arthwyd had pushed themselves too far. They had two and a half centuries of prosperity and success and now that was coming to end.

There was nothing concrete, but something had been lost. This generation was one of stifle and turmoil. The Urthdysh Federation have been suffering both from a deadly plague and bad weather while the Arthwyd Empire had an end of era as its people were left uneasy and unhappy. They had nothing against Cadlon Gwynryn, but people were less confident in things going forward than they once were.

Even the Forluc Kingdom was undergoing some trouble of its own as many within it were wondering if the Forluc Kingdom should become the Forluc Queendom. The Forluc had a strong martial tradition that was tied to its men thanks to the Blessing of Nalnir, but also thanks to the Blessing of Nalnir, it was their women who ran things back home.

With increased influence from the Urthrynites, a good portion of the Forluc were wondering why not just make the women in charge. The men might be better at war, but it was the women who ruled in things on the home front and dominated the priesthood.

But just as the idea of a matriarchy had its supporters, many men were not eager to give up their power. While it had yet to break out to violence out and wouldn't necessarily break out, the Forluc upper classes found themselves divided on the matter. Both sides had its supporters and it didn't look like the problem would be solved within the current generation.

The Arthwyd found themselves with different options on what to do. The priesthood was still pushing for more sacred forests while the elders of the Assembly were now pushing for an alliance with the Urthdysh Federation now that the Foresters had gotten rid of slavery. The warriors were still pushing for a further expansion of the military while there was a general desire for more temples.

Whatever Cadlon Gwynryn and the Assembly chose to direct the resources of the Arthwyd Empire towards, they weren't lacking on options for what to do.

Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build 3 Sacred Forests with 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Ally the Urthdysh Federation, Success/Failure: +1 Temple/-
Warriors (6) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 within 3 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 3 Turns, Success/Failure: +1 Wealth/-

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: -1 Temp Econ, -1 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

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

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

[] [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 (2/6), Rockbay (1/1), Sunrise Bay (1/1), North Coast Plains (1/6), Upriver Plains (1/6), Sunrise Plains (1/1), Lowland Conflux (1/1), Northern Green River (1/6), Southern Green River (1/6),

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 1/6, Large: 0/6), Rockbay (Small: 1/1, Large: 1/1), Sunrise Bay (Small: 1/1, Large: 1/1), North Coast Plains (Small: 1/6, Large: 0/6), Upriver Plains (Small: 0/6, Large 0/6), 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, Gold: 1/1, Zinc: 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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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] Encourage Innovation
S: -1 Temp Econ, -1 Temp Tech, -1 Temp Mystic, Improved Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, -2 Temp Mystic, Greatly Improved Chance of Innovation

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, +1 Econ (2/18) (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:

[] [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 Cash Crops
S: -1 Temp Econ, +1 Temp Wealth,
M: -1 Econ, -1 Temp Econ, +1 Wealth,

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

[] [SEC/MAIN] Send Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (6/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (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 Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature
S: -1 Temp Econ, -1 Temp Mystic, -1 Temp Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, -2 Temp Tech, 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.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure. (Currently active)
-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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, -1 Temp Tech, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Econ, -1 Temp Tech, -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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

Mega-Projects
[] [SEC/MAIN] Grand Theatre
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

***​

Okay, the Golden Age is over. The Forluc have a minor crisis on their hands while the Urthdysh have continued to have bad luck. You have the Build Libraries action now and you already got one built during the Mid Turn.

Otherwise, go nuts. You aren't in the Golden Age right now, but you haven't got any active fires to put out. The Urthdysh are in a bit of trouble, but have got things under control while the Forluc's problems haven't become your problems yet. So take the time to get some things done.

On the Value, you didn't get just because of your Mid-Turn actions. Well, you did, but this was always going to be the Value you got from the picking the Social Value as your megaproject bonus for building the library. I had it written down as a potential value for a few turns.

And remember, spams some more temples to unlock the universal education megaproject.

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 75%+ Export,
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
: 5 (4) (+1)
Econ: 39 (21) (+1)
Martial: 13 (10)
Mystic: 8 (6) (+1)
Culture: 3 (1)
Tech: 2 (2) (+1)
Wealth: 10 (8)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 50

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Forluc = Friendly/Loving Imitation/Very High
Northern Lowlander Tribes = Very Friendly/Very Friendly/Very High
Southern Lowlander Tribes = Neutral/Respected/None
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Very Low
Grythwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremely High/Low
Corthwyd = Colony/Extremely High/Low

Trade Status

Resource

Arthwyd

Urthdysh

Forluc

Boarfolk Nomads

Northern Lowlanders

Southern Lowlanders

Luxury Trade
           

Furs

3/0/6​

12/8/0​

2/0/7​

14/10/1​

3/1/4​

4/2/3​

Dyes

3/1/9​

6/3/4​

14/8/2​

0/2/0​

8/4/4​

8/4/3​

Gems

4/2/0​

0/0/1​

0/0/1​

0/0/0​

0/0/0​

0/0/0​

Gold

10/5/0​

0/0/1​

0/0/3​

0/0/0.5​

0/0/0.5​

0/0/0​

Metal

7/3/0​

0/0/1​

0/0/1​

0/0/0.5​

0/0/0.5​

0/0/0​

Pottery

8/4/4​

2/1/6​

16/10/3​

1/0/10​

10/6/3​

10/6/3​

Silver

2/1/0​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0​

Textiles

5/1/9​

3/0/5​

20/14/2​

3/0/5​

10/5/2​

10/5/2​

Alcohol

5/2/14​

1/0/0​

20/14/3​

2/3/6​

12/7/4​

8/4/3​

Strategic Trade







Bronze Goods

5/2/0​

0/0/0.5​

0/0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Goods

2/2/0​

0/0/0.5​

0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Ore

7/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Tin Ore

5/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Slaves

0/0/0​

0/0/2​

14/8/4​

0/0/2​

2/2/2​

4/2/2​

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Longboats
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Cuneiform
Dedicated Messengers
Legal Code
Libraries
Memory Stone Record Keeping
Standardised Construction
Standardised Record Keeping
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Metal Jewellery
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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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