Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Vote is closed. I still can't believe you guys actually voted to switch.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 525 | Sufficient Velocity [Posts: 13106-13170]
##### NetTally 1.9.7
[X] Switch to the Caermyr Union.
No. of Votes: 26
[X] Continue as the Arthwyd Empire.
No. of Votes: 15
[X] Switch to the Grythwyd Colony.
No. of Votes: 7
[X] Switch to the Myrthwyd Colony.
No. of Votes: 1
Total No. of Voters: 41
 
Vote is closed. I still can't believe you guys actually voted to switch
[ ] Instantly gain a massive federation
[ ] Retain the same name, but be some npcs lackey


You really can't believe it? What would the threads goals be if we remained the Arthwyn, break free of the union we just instigated in order to have full control back?
 
[ ] Instantly gain a massive federation
[ ] Retain the same name, but be some npcs lackey


You really can't believe it? What would the threads goals be if we remained the Arthwyn, break free of the union we just instigated in order to have full control back?

It's mainly about power. The federation is newly born and fairly weak.

Think of the early USA, right after the revolution, and the relationship between the federal government and the states.

Long term the Union will have considerable power, but not really right now.
 
If you want to make a serious threat to deal with, just antagonise the Boarfolk. Send some war missions to attack them or a few diplomatic expeditions to insult them.
I'd be amused by sending a diplomatic expedition to insult them. Like, we load carts full of gifts and stuff to give them, send a commitive of priests and VIPs, arrange audiences with Boarfolk chiefs, only to get there, yell out "Hey Boarfolk! You suck!" And set fire to the gift carts. And then our priests run off while a cartoonishly angry mob of boarfolk chase them. Ah, good times, good times.

More seriously though, we could always send a missionary expedition. Dunno if they would be offended by us telling them to stop worshipping The All-Boar and worship Arthryn instead, or just straight out ignore us, but I feel like that's a good way to pick a fight. Do they have slaves? We could always convert their slaves instead. You know, to our equality-based, anti-slavery religion.
 
More seriously though, we could always send a missionary expedition. Dunno if they would be offended by us telling them to stop worshipping The All-Boar and worship Arthryn instead, or just straight out ignore us, but I feel like that's a good way to pick a fight. Do they have slaves? We could always convert their slaves instead. You know, to our equality-based, anti-slavery religion.

They would just ignore you if you tried to convert them. Converting their slaves...hmm. That could cause problems or it could not. Depends on the tribe and you have sort of gutted their slave trade and the actively pro-slavery tribes are pretty much wiped out right now.

I am going to lean towards it not as you have significant diminished the Boarfolk slave trade for now and any tribes which had slaves could easily avoid your missionaries.
 
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Okay. In regards to what to do in the future going forward I see three options:

1. Start settling the unclaimed land around Caermyr.

2. Exploration. From now on, we'll all going to be about soft power. So, we need to know more about the world and find peers.

3. Integration. This includes sending out missionaries so those outside of the capital worship Arthryn as well and even Arthwyd too (so they worship Nalniryn and Urthryn - so we can say everyone worships the same religion). I also think, as part the integration efforts, a cultural spreading and influencing is necessary. As such, creating the Great Theater and locating it in the capitol so all can see the plays it produces (all the member states) is essential.

As for infrastructure and Megaprojects I can see that happening automatically - for instance, the Arthwyd can build the before mentioned Theater in the capital as well as a Great Market, the Forluc can bring the Concept of the Palace and start making it (though I imagine all the member states will have a hand with it). Speaking of bringing up Concepts - the concept of Golems shouldn't be at all hard to come up with. Magic-wise the Urthdysh can help the Arthwyd come up with a alternative to undead thralls to mass produce as drones throughout the Union. While they are jointly working together they can see about taming the Griffons with magic and producing more of the special metal in the chains (likely iron) by transmutting stone or other base metals into it.

But yeah, these things can all be automated like with our provinces when we were playing as the Arthwyd.

Just a lot of work for you, @Oshha!

At this point the Quest is going to become more like a story than a game.

At least that's how I see it.
 
I have no real interest in integration any time soon, the current diversity of the Union members will be more useful than homogenising everyone until all member nations think and react the same way.
 
I have no real interest in integration any time soon, the current diversity of the Union members will be more useful than homogenising everyone until all member nations think and react the same way.

That's not quite what I had in mind - hopefully I can elaborate and clarify some. First off, I see them as less independent member nations and more independent member states. I see our current situation to be very similar to early America with the relationship the states had with the federal government. The goal with integration is not "to make everyone the same" (there still will be local culture), but to have a shared value system and cultural base so all the member states see themselves as "one people/one nation".
 
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Liberty Epic Age V
[X] Switch to the Caermyr Union.

The Caermyr Union was simultaneous both strong and weak. It has only Caermyr itself to its direct holdings right now and on its own, it would barely rate as a lowland tribe. But it is also the federal government of the Caermyr Union and the member states of the Union are anything but weak while also being the Caermyr Union's to call upon.

Empress Loryn of the Caermyr Union quickly settles into her new position as the first and hopefully only Empress of the Caermyr Union. With the support of Sacred Guardian-General Eira and Seryn, Champion of Arthryn, the young empress quickly establishes herself as the leader of the new union

Beyond organising the fledging federal government in Caermyr, Empress Loryn spends the first generation of her reign sorting out the influx of resources and manpower into Caermyr. By tapping into the rest of the Caermyr Union, the federal government is able to draw upon far more than it should be able to access at the size of their territory. For now, Loryn uses those resources to organise the construction of some Urthrynite and Forlucan temples to go along with the old Arthrynite temples within Caermyr as while Caermyr has been an Arthrynite settlement for many generations, it now belongs to all three religions or at least it does in theory.

Most of the Caermyr Union's news comes from its member states or beyond its borders. The Arthwyd are busy to the north as Cadlon Wonlyn's final major action before her death is the construction of a grand theatre in Greenbay.

Plays and shows had long been a major Arthwyd pastime and a significant part of Arthrynite religious sermons, but it had always been confined to the Arthrynite priesthood and done within their temples or at their shrines. Now the Grand Theatre provided a place that was dedicated to showing performance and while it was still almost entirely the Arthrynite priesthood at this point, the ranks of actors and actresses are being opened up to those that aren't of the priesthood.

The Grand Theatre isn't the only noteworthy news from the north as the Arthwyd look to expand their mining industry. The Arthwyd Empire not only establishes a new silver mine in the Sunrise Mountains, but they also began to explore both sets of mountains for even more mine locations. As expected of such experienced miners and metal workers, the Arthwyd found another copper deposit in the Sunrise Mountains and a second tin mine location in the Sunset Mountains alongside a lead deposit. To top off matters, their Myrthwyd colony in the north found several clusters of gemstones in the hills of the northern coast, allowing for the construction of a gemstone mine.

It would take some time for the mines themselves to be completed, but the Arthwyd mining and metalworking industry were in for some major boosts. Given how many people there were these days desiring the metal of the Arthwyd Empire, it was a good thing too as the metal income of the Arthwyd Empire was beginning to get a bit strained. Now with the new copper mine and the new tin mine, the Arthwyd Empire could ensure that they had enough bronze to supply future generations even as the population of the world grew larger.

It wasn't only the Arthwyd Empire who found some interesting things in the mountains this generation. The Urthdysh Federation had been exploring the edges of the Sunset Mountains where they bordered the Ancient Forest and the Foresters had made an interesting discovery.

The Urthdysh had found several pools of water within the Sunset Mountains, sustain by underground spring. While this wasn't uncommon, what made these pools special was the nature of the water. The water was naturally hot, varying from being a nice warm to an almost boiling hot that could burn someone soon after touching it.

The Urthdysh explorers found bathing in these pools of warm water to be relaxing and enjoyable. Declaring these hot springs to sacred to Urthryn and Arthryn, the Urthrynite priesthood was some discussing building a temple at the hot springs so that devout followers of Urthryn may enjoy them.

Others suggested that they ought to try replicating them else where as it would be possible to create artificially heated pools of water for people to bath and relax in. It would be simple enough to set up locations for water to flow into and then heat it up for people to enjoy the warmth of the water. It would take time and effort to figure out just how to do that, but if anyone could do it, it would be the studious and innovative Urthrynites.

Empress Loryn and the Union government also had to deal with some slight problems to the south. While the Forluc Kingdom was recovering fine, Empress Loryn wasn't happy with some of the reports she was receiving on the southern lowlander tribes as what the Forluc reported wasn't adding up with what the Boarfolk traders claimed or what the southern lowlander immigrants in the Urthdysh Federation had to say about their old homes. The Forluc Kingdom dismissed the lowlander tribes as being too weak and insignificant to be of note compared to their own glory and might or that of the other members of the Caermyr Union.

Now as she got conflicting reports, Empress Loryn felt that the Forluc were being too dismissive of those to their south. The reports she was receiving indicated that there may be some major nations to herself. The Boarfolk claimed to trade with a mighty Catfolk kingdom east of the lowlands, but west of the Sunrise Mountains while the lowlander immigrants not only confirmed those reports, but also talked of a kingdom surrounding a great lake that had a king who was not a king. The Forluc Kingdom insisted that these two nations were nothing compared to those in the Caermyr Union, but Loryn had her doubts about just how weak they were.

Nonetheless, it was a matter for a different day as Empress Loryn had more pressing matters at hope. There were several major projects that those in Caermyr wished to see done and Loryn was unsure of whether the Caermyr Union would be able to get them all done in their lifetimes. Beyond local concerns in Caermyr, Empress Loryn and the other important leaders within the Caermyr Union shared concerns about the Colryd Confederation. The Confederation had been put together and seemed okay for now, but it shared the problems of the old Coltyre Confederation of lacking an overall leadership and no unifying culture. Empress Loryn hoped those problems would be solved with time, but if not, then it would be up to her and the federal government to do something to keep the Colryd Confederation being a weight around the neck of the Caermyr Union.

Priestesses (6 (8)) = Mood: Pleased, Ability: Add half of faction power to Mystic, Objective: Complete Public Education in 4 Turns, Success/Failure: Free Innovation/-
Representatives (5) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Complete the Palace in 4 Turns, Success/Failure: +1 Temp Wealth/-
Warriors (4) = Mood: Proud, Ability: Add half of faction power to Martial, Objective: Complete the Federal Games in 4 Turns, Success/Failure: +1 Temp Tech/-
Crafters (2) = Mood: Eager, Ability: Add half of faction power to Culture, Objective: Complete the Great Marketplace in 3 Turns, Success/Failure: +1 Wealth/-
Traders (2) = Mood: Eager, Ability: Add half of faction power to Wealth, Objective: Complete the Great Marketplace in 3 Turns, Success/Failure: +1 Wealth/-

You have three 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: Lowland Conflux (1/1),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Forlucan Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Forlucan Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Forlucan Temples (+1 Mystic per a Temple),
-Possible Targets: Lowland Conflux (1/1),
-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: Lowland Conflux (1/1),
-1 Library slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Roads = (Target)
S: -2 Temp Econ, +1 Road,
M: -4 Temp Econ, +2 Roads,
-Possible Targets: Lowland Conflux (1/1),

[] [SEC/MAIN] Build Theatres = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Theatre (+1 Culture per a Theatre)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Theatres (+1 Culture per a Theatre)
-Possible Targets: Lowland Conflux (0/1),
-1 Theatre slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Urthrynite Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Urthrynite Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Urthrynite Temples (+1 Mystic per a Temple),
-Possible Targets: Lowland Conflux (1/1),
-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: Lowland Conflux (Small: 1/1, Large: 0/1),

[] [SEC/MAIN] Build Watchtowers = (Target)
S: -2 Temp Econ, +1 Watchtower,
M: -4 Temp Econ, +2 Watchtowers,
-Possible Targets: Lowland Conflux (1/1),

[] [SEC/MAIN] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine, Chance of Additional Effects,
M: -6 Temp Econ, +2 Mines, Chance of Additional Effects,
-Possible Targets: None

[] [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, Southern Lowlander Tribes, Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd,

[] [SEC/MAIN] Empower the Empress
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 (1/1) (Limited to 1 per 3 Settlements (1 per 1 Settlement for flood plain provinces)), 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, Ancient Forest, Northern Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast, Great Mountain, Southern Lowlands, Boar Steppes,

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

[] [SEC/MAIN] Influence Member State = (Target)
S: -1 Temp Diplo, Chance of influencing member state's actions,
M: -3 Temp Diplo, Improved influencing member state's actions,
-Possible Targets: Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd

[] [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: None

[] [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 = 0/???

[] [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, Colryd Confederation, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [SEC/MAIN] Settle Land = (Target)
S: -6 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -12 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Lowland Conflux (1/12),

[] [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: -2 Temp Econ, Chance of relationship change,
M: -4 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd

[] [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. (Currently Active)
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Federation = Focuses on strengthening the federation.
-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, Chance of +1 Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Southern Lowlander Tribes, Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd

[] [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, +1 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, 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, Southern Lowlander Tribes,

Mega-Projects
[] [SEC/MAIN] Great Marketplace
S: -4 Temp Diplo, -8 Temp Wealth, -2 Temp Culture, +2 Progress
M: -8 Temp Diplo, -16 Temp Wealth, -4 Temp Culture, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] The Palace
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Tech, -8 Temp Wealth, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Tech, -16 Temp Wealth, -4 Temp Culture, +4 Progress
-Progress: 0/6

[] [SEC/MAIN] Federal Games
S: -2 Temp Econ, -2 Temp Diplo, -2 Temp Mystic, -8 Temp Wealth, -2 Temp Culture, +2 Progress
M: -4 Temp Econ, -4 Temp Diplo, -4 Temp Mystic, -16 Temp Wealth, -4 Temp Culture, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] Public Education
S: -2 Temp Diplo, -4 Temp Mystic, -2 Temp Tech, -4 Temp Culture, +2 Progress
M: -4 Temp Diplo, -8 Temp Mystic, -4 Temp Tech, -8 Temp Culture, +4 Progress
-Progress: 0/8

[] [SEC/MAIN] Academy
S: -2 Temp Econ, -4 Temp Mystic, -2 Temp Tech, -2 Temp Culture, +2 Progress
M: -4 Temp Econ, -8 Temp Mystic, -4 Temp Tech, -4 Temp Culture, +4 Progress
-Progress: 0/5

***​

Okay, you have (to my surprise) switched to the federal government of the Caermyr Union from the Arthwyd Empire. Due to how you work, you operate slightly differently to the Arthwyd as you got a couple of actions to influence the rest of the Union and you directly get stronger as the Union grows stronger. You are mostly Arthwydish culturally and socially, but you do have some Urthdysh and Forluc influence (more of the former than the latter).

You are also somewhat diminished as you have access to a single province which has only a single settlement in right now. Your infrastructure is very small right now and about halfway done while you got a few new megaprojects available to you. That said, you didn't inherit a few of your old legacies, a couple of your values with a couple being modified due to Forluc and Urthdysh influence and you no longer have access to the Arthwyd megaprojects.

Right now, you got something of a fresh start and the chance to pick which path that the Caermyr Union goes down.

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 Caermyr Union
Ancient Federal Parliamentary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: -4
Admin Strain Free Provinces: 6
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: Member States don't count towards the subordinate limit.
Special: Additional Stats from Member States

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
: 12 (12) (+1)
Econ: 12 (12)
Martial: 8 (8)
Mystic: 16 (16)
Culture: 10 (10)
Tech: 8 (8)
Wealth: 18 (18)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 6
Hierarchy: 7
Prestige: 12

Statuses
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,
Trade Dominance (Bronze Goods) (Arthwyd): +3 Wealth
Trade Dominance (Copper Goods) (Arthwyd): +1 Wealth
Trade Dominance (Gold Goods) (Arthwyd): +3 Wealth
Trade Dominance (Silver Goods) (Arthwyd): +1 Wealth

Diplomatic Relations
Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Southern Lowlander Tribes = Unfriendly/Afraid/Low

Subordinates
Type/Loyalty/Dependence
Arthwyd Empire = Member State/Extremely High/Very Low
-Arthdysh = Member State Colony/Extremely High/Very Low
-Grythwyd = Member State Colony/Extremely High/Very Low
-Myrthwyd = Member State Colony/Extremely High/Very Low
-Corthwyd = Member State Colony/Extremely High/Very Low
Forluc Kingdom = Member State/Extremely High/Very Low
Colryd Confederation = Member State/High/Very Low
Urthdysh Federation = Member State/Extremely High/Very Low

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)

Forlucan "Worshipper of the Forluc Pantheon"
Deities
: Nalniryn, Zaranna, Evatine & Eredan
Beliefs: Prestige, Community,
Abilities: Ambition (Bonus to prestigious endeavours)

Urthrynite "Followers of Urthryn"
Deities
: Urthryn
Beliefs: Magic, Knowledge, Love
Abilities: Mystical (Increased Chance of Magical Innovation), Dogma (Increased Cohesion), Love (Increased Happiness),

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Federation: Increased respect for the federal government by member states.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Nalniryn: Gain +1 to all Innovation Rolls,
Chosen of Urthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
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 Warfare
The People do not abandon their own for it is their sacred duty to protect each other and fight evil. 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 divines for they shall not give in to the forces of evil.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates, Bonus to fighting those with differing ideology,
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, Stability loss when defeated by those of a differing ideology,

Women are Queens, Men are Warriors
Men and women are equal, but better at different things and it is wise to take advantage of this. Just as women are naturally suited for ruling and peaceful pursuits, men are naturally better at war and fighting.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Increased chance of getting a Male Martial Hero,
Cons: Increased social stratification, Increased gender discrimination,

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,

Federated Code of Laws (Bronze Age)
A standardised set of laws that all of the Caermyr Union has to follow, these laws are focused on being fair and providing justice to the people of the Caermyr Union.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,
-Shared: Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd.

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
Griffins
Horses
Sheep

Construction
Fired Bricks
Mortar
Shaped Wood
Stone Blocks
Treehouses

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
Animal Anatomy
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
Dyed Clothing
Metal Jewellery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

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

Philosophy
Primitive Noblesse Oblige
Primitive Theology
Right of Freedom

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

Personal Protection
Bronze Partial Plate
Bronze Scale Armour
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Light Infantry
Professional Sacred Warriors
Professional Soldiers
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Campaign Seasons
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)

Bronwynite Divine Magic
Empathy (Limited)
Lust Induction (Limited)

Evalynite Divine Magic
-

Evatinist Divine Magic
-

Eredanist Divine Magic
Birth Control (Basic)
Fertility Boost (Basic)
Lust Induction (Basic)

Nalnirynite Divine Magic
Birth Control (Advanced)
Fertility Boost (Advanced)
Hardlight Shield (Expert)
Healing Light (Advanced)
Light Beams (Expert)
Lust Induction (Advanced)
Plant Growth Boost (Expert)

Urthrynite Divine Magic
Aspect Copy (Advanced)
Aspect Steal (Advanced)
Bad Luck Induction (Basic)
Birth Control (Elite)
Blood Binding (Advanced)
Blood Binding: Demons (Basic)
Blood Oath (Advanced)
Blood Sacrifice (Advanced)
Control Undead (Elite)
Detect Demons (Basic)
Detect Living (Expert)
Detect Undead (Advanced)
Detect Unliving (Expert)
Disease Cure (Basic)
Empathy (Basic)
Fertility Boost (Elite)
Future Seeing (Basic)
Good Luck Induction (Basic)
Guided Attacks (Basic)
Hardlight Shield (Expert)
Healing Light (Expert)
Increased Accuracy (Basic)
Mass Raise Mindless Undead (Elite)
Memory Stones (Expert)
Light Beams (Expert)
Lust Induction (Mastery)
Raise Sapient Undead (Advanced)
Scrying (Expert)
Spiritual Bond (Advanced)
Stone Manipulation (Basic)
Stone-Skin (Basic)
Trait Self-Boosting (Expert)
Truth Detecting (Basic)
Wood Manipulation (Advanced)
Wound Healing (Basic)

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

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

Zarannist Divine Magic
Bad Luck Induction (Advanced)
Good Luck Induction (Advanced)
Hardlight Shield (Basic)
Healing Light (Basic)
Light Beams (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)

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)
 
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So, let's see what changed.

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,

Gained :
Ancient Federation: Increased respect for the federal government by member states.
Chosen of Nalniryn: Gain +1 to all Innovation Rolls,
Chosen of Urthryn: Gain +1 to all Innovation Rolls,



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,

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,

Changed

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,

Sacred Warfare
The People do not abandon their own for it is their sacred duty to protect each other and fight evil. 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 divines for they shall not give in to the forces of evil.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates, Bonus to fighting those with differing ideology,
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, Stability loss when defeated by those of a differing ideology,

turned into

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,

turned into

Women are Queens, Men are Warriors
Men and women are equal, but better at different things and it is wise to take advantage of this. Just as women are naturally suited for ruling and peaceful pursuits, men are naturally better at war and fighting.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Increased chance of getting a Male Martial Hero,
Cons: Increased social stratification, Increased gender discrimination,
 
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Trade Dominance (Bronze Goods) (Arthwyd): +3 Wealth
Trade Dominance (Copper Goods) (Arthwyd): +1 Wealth
Trade Dominance (Gold Goods) (Arthwyd): +3 Wealth
Trade Dominance (Silver Goods) (Arthwyd): +1 Wealth

Diplo: 12 (12) (+1)
Econ: 12 (12)
Martial: 8 (8)
Mystic: 16 (16)
Culture: 10 (10)
Tech: 8 (8)
Wealth: 18 (18)
Are these correct? The trade just seems wrong given that it only descibes the Arthwyd and the stats seem supe rhigh for a single city state.
 
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