[X] [MAIN] War Party = (Lochanysh)
[X] [SEC] Switch Province Policy = (Defensive)
[X] [SEC] War Party = (Maradysh Pretenders)
Provinces: [SEC] Build Wall = (Northern Sunset Plains), [SEC] Build Wall = (Eastern Rock River) Merntir: Infrastructure & War Maradysh: Civil War. Caermyr: War & Trade. Grythwyd: Infrastructure & War. Raradysh: Fortification & Religion. Zaradysh: Fortification & Religion. Tordysh: Fortification & Religion. Cernn: War.
The Arthwyd Empire went to war and it was an impressive thing even if few would ever realise the full extent of it. From the Arth Coast to the North Coast to the Western Coast to Caermyr, over two thousand Catclaws and Cateyes were mustered to wage war, both against the heretics within the Maradysh and the barbarians in the lowlands.
While the Maradysh Civil War hadn't been going in favour of the pretenders and the Zarannists, it had firmly swung against them. The Zarannists were completely knocked out as they found their villages and militias being overrun by troops from Caermyr. Meanwhile the pretenders hadn't quite been defeated yet, but it was clear to all that it was only a matter of time as they had been driven back to their last strongholds.
They had fought bravely including Clan Pathwalker mauling a contingent from the Grythwyd and few loyalists militias being wiped out by Clan Bloodspiller, but numbers and quality was against them. Catclaws and Cateyes systematically eliminated roaming militias and cutdown the defenders of villages owing loyalty to the pretenders. The bulk of the pretenders' supporters had been killed or defeat and even now, the reminder only fought on thanks to their heresy denying them the chance to surrender.
Of course, the Maradysh Civil War wasn't the only fighting that Arthwydish warriors were involved in. While the Arthwyd Empire had committed many forces to the Maradysh, the Arth Coast had sent most of their mustered Catclaws and Cateyes to the Cernn. The Lochanysh were still invading the most southern reaches of the Arthwyd Empire and that required a response from the leadership in Greenbay.
When the Arthwydish warriors arrived in the Cernn, things hadn't been going well for the locals. Tomag had been able to pin down Aogan's warband and force a favourable battle against the Cernn warlord. The resulting fight had not gone well for the Cernn as Aogan lost his right arm along with most of his warriors. From that, things had gone downhill for the defenders as Tomag had effectively free run over the Cernn while reinforcements flowed in from the rest of the Lochanysh.
Unfortunately for Tomag and the rest of the Lochanysh, they didn't just have to worry about the Cernn for it was not long before they also had the Arthwydish to contend with. And they did so poorly. Tomag and his followers had no experience in fighting the likes of the Catclaws and Cateyes and it showed. They were systematically hunted down and slain with Tomag himself ending up as a prisoner of the Arthwyd minus a leg and an eye. With their forces scattered and Tomag lost to them, the Lochanysh were fully on the defensive as the Arthwydish drove them out of Cernn lands.
The Lochanysh with few remaining defenders were unprepared for the Arthwydish to come swarming into their territory. While nowhere near as brutal as fellow barbarians would have been, the Arthwydish showed no mercy to the Lochanysh as they carved a bloody path into Lochanysh territory and left many villages burning in their wake.
However, not all of the Arthwyd Empire was involved in this fighting. As the Maradysh were embroiled in internal conflict while the Cernn were invaded and the Arthwydish went to the aid of both, the Raradysh, Zaradysh and Tordysh were busy building up stone walls. While none had no ill will towards their overlords, it could not be denied that the might of the Arthwyd Empire was a fearsome thing. If their own warriors couldn't match those of the Arthwyd, perhaps walls around their settlements could let them hold their own.
Unfortunately, not all of the trouble that the Arthwyd Empire faced was that of war. The cold of the last generation continued to grow of the latest one. It wasn't a cripplingly cold, but it was becoming harder to grow crops in the fields and find animals to hunt in the wilderness.
Status Gained! Little Ice Age (Medium): 1d6 Temp Econ Damage every Main Turn or Mid Turn, Halve Temp Econ Regeneration,
For the Arthwyd, it was a minor problem that they easily overcame by following the sacred teachings of Arthryn and her Daughters. Even the barbarians lands within the Arthwyd Empire had absorbed enough of the ways of their overlords to get by in these hard times. After all, for all that the lowlanders were barbarians, it could not be denied that they knew how to dealt with hardships and a willingness to endure tough times could be found in pretty much any lowlander culture.
Yet while lowlander culture allowed them to endure hardship, it wasn't able to stop that hardship from happening and as the cold killed harvests, the lowlanders began to look for ways to escape their woes. The Arthwyd always had a trickle of lowlanders seeking a better life amongst the northerners for now, but the increasing cold turned that trickle into waves.
While the Forlucans themselves were doing fine, their lowlander subjects were not as their uncivilised ways left many of their people going hungry. Food was not as bountiful as it had been and while the lowlanders were no strangers to barbaric practice of starvation, it was becoming too much even for them. Nor was this just limited to Forluc Empire as this story was playing out all over the lowlands. Too much cold was resulting in not enough food and the only chance of salvation was amongst the semi-mythical Arthwyd of the north.
Even the Cernn weren't faring well as the Lochanysh invasion had left many of their farmers dead and the fighting had disrupted their harvests. A good of their people had also decided to seek better pastures in the north, especially those on the border with the Lochanysh.
The Cold is driving many people to the Arthwyd. How many refugees do the Arthwyd take in?
[] [Haven] Accept some of the refugees from the Forluc Empire. (Small chance of stability loss, +1 Temp Econ next Mid Turn)
[] [Haven] Accept some of the refugees from the lowlands. (Small chance of stability loss, +1 Temp Econ next Mid Turn)
[] [Haven] Accept some of the refugees from the Cernn. (Small chance of stability loss, +1 Temp Econ next Mid Turn)
[] [Haven] Accept a mixture of Forluc and lowlander refugees. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[] [Haven] Accept a mixture of Forluc and Cernn refugees. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[] [Haven] Accept a mixture of Cernn and lowlander refugees. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[] [Haven] Accept all of the Forluc refugees. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[] [Haven] Accept all of the Cernn refugees. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[] [Haven] Accept all of the lowlander refugees. (-1 Stability, +2 Temp Econ next Mid Turn)
[] [Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
What do the Arthwyd do in these hard times?
[] [React] They finish off the Maradysh pretenders.
[] [React] They study the twin secrets of metal and magic.
[] [React] They continue to fortify the border.
[] [React] They bolster the food reserves due to the increasing cold.
[] [React] They begin work on the sewers.
[] [React] They focus on integrating the new masses of refugees.
[] [React] They increase connectivity with boats and dedicated messengers.
Priestesses (6) = Mood: Outraged, Ability: Add faction power to Mystic, Objective: Bring the pretenders to justice, Success/Failure: +1 Faction Power/-1 Stability
Elders (2) = Mood: Angry, Ability: Add half of their faction power to another faction, Objective: Bring the pretenders to justice, Success/Failure: +2 Temp Econ/-1 Temp Econ
Warriors (5 (6)) = Mood: Furious, Ability: Add half of faction power to Martial, Objective: Crush all threats to the Arthwyd Empire, Success/Failure: Free Small Wall/-1 Temp Econ
Farmers (1) = Mood: Angry, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Angry, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-
***
The fighting has been going well, but the weather not so much. You wrecked the Lochanysh, but not before they did a number on the Cernn while the pretenders have been heavily reduced, but are still holding on. It is going to take some more time to end the Maradysh Civil War, but the Arthwyd Empire has it in the bag.
Meanwhile the cold is starting to have an impact as it gets worse and the poor harvests means you are beginning to see refugee waves. Thanks to your values, it isn't a question of if you have refugees or not, but how many you take in.
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 Early Ancient Theocratic Elective Monarchy UpperCentralisationLimit: 8 Lower CentralisationLimit: -2 Admin Strain Free Provinces: 4 Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Passive Policies: 1 +1 per 2 Provinces. Subordinates: 1 Special: -1 Temp Econ Damage per a Province Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy. Special: Monarchs are more likely to be competent.
Early Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation. Wealth Generation: 1 per Dominant. Passive Policies: 1 +1 per 2 Provinces. Additional Actions: None 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 Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn, Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn, Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls, Little Ice Age (Medium): 1d6 Temp Econ Damage every Main Turn or Mid Turn, Halve Temp Econ Regeneration, King of the Hill: +1 Temp Diplo at the start of each turn, Population Explosion: +2 Temp Econ every Main Turn or Mid Turn. Trade Dominance (Bronze Goods): +3 Wealth Trade Dominance (Copper Goods): +1 Wealth Trade Dominance (Gold Goods): +3 Wealth Trade Dominance (Silver Goods): +1 Wealth Trade Deficit (Honey): -3 Wealth
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Very Friendly/Very Friendly/High
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Extremely Friendly/Extremely Friendly/Very High
-Caradysh = ???/???/None
-Forden = Extremely Friendly/Extremely Friendly/Very High
-Fordysh = Extremely Friendly/Extremely Friendly/Very High
-Fornn = Extremely Friendly/Extremely Friendly/High
-Forzea = Friendly/Friendly/None
-Lorvysh = Extremely Friendly/Extremely Friendly/Very High
Hamefordysh = Wary/Wary/None
Hielwald = Cautious/Cautious/None
Lochanysh = Hostile/Holstile/None
Sinsearysh = Wary/Wary/None
Thurezea = Unfriendly/Unknown/None
Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/Very High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/High/Very Low
Tordysh = Vassal/High/Very Low
Zaradysh = Colony/High/Very Low
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. Blessing of Bronwyn: Gain +1 to all Diplomacy Rolls. Blessing of Mairyn: Gain +2 to all Exploration Rolls. Bronze Blooded: +2 Temp Econ to Econ Generation Actions. Chosen of Arthryn: Gain +1 to all Innovation Rolls. Colonial Empire: +1 Colony Slot. Rush Builders: Extended Projects take less actions, but each action is more expensive.
Born Equal While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,
Bloodied, but Unbowed (Linked to Charitable Haven) Your people have suffered great loss, but you survive and you will recover. Blows that would break others merely leave you limping and your people have suffered enough of such blows to know how to recover and that they can recover.
Pros: Better at surviving and getting by in hard times, Bonus to dealing with disasters, Better resilience and recovery after suffering losses,
Cons: Harsher and ruthless,
Caretakers of Nature The Arthwyd are the guardians of their land and that means looking after the place that they call home. They will safeguard and preserve their lands lest they fail in their duty.
Pros: Bonus to land management projects,
Cons: Additional consequences for harming the land,
Charitable 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, Gain a Value from current or historical neighbour,
Cons: Reduced Social Cohesion, Many think you weak,
Communal Mandate As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,
Pioneering Ways The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common Uncontrolled Expansion,
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,
Completed Megaprojects
The Aqueduct A series of waterways built throughout the city of Greenbay, the aqueduct allows easy access to fresh, clean water for all those within Greenbay.
Effects: Reduces True City Upkeep for Greenbay, Bonus to Greenbay's rolls,
Arthrynite First Temple A large stone building that resides on a hill overlooking Greenbay, the Arthrynite Temple is the first temple in the known world. With a centre piece built around stone statues of Arthryn and her Daughters, this temple is one of the holiest places in the world.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,
Arthrynite Grand Temple (Tier 2) Built in the heart of Greenbay, the Arthrynite Grand Temple is the largest building of its time. Equal in size to a village or neighbourhood, the Grand Temple is both a massive centre of worship for the Arthrynite religion, an extensive administrative centre for the Arthrynite priesthood and a nexus for the power of Arthryn and her Daughters.
Effects: Enhances the Faction Ability of the Priests, Doubles of the Mystic Gains of religious actions, Boosts diplomacy with Arthrynites.
The Census (Neolithic) A grand administrative project to give the Cadlon information about the population such as how many people there are, where they are and what they need to get by in life.
Effects: +2 Temp Stats each Main Turn, -1 Temp Econ Damage,
Code of Laws (Bronze Age) A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.
The Evalynite Walls The Evalynite Walls are the first stone walls in the known world and are devoted to Evalyn, the Arthrynite Goddess of Battle. They stand guard around the ancient capital of the Arthwyd and the religious centre of the Arthrynite religion.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,
Grand Sacred Forest A grand forest planted throughout the settlement of Greenbay, 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, Bonus to Study Nature,
Greenbay Palace While not as impressive as the Forlucan Royal Palace, the Greenbay Palace does its job just as well. Acting as a centre of administration for the vast Arthwyd Empire, the palace is a boon for any Cadlon.
Effects: +1 Upper Centralisation Limit, +1 Admin Strain Free Provinces, -1 Temp Econ Damage
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,
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They increase connectivity with boats and dedicated messengers.
[X] [Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[X][React] They increase connectivity with boats and dedicated messengers.
[X] [Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[X] [React] They bolster the food reserves due to the increasing cold.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They increase connectivity with boats and dedicated messengers.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They finish off the Maradysh pretenders.
So, here's something important to keep in mind this vote I feel:
Priestesses (6) = Mood: Outraged, Ability: Add faction power to Mystic, Objective: Bring the pretenders to justice, Success/Failure: +1 Faction Power/-1 Stability
Elders (2) = Mood: Angry, Ability: Add half of their faction power to another faction, Objective: Bring the pretenders to justice, Success/Failure: +2 Temp Econ/-1 Temp Econ
Warriors (5 (6)) = Mood: Furious, Ability: Add half of faction power to Martial, Objective: Crush all threats to the Arthwyd Empire, Success/Failure: Free Small Wall/-1 Temp Econ
I don't know if this is something that needs to be resolved immediately per se, but but it's pretty clear that our civ's ruling class very much so wants the pretenders crushed.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
I reckon integration is the best thing to do this turn. Combined with taking in all the refugees it may give us a value upgrade. Integrating the refugees is also better than more war with the Maradysh right now. There are a lot of problems that can happen both in the short term and long term from bad integration, but leaving the Maradysh alone for a bit just means we have to deal with them a little later.
Integrating the refugees is important by the way. One of the things that enables us to weather the little ice age so well is our organisation. A whole bunch of foreigners who don't know the language, don't know how to participate in society, who'd have friction with us and each other, that can easily mess things up. Integrating refugees is the best thing to do from both a cultural and an economic standpoint.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They finish off the Maradysh pretenders.
The vote is still open. Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 105 | Sufficient Velocity [Posts: 2603-2614] ##### NetTally 2.2.0
Task: Haven
[X][Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn) No. of Votes: 8
Question: Advantages to accepting all centralized vs spreading them out? Assuming these are only two options
+3 Temp Diplo and +3 Temp Econ for Centralized
vs
+1 Stability and +1 Temp Mystic for Spread Out
can read as
-1 Stability and -1 Temp Mystic for Centralized
vs
-3 Temp Diplo and -3 Temp Econ for Spread Out
Potential narratives?
Centralized costs additional stability and Mysticism, presumably as we take in new people and have to spiritually administer/teach them the ways of the Arthwyd from the central Green Bay Region itself.
Spread costs Diplo and is less valuable. Temp Econ has consistently been representative of crop yields at this stage of development, so perhaps the spread out populations are less knowledgeable of Arthwyd's ways?
I suggest two main vote plans:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Centralized alongside Integration. Perhaps we learn how to incorporate and educate others into the main body of the Arthwyd much more easily. For now, this would not look like "hunting down heresy" but it would let people know which parts of our beliefs we are as holy stone about. It will be interesting balancing our no-nonsense sternness with our general hands-off mentality. This could be a good start to figuring out how to communicate this to our non-religious vassals and their peoples. Could help us finish settling the Green Bay province, and the greater increase in Temp Econ will make sure everyone is fed.
[] [Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[] [React] They focus on integrating the new masses of refugees.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spread Out alongside Messengers and Boats. Not only are we a very center-heavy sort of government, we are also very geographically spread out. We don't seek to unilaterally rule over every little action of our vassals and colonies, but we do want to increase information exchange so that diplomatic communication and technological innovation is made easier. Messengers and Boats are extremely important for our somewhat sprawling polity, especially because our center is so invested in the welfare of even our most far flung vassals (like the Cernn).
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They increase connectivity with boats and dedicated messengers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I think I prefer spreading them out alongside better communications slightly more than the integration right now, but I could be convinced of the other. I appreciate the synergy between spending Diplo and increasing connectivity between our subjects.
Potential narratives?
Centralized costs additional stability and Mysticism, presumably as we take in new people and have to spiritually administer/teach them the ways of the Arthwyd from the central Green Bay Region itself.
Spread costs Diplo and is less valuable. Temp Econ has consistently been representative of crop yields at this stage of development, so perhaps the spread out populations are less knowledgeable of Arthwyd's ways?
Note that spreading then out isn't spreading them out to provinces like Rockbay and Sunrise Bay, but spreading them out to subordinate vassals like the Merntir and Grythwyd.
Note that spreading then out isn't spreading them out to provinces like Rockbay and Sunrise Bay, but spreading them out to subordinate vassals like the Merntir and Grythwyd.
oh! do we know if the other subjects can afford such things? Probably not since our diplo is pretty underdeveloped
also: does the defeat of the Maradysh Rebels by our vassal's count for the faction quests completing? or do we need to commit to crushing them ourselves to complete the quests?
oh! do we know if the other subjects can afford such things? Probably not since our diplo is pretty underdeveloped
also: does the defeat of the Maradysh Rebels by our vassal's count for the faction quests completing? or do we need to commit to crushing them ourselves to complete the quests?
Diplo is also irrelevant to you understanding what is going on in your vassals. The Arthwyd Empire has a better idea of what is happening on its frontier than the Forluc Empire has in its heartland.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They increase connectivity with boats and dedicated messengers.
Integration is much more important than more connectivity. We need to integrate the refugees in order to improve our culture, stop the refugees from influencing our culture, ensure that the refugees are fully accommodated in their new homes, and stop any kind of disruption to our society.
The benefits of integration are substantially greater and it also heads off some sharp negatives, which boats and messengers does not do.
[X] [Haven] Accept every last refugee and spread them about the Arthwyd Empire. (-1 Stability, -3 Temp Diplo, -1 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.