[] [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)
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.
@Oshha does this extend to the more barbarian subordinates like the Maradysh, Zaradysh, Raradysh and Tordysh or does it only involve the culturally Arthwydysh parts?

Edit:
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)

Missing an option to accept all of X+Y without Z.
For example, if we wanted to keep take in every Lowlander and Cernn refugee but keep out the Forluc for whatever reason. Or if we decided the Cernn need to stay home and help their communities rebuild.
 
Last edited:
@Oshha does this extend to the more barbarian subordinates like the Maradysh, Zaradysh, Raradysh and Tordysh or does it only involve the culturally Arthwydysh parts?

Only the Arthwydish parts. The non-Arthwydish both wouldn't accept them and couldn't afford to accept them.
 
@Oshha does this extend to the more barbarian subordinates like the Maradysh, Zaradysh, Raradysh and Tordysh or does it only involve the culturally Arthwydysh parts?
Since the last time we had refugees the Maradysh have started counting as a Religious Subordinate, so normally they'd probably be taking in refugees too. Might not be doing so right now because of the civil war though.
 
[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
 
Last edited:
@Oshha what's the wealth cost for the sewers representing? Importing materials from outside our civ?

General payment to workers and suppliers alongside other wealth-based expenses.

Missing an option to accept all of X+Y without Z.
For example, if we wanted to keep take in every Lowlander and Cernn refugee but keep out the Forluc for whatever reason. Or if we decided the Cernn need to stay home and help their communities rebuild.

I decided that you had enough options already that I wasn't going to put those in unless someone want to choose that option specifically and not as part of "I'm okay with any of these options winning" approval voting.
 
Last edited:
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 105 | Sufficient Velocity [Posts: 2603-2629]
##### 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: 10

[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
No. of Votes: 4



——————————————————————————————————————————————
Task: React

[X][React] They focus on integrating the new masses of refugees.
No. of Votes: 5

[X][React] They increase connectivity with boats and dedicated messengers.
No. of Votes: 4

[X][React] They finish off the Maradysh pretenders.
No. of Votes: 3

[X][React] They bolster the food reserves due to the increasing cold.
No. of Votes: 1


Total No. of Voters: 14
 
Since the last time we had refugees the Maradysh have started counting as a Religious Subordinate, so normally they'd probably be taking in refugees too. Might not be doing so right now because of the civil war though.
The Arthwyd themslves, Merntir, Grythwyd and Caermyr are all culturally Arthwydish, but the rest of the Arthwyd Empire are not. The Maradysh are mostly Arthrynite, but they have their own distinct blend of Arthwyd and lowland culture
You might share the same religion as Arthrynites, but the Arthwydish and Maradysh cultures are different and the people belong those cultures see themselves being separate cultures.
Unfortunately for Garth, things didn't go nearly that neatly. Predictably, the Zarannists resisted Garth's measures with force and launched a revolt against the Cadlon. Given their size, this wouldn't have been enough to call the affair a civil war, but then other factions within the Maradysh decided to get involved. The three most influential clans within the Maradysh, the Bloodspillers, the Sharpstones and the Pathwalkers, used this incident as a sign of Cadlon Garth's incompetence and proof that Clan Rivertongue was unfit to remain as the rulers of the Maradysh.
The Maradysh are less community focused and more individual/family focused where everyone looks out for themselves and usually their family as well. They can work together as the various disasters which have befallen them have taught them that sometimes it is in your best interests to work with everyone else to survive the current crisis. The Maradysh prioritise themselves and their families first and foremost with their local community and the greater community being considered when helping them out benefits you and your family.
There's a distinction to be drawn between Arthrynite and Arthwydish.
The Maradysh had a bias to their family/clan. Even the Arthrynite Maradysh appear to have this bias, with the current civil war being the mess it is because the families/clans viewed their community through the lens of bloodlines and decided to seize an opportunity for their family/clan/bloodline.

They might be significantly more reluctant to take in outsider refugees than Arthwydish Arthrynite communities.
 
Last edited:
I'm actually 100% supportive of integration votes. Our Culture value is 1, so I assume it'll be about converting the masses to Arthrynite religion. Arthrynite religion is excellent, and tied closely to our cultural values and government. Something interesting to note:
[] [React] They study the twin secrets of metal and magic.

this seems to tell me that "magic" is capable of being done outside of the Divine, given that the Caradysh have done secular blood sacrifices and are well known to be magical evils.

This is actually probably an option that was assumed to be more tantalizing, but "Boats + Messengers" "Improved Integration" "stockpile food" and "crush Rebels" are all more in-line with our culture than advancing technology when our people have needs to be met.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

It's also interesting to know that our administration is likely how we know/learn of our subjects, not diplo. That means we have an exceptionally advanced view of our subjects, since Administration has consistently been a focus of our culture since day one of first thread.

This makes me think that others are correct about our Diplo not being underdeveloped. Diplomacy is something that is very important in trade, and for interactions between peers. We have no peer neighbors except perhaps Caradysh, who is both evil and should be burned.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I think Improved Integration combined with spreading the incoming peoples out is gonna be . . . interesting. Thankfully this wave has a variety of culture groups in it, and the mix will help reduce the odds of fractioning and/or becoming isolated pockets of minority culture within Arthwydish lands. Arthwrynnite teachings and Arthwydish sensibilities will probably passively convert migrants over as they see the harvests and community which survives better these ice age woes.

Maradysh did eventually convert to the degree that they're considered Arthwrynnite. I'm hoping that all of those vassals which are not accepting refugees are investing in Arthwrynnite mysticism. I have no problem accepting more children to Arthwrynn's pantheon. It's like the Inca, or Rome's early pagan traditions, in which other religions were allowed to fold into theirs so long as they were not dominant.

For Rome they had to be subservient or a face of an existing deity. For the Inca the Sapa Inca was First Among Equals and all would sit at the table but the Sapa Inca was at the head. With the living Sapa Inca being the ruler of the empire and the Ancestor Sapa Inca the rulers of the Divine Pantheon/Empire.

There are lessons to be learned from this Civil War event. I wonder what the options will be, when we resolve it.
 
while the lowlanders were no strangers to barbaric practice of starvation, it was becoming too much even for them.
Watch it there Arthwyds, your dirty tea swilling is showing.


[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
 
[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 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.

Digest them or sow trouble for the future.
 
Something interesting to note:
[] [React] They study the twin secrets of metal and magic.

this seems to tell me that "magic" is capable of being done outside of the Divine, given that the Caradysh have done secular blood sacrifices and are well known to be magical evils.

This is actually probably an option that was assumed to be more tantalizing, but "Boats + Messengers" "Improved Integration" "stockpile food" and "crush Rebels" are all more in-line with our culture than advancing technology when our people have needs to be met.
Our Study Magic action during Steady Times got us Ymarnite Fertility Boosting Magic. Divine Magic is still a form of magic that can be studied, even if the allowed spells are restricted by the nature and beliefs of the deity.
The actions all seem to map to our existing options. Even integration is probably just MAIN Venerate to strengthen our cultural identity.

[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
 
[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 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.
 
Concentrating the refugees in the Arth Coast isn't the best play here. The Integrate action will have a finite effect, and if you're doubling down on refugees that effect is getting spread out over more people. A -2 Stability choice versus an action that merely has a chance of giving a +1 should give an idea of the disparity. We should send refugees to our subordinates who themselves will be able to do their own integrate actions to help the refugees.
 
wait you think Venerate is going to map to Integrate? Doesn't that mean we've got a solid chance to go over-stability here?
@Andres110
Normally it's impossible to go over the caps of Stability and Legitimacy. It only happens after special events, not simply by taking Stability/Legitimacy-boosting actions. Venerate won't take our Stability over 3, nor will it increase Legitimacy any further.
 
[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
[X] [React] They focus on integrating the new masses of refugees.
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 105 | Sufficient Velocity [Posts: 2603-2644]
##### 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: 12

[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
No. of Votes: 9



——————————————————————————————————————————————
Task: React

[X][React] They focus on integrating the new masses of refugees.
No. of Votes: 12

[X][React] They increase connectivity with boats and dedicated messengers.
No. of Votes: 4

[X][React] They finish off the Maradysh pretenders.
No. of Votes: 3

[X][React] They bolster the food reserves due to the increasing cold.
No. of Votes: 1


Total No. of Voters: 21
 
this seems to tell me that "magic" is capable of being done outside of the Divine, given that the Caradysh have done secular blood sacrifices and are well known to be magical evils.
The existence of arcane magic is stated on the opening page.
Magic can be divided two categories, arcane magic and divine magic. At the very core, they work the same and the main difference between the two is that the latter has a god involved.
 
[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.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 105 | Sufficient Velocity [Posts: 2603-2647]
##### 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: 13

[X][Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Mid Turn)
No. of Votes: 9



——————————————————————————————————————————————
Task: React

[X][React] They focus on integrating the new masses of refugees.
No. of Votes: 13

[X][React] They increase connectivity with boats and dedicated messengers.
No. of Votes: 5

[X][React] They finish off the Maradysh pretenders.
No. of Votes: 3

[X][React] They bolster the food reserves due to the increasing cold.
No. of Votes: 1


Total No. of Voters: 22
 
1810 AG - Kashkan, Triumvirate and Griffins
[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.

As was traditionally the case, the Arthwyd Empire took in every refugee entering its borders. While the Arth Coast settled many of those fleeing turmoil and hunger at their old homes, a good portion of the refugees got sent even further north to either the Merntir or the Grythwyd.

With so many barbarians settling in civilised lands, the Cadlon of the Arthwyd decided to direct their resources to ensuring that no mishaps occurred. There were enough incidents when you had a handful of barbarians adjusted to Arthwydish life let alone when hundreds were coming.

So as the Catclaws and Cateyes slowly withdrew from the lands of the Maradysh and Cernn, the Arthrynite priesthood got to work as they did far many more festivals and celebrations to Arthryn and her Daughters than they would have normally done so. Beyond promoting the goddesses, the rituals that took place would help the newcomers learn the ways of the Arthwyd and adjust to their new lives.

This foresight would prove to be very useful as over the generation, it became clear that many of the refugees weren't interested in properly assimilating. While they would follow the teachings and guidance of Arthryn and her Daughters, the lowlanders only did so because those were the laws of the Arthwyd Empire. Most continued to hold to worship of Zaranna despite the pressure not to and while many did choose to convert to worshipping her daughter Galanna, a good number of the Arthrynite priesthood were sceptical of just how many of those conversions were genuine.

Nonetheless, things were going well enough. There were disruptions and upsets, but things were going better for the Arthwydish in the north than they were for those in the south.

For many, the impeding defeat of the Maradysh pretenders was pro forma and evitability that the heretics would not be able to escape. The Arthwydish sacred warriors slowly returned to their communities as those communities turned their resources from the war effort to focusing on helping the new refugees find their place. Instead, it was left to the Maradysh loyalists to deal with the final strongholds of the Maradysh rebels.

Cadlon Rhun Rivertongue of the Maradysh rallied up every warband and militia that he could before leading them into battle against the pretenders. It went nowhere easily he had expected as the rebel militias fought bravely to resist what they saw as an invading foreign force attempting to slaughter them in their homes. It had been generations since the fighting had first begun and after so many seasons of fighting, including two generations who had never known Arthwydish rule from Greenbay, the pretender clans and their supporters had grown a diverging identity to the Maradysh loyalists.

It had gotten to the point that none of the current pretender leaders had lived as part of the Arthwyd Empire, having spent all of their lives in revolt against it. None had any desire to be a part of it and after the intense fighting the previous generation, the desire to rule under over the Maradysh had given way to a desire to survive. As a result of this, the pretender clans had put aside their previous claims to being the Cadlon of the Maradysh to forming a new triumvirate in a vain hope to survive the future Arthwydish onslaught.

Putting up a new united front, the Maradysh Triumvirate found fiercely and with great skill. They had the home advantage and with their backs to the wall, they fought with every advantage that they could. They almost always fought to the last and barely ever broke before those invading their homes.

The story was the opposite for the Maradysh loyalists. There was no expectation of such unyielding resistance and when they ran into it, the attacking force wavered. With every brutal loss and every hard-fought victory, the morale of loyalists dropped ever lower. The final straw was when Cadlon Rhun died in a futile attempt to seize a settlement with stone walls by force, causing loyalist morale to plummet to the breaking point.

The Maradysh loyalists pulled back to the relief of the Maradysh Triumvirate as they got a brief respite since it was inevitable that the Arthwyd would return to finish the job.

Unfortunately, events further south would ensure that the Arthwyd Empire could not devote all of its attention to crushing the Maradysh Triumvirate once and for all.

It had been many generations since the nomadic tribes of the Boarfolk had united behind a warlord, but past times that they had have proven formidable enough that they were feared countless generations later. Even the Arthwyd knew to respect the might of a Boarfolk horde.

So when word of Warlord Kashkan came to the lowlands, all were worried about just where the first Boarfolk warlord in generations would direct his attentions. To the shock of many, it turned out to be the Cernn as the nomadic horde first rode west into the lowlands before heading south to the furthest part of the Arthwyd Empire.

For their part, the Cernn had spent their time since the last invasion fortifying their lands and doing their best to recover from Tomag and the Lochanysh. They put up many new palisades and the lessons of the past generation ensured that the newest one had a very martial bent to their upbringing.

Yet it would all prove to be for nought as nothing the Cernn could do was nought to prepare them for over ten thousand Boarfolk nomads swarming to their lands. Palisades failed to stop the Boarfolk tribes while Kashkan and his subordinates systematically smashed every attempt at resistance that the Cernn put up. Even the Aogan was no match for the Boarfolk overrunning the lands of his people with the best that the ageing warlord could do is inflicting slightly higher casualties before he was cut down by archers on boarback.

When news of Kashkan's actions reached the Arthwyd, there was outrage by the northerners. The Cernn might have been barbarians, but they were still part of the Arthwyd Empire and between the Thurezea and the Lochanysh, the Arthwydish were growing fed up with foreign barbarians launching unprovoked attacks the Cernn.

An age of war continued to rage on for the Arthwyd as while the Lochanysh might have been driven back, the Maradysh Civil War continued to limp on and the rise of Kashkan had all, but guaranteed that the lowlands would be seeing a lot of bloodshed.

Yet it wasn't all bad news as reports arrived from the Western Coast. Even since they had been first discovered, it had always been something of a dream for many within the Arthwyd to begin taming the griffins that called the Great Forest home.

The first stage in this dream have finally been achieved. While far from domesticated, the Grythwyd had managed to acquire enough griffin eggs that they have been able to begin to have raised a breeding population of griffins. Despite still being dangerous wild animals, these griffins bred in captivity are used to human interaction and able to somewhat live safely amongst the people of the Grythwyd.

As exciting as it is, the information on the tamed griffins isn't the only news from the Western Coast. The wise priestess Gaewyn has been something of a major figure amongst the Grythwyd for her renown wisdom and talent for the sacred teachings and holy magic of the Goddesses. With the coming of the Cold, Gaewyn has been devoting her attention and talents towards trying to find a way to deal with the issue.

After over two generations of trying, the priestess has finally since some success. Taking the fertility magic meant for humans, Gaewyn was able to figure out to do the same for plants like the Forluc could do. While she didn't use the same method as the lowlanders nor were her discoveries as effective as that the Forlucans had refined over generations, Gaewyn was able to make it easier for plants to survive and grow.

Not only that, but Gaewyn took her innovations a step further and came up with a new technique that allowed the divine magic of Ymaryn to be used to help the growth of crops. It didn't speed up the growth by much and in normal times, the usage of the spell would have negligible use. But these weren't normal times and as the Cold refused to relent even if it didn't grow worse, the new magic was certainly proving to be as valuable as Gaewyn hoped it would be.

Between the Cold and Kashkan's invasion, many people are being driven 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 Main Turn)
[] [Haven] Accept some of the refugees from the lowlands. (Small chance of stability loss, +1 Temp Econ next Main Turn)
[] [Haven] Accept some of the refugees from the Cernn. (Small chance of stability loss, +1 Temp Econ next Main Turn)
[] [Haven] Accept a mixture of Forluc and lowlander refugees. (Large chance of stability loss, +2 Temp Econ next Main Turn)
[] [Haven] Accept a mixture of Forluc and Cernn refugees. (Large chance of stability loss, +2 Temp Econ next Main Turn)
[] [Haven] Accept a mixture of Cernn and lowlander refugees. (Large chance of stability loss, +2 Temp Econ next Main Turn)
[] [Haven] Accept all of the Forluc refugees. (Large chance of stability loss, +2 Temp Econ next Main Turn)
[] [Haven] Accept all of the Cernn refugees. (Large chance of stability loss, +2 Temp Econ next Main Turn)
[] [Haven] Accept all of the lowlander refugees. (-1 Stability, +2 Temp Econ next Main Turn)
[] [Haven] Accept every last refugee. (-2 Stability, -2 Temp Mystic, +6 Temp Econ next Main 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 Main Turn)

Priestesses (6) = Mood: Furious, Ability: Add faction power to Mystic, Objective: Defeat both the Triumvirate and Kashkan, 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: Defeat both the Triumvirate and Kashkan, Success/Failure: +1 Faction Power/-1 Stability
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/-

You have four 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: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +2 Temp Wealth, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Aqueduct = (Target)
S: -3 Temp Econ, +1 Aqueduct (+1 Econ per 3 Aqueducts),
M: -6 Temp Econ, +2 Aqueducts (+1 Econ per 3 Aqueducts),
-Possible Targets: Greenbay (0/12), Rockbay (0/6), Sunrise Bay (0/6), Northern Sunset Plains (0/6), Eastern Rock River (0/4),

[] [SEC/MAIN] Build Temples = (Target)
S: -4 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+2 Mystic per Temple)
M: -8 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+2 Mystic per Temple),
-Possible Targets: Greenbay (9/12), Rockbay (4/6), Sunrise Bay (4/6), Northern Sunset Plains (4/6), Eastern Rock River (3/4),

[] [SEC/MAIN] Build Wall = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 5/12, Large: 0/12), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 1/6, Large: 0/6), Northern Sunset Plains (Small: 5/6, Large: 0/6), Eastern Rock River (Small: 2/4, Large: 0/4)

[] [SEC] Change up to two Passive Policies (7/7)
-Agriculture = +4 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress per turn.
-Exploration = Free Exploration roll each turn.
-Foreign = Free Diplomatic Expedition each turn. (1)
-Forestry = 0.5 Sacred Forest Progress per turn. (1)

-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (3)
-Megaproject = +0.25 Megaproject progress per turn.
-Military = +1 Temp Martial per turn.
-Religion = +1 Temp Mystic per turn.
-Study = Free Innovation roll each turn.
-Trade = Free Trade Expedition each turn.
-Wealth = +1 Temp Wealth per turn.
-War = Free War Party each turn.

[] [SEC/MAIN] Cultivate Redstars.
S: -1 Temp Econ, +1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, +1 Temp Martial, +2 Temp Mystic, Chance of Innovation,

[] [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: Sunrise Mountains (Tin: 1/1), Sunset Mountains (Lead: 1/1, Silver 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: Caermyr, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Achland (Requires Main), Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Forden, Fordysh, Forluc, Fornn, Hamefordysh, Hielwald (Requires Main), Lochanysh, Lorvysh, Lowlander Tribes, Sinsearysh, Thurezea,

[] [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: Arth Coast, Cursed Forest, Far East (Requires Main), Far South (Requires Main), Great Mountain, North Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast,

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

[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (1/34), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (6/34),
M: -4 Temp Econ, +2 Messengers, (6/34),

[] [SEC/MAIN] Plant Cash Crops.
S: -2 Temp Econ, +2 Temp Wealth, Chance of Innovation,
M: -1 Econ, -1 Temp Econ, +1 Wealth, +1 Temp Wealth, Improved Chance of Innovation

[] [SEC/MAIN] Plant Sacred Forests
S: -4 Temp Econ, -1 Temp Mystic, +0.5 Sacred Forest,
M: -8 Temp Econ, -2 Temp Mystic, +1 Sacred Forest,
-Sacred Forests = 7

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+2 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+2 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (12/15), Rockbay (6/15), Eastern Rock River (4/15), Western Rock River (0/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (0/15), Eastern Sunset Plains (0/15), Southern Sunset Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, 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: Caermyr, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [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.
-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.
-Wealth = Focuses on increasing your wealth.

[] [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: Caermyr, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Achland (Requires Main), Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Forden, Fordysh, Forluc, Fornn, Hamefordysh, Hielwald (Requires Main), Lochanysh, Lorvysh, Lowlander Tribes, Sinsearysh, Thurezea,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, +2 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, +1 Temp Martial, -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +3 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +5 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Party = (Target)
S: -1 Temp Econ, Chance of damaging target, Chance of losing up to 1 Temp Martial,
M: -2 Temp Econ, +1 Temp Martial, Greater chance of damaging target, Chance of losing up to 3 Temp Martial,
-Possible Targets: -Possible Targets: Achland, Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Forden, Fordysh, Forluc, Fornn, Hamefordysh, Hielwald, Kashkan's Horde, Lochanysh, Lorvysh, Lowlander Tribes, Maradysh Triumvirate, Sinsearysh, Thurezea,

Mega-Projects
[] [SEC/MAIN] Census (Bronze Age)
S: -4 Temp Econ, -4 Temp Mystic, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Library
S: -4 Temp Econ, -2 Temp Martial, -6 Temp Mystic, +2 Progress
M: -8 Temp Econ, -4 Temp Martial, -12 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Sewers
S: -4 Temp Econ, -4 Temp Mystic, -8 Temp Wealth, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, -16 Temp Wealth, +4 Progress
-Progress: 0/???

***​

So more turmoil to deal with through the latest threat is something the whole region has to worry about. Kashkan is a Martial Hero with a lot of Boarfolk nomads backing him up and he is the biggest threat the Arthwyd Empire has faced in a long time. Meanwhile the Maradysh Civil War continues to drag on as the rebels got lucky enough to hold on for now while the Little Ice Age continues without getting worse or better.

On a brighter note, the Grythwyd with their Mystic Hero got some good innovation rolls this update and now you not only got some tamed griffins, but you got a couple of farming-based spells.

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
Upper Centralisation Limit: 8
Lower Centralisation Limit: -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.

Stats
Diplo
: 6 (7)
Econ: 35 (22)
Martial: 10 (9)
Mystic: 72 (61)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 14 (15)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (0/9)
Hierarchy: 3
Prestige: 56

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
Kashkan's Horde = War/War/None
Lochanysh = Hostile/Hostile/None
Maradysh Triumvirate = War/War/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,

Technologies
Carts
Straw/Reed Rope
Sustainability
Wheel
Wicker

Agriculture
Basic Fertiliser (Compost, Manure & Nightsoil)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Griffins (Tamed)
Sheep

Construction
Mortar
Surveying

Fishing & Boats
Dugout Canoes
Fishing Nets
Longships
Outrigger Canoes
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
Copper Smelting
Gold Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Proto-Archiving
Dedicated Messengers
Memory Stone Record Keeping
Proto-Indexing
Planned Settlements
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Glazing
Metal Jewellery
Stone Carvings
Vocal Storytelling

Diplomacy
Charity
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Languages
Arthwydish (Oral/Written = Logograms)
Boarfolk (Oral)
Forluc (Oral)
Lowlander (Oral)
Merntirish (Oral/Written = Logograms)

Leadership
Big Man
Cadlons
Elders
Elections
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Walls

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Formal Hierarchy
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics
Attrition
Logistics
Shield Walls

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

All-Seerist Divine Magic
Future Seeing (Crude Limited)
Guided Attacks (Basic/Refined)
Increased Accuracy (Basic/Refined)
Scrying (Limited)
Truth Detecting (Expert)

Arthrynite Divine Magic
Stone Manipulation (Expert)
Stone Skin (Basic)
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Memory Stones (Expert)

Ymarnite Divine Magic
Disease Cure (Basic/Refined)
Human Fertility Boost (Limited)
Increased Weapon Skill (Basic/Refined)
Plant Fertility Boost (Limited)
Plant Growth (Limited)
Wound Healing (Expert/Refined)
 
[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 Main Turn)

[X] [SEC] Switch Province Policy = (Offensive)
This will get us two War Parties. I'm not sure if Defensive will send War Parties or build more walls but I'd like to make certain.

[X] [MAIN] War Party = (Kashkan's Horde)
[X] [SEC] War Party = (Maradysh Triumvirate)
 
Last edited:
Back
Top