1830 AG - Blood and 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 Main Turn)
[X] [MAIN] War Party = (Kashkan's Horde)
[X] [MAIN] War Party = (Kashkan's Horde) x2

Provinces: [MAIN] War Party = (Maradysh Triumvirate)
Merntir: Fortification & War
Maradysh: Civil War.
Caermyr: War.
Grythwyd: Infrastructure & War.
Raradysh: Fortification.
Zaradysh: Fortification.
Tordysh: Fortification.
Cernn: Rebuilding.

Once again, the Arthwyd Empire went to war. The heretics that were the Maradysh Triumvirate still needed to be crushed and Kashkan and his followers couldn't go unpunished for their unprovoked attack on the Cernn.

Across the Arthwyd Empire, thousands of warriors were mobilised between the Arth Coast, the North Coast, the Western Coast and the lowlands. While a significant portion would be bound for the Maradysh, the majority of this host would be going south to bring Kashkan's horde to justice for their what they have done.

Yet not all of the Arthwyd Empire went to war. The Cernn were struggling to rebuild after being ravaged by Kashkan and his horde, but they were the only part of the Arthwyd Empire unable to commit to the war effort.

The Zaradysh, Raradysh and Tordysh were all fully capable of sending some warriors to aid the Arthwydish yet upon seeing what Kashkan and his followers had done to the Cernn, they chose not to. Instead, they focus on fortifying their settlements and preparing for what they saw as the inevitable Boarfolk invasion that come their way when their Arthwydish overlords were done provoking the nomad warlord. They refused to risk their warriors fighting on foreign lands and instead sought to conserve them for defending their homes.

Even as great as the war with Kashkan would prove to be, it wasn't the only conflict that the Arthwyd were involved in as they had a war much closer to home to win.

The Maradysh Civil War had long since moved on from being a single war as the conflict had been raging on for many winters now, going hot and cold as needed for both sides to rebuild their strength and rally their warriors once again.

Now the Arthwyd were recommitted to the fight, seeking to end a war that they felt should have been over long ago. The Maradysh Triumvirate had been driven back to their final strongholds, but those strongholds had resisted all attempts to take them.

With the return of the Arthwyd, that changed. The rebels continued to fight vigorously, but their militias were ultimately no match for the Catclaws and Cateyes of the Arthwyd. Bloody battles were fought to seize the heretic settlements with their fearsome walls and while the Arthwyd took heavy losses, their defenders could not hold before their fearsome might. One by one, the strongholds of the Maradysh Triumvirate fell to the Arthwydish forces even if the rebels continued to make the Arthwyd Empire pay a bloody toll for doing so. In the end, Clans Bloodspiller and Sharpstone were left defeated, their militias broken and their settlements conquered. Only Clan Pathwalker held onto a handful of fortified settlements, fighting repeated heroic defences as they struggled to hold on even as their territory continued to dwindle.

The latest round of the Maradysh Civil War had been a bloody one and yet this would not be the greatest shedding of blood in this generations thanks to events even further south.

While the Arthwyd Empire mustered up its warriors for war, Kashkan and his followers had not slowed down at all. For whatever reason, the Boarfolk horde continued its journey onwards, crossing the border into Fordysh territory before the Arthwyd expeditionary force could reach the southern lowlands. By the time that the first of the Arthwydish Catclaws and Cateyes neared Kashkan and his horde, the Boarfolk were already embroiled in brutal warfare with the Forluc Empire.

Like the Arthwyd Empire, the Forluc Empire had not taken kindly to being invaded by Kashkan. While the Fordysh was being pillaged and burnt down by the invading nomads, the Forluc had mustered up their armies and marched east to deal with the invaders. Things had not gone to a good start for Kashkan as the Fordysh defenders had put up a valiant if futile fight and whilst the lowlanders had ultimately lost, they had made the Boarfolk pay a pretty price to do so. While normally inconsequential, Kashkan and his followers had no chance to recover from these losses when the first of the Forluc hit them.

The Forluc Empire had mighty holy warriors in the form of its Sun Warriors and even its non-sacred warriors were very capable professionals compared to the usual fare that the lowlands churned out. Equipped with varying degrees of metal weaponry purchased from the Arthwyd or produced internally, the Forluc military was formidable. Yet it found its match when facing the Boarfolk nomads of Kashkan. While lacking when it came to metal, the Boarfolk had the advantage of mobility and hitting hard on top of having roughly equal numbers to their Forlucan opponents.

It was a slaughter, but it was a two sided-slaughter. Boarfolk and Forlucan warbands came at each other, smashing one another and even victory would often leave the victory reeling. Yet the flexible nature of nomadic life combined with natural hardiness and ferocity of the Boarfolk would swing the balance of power in Kashkan's favour even as his subordinates failed to match up to the warlord's own prowess on the battlefield. For a while, it looked like Kashkan would be the one emerging triumphant when the Arthwyd Empire struck.

While they would struggle to face the Boarfolk tribes in open battle, the Catclaws and Cateyes of the Arthwyd Empire knew how to avoid that. The Arthwydish sacred warriors would set traps and ambush for the nomads, slaughtering the tribes as they got caught by surprise. It wasn't a perfect affair as both sides took heavy losses, but the whole of this war was a bloody affair for all those involved. Over a third of the Arthwydish war expedition was left slain by the conflict, but Kashkan and the Forlucans had suffered equally grievous losses. The Fordysh had been broken, its militias wiped out while it was borderline impossible to find a village that hadn't been touched by the fighting. Meanwhile thousands of warriors from the rest of the Forluc Empire had met their end against Kashkan and his horde. The Boarfolk themselves had taken severe losses with more having died in the invasion of the Fordysh than those that had survived it.

What lesson have the Arthwyd learnt from all of this bloody warfare?
[] [War] They learn the importance of having another warriors to properly patrol and guard your walls.
[] [War] They learn how costly it is to seize a settlement with stone walls by force.
[] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.

Yet for all this bloody warfare, it was not the worse thing to grace the known world over this last generation. The cold had been a thing for generations now to the point that only the eldest outside of the Arthwyd could remember a time when it wasn't a thing, but it gotten a lot worse over the last generation. The cold had gotten so severe that little grew on its own these days and pretty much every harvest either failed or was poor. The only exception were the Arthwyd and the Forluc and even that was only because those two ancient people used divine magic to aid their harvests against the cold.

Status Gained!
Little Ice Age (Major): 1d20 Temp Econ Damage every Main Turn or Mid Turn, No Temp Econ Regeneration,

For all those elsewhere, it was disastrous at best and apocalyptic at worst. The various lowlander groups were struggling to get enough food to feed themselves and even after doing all they could to trade food from either the Arthwyd or the Forluc, many were still starving. The end result was thousands of lowlanders were fleeing to the Arthwydish lands in the north, seeking salvation from the starvation and death that surely awaited them if they remained in their old homes.

Fleeing starvation and death, thousands of refugees are seeking sanctuary amongst the Arthwyd.
[] [Haven] They accept a handful of the refugees. (Small chance of stability loss, +0 Temp Econ next Mid Turn)
[] [Haven] They accept some of the refugees. (Large chance of stability loss, +1 Temp Econ next Mid Turn)
[] [Haven] They accept many of the refugees. (-1 Stability, -1 Temp Diplo, -1 Temp Mystic, +1 Temp Econ next Mid Turn)
[] [Haven] They accept most of the refugees. (-1 Stability, Large chance of stability loss, -2 Temp Diplo, -1 Temp Mystic, +2 Temp Econ next Mid Turn)
[] [Haven] They accept almost all of the refugees. (-2 Stability, Small chance of stability loss, -3 Temp Diplo, -2 Temp Mystic, +3 Temp Econ next Mid Turn)
[] [Haven] They accept all of the refugees. (-3 Stability Loss, -4 Temp Diplo, -3 Temp Mystic +4 Temp Econ next Mid Turn)

Yet even as the barbarians were suffering much worse, the Arthwyd weren't without their own problems. Their harvests weren't failing like those of barbarians, but that was only due to extensive usage of divine magic and even hen, they were barely sufficient.

The leadership of the Arthwyd was divided four ways. While one faction decided that the lack of any actual problems with the food supply meant that the Arthwyd should continue to focus on their current problems, which meant dealing with Clan Pathwalker and Kashkans.

The majority of the rest were more concerned about the increasing issues regarding the Arthwyd's food supply as while things were acceptable for now, there was no knowing when things could get worse. They felt that they should do something to prepare for that possibility, but were divided on how to achieve that. One side felt they should focus on expanding food production and stockpile their crops to increase their food reserves whilst the other side believed the best course of action was figure out new ways to use the divine magic of the goddess to aid their farming efforts.

The last group felt that the main priority of the Arthwyd should be dealing with the mass influx of refugees arriving in Arthwydish territory, citing that it could potentially be the biggest arrival of refugees in the history of the Arthwyd Empire.

How do the Arthwyd react to the worsening of the cold?
[] [Ice] They focus on finishing off their foes.
[] [Ice] They focus on producing more food.
[] [Ice] They focus on looking for a magical solution.
[] [Ice] They focus on integrating the lowlander refugees.

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: More Farming, Success/Failure: +1 Temp Econ/-

***​

So the fighting has been very bloody for all those involved. Kashkan didn't slow down or change course so his horde ploughed into Forluc territory, bringing the Forluc Empire into the fight and while he would have done well against just one of you, the two empires at once proved to be too much for him as between both of you, he has lost half of his forces. With the Maradysh Civil War, it would be over now if Clan Pathwalker hadn't rolled a natural one hundred, but since they did, they are barely hanging on with a single point of Temp Martial.

In other news, the Little Ice Age has gotten worse enough that it will be devastating for all and bad enough that you might see some lowlander states disappearing as a result of it. As things are, you are getting the biggest wave of refugees in Arthwydish history as everyone and their mother is fleeing to you. Before you ask, the options do take into account spreading out refugees between the rest of your empire, which is why some of the higher options cost Temp Diplo.

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 (4)
Econ: 35 (21)
Martial: 10 (9)
Mystic: 72 (60)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 14 (17)

Legitimacy: 4/3
Stability: 2/3
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 (Major): 1d20 Temp Econ Damage every Main Turn or Mid Turn, No Temp Econ Regeneration,
King of the Hill: +1 Temp Diplo at the start of each 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)
 
[] [Haven] They accept almost all of the refugees. (-2 Stability, Small chance of stability loss, -3 Temp Diplo, -2 Temp Mystic, +3 Temp Econ next Mid Turn)
[X] [Haven] They accept all of the refugees. (-3 Stability Loss, -4 Temp Diplo, -3 Temp Mystic +4 Temp Econ next Mid Turn)

[X] [Ice] They focus on finishing off their foes.
 
If we focus on integrating the low-landers will that counteract some of the loss we'd get from taking in refugees?

Also, it seems likely if we choose to take in all the refugees again, we might end up upgrading our Haven value.
 
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Interesting choises
[] [War] They learn the importance of having another warriors to properly patrol and guard your walls.
This likely leads to another branch of our forces trained for garrison duties
[] [War] They learn how costly it is to seize a settlement with stone walls by force.
This leads to better understanding of seige warfare and likely looking for ways to more practical methods to deal with them.
[] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
This has our forces look for ways to counter cavalry
[] [Ice] They focus on finishing off their foes.
This pretty much has us focus on finishing off our enemies
[] [Ice] They focus on producing more food.
More farming and storage
[] [Ice] They focus on looking for a magical solution.
Studying magic likely leaning toward farming and/or stuff to help with the light ice age.
[] [Ice] They focus on integrating the lowlander refugees.
and well, this is kind of the obvious helping incorporate refugees option.
 
that include stability, and if so, how much would it mitigate the stability loss of taking all the refugees? And what's the effect of 0 stability?
0 Stability means we're perfectly balanced. Negative stability means we start to get unrest, and -4 Stability I believe is the point where our Civ will just outright collapse.
 
As a reminder to everyone that we do have that Value from the Forluc;

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,

Ironically very few of us were fans of this when we got it but something tells me it'll be very useful to us now.
 
This leads to better understanding of seige warfare and likely looking for ways to more practical methods to deal with them.
Actually thinking about this, the obvious answer of simply doing a siege would be viewed as insufficient, especially since our only experience is likely the kind of settlements that are made specifically to be self-sufficient, so this would probably lead to searching for siege weapons to punch holes in the walls, or better methods to get on said walls...
 
[] [War] They learn the importance of having another warriors to properly patrol and guard your walls.
Probably useful, if only because as is the Arthwyrd now have scouts and warriors but we don't do static defense/pitched battle too well.
[] [War] They learn how costly it is to seize a settlement with stone walls by force.
...Not that great? The problem is as far as I can tell the Arthwyrd/Forloc Empires are the biggest fans of things military infrastructure at the moment, even if other polities now generally have figured them out. I don't think we HAVE opponents we truly need Seigecraft for fighting yet.
[] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
Shield wall? Pike formations? Could be potent, the 'baseline soldier' idea added at last to the specialist CatEyes/CatClaws.
 
[] [War] They learn how costly it is to seize a settlement with stone walls by force.
...Not that great? The problem is as far as I can tell the Arthwyrd/Forloc Empires are the biggest fans of things military infrastructure at the moment, even if other polities now generally have figured them out. I don't think we HAVE opponents we truly need Seigecraft for fighting yet.
Honestly that is probably a good point... Though there is one use that is kind of overlooked, if they learn siege craft, well, they would be better able to defend because of knowledge on how to fight it. While others it might not be that useful, for us, any attacker would need to break through the walls because simply waiting the defenders out would be impossible. 🤷‍♂️
 
I think we should go for the Calvary option. It is the one that lets us learn how to fight an actual battle if we need to which is something our military is severely lacking in. The only reason we're as strong as we are is because the quality and quantity of our warriors. But the actual organization of our military is dog shit.

And that's the problem, we have warriors, not soldiers. The Calvary option is great because singular, independent warriors are shit at fighting large battles so this should be a good chance to start the transition of our warriors into proper soldiers who can fight as a group in large battles.
 
And that's the problem, we have warriors, not soldiers. The Calvary option is great because singular, independent warriors are shit at fighting large battles so this should be a good chance to start the transition of our warriors into proper soldiers who can fight as a group in large battles.
Or it could go towards other methods. Like say developing traps tailored to deal with horsemen and their advantages. The guard option might be a better choice, since the counter cav option only has a potential to lead to spear formations, while the patrol option would create another type of soldier that would specialize in a kind of fighting our forces are lacking in, albeit currently they may just be garrison forces.
 
Or it could go towards other methods. Like say developing traps tailored to deal with horsemen and their advantages. The guard option might be a better choice, since the counter cav option only has a potential to lead to spear formations, while the patrol option would create another type of soldier that would specialize in a kind of fighting our forces are lacking in, albeit currently they may just be garrison forces.
I don't think so;
[] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
 
Or it could go towards other methods. Like say developing traps tailored to deal with horsemen and their advantages. The guard option might be a better choice, since the counter cav option only has a potential to lead to spear formations, while the patrol option would create another type of soldier that would specialize in a kind of fighting our forces are lacking in, albeit currently they may just be garrison forces.
As I understand it, Garrison forces in general might be a concept we don't have down pat just yet...
 
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