Oh sure, continuous focus on educating the barbarians why our ways are better will probably make us better at making any arriving barbarians realize that our culture is superior to theirs and subsequently make us better at minimizing the stress caused by having barbarians immigrate to our lands. I'm not disputing that.

There's a very clear difference between assimilation and toleration though.
It is likely much more than that. The priesthood IS THE GOVERENMENT...
So, well, I don't really think it is a good idea, especially since I doubt many places had the absolute ties between the religion and the government. So, not doing anything could lead to people ignoring some government laws due to their own perspective. Remember the crusade sparked by people telling off the preisthood?
 
It is likely much more than that. The priesthood IS THE GOVERENMENT...
So, well, I don't really think it is a good idea, especially since I doubt many places had the absolute ties between the religion and the government. So, not doing anything could lead to people ignoring some government laws due to their own perspective. Remember the crusade sparked by people telling off the preisthood?
Are you referring to the Arthrynite Maradysh deciding that their local Maradysh Arthrynite priesthood had a higher jurisdiction over Maradysh affairs than the Greenbay Arthrynite priesthood?

That said, the question of which aspects(if any) of the Arthwyd Code of Laws ought to apply to non-Arthrynites living in the central Arthwyd Core(or possibly the Empire) is a good one. And I can certainly see a lot of opportunities for healthy cultural developments if the Arthwyd are forced to ponder this question and any questions that might arise from this.
 
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
[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 integrating the lowlander refugees.


I wonder if doing these max acceptance things will upgrade the haven value to lower stab loss from accepting refugees or something
 
[X] [War] They learn the importance of having another warriors to properly patrol and guard your walls.
[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 integrating the lowlander refugees.
 
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
[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 integrating the lowlander refugees.
 
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
[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 integrating the lowlander refugees.
 
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
[X] [Haven] They accept many of the refugees. (-1 Stability, -1 Temp Diplo, -1 Temp Mystic, +1 Temp Econ next Mid Turn)
[X] [Ice] They focus on finishing off their foes.
 
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
[X] [Haven] They accept many of the refugees. (-1 Stability, -1 Temp Diplo, -1 Temp Mystic, +1 Temp Econ next Mid Turn)
[X] [Ice] They focus on finishing off their foes.
 
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
[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 integrating the lowlander refugees.
 
Vote is closed. Going to work on the next update slowly so expect it in a week or two.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 111 | Sufficient Velocity [Posts: 2759-2834]
##### NetTally 2.2.0

Task: Haven

[X][Haven] They accept all of the refugees. (-3 Stability Loss, -4 Temp Diplo, -3 Temp Mystic +4 Temp Econ next Mid Turn)
No. of Votes: 19

[X][Haven] They accept many of the refugees. (-1 Stability, -1 Temp Diplo, -1 Temp Mystic, +1 Temp Econ next Mid Turn)
No. of Votes: 3

[X][Haven] They accept a handful of the refugees. (Small chance of stability loss, +0 Temp Econ next Mid Turn)
No. of Votes: 1

[X][Haven] They accept some of the refugees. (Large chance of stability loss, +1 Temp Econ next Mid Turn)
No. of Votes: 1



——————————————————————————————————————————————
Task: Ice

[X][Ice] They focus on integrating the lowlander refugees.
No. of Votes: 18

[X][Ice] They focus on finishing off their foes.
No. of Votes: 4

[X][Ice] They focus on producing more food.
No. of Votes: 1
[X] Qeqre



——————————————————————————————————————————————
Task: War

[X][War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
No. of Votes: 15

[X][War] They learn the importance of having another warriors to properly patrol and guard your walls.
No. of Votes: 7


Total No. of Voters: 23
 
1850 AG - A Frozen World
[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 integrating the lowlander refugees.
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.

The world was ending. Or at least it was as far as the Arthwyd could tell. They had known that the Cold was continuously getting worse, but nobody realised how bad it was going to get. After all, nobody wanted to think that something out of your control that it would kill you without a chance of survival.

Yet that is what happened for the lowlanders and perhaps all others save the Arthwyd as the Cold had become so deep that the world itself was frozen.

The wars had gone well to a degree for the Arthwyd. The last of the Maradysh rebels are finally crush as the final strongholds of Clan Pathwalker fell to the rightful Maradysh government.

Unfortunately, the fighting with Kashkan and his horde and not gone so well as the warlord had decided to deal with one of his foes by striking at the heart of the Forluc Empire. Kashkan and his followers cleaved a path along the edge of the Great Lake, looting and pillaging the Fornn settlements in their way for precious food and other supplies.

In some ways, it benefitted the Forlucans as the lowlanders found it much easier to concentrate their final armies while the closeness of to their heartlands meant that supplying such a host of men was significantly easier.

Unfortunately, the ensuring fight was not something the Arthwyd were able to acquire the details of. All the northerners knew was that it went badly for the Forlucans as it saw their armies shattered and their cities broken. The only upside was that Kashkan apparently suffered just as badly.

The Arthwyd never found out if Kashkan died in battle or if old age got the ageing warlord, but by the end of the fighting, Kashkan was dead along with the majority of his horde. His remaining supporters were scattered, but as communication was lost with everyone outside of the Arthwyd Empire. The sole exception was the Lorvysh as that society of lowlanders was able to use the Green River to keep in touch with Caermyr.

Within the Arthwyd Empire itself, things had gone well as they could have. The resources of the Arthwyd had been stretched as they attempted to accommodate the largest influx of barbarians in the history of the Arthwyd Empire. Thanks to the valiant efforts of the Arthrynite priesthood and the local communities, it had been a successful effort, but things were tense. There was peace and a lack of discord, but it would only take a few small missteps or a single big one to begin causing serious problems.

Otherwise things had gone well. As the Cold continue to deepen, all parts of the Arthwyd Empire had sought a solution. While the more barbarian areas sought to expand their increasingly limited food production and food reserves, the civilised regions had looked to the holy magic of the Goddesses.

There was no one single breakthrough, no single genius who emerged to provided the means. What there was a concentrated effort as different communities of the Arthwyd did what they could to find an answer and then shared for they found with those in different settlements until the magical knowledge of the Arthwyd had been pushed to a new level.

Of the discoveries, only two were truly significant. The first was a series of improvement upon the plant growth spell, something that daily use in these trying times where the different between winter and non-winter was rapidly disappearing. The other discovery wasn't an improvement of an old spell, but the invention of a new one.

The Arthrynite priesthood and figured how to wield the power of Wyrn to put some power behind their words. It didn't even come close to touching the minds of others with the magic instead being solely focusing on empowering the caster. By wielding this new spell, the words of a priest or priestess had more impact behind them. Not too much, just enough to make them more charismatic, more inspiring as they found their words with greater ability to give hope to those listening. Nothing major, but even a little boost to the spirit is worth its weight in bronze in these dire times.

And times are dire. As the Cold gets continuously worse, many within the Arthwyd Empire expected the number of refugees increase, but to the shock of most, the opposite happens as the number of lowlanders seeking safe haven in the north drops off as alongside the calendar.

While some are confused at this unexpected turn of events, most quickly figure out why it is as the Cold proves bad enough that the Arthwyd Empire finds its own food reserves depleted as they forced to deal with poor harvests and the sheer coldness of the world killing their crops. Given that this was soon followed by a lack of contact with the southern lowlanders and the Arthwydish struggling to keep in touch with their own empire, it was quite clear that if the Arthwyd were struggling this badly, then it had to be much worse for the barbarians.

The lack of refugees was almost certainly a mixture of being unable to reach the Arthwyd and the refugees not surviving long enough to reach the Arthwyd Empire. The Arthwydish made sure to accept the meagre few lowlanders who successful reached their lands, but it was a mere handful to generations past and what the Arthwyd had been expecting to receive.

Yet despite the Cold, the Arthwyd endeavour on as seen by an expansion of their settlements along the Rock River. They continued to farm, they continued to build and they continued to thrive even as such deeds continue to become harder with every passing season.

Unfortunately, not all of the Arthwyd Empire was doing as well as the Arthwyd themselves. Those who followed the teachings of Arthryn and her Daughters were coping with the Cold, but the barbarian regions were being hit hard. They weren't getting enough food to feed themselves on their own and so they turned to their Arthwydish overlords, begging to be given food that they were unable to provide for themselves.

Your barbarian subjects beg for food in these dire times. What do the Arthwyd do?
[] [Food] They give them enough food to get by. (-4 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[] [Food] They give them a considerable amount of food. (-2 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[] [Food] They give them some spare food. (-1 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[] [Food] They cannot spare any food for barbarians. (-1 Legitimacy, ???)

The barbarian subjects of the Arthwyd Empire aren't the only lowlanders that the Arthwydish find themselves dealing with. Having lost contact with their Forlucan overlords, but maintain communication with Caermyr, the Lorvysh have apparently decided to try their luck with the Arthwydish. The Cadlon in Greenbay receives a desperate request for introduction into the Arthwyd Empire from the Lorvysh High Chief as the barbarian man offers fealty of himself and his people in exchange for food and protection from the Arthwyd.

Do the Arthwyd accept the Lorvysh's offer?
[] [Vassal] Yes. (Gain the Lorvysh as a Vassal, ???)
[] [Vassal] No. (???)

And then there is the matter of ensuring that the Arthwyd themselves have enough food. If there is one thing that everybody in Greenbay agrees upon, it is that food production is going to be the number one priority of the Arthwyd until the situation improves. In fact, pretty much every community within the Arthwyd is of the opinion that they need to focus on their farms and ensuring that there is enough food to go around.

The end result is a multitude of Arthwydish villages informing the Cadlon and the rest of the leadership in Greenbay that they will be ignoring their old priorities in favour of focusing solely on their crops and harvests.

Vast swathes of the Arthwyd have decided to focus on food production. Without intervention 1D7 random Passive Policies will switch to Agriculture
[] [Policy] The Cadlon does not interfere. (???)
[] [Policy] The Cadlon does interfere. (???)

Priestesses (7) = Mood: Concerned, Ability: Add faction power to Mystic, Objective: Improve food production within 2 Turns, Success/Failure: +1 Temp Econ/-1 Stability
Elders (2) = Mood: Afraid, Ability: Add half of their faction power to another faction, Objective: Keep the people fed for the duration of the crisis, Success/Failure: +1 Temp Econ/-1 Legitimacy
Warriors (6) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Ensure the Arthwyd survive the crisis, Success/Failure: +1 Temp Econ/-1 Stability
Farmers (1 (2)) = Mood: Afraid, Ability: Add half of faction power to Econ, Objective: More Food, Success/Failure: +1 Stability/-
Traders (1) = Mood: Afraid, Ability: Add half of faction power to Wealth, Objective: More Food, Success/Failure: +1 Stability/-

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 (0/5),

[] [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 (5/6), Sunrise Bay (5/6), Northern Sunset Plains (5/6), Eastern Rock River (3/5),

[] [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: 2/5, Large: 0/5)

[] [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 (1/35), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +2 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +2 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (6/35),
M: -4 Temp Econ, +2 Messengers, (6/35),

[] [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 = 7.5

[] [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 (5/15), 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, Lochanysh, Lorvysh, Lowlander Tribes, 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/???

***​

For those wondering, the climate roll basically crit-failed so the Little Ice Age is just an Ice Age. You have lost contact with the Cernn and are struggling to keep in touch with your other subordinates and even parts of the Arthwyd core.

Beyond that, your old threats have been dealt with, but so has pretty much everyone else. As far as the Arthwyd Empire is concerned, the world may be ending and they almost certainly are on their own.

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: 37 (23)
Martial: 10 (11)
Mystic: 78 (72)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 14 (18)

Legitimacy: 4/3
Stability: 0/3
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,
Ice Age (Minor): 3+3d10 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/None
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Extremely Friendly/Extremely Friendly/None
-Caradysh = ???/???/None
-Forden = Extremely Friendly/Extremely Friendly/None
-Fordysh = Extremely Friendly/Extremely Friendly/None
-Fornn = Extremely Friendly/Extremely Friendly/None
-Forzea = Friendly/Friendly/None
-Lorvysh = Extremely Friendly/Extremely Friendly/Limited
Hamefordysh = Wary/Wary/None
Hielwald = Cautious/Cautious/None
Lochanysh = Hostile/Hostile/None
Sinsearysh = Wary/Wary/None
Thurezea = Unfriendly/Unknown/None

Subordinates
2/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = ???/???/???
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
Inspire (Limited)
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 (Basic)
Wound Healing (Expert/Refined)
 
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[X] [SEC] Diplomatic Expedition = (Caradysh)
[X] [SEC] Trade Expedition = (Caradysh)
[X] [SEC] Explore Lands = (Cursed Forest )

Now is the time to make contact with the Caradysh and exchange magical knowledge! Or, you know, just keep an eye on them to see what they do while the lowlands are collapsing. Otherwise we might end up getting surprised.

[X] [SEC] More Fishing.
[X] [MAIN] More Fishing.

Also, more bote.

[X] [Food] They give them enough food to get by. (-4 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[X] [Vassal] Yes. (Gain the Lorvysh as a Vassal, ???)
 
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I think only the Tordysh and the Lorvysh count as non-arthrynite. The rest are religious subordinates or colonies. @Oshha?

Edit: Nevermind, the Grythwyd are a Religious Colony while the Zaradysh and Raradysh are just Colonies. So if we take the Lorvysh that would be 4 Subordinates in need of support.
 
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Vast swathes of the Arthwyd have decided to focus on food production. Without intervention 1D7 random Passive Policies will switch to Agriculture
[] [Policy] The Cadlon does not interfere. (???)
[] [Policy] The Cadlon does interfere. (???)
Can we decide in which direction this interference is? Aka, can we just legitimize this and officially declare it to be a priority? Claim that it was our idea, not theirs?
 
For those wondering, the climate roll basically crit-failed so the Little Ice Age is just an Ice Age. You have lost contact with the Cernn and are struggling to keep in touch with your other subordinates and even parts of the Arthwyd core.
FUUUUUUUUUU-

This all only confirms my suspicions that mother nature, is indeed, a bitch.

[X] [MAIN] More Fishing.
[X] [MAIN] More Fishing.

Also food, and sea innovations.
 
I think only the Tordysh and the Lorvysh count as non-arthrynite. The rest are religious subordinates or colonies. @Oshha?

No, it is the Tordysh, Zaradysh and Raradysh. I'm not sure why you think that a Colony counts as Arthrynite, but a Colony needs to be a Religious Colony to count as Arthrynite.

Can we decide in which direction this interference is? Aka, can we just legitimize this and officially declare it to be a priority? Claim that it was our idea, not theirs?

No. You are choosing between letting them do it without interference or trying to interfere and stop them. Trying to claim it was your idea wouldn't work because nobody would believe that and plenty of people have evidence to provide that it is not your idea. If you want to try and approve it after the fact, that would be the option of not interfering with it.
 
Now is the time to make contact with the Caradysh and exchange magical knowledge! I'll add the other votes in later.
Bad idea.

The Caradysh can wait later. Focus on internal stuff first. An Ice Age is nothing to laugh at. That 3+3d10 roll is for Minor Ice Age. The big one is going to be even worse. One bad roll means the Arthwyd is going to lose a shit load of food in a single turn.
[] [Food] They give them enough food to get by. (-4 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???
With 2 vassals, this is a -8 econ each turn. Combined with an incoming big malus of econ, Arthwyd could probably only lasts for three or four turns. Or one or two turns with a particularly shit roll.

If we're picking this, I would not recommend accepting vassalization, because then you get a -12 econ each turn. A shit roll would have landed us running out of food in two or three turns.

I'll recommend this instead:

[X] [Food] They give them a considerable amount of food. (-2 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[X] [Food] They give them some spare food. (-1 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[X] [Vassal] Yes. (Gain the Lorvysh as a Vassal, ???)
[X] [Policy] The Cadlon does not interfere. (???)
[X] [SEC] Switch Province Policy = (Economy)
[X] [SEC] More Farming.
[X] [MAIN] More Farming.

Get those food production up and running!
 
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Question Oshha, why did the Main option of farming give out less temp econ?

Because it represents a permanent expansion of your farming land rather than a temporary one and therefore it uses up more spare manpower in the short term before the situation stabilises for the long term.
 
[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (1/35), Improved Chance of Innovation,
Seems like we might want to invest a lot of actions on small farming. Because ironically the medium might be worse off...
Ninjad.
Because it represents a permanent expansion of your farming land rather than a temporary one and therefore it uses up more spare manpower in the short term before the situation stabilises for the long term.
Which, in this situation, seems to make it not that helpful...
 
[X] [Food] They give them enough food to get by. (-4 Temp Econ every Main Turn or Mid Turn per a non-Arthrynite vassal, +1 Stability, ???)
[X] [Vassal] Yes. (Gain the Lorvysh as a Vassal, ???)
[X] [Policy] The Cadlon does not interfere. (???)
[X] [SEC] Switch Province Policy = (Economy)
[X] [SEC] More Farming.
[X] [SEC] More Fishing.
[X] [SEC] More Hunting.

We need as much Temp Econ as we can get immediately. This set up gets us 25 plus whatever the passives give when they switch. Next turn we can finish switching out the passives for pure Econ generation and Empire to keep the Empire together.

@Oshha, for the passives, what's the priority order for switching to agriculture?

Edit: Apperently we can't do multiple Sec Farming without them combining into a main Farming. Switched the second and third farming to fishing and hunting which are plus 2 each. Means that this set up will get 16 temp Econ plus whatever the passive give. Ugh.
 
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Very in favor of this right now:

[] [Policy] The Cadlon does not interfere. (???)

honestly, trying to interfere with people, you know, trying not to starve sounds like a bad idea

It would suck if they took out some of the Empire passives, if only because I imagine that will be critical when communication is breaking down as it is, but otherwise everything else can for now be tabled away.

Also, setting precedent for people knowing when to move their priorities rather than following the Cadlon even to their deaths is good imo.
 
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