Well of course they miss out, everything has a prize. But don't think of it as militias, think of it as mass mobilization. It's expensive but it completely destroys anyone who can't match it, and does so quickly. And then you send them back and work to recover your economy, which the guys you killed could be very smug about if they'd survived but they are dead so they are helping you replace casualties instead.
We have a simple answer to massed bodies.

Walls and elite attrition-minded skirmishers.

The issue is that not every settlement has walls.
 
Casual reminder that Oshha has been playing Ymaryn Successor Quest, where the mechanic Revaunchism is pretty much this exact thing.

The mechanics between the quests are also rather different due to the level of detail and time scales that they both operate at and most of the similarities will be from both quests being inspired by PoC.
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 120 | Sufficient Velocity [Posts: 2989-3045]
##### NetTally 2.2.0

Task: Mega

[X][Mega] The work on the census results in another idea being conceived. (Unlocks the Academy megaproject)
No. of Votes: 15

[X][Mega] The improved census reveals a talented individual. (Gain a Hero)
No. of Votes: 1

[X][Mega] The improvements to census allows for wisdom spread throughout the Arthwyd. (Upgrade a Value)
No. of Votes: 1



——————————————————————————————————————————————
Task: Forluc

[X][Forluc] In addition to demanding submission, Arthwyd Empire will require the Forlucans will have to cease their slaving ways. (-20 Temp Econ, -20 Temp Mystic, Gain the Forluc as a vassal, Gain the Forden as a vassal, both the Forluc and the Forden abolish slavery in their lands, ???)
No. of Votes: 12

[X][Forluc] No price as the Arthwyd Empire help of the Forlucans out of the kindness of their hearts. (+1 Diplo, +2 Temp Diplo, -10 Temp Econ, -10 Temp Mystic, ???)
No. of Votes: 11

[X][Forluc] The Arthwyd Empire will demand that what remains of the Forluc Empires submits to the Cadlon of the Arthwyd. (-10 Temp Econ, -10 Temp Mystic, Gain the Forluc as a vassal, Gain the Forden as a vassal, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Cernn

[X][Cernn] The Arthwyd Empire acknowledges the Cernn as being a civilised part of it. (Pleased Cernn, -1 Legitimacy, -1 Stability, ???)
No. of Votes: 16

[X][Cernn] The Arthwyd Empire acknowledges the Cernn as being a semi-civilised part of it. (Upset Cernn, ???)
No. of Votes: 3



——————————————————————————————————————————————
Task: Caradysh

[X][Caradysh] The Arthwyd Empire accepts the current situation as it is, making an uneasy peace with the Caradysh Empire. (-1 Stability, ???)
No. of Votes: 11

[X][Caradysh] The Arthwyd Empire vows to free the lowlands from the evil grip of the Caradysh Empire. (+1 Stability, ???)
No. of Votes: 9

[X][Caradysh] The Arthwyd Empire goes to war with the Caradysh Empire to drive back the undead abominations. (+1 Stability, ???)
No. of Votes: 2


Total No. of Voters: 23
 
[X][Caradysh] The Arthwyd Empire accepts the current situation as it is, making an uneasy peace with the Caradysh Empire. (-1 Stability, ???)
[X][Forluc] No price as the Arthwyd Empire help of the Forlucans out of the kindness of their hearts. (+1 Diplo, +2 Temp Diplo, -10 Temp Econ, -10 Temp Mystic, ???)
 
[X] [Mega] The work on the census results in another idea being conceived. (Unlocks the Academy megaproject)
[X] [Forluc] In addition to demanding submission, Arthwyd Empire will require the Forlucans will have to cease their slaving ways. (-20 Temp Econ, -20 Temp Mystic, Gain the Forluc as a vassal, Gain the Forden as a vassal, both the Forluc and the Forden abolish slavery in their lands, ???)
[X] [Cernn] The Arthwyd Empire acknowledges the Cernn as being a civilised part of it. (Pleased Cernn, -1 Legitimacy, -1 Stability, ???)
[X] [Caradysh] The Arthwyd Empire vows to free the lowlands from the evil grip of the Caradysh Empire. (+1 Stability, ???)
 
[X][Caradysh] The Arthwyd Empire accepts the current situation as it is, making an uneasy peace with the Caradysh Empire. (-1 Stability, ???)
[X][Forluc] No price as the Arthwyd Empire help of the Forlucans out of the kindness of their hearts. (+1 Diplo, +2 Temp Diplo, -10 Temp Econ, -10 Temp Mystic, ???)
 
[X][Caradysh] The Arthwyd Empire accepts the current situation as it is, making an uneasy peace with the Caradysh Empire. (-1 Stability, ???)

Everything else I'm not sure about. But when it comes to this, a chance to end an endless cycle of war, I'll take it.
 
[X] [Forluc] In addition to demanding submission, Arthwyd Empire will require the Forlucans will have to cease their slaving ways. (-20 Temp Econ, -20 Temp Mystic, Gain the Forluc as a vassal, Gain the Forden as a vassal, both the Forluc and the Forden abolish slavery in their lands, ???)
 
@Oshha How many actions (or, more to the point, how much +Temp Econ from farming) would the Forluc+Forden have, as our vassal?

If they give, like, net +5 Temp Econ / Turn, that would alleviate the worries that the climate might roll badly and send our Temp Econ into the negatives.
 
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@Oshha How many actions (or, more to the point, how much +Temp Econ from farming) would the Forluc+Forden have, as our vassal?

If they give, like, net +5 Temp Econ / Turn, that would alleviate the worries that the climate might roll badly and send our Temp Econ into the negatives.
Why would they give bonus Econ? None of our other subordinates do. Quite the opposite: our current Ice Age situation translates to -4 Temp Econ / Turn per non-Arthrynite subordinate.
Forluc and Forden would mean adding two more non-Arthrynite vassals. Presumably, they would be treated the same as our other barbarian subordinates.

If you want to reduce the Temp Econ drain? Wait until a Main turn and vote:
[] [SEC/MAIN] Support Subordinate = (Target)
on a non-religious subordinate with the stated intent of making them more Arthrynite in culture/religion so they can grow their own food, like the Cernn. Or the Maradysh.
 
So, I'm definitely confused about the mechanics. I see our vassals doing "More Food" on the action list, and I assume that contributes +1 Temp Econ. But, if it's only for themselves (not for our Temp Econ stat), and we in fact net -4 Temp Econ / Turn / Vassal, where is our Temp Econ gain each turn coming from (with regeneration paused due to the Ice Age)?
 
@Oshha How many actions (or, more to the point, how much +Temp Econ from farming) would the Forluc+Forden have, as our vassal?

If they give, like, net +5 Temp Econ / Turn, that would alleviate the worries that the climate might roll badly and send our Temp Econ into the negatives.

I'm not sure why you would get Econ from the Forlucans if they were your vassal. You don't get anything from your vassals since the players vote not to.

I see our vassals doing "More Food" on the action list, and I assume that contributes +1 Temp Econ. But, if it's only for themselves (not for our Temp Econ stat), and we in fact net -4 Temp Econ / Turn / Vassal, where is our Temp Econ gain each turn coming from (with regeneration paused due to the Ice Age)?

The 'More Food' is basically telling you what your subordinates are getting up to. As for where you are getting your Temp Econ, it is from your Province Actions and your Passive Policies.
 
Alright, let me try to make sense of this.
Greenbay (12/15), Rockbay (6/15), Eastern Rock River (6/15), Western Rock River (1/15), 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),

9 Provinces

Province Actions: 1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Special: -1 Temp Econ Damage per a Province

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Religious Vassal/Very High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Lorvysh = Vassal/Very High/High
Maradysh = Religious Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/Very High/High
Tordysh = Vassal/Very High/High
Zaradysh = Colony/Very High/High

9 Provinces, for a total of 4 province actions (and also 4 of our own actions), and +4 extra passive policies (5 passive policies total).

Passive policy is 5x Agriculture, each for +4 Temp Econ per turn. This gives us +20 Temp Econ / Turn.

Province actions are being spent on: [MAIN] More Farming, [SEC] More Farming, [SEC] Venerate the Goddesses, for a total of +6 Temp Econ / Turn.

Extra bonus from census: +1 Temp Econ / Turn.

Adding these together, our gains amount to +27 Temp Econ / Turn.


I assume the High dependence vassals are the ones that are draining -4 Temp Econ / Turn. There are 4 of them, for a total of -16 Temp Econ / Turn.

Conclusion: we net gain +11 Temp Econ / Turn, and have 4 total secondary actions to work with. (The Forluc, meanwhile, would only consume 10 or 20 Temp Econ once, and after that be self-sufficient.)

We also have -2 Temp Econ Damage from Census, -1 Temp Econ damage per province (-9 total), for a total of -11 Temp Econ Damage from the 1d20 climate roll. So we have a 55% of taking no damage and are in zero danger of hitting negative Temp Econ with 2 turns (even starting with 25 Temp Econ from abolishing slavery).

(On average, we expect a net gain of +6 Econ/Turn.)

Does this look right to everyone?
 
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Alright, let me try to make sense of this.
-Possible Targets: Greenbay (12/15), Rockbay (6/15), Eastern Rock River (6/15), Western Rock River (1/15), 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),
9 Provinces
5 provinces with 6 or more settlements. Those are the only ones that give benefits.
6 provinces with settlements. Those count towards our minimum centralization. Except we have 4 Admin-free provinces(+1 from Palace Megaproject) so we only have 1 province worth of increased lower centralization.
9 provinces where we can build settlements.
Province Actions: 1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Special: -1 Temp Econ Damage per a Province

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Religious Vassal/Very High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Lorvysh = Vassal/Very High/High
Maradysh = Religious Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/Very High/High
Tordysh = Vassal/Very High/High
Zaradysh = Colony/Very High/High
9 Provinces, for a total of 4 province actions (and also 4 of our own actions), and +4 extra passive policies (5 passive policies total).

Passive policy is 5x Agriculture, each for +4 Temp Econ per turn. This gives us +20 Temp Econ / Turn.

Province actions are being spent on: [MAIN] More Farming, [SEC] More Farming, [SEC] Venerate the Goddesses, for a total of +6 Temp Econ / Turn.

Extra bonus from census: +1 Temp Econ / Turn.

Adding these together, our gains amount to +27 Temp Econ / Turn.



I assume the High dependence vassals are the ones that are draining -4 Temp Econ / Turn. There are 4 of them, for a total of -16 Temp Econ / Turn.

Conclusion: we net gain +11 Temp Econ / Turn, and have 4 total secondary actions to work with. (The Forluc, meanwhile, would only consume 10 or 20 Temp Econ once, and after that be self-sufficient.)

We also have -2 Temp Econ Damage from Census, -1 Temp Econ damage per province (-9 total), for a total of -11 Temp Econ Damage from the 1d20 climate roll. So we have a 55% of taking no damage and are in zero danger of hitting negative Temp Econ with 2 turns (even starting with 25 Temp Econ from abolishing slavery).

(On average, we expect a net gain of +6 Econ/Turn.)

Does this look right to everyone?
The Arthwyd
Early Ancient Theocratic Elective Monarchy
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.

Early Ancient Palace Economy
Passive Policies: 1 +1 per 2 Provinces.
Government type gives:
2 SEC actions
1 Passive Policy
+1 SEC action per 2 provinces.
+1 Province Action per 2 provinces
+1 Passive Policy per 2 provinces

Economy type gives:
1 Passive Policy
+1 Passive Policy per 2 provinces

Given that we have 5 provinces at 6 settlements or higher, our number of [2 Provinces] is currently 2.
By the Civ page, this means we have:
2(Government Base)+2(Government Provinces)=4 SEC actions
2 (Government Provinces) Province Actions
1(Government base) + 1 (Economy Base) + 2 (Government Provinces) + 2 (Economy Provinces) = 6 Passive Policies.

Faction-wise, the Conservatives are adding +2 Passive Policies and the Monarchists are giving us another SEC action. Not sure why we have 4 SEC actions worth of Province Policy.

Also, we got +1 Passive Policy when Greenbay hit 12/15 Settlements.

Edit:
Passive Policies are currently X4 Agriculture, X2 Empire, X2 Infrastructure and X1 Forestry by the way, not X5 Agriculture.
This means Passive Policies give us +16 temp Econ, matching the -16 from having 4 non-Arthrynite subordinates consume 4 temp Econ each. Forluc and Forden might add another -8 Temp Econ because they aren't Arthrynites.

Econ Damage is -1 per 1 Province(5) due to Government, -1 per 1 Centralization(6) due to Economy, -1 from Palace and -2 from Census. Total of -14.
 
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The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 120 | Sufficient Velocity [Posts: 2989-3084]
##### NetTally 2.2.0

Task: Mega

[X][Mega] The work on the census results in another idea being conceived. (Unlocks the Academy megaproject)
No. of Votes: 16

[X][Mega] The improved census reveals a talented individual. (Gain a Hero)
No. of Votes: 1

[X][Mega] The improvements to census allows for wisdom spread throughout the Arthwyd. (Upgrade a Value)
No. of Votes: 1



——————————————————————————————————————————————
Task: Forluc

[X][Forluc] In addition to demanding submission, Arthwyd Empire will require the Forlucans will have to cease their slaving ways. (-20 Temp Econ, -20 Temp Mystic, Gain the Forluc as a vassal, Gain the Forden as a vassal, both the Forluc and the Forden abolish slavery in their lands, ???)
No. of Votes: 14

[X][Forluc] No price as the Arthwyd Empire help of the Forlucans out of the kindness of their hearts. (+1 Diplo, +2 Temp Diplo, -10 Temp Econ, -10 Temp Mystic, ???)
No. of Votes: 12



——————————————————————————————————————————————
Task: Cernn

[X][Cernn] The Arthwyd Empire acknowledges the Cernn as being a civilised part of it. (Pleased Cernn, -1 Legitimacy, -1 Stability, ???)
No. of Votes: 17

[X][Cernn] The Arthwyd Empire acknowledges the Cernn as being a semi-civilised part of it. (Upset Cernn, ???)
No. of Votes: 3



——————————————————————————————————————————————
Task: Caradysh

[X][Caradysh] The Arthwyd Empire accepts the current situation as it is, making an uneasy peace with the Caradysh Empire. (-1 Stability, ???)
No. of Votes: 14

[X][Caradysh] The Arthwyd Empire vows to free the lowlands from the evil grip of the Caradysh Empire. (+1 Stability, ???)
No. of Votes: 10

[X][Caradysh] The Arthwyd Empire goes to war with the Caradysh Empire to drive back the undead abominations. (+1 Stability, ???)
No. of Votes: 2


Total No. of Voters: 28
 
1930 AG - New Status Quo
[X] [Mega] The work on the census results in another idea being conceived. (Unlocks the Academy megaproject)
[X] [Forluc] In addition to demanding submission, Arthwyd Empire will require the Forlucans will have to cease their slaving ways. (-20 Temp Econ, -20 Temp Mystic, Gain the Forluc as a vassal, Gain the Forden as a vassal, both the Forluc and the Forden abolish slavery in their lands, ???)
[X] [Cernn] The Arthwyd Empire acknowledges the Cernn as being a civilised part of it. (Pleased Cernn, -1 Legitimacy, -1 Stability, ???)
[X] [Caradysh] The Arthwyd Empire accepts the current situation as it is, making an uneasy peace with the Caradysh Empire. (-1 Stability, ???)

Some days, Cadlon Morgynys wondered by her predecessor had to upset so many of the Arthwyd Empire's more prominent groups. She could certainly understand why did it. The Caradysh Empire was fearsome and would almost certainly grow more fearsome in time, but the Arthwyd Empire could not afford to wage war against it. Not while the Arthwyd Empire still had to deal with the Cold.

The Cold had continued to lessen over the last generation and a good number of foolish commoners had decided to praise the goddesses for that. Fortunately, the local elements of the priesthood had bene good at stomping out such nonsense, quickly making sure that the uneducated knew that just as Arthryn and her Daughters had no control of the Cold getting worse, they had no control over it getting better.

The Cold might have lessened, but Cadlon Calwyn could not have known that when she made her decision and even then, Morgynys has her doubts about if the Arthwyd Empire could currently match for the Caradysh Empire. Maybe once the Cold has completely gone and their people have had some time to prepare...

As it is, the Arthwyd Empire is not ready for a war with a peer power, at least not one that they share a border with. Too many settlements along the Cursed Forest remain unwalled while the numbers of the Catclaws and Cateyes are too few to match the sheer amount of undead that the Caradysh have.

Perhaps all of the Arthwyd Empire's sacred warriors might be a match for whatever this Cadlon Morgyn can muster, but that would be impossible. Not to mention that Morgynys lacks confidence in the Arthwydish ability to deploy its military forces in a way that can properly match the sheer numbers of the Caradysh...

No. It does not matter how many of her fellow priestesses are upset about not doing something about the evil Caradysh. For all its strength, the Arthwyd Empire simply isn't in a position to match the Caradysh Empire right now.

At least that Cadlon Morgynys hopes that is the case and that she and Cadlon Calwyn have not made the wrong choice like so many of their detractors have been claiming...

***​

The last generation had been one of upheaval for the Arthwyd as they adapted to once again being introduced to the wider world. Despite many others desiring otherwise, Cadlon Calwyn had refrained from going to war with the newly discovered Caradysh Empire and that was not her only controversial decision nor perhaps the most controversial since it could reasonably be reversed in future generations.

While it could not be denied that the Cernn had become some degree of civilised in their absence from the rest of the Arthwyd Empire, few agreed with the Cernn self-assessment that they were civilised. Yet despite the many protests from those felt that for the Cernn had improved, they had yet to become fully civilised.

It was certainly impressive how far they had come, especially under such trying circumstances, but that did not mean they had come all the way. It was understandable they had no Catclaws or Cateyes and relied on a militia instead, but that did not make them civilised. Likewise with how they valued warfare too much. Being willing to defend your community was something worthy of respect, but the Cernn still put too much behind someone's martial prowess, something which was certainly barbarian and not at all civilised, made all the worse by their lack of any sacred warriors.

Ultimately, Cadlon Calwyn ignored all of those protests to the shock of many and formally embraced the Cernn as a civilised part of the Arthwyd Empire. The Cernn was certainly pleased and even as so many disapproved of Cadlon Calwyn's decision, they obeyed it for she was the Cadlon and she had spoken.

Yet many within the Arthwyd Empire now question just how wise and infallible the Cadlon of the Arthwyd truly is. They may be the highest mortal representative of Arthryn and her Daughters but does mean that they cannot make mistakes or be questioned.

Cadlon Calwyn's legacy was not completely controversial as the Cadlon of the Arthwyd did make one popular major decision in her reign and that was to accept the remnants of the Forluc Empire into the Arthwyd Empire on the condition that the Forlucans gave up their slaving ways. It was not an easy thing to accomplish, but things were dire enough amongst the Forluc that giving up what few slaves they had left was not that big of a deal. In an act of quick thinking, the Forlucan Farkas quickly leveraged the condition into a demand for additional aid and resources to aid with the process of removing slavery and with their plenitude of reserved strength, the Arthwyd were more than happy to agree.

Yet not of the interesting events were happy in the south. Along the North Coast, the Merntir had rumours of hidden woes and terrible secrets lurking in the dark, but nothing got officially reported and there was no substance to the rumours beyond what the Leddlon had already reported to the Cadlon and was being dealt with. It certainly sounded unpleasant on the North Coast, but without anything to act upon, there was little that the rest of the Arthwyd Empire could do to help the situation.

Fortunately, the news from the Western Coast was much better. The Garnlon proudly reported to Greenbay that the Grythwyd had finally managed to properly domesticate the griffins native to the Western Coast. Part of it was due to the hard work of the Grythwyd, but partially due to the Cold driving the griffins into the arms of the Grythwyd as the Arthwydish had food that the griffins were struggling to find elsewhere.

The Grythwyd were not sure of what to do with the griffins and neither were the rest of the Arthwyd. For now, their purpose within Arthwydish society seemed to be pets and beasts of labour if you could get a griffin to be cooperative enough.

Conservatives (9/10) = Goals: Stability and the status quo, Mood: Concerned, Ability: +1 Passive Policy per 4 Faction Power, Objective: Found a New Colony within 3 Turns, Success/Failure: Free Temple/-1 Stability
Gerontocrats (1.1/10) = Goals: Empowerment of the Elders, Mood: Angry, Ability: +1 Econ per 1 Faction Power, Objective: Go to war with the Caradysh in 3 Turns, Success/Failure: +1 Temp Econ/-
Theocrats (3/20) = Goals: Empowerment of the Priesthood, Mood: Concerned, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 2 Temples within 2 Turns, Success/Failure: +2 Temp Econ/-
Monarchists (7.1/10) = Goals: Empowerment of the Cadlon, Mood: Angry, Ability: Free Secondary Action per 5 Faction Power, Objective: Go to war with the Caradysh in 2 Turns, Success/Failure: Free Train Sacred Warriors/-1 Stability
Centralists (7.2/10) = Goals: Increased centralisation, Mood: Mixed, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Go to war with the Caradysh in 4 Turns, Success/Failure: +2 Temp Martial/-1 Stability
Localists (5/10) = Goals: Decreased centralisation, Mood: Relieved, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Build 4 Walls within 2 Turns, Success/Failure: Free Exploration Expedition/-2 Temp Econ
Militarists (3/10) = Goals: Stronger military and increased warfare, Mood: Angry, Ability: +1 Martial per 2 Faction Power, Objective: Improve Martial by 2 in 3 Turns, Success/Failure: +2 Temp Diplo/-
Isolationists (1.1/10) = Goals: No interactions with foreigners and their lands, Mood: Mildly Pleased, Ability: -1 Diplo per 2 Faction Power, Objective: Build 3 Walls in 4 Turns, Success/Failure: +1 Temp Econ/-
Explorists (8/10) = Goals: Exploration of the world, Mood: Relieved, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Rediscover the Catfolk in 3 Turns, Success/Failure: Free Settlement/-1 Temp Diplo
Traderists (7.1/10) = Goals: Thriving trade networks, Mood: Angry, Ability: +1 Wealth per 1 Faction Power, Objective: Go to war with the Caradysh in 2 Turns, Success/Failure: Free Small Wall/-3 Temp Wealth
Internalists (5/10) = Goals: Internal development, Mood: Relieved, Ability: +1 Econ per 1 Faction Power, Objective: Build 3 Aqueducts within 3 Turns, Success/Failure: +2 Temp Econ/-
Pacifists (7/10) = Goals: No violence or offensive wars, Mood: Mixed, Ability: +1 Temp Stat for highest Stat per 2 Faction Power when not at war, Objective: Main More Farming once more within 3 Turns, Success/Failure: Free Aqueduct/-2 Temp Econ
Purists (1.1/10) = Goals: No barbarians and their ways, Mood: Somewhat Pleased, Ability: -1 Diplo per 2 Faction Power, Objective: Improve Martial by 1 in 4 Turns, Success/Failure: +1 Temp Econ/-

You have five 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 (0/6), Western Rock River (0/2)

[] [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 (10/12), Rockbay (5/6), Sunrise Bay (5/6), Northern Sunset Plains (5/6), Eastern Rock River (5/6), Western Rock River (1/2)

[] [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: 6/6, Large: 0/6), Eastern Rock River (Small: 3/6, Large: 0/6), Western Rock River (Small: 0/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (9/9)
-Agriculture = +4 Temp Econ per turn. (4)
-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.
-Forestry = 0.5 Sacred Forest Progress per turn. (1)
-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (2)
-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 (6/38), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +2 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, Chance of Innovation,
M: +2 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (7/38),
M: -4 Temp Econ, +2 Messengers, (7/38),

[] [SEC/MAIN] Plant Cash Crops.
S: -2 Temp Econ, +3 Temp Wealth, Chance of Innovation,
M: -1 Econ, -1 Temp Econ, +1 Wealth, +2 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 = 8.5

[] [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 (6/15), Western Rock River (2/15), 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, Lorvysh, 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, +2 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +4 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, Lowlander Tribes, Sinsearysh, Thurezea,

Mega-Projects
[] [SEC/MAIN] Academy
S: -4 Temp Econ, -2 Temp Martial, -8 Temp Mystic, +2 Progress
M: -8 Temp Econ, -4 Temp Martial, -16 Temp Mystic, +4 Progress
-Progress: 0/???

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

***​

You've got griffins. You haven't figured how to ride them or do much with them yet, but you got them. Otherwise nothing especially interesting has happened. You got an uneasy peace with the Caradysh Empire, the Forluc have submitted to the Arthwyd Empire with minimal fuss and spooky things continue to happen along the North Coast.

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 (8)
Econ: 51 (20)
Martial: 10 (9)
Mystic: 85 (67)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 21 (23)

Legitimacy: 3/3
Stability: 1/3
Centralisation: 6 (1/11)
Hierarchy: 4
Prestige: 60

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,
Food Aid: -3 Temp Econ every Main Turn or Mid Turn per a non-religious subordinate.
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 Main 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
Wealth Discoverers: +1 Temp Wealth to Wealth generating actions

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Uncertain/Unknown/None
Boarfolk Nomads = Very Friendly/Very Friendly/None
Caradysh = Ultimate Evil/Cautious Optimistic/None
-Bruraysh = Slaves of Evil/Unknown/None
-Diondairysh = Slaves of Evil/Unknown/None
-Fordysh = Slaves of Evil/Unknown/None
-Fornn = Slaves of Evil/Unknown/None
-Forzea = Slaves of Evil/Unknown/None
-Hamefordysh = Slaves of Evil/Unknown/None
-Sinsearysh = Slaves of Evil/Unknown/None
Hielwald = Uncertain/Unknown/None
Lochanysh = Hostile/Hostile/None
Thurezea = Uncertain/Unknown/None

Subordinates
6/6 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Religious Vassal/Undying/Very Low
Forden = Vassal/High/Medium
Forluc = Vassal/High/Medium
Grythwyd = Religious Colony/Undying/Very Low
Lorvysh = Vassal/Very High/High
Maradysh = Religious Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/Very High/High
Tordysh = Vassal/Very High/High
Zaradysh = Colony/Very High/High

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 Power of the Theocrats, Doubles of the Mystic Gains of religious actions, Boosts diplomacy with Arthrynites.

The Census (Bronze Age) (Tier 2)

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: +1 Temp Econ each Main Turn or Mid Turn, +1 Temp Wealth each Main Turn or Mid Turn, -2 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
Lye
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
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits
Live Trapping
Snares
Trapping

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
Anti-Boarfolk Training
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 (Expert/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/Refined)

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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So, a couple factions want to go to war with the Caradysh within a few turns. Unfortunately, short of extraordinary events, we'll just have to tank the failure penalties.

Instead, we should further thaw relations; that way, the factions, and our people in general might be swayed away from their current demand. The main Arthwyd government will have to force the issue: Diplomatic Expedition or Trade Expedition to start things going. The narrative: since war is not an option, best to pursue peace; and the best way to pursue peace is to start talking and trading.

Also, the Caradysh would be a great help in investigating the Youkai and Merntir "hidden woes", having been maxing out on magic since time immemorial.

...

@UwU If they think the Caradysh are, like, "ultimate evil" bandits, then it kinda sorta makes sense. In reality, the traders stand to benefit a lot from Caradysh markets, and we can jumpstart this realization by Trade Expedition.
 
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