What I was arguing at the time was that we have the right to try the military personnel of a belligerent foreign government who waged a war against our people to assert the right to own slaves as criminals yes.
Ok but seriously fuck this. You were strongly and firmly advocating for cultural genocide. Misconstruing an action is one thing but this shit? Saying that what is factually genocide isn't? That's a serious moral error. You were not advocating to put war criminals on trial and send them to prison. This is your vote and what you were arguing for. You were trying very hard to kill a whole bunch of Zaradysh with the Make Examples vote, you were trying to exile all the members of the Zarannist faith with the Exile All Zarannists vote, and you were trying to commit genocide of a religious group through Relocate All Zarannists. You're saying you only advocated for acts against military personnel and here we see exactly what you mean by that: all of the men, women, and children. You are the kind of person who counts children as military personnel in order to encourage people to perform genocidal acts on them.

You are a person who gleefully misconstrues facts in order to advance your interests. You say parties and sermons is persecution of political opponents so that we can settle more land, you say the children of an entire civilisation are military personnel so genocide is impossible against them so that we can kill them, exile them, or relocate them to wipe out their culture and faith.
 
[X] [MAIN] Venerate the Goddesses
[X] [SEC] Venerate the Goddesses
[X] [MAIN] Settle Land = (Greenbay)
[X] [SEC] Settle Land = (Greenbay)
 
[X] [MAIN] Venerate the Goddesses
[X] [SEC] Venerate the Goddesses
[X] [MAIN] Settle Land = (Greenbay)
 
Two things. First, trying to get rid of the Zarannists following the True Zaradysh Invasion would have been either regular genocide or cultural genocide with the exception of the exile vote or the regular vote. This would have been from either killing them in the make examples option or the purge option or trying to destroy their religious and cultural identity in the outlaw worship and relocation options. If one of those options had one, I would have rolled a dice or two to determine how effective is was from where you could get the Arthwyd just wiping them out to having rebellious holdouts who would lay low, but ready for a chance to strike to an ongoing insurrection.

Second, using Venerate the Goddesses wouldn't be the Cadlon or priesthood trying to educate or eliminate dissenters, it would be more bread and circuses to distract the populace from their worries. In this case, pushing worship and faith in Arthryn and her Daughters to keep them from worrying about how those evil undead abominations have enslaved all of those poor, poor lowlander barbarians.
 
In this case, pushing worship and faith in Arthryn and her Daughters to keep them from worrying about how those evil undead abominations have enslaved all of those poor, poor lowlander barbarians.
To be clear, this is in-character interpretation of events from the Arthwyd's point of view, not what it actually is. In reality the lowlanders are just vassals, receiving food and protection in exchange for fealty, same as our vassals. Same goes for the Arthwyd's belief that the Caradysh are evil abominations. The Arthwyd are, to an extent, ignorant assholes.
 
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To be clear, this is in character interpretation of events from the Arthwyd's point of view, not what it actually is. The lowlanders are just vassals, receiving food and protection in exchange for fealty like our vassals. Same goes for the Arthwyd's belief that the Caradysh are evil abominations. The Arthwyd are, to an extent, ignorant assholes.

This is correct though there is some cultural perceptions to the issue. The undead and the Caradysh specifically are a major part of Arthwydish mythology as villains who had be personally defeated by their war-goddess almost a thousand years ago so the Arthwyd do have good reason to believe that the Caradysh are evil so unlike many prejudices, their beliefs aren't baseless and invalid even if they aren't necessarily correct anymore due to the changing facts. Sort of like how you could hate the German government from eighty years ago for being a bunch of Nazis, but holding that belief today wouldn't be valid even if it was previously correct.
 
TLDR: hold our heads in the Greenbay sand and bread & circuses, or actually take steps to resolve the problem and bread & circuses.

There's no reason to believe that yet another generation of frenzied fear--however bread&circused away--would help the Arthwyd get over their cultural preconceptions. In fact, from the imminent -2 Stability of the factions (one of which we have only one turn to resolve), it seems to be precisely the opposite.

The longer we wait, the more our options are constrained--whether from a diplomatic point of view, or a military/spiritual intelligence point of view (can we take steps to shape ascended Urth to our advantage? We'll never know). Continued ignorance does nothing to further our cause.
 
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If we wait on reaching out this turn and hammer down on the veneration button we have fair odds of raising our stability back up to 3/3, next turn we can reach out whilst hammering down on the veneration button again to counteract stability loss from the diplo attempt and the single faction quest failure giving us a good chance of maintaining at least 2/3 stability after initial recontact with the Caradysh, after that we can ride the stability loss from factions with repeated veneration until the distressed factions realise the continued lack of invading hostile undead armies and non hostile communication isn't that bad.
 
Second, using Venerate the Goddesses wouldn't be the Cadlon or priesthood trying to educate or eliminate dissenters, it would be more bread and circuses to distract the populace from their worries. In this case, pushing worship and faith in Arthryn and her Daughters to keep them from worrying about how those evil undead abominations have enslaved all of those poor, poor lowlander barbarians.
Hmm, sounds like something we shouldn't do too much off. And I think that the winning options right now include both a Main and a Sec....
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 124 | Sufficient Velocity [Posts: 3101-3236]
##### NetTally 2.2.0

Task: SEC

[X][SEC] Change up to two Passive Policies (Agriculture+Agriculture->Foreign+Glory)
No. of Votes: 9

[X][SEC] Venerate the Goddesses
No. of Votes: 9

[X][SEC] Diplomatic Expedition = (Caradysh)
No. of Votes: 6

[X][SEC] Settle Land = (Greenbay)
No. of Votes: 6

[X][SEC] Diplomatic Expedition = Hamefordysh
No. of Votes: 5

[X][SEC] Diplomatic Expedition = Sinsearysh
No. of Votes: 5

[X][SEC] Support Subordinate = (Cernn)
No. of Votes: 5

[X][SEC] Diplomatic Expedition = Bruraysh
No. of Votes: 4

[X][SEC] Diplomatic Expedition = Diondairysh
No. of Votes: 4

[X][SEC] Build Wall = (Eastern Rock River)
No. of Votes: 3

[X][SEC] Build Wall = (Western Rock River)
No. of Votes: 3

[X][SEC] Diplomatic Expedition = Lowlander Tribes
No. of Votes: 2

[X][SEC] Explore Lands = Cursed Forest
No. of Votes: 2

[X][SEC] Diplomatic Expedition = Boarfolk Nomads
No. of Votes: 1

[X][SEC] Diplomatic Expedition = Fordysh
No. of Votes: 1

[X][SEC] Diplomatic Expedition = Fornn
No. of Votes: 1

[X][SEC] Diplomatic Expedition = Thurezea
No. of Votes: 1

[X][SEC] Explore Lands = Southern Lowlands
No. of Votes: 1

[X][SEC] More Farming.
No. of Votes: 1

[X][SEC] Trade Expedition = Boarfolk Nomads
No. of Votes: 1

[X][SEC] Trade Expedition = Lowlander Tribes
No. of Votes: 1

[X][SEC] Trade Expedition = Thurezea
No. of Votes: 1



——————————————————————————————————————————————
Task: MAIN

[X][MAIN] Venerate the Goddesses
No. of Votes: 9

[X][MAIN] Settle Land = (Greenbay)
No. of Votes: 7

[X][MAIN] Train Sacred Warriors
No. of Votes: 2


Total No. of Voters: 15
 
It ain't persecution and it's displeasing how dedicated you've been to maintaining this complete misconstruing of things. It's fucking eery how similar these words of yours sound to those of right wing wack jobs who cry persecution of religion when a court stops some Christian business from discriminating against gay people, or who say that representation of racial minorities in media is political correctness or white genocide.
The sole purpose of this post seems to be you trying to draw parallels between me and people you dislike and/or think are unpopular in an attempt to get people to hate me.

In doing so, you seem to be denigrating groups/a group of people("right wing wack jobs") even if the group(s) in question sound like they do loathsome things if we go by your description.

Are you certain this post should exist?
Ok but seriously fuck this. You were strongly and firmly advocating for cultural genocide. Misconstruing an action is one thing but this shit? Saying that what is factually genocide isn't? That's a serious moral error. You were not advocating to put war criminals on trial and send them to prison. This is your vote and what you were arguing for. You were trying very hard to kill a whole bunch of Zaradysh with the Make Examples vote, you were trying to exile all the members of the Zarannist faith with the Exile All Zarannists vote, and you were trying to commit genocide of a religious group through Relocate All Zarannists. You're saying you only advocated for acts against military personnel and here we see exactly what you mean by that: all of the men, women, and children. You are the kind of person who counts children as military personnel in order to encourage people to perform genocidal acts on them.

You are a person who gleefully misconstrues facts in order to advance your interests. You say parties and sermons is persecution of political opponents so that we can settle more land, you say the children of an entire civilisation are military personnel so genocide is impossible against them so that we can kill them, exile them, or relocate them to wipe out their culture and faith.
[X] [War] Make examples of the remaining Zaradysh.
[X] [War] Exile all of the Zarannists.
[X] [War] Relocate all of the Zarannists.

Punish those who sought to harm the people or send those with incompatible beliefs to go live somewhere else.

Purging the Zarannist Maradysh seems too extreme. Breaking them up and spreading them out amongst the Arthwyd is fine, though relocation makes me think "help them get situated somewhere far away" more than the forced assimilation that it is.

I'm not sure if merely outlawing their goddess will do anything but foster resentment and create a source of stabhits for our civ.

At the same time, they started murdering people simply for the right to oppress people. We should not condone this.

[X] [Merntir] She encourage the Merntir to take advantage of Eurwyn's talent to make more magical discoveries.
[X] [Merntir] She stays out of it and let those on the North Coast choose their own priorities.

The Merntir stopped researching magic after they summoned Demons this one time.
Either use this opportunity to keep a habit from forming or leave them to their own devices.


Makes sense for a Military tech under an Admin hero.


Combatants, free non-combatants and slaves?
Of the True Zaradysh, Brianna conscripted every man, woman and child into her army.

By definition, they are not civilians.
These "children" were brought North at the start of the war.
The war lasted for eleven winters.
Anybody who came can probably be considered an adult by any standard of the current time period given that they are well into their teens at this point and that most of them have participated in a war, which is a trial of adulthood if I ever saw one.

I suppose those born during the war and those brought in during their infancy might not count, but that was also already answered.

Nice try though.
And in the posts you quoted, I made it clear that my aim for the Zaradysh was to punish members of a military organization that went to war against our people for the sake of stopping our ban on slavery within the Arthwyd sphere of influence.
I also re-iterated that I was specifically talking about the children who were conscripted into Brianna's military at the start , and further clarified that I considered the combination of eleven winters having passed and their war participation to qualify this group as adults.

The religious group in question was split between the aforementioned military organization that invaded our subjects and the Maradysh Zarannists who rose up in open revolt(charges of treason and sedition) over the question of whether or not they should be allowed to own slaves once the opportunity arose because they believed in the right of the strong to oppress the weak. The Maradysh Zarannists then re-instituted slavery and waged war against us for eleven years.

The cultural genocide would have been a side-effect of its adherents committing crimes and getting caught. My argument was and remains that people who commit these type of crimes ought to feel the consequences of said crimes.

Either you genuinely do not understand the nuance of my argument, or you're being disingenuous in your assertions. Either way, you are being wrong(again) in your claims about my motives and my person.
Second, using Venerate the Goddesses wouldn't be the Cadlon or priesthood trying to educate or eliminate dissenters, it would be more bread and circuses to distract the populace from their worries. In this case, pushing worship and faith in Arthryn and her Daughters to keep them from worrying about how those evil undead abominations have enslaved all of those poor, poor lowlander barbarians.
This is correct though there is some cultural perceptions to the issue. The undead and the Caradysh specifically are a major part of Arthwydish mythology as villains who had be personally defeated by their war-goddess almost a thousand years ago so the Arthwyd do have good reason to believe that the Caradysh are evil so unlike many prejudices, their beliefs aren't baseless and invalid even if they aren't necessarily correct anymore due to the changing facts. Sort of like how you could hate the German government from eighty years ago for being a bunch of Nazis, but holding that belief today wouldn't be valid even if it was previously correct.
Am I correct in understanding that Venerate basically has us completely sidestepping the question of whether or not people should get on board with Caradysh diplomacy?

Because I was under the impression that the stated goal of this particular set of Venerate actions was to make people change their mind about whether or not war against the Caradysh was the morally or religiously correct thing to do, to make them believe that the Cadlon's pursuit of peace was the will of the Goddesses and that it was aimed to be an effective way to get people to understand why the peace was being pursued and to get them on board.
 
Am I correct in understanding that Venerate basically has us completely sidestepping the question of whether or not people should get on board with Caradysh diplomacy?

Because I was under the impression that the stated goal of this particular set of Venerate actions was to make people change their mind about whether or not war against the Caradysh was the morally or religiously correct thing to do, to make them believe that the Cadlon's pursuit of peace was the will of the Goddesses and that it was aimed to be an effective way to get people to understand why the peace was being pursued and to get them on board.

The Stability and Legitimacy gained from Venerate Goddesses is basically from a religious/spiritual version of 'bread and circuses' where the priesthood uses their influence and the faith of the Arthwydish people to reassure common masses and distract them from their worries by getting them to have faith in Arthryn and her Daughters.

Given that the Arthrynite priesthood isn't against the whole war with the Caradysh thing or onboard with having peace with them, using that action won't directly help persuade people to be okay with peaceful coexistence with the Caraydsh Empire. The best it can do is help indirectly by getting the Arthwydish public distracted long enough until peace with the Caradysh Empire has become the new norm.
 
Given that the Arthrynite priesthood isn't against the whole war with the Caradysh thing or onboard with having peace with them, using that action won't directly help persuade people to be okay with peaceful coexistence with the Caraydsh Empire. The best it can do is help indirectly by getting the Arthwydish public distracted long enough until peace with the Caradysh Empire has become the new norm.
Does this imply that Venerate can push opinions that the Priests support, and does so depending on the voters' narrative intention? Or is Venerate always strictly neutral?
 
1950 AG - Tin Bronze
[X] [MAIN] Venerate the Goddesses
[X] [SEC] Change up to two Passive Policies (Agriculture & Agriculture to Foreign & Glory)
[X] [SEC] Venerate the Goddesses
[X] [SEC] Settle Land = (Greenbay)

Provinces: [MAIN] More Farming,
Merntir: More Walls & More Warriors.
Maradysh: More Walls & More Warriors.
Caermyr: More Warriors.
Grythwyd: More Walls & More Warriors.
Raradysh: More Food.
Zaradysh: More Food.
Tordysh: More Food.
Cernn: More Food & More Warriors.
Lorvysh: More Food.
Forluc: More Walls & More Farming.
Forden: More Walls & More Farming.

As the world came to a new status quo, the Arthwyd Empire focused on adjusting to the new division of the Lowlands. The Cadlon of the Arthwyd called for calm and stability as the Arthwyd Empire grow restless and while few agreed with the peace that had been made with the Caradysh Empire, the priesthood saw nothing good instability and chaos within the lands of the Arthwyd Empire.

Yet not all of the Arthwyd Empire was appeased by the Cadlon as even the Arth Coast was kept happy for now. So while the barbarians continued to seek out food in these still cold times even if it was no longer eternal winter, the other civilised regions of the Arthwyd Empire prepared for war. The ranks of the Catclaws and Cateyes were increased while the most important settlements without stone walls saw themselves receiving the fortifications.

It was not a happy equilibrium, but it was a tolerable one. Nobody was particularly happy without things were and yet nobody was willing to change it by doing something both unthinkable and unacceptable.

For their part, the Caradysh Empire seemed happy with the current state of affairs or at least unwilling to change them. Neither the undead abominations nor their lowlander slaves interacted with the Arthwyd Empire as both of the powers in the Lowlands kept to their own affairs.

This was not a state of affairs that could last forever. Traders from the southern half of the lowlands were being to trickle back into Caermyr as lowlanders began to recover from the Cold while elements of the Arthwydish were getting ready to begin reaching back out into the world again as the lessening of the Cold made regular long-distance travel viable again.

As the seasons went on by, a new discovery was made as metalworkers continued to experiment with different combinations of metal alloys.

Bronze had been a rare, but valued metal that could only be made in limited amounts due to how hard it was to find the right materials and the process of making it was unfortunately toxic. Yet with this new discovery that swiftly made its way around the Arthwydish lands, the Arthwyd Empire could now consistently make bronze with copper and tin, two metals that the Arthwyd Empire did not lack for.

It would take another generation or two for bronze to be commonplace with this new discovery though it would become at least relatively commonplace as bronze could now be mass produced to a degree. The Arthwyd Empire would not lack for skilled crafters of metal, but it only had so many mines available to it.

While food reserves were still recovering from the feeding of the Arthwyd Empire throughout the Cold, a good number of the people within the Arthwyd considered the idea of looking for some new mines to be worth it. Others disagreed with them, claiming the lack of guarantee that they would find anything and the fact that further development on the mines would be required meant that it would be better to wait until the food reserves had recovered.

Do the Arthwyd go looking for new mines?
[] [Metal] Yes, they send an expedition into the Sunrise Mountains. (Temp Econ-, ???)
[] [Metal] Yes, they send an expedition into the Sunset Mountains. (Temp Econ-, ???)
[] [Metal] Yes, they send an expedition into both the Sunrise Mountains and the Sunset Mountains. (Temp Econ--, ???)
[] [Metal] No, they conserve their food reserves.

With the death of the ageing Cadlon Sarwyl, the Arthwyd Empire also found itself having one of its usual elections where the Arthrynite priesthood chose a new Cadlon of the Arthwyd. It would not take too long thanks to all of the information and messages flowing though the Grand Temple and there already being a list of frontrunners.

The first candidate was Priestess Elyna was a native to Greenbay and the woman was known for being a supporter of Cadlon Sarwyl and his predecessors, almost certainly continuing their support for widely unpopular decisions.

The next candidate was Catclaw Cerys was a warrior from Whitefield over on the North Coast. Sharply critical of uneasy peace with the Caradysh Empire, she would be an excellent choice to back any military build-up regardless of if the Arthwyd Empire goes to war or not.

The final candidate was Cateye Eyra of Stripped Leaves, one of the lesser settlements around Caermyr. While unhappy with the undead overlords to the south, Eyra was renown for her skill with magic and her desire to uncover the secrets of the world.

Who is elected Cadlon of the Arthwyd?
[] [Cadlon] Priestess Elyna of Greenbay. (Excellent Admin, ???)
[] [Cadlon] Catclaw Cerys of Whitefield. (Excellent Martial, ???)
[] [Cadlon] Cateye Eyra of Stripped Leaves. (Excellent Mystic, ???)

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 2 Turns, Success/Failure: Free Temple/-1 Stability
Gerontocrats (1.1/10) = Goals: Empowerment of the Elders, Mood: Angry, Ability: Econ+ per 1 Faction Power, Objective: Go to war with the Caradysh in 2 Turns, Success/Failure: 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 1 Turns, Success/Failure: 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 1 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 3 Turns, Success/Failure: Temp Martial+/-1 Stability
Localists (5/10) = Goals: Decreased centralisation, Mood: Relieved, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Build 2 Walls within 1 Turns, Success/Failure: Free Exploration Expedition/Temp Econ-
Militarists (3/10) = Goals: Stronger military and increased warfare, Mood: Angry, Ability: Martial+ per 2 Faction Power, Objective: Improve Martial by 2 in 2 Turns, Success/Failure: Temp Diplo+/-
Isolationists (1.1/10) = Goals: No interactions with foreigners and their lands, Mood: Mildly Pleased, Ability: Diplo- per 2 Faction Power, Objective: Build 1 Walls in 3 Turns, Success/Failure: 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 2 Turns, Success/Failure: Free Settlement/Temp Diplo+
Traderists (7.1/10) = Goals: Thriving trade networks, Mood: Angry, Ability: Wealth+ per 1 Faction Power, Objective: Go to war with the Caradysh in 1 Turns, Success/Failure: Free Small Wall/Temp Wealth--
Internalists (5/10) = Goals: Internal development, Mood: Relieved, Ability: +1 Econ per 1 Faction Power, Objective: Build 3 Aqueducts within 2 Turns, Success/Failure: Temp Econ+/-
Pacifists (7/10) = Goals: No violence or offensive wars, Mood: Mixed, Ability: TBD, Objective: -, Success/Failure: -/-
Purists (1.1/10) = Goals: No barbarians and their ways, Mood: Somewhat Pleased, Ability: Diplo- per 2 Faction Power, Objective: Improve Martial by 1 in 4 Turns, Success/Failure: 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: Temp Econ-, Temp Diplo+, Temp Wealth+, Chance of Innovation,
M: Temp Econ--, Temp Diplo+, Temp Wealth+, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Aqueduct = (Target)
S: Temp Econ--, +1 Aqueduct (Econ+ per 3 Aqueducts),
M: Temp Econ---, +2 Aqueducts (Econ+ per 3 Aqueducts),
-Possible Targets: Greenbay (1/13), 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: Temp Econ--, Temp Mystic-, Temp Culture-, +1 Temple (Mystic++ per Temple)
M: Temp Econ----, Temp Mystic-, Temp Culture-, +2 Temples (Mystic++ per Temple),
-Possible Targets: Greenbay (10/13), 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: Temp Econ--, +1 Small Wall,
M: Temp Econ--, +1 Large Wall,
-Possible Targets: Greenbay (Small: 5/13, Large: 0/13), 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: 4/6, Large: 0/6), Western Rock River (Small: 1/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (11/11)
-Agriculture = Temp Econ++ every turn. (4)
-Arts = Temp Culture+ every turn.
-Diplomacy = Temp Diplo+ every turn.
-Education = Temp Tech+ every Turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress every turn.
-Exploration = Free Exploration roll every turn.
-Foreign = Free Diplomatic Outreach every turn. (1)
-Forestry = 0.5 Sacred Forest Progress every
turn. (1)
-Fortifications = +1 Wall Progress every turn.
-Glory = +1 Prestige every turn. (1)
-Infrastructure = +1 regular infrastructure progress every turn. (2)

-Megaproject = +0.25 Megaproject progress per turn.
-Military = Temp Martial+ every turn.
-Religion = Temp Mystic+ every turn.
-Study = Free Innovation roll every turn.
-Trade = Free Trade Expedition every turn.
-Wealth = Temp Wealth+ every turn.
-War = Free War Party every turn.

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

[] [SEC/MAIN] Develop Mine = (Target)
S: Temp Econ--, +1 Mine, Chance of Additional Effects,
M: 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 Outreach = (Target)
S: Temp Wealth--, Temp Diplo+, Chance of increased relationship, more knowledge about the outside world,
M: Temp Wealth----, 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, Sinsearysh, Thurezea,

[] [SEC/MAIN] Empower Cadlon
S: Temp Mystic-, +1 Centralisation,
M: Temp Mystic--, +1 Centralisation

[] [SEC/MAIN] Expand Econ.
S: Temp Econ++++, Chance of Innovation,
M: Temp Econ++, Econ+ (6/38), Improved Chance of Innovation,

[] [SEC/MAIN] Explore Lands = (Target)
S: Temp Econ-, Temp Martial-, Chance of new discovery,
M: Temp Econ-, 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: Temp Econ---, Temp Martial-, Temp Mystic-, Temp Culture-, +1 Colony
-Possible Targets: Sunrise Mountains, Sunset Mountains, Far East

[] [SEC/MAIN] More Messengers.
S: Temp Econ-, +1 Messengers, (7/39),
M: Temp Econ--, +2 Messengers, (7/39),

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

[] [SEC/MAIN] Plant Sacred Forests
S: Temp Econ--, Temp Mystic-, +0.5 Sacred Forest,
M: Temp Econ----, -2 Temp Mystic-, +1 Sacred Forest,
-Sacred Forests = 9

[] [SEC/MAIN] Settle Land = (Target)
S: Temp Econ---, Temp Martial-, Econ+ Temp Mystic+, +1 Settlement Progress (Mystic++ per 3 Progress in a province),
M: Temp Econ-----, Temp Martial-, Econ++ Temp Mystic+, +2 Settlement Progress (Mystic++ per 3 Progress in a province),
-Possible Targets: Greenbay (13/15), 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: Temp Mystic-, Chance of Innovation,
M: Temp Mystic--, Improved Chance of Innovation

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

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

[] [SEC/MAIN] Support Subordinate = (Target)
S: Temp Econ-, Chance of relationship change,
M: Temp Econ--, Improved Chance of relationship change,
-Possible Targets: Caermyr, Cernn, Forluc, Forden, Lorvysh, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [SEC/MAIN] Trade Expedition = (Target)
S: Temp Diplo-, Temp Wealth+, Chance of increased relationship, more knowledge about the outside world,
M: Temp Diplo-, 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, Sinsearysh, Thurezea,

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

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

[] [SEC/MAIN] Wage War = (Target)
S: Temp Econ-, Chance of damaging target, Chance of losing up to Temp Martial+,
M: Temp Econ--, Temp Martial+, Greater chance of damaging target, Chance of losing up to Temp Martial++,
-Possible Targets: -Possible Targets: Achland, Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Fordysh, Fornn, Hamefordysh, Hielwald, Lochanysh, Sinsearysh, Thurezea,

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

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

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

***​

So as you might have noticed, there has been some changes. Since I had some free days to do it, I decided to rework the mechanics a bit. This was because what worked for a small, rising power was not working too well for a larger stat as things got unwielded.

First of all, since you become a superpower and have discovered all of the main stats, I have decided to shift the main stats away from being exact numbers to being more vague and narratively representative of the vast resources of the Arthwyd Empire. Because of this, actions and other things either give a plus or minus to a stat or temp stat. At the end of each turn, I will count how many minus or pluses each stat and temp stat gets and figure out if it has lowered or increased.

I have also decided to scrap Mid Turns and Main Turns and just have a Turn. While Mid Turns worked in PoC due to giving the players a chance to react to their Main Turn choices, it wasn't really working like that in CoN so I decided to scrap it.

I have also gotten rid of province actions as it was unwieldly for me to track and figure out while Passive Polices fulfil the same purpose just as well. Because of this, I have replaced both of your province actions with a Legacy that gives you two Passive Polices. These two new Passive Policies have been filled by Passive Polices that you wanted to replace the Agriculture ones with.

I have also added in a prestige ranking for everyone and given some opinion trackers for each NPC Civ. This is done because I feel it makes things easier to track.

There may have been other things, but I can't remember them off the top of my head. I also froze the faction quests for a turn to give you time to adjust.

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
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 1
Special: Gain Crisis Resistance+ 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
Crisis Damage: Event, Crisis Damage- 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.

Stats
Diplo
: Decent (Extremely High)
Econ: Immense Farms and Manpower (Low)
Martial: Good (Slightly Understrength)
Mystic: Effectively Limitless (Slightly Depleted)
Culture: Low (Extremely High)
Tech: Low (Average)
Wealth: Very Wealth (Quite High)

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

Statuses
Centre of Trade (Caermyr): Temp Wealth+ every Turn.
Centre of Trade (Greenbay): Temp Wealth+ every Turn.
Expensive Free Labour: All Wealth Costs are greatly increased, +2 to Innovation Rolls,
Food Aid: Temp Econ- every Turn per a non-religious subordinate.
Little Ice Age (Minor): Temp Econ- every Turn.
King of the Hill: Temp Diplo+ at the start of each Main turn,
Trade Dominance (Bronze Goods): Wealth++
Trade Dominance (Copper Goods): Wealth+
Trade Dominance (Gold Goods): Wealth++
Trade Dominance (Silver Goods): Wealth+
Trade Deficit (Honey): Wealth--

Arthwyd: 63
Maradysh = 46
Merntir = 42
Caradysh = 41
Caermyr = 32
Forluc = 28
Grythwyd = 25
Cernn = 24
Achland = 22
Hielwald = 21
Boarfolk Nomads = 20
Thurezea = 19
Zaradysh = 16
Forden = 15
Tordysh = 14
Raradysh = 13
Lorvysh = 12
Fordysh = 11
Fornn = 11
Forzea = 10
Lochanysh = 8
Bruraysh = 7
Diondairysh = 7
Hamefordysh = 6
Sinsearysh = 6

Status/Frequency of Contact
Achland = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10
Boarfolk Nomads = Independent/None
-Your Opinion 8/10
-Their Opinion = 8/10
Bruraysh = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 5/10
Caradysh = Independent/None
-Your Opinion 0/10
-Their Opinion = 4/10
Diondairysh = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 5/10
Fordysh = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 7/10
Fornn = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 7/10
Forzea = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 7/10
Hamefordysh = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 5/10
Hielwald = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10
Lochanysh = Independent/None
-Your Opinion 2/10
-Their Opinion = 2/10
Sinsearysh = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 5/10
Thurezea = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10

7/6 Subordinates
3/3 Religious Subordinates
1/1 Colony

Type/Dependence
Caermyr = Religious Trade Post/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Cernn = Religious Vassal/Very Low
-Your Opinion 7/10
-Their Opinion = 10/10
Forden = Vassal/Middling
-Your Opinion 6/10
-Their Opinion = 8/10
Forluc = Vassal/Middling
-Your Opinion 6/10
-Their Opinion = 8/10
Grythwyd = Religious Colony/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Lorvysh = Vassal/Middling
-Your Opinion 4/10
-Their Opinion = 9/10
Maradysh = Religious Vassal/Very Low
-Your Opinion 8/10
-Their Opinion = 10/10
Merntir = Religious Vassal/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Raradysh = Colony/Middling
-Your Opinion 6/10
-Their Opinion = 9/10
Tordysh = Vassal/Middling
-Your Opinion 6/10
-Their Opinion = 9/10
Zaradysh = Colony/Middling
-Your Opinion 6/10
-Their Opinion = 9/10

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions.
Ancient Bureaucracy: +2 Passive Policies
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.
Tech Discoverers: +1 Temp Tech to Tech generating actions
Wealth Discoverers: +1 Temp Wealth to Wealth generating actions

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, Temp Mysticism+ every 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: Temp Econ+ every Turn, Temp Wealth+ every Turn, Crisis Resistance++,

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: Additional 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, Crisis Resistance+

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: Gain 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
Foil 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
Bone
Bronze
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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@Oshha, our provinces did Main More Farming, so the Pacifists quest should be complete.

EDIT: Also we were supposed to get 4 province secondaries but only got 2.
 
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@Oshha, our provinces did Main More Farming, so the Pacifists quest should be complete.

Updated. I will figure out their new faction ability and new faction quest tomorrow.

EDIT: Also we were supposed to get 4 province secondaries but only got 2.
There was a mistake on my part. I mixed your number of Mid Turn actions without how many province actions you had so I spent a few turns giving you twice as many province actions as you should have been getting.
 
[X] [Metal] Yes, they send an expedition into the Sunrise Mountains. (Temp Econ-, ???)
[X] [Metal] Yes, they send an expedition into the Sunset Mountains. (Temp Econ-, ???)
[X] [Metal] Yes, they send an expedition into both the Sunrise Mountains and the Sunset Mountains. (Temp Econ--, ???)
[X] [Cadlon] Catclaw Cerys of Whitefield. (Excellent Martial, ???)
[X] [Cadlon] Cateye Eyra of Stripped Leaves. (Excellent Mystic, ???)

Provinces: [MAIN] More Farming,
Merntir: More Walls & More Warriors.
Maradysh: More Walls & More Warriors.
Caermyr: More Warriors.
Grythwyd: More Walls & More Warriors.
Raradysh: More Food.
Zaradysh: More Food.
Tordysh: More Food.
Cernn: More Food & More Warriors.
Lorvysh: More Food.
Forluc: More Walls & More Farming.
Forden: More Walls & More Farming.
The actions our subordinates didn't spend on food, they spent on warriors and walls. That should a very big hint what our priority should be.

[X] [MAIN] Train Sacred Warriors
[X][SEC] Change up to two Passive Policies (Agriculture+Agriculture->Infrastructure+Infrastructure)
[X][SEC] Change up to two Passive Policies (Agriculture+Agriculture->Infrastructure+Infrastructure) x2
[X] [SEC] Diplomatic Outreach = (Fornn)

Edit for approval:
[X] [SEC] Build Wall = (Eastern Rock River)
[X] [SEC] Build Wall = (Western Rock River)
[X] [SEC] Study Magic.
[X] [SEC] Academy
[X] [SEC] Library
 
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