Meanwhile, in Caradysh Quest:
"The Arthwyd are continuously expanding their territory and population. Obviously they're preparing for a war against our peaceful civilization. We must attack them before it's too late, Arthwyd Delenda Est!"

:V
I could totally see some people do that in said negaverse and get yelled down because of just how scary we are..
The Caradysh might have gotten a ton of corspes, but you still have a ton of people. The Arthwyd were the civ who decided to continuously found new settlements throughout the Ice Age.
I mean, we came out of the ice age with more people than when we entered, meaning we still outnumber them!

"You mean those mad lads, ACTUALLY SETTLED NEW SETTLEMENTS IN THE MIDDLE OF THE ICE AGE!?!?!?!?"


...
[X] [War] They learn that they need a way to counter the cavalry of the Boarfolk in a proper battle.
Did anything come of that action from so many turns ago?
 
As already mentioned, you got this:

I couldn't figure out any specific under the current cultural and technological conditions of the Arthwyd so I went for a generic sort of bonus.
The best way to handle heavy shock cavalry at our tech level is for our warriors to stay in tight formation, brace for the impact, and the most crucial thing, not break. Heavy cavalry is devastating in large part because you're gonna have a really hard time convincing your troops to not run away from the giant tank formation barrelling straight towards them, but if they hold their ground, the cavalry will eventually get bogged down and picked to pieces.

Against archer cavalry, gonna borrow from this reddit post.
For the byzantines -- armies who had vastly more organization and discipline than their european counterparts in the 10th century or so -- the tricks were basically discipline combined with foot archers. One particular fact to keep in mind is that the bows horse archers used were shorter, had shorter range and very limited power and accuracy compared to foot archers.

So, Byzantine discipline would keep the infantry formed and lines of spearmen in front of the foot archers. The foot archers would hold their safe ground and use their superior range and hitting power to discourage the horse archers.


EDIT: The best defence against cavalry nomads is forts and fortifications, though. Better use of them is probably the best way to fight nomads.
 
Last edited:
As already mentioned, you got this:

I couldn't figure out any specific under the current cultural and technological conditions of the Arthwyd so I went for a generic sort of bonus.
Well... our opponent has those dragon-boars. Suddenly needing to deal with fire attacks from above might evolve the old shield wall into Testudo tactics. And/or lead to sturdier(and less flammable) shields.
On the other hand, Earthshaping might make it possible to meld the shields with the ground as a type of quick field fortification against charges, with further earthshaping and general digging afterwards to replace the shields with yet more stone.

Bow tech could also be good given our culture of Sacred Warriors, our poisons,our blessings of longevity, adaptability, increased strength, and our magics to boost accuracy and weapons skill.

I assume faster progress on training Griffins as wasn't an option?
The best way to handle heavy shock cavalry at our tech level is for our warriors to stay in tight formation, brace for the impact, and the most crucial thing, not break. Heavy cavalry is devastating in large part because you're gonna have a really hard time convincing your troops to not run away from the giant tank formation barrelling straight towards them, but if they hold their ground, the cavalry will eventually get bogged down and picked to pieces.

Against archer cavalry, gonna borrow from this reddit post.



EDIT: The best defence against cavalry nomads is forts and fortifications, though. Better use of them is probably the best way to fight nomads.
Boarfolk flying pigs might strafe our archer line if we try to copy the Byzantine method.
 
Yeah, Bronze Age anti-air is kind of an iffy prospect. (And, not to be a broken record, but this is yet another reason to start trading for Caradysh magic.)

Do we still have Birdfolk interceptors (they should be able to outmaneuver the dragon-boars), or are they now all too overweight?

Otherwise, we have to wait for (or do studies encouraging) Griffin riders.

Fortunately, the least counterable tactic of hovering just outside of arrows' reach and dropping explosives into our formations is unlikely to be developed by the Boarfolk (unless they've been in contact with a civ that specializes in explosives).
 
Last edited:
Dragon Boar outmaneuvers Birdfolk 1/10th their mass, while having to ensure its rider doesn't fall? That's pretty crazy (or the Birdfolk are kinda bad at flying). Are the Birdfolk at least better at hovering?

We need to start researching directed wind magic, probably, or something that gives propulsion.
 
Seriously all the bird folk could ever do was glide for a bit, they could never properly fly they were never going to fly with any skill at all. No they cannot hover either you know how much energy it takes to hover? It's immense.
 
Dragon Boar outmaneuvers Birdfolk 1/10th their mass, while having to ensure its rider doesn't fall? That's pretty crazy (or the Birdfolk are kinda bad at flying). Are the Birdfolk at least better at hovering?

The Dragon-Boars are magical in nature while the Birdfolk are biological. The Birdfolk were ever good flyers and they barely were flyers at all while the Dragon-Boars are powerful magical creatures who get to cheat with magic.
 
Yeah, Bronze Age anti-air is kind of an iffy prospect. (And, not to be a broken record, but this is yet another reason to start trading for Caradysh magic.)

Do we still have Birdfolk interceptors (they should be able to outmaneuver the dragon-boars), or are they now all too overweight?

Otherwise, we have to wait for (or do studies encouraging) Griffin riders.

Fortunately, the least counterable tactic of hovering just outside of arrows' reach and dropping explosives into our formations is unlikely to be developed by the Boarfolk (unless they've been in contact with a civ that specializes in explosives).
Big issue with magic trade is that the Arthwyd are super picky with magic and only use divine magic from the Goddesses.

Any trade would still involve reverse engineering, and the Arthwyd would only be able to do magic that fits in the portfolio of one of the Goddesses.
 
Seriously all the bird folk could ever do was glide for a bit, they could never properly fly they were never going to fly with any skill at all. No they cannot hover either you know how much energy it takes to hover? It's immense.
If they really can only glide, the Birdfolk's flight is useless unless they're starting from high ground or are lifted by a very strong wind.

Since Oshha said their flight is purely biological, I guess that would be the safer assumption for now.

Big issue with magic trade is that the Arthwyd are super picky with magic and only use divine magic from the Goddesses.

Any trade would still involve reverse engineering, and the Arthwyd would only be able to do magic that fits in the portfolio of one of the Goddesses.
Then this would be a good value to absorb from the Caradysh, in the event that a magic can't be reverse engineered (or maybe even if, since it undoubtedly slows development... but then again, it's great to have independent fallbacks so I'm not complaining even if not).

Even if we don't absorb the value, examples of working magic would help significantly in inspiring such development.

The third option, of course, is just to ally them and invite their spellcasters into our corps; the more diplomatic but less magitech-heavy solution.
 
If they really can only glide, the Birdfolk's flight is useless unless they're starting from high ground or are lifted by a very strong wind.

Since Oshha said their flight is purely biological, I guess that would be the safer assumption for now.
How does the Blessing of Evalyn interact with the Birdfolk?
Previously the Blessing of Arthryn gave muscles, and the weight of that restricted their flight. Logically, even more muscles would make them incapable of flight at all.
Their already limited flight has been reduced to them using their wings to giving them a boost to their jumps.
Birdfolk flight got gradually weaker after we started proliferating the Arthrynite Divine Blessings.
 
Seriously all the bird folk could ever do was glide for a bit, they could never properly fly they were never going to fly with any skill at all. No they cannot hover either you know how much energy it takes to hover? It's immense.
If they really can only glide, the Birdfolk's flight is useless unless they're starting from high ground or are lifted by a very strong wind.

Since Oshha said their flight is purely biological, I guess that would be the safer assumption for now.
Birdfolk flight got gradually weaker after we started proliferating the Arthrynite Divine Blessings.

The Birdfolk had limited flight that was mostly good for getting some height to look around or getting somewhere higher than they could jump. With the Blessing of Arthryn, this ability has decreased to basically gliding and double-jumping.

The third option, of course, is just to ally them and invite their spellcasters into our corps; the more diplomatic but less magitech-heavy solution.
Not going to happen. Your spellcaster corps is the Arthrynite priesthood, which exclusively uses Arthrynite Holy Magic. It also happens to be your government.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 130 | Sufficient Velocity [Posts: 3250-3349]
##### NetTally 2.2.0

Task: Metal

[X][Metal] Yes, they send an expedition into both the Sunrise Mountains and the Sunset Mountains. (Temp Econ--, ???)
No. of Votes: 13

[X][Metal] Yes, they send an expedition into the Sunrise Mountains. (Temp Econ-, ???)
No. of Votes: 1

[X][Metal] Yes, they send an expedition into the Sunset Mountains. (Temp Econ-, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Cadlon

[X][Cadlon] Priestess Elyna of Greenbay. (Excellent Admin, ???)
No. of Votes: 10

[X][Cadlon] Cateye Eyra of Stripped Leaves. (Excellent Mystic, ???)
No. of Votes: 6

[X][Cadlon] Catclaw Cerys of Whitefield. (Excellent Martial, ???)
No. of Votes: 3



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

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

[X][MAIN] Academy
No. of Votes: 1

[X][MAIN] Library
No. of Votes: 1

[X][MAIN] Study Magic.
No. of Votes: 1

[X][MAIN] Study Magic. x2
No. of Votes: 1



——————————————————————————————————————————————
Task: SEC

[X][SEC] Change up to two Passive Policies (Agriculture+Agriculture->Infrastructure+Infrastructure)
No. of Votes: 10

[X][SEC] Change up to two Passive Policies (Agriculture+Agriculture->Infrastructure+Infrastructure) x2
No. of Votes: 8

[X][SEC] Trade Expedition = (Sinsearysh)
No. of Votes: 8

[X][SEC] Venerate the Goddesses
No. of Votes: 7

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

[X][SEC] Diplomatic Outreach = (Fornn)
No. of Votes: 4

[X][SEC] Academy
No. of Votes: 2

[X][SEC] Build Wall = (Eastern Rock River)
No. of Votes: 2

[X][SEC] Build Wall = (Western Rock River)
No. of Votes: 2

[X][SEC] Library
No. of Votes: 2

[X][SEC] Study Magic.
No. of Votes: 2

[X][SEC] Trade Expedition = (Hamefordysh)
No. of Votes: 2
[X] argenten
[X] Qeqre

[X][SEC] Change up to two Passive Policies (Agriculture+Agriculture->Glory+Glory)
No. of Votes: 1

[X][SEC] Change up to two Passive Policies (Agriculture->Glory)
No. of Votes: 1

[X][SEC] Trade Expedition = (Fornn)
No. of Votes: 1
[X] Qeqre


Total No. of Voters: 18
 
the strongest anti-cavalry tech is ranged attacks strong enough to put them down. Easier against the fragile horse than the sturdy boar though, and I think it's fine we got a generic boost instead of anything specific.

Boar are incredibly well designed as a species, and making them bigger, magical and potentially fire breathing and flying only makes them scarier.
 
1970 AG - Beyond the Arthwyd Empire
[X] [Metal] Yes, they send an expedition into both the Sunrise Mountains and the Sunset Mountains. (Temp Econ--, ???)
[X] [Cadlon] Priestess Elyna of Greenbay. (Excellent Admin, ???)
[X] [SEC] Change up to two Passive Policies (Agriculture & Agriculture to Infrastructure & Infrastructure)
[X] [SEC] Change up to two Passive Policies (Agriculture & Agriculture to Infrastructure & Infrastructure) x2
[X] [SEC] Trade Expedition = (Sinsearysh)
[X] [SEC] Venerate the Goddesses
[X] [SEC] Diplomatic Outreach = (Caradysh)

Merntir: More Walls & More Warriors
Maradysh: More Walls
Caermyr: More Walls
Grythwyd: More Walls & More Warriors
Raradysh: More Farming
Zaradysh: More Farming & More Shrines
Tordysh: More Farming & More Expansion
Cernn: More Walls
Lorvysh: More Farming
Forluc: More Walls & More Warriors
Forden: More Walls & More Warriors

As it always did, life went on and many within the Arthwyd had warned would happen in past, the northerners were coming to accept the existence of the Caradysh Empire as a thing. Nobody liked the undead abominations ruling over the southern Lowlands, but things had been that way for a few generations now and it was a tolerable situation so people were beginning to tolerate it as a fact of life.

With the Cold having greatly reduced, the Arthwyd began to affairs other than farming for having enough food as no longer the overwhelming concern. While the rest of the Arthwydish regions focused on preparing for a war with the Caradysh, the Arth Coast was preparing for return to building up its vast, but still far from complete infrastructure.

Even as more walls went up around settlements on the border, more temples were also built to the point that the vast majority of Arthwydish settlements had a temple for their local priesthood. In fact, it was something of a struggle to find an Arthwydish village or town that lacked a temple of its own.

As the new tin-copper bronze spread throughout the Arthwyd Empire, the Arthwyd sought to find new sources of ore to meet up with its ever-increasing demands. The reduced trade throughout the Cold had helped alleviate the issue, but as international trade began to pick up with groups both within and outside the Arthwyd Empire. The Cadlon of the Arthwyd organised expeditions into both the Sunrise Mountains and the Sunset Mountains while the Localists arranged their own exploration into the Sunrise Mountains and enterprising locals did their best to find any potential mines along the Rock River.

Over the ensuring seasons, the Arthwyd Empire found a great bounty of potential mine locations. The majority of it was four sites in the Sunrise Mountains, including tin and silver while the Sunset Mountains had another mine location. To varying surprise of many, the Rock River had not only some copper veins to tap, but also a site with enough gold ore to make for a decent gold mine.

As for all of these discoveries, it would be overshadowed by the events that took place under Cadlon Gwyn. Her predecessor had decided to try restoring trade with the southern Lowlands despite the rule of the Caradysh Empire. The end result had been some limited trade with the recovering Sinsearysh, which had the nice side effect of letting the Arthwyd know just what the Caradysh were doing in the lowlands.

It turned out to be much nicer than anyone had expected. The Caradysh certainly placed their own in charge of the lowlanders and took the bodies of their dead for their own sinister purposes, but that seemed to be it. They were not actively killing their living subjects and seemed to be content for a natural death before claiming their prize. In some ways, they seemed to be better than the chiefs and lords of the past as the undead abominations apparently made an effort to be concerned about the well-being on the lowlanders they ruled over.

After replacing Cadlon Calwyn went to be with the Goddesses, Cadlon Gwyn made the very controversial and unpopular decision to directly open up contact with the Caradysh themselves. Despite the massive outrage and pushback, the Cadlon Gwyn pushed forth with her plans and an expedition of went out to meet with the rulers of the Caradysh Empire.

It went oddly well given that it was a diplomatic outreach to evil monsters out of legend. With a strong bodyguard of Catclaws, a handful of Arthrynite priestesses and priests meet with an abomination calling itself Lady Dewyna. A revenant, the undead Forester wore the well looked after body of an attractive middle-aged and distinctively lowlander woman and was oddly polite and reasonable.

There were three meetings in total between Lady Dewyna and the Arthwydish representatives. Nothing was agreed to, but the talks did go ahead without incident and did not break down, defying the expectations of many as the Arthwydish expedition returned to Greenbay without any trouble or losses.

The reaction to this deeply unexpected outcome was mixed. Combined with what information had been gleamed from the Sinsearysh, it was quite clear that the Caradysh were capable of acting in a benevolent manner for entirely pragmatic purposes despite their inherently evil nature. Whether or not that was a good thing proved to be a divisive subject as some within the Arthwyd saw it as the Caradysh being capable of long-term peace out of self-interest. Others felt that it just meant the Caradysh were capable of hiding their true nature and deceiving their victims until the undead abominations revealed their true colours.

Debates about whether or not the Arthwyd Empire needed to break the Caradysh Empire now lest the Foresters trick too many into falling for their deception swiftly broke out. Those debates were almost just as swiftly quashed as news from the North Coast came in.

The Merntir were under attack by monsters of shadow and ice, similar to those that had plagued the wilderness of the North Coast on and off for the last few generations. The only difference now was that the monsters were being commanded by either people or things that were once people.

When the Merntir began to receive visitors from the sunrise, it was a few tribes of Boarfolk nomads who had decided to make the effort to see if the Arthwyd Empire was still around to trade with. As the Merntir spoke with the nomad traders, it soon became apparent that the Cold was localised to the lands of the Arthwyd and the Lowlands, leaving the Far East, the Far South and the bulk of the Boarlands unaffected by it.

Concerning and intriguing as this new information was, it was overshadowed just like the Caradysh debate was. Men or once-men came from the sunrise like the Boarfolk, but their intentions were far from peaceful. These folk were not an army onto themselves, but instead acted like the Caradysh revenants as they wielded unholy magics more foul than Forester necromancy to command the monsters that stalked the wilds of the North Coast.

The Catclaws and Cateyes of the Merntir were holding their own for now. The once-men and their monsters of shadow and ice were only making raids at the moment, either out of choice or they could muster no more strength, and that something that the Merntir were capable of handling for now.

Nonetheless, the Cadlon of the Arthwyd had a responsibility to the rest of the Arthwyd and even if it was not needed, Cadlon Gwyn had sent some form of aid to the North Coast.

How what sort of aid does Cadlon Gwyn send to the Merntir?
[] [North] Food and volunteers. (Temp Econ-)
[] [North] Catclaws and Cateyes. (Temp Martial-)
[] [North] Both economical and military aid. (Temp Econ-, Temp Martial-)

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 1 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 1 Turns, Success/Failure: Temp Econ+/-
Theocrats (3.1/20) = Goals: Empowerment of the Priesthood, Mood: Mixed, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 4 Temples within 4 Turns, Success/Failure: Free Innovation/-1 Stability
Monarchists (7/10) = Goals: Empowerment of the Cadlon, Mood: Outraged, Ability: Free Secondary Action per 5 Faction Power, Objective: Build 6 Walls within 3 Turns, Success/Failure: -/-1 Legitimacy
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 2 Turns, Success/Failure: Temp Martial+/-1 Stability
Localists (5.1/10) = Goals: Decreased centralisation, Mood: Pleased, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Build 3 More Walls within 3 Turns, Success/Failure: Temp Wealth+/-
Militarists (3/10) = Goals: Stronger military and increased warfare, Mood: Angry, Ability: Martial+ per 2 Faction Power, Objective: Improve Martial by 2 in 1 Turns, Success/Failure: Temp Diplo+/-
Isolationists (1.2/10) = Goals: No interactions with foreigners and their lands, Mood: Pleased, Ability: Diplo- per 2 Faction Power, Objective: Avoid further contact with the Caradysh Empire, 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 1 Turns, Success/Failure: Free Settlement/Temp Diplo-
Traderists (7/10) = Goals: Thriving trade networks, Mood: Upset, Ability: Wealth+ per 1 Faction Power, Objective: Restore the Honey Trade in 4 Turns, Success/Failure: -/-1 Stability
Internalists (5/10) = Goals: Internal development, Mood: Relieved, Ability: +1 Econ per 1 Faction Power, Objective: Build 2 Aqueducts within 2 Turns, Success/Failure: Temp Econ+/-
Pacifists (7.1/10) = Goals: No violence or offensive wars, Mood: Hopeful, Ability: Chance relative to faction power to negate Stability loss while at peace, Objective: Build 4 Temples within 4 Turns, Success/Failure: Free Aqueduct/-
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 3 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 Roads = (Target)
S: Temp Econ-, Temp Mystic+, +1 Road,
M: Temp Econ--, Temp Mystic+, +2 Roads,
-Possible Targets: Greenbay (0/13), 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 (6/6), Sunrise Bay (6/6), Northern Sunset Plains (6/6), Eastern Rock River (6/6), 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: 5/6, Large: 0/6), Western Rock River (Small: 2/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (11/11)
-Agriculture = Temp Econ++ every turn.
-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. (6)

-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 (Bismuth: 0/1, Lead/Silver: 0/2, Tin: 1/2), Sunset Mountains (Copper/Silver: 1/1, Lead/Silver: 1/1, Nickel: 0/1), Rock River (Copper: 0/1, Gold: 0/1)

[] [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 = 9.5

[] [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, East Men, 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/???

***​

Sorry things took so long. RL stuff got in the way of writing and my sleep these less few days have been mixed. As what has happened in this update, I would say it has gone well for you. The diplomatic expedition cost you some legitimacy and stability, but the results went about as well as you could have hoped for. Between four different exploration expeditions, you have found plenty of potential mine locations and you have begun to reopen trade beyond the Arthwyd Empire.

Unfortunately not everything has gone well for you and the Merntir are suffering some form of invasion. So far things are limited to raids, but you don't know if things will remain that way or if they will escalate.

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 (Average)
Mystic: Effectively Limitless (Below Average)
Culture: Low (Extremely High)
Tech: Low (Average)
Wealth: Very Wealth (Quite High)

Legitimacy: 2/3
Stability: 2/3
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 every 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: 64
Maradysh = 46
Caradysh = 43
Merntir = 42
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/Limited
-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 2/10
-Their Opinion = 6/10
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/Limited
-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 Lo-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
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
Bone
Bronze
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
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)
 
Last edited:
That's pretty much the best outcome for the diplomacy we could expect, and we also have a distraction that will take up people's attention until official recognised peace with the Caradysh becomes the familiar status quo.

A terrible distraction that's killing people but still...

Edit: Looking at the faction list we gonna be venerating the godessess for a while
 
Last edited:
By the way, I have added in-universe dates to all of the threadmarks. AG stands for 'After Greenbay', which refers to Greenbay being founded as the first settlement of the proto-Arthwyd and them making their switch from nomadic hunter-gatherer to settled farmers. It was also the start of the original quest with 0 AG being the in-universe date of the opening post of the first thread.
 
Last edited:
Welp, at least we know that the Caradysh are firmly in the "either reformed or being really long term self interested" camp, which means that building walls is about the most we need to do for now, so let's focus on getting the trade with the boar bois back up and whomping the monsters going after our people.
 
Back
Top