Employing sarcasm for this in this manner doesn't say good things about how well you've managed to understand other people's thoughts, arguments, and expectations. The way you've perceived things must've been distorted indeed if you'd come to think that anyone argued or expected the vassals would do differently.
You rhetoric on this subject has only been along the vein that ANY preparation for a possible war was immoral. That our subjects or passive policies doing anything other than civil infrastructure was a bad thing.

Edit: These actions convey serious concerns in our society that you have made an ideological rejection of their legitimacy.
 
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You rhetoric on this subject has only been along the vein that ANY preparation for a possible war was immoral. That our subjects or passive policies doing anything other than civil infrastructure was a bad thing.

Edit: These actions convey serious concerns in our society that you have made an ideological rejection of their legitimacy.
You must be pretty limber given the amount you've had to stretch to reach these conclusions, but you know what, if you're really this ready to make all these reality-adjacent claims about the situation and my own actions, I doubt it'd be fruitful to further engage with you on this matter.
 
[X] [North] Both economical and military aid. (Temp Econ-, Temp Martial-)

[X] [SEC] Venerate the Goddesses
[X] [MAIN] Library
[X] [MAIN] Build Aqueduct = (Greenbay)
 
Why are people voting to do Main Build Aqueduct? The Pacifists quest gives us an aqueduct so we'd only need to build one more besides that to finish the Internalists quest.
 
Would you consider giving [SEC] Build Aqueduct an approval vote?

Ehhh... I generally prefer not to approval vote.... But the thread is weirdly quiet this turn and you asked nicely so I suppose so.
[X] [North] Both economical and military aid. (Temp Econ-, Temp Martial-)

[X] [SEC] Venerate the Goddesses
[X] [MAIN] Library
[X] [MAIN] Build Aqueduct = (Greenbay)
Edit: and I forgot to add the approval vote, whoops
[X] [SEC] Build Aqueduct = (Greenbay)
 
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The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 135 | Sufficient Velocity [Posts: 3381-3409]
##### NetTally 2.2.0

Task: North

[X][North] Both economical and military aid. (Temp Econ-, Temp Martial-)
No. of Votes: 7



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

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

[X][SEC] Build Temples = (Greenbay)
No. of Votes: 4

[X][SEC] Build Aqueduct = Greenbay)
No. of Votes: 3

[X][SEC] Settle Land = (Greenbay)
No. of Votes: 3

[X][SEC] Trade Expedition = (Thurezea)
No. of Votes: 3

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

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

[X][SEC] Libraryx2
No. of Votes: 1

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

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

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

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

[X][SEC] Train Sacred Warriors
No. of Votes: 1



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

[X][MAIN] Library
No. of Votes: 5

[X][MAIN] Build Temples = (Greenbay)
No. of Votes: 3

[X][MAIN] Build Aqueduct = (Greenbay)
No. of Votes: 1

[X][MAIN] Libraryx2
No. of Votes: 1

[X][MAIN] Train Sacred Warriors
No. of Votes: 1


Total No. of Voters: 9
 
Rolling to break tie between 1/[SEC] Build Aqueduct = Greenbay), 2/[SEC] Settle Land = (Greenbay) and 3/[SEC] Trade Expedition = (Thurezea).
Oshha threw 1 3-faced dice. Reason: Tie breaker Total: 2
2 2
 
1990 AG - The Library
[X] [North] Both economic and military aid. (Temp Econ-, Temp Martial-)
[X] [MAIN] Library
[X] [SEC] Venerate the Goddesses
[X] [SEC] Build Temples = (Greenbay)
[X] [SEC] Settle Land = (Greenbay)

Merntir: More Walls & Monster Hunting
Maradysh: More Walls & More Trails
Caermyr: More Roads
Grythwyd: More Walls & More Boats
Raradysh: More Farming & More Walls
Zaradysh: More Shrines & More Trails
Tordysh: More Farming & More Temples
Cernn: More Walls & More Farming
Lorvysh: More Farming & More Walls
Forluc: More Walls & More Farming
Forden: More Walls & More Farming

The world was not at peace, but the Arthwyd Empire had the fortune to not be involved in the current conflicts. The closest that they came to was the Once-Men and their Monsters of Shadow and Ice as these foes attempted to raid the people of the North Coast.

They were found wanting by the Merntir as the Arthwydish of the North Coast defended their settlements vigorously. Yet for all of the skill and valour of the Cateyes and Catclaws, a great deal of credit for their overwhelming victory had to be given to their foes. The Monsters of Shadow and Ice had animal cunning at most and the Once-Men had no talent for strategy or even tactics. They lacked unity as they failed to worked together and none could muster enough forces to threaten an Arthwydish settlement.

So they died, either in failed assaults on a village by Catclaws or as they got hunted down by Cateyes in the wilderness. It took a handful of winters for no more Once-Men to be found and without their intelligent leadership, the Monsters of Shadow and Ice slowly scattered until there were no more sightings of them a generation later.

The Arthwyd did not know either what the Once-Men or the Monsters of Shadow and Ice were or where they had come from and they did not care. The threat to the chosen people of Arthryn had been dealt with and everything beyond that was a lesser concern. If the Arthwyd had their way, the origins and nature of this threat would remain a mystery as it vanished into the depths of history.

Meanwhile the Caradysh Empire was suffering its own problems of outsider raids. With the Cold have not greatly reduced in severity compared to past generations, the Far South began to turn its eyes north and its ancient tales of plentiful lands with rich people. Between the distance and lack of communication, the Arthwyd Empire were unable to determine what had happened to the Catfolk or if they were the raiders or the raiders belong to some other people of the Far South. All the Arthwyd Empire could determine is that the Caradysh Empire was having mixed results when it came to dealing with these raids.

Yet while the undead abominations were distracted with their own troubles, the Arthwyd Empire got its own affairs in order. The Cadlon of the Arthwyd had been able to restore faith in their authority, but Arthwydish society remained tense as the shadow of the Caradysh Empire loomed them and lingered in their thoughts.

Another attempt by the Cadlon of the Arthwyd to improve the spirits of their subjects was to begin work on the old library idea. The Arthrynite priesthood had always maintained a local archive of records at every temple and shrine, but this library was the first time that there had been a serious attempt to do the same with non-government works.

While an archive would hold government records like settlement reports or official messages that would be kept just in case they were needed in the future, the library held more personal things like stories, both factual and fictional, poems, studies and other works done by an individual in their free time such studies of nature and magic.

In its own way, the library is revolutionary thing and a step forward in furthering the knowledge of the civilised world.

First Library
The Library of Greenbay is the greatest collection of information in the world and the first library. Containing almost countless records, this was the first great collection of information that is semi-available to all.
Effects: +1 to Innovation Rolls

Choose your bonus for completing the Library Megaproject.
[] [Mega] The work on the first library revealed a talented individual. (Gain a Hero)
[] [Mega] The work on the first library resulted in a new administrative discovery being made. (Gain one administrative-based Innovation)
[] [Mega] The work on the first library resulted in a new religious innovation being made. (Gain one religious-based Innovation)
[] [Mega] The construction of the library leads the way for a series of improvements to the government. (Switch to Ancient Theocratic Elective Monarchy Government Type)
[] [Mega] The construction of the library results in a new way of thinking spreading throughout the Arth Coast. (Upgrade a Random Value)
[] [Mega] The completion of the first library inspires the idea of an even greater one. (Unlock the Great Library Megaproject)

Other steps forward for the civilised world included the Arth Coast finally getting temples in all of its settlement. A long-time dream that the Merntir, Grythwyd and Caermyr had already achieved, it was a massive step forward for the Arthwyd Empire that ensured all communities on the Arth Coast would have easy access to proper facilities of the Arthrynite priesthood. It also had the side benefit of strengthening the Arthrynite priesthood and with it, the Arthwydish government.

Another thing of note within the Arthwyd Empire was the rise of a very talented individual within the Zaradysh, a woman called Seonaid. Easily the largest organised group of barbarians within the Arthwyd Empire, the Zaradysh found themselves being organised by this rising star as Seonaid married into the royal family by seducing the heir and eldest son to their Zandis.

To the pleasant surprise of the Arthwydish, Seonaid was seemingly doing her best to civilised the Zaradysh as she worked on making communications between the barbarian settlements and improving the power of the Zarannist priesthood within the Zaradysh. While Seonaid was far from complete in her apparent goal, she had a few generations of life ahead of her so a number of those in Greenbay were quite curious to see how far she would get with her endeavours.

Things were looking up for the Arthwyd Empire, especially with the latest news from the east. Between an eagerness to begin restoring old trade networks and desire to find friendly neighbours, some elements with the Arthwyd Empire had begun to reach out to the nomad tribes of the Boarlands. And while none of the old contacts existed, the Boarfolk were all to eager to begin trading with the legendary and semi-mythical Arthwyd.

The Boarfolk tribes were happy to exchange goods of the Far East for Arthwydish products, especially their metal tools. The Cold had severed the outflow of metal goods from the Arthwyd Empire and many within the Far East and the Far South were eager to use the legendary tools of their ancestors.

Conservatives (8.9/10) = Goals: Stability and the status quo, Mood: Upset, Ability: +1 Passive Policy per 4 Faction Power, Objective: Build 3 Mines within 3 Turns, Success/Failure: Temp Wealth+/Temp Wealth--
Gerontocrats (1/10) = Goals: Empowerment of the Elders, Mood: Angry, Ability: Econ+ per 1 Faction Power, Objective: Support the Grythwyd within 4 Turns, Success/Failure: -/Temp Econ-
Theocrats (4.2/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Venerate the Goddesses within 3 Turns, Success/Failure: Free Library/Temp Econ-
Monarchists (7/10) = Goals: Empowerment of the Cadlon, Mood: Outraged, Ability: Free Secondary Action per 5 Faction Power, Objective: Build 5 Walls within 2 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 1 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 2 More Walls within 2 Turns, Success/Failure: Free Road/-
Militarists (2.9/10) = Goals: Stronger military and increased warfare, Mood: Angry, Ability: Martial+ per 2 Faction Power, Objective: Build 4 Walls within 3 Turns, Success/Failure: -/Temp Martial-
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 for 2 Turns, Success/Failure: Temp Econ+/-
Explorists (7.9/10) = Goals: Exploration of the world, Mood: Upset, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Do 3 Trade Expedition within 3 Turns, Success/Failure: Free Mine/Temp Tech-
Traderists (7/10) = Goals: Thriving trade networks, Mood: Upset, Ability: Wealth+ per 1 Faction Power, Objective: Restore the Honey Trade in 3 Turns, Success/Failure: -/-1 Stability
Internalists (5/10) = Goals: Internal development, Mood: Relieved, Ability: +1 Econ per 1 Faction Power, Objective: Build 1 Aqueducts within 1 Turn, Success/Failure: Temp Econ+/-
Pacifists (7.3/10) = Goals: No violence or offensive wars, Mood: Pleased, Ability: Chance relative to faction power to negate Stability loss while at peace, Objective: Build 3 Libraries within 3 Turns, Success/Failure: Free More Messengers/-
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 2 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].


You will want to get more Temp Econ and possible Temp Martial than you lose to avoid Bad ThingsTM​.

[] [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 (2/14), 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 Library = (Target)
S: Temp Econ--, Temp Mystic-, Temp Culture-, +1 Library (Tech+ per Library)
M: Temp Econ----, Temp Mystic-, Temp Culture-, +2 Libraries (Tech++ per Library),
-Possible Targets: Greenbay (0/14), 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 (0/14), 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 Wall = (Target)
S: Temp Econ--, +1 Small Wall,
M: Temp Econ--, +1 Large Wall,
-Possible Targets: Greenbay (Small: 5/14, Large: 0/14), 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: 6/6, 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: 1/1, 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, Grythwyd, 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--, +2 Centralisation

[] [SEC/MAIN] Expand Econ.
S: Temp Econ++++, Chance of Innovation,
M: Temp Econ++, Econ+ (6/40), 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, (7/40),
M: Temp Econ--, +2 Messengers, (7/40),

[] [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 = 10

[] [SEC/MAIN] Settle Land = (Target)
S: Temp Econ----, Temp Martial-, Econ+ Temp Mystic+, +1 Settlement Progress (Mystic++ per 3 Progress in a province, Mystic ++ per Progress in Province),
M: Temp Econ-------, Temp Martial-, Econ++ Temp Mystic+, +2 Settlement Progress (Mystic++ per 3 Progress in a province, Mystic ++ per Progress in Province),
-Possible Targets: Greenbay (14/15), 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, Grythwyd, 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, Grythwyd, 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] Sewers
S: Temp Econ--, Temp Mystic--, Temp Wealth----, +2 Progress
M: Temp Econ----, Temp Mystic----, Temp Wealth--------, +4 Progress
-Progress: 0/???

***​

An interesting turn with a fair few eventful things happening. The Merntir dealt with their threat handily while the Caradysh Empire is suffering raids from the Far South. You managed to get the Library completed and got full coverage with your temples whilst trade with the Boarfolk nomad tribes has been restored. Otherwise, the Zaradysh got a diplo genius and you got a couple of invention though they were improvements on stuff you already had.

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 (Very Low)
Martial: Good (Low)
Mystic: Effectively Limitless (Somewhat Low)
Culture: Low (Extremely High)
Tech: Low (Average)
Wealth: Very Wealth (Very High)

Legitimacy: 3/3
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--

Prestige Ranking
Arthwyd
: 69
Maradysh = 46
Caradysh = 44
Merntir = 43
Caermyr = 32
Forluc = 28
Grythwyd = 25
Cernn = 24
Achland = 22
Hielwald = 21
Boarfolk Nomads = 20
Thurezea = 19?
Zaradysh = 18
Forden = 15
Tordysh = 14
Raradysh = 13
Lorvysh = 12
Fordysh = 11
Fornn = 11
Forzea = 10
Lochanysh = 8
Bruraysh = 7
Diondairysh = 7
Hamefordysh = 6
Sinsearysh = 6

Diplomatic Relations
Status/Frequency of Contact
Achland = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10
Boarfolk Nomads = Independent/Regular
-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

Subordinates
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,

First Library

The Library of Greenbay is the greatest collection of information in the world and the first library. Containing almost countless records, this was the first great collection of information that is semi-available to all.
Effects: +1 to Innovation Rolls

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
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
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/Written = Logograms)
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 (Advanced/Refined)
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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You will want to get more Temp Econ and possible Temp Martial than you lose to avoid Bad ThingsTM.
I hazard a guess we are stretching the limits of our current military and our people/food. So I hazard a guess the latter runs a risk of spreading our military too thin, which is dangerous, and the former, suspect would bring food and manpower problems as our demand outstrips supply...
 
Maybe we want to just expand Econ then?
I hazard a guess we are stretching the limits of our current military and our people/food. So I hazard a guess the latter runs a risk of spreading our military too thin, which is dangerous, and the former, suspect would bring food and manpower problems as our demand outstrips supply...

This is me as the QM warning you that those stats are getting low and if you spend a bunch of them this turn, you are risking running out and suffering negative consequences as a result such as some starvation.
 
Off the cuff, I think we should get the government upgrade.

The Arthwyd are a proto Bronze Age civ, but have the same government as they did at the start of the quest where the pinnacle of technology was stone tools and weapons.

We need to take advantage of the massive changes to the Arthwyd since then and incorporate them into the government I feel.
 
This is me as the QM warning you that those stats are getting low and if you spend a bunch of them this turn, you are risking running out and suffering negative consequences as a result such as some starvation.
Honestly, was kind of aware of that, just my word choice was less mechanical and more what I guessed was what the temp stat meant.
But nice to have a bit of a better understanding of eco generally being food...
 
[X] [Mega] The construction of the library leads the way for a series of improvements to the government. (Switch to Ancient Theocratic Elective Monarchy Government Type)
I do suspect that a government upgrade may be exactly what we need to deal with our subordinate cap issue.

[X] [SEC] Expand Econ.
[X] [MAIN] Train Sacred Warriors
[] [SEC] Build Wall = (Greenbay)
[X] [SEC] Build Aqueduct = (Greenbay)

Expand Econ to help pay for things. Main train warriors to increase temp martial while actually increasing temp econ due to completing the Purists quest. Aqueduct is discounted by completing the Internalists quest which expires this turn. Build wall to make progress on our three wall building faction quests.

Edit:
[X] [SEC] Train Sacred Warriors
 
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This is me as the QM warning you that those stats are getting low and if you spend a bunch of them this turn, you are risking running out and suffering negative consequences as a result such as some starvation.
Would they still regenerate if we stopped spending for a bit?

Provisional vote:

[X] [Mega] The construction of the library leads the way for a series of improvements to the government. (Switch to Ancient Theocratic Elective Monarchy Government Type)
[X] [Mega] The completion of the first library inspires the idea of an even greater one. (Unlock the Great Library Megaproject)

Government upgrade would ameliorate our main issue, but that Great Library just seems fitting for an Ancient Centre of Civilization.

[X] [SEC] Expand Econ.
[X] [SEC] Build Aqueduct = (Greenbay)
[X] [SEC] Venerate the Goddesses
[X] [SEC] Trade Expedition = (Thurezea)
[X] [SEC] Train Sacred Warriors

SEC Expand Econ gives ++++ Temp Econ
SEC Aqueduct costs --Temp Econ but causes the quest to give us +Temp Econ
SEC Train Sacred Warriors costs -Temp Econ
SEC Venerate costs -Temp Econ(and has the Theocrat quest give us a free library for the Pacifist quest)

Net +Temp Econ, +Temp Mystic, +Temp Culture, +Temp Martial, +Temp Wealth, -Temp Diplo, +Tech

Another set I might be fine with would be:

[] [SEC] Expand Econ.
[] [SEC] Build Aqueduct = (Greenbay)
[X] [SEC] Trade Expedition = (Hamefordysh)
[] [SEC] Trade Expedition = (Thurezea)
[X] [SEC] Build Wall = (Greenbay)

Which would rely on on Temp Martial to regenerate naturally but still has a +Temp Econ from the Internalist quest.

...though admittedly, the second set might do better if it just grabbed another Trade Expedition for the free Mine instead of SEC Walls.

Approval for:
[X] [SEC] Trade Expedition = (Fordysh)

Trading with yet another Caradysh vassal.
 
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To the pleasant surprise of the Arthwydish, Seonaid was seemingly doing her best to civilised the Zaradysh as she worked on making communications between the barbarian settlements and improving the power of the Zarannist priesthood within the Zaradysh. While Seonaid was far from complete in her apparent goal, she had a few generations of life ahead of her so a number of those in Greenbay were quite curious to see how far she would get with her endeavours.
I find it interesting how to the Arthwyd becoming civilized requires that the priesthood becomes the dominate power, even when it's a different religion whom they've fought against.
 
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