This would require us to either MAIN Wall 1-2 times next turn or further settle one of our non-Greenbay provinces that already have 6 Small Stone Walls.
Sunrise Bay is at 1/6 walls, so if we manually do Sec Build Wall this turn and the passives choose to build 2 walls a turn, it'll finish the Monarchists quest in two turns. We should do Sec Build Wall this turn.

Additionally, the greater faction power demanding mines, libraries, and walls greatly outweighs the faction power demanding an aqueduct, so unless we manually build the aqueduct this turn, we will fail the Internalists quest because the passives will not build it.
 
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The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 137 | Sufficient Velocity [Posts: 3419-3449]
##### NetTally 2.2.0

Task: Mega

[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)
No. of Votes: 9

[X][Mega] The completion of the first library inspires the idea of an even greater one. (Unlock the Great Library Megaproject)
No. of Votes: 3



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

[X][SEC] Expand Econ.
No. of Votes: 10

[X][SEC] Trade Expedition = (Thurezea)
No. of Votes: 9

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

[X][SEC] Build Aqueduct = (Greenbay)
No. of Votes: 7

[X][SEC] Build Wall = (Greenbay)
No. of Votes: 5

[X][SEC] Train Sacred Warriors
No. of Votes: 5

[X][SEC] Trade Expedition = (Hamefordysh)
No. of Votes: 3
[X] Qeqre
[X] Random Member
[X] UwU

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



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

[X][MAIN] Train Sacred Warriors
No. of Votes: 3

[X][MAIN] Venerate the Goddesses
No. of Votes: 1


Total No. of Voters: 11
 
Sunrise Bay is at 1/6 walls, so if we manually do Sec Build Wall this turn and the passives choose to build 2 walls a turn, it'll finish the Monarchists quest in two turns. We should do Sec Build Wall this turn.

Additionally, the greater faction power demanding mines, libraries, and walls greatly outweighs the faction power demanding an aqueduct, so unless we manually build the aqueduct this turn, we will fail the Internalists quest because the passives will not build it.
Wouldn't adding a Passive to the same province just turn the manual SEC Build Wall into a MAIN Build Wall?

Not arguing on the aqueduct. My post assumes SEC aqueduct is going to win.
 
Wouldn't adding a Passive to the same province just turn the manual SEC Build Wall into a MAIN Build Wall?

Not arguing on the aqueduct. My post assumes SEC aqueduct is going to win.
Nah, province actions (when we had those) and passive policies don't interact with manual actions. Two passives building a wall in the same province makes a large wall, but a single passive building a wall in the same province we're manually building a wall in results in two small walls in that province.

The aqueduct thing was aimed at the thread in general. The last vote for this thread was for both Sacred Warriors and Build Wall, with the apparent intent to sacrifice the aqueduct.
 
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Two passives building a wall in the same province makes a large wall,

It does not. A Passive Policy would only start doing Large Walls once there is no Small Walls left in the province and if two Passive Policies built walls in a province, they would built two Small Walls so long as the province had enough Small Wall slots left empty. That said, you are correct that what a Passive Policy does has no effect on the outcome of a player action.
 
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The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 137 | Sufficient Velocity [Posts: 3419-3449]
##### NetTally 2.2.0

Task: Mega

[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)
No. of Votes: 9

[X][Mega] The completion of the first library inspires the idea of an even greater one. (Unlock the Great Library Megaproject)
No. of Votes: 3



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

[X][SEC] Expand Econ.
No. of Votes: 10

[X][SEC] Trade Expedition = (Thurezea)
No. of Votes: 9

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

[X][SEC] Build Aqueduct = (Greenbay)
No. of Votes: 7

[X][SEC] Build Wall = (Greenbay)
No. of Votes: 5

[X][SEC] Train Sacred Warriors
No. of Votes: 5

[X][SEC] Trade Expedition = (Hamefordysh)
No. of Votes: 3
[X] Qeqre
[X] Random Member
[X] UwU

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



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

[X][MAIN] Train Sacred Warriors
No. of Votes: 3

[X][MAIN] Venerate the Goddesses
No. of Votes: 1


Total No. of Voters: 11
 
Rolling to break the tie between 1/Build Wall = (Greenbay) and 2/Train Sacred Warriors.
Oshha threw 1 2-faced dice. Reason: Tie breaker Total: 1
1 1
 
2010 AG - The Nersondur
[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] [SEC] Expand Econ.
[X] [SEC] Trade Expedition = (Thurezea)
[X] [SEC] Venerate the Goddesses
[X] [SEC] Build Aqueduct = (Greenbay)
[X] [SEC] Build Wall = (Greenbay)

Merntir: Walls & Boats
Maradysh: Walls & Trails
Caermyr: Roads
Grythwyd: Walls & Exploring
Raradysh: Farming & Walls
Zaradysh: Shrines, Trails & Centralisation
Tordysh: Farming & Temples
Cernn: Walls & Temples
Lorvysh: Farming & Walls
Forluc: Temples & Farming
Forden: Walls & Farming

Despite what some thought, the Arthwyd did endure change over the centuries. The stability of the Arthwyd Empire meant it was not as radical as what barbarians often underwent, but the Arthwyd Empire of today was a different if recognisable creature compared to what it was thousand years ago.

Sometimes those changes were big enough to noticeable as they occurred, other times they went unspotted by history as they remained known only to those directly involved with them. Altogether, the end result was the Arthwyd administration of today was a better, more efficient thing compared to several centuries ago or even just a few centuries ago.

New Government Type!
Ancient Theocratic Elective Monarchy
Upper Centralisation Limit: 8
Lower Centralisation Limit: -2
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 1 Main Action + 1 Secondary Action +1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 2 + Prestige/10
Special: Gain Crisis Resistance+ per 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.

And as the seasons went by, the Arthwyd continued to focus primary on their internal affairs as they built what the barbarians called great wonders and continued to build up the vast network of infrastructure in the Arthwyd Empire.

The border with the Caradysh was fully fortified with stone walls around every settlement whilst aqueducts and some of the new libraries were built along the coastline. A gold mine was developed along the Rock River and a tin mine constructed the mountains. It was a time of peace and for an empire as vast and powerful as the Arthwyd Empire, they looked outwards as well as inwards.

Even as the Cadlon of the Arthwyd tried to restored the Honey Trade in the south, many communities mustered their resources as they looked eastward and reached out to the nomads.

The nomad tribes were more than happy to accept the Arthwydish traders and the valuable goods they brought with them. With the Caradysh Empire dominating the south and no one to the west or north, the east rapidly became the primary vector of foreign trade for the Arthwyd Empire.

Unfortunately, the expedition to the south did not meet the same success as the ones to the east. While the Cadlon-sponsored expedition made it safely though the lands of the Caradysh Empire and reached the old lands of the Thurezea, things had changed since before the Cold. Despite such lands supposedly being the homeland of the Catfolk, the Catfolk no longer ruled there.

Instead, barbarians from the Far South ruled over the former territories that once made up the Thurezea as they carted out enslaved Catfolk to the Far South and brought in settlers from their own people. The Nersondur is what these barbarians called themselves and these Nersondurans were the same barbarians from the Far South that had been raiding the Caradysh Empire over the last couple of generations.

With their original mission no longer possible and the Nersondurans having proved their savage and violent warlike nature, the Arthwydish expedition decided that caution was better than boldness. They withdraw back to the lands of the Cernn before returning to the Arth Coast. If diplomatic relations were to be opened up with the Nersondur, it would by done by a different generation and hopefully with the explicit approval of the Cadlon.

From what little the Arthwyd could gleam from the lowlanders of the Caradysh Empire and the traders from the Boarfolk, the Nersondur were a rising power in the Far South. While far from united, the Nersondur were dominating the Far South. Originating from a large island, easily the largest in the known world, the Nersondurans had a shared culture based about glory and riches, both of which could be obtained by either war or trade.

While they fought amongst themselves as much as they did each other, the Nersondurans had spent the last few centuries continuously conquering outwards as aspiring conquerors and their followers carved out new Nersonduran colonies that they could rule over. The Thurezea were not the first to fall to the Nersondur and they are not the latest either. Even now the Nersondurans are trying their hand at conquering the lowlands as warbands of ambitious warriors invade the Caradysh Empire to either raid for loot or to conquer a piece of the lowlands.

On the other hand, they were far away from the Arthwyd Empire and the Nersondur were also the primary participants of the Honey Trade though whether they were the suppliers or mere middlemen was unclear.

Fortunately for the Arthwyd, the Nersondur were not an immediate concern with the Caradysh Empire laying between the Arthwyd Empire and the Far South.

Conservatives (8.9/10) = Goals: Stability and the status quo, Mood: Upset, Ability: +1 Passive Policy per 4 Faction Power, Objective: Build 1 Mines within 2 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 3 Turns, Success/Failure: -/Temp Econ-
Theocrats (4.3/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 3 Libraries in 4 Turns, Success/Failure: Free Study Magic/-
Monarchists (7/10) = Goals: Empowerment of the Cadlon, Mood: Outraged, Ability: Free Secondary Action per 5 Faction Power, Objective: Build 1 Walls within 1 Turns, Success/Failure: -/-1 Legitimacy
Centralists (7.1/10) = Goals: Increased centralisation, Mood: Angry, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Build 3 Roads in 3 Turns, Success/Failure: -/Temp Econ--
Localists (5.2/10) = Goals: Decreased centralisation, Mood: Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Build 3 Aqueducts in 4 Turns, Success/Failure: Free Road/-
Militarists (3/10) = Goals: Stronger military and increased warfare, Mood: Neutral, Ability: Martial+ per 2 Faction Power, Objective: Improve Martial in 3 Turns, Success/Failure: Free Innovation Roll/Temp Wealth-
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 1 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 2 Trade Expedition within 2 Turns, Success/Failure: Free Mine/Temp Tech-
Traderists (7.1/10) = Goals: Thriving trade networks, Mood: Appeased, Ability: Wealth+ per 1 Faction Power, Objective: 2 Build Boats in 3 Turns, Success/Failure: Temp Wealth+/Temp Wealth-
Internalists (5.1/10) = Goals: Internal development, Mood: Pleased, Ability: +1 Econ per 1 Faction Power, Objective: Build 3 Aqueducts in 4 Turns, Success/Failure: Free Sacred Forest/-
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 2 Libraries within 2 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 1 Turns, Success/Failure: Temp Econ+/-
You have one Main Action and four Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].

You will probably want to get more Temp Econ 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 (3/14), Rockbay (0/6), Sunrise Bay (0/6), Northern Sunset Plains (0/6), Eastern Rock River (0/6), Western Rock River (0/3)

[] [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 (2/14), Rockbay (0/6), Sunrise Bay (0/6), Northern Sunset Plains (0/6), Eastern Rock River (0/6), Western Rock River (0/3)

[] [SEC/MAIN] Build Roads = (Target)
S: Temp Econ-, Temp Mystic+, +1 Road,
M: Temp Econ--, Temp Mystic+, +2 Roads,
-Possible Targets: Greenbay (1/14), Rockbay (0/6), Sunrise Bay (0/6), Northern Sunset Plains (0/6), Eastern Rock River (0/6), Western Rock River (0/3)

[] [SEC/MAIN] Build Wall = (Target)
S: Temp Econ--, +1 Small Wall,
M: Temp Econ--, +1 Large Wall,
-Possible Targets: Greenbay (Small: 7/14, Large: 0/14), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 3/6, 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: 2/3, Large: 0/3)

[] [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: 2/2), Sunset Mountains (Copper/Silver: 1/1, Lead/Silver: 1/1, Nickel: 0/1), Rock River (Copper: 1/1, Gold: 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, Grythwyd, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Achland (Requires Main), Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Forden, Fordysh, Forluc, Fornn, Hamefordysh, Hielwald (Requires Main), Lochanysh, Lorvysh, Nersondur (Requires Main), Sinsearysh,

[] [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+ (6/41), 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, (7/41),
M: Temp Econ--, +2 Messengers, (7/41),

[] [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 = 10.5

[] [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 (3/15), 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, Nersondur (Requires Main), Sinsearysh,

[] [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, Nersondur, Sinsearysh,

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/???

***​

Another uneventful turn. Relations with the Boarfolk are improving while I am not sure if your expedition to the Catfolk counts as a success or as a failure. If it wasn't for the Catfolk being countered, you would have been successes, but due to them being conquered, you didn't actually achieve the desired outcome.

In other news, you have met the Nersondur, the biggest player in the Far South and the King of the Hill down there. They are a fearsome bunch though I can't go into too much detail until you find out more about them.

Also the Little Ice Age is now over.

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 Ancient Theocratic Elective Monarchy
Upper Centralisation Limit: 8
Lower Centralisation Limit: -2
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 1 Main Action + 1 Secondary Action +1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 2 + Prestige/10
Special: Gain Crisis Resistance+ per 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 (Below Average)
Mystic: Effectively Limitless (Below Average)
Culture: Low (Extremely High)
Tech: Low (Average)
Wealth: Very Wealth (Extremely 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,
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
: 70
Nersondur = 54
Maradysh = 46
Caradysh = 44
Merntir = 43
Caermyr = 32
Forluc = 28
Grythwyd = 25
Cernn = 24
Achland = 22
Hielwald = 21
Boarfolk Nomads = 20
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/High
-Your Opinion 8.5/10
-Their Opinion = 8.5/10
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
Nersondur = Independent/None
-Your Opinion 4/10
-Their Opinion = 5/10
Sinsearysh = Caradysh Vassal/Limited
-Your Opinion 3/10
-Their Opinion = 5/10

Subordinates
7/9 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)
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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@Oshha

Food Aid: Temp Econ- every Turn per a non-religious subordinate.
If the ice age is over I don't think we need to do food aid anymore.

Grythwyd: Walls & Exploring
Raradysh: Farming & Walls Zaradysh: Shrines, Trails & Centralisation
Tordysh: Farming & Temples
Stats
Diplo
: Decent (Extremely High) Econ: Immense Farms and Manpower (Low)
Martial: Good (Below Average)
Wealth: Very Wealth (Extremely High)
Legitimacy: 3/3 Stability: 2/3
Centralisation: 6 (1/11) Hierarchy: 4
Statuses
Centre of Trade (Caermyr): Temp Wealth+ every Turn.
Formatting issues.
 
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If the ice age is over I don't think we need to do food aid anymore.

Yes, that should be gone. Fixed now.
I'm trying a new tool to help with all of the unwanted spaces that SV creates when copy-pasting from MS Word and it seems to have some weird interactions with how things are formatted in the Word doc.

@Oshha, do the improve martial quests require the main version or just the Sec?

It requires the improvement of the Martial Stat aka permanent Martial. Unless it is stated to be Temp, the main Stat is being referred when a Stat is mentioned.
 
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11.6: 2 libraries
10.3: 3 aqueducts
8.9: 1 mine
7.1: 3 roads
7: 1 wall
4.3 (11.6): 3 libraries
This is a compilation of how much faction power is behind each infrastructure request. From this, I'm reckoning that this'll be how the infrastructure passives are gonna be used: 2 passives to build libraries, 3 passives to build aqueducts, 1 passive to build a mine. That's all 6 passives used, and yet 3 more passives to go before the wall gets its turn, so I think we need to manually build that last wall if we want to complete the Monarchists quest.

[X] [SEC] Build Wall = (Western Rock River)
[X] [SEC] Change up to two Passive Policies (Glory->Trade)
[X] [MAIN] Expand Econ.
[X] [SEC] Expand Econ.
[X] [SEC] Settle Land = (Greenbay)

* We need to manually build a wall or the Monarchists quest will likely fail.
* We don't need Glory anymore. Our subordinate cap is 2 greater than our subordinate cap, so even if we lose Prestige *and* Legitimacy we'll still be safe. Putting it on Trade completes the Explorists quest and serves us well in the long term by improving relations with our neighbours and gathering more information.
* We finally have the free space to fill up that final settlement slot. Together with the wall it'll cost a bunch of econ but Main+Sec Expand Econ will perfectly cover for it. Stat regeneration means that next turn we'll have more temp econ than this turn.
 
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[X] [MAIN] Build Aqueduct = (Greenbay)
[X] [SEC] Build Wall = (Western Rock River)
[X] [SEC] Trade Expedition = (Hamefordysh)
[X] [SEC] Trade Expedition = (Fordysh)
[X] [SEC] Settle Land = (Greenbay)

Double trade expedition at the Caradysh vassals. Same logic as the Sinsearysh(I want to trade with the Caradysh vassals in particular) with the added bonus of propping them up as a buffer state to the newcomers(who require a MAIN to reach and are unfamiliar with our ways, so we should probably avoid contact until our Martial has recovered). It also finishes the Explorist quest to give us the mine that finishes the Conservative quest.

SEC Wall to dodge the legitimacy hit and increase Monarchist faction power(don't want these to drop). Also to keep our Cursed Forest-adjacent settlements topped on walls.

MAIN Aqueduct because Aqueduct Econ is good and because I suspect our Infrastructure policies will x2 Libraries> x3 Aqueducts> x3 Roads and I'd like to drop the Aqueducts down to x1 so we're likely to finish all requested infrastructure.
The price hike of 2 Econ-> 3 Econ between SEC and MAIN is pretty affordable too.

SEC Settling Greenbay to finally finish that 15th settlement in the province.

Approval for:
[X] [MAIN] Train Sacred Warriors

Because the Militarists want it, because the Purists are willing to fund it and because there's a new conquest-happy faction on the horizon. Could be a good way to save some Econ, though I wouldn't mind waiting a turn for the Purists.
 
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[X] [MAIN] Build Aqueduct = (Greenbay)
[X] [SEC] Build Wall = (Western Rock River)
[X] [SEC] Trade Expedition = (Hamefordysh)
[X] [SEC] Trade Expedition = (Fordysh)
[X] [SEC] Settle Land = (Greenbay)
Mate, this plan is temp econ---------. It is extremely expensive, and the warning about spending temp econ is still there in the update. We should get our temp econ in order before we start splurging with it.

EDIT:
Because the Militarists want it, because the Purists are willing to fund it and because there's a new conquest-happy faction on the horizon. Could be a good way to save some Econ, though I wouldn't mind waiting a turn for the Purists.
Purist quest expires this turn.
We shouldn't give a damn about the Purists quest. They're a weak faction who can't meaningfully hurt us and we want them to be weaker. The best thing is to wait for the quest to fail this turn then do Main Sacred Warriors. Doesn't get us a point of temp econ but that is minor and very much worth weakening the Purists and doing everything else we could do with a Main action this turn. Naturally, we also want to avoid strengthening them.
 
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Purist quest expires this turn.
And waiting a turn to deny them can be a good thing, because the Purist faction ability reduces diplomacy and because we probably don't want "more military" to be considered a valid pure expression of Arthwydish culture in Greenbay.

That said, we could use the Temp Econ to cheapen up our plans.
Mate, this plan is temp econ---------. It is extremely expensive, and the warning about spending temp econ is still there in the update. We should get our temp econ in order before we start splurging with it.
Econ was Low in 1970 AG. We spent temp econ-----------(or -11 for easier reading) on that turn to drop down to Very Low in 1990 AG.

The year is 2010 AG. Econ has risen back to Low. Now, there's probably a range of Temp Econs that fall in the Low category, but we're also no longer burdened with temp econ-------(7) from the Ice Age.
Basically, I think we should be able to afford temp econ---------(9). But let's ask:
You will probably want to get more Temp Econ than you lose to avoid Bad ThingsTM.
hey @Oshha roughly how much leeway do we have in terms of Temp Econ?
 
[X] [MAIN] Build Aqueduct = (Greenbay)
[X] [SEC] Build Wall = (Western Rock River)
[X] [SEC] Trade Expedition = (Hamefordysh)
[X] [SEC] Trade Expedition = (Fordysh)
[X] [SEC] Settle Land = (Greenbay)
 
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Even if it only gets us to Very Low, that's enough to greatly restrict our options next turn. We don't know how much we'll need next turn and that could bite us very hard. We should get enough temp econ so that no matter what happens, we can afford the solutions without any worries. Best case scenario, nothing happens and we can freely spend as much temp econ as we want without any fear of crippling our ability to respond to crises.
 
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We have to do some quests for every faction or they start making trouble. It's sensible to do the quests for less favored factions when there for things we want to do anyway.

[X] [MAIN] Train Sacred Warriors
[X] [SEC] Expand Econ.
[X] [SEC] Build Wall = (Western Rock River)
 
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We have to do some quests for every faction or they start making trouble. It's sensible to do the quests for less favored factions when there for things we want to do anyway.
The Purists are at 1.1 faction power. We don't need to fear what little trouble they cause and we should focus solely on weakening them, even if they offer trifling rewards with the little faction power they have. The position that we should help every faction so long as they offer rewards is a bad one.
 
The Purists currently don't have the power to make trouble, and giving them what they want when the don't have the ability gives them it. They are not a faction we want to have power.
 
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