[X] The false silver mine is built.

It's probably not iron, raw iron metal is black or matte grey you wouldn't mistake it for silver, it's going to be some kind of weird magic bullshit. Unless iron is weird magic bullshit and/or looks silvery in this universe, which is possible. I'm expecting not-Mithril though.
 
It's probably not iron, raw iron metal is black or matte grey you wouldn't mistake it for silver, it's going to be some kind of weird magic bullshit. Unless iron is weird magic bullshit and/or looks silvery in this universe, which is possible. I'm expecting not-Mithril though.
And now I'm thinking Anti-magic... yay...

Explorists (8/10) = Goals: Exploration of the world, Mood: Neutral, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Make contact with a new people in 1 Turns, Success/Failure: Free Stability/Temp Wealth--
So that's something to look forward to, probably, next turn.

Caradysh = Independent/Some
-Your Opinion 3/10
-Their Opinion = 7/10
Nersondur = Independent/None
-Your Opinion 4/10
-Their Opinion = 5/10
I'm quite frankly unsurprised in the slightest that our view of the people we had just fought an extremely bloody conflict with involving more death on both sides than any other conflict to ever occur in the current history of this world happens to be higher than the walking corpses in the spooky forest.
 
And now I'm thinking Anti-magic... yay...


So that's something to look forward to, probably, next turn.



I'm quite frankly unsurprised in the slightest that our view of the people we had just fought an extremely bloody conflict with involving more death on both sides than any other conflict to ever occur in the current history of this world happens to be higher than the walking corpses in the spooky forest.
To be fair, the Caradysh abandoned their holdings and, to the Arthwyd, the people they were supposed to be protecting to the invaders, which probably hit all kinds of cultural anger buttons for the Arthwyd. The Nersondour, for all that they are bloodthirsty barbarians, at the very least looked after their own.

[X] The false silver mine is built.
 
The Arthwyd consider the Caradysh better neighbors and less barbaric... not sure how that converts to opinion, though.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 173 | Sufficient Velocity [Posts: 4311-4336]
##### NetTally 2.2.0

[X] The false silver mine is built.
No. of Votes: 19


Total No. of Voters: 19
 
Well looks like we will be finding out a little bit more about this stuff once we start mining it. If nothing else having a new hardest thing should make metal crafting easier.

Also, really looking forward to having an academy built. I just really enjoy the idea of having a school older than some civilizations we will end up comeing across.
 
Last edited:
2160 AG - The Academy
[X] The false silver mine is built.

[-] [MAIN] Train Sacred Warriors.
[-] [MAIN] Study Metal
[-] [SEC] Academy.
[-] [SEC] Expand Econ.

Merntir: Infrastructure
Maradysh: Infrastructure
Caermyr: Infrastructure & Trading
Grythwyd: Infrastructure
Halbarnwyd: Farming & Infrastructure
Raradysh: Farming & Infrastructure
Zaradysh: Farming & Infrastructure
Tordysh: Farming & Expansion
Cernn: Roads & Temples
Lorvysh: Infrastructure & Trading
Forluc: Expansion & Farming
Forden: Farming & Temples
Fornn: Walls & Farming
Fordysh: Walls & Farming

As peace continues for the Arthwyd Empire, Cadlon Evatine the Triumphant continues to develop the lands of the Arthwyd, as expected of the Cadlon of the Arthwyd and Champion of Arthryn. Part of that was building a new mine at the vein of newly discovered ore and sponsoring an effort to figure out just what this new ore was.

With the might of the Cadlon behind it, this endeavour proved quite successful. The mine itself was built and opened in a timely manner and with a good number of priestesses investigating the new ore and the metal smelted from it, the Arthwyd figured out at least the basics of how it worked.

The ore required a kiln to be smelted, but when it did, it was an interesting to work with. It did not work like most other metals as once heated enough, the metal and rock swiftly separate with ease. The gleaming, silver-ish metal refused to fuse with anything and while it made exacting it from the ore easy, it also made it impossible to alloy with other metals. Yet given the incredible nature of the metal meant that no alloy required to make use of it.

Deemed mithril by the priestesses studying and the metalsmiths working it, this new metal was both lighter and stronger than any other metal, pure or alloy. Not even bronze could match this metal. Whilst lightweight made it impractical for certain purposes, mithril was borderline impossible to damage as blades kept their edge while armour refused to be scratched let alone pierced.

While only a limited supply of mithril was being mined at the moment, it was proving to be an excellent boon to the Arthwyd. The only question was rather to prioritise the usage of mithril for incredible sharp blades or extremely protective armour.

What do the Arthwyd prioritise with their limited supply of mithril?
[] [Mithril] Prioritise the creation of mithril weapons.
[] [Mithril] Prioritise the creation of mithril armour.
[] [Mithril] Form an elite unit of Catclaws equipped with mithril called the Arthgard.

Yet while the discovery of mithril was impressive, it was far from the only impressive thing done under Cadlon Evatine over the last generation. Started some time ago, the Academy of Greenbay was finally completed in the Arthwydish capital. A formal centre of learning, the first of its kind in the world, sufficiently clever individuals could go here to receive an in-depth education from the ancient masters of their respective trades.

Megaproject Complete!
First Academy

The Academy of Greenbay is the first formal centre of learning in the world, where the intelligent go to get educated. No other centre of education has its prestige or history.
Effects: +1 to Innovation Rolls

Choose your bonus for completing the Academy Megaproject.
[] [Mega] One of the new students is an especially talented individual. (Gain a Hero)
[] [Mega] The work on the academy resulted in new administrative discoveries being made. (Gain two administrative-based Innovation)
[] [Mega] The academy allows for several new ideas to flourish (Gain three random Innovations)
[] [Mega] The new academy allows for new ways of thinking spreading throughout the Arth Coast. (Upgrade a Random Value)
[] [Mega] The new academy inspires even greater ideas for education amongst the Arthwyd. (Unlock the Public Education Megaproject)

While the Academy of Greenbay could only support so many teachers and students, there was potential for additional if lesser academies to be built in other communities across the Arthwyd Empire. Both Caermyr and the Merntir had already begun to build academies of their own and the Forlucans had expressed interest in the whole concept.

Yet the Arthwyd Empire was not entirely focused on internal affairs. With the new status quo in the southern lowlands having been settled, Cadlon Evatine the Triumphant had decided to outreach to the Bruraysh, arguably both the weakest of the three new powers and the most acceptable to the Arthwyd. While they had fought with Skjaldur and the Nersondur against the Arthwyd Empire, they were not the magic hating Lochanysh nor the undead Caradysh.

Organised and led by Cadlon Evatine, the endeavour proved to be an overwhelming success. The lowlanders were very happy to get on the good side of the Arthwydish, apparently feeling uncomfortable trapped behind the Caradysh, Arthwydish and the Lochanysh. Getting greater access to Arthwydish goods and ensuring the northerners had no reason to attack them was something that the Bruraysh desired badly and Cadlon Evatine the Triumphant saw no reason to decline them.

Meanwhile the royal outreach to the Bruraysh was not internal news. There had been a rash of plague outbreaks in both the Far South and Far East though the Arthwyd Empire had been fortunate enough to avoid them. The nomads of the Boarlands were not so lucky and Boarfolk response to the disease plaguing them was to turn to the Arthwyd. Seeking out members of the Arthrynite priesthood in the Merntir, Halbarnwyd and the Lowlands, the nomad tribes swore friendship and offered promises of gratitude as the Arthrynite priestesses used their holy magic to cure their ill and heal their wounded.

If that had been the end of the Arthwydish foreign outreach, things would have been fine. Unfortunately, a new craze had seized no small portion of the Arthwydish, especially the youth. The desire to explore the world and settle new lands had been a long time part of the Arthwyd and was a major reason why the Arthwyd have grown so plentiful and powerful.

However that desire was being taken a step further and to many, it was a step too far. With backing from multiple local communities, bands of enterprising individuals were organising expeditions to far off and current unknown lands. Not knowing their destinations, these expeditions were to explore the oceans for now as the ringleaders desired to follow the coastlines to find new exciting lands beyond the current knowledge of the Arthwyd.

While many happily sponsored these expeditions, many others turned to the Cadlon to do something about them as they wanted the Champion of Arthryn to keep these adventurous individuals from causing trouble for the rest of the Arthwyd.

New Crisis!
Adventurer Expeditions Crisis (Major): Gain free 1d3 Explore Lands actions each turn, Chance for a new free Arthwydish colony to be founded each turn.

How does Cadlon Evatine react to the Adventurer Expedition crisis?
[] [Crisis] She decides to encourage them. (Temp Econ--, Temp Martial-, Temp Mystic-, ???)
[] [Crisis] She orders them to stop (-1 Legitimacy, -1 Stability, ???)
[] [Crisis] She subtly tries to convince them to stop. (Temp Diplo-, ???)
[] [Crisis] She orders an expansion of the military. (Martial+, Econ-, Temp Mystic-, ???)
[] [Crisis] She stays out of it. (???)

Choose two new Passive Policies.
[] [Policy] Agriculture
[] [Policy] Arts
[] [Policy] Black Soil
[] [Policy] Diplomacy
[] [Policy] Education
[] [Policy] Empire
[] [Policy] Expansion
[] [Policy] Exploration
[] [Policy] Foreign
[] [Policy] Forestry
[] [Policy] Fortifications
[] [Policy] Glory
[] [Policy] Infrastructure
[] [Policy] Megaproject
[] [Policy] Military
[] [Policy] Religion
[] [Policy] Study
[] [Policy] Trade
[] [Policy] Wealth
[] [Policy] War

Conservatives (9.1/10) = Goals: Stability and the status quo, Mood: Mixed, Ability: +1 Passive Policy per 4 Faction Power, Objective: Do 3 Settle Lands times in 1 Turns, Success/Failure: Free Road/Temp Diplo--
Gerontocrats (1.1/10) = Goals: Empowerment of the Elders, Mood: Happy, Ability: Econ+ per 1 Faction Power, Objective: Build 3 Academies in 4 Turns, Success/Failure: Temp Econ+/-
Theocrats (4.5/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 2 Libraries in 3 Turns, Success/Failure: Free Sacred Forest/-
Monarchists (7.3/10) = Goals: Empowerment of the Cadlon, Mood: Happy, Ability: Free Secondary Action per 5 Faction Power, Objective: Empower the Cadlon in 3 Turns, Success/Failure: Temp Culture+/-
Centralists (7.4/10) = Goals: Increased centralisation, Mood: Happy, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Do 2 More Messengers in 1 Turns, Success/Failure: Free Innovation Roll/-
Localists (5.4/10) = Goals: Decreased centralisation, Mood: Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Support two Religious Subordinates in 3 Turns, Success/Failure: Free Road/-
Militarists (3.2/10) = Goals: Stronger military and increased warfare, Mood: Pleased, Ability: Martial+ per 2 Faction Power, Objective: -, Success/Failure: -/-
Isolationists (1.1/10) = Goals: No interactions with foreigners and their lands, Mood: Angry, Ability: Diplo- per 2 Faction Power, Objective: Oppose the Adventurer Expeditions, Success/Failure: Temp Econ+/-
Explorists (7.9/10) = Goals: Exploration of the world, Mood: Annoyed, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Support the Adventurer Expeditions for 5 Turns, Success/Failure: Free Sacred Forest/-1 Stability
Traderists (7.1/10) = Goals: Thriving trade networks, Mood: Satisfied, Ability: Wealth+ per 1 Faction Power, Objective: Build 1 Mines in 3 Turns, Success/Failure: Temp Wealth+/-
Internalists (5.3/10) = Goals: Internal development, Mood: Very Happy, Ability: +1 Econ per 1 Faction Power, Objective: Build 2 Aqueducts in 3 Turns, Success/Failure: Free Mine/-
Pacifists (7.3/10) = Goals: No violence or offensive wars, Mood: Annoyed, Ability: Chance relative to faction power to negate Stability loss while at peace, Objective: Avoid war for 2 Turns, Success/Failure: Temp Econ+/Temp Diplo-
Purists (1.4/10) = Goals: No barbarians and their ways, Mood: Somewhat Pleased, Ability: Diplo- per 2 Faction Power, Objective: Do not aid any barbarians for 2 Turns, Success/Failure: Temp Eco+/-

***​

This update is something of a packed out. You have discovered mithril, built the Academy and rolled up a major crisis. You also got your sixth province filled out enough that you got both a new Passive Policy and another Secondary Action.

The current crisis is due to a mixture of your Pioneering Ways Value and the Arthwyd suffering from victory disease. The Adventurer Expedition has a lot of potential to go badly with your obligation to protect or avenge the explorers and/or settlers, but those involved don't realise as it has been a long time since the Arthwyd suffered an actual defeat. For many Arthwydish, things going badly and not in favour of the Arthwyd is unthinkable and they would think you stupid for suggesting that the Arthwyd Empire might run into trouble that it cannot handle.

Beyond that, the Far South and Far East have also got bad results on their random event rolls as plagues have broken out in both of those regions.

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 free 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 (Very High)
Econ: Immense Farms and Manpower (Below Average)
Martial: Good (Average)
Mystic: Effectively Limitless (Low)
Culture: Low (Extremely High)
Tech: Decent (Below Average)
Wealth: Very Wealth (Extremely High)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 7 (-3/11)
Hierarchy: 4

Statuses.
Adventurer Expeditions Crisis (Major): Gain free 1d3 Explore Lands actions each turn, Chance for a new free Arthwydish colony to be founded each turn.
Introducing Bronze Weapons: Temp Tech- every Turn until 2,220 AG.
Centre of Trade (Caermyr): Temp Wealth+ every Turn.
Centre of Trade (Greenbay): Temp Wealth+ every Turn.
Coughing Plague (Medium Plague): d6 Crisis 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: 82
Nersondur = 53
Maradysh = 47
Merntir = 44
Caradysh = 42
Forluc = 40
Caermyr = 33
Grythwyd = 26
Cernn = 25
Achland = 22
Hielwald = 21
Boarfolk Nomads = 25
Halbarnwyd = 18
Zaradysh = 19
Lochanysh = 17
Forden = 16
Tordysh = 15
Raradysh = 14
Lorvysh = 13
Fordysh = 10
Fornn = 10
Forzea = 9
Bruraysh = 7
Diondairysh = 3
Hamefordysh = 2
Sinsearysh = 2

Diplomatic Relations.
Status/Frequency of Contact
Achland = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10
Boarfolk Nomads = Independent/High
-Your Opinion 9.5/10
-Their Opinion = 9.5/10
Bruraysh = Independent/None
-Your Opinion 4.5/10
-Their Opinion = 7/10
Caradysh = Independent/Some
-Your Opinion 3/10
-Their Opinion = 7/10
Diondairysh = Caradysh Vassal/None
-Your Opinion 2.5/10
-Their Opinion = 5/10
Hamefordysh = Caradysh Vassal/Some
-Your Opinion 2.5/10
-Their Opinion = 5.5/10
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 = Bruraysh Vassal/Limited
-Your Opinion 2.5/10
-Their Opinion = 5/10

Subordinates.
10/10 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/Very Low
-Your Opinion 5.5/10
-Their Opinion = 9/10
Fordysh = Vassal/High
-Your Opinion 4.5/10
-Their Opinion = 8.2/10
Forluc = Vassal/Very Low
-Your Opinion 5/10
-Their Opinion = 9.5/10
Fornn = Vassal/High
-Your Opinion 4/10
-Their Opinion = 8.5/10
Grythwyd = Religious Colony/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Halbarnwyd = Religious Colony/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Lorvysh = Vassal/Low
-Your Opinion 4.5/10
-Their Opinion = 9/10
Maradysh = Religious Vassal/Very Low
-Your Opinion 8/10
-Their Opinion = 10/10
Merntir = Religious Vassal/Very Low
-Your Opinion 9.5/10
-Their Opinion = 10/10
Raradysh = Colony/Low
-Your Opinion 6.5/10
-Their Opinion = 9/10
Tordysh = Vassal/Low
-Your Opinion 6.5/10
-Their Opinion = 9/10
Zaradysh = Colony/Low
-Your Opinion 6.5/10
-Their Opinion = 9/10

Values & Legacies.
Agricultural Innovators: +1 Temp Econ to Farming actions.
Ancient Bureaucracy: +2 Passive Policies
Ancient Bastion of Civilisation (Garthryd): Significant bonus to defending the Garthryd region against outside threats.
Ancient Centre of Civilisation (Garthryd): 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 (Three): +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 wondrous 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 Academy.
The Academy of Greenbay is the first formal centre of learning in the world, the intelligent go to get educated. No other centre of education has its prestige or history.
Effects: +1 to Innovation Rolls

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
Black Soil (Terra Preta)
Seasonal Crops
Soil Fertility
Three-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Griffins
Sheep

Construction
Earthen Flood Control
Mortar
Surveying

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

Hunting
Baits
Live Trapping
Snares
Trapping

Materials
Bone
Bronze
Charcoal
Coal
Copper
Fired Bricks
Gold
Mithril
Silver
Tin
Soakstone
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Bronze Smelting
Copper Smelting
Gold Smelting
Kilns
Lead Smelting
Mithril Smelting
Silver Smelting
Tin Smelting
Administration
Archiving
Dedicated Messengers
Memory Stone Record Keeping
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

Logistics
Supply Lines

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
Soakstone

All-Seerist Divine Magic
Future Seeing (Crude Limited)
Guided Attacks (Basic/Refined)
Increased Accuracy (Expert/Refined)
Scrying (Basic)
Truth Detecting (Expert)
Undead Detection (Limited)

Arthrynite Divine Magic
Stone Manipulation (Advanced/Refined)
Stone Skin (Basic)
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Inspire (Limited)
Memory Stones (Advanced/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, we've had maximum Stability and Legitimacy for 3 turns in a row. I think that means we should be in a golden age right now.

Purists (1.4/10) = Goals: No barbarians and their ways, Mood: Somewhat Pleased, Ability: Diplo- per 2 Faction Power, Objective: Do not aid any barbarians for 2 Turns, Success/Failure: Temp Eco+/-
This quest should've failed after we helped cure diseases among the boarfolk.

Meanwhile the royal outreach to the Bruraysh was not foreign news.
I think you meant a different word than "foreign".

However that desire was being a step further and to many, it was a step too far.
"that desire was being a step further" is a bit awkward.

Choose your new Passive Policy.
[] [Policy] Agriculture
[] [Policy] Arts
[] [Policy] Black Soil
[] [Policy] Diplomacy
[] [Policy] Education
What do the Education and Black Soil passive policies do?
 
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Not sure what to do with Mythril or megaproject bonuses but the crisis is interesting because it's also one hell of an opportunity for an expansion as well.

[] [Crisis] She orders an expansion of the military. (Martial+, Econ-, Temp Mystic-, ???)
[] [Policy] Agriculture

Here's my logic, colonisation is going to result in new lands and those lands need new armies to protect them. Agriculture will support the pops increase and will help to prop up those new lands, should they be successful.

Mind you, this all assumes that the expedition will be successful. There are probabilities that they're going to fail. In that case, having more army and food will help to stem future disasters in case the worst-case scenario popped up.

Edit: Revising options
 
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Here's my logic, colonisation is going to result in new lands and those lands need new armies to protect them.
Our civilisation will collapse unless we curtail the Arthwyd's expansionist tendencies. They will inevitably at some point expand too far away for us to help or avenge them, at which point the Arthwyd civilisation will enter into a death spiral as stated by the GM himself. Further colonisation needs to be minimised and, if possible, halted absolutely, not enabled.
 
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Our civilisation will collapse unless we curtail the Arthwyd's expansionist tendencies. They will inevitably at some point expand too far away for us to help or avenge them, at which point the Arthwyd civilisation will enter into a death spiral as stated by the GM himself. Further colonisation needs to be minimised and, if possible, halted absolutely, not enabled.
Huh, really? Oh yeah. I just skipped past the QM note there after the vote went out.

Well, crap. If that death spiral was happening, then my vote is a bad idea.
 
I think that we should go for public education mega project, having public education is an insane thing for an bronze age civilization especially one with an population in the millions.

[X] [Mithril] Form an elite unit of Catclaws equipped with mithril called the Arthgard.
[X] [Crisis] She subtly tries to convince them to stop. (Temp Diplo-, ???)
[x] [Mega] The new academy inspires even greater ideas for education amongst the Arthwyd. (Unlock the Public Education Megaproject)
 
[X] [Crisis] She subtly tries to convince them to stop. (Temp Diplo-, ???)
The problem with being subtle is that it's quiet and doesn't make a lot of waves, culture- and law-wise. That means it doesn't establish strong, firm precedence forbidding the Arthwyd's expansion, which the Arthwyd civilisation badly needs to survive in the long term.
 
The problem with being subtle is that it's quiet and doesn't make a lot of waves, culture- and law-wise. That means it doesn't establish strong, firm precedence forbidding the Arthwyd's expansion, which the Arthwyd civilisation badly needs to survive in the long term.

That goes directly against one of our main values of expanding, what we need to do is not stop expanding, but to consolidate build up infrastructure and expand to places closer to us.

So stop this expedition should be good enough for now.
 
@Oshha, we've had maximum Stability and Legitimacy for 3 turns in a row. I think that means we should be in a golden age right now.

I've got it marked down as fifty years after the war ends so it should be next turn you get it.
This quest should've failed after we helped cure diseases among the boarfolk.
That's true. I'll update in a bit.

I think you meant a different word than "foreign".

"that desire was being a step further" is a bit awkward.
Fixed. Thanks for catching those.
 
That goes directly against one of our main values of expanding, what we need to do is not stop expanding, but to consolidate build up infrastructure and expand to places closer to us.

So stop this expedition should be good enough for now.
Going against that main value of expanding is exactly what we need. To make it as clear and simple as possible, if we don't stop the Arthwyd's expansion, the Arthwyd are doomed to collapse. It is, without exaggerating, vital to curtail the expansion value - degrade it and eliminate it if we can.
 
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