[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
[X] [GA] Unlock the Great Library Megaproject. (Temp Mystic, Temp Culture-)
[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
 
[X] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
[X] [GA] Gain random magical knowledge advancement. (Temp Econ-, Temp Mystic-, Temp Culture-)

[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
 
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[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)

To help connect our scattered empire

[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)

Maybe we can increase our subordinate limit with this? Or at least it'll make our stuff more efficient in general
 
[X] [GA] Promote the glory and greatness of the Arthwyd. (+5 Prestige, Temp Diplo-, Temp Mystic-, Temp Culture-)

We're over our subordinate limit. Our cadlon's a bandaid on that but we badly need Prestige ASAP or we will suffer once she dies. The only way to get enough Prestige to solve the situation is to pick this GA option. Any other would mean we'd be above our subordinate limit for several turns and we really don't want that.

Save the megaproject options for another time. We've already got a bunch available to do.
 
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What are the effects of having our subordinate limit surpassed?
We don't know, but given the size of our empire, the multitude of our vassals, the religious and cultural differences between them, and the belligerence they've shown towards our neighbours (the Forluc's preparation for war with the Carady), I'm very sure we don't want to find out.
 
[X] [GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)

Let's take advantage of all our neighbors' general weakness to set good impressions for the next generation or two.
People generally avoid going to war with friends!
 
The is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 183 | Sufficient Velocity [Posts: 4574-4583]
##### NetTally 2.2.0

Task: GA

[X][GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
No. of Votes: 3

[X][GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
No. of Votes: 2

[X][GA] Gain a Hero. (Temp Econ- AND Temp Diplo- or Temp Mystic- or Temp Culture-)
No. of Votes: 1

[X][GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
No. of Votes: 1
[X] Weirdo

[X][GA] Gain random magical knowledge advancement. (Temp Econ-, Temp Mystic-, Temp Culture-)
No. of Votes: 1

[X][GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
No. of Votes: 1

[X][GA] Gain random nautical technology advancement. (Temp Diplo-, Temp Econ-, Temp Mystic-)
No. of Votes: 1

[X][GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)
No. of Votes: 1

[X][GA] Promote the glory and greatness of the Arthwyd. (+5 Prestige, Temp Diplo-, Temp Mystic-, Temp Culture-)
No. of Votes: 1

[X][GA] Unlock the Great Library Megaproject. (Temp Mystic, Temp Culture-)
No. of Votes: 1


Total No. of Voters: 7
 
[X] [GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)

Let's take advantage of all our neighbors' general weakness to set good impressions for the next generation or two.
People generally avoid going to war with friends!
We're about to get hit by a certain problem that could do some seriously bad things. We need to deal with that, not chase unrelated and unnecessary shinies.
 
We're about to get hit by a certain problem that could do some seriously bad things. We need to deal with that, not chase unrelated and unnecessary shinies.
It could also be relatively minor. We don't know. Could just make us less efficient, maybe a Diplo crises we have to use actions to solve. We don't know, assuming it's something terrible seems excessive. It's a risk, we just have to figure out how much risk we are willing to stand.
 
It could also be relatively minor. We don't know. Could just make us less efficient, maybe a Diplo crises we have to use actions to solve. We don't know, assuming it's something terrible seems excessive. It's a risk, we just have to figure out how much risk we are willing to stand.
If you're arguing that we should take a risk simply for its own sake then I'm gonna judge that a bad argument.

We have several megaprojects available already. Our neighbours are very unwilling to attack us for various reasons. There's no special reason to take them. It is bad policy to take a risk of unknown magnitude for a bonus we don't need and won't especially benefit from.

Like...look at this from my point of view. The GM says "You're about to come across a problem. Do you want to solve the problem: yes or no?", and players are voting "No" and it is baffling. It's not as disappointing as how people in real life refuse to solve problems but still, if there was a god of wisdom you know they'd look at the decision with disapproval.
 
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If you're arguing that we should take a risk simply for its own sake then I'm gonna judge that a bad argument.

We have several megaprojects available already. Our neighbours are very unwilling to attack us for various reasons. There's no special reason to take them. It is bad policy to take a risk of unknown magnitude for a bonus we don't need and won't especially benefit from.

Like...look at this from my point of view. The GM says "You're about to come across a problem. Do you want to solve the problem: yes or no?", and players are voting "No" and it is baffling. It's not as disappointing as how people in real life refuse to solve problems but it does jar my belief that the internet nerds on SV are the kind to think that the concept of wisdom is a good one.
Okay I get what you mean, and I don't mean to suggest we do nothing about this problem. But there are a few different ways to potentially solve it. Like we know it's going to take multiple turns to solve regardless. We have 83 prestige. Getting those 5 still leaves us some more to get. I posit the great library would be a source of prestige as well one that would very likely be very beneficial for us. I fully expect it'd get us the two extra prestige necessary to solve this problem, while having a longer term much greater benefit than simply increasing our prestige twice. Heck We could use three actions to change passive policies to glory and solve the problem that way. Without having to utilize our much more limited golden age bonuses to solve this. Three more actions afterwards and we go back to our current spread. 3 main actions and it solves the problem without costing us any golden age stuff.

Also we only have the sewer and the public education right now. That's not exactly a lot Of mega-projects.
 
[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)

We need either prestige or possibly admin tech to handle our subordinates and building wonders gets us prestige while being useful in their own right. We need better and more boats to support our new colony so it's finally time to get one of these. I also don't like the cultural effects of promoting our own greatness, that'll only feed our victory disease and encourage adventurers even more.
 
@Oshha, the faction quests need updating.

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 2 Turns, Success/Failure: Free Road/-
This should be at only needing one more, since last turn we helped the Halbarnwyd.

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 4 Turns, Success/Failure: Free Sacred Forest/-1 Stability
This quest would've failed since we didn't support them last turn. The cadlon did Venerate specifically to counteract the Stability loss from this and keep us at max Stability.

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+/-
This quest should've succeeded.

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 1 Turns, Success/Failure: Temp Eco+/-
This quest failed two turns ago.
 
We're about to get hit by a certain problem that could do some seriously bad things. We need to deal with that, not chase unrelated and unnecessary shinies.

We don't know what the problem is yet, so it's a bit hard to plan for it. Frankly that's why I'm voting for the Hero, I feel it's the most versatile asset to handle whatever comes.

Also, I think the undead forest is still the biggest threat around and I'd like to start the build up necessary to destroy it.

We need either prestige or possibly admin tech to handle our subordinates and building wonders gets us prestige while being useful in their own right. We need better and more boats to support our new colony so it's finally time to get one of these. I also don't like the cultural effects of promoting our own greatness, that'll only feed our victory disease and encourage adventurers even more.

Note that if we increase the influence of the Centralists Faction by another 1.5 to 9 that would give us an additional subordinate slot. That might be a good temporary solution until we can get some of the other actions to help with that in place.
 
[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Cultur
 
[X] [GA] Gain a Hero. (Temp Econ- AND Temp Diplo- or Temp Mystic- or Temp Culture-)
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[X] [GA] Promote the glory and greatness of the Arthwyd. (+5 Prestige, Temp Diplo-, Temp Mystic-, Temp Culture-)
 
[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
If we're going to have a colonial empire we will need a pretty beefy navy
 
[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
 
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