As for having them feel like part of the Arthwyd Empire, just how much do our barbarian subordinate actually feel that way?
They consider themselves part of the Arthwyd Empire, but don't consider themselves to be Arthwydish and the nature of the Arthwyd Empire means that they don't feel that they have to obey the Arthwyd. With your Arthwydish subordinates, they don't obey you because they are part of the Arthwyd Empire (they feel the same way as the 'barbarians' in that regard), they obey you because they consider the Cadlon of the Arthwyd to be their Cadlon and therefore they need to obey them.
 
Could we eventually try to integrate the culturally Arthwydish parts of the empire into the country? If it is possible what would we need?
 
Could we eventually try to integrate the culturally Arthwydish parts of the empire into the country? If it is possible what would we need?
You could and you would need to centralised the power of the Arthwyd Empire and actually exert some authority or power over your subordinates such as making them pay tribute instead of just letting them to their own thing.
 
Course keeping it as is makes it pretty easy for people to be fine with being part of the empire. If we start demanding tribute or the like they'll be much less happy with the situation.
 
Alright, switching away from empire policy isn't the way to go then. Still, we should try to centralize the empire more at some point in the future before they drag us into another war. For the golden age bonus, we have plenty of megaprojects and infrastructure that we need to build in the future so I don't want to unlock another one. If we do unlock another one I'd prefer it to be something that doesn't unlock another bit of infrastructure that we need to build, like the Great Library.

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

I think administrative technology could be more useful right now for the management of our empire, especially with the constant risk of us going over our subordinate limit with the ongoing crisis.

[X] [MAIN] Plant Sacred Forests
[X] [MAIN] Sewers
[X] [SEC] Support Subordinate = Morydwyd
[X] [SEC] Build Library = (Eastern Rock River)
[X] [SEC] More Messengers.

As for the turn itself, sewers will be needed for increased urbanization and the rest works towards infrastructure and faction objectives. The port can be built next turn, so that we can get some better infrastructure for our far eastern coastal colony.
 
[X] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[X] [MAIN] Sewers
[X] [MAIN] Plant Sacred Forests
[X] [SEC] Support Subordinate = (Morydwyd)
[X] [SEC] More Messengers.
[X] [SEC] Build Library = (Eastern Rock River)

I'm approval voting administration tech so that the pointlessness of a new megaproject option doesn't win. Seriously, we can buy a new option next turn. Doing it now gets us nothing good and sacrifices something beneficial.
 
Last edited:
[X] [MAIN] Plant Sacred Forests
[X] [MAIN] Sewers
[X] [SEC] Support Subordinate = Morydwyd
[X] [SEC] Build Library = (Eastern Rock River)
[X] [SEC] More Messengers.
[X] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
 
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[X] [MAIN] Plant Sacred Forests
[X] [MAIN] Sewers
[X] [SEC] Support Subordinate = (Morydwyd)
[X] [SEC] Build Library = (Eastern Rock River)
[X] [SEC] Build Library = (Western Rock River)

I'm willing to kick the can on messengers/bonus road for a turn to try to snowball our techs a little more.
 
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[X] [MAIN] Sewers
[X] [MAIN] Plant Sacred Forests
[X] [SEC] Support Subordinate = (Morydwyd)
[X] [SEC] More Messengers.
[X] [SEC] Build Library = (Eastern Rock River)
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 186 | Sufficient Velocity [Posts: 4650-4684]
##### NetTally 2.2.0

Task: GA

[X][GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
No. of Votes: 7

[X][GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
No. of Votes: 3
[X] Ifraka
[X] Andres110
[X] Kiba

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

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

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



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

[X][SEC] Support Subordinate = (Morydwyd)
No. of Votes: 8

[X][SEC] Build Library = (Eastern Rock River)
No. of Votes: 7

[X][SEC] More Messengers.
No. of Votes: 6

[X][SEC] Build Library = (Western Rock River)
No. of Votes: 1
[X] KarmaA

[X][SEC] Change up to two Passive Policies (13/13)
-[X] Empire x2 to x1 Black Soil, x1 Study
No. of Votes: 1

[X][SEC] Develop Mithril Mine = (Sunrise Mountains)
No. of Votes: 1

[X][SEC] Expand Econ
No. of Votes: 1

[X][SEC] Plant Cash Crops
No. of Votes: 1

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

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



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

[X][MAIN] Plant Sacred Forests
No. of Votes: 8

[X][MAIN] Sewers
No. of Votes: 8

[X][MAIN] Port
No. of Votes: 2


Total No. of Voters: 11
 
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)

[X][SEC] More Messengers.
[X][SEC] Build Library = (Eastern Rock River)
[X][MAIN] Port

[X] [MAIN] Train Sacred Warriors
[X][SEC] Develop Mithril Mine = (Sunrise Mountains)
There were some hints of trouble in the mountains so let us boost our army a bit the mithril mine will improve their weapons and armor and a main train warriors increases the permanent part of our army something is best done before we need the troops.
 
[X] [GA] Gain random magical knowledge advancement. (Temp Econ-, Temp Mystic-, Temp Culture-)
[X] [GA] Gain random metallurgy technology advancement. (Temp Econ-, Temp Mystic-)


[X] [SEC] Build Library = (Eastern Rock River)
[X][SEC] Develop Mithril Mine = (Sunrise Mountains)
[X] [SEC] Study Metal
[X] [SEC] Study Magic.
[X] [SEC] Change up to two Passive Policies (13/13)
-[X] Empire x2 to x1 Black Soil, x1 Study
[X] [MAIN] Sewers
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 186 | Sufficient Velocity [Posts: 4650-4687]
##### NetTally 2.2.0

Task: GA

[X][GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
No. of Votes: 8

[X][GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
No. of Votes: 3
[X] Ifraka
[X] Andres110
[X] Kiba

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

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

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

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

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



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

[X][SEC] Build Library = (Eastern Rock River)
No. of Votes: 9

[X][SEC] Support Subordinate = (Morydwyd)
No. of Votes: 8

[X][SEC] More Messengers.
No. of Votes: 7

[X][SEC] Develop Mithril Mine = (Sunrise Mountains)
No. of Votes: 3

[X][SEC] Change up to two Passive Policies (13/13)
-[X] Empire x2 to x1 Black Soil, x1 Study
No. of Votes: 2

[X][SEC] Build Library = (Western Rock River)
No. of Votes: 1
[X] KarmaA

[X][SEC] Expand Econ
No. of Votes: 1

[X][SEC] Plant Cash Crops
No. of Votes: 1

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

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

[X][SEC] Study Metal
No. of Votes: 1

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



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

[X][MAIN] Sewers
No. of Votes: 9

[X][MAIN] Plant Sacred Forests
No. of Votes: 8

[X][MAIN] Port
No. of Votes: 3

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


Total No. of Voters: 13
 
2220 AG - Return of Urth the Everevil
[X] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[X] [MAIN] Sewers
[X] [MAIN] Plant Sacred Forests
[X] [SEC] Build Library = (Eastern Rock River)
[X] [SEC] Support Subordinate = (Morydwyd)
[X] [SEC] More Messengers.

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

Haflyn likes her time in the Arthwyd Empire. It has been a few centuries since she gained true undeath and while the attitude of the locals are rather unpleasant, the Arthwydish cities remain the best places to visit. The settlements change over time and unlike the places, the northerners only let their homes get better. The riverlanders would sometimes let their homes fall into disrepair or they would get burnt down during raids or wars.

The Arthwyd allowed no such things to occur and in fact, Haflyn could not remember the last time that someone had successfully attacked the Arthwyd. She knows of such things from her elders, but such things were before her time.

Caermyr is Haflyn's favourite place to go and over the last couple of centuries, it has gone from being a second home to just being her first home. She can avoid the Arthwydish for the most part by sticking to the neighbourhoods where the foreigners live. These enclaves hold both traders and other visitors who are just passing through alongside non-Arthwydish migrants who have decided to call Caermyr home.

Without any expectation to fit into the Arthwydish way of life, Haflyn can just pretend to be one of the riverlanders and between the lack of information exchange and her vast knowledge, she can pull it off just fine. Of course, she needs to fake her death and start anew with a fresh appearance and identity every few generations, but that is fine. Haflyn would need to create new relationships anyway when all of her mortal associates die of old age so at least this way she gets to pretend to be one of them instead of standing out as a revenant.

It helps that she has been able to get a nice and fresh intact body and keep it that way. Use some magic to make it practically alive and some more magic to alter the external appearance as needed and nobody realises that Haflyn's body is a actually magically reanimated corpse. Especially since she spent the better part of a century figuring out how to replicate certain biological functions.

With a basket of bread under one arm, Haflyn hums to herself as she walks down one of Caermyr's many paved stone roads. The revenant can remember back when she had to spend her time going down a dirt path at best and so unlike many who take it for granted, she enjoys the luxuries of Arthwydish engineering.

"Garwae!" calls a young woman's voice and Haflyn smiles as she recognises the voice of Gwynryn, the young Arthwydish lass that Halfwyn has struck up a friendship with.

"Gwynryn!" calls back Halfyn as she smiles at her friend, only for that smile to slip away as she spots the look on the Arthwydish woman's face, "What's wrong?"

She likes Gwynrn. The clothier in training is an excellent example of an Arthwydish woman. Pretty and shapely in all the right ways whilst being kind and considerate in personality. The only downside is that means that she hates undead like the rest of her people, but since she is not a priestess, that is not a problem for Halfyn.

"The Everevil is back!" exclaims Gwynryn as if that says it all.

And in a way, it does. Urth the Everevil, as the Arthwydish know the creator of undeath, is the greatest monster in the Arthwydish mind. Haflyn is unsure of the truth of what happened so long ago, but whatever happened between Urth and the Arthwydish left the latter with hatred and fear of the man. And annoyingly for Haflyn, that hatred is something that the Arthwyd extend to all undead and not just Urth.

For her part, Haflyn has never met the man who discovered undeath as Urth left for lands unknown a generation or two before she was born. Yet she knows the tales of him as everyone does for a being as ancient and powerful as Urth leaves his mark across the known world. And while she cannot comment on whether the hatred is valid or not, Haflyn definitely understands the healthy fear that the Arthwyd hold towards Urth as it is shared by pretty much everyone else and for good reason.

"What do you mean that Urth is back?" demands Haflyn as her mind races about what this means for her, the Caradysh, the Arthwyd and the rest of the world..

"Urth has returned to the Cursed Forest and reclaimed its rightful place as the tyrant of the Caradysh!"

***​

Even as the...the event upended everything, life went on for the Arthwyd. A new standardised way of organising the archives for all communities was agreed upon by the Cadlon and enforced by degree while additional messenger relays were set up. As was always the case in this era, vast quantities of infrastructure were constructed in the settlements of the Arthwyd and in Greenbay, a new project was started and completed.

The new sewer system was meant to be a counterpart to the aqueduct, an underground series of waterways to take away filthy water to go along with an above ground series of waterways to deliver fresh water. The project was a success and the end result was another testament to the excellency of Arthwydish engineering and the general greatness of the northerners.

Completed Megaproject!
The Sewer
.
A network of underground waterways built beneath the city of Greenbay, the sewer allows dirty and unclean water to be carried away from the homes within the city.
Effects: Reduces True City Upkeep for Greenbay, Bonus to Greenbay's rolls,

Choose your bonus for completing the Sewer Megaproject.
[] [Mega] One of the workers on the projects turns out to be especially talented. (Gain a Hero)
[] [Mega] The work on the sewer resulted in new administrative discoveries being made. (Gain two administrative-based Innovation)
[] [Mega] The work on the sewer allowed for several new ideas to flourish (Gain three random Innovations)
[] [Mega] The construction of the sewer inspires new ways of thinking that have spread throughout the Arth Coast. (Upgrade a Random Value)
[] [Mega] The new infrastructure has been inspire another grand project (Unlock Colossal Walls Megaproject)

Yet the capital of the Arthwyd Empire was not the only place of interest over the last generation for the Arthwydish people. To the Far East, a talented prodigy had emerged in the grassy fields of the Halbarnwyd. A young woman by the name of Anyra had swiftly gained a place within the priesthood and the priestess was a rising star with the colony of the Far East. With an unmatched mind and a natural grasp of numbers, Anyra had been dominating any challenge which came before her and has been showing no signs of slowing down.

The young woman would be a great boon for whoever had her and Anyra has proven herself talented enough that some have been considering bringing her to Greenbay. In fact, some individuals at Greenbay have raised the possibility of making her the next Cadlon due to how much of a genius the prodigy has turned out to be. Or Anyra could be allowed to stay at home so the Halbarnwyd could make use of her natural talents.

What happens with Anyra the Admin Genius?
[] [Admin] Make Anyra into the next Cadlon of the Arthwyd. (???)
[] [Admin] Bring Anyra to Greenbay to serve the central government. (Halbarnwyd Opinion-)
[] [Admin] Leave Anyra in the Far East to aid the Halbarnwyd. (Halbarnwyd Opinion+)

But ultimately things would come back to Urth the Everevil and its unexpected return to the Caradysh. While the Caradysh had claimed that Urth had been gone for many generations after mysteriously vanishing one night, there had been much doubt about just how true that was amongst the Arthwyd. Some accept it while others thought Urth was just ruling in secret and more believed that Urth had retired from ruling, but was still around in the Cursed Forest.

And now, a mere generation after Cadlon Evatine Triumphant had gone to be with the Goddesses, Urth had proven the Caradysh correct by making a triumphant return to the Cursed Forest. Wearing an attractive and healthy woman's body of unknown origin, Urth had decided to return home after many generations of adventuring in the Far East and Far South. With the reappearance of Urth, the Arthwyd Empire was now able to figure out what the undead monster had been up to.

While they had heard of the 'Mother of Death' from those from the Far South and Far East, it was only now that the Arthwydish realised that figure had been Urth all along. The ancient abomination had been seeking out secrets in foreign lands and amassing power to itself. And now it had gathered enough knowledge and power, it had made the journey back to its accursed home.

And Urth brought a lot of power and knowledge back to the Caradysh with it. For starters, Urth gave much knowledge of metalworking to the foresters, including the secret of bronze. It was a subject of debate over whether it was worse that the Caradysh now had bronze or if it was worse than some other people out there had figured out how to create bronze somewhere beyond the knowledge of the Arthwyd Empire.

It was not just bronze and better metalworking that Urth had to offer. The Caradysh had always prided themselves on being the best magic-users around and the disappearance of Urth had not deterred the rest of the foresters from upholding that claim. While it was hard to pick out fact from fiction due to the sheer number of rumours and the lack of insight into Caradysh society, everyone in the Arthwyd Empire and the lowlands knew one thing. And that was that Urth had been collecting magical knowledge from all over the known world and beyond and he had just brought all back to share with the Caradysh.

Between the metalworking, the magic and the revelation that Urth was the mythical Mother of Death from beyond the lowlands, it is clear that Urth the Everevil retaking its rightful place as the ruler of the Caradysh would bring the foresters up to new heights. And those heights might be higher than the Arthwyd Empire, something that the Arthwydish and everyone else in the world grasped quite fine.

The only question is how the Arthwyd Empire is going to react to the return of Urth the Everevil and a resurgent Caradysh.

Urth has returned and his bag of goodies include enough prestige to overtake the Arthwyd.
[] The Arthwyd Empire goes to war with the Caradysh to crush the undead abominations and deal with the threat posed by Urth. (War with the Caradysh, +3 Prestige, Caradysh Opinion-, ???)
[] The Arthwyd Empire responds by promoting its own rightful superiority of the Caradysh, Urth or no Urth. (Switches Passive Policy from Foreign to Glory, One Megaproject must be started, -1 Stability, Ends Golden Age, ???)
[] The Arthwyd Empire peacefully accepts the return of Urth and the ascendance of the Caradysh. (-5 Prestige, -2 Legitimacy, -2 Stability, Caradysh Opinion+, Lost King of the Hill status, Ends Golden Age, ???)

Pick a Golden Age Bonus
[] [GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Improve relations with the southern people. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Improve relations with all Arthwydish subordinates. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Improve relations with all barbarian subordinates. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Unlock the Market Megaproject. (Temp Mystic-, Temp Wealth-)
[] [GA] Unlock the Great Library Megaproject. (Temp Mystic, Temp Culture-)
[] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
[] [GA] Gain a Hero. (Temp Econ- AND Temp Diplo- or Temp Mystic- or Temp Culture-)
[] [GA] Upgrade a random Value. (Temp Diplo-, Temp Culture-, Temp Mystic-)
[] [GA] Gain a random Value. (Temp Diplo-, Temp Culture-, Temp Mystic-)
[] [GA] Discover a new mine location. (Temp Econ-, Temp Martial-)
[] [GA] Promote the glory and greatness of the Arthwyd. (+5 Prestige, Temp Diplo-, Temp Mystic-, Temp Culture-)
[] [GA] Gain random general technology advancement. (Temp Wealth-, Temp Econ-, Temp Mystic-)
[] [GA] Gain random social concept advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
[] [GA] Gain random magical knowledge advancement. (Temp Econ-, Temp Mystic-, Temp Culture-)
[] [GA] Gain random agricultural technology advancement. (Temp Econ-, Temp Mystic-)
[] [GA] Gain random metallurgy technology advancement. (Temp Econ-, Temp Mystic-)
[] [GA] Gain random nautical technology advancement. (Temp Diplo-, Temp Econ-, Temp Mystic-)
[] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)

Conservatives (9.1/10) = Goals: Stability and the status quo, Mood: Upset, Ability: +1 Passive Policy per 4 Faction Power, Objective: Plant 1.5 Sacred Forests in 2 Turns, Success/Failure: Temp Econ++/-1 Stability
Gerontocrats (1.2/10) = Goals: Empowerment of the Elders, Mood: Very Happy, Ability: Econ+ per 1 Faction Power, Objective: Build 3 Walls in 3 Turns, Success/Failure: Temp Econ+/-
Theocrats (4.7/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 4 Academies in 4 Turns, Success/Failure: Temp Mystic+/-
Monarchists (7.4/10) = Goals: Empowerment of the Cadlon, Mood: Happy, Ability: Free Secondary Action per 5 Faction Power, Objective: Build 1 Roads in 4 Turns, Success/Failure: Temp Mystic+/-
Centralists (7.5/10) = Goals: Increased centralisation, Mood: Happy, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Do 1 More Messengers in 2 Turns, Success/Failure: Free Road/-
Localists (5.5/10) = Goals: Decreased centralisation, Mood: Very Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Build 4 Walls in 4 Turns, Success/Failure: Free Road/-
Militarists (3.2/10) = Goals: Stronger military and increased warfare, Mood: Pleased, Ability: Martial+ per 2 Faction Power, Objective: Build 2 Walls in 2 Turns, Success/Failure: Temp Martial+/-
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 in 2 Turns, 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 2 Turns, Success/Failure: Free Sacred Forest/-1 Stability
Traderists (7.2/10) = Goals: Thriving trade networks, Mood: Pleased, Ability: Wealth+ per 1 Faction Power, Objective: Do 2 Plant Cash Crops in 2 Turns, Success/Failure: Free Academy/-
Internalists (5.4/10) = Goals: Internal development, Mood: Very Happy, Ability: +1 Econ per 1 Faction Power, Objective: Build 2 Libraries in 3 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: Do 2 Cultivate Medical Plants in 3 Turns, Success/Failure: Temp Econ+/-
Purists (1.3/10) = Goals: No barbarians and their ways, Mood: Annoyed, Ability: Diplo- per 2 Faction Power, Objective: Train Sacred Warriors in 3 Turns, Success/Failure: Temp Eco+/-

Action List
You have one Main Action and five Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Black Soil
M: Temp Econ-, Econ+ (0/46),
M: Temp Econ--, Econ++ (0/46),

[] [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 Academy= (Target)
S: Temp Econ--, Temp Mystic--, +1 Academy (Tech+ & Culture+ per 3 Academies)
M: Temp Econ----, Temp Mystic--, +2 Academies (Tech+ & Culture+ per 3 Academies),
-Possible Targets: Greenbay (2/15), Rockbay (1/6), Sunrise Bay (1/6), Northern Sunset Plains (1/6), Eastern Rock River (1/6), Western Rock River (1/6), North-West Sunrise Plains (0/2)

[] [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 (3/15), Rockbay (2/6), Sunrise Bay (2/6), Northern Sunset Plains (1/6), Eastern Rock River (1/6), Western Rock River (1/6), North-West Sunrise Plains (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 (3/15), Rockbay (2/6), Sunrise Bay (2/6), Northern Sunset Plains (2/6), Eastern Rock River (2/6), Western Rock River (2/6), North-West Sunrise Plains (0/2)

[] [SEC/MAIN] Build Roads = (Target)
S: Temp Econ-, Temp Mystic+, +1 Road,
M: Temp Econ--, Temp Mystic+, +2 Roads,
-Possible Targets: Greenbay (13/15), Rockbay (4/6), Sunrise Bay (4/6), Northern Sunset Plains (4/6), Eastern Rock River (4/6), Western Rock River (4/6), North-West Sunrise Plains (1/2)

[] [SEC/MAIN] Build Sewer = (Target)
S: Temp Econ--, +1 Sewer (Econ+ per 3 Sewers),
M: Temp Econ---, +2 Sewers (Econ+ per 3 Sewers),
-Possible Targets: Greenbay (0/15), Rockbay (0/6), Sunrise Bay (0/6), Northern Sunset Plains (0/6), Eastern Rock River (0/6), Western Rock River (0/6), North-West Sunrise Plains (0/2)

[] [SEC/MAIN] Build Wall = (Target)
S: Temp Econ--, +1 Small Wall,
M: Temp Econ--, +1 Large Wall,
-Possible Targets: Greenbay (Small: 9/15, Large: 0/15), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 6/6, 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: 6/6, Large: 0/6), North-West Sunrise Plains (Small: 0/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (13/13)
-Agriculture = Temp Econ++ every turn.
-Arts = Temp Culture+ every turn.
-Black Soil = 1 Black Soil Progress 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.
-Infrastructure = +1 regular infrastructure progress every turn. (8)
-Megaproject = +0.25 Megaproject progress per turn.
-Military = Temp Martial+ every turn.
-Religion = Temp Mystic+ every turn.
-Study = Free Innovation roll every turn. (1)
-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: 1/1, Lead/Silver: 2/2, Tin: 2/2), Sunset Mountains (Copper/Silver: 2/2, Lead/Silver: 1/1, Tin/Silver 1/1, Nickel: 1/1, Lead: 0/1, Copper: 0/2, Gold: 0/1, Mithril: 2/2, Soakstone: 1/1), 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, Halbarnwyd, 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+ (7/46), 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

[] [SEC/MAIN] More Messengers.
S: Temp Econ-, +1 Messengers, (14/46),
M: Temp Econ--, +2 Messengers, (14/46),

[] [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----, Temp Mystic-, +1 Sacred Forest,
-Sacred Forests = 20.5

[] [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 (15/15), Rockbay (6/15), Eastern Rock River (6/15), Western Rock River (6/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (2/15), 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, Halbarnwyd, Lorvysh, Merntir, Morydwyd, 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, Halbarnwyd, Merntir, Morydwyd, 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: Temp Econ-, Temp Mystic-, Temp Tech-, Temp Martial+, Chance of Innovation,
M: Econ-, Temp Mystic-, Temp Tech-, 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, Hamefordysh, Hielwald, Lochanysh, Nersondur, Sinsearysh, Sunrise Mountains, Great Mountain,

Mega-Projects
[] [SEC/MAIN] Public Education
S: Temp Econ--, Temp Mystic--, Temp Wealth----, +2 Progress
M: Temp Econ----, Temp Mystic----, Temp Wealth--------, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Port
S: Temp Econ--, Temp Dipo--, Temp Wealth----, +2 Progress
M: Temp Econ----, Temp Diplo----, Temp Wealth--------, +4 Progress
-Progress: 0/???

***​

Urth is back and he comes with greatness. While the other bonuses were predetermined, I actually rolled for just how much prestige Urth got and I rolled almost the highest possible amount. That was still just enough for the Caradysh to overtake you though and that means your King of the Hill status is threatened.

You will need to fight for it to keep both it and your Golden Age. Because Urth coming back and the Caradysh becoming ascendent is a big enough deal to knock the Arthwyd Empire out of their Golden Age.

There aren't any painless options for this situation and you need to figure out which one is the least painful or the most palatable.

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

Legitimacy: 3/3
Stability: 3/3
Centralisation: 8 (-1/11)
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.
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,
Golden Age: Temp Econ+ at the start of each 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.
Caradysh = 86
Arthwyd = 85
Nersondur = 48
Maradysh = 47
Merntir = 44
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
Morydwyd = 11
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
2/2 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
Morydwyd = Religious Colony/Very Low
-Your Opinion 9/10
-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 (Five): +2 Colony Slots.
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+

The Sewer.
A network of underground waterways built beneath the city of Greenbay, the sewer allows dirty and unclean water to be carried away from the homes within the city.
Effects: Reduces True City Upkeep for Greenbay, Bonus to Greenbay's rolls,

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)
Milling
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
Standardised 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)

Bronwyn Divine Magic
Allure (Limited)

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)
 
Last edited:
Arthryn damnit Urth

If we go to war we need either a hero or a martial innovation, and I'd prefer to keep the Golden Age if we can, so that's what I'm leaning towards
 
SONNOVA!
NOT THIS GUY AGAIN!
Okay. So.
We might be able to take the Caradysh down, MAYBE, I dunno if I like the thought of trying to punch through that much magical knowledge, especially given the mighty being at the head of that faction...
But if we fight it's gonna be a fight to the knife. The kind of fight that could easily turn into a pyrrthic victory that causes the Arthwyd Empire to collapse as well.

Glory-fight might be okay, might not. I'm very much thinking of what happened last thread here though, what with the SURPRISE ASSASSINATION! Event+War. I'm the most leery of this option, because as I see it, it's SUPER risky. The Arthwyrd have weird ideas that might not play as nice with the neighbors as the Caradysh thinking might, the Caradysh's MASSIVE magical advantage/hunger suggests they're going to continue to outpace our magical research speed, and it's only a matter of time before that advantage becomes untenable to fight.

Acceptance...I WANT to like this option, but I keep thinking of ways this goes wrong. From the Caradysh getting to force us into an inferior position and beat cultural elements they don't like out of us, to the Forlucs down south getting mad and causing problems, to the Urth proceeding to go on a campaign of cultural erasure that eliminates the Goddesses that's our best edge against the Caradysh...
I'll need to get back to this.
 
[X] [Mega] The construction of the sewer inspires new ways of thinking that have spread throughout the Arth Coast. (Upgrade a Random Value)
[X] [Admin] Make Anyra into the next Cadlon of the Arthwyd. (???)
[X] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)

[X] The Arthwyd Empire goes to war with the Caradysh to crush the undead abominations and deal with the threat posed by Urth. (War with the Caradysh, +3 Prestige, Caradysh Opinion-, ???)
[X] [MAIN] Wage War = (Caradysh)
[X] [SEC] Train Sacred Warriors
[X] [SEC] Train Sacred Warriors x2
[X] [SEC] Train Sacred Warriors x3
[X] [SEC] Expand Econ
[X] [SEC] Expand Econ x2

If this fight is going to happen best that it happen now before Urth has a chance to really make use of all of his acquired knowledge to revamp the Caradysh.
 
Last edited:
[X] The Arthwyd Empire peacefully accepts the return of Urth and the ascendance of the Caradysh. (-5 Prestige, -2 Legitimacy, -2 Stability, Caradysh Opinion+, Lost King of the Hill status, Ends Golden Age, ???)

A painful and necessary option, especially if we want to avoid having an adversarial relationship with the Caradysh forever.
 
[X] [SEC] Train Sacred Warriors x3
[X] [SEC] Expand Econ x2
You need to put these as well.
[] [SEC] Train Sacred Warriors
[] [SEC] Train Sacred Warriors x2
[] [SEC] Expand Econ

Edit: Also, your vote is basically this:
[] [MAIN] Wage War = (Caradysh)
[] [MAIN[ Train Sacred Warriors
[] [SEC] Train Sacred Warriors
[] [MAIN] Expand Econ
This is because double Secondary actions equals a Main action.
 
Last edited:
[X] [Mega] The work on the sewer resulted in new administrative discoveries being made. (Gain two administrative-based Innovation)
[X] [Admin] Leave Anyra in the Far East to aid the Halbarnwyd. (Halbarnwyd Opinion+)
[X] The Arthwyd Empire responds by promoting its own rightful superiority of the Caradysh, Urth or no Urth. (Switches Passive Policy from Foreign to Glory, One Megaproject must be started, -1 Stability, Ends Golden Age, ???)
[X] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
[X] [MAIN] Public Education
[X] [SEC] Venerate the Goddesses
[X] [SEC] Study Metal.
[X] [SEC] Study Magic.
[X] [SEC] Cultivate Medical Plants.
[X] [SEC] Settle Land = North-West Sunrise Plains
 
Oh BLEEEP....

SONNOVA!
NOT THIS GUY AGAIN!
Okay. So.
We might be able to take the Caradysh down, MAYBE, I dunno if I like the thought of trying to punch through that much magical knowledge, especially given the mighty being at the head of that faction...
But if we fight it's gonna be a fight to the knife. The kind of fight that could easily turn into a pyrrthic victory that causes the Arthwyd Empire to collapse as well.

Glory-fight might be okay, might not. I'm very much thinking of what happened last thread here though, what with the SURPRISE ASSASSINATION! Event+War. I'm the most leery of this option, because as I see it, it's SUPER risky. The Arthwyrd have weird ideas that might not play as nice with the neighbors as the Caradysh thinking might, the Caradysh's MASSIVE magical advantage/hunger suggests they're going to continue to outpace our magical research speed, and it's only a matter of time before that advantage becomes untenable to fight.

Acceptance...I WANT to like this option, but I keep thinking of ways this goes wrong. From the Caradysh getting to force us into an inferior position and beat cultural elements they don't like out of us, to the Forlucs down south getting mad and causing problems, to the Urth proceeding to go on a campaign of cultural erasure that eliminates the Goddesses that's our best edge against the Caradysh...
I'll need to get back to this.
We could win....
But then we need to deal with forest Vietnam, the very thing that stymied us the last few wars we pushed into the forests time and time again.
[] The Arthwyd Empire goes to war with the Caradysh to crush the undead abominations and deal with the threat posed by Urth. (War with the Caradysh, +3 Prestige, Caradysh Opinion-, ???)
Caradysh Delenda Est... AGAIN! The cost of keeping our golden age.
[] The Arthwyd Empire responds by promoting its own rightful superiority of the Caradysh, Urth or no Urth. (Switches Passive Policy from Foreign to Glory, One Megaproject must be started, -1 Stability, Ends Golden Age, ???)
We avoid a war and instead go into a prestige competition, pushing ourselves to build great works to show us better than Urth.
[] The Arthwyd Empire peacefully accepts the return of Urth and the ascendance of the Caradysh. (-5 Prestige, -2 Legitimacy, -2 Stability, Caradysh Opinion+, Lost King of the Hill status, Ends Golden Age, ???)
This gives a heavy cost in echange of avoiding conflict with the Caradysh.

Personally, I am leaning towards the middle option, since we both are best at defense, their forest and our self-sustaining cities would leave the war into a likely stalemate, and those whom would suffer the most would be the vassals that don't subscribe to our self-sufficient fortresses philosophy, and/or those whom don't have walls yet.
 
SONNOVA!
NOT THIS GUY AGAIN!
Okay. So.
We might be able to take the Caradysh down, MAYBE, I dunno if I like the thought of trying to punch through that much magical knowledge, especially given the mighty being at the head of that faction...
But if we fight it's gonna be a fight to the knife. The kind of fight that could easily turn into a pyrrthic victory that causes the Arthwyd Empire to collapse as well.

Glory-fight might be okay, might not. I'm very much thinking of what happened last thread here though, what with the SURPRISE ASSASSINATION! Event+War. I'm the most leery of this option, because as I see it, it's SUPER risky. The Arthwyrd have weird ideas that might not play as nice with the neighbors as the Caradysh thinking might, the Caradysh's MASSIVE magical advantage/hunger suggests they're going to continue to outpace our magical research speed, and it's only a matter of time before that advantage becomes untenable to fight.

Acceptance...I WANT to like this option, but I keep thinking of ways this goes wrong. From the Caradysh getting to force us into an inferior position and beat cultural elements they don't like out of us, to the Forlucs down south getting mad and causing problems, to the Urth proceeding to go on a campaign of cultural erasure that eliminates the Goddesses that's our best edge against the Caradysh...
I'll need to get back to this.
I think a fight is in our favor. Urth has yet to actually use his new knowledge to its full effect yet. In addition, the Caradysh have 2 small subordinates while we have 15. The two eastern ones won't be much help but the other 13 are right here and some of them, like the Forluc, are heavy hitters in their own right. There's also the Mithril we've been equipping our elites with.

And, in my opinion, the other two options put us at a distinct disadvantage. Once Urth fully integrates his new knowledge the Caradysh will become far more powerful than they are now and it's going to happen quickly as Urth already has the knowledge, he just needs to make use of it.
 
I think a fight is in our favor. Urth has yet to actually use his new knowledge to its full effect yet. In addition, the Caradysh have 2 small subordinates while we have 15. The two eastern ones won't be much help but the other 13 are right here and some of them, like the Forluc, are heavy hitters in their own right. There's also the Mithril we've been equipping our elites with.

And, in my opinion, the other two options put us at a distinct disadvantage. Once Urth fully integrates his new knowledge the Caradysh will become far more powerful than they are now and it's going to happen quickly as Urth already has the knowledge, he just needs to make use of it.
The one issue is...
Well, COULD WE WIN BEFORE IT HAPPENS ANYWAY?

We would need to deal with their forest Vietnam in order to truly win, and likewise, for Urth to win, he would need to storm a staggering amount of fortresses whom would have very capable soldiers stationed on those walls...
we both are best at defense, their forest and our self-sustaining cities would leave the war into a likely stalemate, and those whom would suffer the most would be the vassals that don't subscribe to our self-sufficient fortresses philosophy, and/or those whom don't have walls yet.
Honestly, our factions are well suited to be stuck in on and off conflicts for a LONG time, simply because we both have such huge advantages on defense.
 
You need to put these as well.
[] [SEC] Train Sacred Warriors
[] [SEC] Train Sacred Warriors x2
[] [SEC] Expand Econ

Edit: Also, your vote is basically this:
[] [MAIN] Wage War = (Caradysh)
[] [MAIN[ Train Sacred Warriors
[] [SEC] Train Sacred Warriors
[] [MAIN] Expand Econ
This is because double Secondary actions equals a Main action.
The MAIN versons deal with perma stats and don't give as much temp stats. The Perma stats are fine, especially in Econs case, it's the temp we're low on.
 
This was a great update @Oshha !

There are two main things I want to mention for y'all in the thread:

1) [] [Admin] Make Anyra into the next Cadlon of the Arthwyd. (???)
As far as I remember, Cadlons are elected by the priesthood and then stay Cadlon until they die. Making Anyra into the next Cadlon would either be
A) Making her the heir (which it would probably say if that was the case)
B) Kicking out our current Cadlon because we found a super smart person (which can have a lot of troublesome issues down the line from such a drastic divergence in our succession)
I would be extremely wary of this option as a consequence of that.

2) Urth does not equal the Caradysh. As we just saw from the interlude, Haflyn (a several hundred year old undead) didn't even know anything about Urth beyond them being the mythical creator of undead who fucked off to parts unknown. Several generations of revenants were created that have no idea about or perspective about Urth as anything beyond a historical figure. Starting a war and killing (or well, rekilling) a bunch of people who have commited the sole crime of being in the Caradysh because of Urth seems like a pretty no good idea.

These are my current thoughts on what to vote for:

[] [Mega] The work on the sewer resulted in new administrative discoveries being made. (Gain two administrative-based Innovation)

We have been combating administrative based admin woes for the longest time now, so anything that can assist with that would be a great help

[] [Admin] Make Anyra into the next Cadlon of the Arthwyd. (???)

Edit: Oshha has confirmed that this is making Anyra into the successor of the current Cadlon, which I have no problems at all with.

This is assuming that the option to make Anyra the next Cadlon means installing her right away and deposing the current Cadlon, which I am super not in favor of. At the same time, having her sit in Halbarnwyd when she could be so much more helpful in the Core seems like a waste of talent. So having her show up, do her thing, and essentially assure her a spot as next Cadlon if she wants it seems like a nice compromise.

[] The Arthwyd Empire responds by promoting its own rightful superiority of the Caradysh, Urth or no Urth. (Switches Passive Policy from Foreign to Glory, One Megaproject must be started, -1 Stability, Ends Golden Age, ???)

Going to war over stung pride is a very bad idea. At the same time, rolling over and giving up one of the Arthwyd's core cultural legacies (lots of our legacies rely on us being a bastion of civilization, ancient center of culture and history and whatever whatever, that have to in some way tie in to the concept of being the local top dog) seems like an equally bad idea. I have much less of a problem with making our pissing match with the Caradysh about flexing through helpful infrastructure instead of just trying to burn shit down.

[] [GA] Unlock the Great Library Megaproject. (Temp Mystic, Temp Culture-)

It's a megaproject (which we will need to do our pissing contest with the Caradysh), synergizes well with our current infrastructure focus, and will likely make Public Education easier
 
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