ultimately, trying to keep parts of your empire where there is general popular support for not being in the empire can get very costly very fast. Making a decision not to do that is probably the wiser move. I honestly think we can keep our vassals even if its not at sword point, epically if we after this set an exit procedure up that is somewhat tricky to invoke.
One issue we may have is our little issue on them being Arthwyn, Just because they break away won't change that, which could be a long term issue, depending on how things go...
so, do we want to set the president that you can't leave? or do we want to set the president that our colonies and vassals could leave if they so wish? Given how we've been a shockingly good overlord, I don' think the idea that they can leave if they want is really a bad one. It kinda fits our playstyle.
[X][East] Greenbay calls the bluff of the Halbarnwyd. (???)
ultimately, trying to keep parts of your empire where there is general popular support for not being in the empire can get very costly very fast. Making a decision not to do that is probably the wiser move. I honestly think we can keep our vassals even if its not at sword point, epically if we after this set an exit procedure up that is somewhat tricky to invoke.
This establishes a bad precedent saying that if you don't like our policies, you can leave the empire. They shouldn't be allowed to leave and do as they wish when we make a good but unpopular decision. For example, if we say we want to ban slavery (which we've already done, but for the sake of argument), there should be no precedent allowing our subordinates to leave our empire so they can continue practising slavery, a la the Confederacy. It would've been a bad thing for the US to accept the Confederacy's secession, and it'll be a similarly bad thing for us to accept our subordinates' secession when they oppose us when we do good things.
This isn't to say this is a total ban on subordinates leaving the empire, just against unilateral secession. Subordinates can still request to secede and we may grant that request, like we did with the Raradysh so long ago.
This establishes a bad precedent saying that if you don't like our policies, you can leave the empire. They shouldn't be allowed to leave and do as they wish when we make a good but unpopular decision. For example, if we say we want to ban slavery (which we've already done, but for the sake of argument), there should be no precedent allowing our subordinates to leave our empire so they can continue practising slavery, a la the Confederacy. It would've been a bad thing for the US to accept the Confederacy's secession, and it'll be a similarly bad thing for us to accept our subordinates' secession when they oppose us when we do good things.
This isn't to say this is a total ban on subordinates leaving the empire, just against unilateral secession. Subordinates can still request to secede and we may grant that request, like we did with the Raradysh so long ago.
hmm, i'm not sure there would be that level of nuance in the precedent. though to do make a good point, leave at any time could triggerd in a moment of extreme interal pressure or by a dumb king.
This establishes a bad precedent saying that if you don't like our policies, you can leave the empire. They shouldn't be allowed to leave and do as they wish when we make a good but unpopular decision. For example, if we say we want to ban slavery (which we've already done, but for the sake of argument), there should be no precedent allowing our subordinates to leave our empire so they can continue practising slavery, a la the Confederacy. It would've been a bad thing for the US to accept the Confederacy's secession, and it'll be a similarly bad thing for us to accept our subordinates' secession when they oppose us when we do good things.
This isn't to say this is a total ban on subordinates leaving the empire, just against unilateral secession. Subordinates can still request to secede and we may grant that request, like we did with the Raradysh so long ago.
That is another good point. It's one thing to ask to secede; it's another thing to threaten to. Even if we haven't been acting like it, the Arthwyd Core are the top dogs in this Empire. Letting a subordinate try to bully us through the threat of succession is just asking for others to do the same.
hmm, i'm not sure there would be that level of nuance in the precedent. though to do make a good point, leave at any time could triggerd in a moment of extreme interal pressure or by a dumb king.
Even if there was no nuance, even if it was a complete ban on leaving the empire, it's still better than the alternative. Subordinates threatening to leave when we do good but unpopular things is much more likely than us mismanaging them so badly they have just cause to leave. However, I maintain that the nuance is in fact understood since it's pretty clear what's going on in this situation and we still have the precedent of the Raradysh peacefully leaving.
Even if there was no nuance, even if it was a complete ban on leaving the empire, it's still better than the alternative. Subordinates threatening to leave when we do good but unpopular things is much more likely than us mismanaging them so badly they have just cause to leave. However, I maintain that the nuance is in fact understood since it's pretty clear what's going on in this situation and we still have the precedent of the Raradysh peacefully leaving.
You make a good point.
[X] [East] The Arthwyd Empire ensures that the Halbarnwyd are unable to commit treason most foul. (???)
[X] [Forluc] The Arthwyd attempt to rein in the warlords. (Temp Diplo--, ???)
Planned Settlements equal planning out each individual settlement. Semi-Planned Settlements is like that except the plans for each settlement are done to match each other with some accounting for the local terrain instead of individual settlement plan being its own thing.
Now the heatwave is over and I figured out how to get NetTally working again, the vote is finally closed. Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 192 | Sufficient Velocity [Posts: 4781-4831] ##### NetTally 2.2.0
[X] [East] The Arthwyd Empire ensures that the Halbarnwyd are unable to commit treason most foul. (???)
[X] [Forluc] The Arthwyd attempt to rein in the warlords. (Temp Diplo--, ???)
[-] [MAIN] Train Sacred Warriors
[-] [SEC] Port
[-] [SEC] Plant Sacred Forests
[-] [SEC] Expand Econ.
[-] [SEC] Cultivate Medical Plants.
[-] [SEC] More Messengers.
Despite the shadow of the threat posed by the Everevil, the Arthwyd were not going to let their authority over their empire collapse. Halbarnwyd could not be allowed to either secede or bully the rest of the empire into giving into their demands. Meanwhile the Forlucans had to be reigned as openly invading foreign lands could no longer be considered acceptable regardless of what had previously been allowed and the subterfuge that both they and the foresters were engaging in.
Strangely, it ended up being the barbaric Forluc who responded best to the Cadlon of the Arthwyd putting her foot down. While the lowlanders were unhappy, the displeasure of the Arthwyd combined with the threat of Arthwydish intervention was enough for the Forluc to reign in their wayward sons. It was not an instantaneous affair and it limited just how much the Arthwyd would be able to exert their authority over their empire in the near future, but it was done. The raiding did not stop completely, but it did slow down significantly and all of the major warlords were forced to stop or at least reduce their efforts to something that would go relatively unnoticed.
Meanwhile things did not go nearly as well in the Far East with the Halbarnwyd. Outraged by their imperious demands, the Arthwydish leadership in Greenbay refused to give in to them. Instead of declaring war upon the Caradysh, Cadlon Anyra of the Arthwyd decided to ensure that the Halbarnwyd would be unable to successfully carry out their demands. She expanded the ranks of the Catclaws and Cateyes whilst sending scouts to the Far East so they could report back on how the Halbarnwyd reacted to their demands being ignored.
The reaction of the Halbarnwyd was mixed as those threatening rebellion had not been united in purpose. There were those who had not known of the threatened secession, those who had supported it, those who had threatened it as a mere bluff and then there were those who had made the threats with full intentions of going through with it. Parts of the Halbarnwyd had tried to carry out the threat of breaking away from the Arthwyd Empire and the Arthwydish colony had promptly collapsed into infighting. The rebels of the Far East found themselves not fighting the rest of the Arthwyd Empire, but local loyalists.
By the time a contingent of Catclaws and Cateyes had arrived at the Halbarnwyd on orders from Greenbay, the fighting was almost over. The rebels had been caught by surprise by the local resistance and the loyalists of the Halbarnwyd had shown little mercy to the traitors. The bloodshed was great, but it was also swift and the reinforcements from Greenbay just finished off the last few bastions of treachery before returning home.
War was never pleasant, but sometimes lessons could be learnt from it and the Halbarnwyd Secession had shown a weakness in the defences of Arthwydish settlements. Stone walls were impressive and the sacred warriors of the Arthwyd were mighty, but stone walls mattered little if you lacked the numbers to properly man them against attackers. A good portion of the victory in the Far East could be contributed to the rebels lacking numbers to defend the walls of their communities and the Arthwyd Empire had few warriors compared to the size of its people.
When this information was brought before those in Greenbay, there was much debate about how to respond to it. Some felt that needing to expand the ranks of the Catclaws and Cateyes would be enough whilst others felt this would be too little. They advocated for the creation of a part time militia to patrol the walls to ensure that they did not go undefended and some were radical enough to suggest making a new category of warriors, based off of the professional regular warriors of the Forluc.
How did the Arthwyd deal with the issue of unmanned walls?
[] [War] They expanded the ranks of the sacred warriors (Martial+)
[] [War] They founded local militias to protect their homes. (Martial++++++, ???)
[] [War] They began to recruit full-time non-sacred warriors to support the Catclaws and Cateyes. (Martial++, ???)
[] [War] They did nothing.
As the news of what had happened with the Halbarnwyd spread throughout the rest of the Arthwyd Empire, there was fury, concern and agitation from the populace. Fortunately, the swift response of the Cadlon and the fact that the local loyalists had swiftly dealt with most of the worries even as the precedent was set that even if a individual could leave the Arthwyd Empire. a community could not.
Yet despite the troubles in the far reaches of the Arthwyd Empire, things had gone more smoothly back home. In Greenbay, the work on the new wharves was finished and the new port was open for business. No longer would ships need to load and unload both passengers and cargo wherever they could find space along the Green River and the ocean coastline. Instead they could dock at the newly constructed wharves, where the locations of the ships and their business could be handled in an efficient, organised manner.
Completed Megaproject!
The Greenbay Port. A set of wharves where boats and ships may load and unload both passengers and cargo. Organised and well-maintained, the port is a major improvement over ships just docking where the crew decides to.
Effects: Reduces True City Upkeep for Greenbay or gives +1 Temp Wealth per turn, Bonus to Greenbay's rolls,
Choose your bonus for completing the Port Megaproject.
[] [Mega] One of the workers involved with the port turns out to be especially talented. (Gain a Hero)
[] [Mega] The work on the port resulted in new administrative discoveries being made. (Gain two administrative-based Innovation)
[] [Mega] The work on the port resulted in new maritime discoveries being made. (Gain two maritime-based Innovation)
[] [Mega] The work on the port allowed for several new ideas to flourish (Gain three random Innovations)
[] [Mega] The construction of the port empowers the All-Seeress to give a Divine Blessing to the Arthwyd. (Gain the Blessing of the All-Seeress)
[] [Mega] The port has inspired a similar project involving boats and ships. (Unlock Dockyard Megaproject)
Other news of the past generation included a new project that had taken hold within the minds of the Arthwydish. With the threat of the Everevil looming from the Cursed Forest, the Arthwyd wanted another way to protect themselves and furthermore than that, they wanted to protect Greenbay, the home of Arthryn herself and the holiest place in the world, from Urth. To this end, many began to dream of building massive walls around the capital, greater than any currently in existence and towering so high you could not see the top of them. It would take a lot of work, perhaps even a lifetime of work, but the concept had taken hold in the Arthwydish people and it would not be going away any time soon.
Yet even as the Arthwyd Empire dealt with its own highs and lows, the world around them went on and for this generation, the great events of foreign lands were not particularly pleasant.
A sickness had been spreading throughout the Boarlands, afflicting the nomadic tribes that roamed them. Proving beyond the ability of their tribal priests and healers to reliably heal, the Boarfolk began to turn to the Arthwydish and the holy healing magic of the Arthrynite priesthood. Some went to Arthwydish colonies of the Far East while others went west to the Merntir and the rest entered the lowlands so they could reach either Caermyr or the Cernn.
For their part, the Arthrynite priestesses had no issue against healing the ill of the Boarfolk. Even if the nomads had not offered whatever riches they could muster in exchange, they could not just abandon those in need of aid to suffer. Vows of friendship were promised and gratitude was given and in the end, old bonds of good will between the Chosen People of Arthryn and the Chosen People of the All-Boar were strengthened further.
Troublesome foreign news was not only from the Far East. Reports of long winters and colder seasons in general were coming in from the Far South as traders made their way to Caermyr. It was not especially bad, but it was noticeable and somewhat concerning considering that similar signs were being found up in the Lowlands and the North.
Conservatives (9.2/10) = Goals: Stability and the status quo, Mood: Neutral, Ability: +1 Passive Policy per 4 Faction Power, Objective: Cooldown for 2 Turns, Success/Failure: -/- Gerontocrats (1.3/10) = Goals: Empowerment of the Elders, Mood: Very Happy, Ability: Econ+ per 1 Faction Power, Objective: Invade the Caradysh in 2 Turns, Success/Failure: Temp Econ+/- Theocrats (4.8/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Cooldown for 4 Turns, Success/Failure: -/- Monarchists (7.5/10) = Goals: Empowerment of the Cadlon, Mood: Very Happy, Ability: Free Secondary Action per 5 Faction Power, Objective: Cooldown for 3 Turns, Success/Failure: -/- Centralists (7.6/10) = Goals: Increased centralisation, Mood: Very Happy, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Cooldown for 2 Turns, Success/Failure: -/- Localists (5.6/10) = Goals: Decreased centralisation, Mood: Very Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Invade the Caradysh in 2 Turns, Success/Failure: Free Library/-1 Stability Militarists (3.4/10) = Goals: Stronger military and increased warfare, Mood: Very Happy, Ability: Martial+ per 2 Faction Power, Objective: Invade the Caradysh in 2 Turns, Success/Failure: Temp Martial+/Temp Econ- Isolationists (1/10) = Goals: No interactions with foreigners and their lands, Mood: Very Angry, Ability: Diplo- per 2 Faction Power, Objective: Cooldown for 4 Turns, Success/Failure: -/- Explorists (8/10) = Goals: Exploration of the world, Mood: Neutral, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Cooldown for 5 Turns, Success/Failure: -/- Traderists (7.1/10) = Goals: Thriving trade networks, Mood: Upset, Ability: Wealth+ per 1 Faction Power, Objective: Cooldown for 4 Turns, Success/Failure: -/- Internalists (5.5/10) = Goals: Internal development, Mood: Very Happy, Ability: +1 Econ per 1 Faction Power, Objective: Cooldown for 1 Turn, Success/Failure: -/- 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 1 Cultivate Medical Plants in 1 Turns, Success/Failure: Temp Econ+/- Purists (1.6/10) = Goals: No barbarians and their ways, Mood: Pleased, Ability: Diplo- per 2 Faction Power, Objective: Cooldown for 5 Turns, Success/Failure: Temp Eco+/-
***
And we are back. In a surprising turn of events, the Forluc responded better than the Halbarnwyd to you asserting your authority. An unlikely outcome given what needed to be rolled, but it happened. Anyway, you have completed a megaproject and thanks to a random event roll, you have unlocked a new one, the Colossal Walls.
Beyond that, the Halbarnwyd uprising revealed a flaw in your defences, which is that you don't have enough sacred warriors to manned your walls. Which is an issue as even a stone wall won't stop a determined enemy if there is no one to defend them.
Otherwise, I've updated your relation stats a bit because they are a little out of date and I added a cooldown mechanic for faction quests. This is because you've gotten to the point you can complete a few each turn and I've gotten fed up with coming up with new quests for pretty much every faction every couple of turns.
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 UpperCentralisationLimit: 8 Lower CentralisationLimit: -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 (High) Econ: Immense Farms and Manpower (Low) Martial: Good (High) Mystic: Effectively Limitless (Below Average) Culture: Low (Extremely High) Tech: High (Low) Wealth: Very Wealth (Extremely High)
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, King of the Hill: Temp Diplo+ at the start of every Turn. Shadow of the Everevil Crisis (Major): Chance to lose Stability and Legitimacy each turn you are not at war with the Caradysh. Trade Dominance (Bronze Goods): Wealth++ Trade Dominance (Copper Goods): Wealth+ Trade Dominance (Gold Goods): Wealth++ Trade Dominance (Silver Goods): Wealth+ Trade Deficit (Honey): Wealth--
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+
Greenbay Port. A set of wharves where boats and ships may load and unload both passengers and cargo. Organised and well-maintained, the port is a major improvement over ships just docking where the crew decides to.
Effects: Reduces True City Upkeep for Greenbay or gives +1 Temp Wealth per turn, Bonus to Greenbay's rolls,
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,
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
Standardised Indexing
Semi-Standardised Planned Settlements
Standardised Stone Record Keeping
Tally Marks
Arts
Earthenware Pottery
Glazing
Metal Jewellery
Stone Carvings
Vocal Storytelling
[] [War] They founded local militias to protect their homes. (Martial++++++, ???)
[X] [War] They began to recruit full-time non-sacred warriors to support the Catclaws and Cateyes. (Martial++, ???)
[X] [Mega] The work on the port resulted in new maritime discoveries being made. (Gain two maritime-based Innovation)
[X] [Mega] The port has inspired a similar project involving boats and ships. (Unlock Dockyard Megaproject)
[X] [War] They expanded the ranks of the sacred warriors (Martial+)
Both of the other options require the Arthwyd becoming more ok with war to accept them, and the options themselves also make the Arthwyd further accepting of war. Our current crisis isn't caused by us not being militarily powerful enough, but by the Arthwyd wanting to go to war too much. Exacerbating problems is bad; avoiding exacerbating problems is good. Therefore, we shouldn't make the Arthwyd's biggest problem even worse.
How did the Arthwyd deal with the issue of unmanned walls?
[] [War] They expanded the ranks of the sacred warriors (Martial+)
[] [War] They founded local militias to protect their homes. (Martial++++++, ???)
[] [War] They began to recruit full-time non-sacred warriors to support the Catclaws and Cateyes. (Martial++, ???)
[] [War] They did nothing.
Doing nothing in responce to finding a problem is foolish, expanding the ranks does nothing in the long term, its just another expand sacred warriors action that does nothing for our colonies, full time non-sacred warriors will conflict badly with our values. Local militias gives us the manpower needed when we need it and only has non sacred warriors fighting in self defence.
[X] [War] They founded local militias to protect their homes. (Martial++++++, ???)
I really want to see what the blessing of the all seeress is.
[X] [Mega] The construction of the port empowers the All-Seeress to give a Divine Blessing to the Arthwyd. (Gain the Blessing of the All-Seeress)
full time non-sacred warriors will conflict badly with our values. Local militias gives us the manpower needed when we need it and only has non sacred warriors fighting in self defence.
A militia also conflicts with the Arthwyd's values, which is why they don't have militias already. The Arthwyd could only accept a miltia if they first become more accepting of war, that it's something inevitable and so basic to life that ordinary civilians are expected to partake in it. That is fact, however distasteful one might find it and want to dismiss it.
A militia also conflicts with the Arthwyd's values, which is why they don't have militias already. The Arthwyd could only accept a miltia if they first become more accepting of war, that it's something inevitable and so basic to life that ordinary civilians are expected to partake in it. That is fact, however distasteful one might find it and want to dismiss it.
I'm fine with this, I have no problem with the Arthwyd thinking that war is inevitable and the worst might happen and they should be prepared just in case.
I'm fine with this, I have no problem with the Arthwyd thinking that war is inevitable and the worst might happen and they should be prepared just in case.
You are also required to accept that they will have less problem with starting offensive wars and more problem with seeking peaceful resolutions instead of war. It's an unavoidable part of them thinking that war is distasteful, but natural and inevitable, and therefore that peace is unnatural and silly to try and avoid.
EDIT: I cannot stress enough how badly this combos with Bloody but Unbowed and our present major crisis with the Caradysh. Don't pretend your position lacks majorly negative to catastrophic consequences.
You are also required to accept that they will have less problem with starting offensive wars and more problem with seeking peaceful resolutions instead of war. It's an unavoidable part of them thinking that war is distasteful, but natural and inevitable, and therefore that peace is unnatural and silly to try and avoid.
Are you sure that's the exact way they'd think? Instead of something more along the lines of "if you wish for peace, prepare for war"? Like being ready to defend your city in case of an attack doesn't mean you are ok with one, just like washing your hands to protect yourself from disease doesn't mean you are ok with disease. Not being able to protect yourself makes war more likely, not less.
Like if it's a QM quote you are getting this from, then sure I'd agree, but I'd be highly questionable about that thought process otherwise.
[X] [War] They began to recruit full-time non-sacred warriors to support the Catclaws and Cateyes. (Martial++, ???)
[X] [Mega] The construction of the port empowers the All-Seeress to give a Divine Blessing to the Arthwyd. (Gain the Blessing of the All-Seeress)
While I definitely agree that we don't want to become more warlike, we have discovered a pretty major flaw in our defences due to a simple lack of people to guard them. I do not think expanding the ranks of the sacred warriors will be good enough to properly do so in the long run.
Ultimately we may have to either accept that our walls will not be very useful, or we need to change how our military works and the increased militarization of society as a result. Personally I prefer the full-time warriors over the militias, as I believe that it will have a smaller effect culturally. I also generally prefer to have a smaller professional force to a large militia. Perhaps with increased numbers we can also discover how to wage war in a more advanced way than oversized hunting parties.
[x] [War] They began to recruit full-time non-sacred warriors to support the Catclaws and Cateyes. (Martial++, ???)
[x] [Mega] The work on the port allowed for several new ideas to flourish (Gain three random Innovations)
[x] [Mega] The construction of the port empowers the All-Seeress to give a Divine Blessing to the Arthwyd. (Gain the Blessing of the All-Seeress)
[x] [Mega] The port has inspired a similar project involving boats and ships. (Unlock Dockyard Megaproject)
I'm not pretending, I literally don't think it does.
I do however think expanding our sacred warriors is sticking our head in the sand and leaving our colonies vulnerable which I think does actually have potential negative to catastrophic consequences for us.
[X] [War] They founded local militias to protect their homes. (Martial++++++, ???)
[x] [Mega] The work on the port allowed for several new ideas to flourish (Gain three random Innovations)
[X] [War] They began to recruit full-time non-sacred warriors to support the Catclaws and Cateyes. (Martial++, ???)
[X] [Mega] The construction of the port empowers the All-Seeress to give a Divine Blessing to the Arthwyd. (Gain the Blessing of the All-Seeress)
[X] [Mega] The construction of the port empowers the All-Seeress to give a Divine Blessing to the Arthwyd. (Gain the Blessing of the All-Seeress)
[X] [War] They founded local militias to protect their homes. (Martial++++++, ???)
So, the whole reason we have sacred warriors is because we see war as inherently unclean and the only way to partake in it without tainting yourself is to do it purely in the name of the Goddesses, right? How would that jive with having professional warriors that aren't also priests?