Can someone double-check if this is an accurate tally as I am not so sure?
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 34 | Sufficient Velocity [Posts: 851-951]
##### NetTally 2.2.0

Task: React

[X][React] Reach out to the Zaradysh and Boarfolk nomads.
No. of Votes: 4

[X][React] Encourage the Forden and Fornn to rebel against Galdae
No. of Votes: 3

[X][React] Begin construction of the Stone Wall.
No. of Votes: 2
[X] Kiba
[X] nat_401

[X][React] Begin construction of the Stone Wall.
[X][React] Study the secrets of magic and metal.
[X][React] Make effort to expand the military long term.
[X][React] Finish the work on the Sacred Forest.
No. of Votes: 1

[X][React] Encourage the Forden and Fornn to rebel against Galdae.
[X][React] Begin construction of the Stone Wall.
No. of Votes: 1

[X][React] Finish the work on the Sacred Forest.
[X][React] Reach out to the Zaradysh and Boarfolk nomads.
No. of Votes: 1

[X][React] Finish the work on the Sacred Forest.
[X][React] Make effort to expand the military long term.
[X][React] Begin construction of the Stone Wall.
[X][React] Study the secrets of magic and metal.
No. of Votes: 1

[X][React] Finish the work on the Sacred Forest.
[X][React] Begin construction of the Stone Wall.
No. of Votes: 1
[X] Qeqre

[X][React] Finish the work on the Sacred Forest.
No. of Votes: 1


Total No. of Voters: 15
 
Inserted tally
Adhoc vote count started by Qeqre on Mar 27, 2020 at 8:38 PM, finished with 103 posts and 15 votes.
 
Can someone double-check if this is an accurate tally as I am not so sure?
It's a bad tally. It's got Random Member's vote as basically its own plan instead of adding the individual votes within it to the counts of each of the options.

Speaking of, @Random Member I don't know if it's intentional or not, but you're not voting for the Stone Wall. There's no X in the vote box.

EDIT:
[X][React] Begin construction of the Stone Wall.
[X] [React] Encourage the Forden and Fornn to rebel against Galdae


I'd prefer this to doing diplomacy with the Boarfolk and Zaradysh. Doing Stone Wall or Sacred Forest this turn means that next turn we can get the Stone Wall and do Main War Party.
 
Last edited:
Vote is still open, but I'll close it in the morning.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 34 | Sufficient Velocity [Posts: 851-954]
##### NetTally 2.2.0

Task: React

[X][React] Begin construction of the Stone Wall.
No. of Votes: 7

[X][React] Finish the work on the Sacred Forest.
No. of Votes: 6

[X][React] Reach out to the Zaradysh and Boarfolk nomads.
No. of Votes: 5

[X][React] Encourage the Forden and Fornn to rebel against Galdae
No. of Votes: 4

[X][React] Make effort to expand the military long term.
No. of Votes: 3

[X][React] Study the secrets of magic and metal.
No. of Votes: 2


Total No. of Voters: 15
 
@Oshha, if we pick the Sacred Forest now, would we have to pay 4 econ and 1 temp martial or less than that? We've only got 1 progress left to go, so a full Secondary would be overkill but unavoidable on the main turn so I'm thinking it might be something lesser in the mid-turn.
 
Or we could let the province action complete it, we dont know anyone that is doing a Sacred Forest so we should not lose the bonus of that megaproject.
 
Actually, better to leave Sacred Forest to the provinces even if it'll be cheaper in the mid-turn so we'll be sure that Infrastructure policy will work on palisades instead of forest. It would absolutely suck if we had to spend an entire Secondary action to get that free innovation.

Or we could let the province action complete it, we dont know anyone that is doing a Sacred Forest so we should not lose the bonus of that megaproject.
The Stone Wall will get done next turn anyway; if we finish the Sacred Forest in the mid-turn, then next turn we spend one Secondary on the Stone Wall and let the provinces finish it off.

The real reason to do Stone Wall now instead of Sacred Forest is, as I said above, to ensure we get the free innovation without having to spend an extra Secondary.
 
Overshooting the target on the Sacred Forest might just result in us having extra progress on forest infrastructure if/when the Megaproject finishes. Or a more impressive Sacred Forest.

Also worth considering:
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
What does Cadlon Blodwyn decide to do?
[] [React] Encourage the Forden and Fornn to rebel against Galdae.
[] [React] Study the secrets of magic and metal.
[] [React] Reach out to the Zaradysh and Boarfolk nomads.
[] [React] Make effort to expand the military long term.
is whether or not these double actions mean we have 2 SEC actions available during our mid-turn. And if so, whether or the Megaproject votes come with a SEC resource generation option like SEC Farming or if starting the Stone Wall translates to a MAIN Stone Wall(bringing the mid-turn Econ cost up to 16 if we account for the Province policy adding Sacred Forest, forcing us to rely on the baby boom, the farming passive, the end-of-turn pool replenishment and/or our allies to avoid food shortages).
 
Overshooting the target on the Sacred Forest might just result in us having extra progress on forest infrastructure if/when the Megaproject finishes. Or a more impressive Sacred Forest.

Also worth considering:


is whether or not these double actions mean we have 2 SEC actions available during our mid-turn. And if so, whether or the Megaproject votes come with a SEC resource generation option like SEC Farming or if starting the Stone Wall translates to a MAIN Stone Wall(bringing the mid-turn Econ cost up to 16 if we account for the Province policy adding Sacred Forest, forcing us to rely on the baby boom, the farming passive, the end-of-turn pool replenishment and/or our allies to avoid food shortages).
It says begin construction on the stone wall, so it's not getting done, so it's a Secondary, not a Main. It'd still be worth doing, because then we can finish the Stone Wall next turn and still have a Main left over to depose Urth.
 
Last edited:
It says begin construction on the stone wall, so it's not getting done, so it's a Secondary, not a Main. It'd still be worth doing, because then we can finish the Stone Wall next turn and still have a Main left over to depose Urth.
SEC Stone Wall could still get paired with SEC Farming to handle the Econ cost of SEC Stone Wall + Province Sacred Forest. Or just SEC Sacred Warriors to replenish our Martial pool faster since the Warriors want t remove Galdae from power.

Alternatively, the Stone Wall might require more than just 4 points of progress. Or the thing just says begin because the Stone Wall is a Megaproject, which means the Arthwyd have never seen it done before and don't know how much effort it's going to take to complete.
 
SEC Stone Wall could still get paired with SEC Farming to handle the Econ cost of SEC Stone Wall + Province Sacred Forest. Or just SEC Sacred Warriors to replenish our Martial pool faster since the Warriors want t remove Galdae from power.
Econ has nothing to do with why we can't do Stone Wall+Main War Party next turn without doing one of the megaproject options this turn. If we don't pick one of the options, the province policy will do Sacred Forest, leaving us three Secondaries. We'd have to use two of those Secondaries on the Stone Wall, leaving us with one Secondary and no ability to do Main War Party.
 
Econ has nothing to do with why we can't do Stone Wall+Main War Party next turn without doing one of the megaproject options this turn. If we don't pick one of the options, the province policy will do Sacred Forest, leaving us three Secondaries. We'd have to use two of those Secondaries on the Stone Wall, leaving us with one Secondary and no ability to do Main War Party.
I never said we couldn't do Stone Wall. Nor did I talk about War Party at all. What I said is that the current option list seems to suggest that we in fact have two SEC actions during this mid-turn.

If Stone Wall only uses a single SEC during this Mid-turn as you are asserting? That would leave us with a spare SEC action. And if we have a spare SEC action that's not being spent on another SEC Stone Wall as you are asserting? We should think about where that SEC action is likely to be spent on.

Leave the upcoming Main turn out of this. It has absolutely nothing to do with what I am saying.
 
I never said we couldn't do Stone Wall. Nor did I talk about War Party at all. What I said is that the current option list seems to suggest that we in fact have two SEC actions during this mid-turn.

If Stone Wall only uses a single SEC during this Mid-turn as you are asserting? That would leave us with a spare SEC action. And if we have a spare SEC action that's not being spent on another SEC Stone Wall as you are asserting? We should think about where that SEC action is likely to be spent on.

Leave the upcoming Main turn out of this. It has absolutely nothing to do with what I am saying.
You were talking about province Sacred Forest after quoting what I said which included talking about War Party, so it damn well looked like you were talking about the main turn. Be clearer.
 
You were talking about province Sacred Forest after quoting what I said which included talking about War Party, so it damn well looked like you were talking about the main turn. Be clearer.
Your post:
It says begin construction on the stone wall, so it's not getting done, so it's a Secondary, not a Main. It'd still be worth doing, because then we can finish the Stone Wall next turn and still have a Main left over to depose Urth.
responded to my post:
Overshooting the target on the Sacred Forest might just result in us having extra progress on forest infrastructure if/when the Megaproject finishes. Or a more impressive Sacred Forest.

Also worth considering:


is whether or not these double actions mean we have 2 SEC actions available during our mid-turn. And if so, whether or the Megaproject votes come with a SEC resource generation option like SEC Farming or if starting the Stone Wall translates to a MAIN Stone Wall(bringing the mid-turn Econ cost up to 16 if we account for the Province policy adding Sacred Forest, forcing us to rely on the baby boom, the farming passive, the end-of-turn pool replenishment and/or our allies to avoid food shortages).
Which was explicitly about the possibility of us having 2 SEC actions available during our Mid-turn. Which is the current turn.

The Red part:
It says begin construction on the stone wall, so it's not getting done, so it's a Secondary, not a Main. It'd still be worth doing, because then we can finish the Stone Wall next turn and still have a Main left over to depose Urth.
is an unrelated tangent. Which is why my response:
SEC Stone Wall could still get paired with SEC Farming to handle the Econ cost of SEC Stone Wall + Province Sacred Forest. Or just SEC Sacred Warriors to replenish our Martial pool faster since the Warriors want t remove Galdae from power.

Alternatively, the Stone Wall might require more than just 4 points of progress. Or the thing just says begin because the Stone Wall is a Megaproject, which means the Arthwyd have never seen it done before and don't know how much effort it's going to take to complete.
ignored that part of your post by continuing to talk about the SEC actions of the current turn paired with the Sacred Forest provincial action of the current turn. Because the next turn is a different topic that's not relevant to what I'm talking about.

Now, if Province Sacred Forest is something that exclusively happens during the Main turn? That's fine, that just means we have more Econ available for Stone Wall during the current Mid turn. Making Main turn Sacred Forest equally irrelevant to my posts.
If the Provinces do take actions during the Mid-turn however? Refer to my earlier posts about the resource costs for this turn.
 
Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 34 | Sufficient Velocity [Posts: 851-954]
##### NetTally 2.2.0

Task: React

[X][React] Begin construction of the Stone Wall.
No. of Votes: 7

[X][React] Finish the work on the Sacred Forest.
No. of Votes: 5

[X][React] Reach out to the Zaradysh and Boarfolk nomads.
No. of Votes: 5

[X][React] Encourage the Forden and Fornn to rebel against Galdae
No. of Votes: 4

[X][React] Make effort to expand the military long term.
No. of Votes: 3

[X][React] Study the secrets of magic and metal.
No. of Votes: 2


Total No. of Voters: 15
 
1270 AG - The Evalynite Walls
[X] [React] Begin construction of the Stone Wall.

While the situation in the south is worrisome, Cadlon Blodwyn the Explorer feels confident that the matter will hold. The Caradysh might be unofficially puppeting the Forluc, but the foresters are still nominally subordinate to the lowlanders and with a people as proud as the Forluc, that situation might change with time.

In any case, both the Forluc and the Caradysh have been ravaged by war over the course of her reign and Cadlon Blodwyn isn't worried about them getting up to anything in her lifetime.

Instead Blodwyn decided to focus on the situation at home. The idea of building the wall around Greenbay with stone rather than wood had been around for a long time, but it was only now that the Arthwyd got around to it at Blodwyn's command.

While it would be begun in the final part of her reign, Cadlon Blodwyn didn't expect it to be done with her lifetime. It turned out that there was enough manpower and resources to expend upon the project that it quickly came apparent that they could get it done far quicker than expected.

The end result was a massive wall around Greenbay, built of stone and towering over the village that it safeguarded. The walls themselves were devoted to Evalyn, the Goddess of Battle as they would serve to protect the capital of the Arthwyd against invaders.

Completed Megaproject!
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,

Choose a Megaproject Bonus for completing the Census.
[] [Mega] The work on the Evalynite Walls reveals a talented individual. (Gain a Hero)
[] [Mega] The work on the Evalynite Walls results in a new magical discovery being made. (Gain one Magical Innovation)
[] [Mega] The work on the Evalynite Walls results in new discoveries being made. (Gain two Innovations)
[] [Mega] The completion of the Evalynite Walls results in the Arthwyd being reassured and reducing worries. (Gain +2 Stability)
[] [Mega] The completion of the Evalynite Walls results in the Catclaws and Cateyes reassessing how they defend the Arthwyd. (Upgrade the Sacred Defence Value)
[] [Mega] In response to the Evalynite Walls being devoted to her name, Evalyn grants her Blessing to the Arthwyd. (Gain the Blessing of Evalyn)

Not that such a wall would be needed any time soon as for a surprising change, the world was peaceful or at least it was for now. The Zaradysh were prospering, content to focus on their own affairs and keep out of the warring between others while according to the few traders which made the journey to Caermyr, the Cernn were enjoying their respite from Forluc raids.

The Forluc were a more complicated matter as while things hadn't broken out into violence, things were still very tense for them. The Forden and Fornn still refused to recognise Farke Galdae's authority and Galdae didn't try to force them. The Caradysh remained uninvolved in the internal Forlucan politics and instead withdrew to the Cursed Forest while sending tribute to Final Hope.

The Forluc themselves were further divided as they settled into something of a new status quo. The Forlucan chiefs were quite happy with Galdae as their Farke, but the Forlucan priesthood was a different matter. The Arthwyd didn't know what the cause of the dispute was, but amongst the Forlucan priests, there was a massive dive in support for Galdae.

From what the northerners could gather, this resulted in a very interesting situation for the Forluc as their own system turned upon itself. The chiefs had plenty of authority, but the priesthood was very influential and while many would listen to their local chief, many others would listen to their local priest instead. To make matters even more complex, the Sun Warriors were religious servants and answered to the priesthood before they answered to the chiefs.

***​

Priests (5) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: Finish the Sacred Forest in 3 Turns, Success/Failure: +1 Stability/-
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Build two more stone walls in 3 Turns, Success/Failure: Free Innovation/-
Warriors (5) = Mood: Concerned, Ability: Add half of faction power to Martial, Objective: Remove Galdae from power in 3 Turns, Success/Failure: +1 Stability/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Increase trade with the lowlands, Success/Failure: +1 Temp Econ/-

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

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (5/7), Rockbay (4/6), Sunrise Bay (1/4)

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (5/7), Rockbay (4/6), Sunrise Bay (1/4)

[] [SEC/MAIN] Build Walls = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 0/7, Large: 0/7), Rockbay (Small: 0/6, Large: 0/6), Sunrise Bay (Small: 0/4, Large: 0/4),

[] [SEC] Change up to two Passive Policies (4/4)
-Agriculture = +4 Temp Econ per turn. (1)
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active.
-Expansion = +0.5 Settlement Progress per turn. (1)
-Exploration = Free Exploration roll each turn.
-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (1)
-Megaproject = +0.25 Megaproject progress per turn.
-Military = +1 Temp Martial per turn.
-Religion = +1 Temp Mystic per turn.
-Study = Free Innovation roll each turn.
-Trade = Free Trade Expedition each turn. (1)
-War = Free War Party each turn.

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Cursed Forest, Great Mountain, Northern Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast,

[] [SEC/MAIN] Cultivate Redstars.
S: -1 Temp Econ, +1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, +1 Temp Martial, +2 Temp Mystic, Chance of Innovation,

[] [SEC/MAIN] More Farming.
S: +3 Temp Econ, Chance of Innovation,
M: -1 Temp Econ, +1 Econ (0/17), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +2 Temp Econ, Chance of Innovation,
M: +4 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +2 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +4 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (0/17),
M: -4 Temp Econ, +2 Messengers, (0/17),

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+1 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+1 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (7/15), Rockbay (6/15), Eastern Rock River (0/15), Western Rock River (0/15), Sunrise Bay (4/15), Northern Sunset Plains (0/15), North-West Sunrise Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Caermyr, Merntir, Maradysh,

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Caermyr, Merntir, Maradysh, Boarfolk Nomads, Caradysh, Cernn, Forden, Forluc, Fornn, Zaradysh,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Party = (Target)
S: -1 Temp Econ, Chance of damaging target, Chance of losing up to 1 Temp Martial,
M: -2 Temp Econ, +1 Temp Martial, Greater chance of damaging target, Chance of losing up to 3 Temp Martial,
-Possible Targets: Boarfolk Nomads, Caradysh, Cernn, Forden, Forluc, Fornn, Zaradysh,

Mega-Projects
[] [SEC/MAIN] Sacred Forest
S: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
M: -8 Temp Econ, -2 Temp Martial, -4 Temp Mystic, +4 Progress
-Progress: 3/???

[] [SEC/MAIN] Temple
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

***​

This update is going to be a short one because there just isn't much going on right now. Well, at least not much that the Arthwyd don't have eyes and ears on. The world is peaceful for now and they were either enjoying the lack of war or recovering from previous warfare.

If you are wondering about the new action and the Infrastructure Passive Policy, it will focus on Small Walls before moving onto Large Walls once those are done.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Early Ancient Theocratic Elective Monarchy
Upper Centralisation Limit: 8
Lower Centralisation Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 1
Special: -1 Temp Econ Damage per a 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
Temp Econ Damage: Event, -1 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.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 22 (12)
Martial: 5 (4)
Mystic: 7 (4)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 1/3
Centralisation: 4
Hierarchy: 3
Prestige: 31

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Favourable/Unknown/None
Cernn = Wary/Wary/Limited
Forluc = Evil/Mixed/Uncertain
-Caradysh = Ultimate Evil/Unknown/Uncertain
-Forden = Uncertain/Mixed/Uncertain
-Fornn = Uncertain/Unknown/Uncertain
Zaradysh = Wary/Unknown/Limited

Subordinates
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Very High/Medium
Maradysh = Vassal/High/Very Low
Merntir = Religious Vassal/Very High/Very Low

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions.
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Rush Builders: Extended Projects take less actions, but each action is more expensive.

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,

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,

Marital Prowess (Linked to Charitable Haven)
Your people are renowned for common pregnancies and the resulting large families. Men are encouraged to get women pregnant while women are encouraged to produce plenty of offspring.
Pros: Increased Population Growth, Value familial unit more,
Cons: More mouths to feed,

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 Census (Neolithic)
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: +2 Temp Stats each Main Turn, -1 Temp Econ Damage,

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,

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: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation

Animals
Cats
Cows
Fowls
Sheep

Construction
Surveying

Fishing & Boats
Dugout Canoes
Fishing Nets
Outrigger Canoes
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Charcoal
Fired Bricks
Copper
Native Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons
Redstar

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Proto-Archiving
Dedicated Messengers
Memory Stone Record Keeping
Proto-Indexing
Planned Settlements
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Metal Jewellery
Stone Carvings
Vocal Storytelling

Diplomacy
Charity
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Languages
Arthwydish (Oral/Written = Logograms)
Boarfolk (Oral)
Forluc (Oral)
Lowlander (Oral)
Merntirish (Oral/Written = Logograms)

Leadership
Big Man
Cadlons
Elders
Elections
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics
Attrition
Logistics
Shield Walls

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Stone Manipulation (Basic)
Stone Skin (Limited)
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Memory Stones (Basic)

Ymarnite Divine Magic
Disease Cure (Basic)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Basic/Refined)
 
[X] [Mega] In response to the Evalynite Walls being devoted to her name, Evalyn grants her Blessing to the Arthwyd. (Gain the Blessing of Evalyn)
[X] [Mega] The work on the Evalynite Walls results in a new magical discovery being made. (Gain one Magical Innovation)
[X] [Mega] The work on the Evalynite Walls results in new discoveries being made. (Gain two Innovations)

Im in favor of these 3, as these are the ones that give more benefit long term. Stability is good but we have other ways to boost it. What do you guys think is best right now?

[X] [MAIN] Train Sacred Warriors
[X] [MAIN] More Farming.
[X] [SEC] Trade Expedition = Forden
[X] [SEC] Study Magic.
[X] [SEC] Study Metal.
[X] [SEC] Study Nature.
[X] [SEC] Settle Land = (Sunrise Bay)
 
Last edited:
[X] [Mega] In response to the Evalynite Walls being devoted to her name, Evalyn grants her Blessing to the Arthwyd. (Gain the Blessing of Evalyn)
 
[X] [Mega] In response to the Evalynite Walls being devoted to her name, Evalyn grants her Blessing to the Arthwyd. (Gain the Blessing of Evalyn)

Hmm. It seems that Nalnir isn't happy with the puppet on his people's throne. I... think that the Forluc will be able to rid themselves of Urths influence on their own thanks to Nalnir.

Now the question I'm interested in is will the Forluc be upset if we attack the Caradysh. The Forden and Fornn probably won't care and maybe even cheer us on. The priesthood would probably feel the same. The issue is the chiefs. Hmmm... what to do...
 
[X] [Mega] The completion of the Evalynite Walls results in the Catclaws and Cateyes reassessing how they defend the Arthwyd. (Upgrade the Sacred Defence Value)
[X] [Mega] In response to the Evalynite Walls being devoted to her name, Evalyn grants her Blessing to the Arthwyd. (Gain the Blessing of Evalyn)

[X] [MAIN] Train Sacred Warriors
[X] [SEC] Trade Expedition = Forden

So, while we have settled into a relatively cold war, we really need to be considering how we will proceed. I can see four primary ways (although there are certainly others)

1) Take advantage of the fact that the Forluc priesthood hates the undead and focus our attacks on the Caradysh, hopefully either making the Forluc devolve into civil war or otherwise be unable to assist.
2) Make friends with the Forden/Fornn and use their autonomous state to break them away from the Forluc and towards us.
3) Make use of an otherwise unavailable third party (like the nomads) to surprise the Caraluc with numbers and take advantage of their dis-unified state.
4) Play the long game, ignore them all, and start trying to beef up (I would really prefer not to do this)

To this effect, I support the megaproject results that will effect our military strength, which either an improvement in doctrine or the blessing of Evalyn (who was one of our most renowned war leaders) are likely to do.

I believe that the increase in perma martial is almost mandatory considering the current situation, so Main Sacred Warriors is locked in for me. For our secondary, I would prefer to in some way take advantage of the Forluc's state of disunity by taking away some of their vassals. Either one is fine, but I just chose the Forden because iirc they had a Heroic Martial chilling out. Sacred Forest will continue to be worked on (and possibly finish) through our province action.
 
So, the project did give a wall defence bonus, and on top of that an bonus to defending Greenbay, handy. Meanwhile, the Forluc is being very unstable with chiefs vs priesthood going on, raising tension. smells like a powder keg over there.
"A house divided against itself, cannot stand." - Lincoln
that is definitely relevant here, either the bridge gets mended or they end up fracturing, something we will need to keep an eye on.
 
Now the question I'm interested in is will the Forluc be upset if we attack the Caradysh.

They will most likely be upset. The Caradysh are part of their empire and being the proud, elitist supremacists that they are, the Forluc wouldn't tolerate foreigners invading their empire even if they don't like the part of the empire that is being invaded. It is the principle of the thing.
 
Back
Top