Vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 39 | Sufficient Velocity [Posts: 969-1000]
##### NetTally 2.2.0

Task: Mega

[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)
No. of Votes: 11

[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)
No. of Votes: 9

[X][Mega] The completion of the Evalynite Walls results in the Arthwyd being reassured and reducing worries. (Gain +2 Stability)
No. of Votes: 1

[X][Mega] The work on the Evalynite Walls results in a new magical discovery being made. (Gain one Magical Innovation)
No. of Votes: 1

[X][Mega] The work on the Evalynite Walls results in new discoveries being made. (Gain two Innovations)
No. of Votes: 1



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

[X][MAIN] Train Sacred Warriors
No. of Votes: 9

[X][MAIN] More Farming.
No. of Votes: 3



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

[X][SEC] Trade Expedition = Forden
No. of Votes: 9

[X][SEC] Change up to two Passive Policies
-[X] Agriculture -> Infrastructure
-[X] Expansion -> Infrastructure
No. of Votes: 2

[X][SEC] Settle Land = (Sunrise Bay)
No. of Votes: 2

[X][SEC] Study Magic.
No. of Votes: 2

[X][SEC] Study Metal.
No. of Votes: 2

[X][SEC] Study Nature.
No. of Votes: 2

[X][SEC] Change up to two Passive Policies
-[X] Agriculture -> Expansion
-[X] Trade -> War (Caradysh)
No. of Votes: 1

[X][SEC] Change up to two Passive Policies
-[X] Agriculture -> Infrastructure
-[X] Trade -> Infrastructure
-[X] Expansion -> Infrastructure
No. of Votes: 1
[X] Qeqre

[X][SEC] More Messengers.
No. of Votes: 1


Total No. of Voters: 13
 
Trade is too important to swap out. It's how we get information on the outside world and it's constantly improving our relations with our neighbours - two very important things. Those trade expeditions also give us chances to get technologies from the wider world, just like when Caermyr started trading with people and got us cattle, sheep, and painkillers.

And no, we won't trade as much with others without the Trade policy. We are absolutely not going to vote for Sec Trade Expedition every turn, it's just not going to happen.
I know what trade does. I just disagree with you about the need to have a trade policy active at all times.
Especially in the current situation where the lack of external enemies or crises to rally against appears to be fracturing the Forluc(+vassals) as a civ, the Cernn aren't interested and the Zaradysh don't exactly matter.

Unless the plan is to trade with the Undead or the Nomads, we're better off slotting the passive on Infrastructure, Study or Expansion for a couple of turns.

And with regards to the Caermyr, our religious Trade Post? It is very likely that they will Trade with the Lowlands and greater Arthrynite community, thereby providing us with information on the outside world and tech gained from trading with the outside world(as we do maintain a level of contact with our vassals, even if dependence might waver). Given the distance and them being a Religious Trade Post, their actions are likely to be viewed as representative of the greater Arthrynite blob up North.
In this, the Caermyr are an argument against why the core Arthwyd need to keep a passive slot on trade.
 
[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)
 
The vote is still open for now, but I will be closing it in the morning so if you want to make any last minutes pushes for your preferred choice, now is the time.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 39 | Sufficient Velocity [Posts: 969-1004]
##### NetTally 2.2.0

Task: Mega

[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)
No. of Votes: 12

[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)
No. of Votes: 9

[X][Mega] The completion of the Evalynite Walls results in the Arthwyd being reassured and reducing worries. (Gain +2 Stability)
No. of Votes: 1

[X][Mega] The work on the Evalynite Walls results in a new magical discovery being made. (Gain one Magical Innovation)
No. of Votes: 1

[X][Mega] The work on the Evalynite Walls results in new discoveries being made. (Gain two Innovations)
No. of Votes: 1



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

[X][MAIN] Train Sacred Warriors
No. of Votes: 9

[X][MAIN] More Farming.
No. of Votes: 3



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

[X][SEC] Trade Expedition = Forden
No. of Votes: 9

[X][SEC] Change up to two Passive Policies
-[X] Agriculture -> Infrastructure
-[X] Expansion -> Infrastructure
No. of Votes: 2

[X][SEC] Settle Land = (Sunrise Bay)
No. of Votes: 2

[X][SEC] Study Magic.
No. of Votes: 2

[X][SEC] Study Metal.
No. of Votes: 2

[X][SEC] Study Nature.
No. of Votes: 2

[X][SEC] Change up to two Passive Policies
-[X] Agriculture -> Expansion
-[X] Trade -> War (Caradysh)
No. of Votes: 1

[X][SEC] Change up to two Passive Policies
-[X] Agriculture -> Infrastructure
-[X] Trade -> Infrastructure
-[X] Expansion -> Infrastructure
No. of Votes: 1
[X] Qeqre

[X][SEC] More Messengers.
No. of Votes: 1


Total No. of Voters: 14
 
Vote for value upgrade over a blessing. Culture evolution is healthier for our civilisation than added eugenics.
 
Hm:
[] [Mega] The completion of the Evalynite Walls results in the Catclaws and Cateyes reassessing how they defend the Arthwyd. (Upgrade the Sacred Defence Value)

"Building stone walls made your warriors with stone-shaping magic and doctrines of attrition and logistics re-consider how to best protect their community."

This looks it'll evolve into some kind of military engineering mentality. Which probably leads to us unlocking a fair bit of military infrastructure early.
The question is, would this also lead to Megaprojects? The first bridge across the Green River or the first set of stone docks for example.
 
1285 AG - The Sacred Forest
[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

Provinces = [SEC] Sacred Forest
Caermyr = [SEC] Build Shrine = Lowland Conflux, [SEC] More Farming
Merntir = [SEC] Settle Land = Western North Coast Plains, [SEC] Explore Lands = Sunrise Mountain
Maradysh = [SEC] Settle Land = Lower North Green River, [SEC] Build Arthrynite Shrine = Upper North Green River,

It is a time of prosperity for the Arthwyd Empire. Taxes and trade flow freely throughout the lands as the Arthwyd society continues to advance. Caermyr has established itself in the lowlands with settlements beyond their initial village, making sure that all of them have a shrine to Arthryn and her Daughters. The Maradysh continue to expand southwards even as their Arthrynite populace continues to grow in number. In the north, the Merntir continue to look outwards as they make some exploratory expeditions into the Sunrise Mountains even as more villages go up and a few stone walls go up around their oldest settlements.

Amongst the Arthwyd, things went equally well. Many generations after it had first been started and the Sacred Forest was now complete. It was a major working to ensure that all of the plants could be fitted within the town and to keep all of the wildlife from disrupting the orderly nature of Greenbay. But it had been achieved and what remained as a testament to Arthwydish ingenuity as the Sacred Forest has been built.

Megaproject Completed!
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: +1 Temp Mystic from Venerate the Goddesses, Bonus to Study Nature,

Choose a Megaproject Bonus for completing the Grand Sacred Forest.
[] [Mega] The work on the Sacred Forest reveals a talented individual. (Gain a Hero)
[] [Mega] The work on the Sacred Forest results in a new nature discovery being made. (Gain one nature-based Innovation)
[] [Mega] The work on the Sacred Forest results in new discoveries being made. (Gain two Innovations)
[] [Mega] The new Sacred Forest enables the priesthood to increase their influence. (Priests gain +1 Faction Power)
[] [Mega] The completion of the Sacred Forest gives the Arthwyd new wisdom and insight into the way of the world. (Gain a new Value)
[] [Mega] In response to the completion of the Sacred Forest, one of the goddesses gives their Blessing to the Arthwyd. (Gain a new Divine Blessing)
[] [Mega] In response to the completion of the Sacred Forest, one of the goddesses improves their Blessing to the Arthwyd. (Upgrade one of your existing Divine Blessings)

The matters of the Cadlon proved to go similarly well. There was a permanent increase in just how many Catclaws and Cateyes that the Arthwyd could field and while it wouldn't be a major change, it would still be a noticeable advantage in any future wars.

The Arthwyd also reached out to their neighbours once again as traded continued to pick up as the Arthwyd integrated into the wider world. Caermyr continued to bring the local barbarian tribes around into its sphere of influence, continuing their success from the previous generation while determined Arthwydish traders decided to make another go at opening up trade with the Cernn to the far south. This time around, things went far better with the southland tribes.

The Cernn had a passing familiarity with the Arthwyd now and having not grown up facing constant raids from the Forluc, the current generation of Cernn were more interested in matters of trade than matters of war. The Arthwydish traders were eagerly welcome and the Cernn were happy to deepen ties and open up trade.

Meanwhile Cadlon Owyna had decided to try and exploit the internal troubles of the Forluc to turn them against each other. That meant reaching out to the strong point of Forluc resistance in the form of colony Forden.

The traders went out and the Forlucans happily accepted them. Any past tensions over Caermyr had been washed away with time as those with the grudge died out and those replacing them accepting the situation they grew up with for what it is. With the Arthwyd having proved their strength during the war with the Caradysh and having earnt the respect of the Forluc as a result, the lowlanders were happy to bargain and barter with the Arthwydish traders arriving at their settlements.

Yet while the overt goal of the trade expeditions proved to be a great success, the covert goal was upended by changes to Forlucan society and politics. Farke Galdae had passed away of old age and with her death, the majority of the opposition to her went with her. The new Farkas was a respectable individual and while he was no grand hero, he was well-liked and tolerated by Galdae's critics. It would take some time for the Forlucan heartland to re-establish their authority over the Forden and Fornn, but outright revolt was no longer on the table so long as nobody did anything stupid.

When it came to the Caradysh, the situation had fallen into a peaceful status quo as the Foresters kept to themselves and regularly sent tribute to their Forlucan overlords. The Forluc had no problem with this situation and in addition to liking the tribute, they also liked being able to lay claim to the Cursed Forest as being part of their empire.

In other foreign news, another power in the lowlands was on the rise as a charismatic warlord had risen to the east. Called Torhall, the lowlander warlord was carving out a kingdom for himself and his people somewhere along the Boar River. While nowhere near the power of the Forluc or Arthwyd, the Tordysh had grown in strength to the point that they were at least worth keeping an eye on.

It was uncertain that the Arthwyd would be able to take advantage of this if there was anything to take advantage of as the northerners found themselves with problems at home. While the Arthwyd had always been pushing the limits of how many people they could support, somewhere over the last generation things had been pushed over a tipping point.

These days, the Arthwyd simply had too many people. In the past, the Arthwyd would always have enough homes to house everyone and enough food to feed everyone and while that was still the case, the current Arthwydish population was unsustainable.

Thanks to the census, the issue was quickly identified and brought to the attention of Cadlon Owyna, but the matter of how the problem could be revoled remained. The simplest way would be to ramp up expansion to make enough space for everyone while another idea was to reduce the number of people by encouraging the Arthwyd to stop having so many kids. Others suggested they take advantage of this excess population to expand the Arthwydish presence in the lowlands by funnelling the spare population into a lowland colony, neither a new one or by changing the mission of Caermyr

New Crisis!
Growing Overpopulation Crisis (Minor): The Arthwyd have far too many people and the sheer size of their population is straining their ability to feed and house all of them. Lose 1 Temp Econ plus cumulative additional Temp Econ for each Main Turn and Mid Turn that the crisis has been ongoing for. Solved by ???

[] [Crisis] Try to encourage the Arthwyd to stop having so many children.
[] [Crisis] Claim new land and found new settlements to increase how many people the Arthwyd can sustain
[] [Crisis] Have Caermyr focus on colonising the lowlands over trading with its neighbours to provide room for the extra population.
[] [Crisis] Found a new colony in the lowlands to make space for the extra population.

***​

Priests (5) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: Deal with overpopulation in 3 Turns, Success/Failure: +3 Temp Econ/-1 Temp Econ
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: Satisfied, Ability: Add half of faction power to Martial, Objective: Settle more land twice in the 3 Turns, Success/Failure: Free Small Wall/-1 Temp Econ
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: Open up trade with the Tordysh, Success/Failure: +1 Temp Econ/-

***​

The update would have been out sooner, but Bannerlord came out and yeah, I've been playing a lot of that. Things are going well for you apart from the overpopulation issue. Your attempts to destabilise the Forluc fell apart due to a change in internal politics, but you have managed to establish good relations with both them and the Cernn. Another lowland state is rising and the nomads aren't invading.

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 (3)
Econ: 21 (12)
Martial: 6 (3)
Mystic: 7 (1)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 2/3
Centralisation: 4
Hierarchy: 3
Prestige: 32

Statuses
Growing Overpopulation Crisis (Minor): The Arthwyd have far too many people and the sheer size of their population is straining their ability to feed and house all of them. Lose 1 Temp Econ plus cumulative additional Temp Econ for each Main Turn and Mid Turn that the crisis has been ongoing for. Solved by ???
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.

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

Subordinates
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Very High/Low
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.
Copper Blooded: +1 Temp Econ to Econ Generation Actions,
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,

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: +1 Temp Mystic from Venerate the Goddesses, Bonus to Study Nature,

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
Stone Wall

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)
 
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[X] [Crisis] Try to encourage the Arthwyd to stop having so many children.

Honestly, I just want to get rid of Marital Prowess so that we can pick up another Value via Charitable Haven.
 
Statuses
Growing Overpopulation Crisis (Minor): The Arthwyd have far too many people and the sheer size of their population is straining their ability to feed and house all of them. Lose 1 Temp Econ plus cumulative additional Temp Econ for each Main Turn and Mid Turn that the crisis has been ongoing for. Solved by ???
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.

So, this will escalate quite quickly.

Honestly, I just want to get rid of Marital Prowess so that we can pick up another Value via Charitable Haven.
It would be neat if that choice does that, but I fear that it'll just kill of the population explosion and leave the 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)

Am I missing something, because I can't find this blessing anywhere.
 
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These days, the Arthwyd simply had too many people. In the past, the Arthwyd would always have enough homes to house everyone and enough food to feed everyone and while that was still the case, the current Arthwydish population was unsustainable.

Thanks to the census, the issue was quickly identified and brought to the attention of Cadlon Owyna, but the matter of how the problem could be revoled remained. The simplest way would be to ramp up expansion to make enough space for everyone while another idea was to reduce the number of people by encouraging the Arthwyd to stop having so many kids. Others suggested they take advantage of this excess population to expand the Arthwydish presence in the lowlands by funnelling the spare population into a lowland colony, neither a new one or by changing the mission of Caermyr
Hmm, you know, I think what we really need to solve this is a more advanced Economy System than our current Palace Economy.
 
[X] [Mega] The completion of the Sacred Forest gives the Arthwyd new wisdom and insight into the way of the world. (Gain a new Value)
_a Sacred Forest based Value might help next time we fight in the Cursed Forest, and having another Value could help the Arthwyd develop more.

[X] [Crisis] Claim new land and found new settlements to increase how many people the Arthwyd can sustain
_These new settlements will bring us closer to gaining another SEC action and Passive Policy. Not much closer, but every bit helps.
 
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Am I missing something, because I can't find this blessing anywhere.

Ah, I was hoping that I hadn't forgot anything. I will write something up shortly.

Hmm, you know, I think what we really need to solve this is a more advanced Economy System than our current Palace Economy.
It wouldn't help. The issue right now is this:
Fundamentally, we're not dealing with an issue of failing to distribute stuff, but the issue of not having enough stuff to distribute.
Changing how you distribute stuff won't help when you lack enough stuff to distribute.
 
[X] [Mega] The completion of the Sacred Forest gives the Arthwyd new wisdom and insight into the way of the world. (Gain a new Value)
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses gives their Blessing to the Arthwyd. (Gain a new Divine Blessing)
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses improves their Blessing to the Arthwyd. (Upgrade one of your existing Divine Blessings)
[X] [Crisis] Try to encourage the Arthwyd to stop having so many children.

Sprawling just kicks the can down the road.
Granted, this would probably generate whole new kinds of problems, but it wouldn't be overpopulation(which stems from us having always had enough food so far, so nobody thought they should stop).

Lasting solutions:
-Birth control
-Revoking food-for-all
-Increased food production per land unit
 
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[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses gives their Blessing to the Arthwyd. (Gain a new Divine Blessing)
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses improves their Blessing to the Arthwyd. (Upgrade one of your existing Divine Blessings)
[X] [Crisis] Claim new land and found new settlements to increase how many people the Arthwyd can sustain
 
[X] [Mega] The completion of the Sacred Forest gives the Arthwyd new wisdom and insight into the way of the world. (Gain a new Value)
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses gives their Blessing to the Arthwyd. (Gain a new Divine Blessing)
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses improves their Blessing to the Arthwyd. (Upgrade one of your existing Divine Blessings)
[X] [Crisis] Claim new land and found new settlements to increase how many people the Arthwyd can sustain

Trying to stop a fundamental part of the Arthwyd will make us lose stability and make us have anpther type of crisis, in my honest opinion. This will allow us to use this crisis on our favor for a time and expand our land so we are closer to more actions, but my gut is telling me that this is not a permanent solution and we need to look somewhere. Just picking it to make use of the crisis, after that im open to sugestions
 
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses gives their Blessing to the Arthwyd. (Gain a new Divine Blessing)

[X] [Crisis] Claim new land and found new settlements to increase how many people the Arthwyd can sustain

Our massive population is one of our main advantages over everyone else right now. We should take advantage of quickly expanding population, not try and stifle it.
 
[X] [Mega] In response to the completion of the Sacred Forest, one of the goddesses gives their Blessing to the Arthwyd. (Gain a new Divine Blessing)
[X] [Crisis] Claim new land and found new settlements to increase how many people the Arthwyd can sustain
 
One thought is to pull a Vikings and throw excess population into War Parties...But yeah there's a reason we're not built to do that move.
 
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