[X] [MAIN] Plant Sacred Forests
with the auto progress from the policy a single main action will complete the quest.
[X] [SEC] Develop Mine = (Lead)
A new type of metal being mined could inspire new metalworking methods.
[X] [SEC] Waterways
 
[X] [MAIN] Plant Sacred Forests
[X] [SEC] Census (Bronze Age)
[X] [SEC] Diplomatic Expedition = (Boarfolk Nomads)

Nomad invasion is the only thing that can bring us down at this point. Best to touch up on them, keep things from degenerating on the next crit fail random event or ambitious nomad hero.
 
The Forlucans were being cagey about the details, but they could hide the fact that warbands of Nersondurans had come north and faced them in battle.
Oh wait, now I remember why they sounded familiar! They're the guys we made in that short.... spin-off quest, I guess I'll call it. The slaver republics with obsidian.
 
Pioneers All Over - Map
Caermyr Peninsula
Green = Arthwyd
Lime = Merntir (North)/Maradysh & Caermyr (South)/Grythwyd (West)
Purple = Caradysh
Brown = Zaradysh
Pink = Raradysh
Dark Grey = Lorvysh
Light Grey = Tordysh
Red = Forluc
Dark Red = Forden
Light Orange = Fornn
Dark Orange = Fordysh
Yellow = Cernn

Far South
Dark Blue = Forzea
Blue = Thurezea

Far East
Light Blue = Boarfolk Nomads
Black = Achland
White = Hielwald
 
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The Arthwyd still have detailed records of what Urth and the Caradysh have gotten up to in the past, but the lack of interaction and their good behaviour as a vassal of the Forluc have dulled the vividness of that evil. If it wasn't for the Arthwydish recordkeeping and the Caradysh part in the first epic age, your relations would have degraded to neutral. As things are, your people haven't forgotten what the Foresters have done and backstory of your war-goddess (who is also the second most popular Arthrynite goddess after Arthryn) is about fighting off the evil undead that are the Caradysh.
Ah, fair enough.

By the way @Oshha , how likely is it that the Priests will tilt the Infrastructure passives towards Sacred Forests during the next tick if we don't spend actions on them?

Edit:
Would it be possible for us to settle the tile on the Northern Sunset Plains' 4 o' clock position?
 
Last edited:
[X] [SEC] More Fishing.
[X] [MAIN] Plant Sacred Forests
[X] [SEC] Waterways

we've got lots of coasts and lots of rivers. Wouldn't mind rolling some boat tech. It'd speed up trade, messages, admin and exploration-on-water.

Would be aiming for Sails (Outrigger) as that's very good for a nice long while.

I also like the synergy of these three, all having to do with the stewardship of nature as well as the interaction with water.

also @Oshha was it one of our subjects that unlocked Terrace Farming? Because once we have that and the concept of Aqueducts we could try and improve the northern most Arthwydish holding I think. We been rolling bad on the idea reaching the mainland or has it just not come up what with all the war and diplo?
 
By the way @Oshha , how likely is it that the Priests will tilt the Infrastructure passives towards Sacred Forests during the next tick if we don't spend actions on them?

Unlikely. Temples are still the most preferred thing.

Would it be possible for us to settle the tile on the Northern Sunset Plains' 4 o' clock position?

I don't see why it wouldn't be. A couple new options added to the list for potential settlements.

also @Oshha was it one of our subjects that unlocked Terrace Farming? Because once we have that and the concept of Aqueducts we could try and improve the northern most Arthwydish holding I think. We been rolling bad on the idea reaching the mainland or has it just not come up what with all the war and diplo?

I don't believe you have developed Terrance Farming. I'm also not sure what mainland you are talking about since you are already on it.
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 92 | Sufficient Velocity [Posts: 2277-2312]
##### NetTally 2.2.0

Task: SEC

[X][SEC] More Fishing.
No. of Votes: 10

[X][SEC] Waterways
No. of Votes: 7

[X][SEC] Diplomatic Expedition = (Caradysh)
No. of Votes: 3
[X] Random Member
[X] Kiba
[X] UwU

[X][SEC] More Farming.
No. of Votes: 2
[X] Qeqre
[X] ALanos

[X][SEC] Trade Expedition = (Caradysh)
No. of Votes: 2

[X][SEC] Census (Bronze Age)
No. of Votes: 1

[X][SEC] Develop Mine = (Lead)
No. of Votes: 1

[X][SEC] Diplomatic Expedition = (Boarfolk Nomads)
No. of Votes: 1

[X][SEC] Explore Lands = (Cursed Forest)
No. of Votes: 1

[X][SEC] Explore Lands = (Great Mountain)
No. of Votes: 1

[X][SEC] Explore Lands = (Sea)
No. of Votes: 1

[X][SEC] Plant Sacred Forests
No. of Votes: 1

[X][SEC] Support Subordinate = (Raradysh)
No. of Votes: 1
[X] Qeqre

[X][SEC] Support Subordinate = (Zaradysh)
No. of Votes: 1
[X] Qeqre



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

[X][MAIN] Plant Sacred Forests
No. of Votes: 10

[X][MAIN] Waterways
No. of Votes: 3
[X] Qeqre
[X] ALanos
[X] Kiba

[X][MAIN] More Fishing.
No. of Votes: 2

[X][MAIN] Explore Lands = (Far East (Requires Main))
No. of Votes: 1

[X][MAIN] Plant Sacred Forestsx2
No. of Votes: 1


Total No. of Voters: 14
 
Value Upgraded!
Pioneering Ways

The world is wonderous 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,
Pretty standard update. You got a couple of new megaprojects and an upgraded value. The main change regarding the value is going from a 1 in 5 chance for random exploration and expansion to the 1 in 2 chance.
The Arthwyd are beyond the point of being able to go full isolationism. At worst, you can stop proactively interacting with the outside world, but you have too much outside contact and trade going on to simply go isolationist. This isn't going to be like PoC where diplomacy and foreign interaction only happens if the players personally initiate it.
...you know, with our pioneering ways solidified and a decent chunk of our immediately relevant region explored, now might be a good time to switch the province policy to something else. Leave the rest to that 50% chance and the occasional action...
 
Would it be possible for us to settle the tile on the Northern Sunset Plains' 4 o' clock position?
I don't see why it wouldn't be. A couple new options added to the list for potential settlements.
Since it occurred to me that I didn't clarify which new option is what, the Eastern Sunset Plains is the province at the four o'clock to the Northern Sunset Plains while the Southern Sunset Plains is the province at the six o'clock to the Northern Sunset Plains.
 
...you know, with our pioneering ways solidified and a decent chunk of our immediately relevant region explored, now might be a good time to switch the province policy to something else. Leave the rest to that 50% chance and the occasional action...

Why would we do that? I prefer to solidify the exploration value over settlement.
 
Guys don't vote for the Waterways - those are aqueducts, which speed up city development, which we are not ready for. We need to lay down more infrastructure for our empire before we start building up our core. Vote for the Census instead. Straight upgrade to what we're doing and benefits the entire empire rather than just the few largest settlements; doesn't cause any problems and prepares us further for having proper cities.
Urbanization doesn't work like that dude.
People naturally gravitate to form larger cities due to efficiencies and opportunities arising from specialization and centralization of political, religious and cultural influence. And these things arise from building infrastructure, as they create more room for specialization and even more attraction to the infrastructure, which are only realistically available in urban centers.

Aqueducts accelerate city development mainly due to the benefits of disease control, fire control and much later on, mechanization. They also generate more specialist labors, but literally all infrastructure will do that anyways.

Due to our social values, failing at the first two things are not acceptable means of population management - come the first plague or fire outbreak we'd be forced to build them anyways, except it would need to be done in more places at once when the infrastructure buildup triggers urbanization.

To slow city development, you could do load balancing by building extensive transportation networks...but said networks would also initially speed urbanization, because the first roads would be built in the urban core, and it'd only have the dispersal effects once the good quality roads reach the fringes.

Once you have the transport backbone, you could push out settlements to buy time by settling the fringes.

Other than that its down to wars, plagues and famines to kill off excess population.
 
Why would we do that? I prefer to solidify the exploration value over settlement.
They are one and the same value, starting with Pioneering Spirit being Exploration+Settlement being born from us constantly building new settlements to deal with our overpopulation issues and immediately merging with Marital Prowess(which was causing our overpopulation issues) to form Pioneering Expansion(Exploration, Settlement and Popgrowth).
Pioneering Expansion evolving into Pioneering Ways did not tilt the option towards exploration over settlement. It merely increased the chance of random settlement or exploration actions. Maybe it will eventually sidegrade if we stick to Provincial Exploration, but I kinda doubt it.

As to why we would shift the province action? Why wouldn't we? The constant -2 Temp Martial is causing us to gravitate towards 5/8 Martial, which forced us to take a supporting SEC Sacred Warriors to avoid dipping into the negatives from the Law megaproject. Not having that constant drain means we can more freely spend our Martial without needing to grow the pool, and not encountering as many factions means we're more likely to remain eligible for Megaprojects that said undiscovered might have already completed.
Also, we have a 50% chance of exploration happening anyway and there's plenty of other good Province stances(like Megaproject, Infrastructure, Study, Trade or Economy).
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 92 | Sufficient Velocity [Posts: 2277-2320]
##### NetTally 2.2.0

Task: SEC

[X][SEC] More Fishing.
No. of Votes: 12

[X][SEC] Waterways
No. of Votes: 11

[X][SEC] Diplomatic Expedition = (Caradysh)
No. of Votes: 3
[X] Random Member
[X] Kiba
[X] UwU

[X][SEC] More Farming.
No. of Votes: 2
[X] Qeqre
[X] ALanos

[X][SEC] Plant Sacred Forests
No. of Votes: 2

[X][SEC] Trade Expedition = (Caradysh)
No. of Votes: 2

[X][SEC] Census (Bronze Age)
No. of Votes: 1

[X][SEC] Develop Mine = (Lead)
No. of Votes: 1

[X][SEC] Diplomatic Expedition = (Boarfolk Nomads)
No. of Votes: 1

[X][SEC] Explore Lands = (Cursed Forest)
No. of Votes: 1

[X][SEC] Explore Lands = (Great Mountain)
No. of Votes: 1

[X][SEC] Explore Lands = (Sea)
No. of Votes: 1

[X][SEC] Support Subordinate = (Raradysh)
No. of Votes: 1
[X] Qeqre

[X][SEC] Support Subordinate = (Zaradysh)
No. of Votes: 1
[X] Qeqre



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

[X][MAIN] Plant Sacred Forests
No. of Votes: 12

[X][MAIN] Waterways
No. of Votes: 3
[X] Qeqre
[X] ALanos
[X] Kiba

[X][MAIN] More Fishing.
No. of Votes: 2

[X][MAIN] Explore Lands = (Far East (Requires Main))
No. of Votes: 1

[X][MAIN] Plant Sacred Forestsx2
No. of Votes: 1


Total No. of Voters: 17
 
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