On the subject of urbanisation, I am going to do things differently to PoC if only because I don't entirely understand how PoC handled urbanisation. Other reasons include infrastructure working on a per settlement basis rather than a per province basis and not using the Econ Expansion stat. While I'm not going to reveal them just yet, I will say that Veekie's analysis is going to be more accurate than the True City mechanics of PoC.
While it was something of a disappoint of that the full version was unviable, it was quickly decided that more compact version would be worth constructing. One faction advocated for building it as quickly as possible while another faction wanted to hold off until other projects had been completed, but in the end, the moderates won out. Work began on the first of the waterways in Greenbay and it took place at a slow and steady pace.
Meanwhile the Cadlon in Greenbay began to take measures to appease the various unhappy groups within the priesthood. The general consensus was a desire for more sacred forests to provide a reliable supply of wood for the Arthwyd. Seeking to keep the very influential Arthrynite priesthood happy, the Cadlon of the Arthwyd directed the vast resources at her disposal to organise construction of another sacred forest even as the priesthood finished another one that they had been working on over the last few generations.
Amongst the rest of the Arthwyd on the Arth Coast, the latest bout of expansion was taking place further down the Rock River than the Rockbay region. While some were wary of setting up shop closer to the Caradysh, the Foresters had been silent for generations and the Rock River lent itself very well to providing a rapid and effective means of transportation between these new settlements and other settlements of the Arthwyd.
It was amongst this new wave of expansion that the priesthood in Greenbay realised something exciting. This generation would be the first that more than half of the Arthwydish communities had their own temple. It was a sign of progress and one that inspired great confidence in the current leadership. After all, what is not the sign of the favour of the goddesses for the Cadlon to spread the influence of Arthryn and her Daughter this widespread?
Yet even as these were going on at home, young enterprising Arthwydish looked aboard. While the Far South and the Far East are a bit too far, many wondered who else lived in the lowlands, beyond the Forluc Empire.
It was not one big expedition, but a series of smaller ones that went progressively further. At first, they just went out into the Fornn and the Fordysh whilst discussing with traders from the Cernn, Fornn and Fordysh about what lay south of their boarders.
Over the generation, the Arthwydish explorers discovered many barbarian tribes, clans and pretty Zandis, but of them, five stood out as noteworthy powers capable of operating in the same leagues as a lesser member of the Arthwyd Empire or Forluc Empire even if they weren't the same league as the whole empire.
The first of these people were the Hamefordysh. Located to the south-west of the Fornn, this group of barbarians were an odd bunch where they were ruled by a Zarannist priesthood, but the greed of their people meant that their priests were constantly competing with the local traders and crafters. An odd state of affairs that the visiting Arthwydish didn't fully understand, but barbarians were going to barbarian.
The next group was the Diondairysh to the south of the Fornn. Another land of Zarannists ruled by their priesthood, the Diondairysh had a bit of complexity to their system of governing that the Arthwyd had not encountered before. They had a singular leader at the top, but they were ruled by a Hierarch rather than a Zandis. Nor was this the only abnormally as their priesthood was interwoven with their warrior families with no clear distinction between them. In some ways, it was similar to how the Catclaws and Cateyes were part of the Arthrynite priesthood, but there was no separation between the priests that fought and those that did not. Every Diondairysh priest and priestess was expected to know how to fight as part of their right to rule over the Diondairysh.
The third group was to the south of the Fordysh and south-east of the Fornn, known as the Sinsearysh tribes. Lacking a centralised authority, the Sinsearysh were less of a single power and more a collection of petty powers that shared the same culture and values. In this case, they prioritised trade and art as in an odd display of being semi-civilised, these barbarians distained war as something wasteful that was to be avoid. Yet even as they did this, they looked down upon outsiders, shunning those that didn't come from one of their tribes.
The fourth group was south-west of the Forzea and called themselves the Bruraysh. Another group of Zarannists who were ruled over by their priesthood, the Bruraysh had a Zandis though this one was required to be a member of the priesthood. They were easily the most normal of those in the southern lowlands as part from needing their Zandis to be a competent priest, they were remarkable similar to the Zaradysh in the north.
The final noteworthy group was the Lochanysh to the east of the Fordysh, south-east of the Cernn and north-east of the Forzea. Ruled by a Zandis where the position was inherited by blood, the Lochanysh were some of the strangest people that the Arthwyd had encountered and the only ones that they were unable to make peaceful contact with. Their priesthood was marginalised and forbidden from wielding the holy magic of Zaranna while the traders and crafters held great influence with the Zandis and his bloodline. Yet the oddest thing about the Lochanysh people was their hatred of magic. They despised it with a passion in all forms and that apparently applied to divine blessings as they refused all contact with the Arthwydish explorers, forcing the northerners to learn about them second hand.
Despite making initial contact with these southern lowland powers, the Arthwyd Empire as a whole lacked contact with them. For most, the Forluc Empire stood between them and the Arthwyd Empire while in the case of the Lochanysh, they detest contact with any sort of magic user. Yet despite this lack of contact, initials relations went well as the people of the southern lowlands as they knew of the Northern Demons that the mighty Forluc feared or respected and had brutalised the Thurezea within living memory. Even the Lochanysh was rightfully wary of antagonising the Arthwydish explorers and starting a fight that was beyond their ability to win.
After this burst of exploration and new contact, what do the Arthwyd do?
[] [React] The Arthwyd focus on finishing the waterway in Greenbay.
[] [React] The Arthwyd study the secrets of metal.
[] [React] The Arthwyd study the secrets of magic.
[] [React] They reach out to some of the newly discovered people.
[] [React] They attempt to open up trade with some of the southern lowlanders.
[] [React] They make an effort to fortify the frontier and border settlements.
Pick 2 Golden Age Bonuses
[] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with the southern people. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with all subordinates. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Unlock the Port Megaproject. (-2 Temp Econ, -4 Temp Mystic)
[] [GA] Unlock the Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Gain a Hero. (-2 Temp Econ AND -2 Temp Diplo or 2 Temp Mystic or -2 Temp Culture)
[] [GA] Upgrade a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Gain a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Gain random general technology advancement. (-1 Temp Wealth, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random agricultural technology advancement. (-2 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random metallurgy technology advancement. (-2 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
Priestesses (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 1 Sacred Forests within 3 Turns, Success/Failure: +1 Messengers/-1 Stability
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Found another colony within 1 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Get a better boat within 1 Turns, Success/Failure: Free Mine/-1 Temp Econ
Farmers (1) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Pleased, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-
***
Another update and one that has outdated the map I posted for the previous update. Annoying, but you can figure out where everyone is from the descriptions of their locations. In other news, I have decided to show you the broad stokes of what your subordinates are getting up to, I am still tracking how they are doing in a vague sense even if I am not tracking detailed actions anymore. I feel this was a good compromise between making things doing for me as a QM whilst also giving you insight as to what your empire has been up to.
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 UpperCentralisationLimit: 8 Lower CentralisationLimit: -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.
Statuses Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn, Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn, Golden Age: +1 Temp Econ every Main Turn or Mid Turn, Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls, King of the Hill: +1 Temp Diplo at the start of each turn, Population Explosion: +2 Temp Econ every Main Turn or Mid Turn. Trade Dominance (Bronze Goods): +3 Wealth Trade Dominance (Copper Goods): +1 Wealth Trade Dominance (Gold Goods): +3 Wealth Trade Dominance (Silver Goods): +1 Wealth Trade Deficit (Honey): -3 Wealth
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Friendly/Friendly/Medium
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Very Friendly/Very Friendly/Very High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/Very High
-Fordysh = Very Friendly/Very Friendly/High
-Fornn = Very Friendly/Very Friendly/Medium
-Forzea = Friendly/Friendly/None
-Lorvysh = Very Friendly/Very Friendly/High
Hamefordysh = Wary/Wary/None
Hielwald = Cautious/Cautious/None
Lochanysh = Hostile/Hostile/None
Sinsearysh = Wary/Wary/None
Thurezea = Unfriendly/Unknown/None
Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/High/Very Low
Tordysh = Vassal/High/Very Low
Zaradysh = Colony/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. 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: +1 Colony Slot. 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,
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 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,
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
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, +1 Temp Mysticism at the start of each 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 Ability of the Priests, Doubles of the Mystic Gains of religious actions, Boosts diplomacy with Arthrynites.
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,
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,
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,
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, -1 Temp Econ Damage
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,
We have 2 temp culture. To all voters, keep that in mind when making your vote.
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[X] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
The nautical innovation is to satisfy the warriors. The quest reward is good but more importantly, we don't want them unhappy. We do not want to be forced into a punitive quest of the kind that the warriors would give. Completing the quest also means the next warrior quest will be good too, and, well, a boat innovation is always good.
Improving relations with our neighbours would be very good. We want to improve relations with the boarfolk and this is a guaranteed relationship boost, which is amazing, and made more amazing by how it affects all our other neighbours too. This is excellent given the power and importance of the Forluc (and their many subordinates), who still have people within it who resent us.
[X] [React] They reach out to some of the newly discovered people.
[X] [React] They attempt to open up trade with some of the southern lowlanders.
[X] [React] They make an effort to fortify the frontier and border settlements.
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[X] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[X] [React] They reach out to some of the newly discovered people.
[X] [React] They attempt to open up trade with some of the southern lowlanders.
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[X] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
We have one megaproject in progress and another one we can still do after. Getting a new potential project is not good right now. Better to finish (or at least start) all the ones we have now first. This turn, we should get things that can benefit us immediately, rather than just open up opportunities.
Abstain from more megaproject unlocks this turn. Literally every other option would be better on this turn.
Well, they're certainly doing their best to keep to their own identity.
[X] [React] They make an effort to fortify the frontier and border settlements.
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[X] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[X] [React] The Arthwyd focus on finishing the waterway in Greenbay.
[X] [GA] Unlock the Port Megaproject. (-2 Temp Econ, -4 Temp Mystic)
[X] [GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[X] [React] They make an effort to fortify the frontier and border settlements.
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[X] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
Don't want to get too far behind on defensive infrastructure with our auto settle trait.
[X] [React] The Arthwyd focus on finishing the waterway in Greenbay.
[X] [GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
A single Megaproject pick should be fine, especially if we finish the aqueduct.
Although if we're going to be shitting out Megaprojects, we should probably switch the provinces back to that stance(which would give us more leeway to manage punitive quests if anybody's interested in that).
[X] [React] The Arthwyd study the secrets of magic.
[X] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
[X] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
We always need more magic and military technology.
[X] [React] The Arthwyd study the secrets of magic.
[X] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
[X] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
We always need more magic and military technology.
I'm not sure about that, considering we likely have very different magical development path, Divine Magic vs. Arcane Magic. And that's not even getting into the... uh... type of Arcane Magic Urth is interested in and how our people would react to that.
Basically I think magic is one of those things that is extremely picky in terms of trade and extremely difficult to cross learn/develop.
If we want to learn another civ's magics, it's probably more viable to back a Zarannist, Aslynnite or Torhallian reform/heresy that is palatable enough for Arthrynite society(with Wyrn retconning where possible).