Not quite, the gun platforms were the faster English ships, which despite lower size and numbers, had the same amount of cannons as the armada, and the very well trained gunners the British had along with ships too fast for the Spanish ships to be able to board with any decent reliability was instrumental to the fall of the armada. The spanish grew complacent with their boarding strategy, so when England came in with a completely different paradigm, they lost their whole fleet....

Edit: England's ships were build to be mobile gun platforms, while the Spanish ships were built to be floating fortresses held by very skilled boarding crews.
"with ships too fast." is the key part here. it wasn't that they had more guns. they had the same amount of guns. they were faster, and more maneuverable. That was the main advantage. The paradigm of "we never board we just kill them at range" is only doable if you have the speed to control the distance and prevent the broadsides from ever having a good clean shot. You're talking about not just a total paradigm shift tactically, but a tech advantage of being actually faster and more maneuverable and smaller harder to hit against the hulking Spanish fortress-fleet.

we're in early bronze age. We're very far away from that. We don't even have basic naval warfare tech, nor the first major advancement of ramming. So long as we don't invest in hulking naval fortresses and instead go for a similar-to-our-land asymmetric smaller swifter supply/attrition/logistics we'll be fine
 
they had the same amount of guns.
The big point here was the fact that despite the Armada being far more numerous and larger, England managed to MATCH the raw number of cannons the armada had, because the British were fitting as many cannons as they feasibly could without sinking their own ships.

Edit:
we're in early bronze age. We're very far away from that. We don't even have basic naval warfare tech, nor the first major advancement of ramming. So long as we don't invest in hulking naval fortresses and instead go for a similar-to-our-land asymmetric smaller swifter supply/attrition/logistics we'll be fine
Good point, but we probably would run into similar problems on the sea eventually because of the same reason we are on land.
 
Last edited:
Good point, but we probably would run into similar problems on the sea eventually because of the same reason we are on land.
agreed.

We're gonna be in a weird spot for a long time having a sacred/professional military and no draft. Especially because that sacred military has sacred stone tech. It's gonna be weird but we're equipped to handle extreme tragedy with that Forluc ideal. if something goes mega-bad we should be able to weather it.
 
I could actually see the Arthwyd reject normal naval paradigms and go for some kind of hulk or polyreme and opt to simply land their ground forces(plus supplies) at the enemy coastal cities instead of trying to engage their opponent in the water..

Possibly involving some kind of turtle ship-esque rock slabs made through stoneshaping in lieu of iron plates.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 94 | Sufficient Velocity [Posts: 2328-2373]
##### NetTally 2.2.0

Task: React

[X][React] They make an effort to fortify the frontier and border settlements.
No. of Votes: 6
[X] ALanos
[X] argenten
[X] Donkey Hote
[X] nat_401
[X] UwU
[X] veekie

[X][React] The Arthwyd focus on finishing the waterway in Greenbay.
No. of Votes: 5

[X][React] They reach out to some of the newly discovered people.
No. of Votes: 4

[X][React] They attempt to open up trade with some of the southern lowlanders.
No. of Votes: 3

[X][React] The Arthwyd study the secrets of magic.
No. of Votes: 1



——————————————————————————————————————————————
Task: GA

[X][GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
No. of Votes: 11

[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
No. of Votes: 8
[X] ALanos
[X] Andres110
[X] argenten
[X] Donkey Hote
[X] Kiba
[X] nat_401
[X] UwU
[X] veekie

[X][GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture))
No. of Votes: 4

[X][GA] Unlock the Port Megaproject. (-2 Temp Econ, -4 Temp Mystic)
No. of Votes: 3

[X][GA] Upgrade a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
No. of Votes: 3

[X][GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
No. of Votes: 2

[X][GA] Gain random social concept advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
No. of Votes: 2

[X][GA] Gain a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
No. of Votes: 1

[X][GA] Gain random general technology advancement. (-1 Temp Wealth, -1 Temp Econ, -2 Temp Mystic)
No. of Votes: 1

[X][GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
No. of Votes: 1

[X][GA] Improve relations with the southern people. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
No. of Votes: 1

[X][GA] Unlock the Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
No. of Votes: 1


Total No. of Voters: 16
 
1730 AG - Longships and Gambesons
[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)

As the Arthwyd Empire continued to proposer, it also expanded. The Grythwyd continued to claim the untamed wilds of the Western Coast while the Merntir settled the North Coast towards the Boarlands. On the Arth Coast, the Arthwyd continued to put down new settlements along Rock River and given how close such lands were to the historically evil Caradysh, the Cadlon in Greenbay pushed for fortifying the settlements on the border as they would be the first to face any attack on the Arthwyd.

Yet while this was a generation of expansion, it was also one of discovery. Taking cues from those in the south, the Catclaws and Cateyes became to wear padded clothing as part of their wargear. While the lowlanders might be barbarians, it could not be denied that war itself was an inherently barbaric activity and the lowlanders have grown good at it over the generation.

In the past, the warriors of the Arthwyd had fought in ordinary clothing, but their enemies had not always done the same. While individual warriors of wealth had used from bone and hide for extra protection throughout the generations, in more recent times, the Forlucans and some other lowlanders had taken to using padded clothing for bodily protection, at least for their more elite troops.

Having noted its effectiveness against their fellow lowlanders and the raiders of the Far South, the ranking Catclaws decided that they would make use of this padded armour to protect the sacred warriors of the Arthwyd Empire. Meanwhile the Cateyes disfavoured this new armour out of a fear that it would slow them down and given their role was to scout and ambush rather than directly fight, they saw no need for the extra protection.

However, the adoption of the gambeson was not the only major discovery of the Arthwyd and it wasn't the most significant one either. For generations, the Arthwyd had used canoes and rafts to get around their empire and beyond and over those generations, there was always someone looking to improve them.

Now a group of somebodies had made that breakthrough. In an attempt to make a larger canoe, they had applied the techniques behind a raft by using different pieces of wood to make a larger hull. The end result was a larger ship that worked like a canoe but could carry more people and cargo even if it would need more rowers. Not only that, this new vessel could mount a sail that allowed for additional movement depending on the wind.

While the Arthwydish only had a few at first, this longship was rapidly gaining popularity and it wouldn't be long before it saw widespread usage. Given its effectiveness and the interconnected trading network of the Arthwyd, other people such as the Forluc and their vassals would certainly adopt usage of the longship as well and within the Forluc Empire looking to trade southward, the people of the Far South would likely pick them up sooner or later as well.

The longship wasn't the only new thing in the lowlands. The Forlucan Empire had recently begun to equip its professional warriors with maces that had copper heads. While in the north scoff at the southerners wasting metal like that, the more learnt understood that lacking the divine magic of Arthryn, it made sense to replace stone with metal as while holy stone was superior to metal, metal was also superior to ordinary stone.

Additionally, the new access to the Far South via their Forzea conquests, the Forluc Empire was beginning to import discoveries of the Far South. While honey was the obvious thing brought northwards, others were ordinary like new types of crops to the previously unknown such as the mysterious black stone that the elite warriors of the Far South favoured in their weaponry.

While it had a rocky start, the new ties to the Far South were opening up the Arthwyd and their neighbours to the wider world and it was certainly for the better.

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: Increase Martial by Two within 4 Turns, Success/Failure: Free Wall/-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/-

You have four 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 Boats
S: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +2 Temp Wealth, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (5/12), Rockbay (4/6), Sunrise Bay (1/6), Northern Sunset Plains (0/6), Eastern Rock River (0/2),

[] [SEC/MAIN] Build Temples = (Target)
S: -4 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+2 Mystic per Temple)
M: -8 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+2 Mystic per Temple),
-Possible Targets: Greenbay (7/12), Rockbay (3/6), Sunrise Bay (3/6), Northern Sunset Plains (3/6), Eastern Rock River (1/2),

[] [SEC/MAIN] Build Wall = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 4/12, Large: 0/12), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 1/6, Large: 0/6), Northern Sunset Plains (Small: 4/6, Large: 0/6), Eastern Rock River (Small: 1/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (7/7)
-Agriculture = +4 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress per turn.
-Exploration = Free Exploration roll each turn.
-Foreign = Free Diplomatic Expedition each turn. (1)
-Forestry = 0.5 Sacred Forest Progress per turn. (1)

-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (3)
-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.
-Wealth = +1 Temp Wealth per turn.
-War = Free War Party each turn.

[] [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] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine, Chance of Additional Effects,
M: -6 Temp Econ, +2 Mines, Chance of Additional Effects,
-Possible Targets: Sunrise Mountains (Tin: 1/1), Sunset Mountains (Lead: 1/1, Silver 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,

[] [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: Arth Coast, Cursed Forest, Far East (Requires Main), Far South (Requires Main), Great Mountain, North Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast,

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: Sunrise Mountains, Sunset Mountains, Far East

[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (1/32), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (5/32),
M: -4 Temp Econ, +2 Messengers, (5/32),

[] [SEC/MAIN] Plant Cash Crops.
S: -2 Temp Econ, +2 Temp Wealth, Chance of Innovation,
M: -1 Econ, -1 Temp Econ, +1 Wealth, +1 Temp Wealth, Improved Chance of Innovation

[] [SEC/MAIN] Plant Sacred Forests
S: -4 Temp Econ, -1 Temp Mystic, +0.5 Sacred Forest,
M: -8 Temp Econ, -2 Temp Mystic, +1 Sacred Forest,
-Sacred Forests = 6

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+2 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+2 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (12/15), Rockbay (6/15), Eastern Rock River (2/15), Western Rock River (0/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (0/15), Eastern Sunset Plains (0/15), Southern Sunset Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 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, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [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.
-Wealth = Focuses on increasing your wealth.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Achland (Requires Main), Caermyr, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Boarfolk Nomads, Caradysh, Cernn, Forden, Fordysh, Forluc, Fornn, Hielwald (Requires Main), Lorvysh, Lowlander Tribes, Thurezea,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, +2 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, +1 Temp Martial, -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +3 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +5 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: Achland, Boarfolk Nomads, Caradysh, Forden, Fordysh, Forluc, Fornn, Hielwald. Lorvysh, Lowlander Tribes, Thurezea,

Mega-Projects
[] [SEC/MAIN] Waterways
S: -4 Temp Econ, -4 Temp Mystic, -8 Temp Wealth, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, -16 Temp Wealth, +4 Progress
-Progress: 2/???

[] [SEC/MAIN] Census (Bronze Age)
S: -4 Temp Econ, -4 Temp Mystic, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, +4 Progress
-Progress: 0/???

***​

Another peaceful, but one of the more significant updates. You finally got some actual armour while you have also invented the longship. Forewarning as like geography, nautical stuff is something of a weak point of mine so things might be a little wonky or end up getting a little wonky.

In other news, the Forluc are importing the discoveries of the Far South into the lowlands, where the Arthwyd will have the chance to get themselves. Nothing so far, but the increased connectivity is allowing for more knowledge and discoveries to spread in addition to regional resources.

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
: 6 (5)
Econ: 34 (26)
Martial: 8 (6)
Mystic: 58 (40)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 14 (16)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 5 (0/9)
Hierarchy: 3
Prestige: 53

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 = Very Friendly/Very Friendly/High
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Extremely Friendly/Extremely Friendly/Very High
-Caradysh = Formerly Evil/Unknown/None
-Forden = Extremely Friendly/Extremely Friendly/Very High
-Fordysh = Extremely Friendly/Extremely Friendly/Very High
-Fornn = Extremely Friendly/Extremely Friendly/High
-Forzea = Friendly/Friendly/None
-Lorvysh = Extremely Friendly/Extremely Friendly/Very 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,

Technologies
Carts
Straw/Reed Rope
Sustainability
Wheel
Wicker

Agriculture
Basic Fertiliser (Compost, Manure & Nightsoil)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
Copper Smelting
Gold 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
Glazing
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
Temples
Tribute
Defences
Palisade
Stone Walls

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Formal Hierarchy
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 (Basic/Refined)
Increased Accuracy (Basic/Refined)
Scrying (Limited)
Truth Detecting (Expert)

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

Wyrnite Divine Magic
Memory Stones (Basic)

Ymarnite Divine Magic
Fertility Boost (Limited)
Disease Cure (Basic/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
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[X] [MAIN] Plant Cash Crops.
[X] [SEC] Waterways
[X] [SEC] Build Boats

If we will have access to more goods soon then planting some cash crops will help us trade for them, some boats to also aid trade plus slowly working on the Waterways.
 
[X] [SEC] Trade Expedition = (Forluc)

Trade with the Forluc for their new crops.

[X] [SEC] Diplomatic Expedition = (Caradysh)
[X] [SEC] Explore Lands = (Cursed Forest)

Still think we should check up on Urth.

[X] [SEC] Explore Lands = (Sea)

Use the boat!
 
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Kinda disappointed the diplo-bomb didn't have any presence in the story itself. I was legit interested in seeing what would happen in-universe.
 
[X] [MAIN] Train Sacred Warriors
[X] [SEC] More Messengers
[X] [SEC] Waterways

We'll want to keep the factions happy and the warriors especially, so we should do the quest. Not a bad quest either, given how crippling the double exploration is to our temp martial. I don't think we should get it done as soon as possible, though. After this, leave the quest alone for a turn or two so the Warriors don't increase in influence. The reason to do a Main this turn is just in case something happens in later turn that stops us from doing double Main.

This is a rare moment of peace and a perfect time to build up our infrastructure further, so while we finish up the megaproject we also get some more messengers to increase our civilisation's interconnectedness.

Our civilisation is currently in an extraordinarily good position. Powerful and wealthy, surrounded by neighbours who like us, in a golden age, with no bubbling social issues, and entirely resource-secure. Pursuing further shinies to increase our power is unnecessary in the extreme. We should focus on being robust, hence the focus on maintaining faction happiness and improving our infrastructure.
 
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Kinda disappointed the diplo-bomb didn't have any presence in the story itself. I was legit interested in seeing what would happen in-universe.

The big diplo increase was a passive thing that while it is voted for last time, it is represented in-universe as something that had happened over the past few turns, especially since you have such high relations with your neighbours already. That last bit is the most important because there isn't that much of a noticeable different narratively due to the already high relations. If you had low negative or neutral relations or even just mild positive, the change in relations would have been noteworthy in the update itself.
 
The big diplo increase was a passive thing that while it is voted for last time, it is represented in-universe as something that had happened over the past few turns, especially since you have such high relations with your neighbours already. That last bit is the most important because there isn't that much of a noticeable different narratively due to the already high relations. If you had low negative or neutral relations or even just mild positive, the change in relations would have been noteworthy in the update itself.
Ah, that makes sense.

Oh dear.
They're powerful enough to make a big shitfest too.
That faction quest was there last turn. It's why we did main sacred forests.
 
A reminder that we also don't want to anger the elders too much:
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
[X] [MAIN] Found Colony = Sunrise Mountains
[X] [SEC] Build Boats
[X] [SEC] Waterways
 
A reminder that we also don't want to anger the elders too much:

[X] [MAIN] Found Colony = Sunrise Mountains
[X] [SEC] Build Boats
[X] [SEC] Waterways
The elders are at faction level 2/3. Angering the elders is not a big issue, and is far, far less of an issue than bloating our empire even further would be. Like, you've heard me arguing that we should keep the factions happy but I sure as hell am not extreme on that issue; I do not believe we should cripple our empire for all time just to finish a single quest from a relatively weak faction in exchange for a Secondary action's worth of reward.
 
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Priests (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 3 Sacred Forests within 4 Turns, Success/Failure: +1 Messengers/-1 Stability
Priestesses (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 1 Sacred Forests within 3 Turns, Success/Failure: +1 Messengers/-1 Stability
Priestesses (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 1 Sacred Forests within 3 Turns, Success/Failure: +1 Messengers/-1 Stability
@Oshha shouldn't the Priest quest be down to 2 Turns?

Also, the Eastern Rock River settlements don't appear to have contributed to our Econ, having been at 32 in the Pioneers All Over threadmark.

[X] [MAIN] Train Sacred Warriors
[X] [SEC] Waterways
[X] [SEC] Build Wall = (Eastern Rock River)

Eastern Rock River is not fully walled. I'd like to follow up on the in-universe reasoning that settling so close to the Caradysh might be dangerous by walling the second ERR Settlement.

Approval for:

[X] [SEC] Plant Sacred Forests

In case we only have 1 Forestry Tick left(also bonus in unlocking a new Priest quest slightly faster).

[X] [SEC] Trade Expedition = (Tordysh)

To learn about/from our easternmost people and promote trade within the Empire.
 
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@Oshha shouldn't the Priest quest be down to 2 Turns?

Also, the Eastern Rock River settlements don't appear to have contributed to our Econ, having been at 32 in the Pioneers All Over threadmark.

Turn counts for faction quests are updated at the end of the Main Turn/start of the Mid Turn at the same time when I do the Passive Policies.

And yes, it should be. I have fixed it now. Thanks for catching that.
 
The big diplo increase was a passive thing that while it is voted for last time, it is represented in-universe as something that had happened over the past few turns, especially since you have such high relations with your neighbours already. That last bit is the most important because there isn't that much of a noticeable different narratively due to the already high relations. If you had low negative or neutral relations or even just mild positive, the change in relations would have been noteworthy in the update itself.

But no contact with the Caradysh?

[X] [MAIN] Train Sacred Warriors
[X] [SEC] Build Boats
[X] [SEC] Waterways
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 96 | Sufficient Velocity [Posts: 2382-2398]
##### NetTally 2.2.0

Task: MAIN

[X][MAIN] Train Sacred Warriors
No. of Votes: 3
[X] Andres110
[X] Kiba
[X] Qeqre

[X][MAIN] Found Colony = Sunrise Mountains
No. of Votes: 1
[X] ALanos

[X][MAIN] Plant Cash Crops.
No. of Votes: 1

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

[X][MAIN] Plant Sacred Forests x2
No. of Votes: 1



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

[X][SEC] Waterways
No. of Votes: 6
[X] nat_401
[X] ALanos
[X] Andres110
[X] jjffjhjf
[X] Kiba
[X] Qeqre

[X][SEC] Build Boats
No. of Votes: 4
[X] nat_401
[X] ALanos
[X] jjffjhjf
[X] Kiba

[X][SEC] Build Wall = (Eastern Rock River)
No. of Votes: 1
[X] Qeqre

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

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

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

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

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

[X][SEC] Trade Expedition = (Forluc)
No. of Votes: 1

[X][SEC] Trade Expedition = (Tordysh)
No. of Votes: 1
[X] Qeqre


Total No. of Voters: 8
 
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