Thanks for this question.

Now I'll turn it back around. Has conquering and technological anachronism ever been a draw of the game? Eretria has made some anachronistic things, but they've mostly been political or institutional. I don't have a problem with conquering or expanding the borders, but that doesn't seem to be the point. Most of the attraction appears to be in building a culturally, militarily, and institutionally unique state that is able to hold its own among its neighbors. I don't think that expanding through South Italia and Sicily one day is out of the question, nor do I actually think it's an issue to make technologically anachronistic things, but I have been building the proper groundwork for this for a long time. Things have already diverged a lot, but I believe in a consistent and clear causal chain of events in development, not a random steam engine out of nowhere.

I mean, I've been running this game for ages and ages and there hasn't really been issues with people complaining it's too slow or not enough is happening. It's just that things are happening in a different direction with a different pace, and I pay far more attention to political, diplomatic and cultural developments than many civ quests do. Players will grow and expand and see numbers go up, but I'm not interested in telling the story of an empire that sweeps the world; there are stories told about empires that sweep the world all over the place. This is and has always been a city-state quest, not an empire quest, not even a civilization quest (though I'll take the tag for ease of description). Players expand realistically and within their limits, they are met with new challenges and new enemies, and they grow their city and its people and its society. This is a quest about building "tall", one way or another, and as powers grow bigger, obviously the definition of tallness will increase, and it already has, but I don't see a trajectory for Eretria Eskhata being a true imperial power without effectively losing the heart of the game, which is the democratic system.

There are many, many, many games where it's just about numbers going up, or new worlds to conquer, or new places to expand to, or what-have-you. Magna Graecia has all those things, but it is also attempting to be the simulator of an ancient society, and what you are seeking is to have a society succeed. But societies can succeed without ever becoming empires, and the rise of empires often destroy the society which made them in favor of something entirely new. Societies can succeed by building cultural and political legacies just as well as by building one big empire.

For effectively the entirety of the game Eretria has been a middle power. The definition of middle power has shifted over time, but it was a middle power from very early on in the quest and it has remained a middle power. Perhaps it will one day face the legions of Rome with a coalition of powers and a greatly expanded league, but it will not replace Rome. I don't want players to think they can't expand or become quite big, even a great power of the Mediterranean, but they will be no empire.

Player decisions throughout the games have already set in motion a chain of events that will alter the course of history in a decisive way. In the meantime, there will be plenty of opportunities to do many of the things questers would like to do without the frenetic pace that many empire builders like to take.

Often, when I get this objection, players tend to misunderstand me, because they don't really see the context I was replying to. I was not banning players from expanding, I was responding to suggestions after the Peloponnesian War Eretria would have a huge swathe of Hellas join a Pan-Hellenic League and then fight whoever won for hegemony over all the Greeks. Just as I had responded in the past to people who wanted to conquer all of Italia like the Romans, or who wanted to invent the steam engine. Often, these suggested aims are completely disconnected from the actual context of the game, where both factions and players are constantly suggesting more realistic and moderate ideas in order to expand and go in interesting new directions. Several have already been incorporated into the platforms for the next elections. I am not against incorporating interesting ideas or new suggestions. Many of the city's institutions are player-made, and I am constantly cribbing player ideas and interpretations of events for my own. I love player involvement and it keeps me going in writing this quest.

So it is funny to receive a question about what players could possibly do if not all these crazy things. Well...you could do what you've been doing already, and which has allowed the quest to maintain a consistent core of players despite several iterations and declarations of death by myself! Build a society to influence the world, change history, and stand the test of time.
Thank you for the completeness of the answer (and for threadmarking it, so it's easy to point people to whenever this next comes up)!

For what it's worth, I'm personally a fan of the evolutionary approach you're taking with this quest. The path to the top of Mount Improbable must be built on the earthen ramp of the Possible every step of the way.
 
For what it's worth, I'm personally a fan of the evolutionary approach you're taking with this quest. The path to the top of Mount Improbable must be built on the earthen ramp of the Possible every step of the way.

That has always been my perspective. I am actually very fascinated by the idea of anachronistic technology; in a lot of ways it allows us to create unimaginable dynamics and different societies that we could never see without it. I have done far more research than people might expect on coal fields and printing presses and steam engines as well as the limits and possibilities of hellenistic science for this quest. However, at the same time, I am a stickler for having a realistic progression, and have done enough work in a broad array of historical disciplines that I have a good enough background knowledge to vaguely guess at what a realistic progression might look like. I have thought about the development of commercial networks, the emergence of socioeconomic institutions that could encourage such a change, and so on, but I have done so with the understanding that this is the work of centuries, and that this is not a quest about science, so it's not really necessary for it go to faster, if it does end up happening.
 
This was sort of what I was trying to get at pages and pages ago when talking about context, and how development tends to be evolutionary and has to make sense at the time. But that was a really good post which addressed a lot of stuff, and honestly it was a useful question that clearly articulated a lot of the concerns it addressed @Godwinson. Honestly this game has some major difference compared to a lot of similar ones on SV in that we don't have all the levers, and the world pushes back a lot, so clearly delineating that is probably really useful.

Ultimately a big draw for me is playing a game that feels inhabited by human beings, living in a grounded historical context, doing things for reasons that make sense to them.
 
Unfortunately, in the absence of the concept of epidemiological statistics, it's very hard to prove that this kind of thing is going on beyond the level of "poop is nasty."

There's a reason that the "Sanitary Movement" that finally, finally ended the tendency of cities to be mortality sinks emerged in the 19th century; that's when people started doing the math to make credible public policy arguments for working really, really hard to keep feces out of the water supply.

Reducing Miasma seems to be a strong aim of demos Exoria, so it seems like the situation is noticeable enough that they are aware in a general sense. I'm just wondering what type of sicknesses or diseases they've seen that have cropped up more than usual.

@Cetashwayo Can you tell us what citizens have been experiencing from the miasma that encouraged the Demos Exoria to want to get a sewer system? Lice? Intestinal worms? An increase in Malaria?
 
Thanks for this question.

Now I'll turn it back around. Has conquering and technological anachronism ever been a draw of the game? Eretria has made some anachronistic things, but they've mostly been political or institutional. I don't have a problem with conquering or expanding the borders, but that doesn't seem to be the point. Most of the attraction appears to be in building a culturally, militarily, and institutionally unique state that is able to hold its own among its neighbors. I don't think that expanding through South Italia and Sicily one day is out of the question, nor do I actually think it's an issue to make technologically anachronistic things, but I have been building the proper groundwork for this for a long time. Things have already diverged a lot, but I believe in a consistent and clear causal chain of events in development, not a random steam engine out of nowhere.

I mean, I've been running this game for ages and ages and there hasn't really been issues with people complaining it's too slow or not enough is happening. It's just that things are happening in a different direction with a different pace, and I pay far more attention to political, diplomatic and cultural developments than many civ quests do. Players will grow and expand and see numbers go up, but I'm not interested in telling the story of an empire that sweeps the world; there are stories told about empires that sweep the world all over the place. This is and has always been a city-state quest, not an empire quest, not even a civilization quest (though I'll take the tag for ease of description). Players expand realistically and within their limits, they are met with new challenges and new enemies, and they grow their city and its people and its society. This is a quest about building "tall", one way or another, and as powers grow bigger, obviously the definition of tallness will increase, and it already has, but I don't see a trajectory for Eretria Eskhata being a true imperial power without effectively losing the heart of the game, which is the democratic system.

There are many, many, many games where it's just about numbers going up, or new worlds to conquer, or new places to expand to, or what-have-you. Magna Graecia has all those things, but it is also attempting to be the simulator of an ancient society, and what you are seeking is to have a society succeed. But societies can succeed without ever becoming empires, and the rise of empires often destroy the society which made them in favor of something entirely new. Societies can succeed by building cultural and political legacies just as well as by building one big empire.

For effectively the entirety of the game Eretria has been a middle power. The definition of middle power has shifted over time, but it was a middle power from very early on in the quest and it has remained a middle power. Perhaps it will one day face the legions of Rome with a coalition of powers and a greatly expanded league, but it will not replace Rome. I don't want players to think they can't expand or become quite big, even a great power of the Mediterranean, but they will be no empire.

Player decisions throughout the games have already set in motion a chain of events that will alter the course of history in a decisive way. In the meantime, there will be plenty of opportunities to do many of the things questers would like to do without the frenetic pace that many empire builders like to take.

Often, when I get this objection, players tend to misunderstand me, because they don't really see the context I was replying to. I was not banning players from expanding, I was responding to suggestions after the Peloponnesian War Eretria would have a huge swathe of Hellas join a Pan-Hellenic League and then fight whoever won for hegemony over all the Greeks. Just as I had responded in the past to people who wanted to conquer all of Italia like the Romans, or who wanted to invent the steam engine. Often, these suggested aims are completely disconnected from the actual context of the game, where both factions and players are constantly suggesting more realistic and moderate ideas in order to expand and go in interesting new directions. Several have already been incorporated into the platforms for the next elections. I am not against incorporating interesting ideas or new suggestions. Many of the city's institutions are player-made, and I am constantly cribbing player ideas and interpretations of events for my own. I love player involvement and it keeps me going in writing this quest.

So it is funny to receive a question about what players could possibly do if not all these crazy things. Well...you could do what you've been doing already, and which has allowed the quest to maintain a consistent core of players despite several iterations and declarations of death by myself! Build a society to influence the world, change history, and stand the test of time.
I am someone who likes to conquer.

My favoritest thing in the whole wide world is to carve out my little corner of the empire, paint it in my colors, and then wander around picking fights and breaking other empires over my knee. If you have a resource I want? I am not gonna trade for it, I am going to punch you in the face until shinies come out like your entire civilization is a giant pinata. If i see islands I want, I take those islands, even if they dont serve much strategic interest to me. Nothing warms the cockles of my heart more then slugging it out with the greats.

So I think it says something when I say that this game has been very interesting for me, not because that we are a giant world conquering empire marching on Beijing, but that we are a middling regional power of mild interest to the actual great powers of the known world. I am not interested in this game because we are conquering and integrating Taras into our hegemon, but that we are figuring out ways to bind our own league to us ever tighter, in a way that preserves the character of who and what we are. We have been granting our league ever more rights and privileges over us, if not in the name of Demokratia, then in the name of at least getting them on our side, and then keeping them there.

We try to be generous to our subjects because we feel it benefits them, and indirectly, us, to make sure they have reasons to stay in our sphere of influence and not fight us on our overlordship. Do we give Rhyps, a city we became quite fond of, over to a King we don't quite trust? I dont know, but its a risk, do we care more about Rhyps then we do about the Kings ambitions as overlord over all the Peuketii? The league cities want to meet regularly, do we say yes or no? On the eve of battle they have all these demands, what do we do, do we trust them with the supermajority? What if they use it against us?

These questions are interesting to me, and I find them much more worthwhile to tackle then simply figuring out where to move our capital as we march on the Gauls in France.

So yes, I dare say you have succeeded in your objective.
 
I was not banning players from expanding, I was responding to suggestions after the Peloponnesian War Eretria would have a huge swathe of Hellas join a Pan-Hellenic League and then fight whoever won for hegemony over all the Greeks. Just as I had responded in the past to people who wanted to conquer all of Italia like the Romans, or who wanted to invent the steam engine. Often, these suggested aims are completely disconnected from the actual context of the game, where both factions and players are constantly suggesting more realistic and moderate ideas in order to expand and go in interesting new directions.

c a l l e d o u t :V

I take your point, and I really don't want to derail the thread with ahistorical powergaming (and I'm sorry if I've done so to date!)

Part of the reason this quest has been so refreshing is because it's a detailed look at a constructed social history, surprisingly modern in outlook but still very much rooted in a Greek context.

That said, I've found the "historical engineering" process educational in its own right -- for example, the logic of why Italy is very bad for early industrialization (labor too cheap, coal too expensive), and the preconditions we'd need to create in order to build [institution of choice]. Is there a good place to have those conversations?
 
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There are many, many, many games where it's just about numbers going up, or new worlds to conquer, or new places to expand to, or what-have-you.

As a newcomer to this quest, I for one am glad to be participating in a quest that tries to accurately portray the limits to growth that real would-be empires face.

And while I think it would be an instructive train-wreck* to have Eretria follow in the footsteps of Rome or Macedon and unite all of Italia or all the Greeks, I totally can understand why you wouldn't want to write such a chapter of Eretrian history.

*It is instructive that Rome, one of the most successful empires in history, didn't want to be an empire, and paid dearly for its success, its labour economy choked by the slaves generated from its conquests and its politics corrupted by the immense wealth its most fortunate sons accrued, while Macedon enjoyed distinctly limited success as hegemon over the restive cities of Greece, and in the wake of an unfortunate period ruled by a mad drunkard who literally thought he was a god, was sucked dry of talent and manpower by the mad drunkard's generals. Empire comes with real downsides.

fasquardon
 
Thanks for this question.

Now I'll turn it back around. Has conquering and technological anachronism ever been a draw of the game? Eretria has made some anachronistic things, but they've mostly been political or institutional. I don't have a problem with conquering or expanding the borders, but that doesn't seem to be the point. Most of the attraction appears to be in building a culturally, militarily, and institutionally unique state that is able to hold its own among its neighbors. I don't think that expanding through South Italia and Sicily one day is out of the question, nor do I actually think it's an issue to make technologically anachronistic things, but I have been building the proper groundwork for this for a long time. Things have already diverged a lot, but I believe in a consistent and clear causal chain of events in development, not a random steam engine out of nowhere.

I mean, I've been running this game for ages and ages and there hasn't really been issues with people complaining it's too slow or not enough is happening. It's just that things are happening in a different direction with a different pace, and I pay far more attention to political, diplomatic and cultural developments than many civ quests do. Players will grow and expand and see numbers go up, but I'm not interested in telling the story of an empire that sweeps the world; there are stories told about empires that sweep the world all over the place. This is and has always been a city-state quest, not an empire quest, not even a civilization quest (though I'll take the tag for ease of description). Players expand realistically and within their limits, they are met with new challenges and new enemies, and they grow their city and its people and its society. This is a quest about building "tall", one way or another, and as powers grow bigger, obviously the definition of tallness will increase, and it already has, but I don't see a trajectory for Eretria Eskhata being a true imperial power without effectively losing the heart of the game, which is the democratic system.

There are many, many, many games where it's just about numbers going up, or new worlds to conquer, or new places to expand to, or what-have-you. Magna Graecia has all those things, but it is also attempting to be the simulator of an ancient society, and what you are seeking is to have a society succeed. But societies can succeed without ever becoming empires, and the rise of empires often destroy the society which made them in favor of something entirely new. Societies can succeed by building cultural and political legacies just as well as by building one big empire.

For effectively the entirety of the game Eretria has been a middle power. The definition of middle power has shifted over time, but it was a middle power from very early on in the quest and it has remained a middle power. Perhaps it will one day face the legions of Rome with a coalition of powers and a greatly expanded league, but it will not replace Rome. I don't want players to think they can't expand or become quite big, even a great power of the Mediterranean, but they will be no empire.

Player decisions throughout the games have already set in motion a chain of events that will alter the course of history in a decisive way. In the meantime, there will be plenty of opportunities to do many of the things questers would like to do without the frenetic pace that many empire builders like to take.

Often, when I get this objection, players tend to misunderstand me, because they don't really see the context I was replying to. I was not banning players from expanding, I was responding to suggestions after the Peloponnesian War Eretria would have a huge swathe of Hellas join a Pan-Hellenic League and then fight whoever won for hegemony over all the Greeks. Just as I had responded in the past to people who wanted to conquer all of Italia like the Romans, or who wanted to invent the steam engine. Often, these suggested aims are completely disconnected from the actual context of the game, where both factions and players are constantly suggesting more realistic and moderate ideas in order to expand and go in interesting new directions. Several have already been incorporated into the platforms for the next elections. I am not against incorporating interesting ideas or new suggestions. Many of the city's institutions are player-made, and I am constantly cribbing player ideas and interpretations of events for my own. I love player involvement and it keeps me going in writing this quest.

So it is funny to receive a question about what players could possibly do if not all these crazy things. Well...you could do what you've been doing already, and which has allowed the quest to maintain a consistent core of players despite several iterations and declarations of death by myself! Build a society to influence the world, change history, and stand the test of time.
This is the reason i no longer really follow CK2-style quests and other empire building quests (with some exceptions). Compared to this, pretty much any other quest is meh...
 
Reducing Miasma seems to be a strong aim of demos Exoria, so it seems like the situation is noticeable enough that they are aware in a general sense. I'm just wondering what type of sicknesses or diseases they've seen that have cropped up more than usual.

@Cetashwayo Can you tell us what citizens have been experiencing from the miasma that encouraged the Demos Exoria to want to get a sewer system? Lice? Intestinal worms? An increase in Malaria?
Not the QM, but I'm guessing it's something like "the streets look and smell like people are constantly shitting in them, largely because they are."
 
And honestly, where else can we elect an psilloi to be tasked with a ceremony that resulted from an argument about the use of domesticated animals in pest control?

It's the little things with this quest. The little things that would get lost in more broader, map painting quests.
 
As a newcomer to this quest, I for one am glad to be participating in a quest that tries to accurately portray the limits to growth that real would-be empires face.

And while I think it would be an instructive train-wreck* to have Eretria follow in the footsteps of Rome or Macedon and unite all of Italia or all the Greeks, I totally can understand why you wouldn't want to write such a chapter of Eretrian history.

*It is instructive that Rome, one of the most successful empires in history, didn't want to be an empire, and paid dearly for its success, its labour economy choked by the slaves generated from its conquests and its politics corrupted by the immense wealth its most fortunate sons accrued, while Macedon enjoyed distinctly limited success as hegemon over the restive cities of Greece, and in the wake of an unfortunate period ruled by a mad drunkard who literally thought he was a god, was sucked dry of talent and manpower by the mad drunkard's generals. Empire comes with real downsides.

fasquardon
It really gives what we have accomplished meaning.

Like, I appreciate what we have built in our little corner of Italy. I am proud of it. It was hard, we had to be thoughtful and considerate and more than a little bit trusting when we created it. But it works, it works well, and we are working to make it a little bit better every day. A temple here, a sewer there. Working under duress with limited resources is a whole different ballgame than just smashing your enemies every other tuesday while you head into the office.

Like, our consideration got us something out of the ill timed war with Taras. Now? Now we have a chance to cleave cities off of the Dauni in exchange for helping them set up trade for their salterns. What we have built? Other cities want in on it. They want what we have to offer them. They are giving us more allies, more power, more subjects without us having to actually subjugate them. Without fighting, without making them bend the knee. It really is something new and unique I think.

Very few states have managed to engineer a situation where other people want to join us. That is a great and terrible strength all our own, because the Messapii might become infected with contentment under our light yoke, given time. They might find that they enjoy the fruits of our league, and kinda dont really want to go back to where they were Taras loot pinata. Persia? They suffer rebellion and unrest. Athens? Their league is merely a primitive vehicle for tribute. Their colonies and subjects and league members are restless and malcontent. They rebel, Athens just put down a rebellion not six months ago, or thereabouts.

What rebellions have we faced recently?
 
Not the QM, but I'm guessing it's something like "the streets look and smell like people are constantly shitting in them, largely because they are."

Jeez.

That'd be worse than I assumed.

From the first update, it seemed like it was just the processional way that had all the dung. Tbh, if it was the case, I'm surprised Eretria hasn't come down with a plague yet. I'd think we'd be overdue for one.

I could see us coming down with something if we had pushed for an extended siege, so I'm happy and hoping it ain't quite as bad as industrializing London.
 
That said, I've found the "historical engineering" process educational in its own right -- for example, the logic of why Italy is very bad for early industrialization (labor too cheap, coal too expensive), and the preconditions we'd need to create in order to build [institution of choice]. Is there a good place to have those conversations?

Also not @Cetashwayo, but I think that so long as those conversations are grounded within our context, or are making it clear that they're for general interest rather than trying to plan some sort of Get Industrialised In Only Four Weeks, You'll Never Buy Another Iron Bloomery After Watching This Video kind of thing, then the quest would love to have them. It's all part of a broader enthusiasm for history.
 
States as Characters & Magna Graecia as a Story
One other thing I thought worth touching on is that Magna Graecia is a quest with many characters on a common stage. I don't mean the characters that inhabit the polis of Eretria Eskhata. While they are important, these people come and go, and the city remains. It is in fact the states of the Mediterranean which are the characters of Magna Graecia.

First, let's go way back. When I first started Magna Graecia I came from a different place than many questmasters. My background was in nation games, a type of grand strategy roleplay in which you control the gestalt of a nation and compete and cooperate with other nations on a world stage. The settings were different; the classical world, the Napoleonic wars, the second world war, the far future- but the principle was always the same. With the characters of these nations reduced to mere footnotes in the face of the nation as a whole, what mattered was the clash of player personalities in a grand strategy setting. The contest of wills and competition for victory was what made me come back again and again. However, in the end, as I got older, nation games got too difficult to be a part of. They were very time-intensive, and sometimes I'd be writing 6,000 words a day for these games as a GM, writing out the results of player wars or diplomacy or espionage. One thing I learned from these games is that one of the best ways to spice things up is to have good non-playable characters. It seems counter-intuitive. NPCs should never be the focus of a game, and I always stand by that. But the reasoning I came to come to that is very different from some other people, who tend to present NPCs as mere roadblocks.

In my eyes, if all the world's a stage, then the states of the world are players, characters. There are main characters, such as, in nation games, the players, or in a civ quest, the player-controlled civilization. There are antagonists, there are allies, there are big bads and little minor characters. Each state has its own attributes, and like real people, can't be summed down to one characteristic. Rome is warlike, but it's also religious. Athenai is culturally brilliant, but it is also oppressive and cruel. Sparta is conservative, but it is also pious and modest. Carthage is a trading empire, but it is much more than the anti-semitic caricature that 19th century classicists sometimes tried to paint it as, a cosmopolitan and complicated place, with a warlike side like any other Mediterranean state. The purpose of the openings of the turn posts, which take our attention away from Eretria and go somewhere else, is to capture and breathe life into this complicated and vanished world.

I've also written alternate history in the past. My love of history was truly ignited for the first time on Alternatehistory.com, which is where I spent most of my time online for years. And when writing an alternate history, a funny kind of thing happens. People get favorite states and least favorite states. They argue that something is a "wank", because the state is too powerful to be realistic in the scenario, or a "screw", because a state is being unrealistically screwed. It's funny just how much in this respect that alternate history really does become fan non-fiction, but replacing characters with states, empires, leagues and nations. In the process you start to realize that you have to abide by the same conventions as a normal piece of fiction. Would it make sense if a character was suddenly stabbed by another character we were never introduced to, or saved by a character who had no prior relation to them? No. So why would it make sense for states?

Once we start to use this comparison things make a lot more sense. There are a number of very minor states in Magna Graecia, such as the little cities of the Greek World, who do very little notable in the grand scheme of things, the extras. There are minor characters, like many of the little Italian tribes, or the faraway Dacian tribes who are only really there to satisfy my obsession with accurate mapmaking. Then there are side characters, the medium cities, and then the bigger characters, like Athenai, Sparta. These are the great actors of the world stage, who battle it out. Some of them are even greater than Eretria, and that's okay, because Eretria is a character, and it plays out its own role, no less important because its power level is smaller.

This also means that states are dynamic, just as characters are. Some states are too small and too inflexible to change, or doomed by their circumstances, and there's a poetry in that failure, too. Other states are energetic, adaptable, dynamic (but we should always be careful to assign too much weight to the constancy or inevitability of that dynamism), and these dynamic states do great things. I care about these states just as much as I do Eretria, really, honestly. I get excited when I think about the things I'll have Sparta or Athenai or Carthage do, or the crazy things that they've already done, but I'm also aware that players are most interested in Eretria, and that it is the main character of this story, of his quest. But it also means that when players talk about annexing so and so state, or conquering so and so region, I get a funny kind of reaction, and a thought passes through my head that's something like, well you think they'll just let you do that?

Of course, in a quest the quest civilization is the main character. So if I want to have there be a response, it has to make sense. It is too easy for QMs to go in the other direction, to begin punishing the players for ambition and make any attempt to do something interesting impossible without extremely deft management, or to fall in love with their NPCs. But I apply the same lessons I learned in nation games; that the NPCs should never override the players and their priority in the game, and that if consequences should come, they should be linked by a causal chain of events and decisions.

At the same time, states go through character growth. They do not just give up and die when faced with a challenge but adapt, unless they're pushed to a breaking point. Faced with a new threat on the coast called Eretria Eskhata, the Iapygians began to centralize. When that threat became too great for one of them (The Peuketii), to fight, the remaining Peuketii conceded. Then, from there, they adapted and changed. The Peuketii who battled Eretria is now unrecognizable compared to the one that exists now. It has changed. Sometimes they can change for the worse, too; maybe they've been beaten down so hard over time they've collapsed as a state, or been utterly vanquished. Sometimes player interventions and choices have influenced states in ways they couldn't really have imagined, like the transformation of Sicily's diplomatic relations, but how different is this from seeing all the ways your hero has impacted the world since their arrival, and the people they've influenced, for good or for ill? When we transform states into characters, to be sure we lose a little bit of the simulationist aspect, but in its place we are gifted the drama, the tragedy, the joy and the horror of history. That's a tradeoff I'm willing to make.

We can go too far here, of course. States, being composed of people, are infinitely more complicated than people are. There is also less of a moral dimension; states do not really make friends and enemies, but allies and rivals. Good and evil is blurred not for the sake of moral ambiguity but because that is moral reality. When people are involved, it's never so easy.

All of this is to say that when players talk about conquering one region or defeating another, they should always be careful about provoking the defeated party into an extended revenge arc that goes on for three seasons.
 
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"Extended revenge arc" seems like one of the most basic elements of Greek history though. Can we really afford to just throw away our culture like that?
 
What rebellions have we faced recently?

On the other hand, that doesn't mean we won't face rebellion. And in the case of the Messapii, who we now must guarantee remain at peace with Taras, we'd kinda be obliged to crush a rebellion there.

One of the reasons why I'd like to sell them on the treaty, not simply subject them to water torture until they submit.

or the faraway Dacian tribes who are only really there to satisfy my obsession with accurate mapmaking

New goal: invade Dacia for maximum map utilization!

fasquardon
 
@Cetashwayo Can you tell us what citizens have been experiencing from the miasma that encouraged the Demos Exoria to want to get a sewer system? Lice? Intestinal worms? An increase in Malaria?

It's stinky, there's all sorts of parasites and pests, and parts of the city are very dirty. Bari is not a big malaria center (Daunia is) but there's definitely all sorts of unpleasant things. However, because the city is somewhat spread out, this has only become an issue recently; it used to just be a bunch of spread out houses separated by large empty spaces inside an oversized wall, but it's gotten progressively denser and is an actual town in the northern part, which is where the main dirtiness is.
 
On the other hand, that doesn't mean we won't face rebellion. And in the case of the Messapii, who we now must guarantee remain at peace with Taras, we'd kinda be obliged to crush a rebellion there.

One of the reasons why I'd like to sell them on the treaty, not simply subject them to water torture until they submit.



New goal: invade Dacia for maximum map utilization!

fasquardon

I am like, 90% certain that if the Messapii are dumb enough to try to drag us into a war with Taras, we either tell them "Fine, have your war. You didn't consult us, so you get to fight Taras. Alone. Anyone who wants out, let us know".

Or we just tell them no, and if they give us the middle finger We invade them.

Like, I don't see how an angry Messapii trying to spite us by marching on Taras results in anything good for them. Cities were trying to join us in secret the last time Taras came knocking. People fall on their swords out of spite or shame, polities generally do not.
 
The Messapii aren't dumb and you have a good xenoparakletor for the job for at least one more year. It won't be enough to really settle the situation and gain access to the Messapian levies and tribute but it'll be stabilized in time for the election. You are helped along by just how hard the Messapii got fucked six ways to sunday; they're well aware of their precarious circumstances and aren't going to commit suicide to make a point.
 
Also not @Cetashwayo, but I think that so long as those conversations are grounded within our context, or are making it clear that they're for general interest rather than trying to plan some sort of Get Industrialised In Only Four Weeks, You'll Never Buy Another Iron Bloomery After Watching This Video kind of thing, then the quest would love to have them. It's all part of a broader enthusiasm for history.

you, a fool: development economics is a difficult field with few real-world successes
me, wise: it's called isekai
 
What rebellions have we faced recently?

Putting on my Heliodoros mask on again for the moment, what he is starting to fear is what he would call the 'serene rebellion'. Where Eretria's allies would take advantage of her generosity and strip away her power not by iron and blood, but by speeches and majority decisions.

He's learning a lot, the young Eretrian. Stuff like 'Metapontion called the final shots in a war they didn't raise a single soldier for', and 'Pylonos said what? And did what? Even if he remains on our side, he needs to be watched,' and of course, 'ohgodsohgods Isokrates just got ****ing shanked in front of me and blood is going everywhere, [trails off into intelligible swearing].'
 
Putting on my Heliodoros mask on again for the moment, what he is starting to fear is what he would call the 'serene rebellion'. Where Eretria's allies would take advantage of her generosity and strip away her power not by iron and blood, but by speeches and majority decisions.

He's learning a lot, the young Eretrian. Stuff like 'Metapontion called the final shots in a war they didn't raise a single soldier for', and 'Pylonos said what? And did what? Even if he remains on our side, he needs to be watched,' and of course, 'ohgodsohgods Isokrates just got ****ing shanked in front of me and blood is going everywhere, [trails off into intelligible swearing].'

The strength of Eretria has been, and always will be, the strength of our Hoplites. The league cities can no more demand by supermajority that we surrender the Peuketii then they can defeat us on the field of battle. Yes this generosity necessitates some measure of trust, we trust our institutions, our laws, our word, to their wise actions. But we are great and they are small. But in truth, such words, such privileges, can never truly weaken us in a way that matters. The league impinges upon our suzerainty because we choose to allow it.

They have a good thing going for them. They would not want to ruin that good thing by using their privilege to make onerous demands of Eretria. Because unlike them, we can choose to exchange the open palm of brotherhood for the closed fist, and the yoke, and the lash. We are great, and they are not, and this is a reality that words and laws and privileges cannot change.
 
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