No. It's not that unrealistic. Things change and will continue to change.

Give it a couple thousand years (read a handful of updates).
*citation needed*

I mean, the closest examples are things like the German unification, Yugoslavia, and other pan-nationalism movements. The first was incredibly bloody and hijacked by a militaristic and aristocratic society, the second ended in genocide and whatnot, and most examples of pan-nationalism (like say India) still have an enormous amount of issues and tribal tensions.

What you are asking for is the same without any real unifying national identity. It's as fantastical as radioactive spiders giving super powers.
 
Oncoming storm
[X][Library] Sacred Forest
[X][Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
[X][Corruption] Deploy force
[X][Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X][Policy] No change

For the king, there is only one path forward for dealing with the corruption: cut it out. The Blackbirds and warriors are deployed to begin rounding up the conspirators, and while some slip away in the night and there is considerable panic by the common folk over the king coming for them, he is able to calm fears and soothe distress over his actions. The fact that they had a good case against the conspirators definitely helps, and soon enough there is enough public anger against them that the executions and exiles go with little further outcry. With the pressure relieved, the experiments of the potters and smiths with a curious byproduct of their work are now also unfettered and can begin playing around with the funny substance that comes from sand getting into their kilns and forges.

Still, the king can't help but feel disquieted over it all. He restored order, but can his successors? And he knows that some of the conspirators slipped away, disappearing into the general population to... who knew?

As the seasons pass, word comes back from the expedition out west to the Metal Workers. The great expedition of shamans and workers to attempt to help the Metal Workers with their opening a portal to the Underworld problem reports back that the issue is completely and totally unresolved, and may in fact be unfixable. They attempted diverting a small river into the worst of the flaming pits, and all they got was a whole lot of steam. Admittedly they may in fact have damped some of the fires because the choking smoke was considerably less bad, but the valley was still wrecked, displacing thousands and severing an internal trade link. Still, the additional help did mean that the Metal Workers were able to divert more attention to evacuation and reorganization than they would have, and when the People showed up to lend a hand that definitely made them listen a whole lot more attentively to the warnings of future nomad incursions.

It unfortunately sounds like not only are they in trouble, but the tribes in the south and west of their homes that they have had rocky relationships with - i.e. endemic slave raiding by both sides - over the past few generations are likely to take advantage of the disruption and weakness.

Upon hearing this, the king makes sure to note to someone that something saying "Don't be dicks to your neighbours or they will pay you back at the worst possible moment" is enshrined into the library being built in the Sacred Forest somewhere. While past generations of kings have more or less understood this, it seems a particularly valuable lesson to point out. Neighbours don't necessarily remember when you help, but they definitely know how to hold a grudge.

Speaking of grudges, word was filtering down that early skirmishing was already being reported as the nomad tribes moved south and began to make contact with friendly tribes and the Stallions, and the reports of early failures to hold the encroaching tribes back. Not too bad yet, but already the People and their allies are starting to fall back due to the enemy having improved their chariots and thus having equivalent mobility wielded by a superior commander. At least the difference in weaponry is enough that the People are still falling back in good order rather than suffering catastrophic defeat.

The loss of the Metal Workers could definitely change that however.

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial

Build Docks - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -1 Econ, +1 Diplo, increased potential for new innovations, increased trade power

Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, +2 Diplomacy, small chance of new innvoations
*M: -1 Econ, +2 Diplomacy, increased chance of new innovations

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (60% light walls, 30% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% massive walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (40% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Builds temples
Trade - Sends out trade missions, produce art and luxuries

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, -2 Econ Expansion potential additional effects
* 5 Econ Expansion available (max 11 to keep Valleyhome True City status)

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (4/5 currently locked up)
* S: -1 Econ, -1 Econ Expansion, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +3 Diplo, potential additional effects

Expand Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +2 Diplo next turn
*M: -1 Econ, -1 Econ Expansion, +2 Diplo

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +3 Martial, potential additional effects

Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: None
*M: -4 Econ, -2 Martial, +4 Econ Expansion, founds colony to produce raw resources


Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -5 Martial, -2 Econ, +2 Econ Expansion, founds march to take independent martial actions

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: None
*M: -5 Diplo, -2 Econ, -2 Martial, +2 Econ Expansion, founds trading post to generate Diplomacy


Integrate March - Better communications and administration means that the Stallion Tribes or Western Wall can be integrated into the People more fully, transitioning from a March to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating March

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -2 Econ, +1 Stability, +1 Art chance for additional effects
* 2M: -3 Econ, +1 Stability, +3 Art, chance for additional effects
* Max Stability: Legitimacy - 1

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +2 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +2 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ; +1 Econ, +1 Econ Expansion, and +1 Diplo next turn, other potential effects
* M: -2 Econ; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects,
* used 6 times

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, south-eastern Redhills
* S: +1 Econ next turn, increases number Econ Expansion depending on environment
* M: +1 Econ and +1 Mysticism end of turn, increases Econ Expansion

New Trails - There are many settlements with only marginal trails, so more could be useful
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, improved chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 10 Uses, 4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Study Tailings - Tailings pits are toxic, but there are some fascinating items within
*S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, improved chance of new insights

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 1 Econ and Martial, +1 Econ Expansion
*M: Transfer 2 Econ and Martial, +1 Econ Expansion

Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Saltern - Northshore Saltern Expansion (0/10), Southshore Saltern Expansion (0/10). Each {S} committed consumes 2 Econ for 2 Progress. Completion gives additional Diplomacy and every 2 salterns or expansions increases the per turn Diplomacy by +1
Aqueduct - Redshore (0/8), Lower Valleyhome (0/4), Stonepen (0/6), Blackmouth (0/8), Sacred Forest (0/4), Redhills (0/6). Each {S} committed consumes 2 Econ for 2 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Temple - Progress listed below, each {S} committed consumes 2 Econ and 2 Art for 2 Progress. Completion increases Religious Authority

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (4-6? action commitment, -1 Mysticism and Art per action, 2 Econ total commitment) [Elites]
Grand Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -1 Econ per action, will likely require a significant supply of timber)
Grand Palace - The king's palace is not just a dwelling but a place of government, a stockpile for the People's needs, and a symbol of strength to outsiders (5-7? action commitment, -1 Econ and Art per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (5-7? action commitment, -1 Econ per action)
The Library - The People need to store ideas, not records [LoW] [King] (2/4-6? Action commitment, -1 Mysticism and -1 Art per action, 1/2 Econ total commitment)
The Mountain - What greater display of strength can the People make than to pile stone upon stone so as to create an artificial mountain that all can see? [King] (8-14? Action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (7-10? action commitment, -1 Econ per action, some Mysticism commitment)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One Main and two Secondary actions available. Require a minimum of one secondary War Mission - Northern Nomads and a Main action towards The Library megaproject (Likely to complete this turn with current policy support)

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Expand Warriors
[] Found March
[] Integrate March
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Study Tailings
[] Survey Lands
[] Support Subordinate
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Hathatyn, Xohyssiri, Thunder Horse, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Metal Workers (Trade Dominance{Silver}), Xohyssiri (Trade Dominance{Silver})

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore
Major Holy Sites: Rainbow Trail (0/4), Sacred Forest (Temple 0/8), Holy Sea (0/4), Horse Valley (0/4), White Circle (0/4), Warrior's Rest (0/4), Star Mirror (0/4), Sunrise Grove (0/4), Skyforest (0/4), Bloodgrove (0/4), Spiritwell (0/4)​
 
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For the king, there is only one path forward for dealing with the corruption: cut it out. The Blackbirds and warriors are deployed to begin rounding up the conspirators, and while some slip away in the night and there is considerable panic by the common folk over the king coming for them, he is able to calm fears and soothe distress over his actions. The fact that they had a good case against the conspirators definitely helps, and soon enough there is enough public anger against them that the executions and exiles go with little further outcry. With the pressure relieved, the experiments of the potters and smiths with a curious byproduct of their work are now also unfettered and can begin playing around with the funny substance that comes from sand getting into their kilns and forges.

Still, the king can't help but feel disquieted over it all. He restored order, but can his successors? And he knows that some of the conspirators slipped away, disappearing into the general population to... who knew?
Damn i was hoping that we'd get a legacy or social concept about dealing with corruption.
 
General
Diplomacy 5 [+4]
Economy 4 [-1]
Econ Expansion 6
Martial 6 {8}

Stability
Stability 1 (confident)
Legitimacy 3 (max)

Organizational
Centralization 4
Hierarchy 6

Cultural
Art 7
Mysticism 7 [-1+1]
Prestige 18

@Academia Nut why is RoO still an option?
 
They can make a version of our faith locally and assume control over it, then demand us to convert. Religion is like that, the original are weaker against rip-offs.

I think that's vastly oversimplifying the complexity of the issue. Furthermore, this isn't a religion yet that we're spreading. We're still in the proto/developing stage.
 
New project: Glassworks!

Very nice! Not the best time for it.

I put forth this plan!

[X] [Main] New Trails
[X] [Secondary] More Blackbirds
[X] [Secondary] More Carrion Eaters

Centralization assists in dealing with disaster, whether they be natural or manmade. Blackbirds for police work as well as to send some for scouting. Carrion Eaters because you can never have too many medics. This puts us at 10 Martial without spending any Econ.
 
Provinces will do the megaproject.
[X] [Main] War Mission - Northern Nomads
[X] [Secondary] New Trails
[X] [Secondary] New Trails x2
This assumes we do actually have the 4 economy currently listed.

Next turn we start on the Dam.

@Academia Nut
Is the Legitimacy cost of the new RO removed while at negative Stability?
Is Economy supposed to still be 4?

edit: Added x2 to New Trails
 
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New project: Glassworks!

Very nice! Not the best time for it.

I put forth this plan!

[X] [Main] New Trails
[X] [Secondary] More Blackbirds
[X] [Secondary] More Carrion Eaters

Centralization assists in dealing with disaster, whether they be natural or manmade. Blackbirds for police work as well as to send some for scouting. Carrion Eaters because you can never have too many medics. This puts us at 10 Martial without spending any Econ.
Might be a good idea to get a bit of Stability cushion given the lowlands are on the edge of a bloodbath and the metal workers are eating stability drops.
 
@Academia Nut A couple questions.

Do we have to personally commit a [main] action to the mega project, or can we just leave our provinces to finish it?

What does the ST think we should do? They had first contact after all.

What actions would best help the MW?
 
Neighbours don't necessarily remember when you help, but they definitely know how to hold a grudge.
Well, I would say that this describes us, except we hold the biggest grudge against someone that never actually hurt us, while the people that did we mostly just shoo off from time to time.

Maybe it makes sense though-we've actually had a chance to discharge the grudge against the Nomads, while we haven't had any chance to deal with the Xoh.
 

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result
* modified by Administrative skill
!
 
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