[X] Do something else
-[X] When the Chosen returns, make him an offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept decide on the battle plan once you see his army
welp big gambling time.
Just for the record, with the simplification of the combat system, there's no strict need for a battle plan. For the sake of having a meaningful length of an update, I would conduct that fight on my own like the last one.
Just for the record, with the simplification of the combat system, there's no strict need for a battle plan. For the sake of having a meaningful length of an update, I would conduct that fight on my own like the last one.
[X] Do something else
-[X] When the Chosen returns, make him an offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept give battle
[X] Do something else
-[X] When the Chosen returns, make him an offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept give battle
Guys, we have mood 10 and stability 10 and a bonus to stability checks, we can afford to lose 1 stability if it comes down to it. Giving battle is inherently a worse choice than just taking the deal and gaining three pops. We could finally get over the longhouses hump and begin to work on mountain terrace farms, which would strategically totally change the picture.
Plus we don't actually have any beef with the Makarites.
[] Do something else.
-[] When the Chosen returns, make him a counter offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[] If the Chosen doesn't accept then:
-[] Accept the deal.
--[] Give up one unit of warriors, picked by the Chosen.
---[] All Greenvalley warriors will swear blood-oaths to never teach anyone their skills.
This quest uses a modified FATE system for it's rolls. Each time a check is made, there are 4 dice rolled, each of which can show -1, 0 or +1 with equal chance. The result of this roll is added to the relevant score for the check. Should the score be higher then 4, then dice equal to the score are rolled.
Cultural Ideas
As the history of the people grows longer and the world around them more complex, they will form ideas about their own place in all of this. Be it something to aspire to, a belief that they have a predetermined place, or simply a rule that governs how they interact with each other, these thoughts will shape them and the communities they build.
Cultural Ideas come in three levels and usually give specific advantages or drawbacks to certain actions. They will also shape the way the group will interact with others and might block certain actions, enable others, or even force the group to do something specific. The deeper the idea is ingrained into the group's culture, the stronger these effects become. Acting against an idea can cause strife and will slowly degrade it to a lower lever, before it passes away entirely. Reinforcing an idea by acting in accordance with it will keep it alive and lead to it reaching a higher tier. Over time, an idea might change and evolve through time, interacting with other ideas or simply changing circumstances of the group.
Fad - A short-lived idea that will fade within a few generations at most.
Ideal - This idea has gotten some traction and is viewed either as commonly held goal or widely-held belief. It will last over many generations, unless actively worked against.
Identity - Due to being held in the common consciousness for so long, this idea has become a defining trait of the group. It will never fade on its own and is very unlikely to degrade, even if actively worked against, though it can evolve normally.
Factions
Factions represent groups within an organization that have specific goals or wish to promote their own ideas and opinions. They have three stats, ranked from 1 to 10:
Size - Represents how many members a faction has. This is relative to the size of both the polity they are part of and the other factions of said polity.
Influence - Shows how much pressure a faction can apply to further its own goals. This can represent a wide array of tactics, from popular support by the masses over economic might to having many members in a kings court.
Mood - How happy the faction is with the current state of things. This usually has also an impact on how loyal said group is to the current leadership, though specific circumstances can have even disgruntled factions stay loyal and ecstatic factions attempt to overthrow a ruler.
Furthermore, each faction as Main Issues and Secondary Issues, representing their goals and desires. If their issues are addressed and support, their mood will rise, while failure to satisfy these demands or working against them will lower it.
Like full polities, a faction can earn and retain cultural ideas. This is either a result of a long existing faction developing its own self-identity or because the faction itself formed around the promotion or opposition of an idea.
Some very large factions might even form sub-factions.
Religions are one form of factions.
Settlements and Population
Settlement Statistics
A settlement is a large or otherwise important center of habitation, which usually controls minor sub settlements in its vicinity. This can cover just a single hex field on the map or large areas, depending on various factors from political system, specifics of the settlement or the structure of habitation in the area. Each settlement has the following attributes:
- list of important buildings it houses
- natural resources that it controls
- stability score
- mood score
- list of the local population units
- dominant factions in the settlement
Other attributes might be added as a result of specific political circumstances, forms of government, or other special cases.
Stability
This is a measure of how coherent and functional a community is, ranked from 1 to 10. At maximum stability, the government can control the community without problems and the social and political order of the polity is upheld and functional. At low stability, order in the community is breaking down, leading to criminality, chaos, and anarchy.
Whenever an event occurs that can negatively affect stability and at the end of each turn, a Stability Check is made. Penalties or bonuses might apply to this check due to circumstances or the work of factions. Roll with a score of 2, plus any bonuses or maluses gained from political system or ideals to stability checks. If the result is more then 1 point above the current stability score, it is increased by 1. If it is more then 1 point below the current score, it is decreased by 1.
Specific actions, depending on a polities Cultural Ideas or the circumstances of the underlying crises, can add or detract to the stability score directly.
Other events, such as political upheaval, natural disasters or similar will make a check against this stability score. This uses the score plus any bonuses or maluses that apply to it and is rolled against a DC defined by the event in question. The consequences of this check depend on the event in question.
Mood
This statistic is mechanically similar to the Stability Score, but measures how content the population of a settlement is. Unlike Stability, the Mood does not generally improve on its own, but fluctuates without a change in circumstances of the population. Settlements with a low Mood are prone to random events that will impact stability, sedition, civil wars and similar detrimental events. As settlements grow in size and importance, the population will begin to demand goods for consumption and will loose mood if these demands are not met. Political circumstances like a lack of government attention, wars or instability likewise impact the mood.
At the end of each turn, roll a check for the current mood. The new mood is equal to the result of that check.
Settlements with high mood will furthermore attract immigrants while those with low mood will loose Pops to migration. Furthermore, should the mood be low, it might trigger checks against the stability due to civil unrest.
Population
The inhabitants of each settlement are split into roughly equally seized units, called Pops. Each Pop has a type, which determines what work they can perform, a culture and a faction allegiance.
Every Pop consumes Food and will, depending on type, consume goods as upkeep and potentially produce other goods. Changing the type of a Pop is generally difficult and restricted to specific events and decisions, with the exception of Workers, who can be freely retrained to other types.
A Pop will always continue with the last action it performed until it receives new orders.
Currently available types of Pops:
TypeActionsUpkeepWorkers- Retrain (turns into other Pop-Type)
- Produce RessourcesNoneHunters
- Hunt (produces Food)
- Explore (reveals map regions)
- Military Actions0.2 Production per PopArtisans- Produce Production
- Produce CultureNonePriests- Increase Stability
- Increase Mood
- Proselytize0.2 Production per Pop Basic Goods and Luxury Goods
In each settlement, a number of resources can be produced. For each of them, a settlement has a number of production slots, which give the number of workers that can be assigned to create that good, with events or special actions being able to create additional goods or modify the number of available slots. The number of slots can also be increased by spending a number of Production to do so, depending on the type of good.
For all goods, the income per turn is determined by making a check against the number of Workers allotted to it's production that turn. The result of this roll is further modified by a percentual bonus for each type, which models local circumstances, technology or event modifiers, such as fertile land, overgrazed steppe or droughts.
Goods are divided into Basic Goods and Luxury Goods. Basic Goods can be converted into either Production or Culture by Artisans at a rate of 1 Good to 1 Production or 1 Culture. Luxury Goods are automatically converted to Culture at a rate of 1 to 0.5 unless traded away, or can be turned to Culture at a 1 to 1 ratio by a Artisan Pop. A settlement is assumed to have access to a resource when at least one unit of that good was converted to Production or Culture in this settlement on the turn in question, which is necessary for certain actions to become available. So for example it is not possible to build a palisade without access to Wood or a stone wall without access to one type of stone. Furthermore, for each distinct type of Luxury Good that a settlement has available, it gains +0.5 Culture.
The good Food is handled differently and will be described in the next passage.
The known goods are:
NameTypeExpansion CostRequirementsSpecialPlantsFood-land that is not desert or contains a river GameFood-land that is not desert or contains a river GrainFood1land that is not desert or contains a river FruitFood1land that is not desert or contains a river FishFood1access to a river or ocean CattleFood1land that is not desert or contains a river FlintBasic2local deposit ObsidianLuxury2local depositcan be treated as FlintLimestoneBasic2local deposit ClayBasic1river, lake or local deposit WoodBasic1requires grassland (not steppe!) or forest Sea ShellsLuxury1ocean access Dye (Azurite)Luxury3local deposit Dye (Cinnabar)Luxury3local deposit Dye (Ochre)Luxury3local deposit CopperBasic3local deposit SilverLuxury3local deposit GoldLuxury3local deposit Food
This good differs markedly from others. Each Pop, regardless of type, will always consume one unit of Food each turn. Should there be too little food, stability and mood of the settlement suffer, likely resulting in migration of the population. If less than half the Pops could consume a unit of Food in a turn, Pops will die off until half of the remaining Pops can consume a unit of Food.
Available Food: 4 Units
Pops: 10
Two Pops die to starvation, leaving 8. Thus half the Pops can consume a unit of Food and no more deaths will occur.
Food can only be traded in limited amounts until the advent of pottery. Without pottery being available in either the sender or receiver of the trade, for every unit the target receives, the sender has to loose two units.
Production
The created Production of a settlement is used up to pay the upkeep of buildings, pops and other expenses, with the sum of the expenses rounded up to the next full number. Any remaining Production above that can be used to convert Pops, build new buildings or be invested in other projects. Any Production not used up is wasted.
Culture
All culture produced is associated with a specific cultural background, depending on the settlement or population that created it. So the Culture created in the same settlement might be of a different type if, for example, two artisan pops with different culture produced them.
A settlement uses Culture to uphold it's own values, to invest them in special projects or to pay for special actions by certain Pop types. Whenever a culture that is not matching the settlements current majority culture is used to uphold values, there is a small chance that it's values chance or that it gains additional values from the group that produced the Culture point. Likewise, when a Pop consumes a point of Culture, there is a chance that it switches to that culture.
The upkeep for Ideals is 1 Culture per 10 Pops (rounded up) and for Identities it is 1 Culture per 5 Pops (rounded up). Fads never require upkeep.
Any Culture not used up is wasted, but may trigger various events, such as societal advancements, additional Pop culture changes, the creation of new values or even technological innovations.
Settlement Action
Each turn, a settlement has one free action. This action can be used to either gain 1 free Production, 1 free Culture, perform 1 Diplomacy action or perform certain special actions.
Remainder of the mechanics updated. I'm pretty sure I've missed a spot or two and it might give a slight re-balancing once I convert the sheet for Greenvalley, but this is it.
Guys, we have mood 10 and stability 10 and a bonus to stability checks, we can afford to lose 1 stability if it comes down to it. Giving battle is inherently a worse choice than just taking the deal and gaining three pops. We could finally get over the longhouses hump and begin to work on mountain terrace farms, which would strategically totally change the picture.
Gaining three pops without battle and with a stability hit is one thing, if we win the battle we can take 4 pops and reinforce our mood.
Besides GM said it might work towards negative ideal forming.
If you win and loose no units completely, you would get 5 pops. You could also get your army wiped and get nothing except a crushing and humiliating defeat, so, yeah.
This is basically my logic. We already have max mood; let's not battle against a people who aren't our enemy while the real foe besieges our doorstep. Remember Azel was astonished that we won the battle against the Makar to begin with.
Adhoc vote count started by Azel on Apr 30, 2019 at 9:40 AM, finished with 6011 posts and 39 votes.
[X] Do something else.
-[X] When the Chosen returns, make him an offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept decide on the battle plan once you see his army
[X] Do something else.
-[X] When the Chosen returns, make him a counter offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept then:
-[X] Accept the deal.
--[X] Give up one unit of warriors, picked by the Chosen.
---[X] All Greenvalley warriors will swear blood-oaths to never teach anyone their skills.
[X] Try to flee. You still have a day before his warriors are in Riverbend. -[X] Flee immediately to keep as large a distance to the pursuers as you can.
[X] Do something else.
-[X] First of all, fucking merk that chosen.
-[X] As in the previous plan, juke east towards the river. Do not cross the river, though. Head immediately south and then west, towards Makar. Their host shouldn't be too far behind their scouts; by the time they see the feint, they should be north-east of our force. Don't try to conceal our tracks heading south though; if they don't realize we're going for the god-king, they might head for Greenvalley.
-[X] Head straight for Makar, cross the river and attack the site to incite a slave rebellion. Once we've taken it, all we need to do is defeat the force pursuing and run like hell for Greenvalley.
Adhoc vote count started by Artemis1992 on Apr 30, 2019 at 9:46 AM, finished with 6012 posts and 39 votes.
[X] Do something else.
-[X] When the Chosen returns, make him an offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept decide on the battle plan once you see his army
[X] Do something else.
-[X] When the Chosen returns, make him a counter offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept then:
-[X] Accept the deal.
--[X] Give up one unit of warriors, picked by the Chosen.
---[X] All Greenvalley warriors will swear blood-oaths to never teach anyone their skills.
[X] Try to flee. You still have a day before his warriors are in Riverbend. -[X] Flee immediately to keep as large a distance to the pursuers as you can.
[X] Do something else.
-[X] First of all, fucking merk that chosen.
-[X] As in the previous plan, juke east towards the river. Do not cross the river, though. Head immediately south and then west, towards Makar. Their host shouldn't be too far behind their scouts; by the time they see the feint, they should be north-east of our force. Don't try to conceal our tracks heading south though; if they don't realize we're going for the god-king, they might head for Greenvalley.
-[X] Head straight for Makar, cross the river and attack the site to incite a slave rebellion. Once we've taken it, all we need to do is defeat the force pursuing and run like hell for Greenvalley.
[X] Do something else.
-[X] When the Chosen returns, make him an offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept give battle
Still go to transcribe the Greenvalley sheet to the new rule-set before I can write though. If he doesn't take the deal, next chapter ends in a turn-vote and I want to be prepared for that before I roll.
I don't withhold IC information, at least not intentionally. Sometimes I merely assume something to be obvious and thus don't spell it out, such as accepting the Chosens demands clashing with the Mandate.
Why do people want to give battle here if he doesn't take the deal, what is the objective here? What is the gain? In the best case scenario, we come out completely intact, but so does Bushcrest (because our best case scenario victory) and thus no longer has the pressure of the makarites on them and can focus on us. Its a losing position, and its the same sort of decision that got us into this mess in the first place *cough* Jolly-cooperation *cough*.
We have max stab and mood. Surviving in our homeland is probably better for our mood and stability than anything else than can come of this.
Why do people want to give battle here if he doesn't take the deal, what is the objective here? What is the gain? In the best case scenario, we come out completely intact, but so does Bushcrest (because our best case scenario victory) and thus no longer has the pressure of the makarites on them and can focus on us. Its a losing position, and its the same sort of decision that got us into this mess in the first place *cough* Jolly-cooperation *cough*.
We have max stab and mood. Surviving in our homeland is probably better for our mood and stability than anything else than can come of this.
If we win we can leave with full plunder and serfpops.
If we flee it's entirely possible that the Hunters that retreated earlier and these guy's reinforcements will ambush us.
Unless the troops he brings utterly outmatch ours winning the next fight is a good way to secure our retreat.
Why do people want to give battle here if he doesn't take the deal, what is the objective here? What is the gain? In the best case scenario, we come out completely intact, but so does Bushcrest (because our best case scenario victory) and thus no longer has the pressure of the makarites on them and can focus on us. Its a losing position, and its the same sort of decision that got us into this mess in the first place *cough* Jolly-cooperation *cough*.
We have max stab and mood. Surviving in our homeland is probably better for our mood and stability than anything else than can come of this.
Because their afraid one action against the Mandate identity will be enough to irrecoverably damage it into something absolutely horrible. Least that was the comment that made them all switch.
Because their afraid one action against the Mandate identity will be enough to irrecoverably damage it into something absolutely horrible. Least that was the comment that made them all switch.
[X] Do something else.
-[X] When the Chosen returns, make him a counter offer. Since you were both played against the other by the sowing men, you will show them the consequences of trying to trick their betters
-[X] Together follow the river down to strike at the Great Hearth, punish the plainsmen and claim tribute for Makar and their ancestors alike
-[X] If the Chosen doesn't accept then:
-[X] Accept the deal.
--[X] Give up one unit of warriors, picked by the Chosen.
---[X] All Greenvalley warriors will swear blood-oaths to never teach anyone their skills.
[X] Try to flee. You still have a day before his warriors are in Riverbend.
-[X] Flee immediately to keep as large a distance to the pursuers as you can.
Because their afraid one action against the Mandate identity will be enough to irrecoverably damage it into something absolutely horrible. Least that was the comment that made them all switch.