If we bring back the Artisan Games, how much do you guys think it should cost? I remembered AN said that the Artisan Games got too canceled for being too expensive.
 
If we bring back the Artisan Games, how much do you guys think it should cost? I remembered AN said that the Artisan Games got too canceled for being too expensive.
How long ago was that again? Because it's been ages, population is up so anything that was expensive too long ago will be orders of maginitude cheaper just because our economy got bigger. Of course if we end up upscaling the Games to match the new size of guild memberships this benefit is lost, but nothing says we actually have to do that.
 
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How long ago was that again? Because it's been ages, population is up so anything that was expensive too long ago will be orders of maginitude cheaper just because our economy got bigger. Of course if we end up upscaling the Games to match the new size of guild memberships this benefit is lost, but nothing says we actually have to do that.

We just underwent a population collapse. In retrospect, it doesn't seem likely that the Games was removed for cost to the kingdom. It was probably a political justification for getting of the Artisan Games, but I can't think of why the Ymaryn, famously competitive, would do that.
 
We just underwent a population collapse. In retrospect, it doesn't seem likely that the Games was removed for cost to the kingdom. It was probably a political justification for getting of the Artisan Games, but I can't think of why the Ymaryn, famously competitive, would do that.
Tech steal, we were the ones using the games to poach other people artisans, but when you poach a nearly everything, it,s you that people try stealing from.
 
Improving opinion of a polity is hard and that 10% chance of success is not inspiring. However, maybe we really reconsider the goal. Instead of thinking of it as an action to improve a polity's opinion, consider it a form of training for the diplomatic corp.

If we want to be the peasant faced spider, we need to be really good at diplomacy, and to do that is to do challenging diplomacy actions. We can use Build Tie on a power where failure is unlikely to hurt us, such as the Highlanders.
 
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If we made successful diplomatic contact, then it would be kinda rude for them to murder our ambassadors.
I'm pretty sure we're kind of beyond rudeness, with the Highlanders. Unsuccessfully attacking every single time they think we may not have the troops to repulse them is something they've been doing for thousands of years now, they literally appear in the closest thing we have to the Iliad doing the exact same thing they did a few years ago, because that is what they always do.

It never works either, and they know it is not going to work themselves, so they just fall back to their heavily fortified lands the second we turn our attention to them. But they keep doing it, it is practically a tradition.

They also have nothing in common with anybody else, what with their isolation and xenophobia making the likes of the Hung appear positively cosmopolitan, so the experience wouldn't even be transferable.
 
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I'm pretty sure we're kind of beyond rudeness, with the Highlanders. Unsuccessfully attacking every single time they think we may not have the troops to repulse them is something they've been doing for thousands of years now, they literally appear in the closest thing we have to the Iliad doing the exact same thing they did a few years ago, because that is what they always do.

It never works either, and they know it is not going to work themselves, so they just fall back to their heavily fortified lands the second we turn our attention to them. But they keep doing it, it is practically a tradition.

They also have nothing in common with anybody else, what with their isolation and xenophobia making the likes of the Hung appear positively cosmopolitan, so the experience wouldn't even be transferable.

What do you have in mind, then? I am not quite sure what failure means. I supposed we could try to build ties with the usual suspect.

Or maybe focus on Hellas. The Hellas are practically guaranteed to be annoying whenever something rears its ugly head.
 
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In my opinion, the mechanics for diplomacy as Aranfan has put them together are just fine.

There is a saying in the world of making models, that "all models are wrong. Some models are useful."

I think this is a useful model, that creates an interesting and playable environment.
 
What do you have in mind, then? I am not quite sure what failure means. I supposed we could try to build ties with the usual suspect.

Or maybe focus on Hellas. The Hellas are practically guaranteed to be annoying whenever something rears its ugly head.
I'd say definitely a Syffron power because Syffron has a ton of different actors but they all share a religion and a bunch of not!Roman cultural influence. Maybe Styrmyr? They did respect our last diplomatic agreement.

Could also choose a Kus power because the Kus are the other major cultural group with lots of different polities we interact with.
 
Personally I'm fine with whatever's done with the diplomacy mechanics including leaving it as is. Perhaps it could be changed to a fixed four year action with effects based on how many successes it got, but that depends on Aranfan's intentions on how it should lock in influence.

As for targets to diplomacy I would favor Pamplona, followed by the Kus powers and Styrmyr. If Khemetri continues being hostile towards us we could also look at extending diplomacy towards their other enemies.
 
Map updated and vote closed.
Adhoc vote count started by Aranfan on May 11, 2021 at 12:56 AM, finished with 230 posts and 20 votes.

  • [X] Plan Diplomacy and Rebuilding with Relaxation
    -[X] Authority: Build Ties: Common Ground can be found anywhere, since people are always people. Simply by dealing forthrightly with people, and addressing their concerns in an honest manner or telling them why you can't, you can improve their opinion of you. (10%, 4 years, +1 Opinion)
    --[X] Rus
    -[X] Influence: Deepen Alliance: Having built the foundations of a strong relationship with another polity, see about deepening the ties that bind you. (80%. 2 Years. +1 Alliance Level, -Opinion = new Alliance Level, cannot be used if this would take their opinion below 5)
    --[X] Amber Road
    -[X] Influence: Survey Core: The Core has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)
    -[X] Influence: Touch The Cow, Do It Now, Western Wall: The Sacred Warding in Western Wall collapsed when the Divine Weapon took the sacred herds to add to his own and those of his followers. Restore it. (70%, 3 years, +Western Wall Loyalty)
    -[X] Personal: Relax with Family (-Stress)
    [X] Plan Oshha
    -[X] Authority: Survey Tinshore Province: Tinshore has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)
    -[X] Influence: Touch The Cow, Do It Now, Western Wall: The Sacred Warding in Western Wall collapsed when the Divine Weapon took the sacred herds to add to his own and those of his followers. Restore it. (70%, 3 years, +Western Wall Loyalty)
    -[X] Influence: Deepen Alliance: Having built the foundations of a strong relationship with another polity, see about deepening the ties that bind you. (80%. 2 Years. +1 Alliance Level, -Opinion = new Alliance Level, cannot be used if this would take their opinion below 5)
    --[X] Amber Road
    -[X] Influence: Determine Internal Factions: Receive a dossier on the relevant internal factions of a polity you have diplomatic relations with. This will allow you to support or oppose their internal factions to be more favorable to your interests.
    --[X] Khemetri
    -[X] Personal: Relax with Family (-Stress)
    [X] Plan Diplomacy and Rebuilding
    -[X] Authority: Build Ties: Common Ground can be found anywhere, since people are always people. Simply by dealing forthrightly with people, and addressing their concerns in an honest manner or telling them why you can't, you can improve their opinion of you. (10%, 4 years, +1 Opinion)
    --[X] Rus
    -[X] Influence: Deepen Alliance: Having built the foundations of a strong relationship with another polity, see about deepening the ties that bind you. (80%. 2 Years. +1 Alliance Level, -Opinion = new Alliance Level, cannot be used if this would take their opinion below 5)
    --[X] Amber Road
    -[X] Influence: Survey Core: The Core has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)
    -[X] Influence: Touch The Cow, Do It Now, Western Wall: The Sacred Warding in Western Wall collapsed when the Divine Weapon took the sacred herds to add to his own and those of his followers. Restore it. (70%, 3 years, +Western Wall Loyalty)
    -[X] Personal: Attend to a particular action personally. (Provides bonus to action)
    --[X] Build Ties
 
30 Aryl Cwymyp (1623 Andyidh Dyadorn) Results
30 Aryl Cwymyp (1623 Andyidh Dyadorn) Results

[X] Plan Diplomacy and Rebuilding with Relaxation
-[X] Authority: Build Ties: Common Ground can be found anywhere, since people are always people. Simply by dealing forthrightly with people, and addressing their concerns in an honest manner or telling them why you can't, you can improve their opinion of you. (10%, 4 years, +1 Opinion)
--[X] Rus
-[X] Influence: Deepen Alliance: Having built the foundations of a strong relationship with another polity, see about deepening the ties that bind you. (80%. 2 Years. +1 Alliance Level, -Opinion = new Alliance Level, cannot be used if this would take their opinion below 5)
--[X] Amber Road
-[X] Influence: Survey Core: The Core has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)
-[X] Influence: Touch The Cow, Do It Now, Western Wall: The Sacred Warding in Western Wall collapsed when the Divine Weapon took the sacred herds to add to his own and those of his followers. Restore it. (70%, 3 years, +Western Wall Loyalty)
-[X] Personal: Relax with Family (-Stress)

+1 Treasury (Guild Industry, calendar calibration)
+.5 (Income, calendar calibration)

Touch The Cow, Do It Now, Thunder Plateau
Needed: 71+. Rolled: 65+50 (Authority)=115.

The bones of the Sacred Warding are complete and in place. The local priests will be able to take things from here. Thunder Plateau cheers at the benevolence of the Melek. The skepticism of the younger generation is silenced.

[5/5, ++Thunder Plateau loyalty]


Build Ties, Rus Tribes
Needed: Irrelevant, Authority

Initial contact seems to be going well. Your ambassadors seem to be received well.

[1/4]


Train Thunder Plateau Administrators, Elective
Needed: 31+. Rolled: 42. Success.

Work continues in electing and training new administrators.

[6/7]


Calendar Reform
Needed: 41+. Rolled: 56. Success.

The Calendar is further promulgated, with few incidents like in the first year.

[2/3]


Deepen Ties, Amber Road
Needed: 21. Rolled: 69. Successful.

Negotiations have begun for a mutual defense pact between the Victorious Alliance and The Kingdom of The People. A major sticking point currently is the vast power differential between the two of you. Any power strong enough to threaten the Melkut Ymaryn would consider Amber Road a speedbump, and a war that was big for Amber Road might not even be noticed by the Melkut Ymaryn. Figuring out such things is what the diplomats are here for tho, and they shall surely work it out.

[1/2]


Survey Core
Needed: ???. Rolled: 24. ???

What they hell kind of joke is this? You found trees? Of course you found trees!

Someone is losing their job.

[Found Trees]


Touch The Cow, Do It Now, Western Wall
Needed: 31. Rolled: 50. Successful.

Herds are brought over, and the reconstruction of the Sacred Warding begins.

[1/3]


Personal Action: Relax with Family

[-Stress]

-


Rumor Mill:

Amber Road Victorious!: Glory and Victory to the Victorious Alliance! Gulryv has fallen, it's wealth and lands added to their own!
 
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Well, a lot of the potential options to spend money would tie up influence for a good while, and naval buildup have the unfortunate side effect of strengthening the Peacocks. But if nothing else appeals, we could pay back one of our loans.
 
Well, a lot of the potential options to spend money would tie up influence for a good while, and naval buildup have the unfortunate side effect of strengthening the Peacocks. But if nothing else appeals, we could pay back one of our loans.
Stonepen Wagon Ways is -2 Treasury and Math Reform is -3 Treasury with both having decent if middling chances of success. We could throw an Influence at one of them.
 
[] Develop Wagon Ways, Stonepen: Stonepen was always the smallest of your great cities, as it did not have an easily navigable waterway to help feed it. With wagonways, such as you have in mines and in the great cities of Redshore and Trelli, it would be possible to roughly quadruple the ammount of goods shipped to and from Stonepen. (55%. 4 years. Very Expensive, +.1 Income, +15% on Wagonways Megaprojects)

is a 4 year project we want to complete before building one all the way to the thunder plateau
 
Stonepen Wagon Ways is -2 Treasury and Math Reform is -3 Treasury with both having decent if middling chances of success. We could throw an Influence at one of them.

You gotta spend money to make money. If we can somehow get math reform now that'd be... huge. Possibly push open more mysticism doors too.
 
Suck on it, Gylruv! How do you like those warm-water ports now?
(Don't worry, you'll get them as soon as Ally Level 4) :p


Concerning spending: Keep in mind that the "very expensive" projects may not be action-efficient. Repay Loan/Offer Loan/Support Province drains 1 Treasury/Influence-year, whereas Wagon Ways drains 2 Treasury/7.27 Expected Influence-Years, which comes to 0.28 Treasury/Influence-year. So we would generally want to begin those projects after quicker, more-efficient options have been exhausted.

Also, we'd prefer to keep at least one Influence dice on one-year actions in case the Revaunchists' 10% chance hits.

(Once Calendar reform is completed, hopefully next year, the +1 Influence allows us to safely do Math Reform with 2 Influence, though.)
 
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Next turn we should have the needed influence for math reforms, so this turn I'd consider using Support Province on Hathytta and/or repaying our loan to Pamplona.
 
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