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After the coronation of Onizar the Gentle, things went quickly downhill as barbarians came to invade our lands in great numbers.
--------------------------------------------------------------
With your now 640 strong army, you keep the offensive momentum going, you bring your army into the wilderness in pursuit of the enemy mainforce. Knowing that there's a swamp ahead of them, you order your head-warrior to go around the enemy so you can attack them from two sides. They are only to attack when you've already engaged and distracted them. With this, you stalk the enemy army until they've reached the swamp. With your troops surrounding them, the only have one escape-route, backwards, where you can easily cut them off.
As they start getting into the swamp proper, you order the attack and strike them from the south with 360 men, drawing the attention of the entire enemy army. Roughly 1/3 of their army can't even engage you, as they're knee deep in the swamp. In an attempt to overwhelm you with their numbers, they fan out in a semi-circle toward you, trying to push you into the swamp. Putting a little more weight onto your right flank, you repel the attack and start pushing into a semi-circle formation yourself. Exposing yourself this much has given the remaining 280 troops behind the enemy enough time to spot you and intervene.
Amidst a cacophony of enraged battlecries and clashing weapons, your troops crash into the enemy form behind, routing them into the swamp.
The battle itself had few casualties on either side, the true victor was the swamp.
With nearly 1200 dead and 90 captives, you head back toward the capital. In the two days it took you to get back there, no new enemy sightings have been made. The vanguard that was heading for izagorininian should have been able to lay siege during the battle already, which they didn't. In fact, the town reported no enemy attacks, which supports your suspicion that they've got word of their defeat and retreated home. You wait another week before drawing any hasty conclusions. CUT
--------------------------------------------------------------
Rules are pretty simple
>You are, at all times, the current de-facto Ruler of your people.
>There will be decisions after each Update.
>You may only pick ONE option, unless states otherwise.
>Parenting options run parallel to the main-game and are their own separate decisions.
>When there is no Majority, a Tie will always be broken by the option that was chosen the earliest.
>Time and Technology progression adapt to the Scale of the game.
>Status summaries may be requested at any time (I may not always respond)
>This is a very slow quest, be prepared to wait.
>>
>>4239296
CONT
Scout reports confirm that the morcantaz armies have returned to the wilderness, where these animals belong. You finally let peace settle in and disband your armies. With the refugees returning back home to their villages, the town garrisons disband as well. You take your time to learn about the 100 or so deceased on your side to properly inform their bereft of their brothers', husbands' and sons' fates. You do this for months, it leaves a mark on your soul that you didn't think was possible.
You can only imagine what their families must go through.
Speaking of families, you don't know what to do with your captives, or war-trophies as your warriors call them. The thought of slavery crossed your mind, but you would never betray the ongizaz trust by reintroducing it to your kingdom. No, you have a better idea.

>ransom them off to their families
>offer them residence
>ritually drown them
>>
Link to this quests Discord
https://discord.gg/YErj6u
Also, part 4 went missing
if anyone could find it so I can save the link
that would be much appreciated
>>
>>4239307

>ransom them off to their families
>>
>>4239307
>ransom them off to their families
>>
>>4239307
>>ransom them off to their families
>>
>>4239307
>ransom them off to their families

Drown those who are not paid for
>>
>>4239307
>>ransom them off to their families
>>4239355
I would say it would be better to offer them residence. They where condemned by their families after all.
>>
>>4239307
>Drown any leader figure we captured, ransom the rest, those who aren't paid for are now our slaves
Start shit get shit
>>
>>4239313
>>4239344
>>4239354
>>4239355
>>4239360
You round up the prisoners and tell them of their good fortune. You're met with skepticism and distrust, after all why would a victor ever show mercy to the defeated? This kind of thing is why they're morcantaz and not civilized people. Regardless, you assure them that you're serious. Being hardasses they staunch refuse and encourage each other to do the same, one young man though is a bit more sensible and speaks up.
You ask him his name and his tribe, he proudly announces both of them to you, but when asked who we are supposed to turn to for his ransom, he gets sheepish and says his mother.
You pat him on his shoulder, like a caring father and let him go free for his honesty and cooperation. Though the boy is barely younger than you, he strikes you as a child that still has life ahead of itself. As for the others, they start to cooperate after your little gesture of kindness, but their families have to pay a hefty ransom for having the gall to defy your good will.
After a year, all families have been located and made contact with, most accepted the ransom, others saw their husbands and fathers come home in pieces. A few of them turned out to not have any families, or related to creatures so vile they would let their own kin rot in foreign lands. These poor men, you offer amnesty and a fair amount of them accept, the few that didn't you found dead the next day, the committed suicide.
With all of that, the prisoner issue is resolved and you earned yourself quite a bit of brontsay and livestock from it.

Technology:
>Architecture - Stonewalls
>Infrastructure - Minor roads
>Agriculture - Bee domestication
Diplomacy:
>Alliance - Send gift
Economy:
>Trade - Export cloth
>Trade - Export dyes
>Trade - Export pottery
>Trade - Export wine
Religion:
>Faith - Convert outward [Continue]
>Faith - Magic
Culture:
>Society - Increasing militarization
>Society - Increasing pacifism
>Society - Increasing harmony
>Art - Wood wattling
Roleplay:
>Private - Deal with trauma
Miscellaneous:
>write-in
>>
>>4239531
>>Private - Deal with trauma
>>
>>4239531
>Private - Deal with trauma
>>
>>4239531
>write in

military - take weakened lands.

Their villages are without warriors and know of our mercy. Let us take them into the fold.
>>
>>4239531
>military - take weakened lands.
We have an advantage, we should press it instead of letting them lick their wounds
>>
>>4239531
>Infrastructure - Minor roads
>>
>>4239552
+1
>>
>>4239531
>Private - Deal with trauma
>>
>>4239552
Doing so would run counter to the gentle image we have created of ourselves, which may do away with any goodwill we have acquired from such.
>>
>>4239552
+1
>>
>>4239531

>Private - Deal with trauma

Much as some of the other options here seem good, I feel like not taking this would be an action that'll just bite us back in the long run. Better to deal with it now than leave it too late and end up screwing ourselves over somehow.
>>
>>4239552
It is also likely also bring more bloodshed, which is taking a mental toll on us.
>>
>>4239591
*likely to
>>
>>4239591
We can just take our trauma out by killing more people.

Very healthy i promise.
>>
>>4239597
are you sure killing people will fix ptsd, anon?
>>
>>4239602
Worked in WW1 right. Clearly all the suicide and post war soulessness were entierly unrelated.
>>
>>4239531
>Private - Deal with trauma
By the way QM, what is the current situation with the rest of our family? What has our brother been up to? And is our aunt and her traitor husband still alive our did they die some time ago just like the last king?
I ask because i feel that keeping track of the royal family is important
>>
>>4239531
>Faith - Convert outward [Continue]
>>
>>4239629
our aunt and her husband already died of old age
they did have offspring though, so you have cousins in morcantari.
as for your brother, you haven't really talked to him since your mother died
>>
>>4239552
>military - take weakened lands.
Supporting this

>>4239659
>as for your brother, you haven't really talked to him since your mother died
He didn’t come with us to fight as our kingdom was threatened...

Seems odd
>>
okay wow this vote is a clusterfuck, let me count that real quick
>>
conquer: V
ptsd: V
convert: I
roads: I
>>
Friendly reminder that our father ended up dealing with morcantari rebels because they labelled him a tyrant. We've built up this image of a gentle ruler in their eyes since we took the reigns; no amount of territory gained is worth losing it, possible internal strife and worsening our ptsd.
>>
>>4241203
Do PTSD
Change vote from whenever I voted
>>
>>4241213

Exactly. Thankfully it seems like we're going for PTSD now, but god if it wasn't a close one.
>>
>>4241220
PTSD won anyway by tie-breaker rule
am currently writing update
>>
A
>>
>>4241220
>>4239629
>>4239576
>>4239570
>>4239538
>>4239533
Bloodshed itself was never much of an issue to you, but the noises, the clashing of metal and wood. It left an unpleasant feeling in you, only worsened by having to tell so many widows and mothers of your men's fates. You can barely go about your daily businesses without being reminded of battle. Is this what being a "great warrior" is like? You're sure that this is something only you are having, a sign of weakness. You don't give a single bother about being weak, you've been a weakling your whole life, a twig of a man who couldn't lift his own shadow. That's fine, you don't care, but to be a weak of mind? That's inexcusable, even, nay, especially for you. Channeling the power of your ancestors, you are determined to rid yourself of this weakness, no one must know you've ever had it.

>seek comfort from your wife
>confront it in training
>let time do it's duty
>>
>>4241400
>confront it in training
>>
>>4241400

>let time do it's duty
>>
>>4241400
>seek comfort from your wife
>>
>>4241400
>seek comfort from your wife
Keeping this to ourselfs definitely won't help. It will just bottle up over time until we can't hold it anymore.
>>
>>4241400
>confront it in training
>>
>>4241400
>>seek comfort from your wife
>>
>>4241400
>seek comfort from your wife
>>
>>4241400
>seek comfort from our waifu
>>
am not dead btw
I wasn't home
update incoming
>>
>>4242481
>>4241696
>>4241628
>>4241491
>>4241485
You turn to Blaturouda, you know you can trust her to keep it quiet. You spend several days just pouring your heart out to her, while it does make you feel better, it doesn't change anything, at least not yet. She seems convinced that given enough time and some soothing words, that everything will work itself out. You're not sure about that, but you'll trust her judgement on this.
Weeks and months go by, and slowly but surely, you're picking up on your royal duties again, increasing your workload by the day until you're fully functional again. Your trauma however has not passed, it persists yet subdued thanks to the efforts of Blaturouda.
During training you've even managed to harness it for combat, letting your immense fear turn to anger, granting you a quite fierce battlerage as your elites can attest. You're still a long way from truly healing, but this is fine.


Technology:
>Architecture - Stonewalls
>Infrastructure - Minor roads
>Agriculture - Bee domestication
Diplomacy:
>Alliance - Send gift
Economy:
>Trade - Export cloth
>Trade - Export dyes
>Trade - Export pottery
>Trade - Export wine
Religion:
>Faith - Convert outward [Continue]
>Faith - Magic
Culture:
>Society - Increasing militarization
>Society - Increasing pacifism
>Society - Increasing harmony
>Art - Wood wattling
Miscellaneous:
>write-in
>>
>>4246878
>Infrastructure - Minor roads
>>
>>4246878

>Architecture - Stonewalls

All the better to defend ourselves with. Plus they last longer.
>>
>>4246878
>Architecture - Stonewalls
>>
>>4246878
>Architecture - Stonewalls

We also really need to see what our brother is up to...
>>
>>4246878
>Infrastructure - Minor roads
>>
>>4246878
>>Architecture - Stonewalls
>>
>>4246878
>write in
Check on brother
>>
>>4246878
>Agriculture - Bee domestication
AAAAAAAA NOT THE BEES
>>
>>4246878
>military - take weakened lands
>>
>>4246972
>>4247103
I agree, but let's make sure the threat of war is really over before looking for him
>>
>>4246878
>Infrastructure - Minor roads

by the way how are you doing population growth/army size?
>>
>>4247510
basically, I do research on population-growth causes and how severely they affect a population
then I pick some at random and use that to calculate an estimate population

from there, I just grab all fighting-age men, or roughly 25% of the total population
and add that to the army

of course, the King never actually raised his full army at any point, that would be a general mobilization
usually I have the king levy only the most physically capable
that's obviously not all fighting-age males, but specifically young-adult males, 20-30 year olds.
and that's closer to 5% of the total population
>>
>>4247103
>>4246878

Changing to
>infrastructure minor roads
>>
>>4246878
>Infrastructure - Minor roads
>>
I just realized that wattling is no longer an option. RIP in peace A E S T H E T I C fencing, guess we gotta wait until we make nails.
>>
>>4246878
>>Infrastructure - Minor roads
>>
>>4248382

Nah, it's still there in the culture section as an art form.
>>
>>4246878
>Miscellaneous - find Linum usitatissimum to grow to make Linen

you can make close, armour, bed covers, and many other things with it.
>>
Did I vote?
>>
>>4250109
you did
also update incoming
>>
>>4248386
>>4247611
>>4247561
>>4247510
>>4246976
>>4246886
Now that normalcy has settled in again for everyone, you think back on the war and the logistical issues you ran into at the start.
Mobilizing the warriors when half of them don't even live in the towns, where they would have access to the roads, is tricky business. To combat this problem you decide to connect even the smallest hamlet to the road network. Of course this is a very ambitious project, the time and resource required for this are greater than the initial roads between the towns, even if they will be smaller and in some places probably consist of no more than just marked footpaths. Connecting your kingdom like that will greatly improve mobilization time, trade, propagation of the temple cult and cultural integration of the realm's fringes. In short, the mere existence of these roads will elevate your glorified collection of tribal villages, to a proper Empire.
With that in mind, you begin construction work with what little workers you managed to hire after the war. Turns out the commoners are about as tired as you are. That's really not helping your cause right now, but whatever, you'll make do.
That said, you immediately run into your first problem.
The wasteland around Aitlazaterp is barely traversable even with roads, and the only other way to connect the northern frontiers to the capital, is by staying near the coast, which brings a whole new issue to the table: floodings.
The floods hit very deep in land and swallow the coast whole for days at a time. You could elevate the road so that the flood won't take them, essentially turning the whole thing into a huge dike. While that is a far greater material and time effort than just cutting through the wasteland, it would be safer to travel and easier to construct. You could however just drop the northern frontier for now and just go literally anywhere else and come back to this later when most roads are already built.

>swamp road
>dike road
>literally all the other roads
>>
sorry about this one taking so long
between work, family and my internet being retarded, I couldn't find the time to write anything
>>
>>4251576
>>literally all the other roads
Too much work, which we can put into other roads
>>
>>4251576
>literally all the other roads
>>
>>4251576
>literally all other roads
>>
>>4251576
>>literally all the other roads
>>
>>4251576
>literally all the other roads
>>
>>4251576
>literally all the other roads

But we’ll build the dike road eventually. Reclaiming the land from flooding will be good
>>
>>4251576
>literally all the other roads
>>
>>4252212
>>4252109
>>4251869
>>4251829
>>4251766
>>4251678
>>4251588
you figure the north is too much of a hassle right now and instead focus on the rest of the kingdom.
Starting at the capital, you systematically work your way south, first by scouting the area for any settlements and then marking them for roadwork. In the coming months, you do this across your entire realm, including the north.
As you work your way south during all of this, it only stands to reason that you would finish somewhere around Mt Winari. From here you start connecting the marked settlements to the main road. There's just a small problem down here, there is no main road.
No settlement in the southern frontier was large enough to warrant a main road before the war, so now you're stuck needing to make one from scratch. Well either that, or you just connect each village bit by bit and let an improvised main road emerge from that.
Alternatively, you could just build both a new main road and the minor roads leading into it, at the same time. The resources used remain roughly the same, in turn it'll be slightly faster, it's just going to take a toll on your logistical ability.

>main road first, minor roads second
>minor roads forming a main road
>main roads and minor roads simultaneously
>>
>>4254320
>minor roads forming a main road
This seems like a good option.
>>
>>4254320
>main road first, minor roads second
Highways with spokes are the best for military and economic efficiency

You want to get from A to B, no visit every minor village along the way
>>
>>4254320

>main road first, minor roads second
>>
>>4254320
>minor roads forming a main road
Making a main road from the scratch will take too long
>>
>>4254320
>>main road first, minor roads second
>>
>main road first, minor roads second
Some settlements might prop up alongside the main roads for trade.
>>
>>4254320
>>main road first, minor roads second
>>
>>4254320
>main road first, minor roads second
>>
>>4254742
>>4254728
>>4254493
>>4254473
>>4254428
>>4254424
you take it safe and begin construction of a main road along the river in the south, which passes by all the fortified hamlets. Starting at Mt Winari, construction moves steadily downstream, a shallow trench is dug which slowly creeps forward. This is followed by stakes being rammed into the ground in a checker-board pattern, then part of the dug-up soil is shoveled back into the trench, this is topped off with rough wooden-planks, for cost efficiency.
Constructing this takes a bout a month, quite a speedy build-time considering the unprecedented distance.
From here, smaller roads branch off to the marked settlements. These roads, much like the main roads built by your father, only consist of dirt, toughened up by stakes, foregoing the planks.
After almost half a year of construction-work, the southern frontier is all connected to the capital.
Moving north to Ongiza you face a handful of new issues. The road established by your father is virtually nonexistent in some stretches between Ongiza and Izagorininian. You have to restore them before you can connect the marked settlements.

>restore the road, proceed as planned
>overhaul the road, make it better
>leave it as it is, this is getting expensive
>>
>Overhaul the road, make it better
The returns on good infrastructure investments are worth the short term costs.
>>
>>4255212
>>4255224
Forgot to link the vote.
>>
>>4255212
>overhaul the road, make it better
>>
>>4255212
>>overhaul the road, make it better
>>
>>4255212

>overhaul the road, make it better
>>
>>4255212
>>overhaul the road, make it better
>>
Where is thread #4 of this Civ? I'm going to miss a whole thread if I start on #5
>>
>>4255618
Here.
https://archived.moe/qst/thread/4165318/
>>
>>4255624
Based
>>
>>4255212
>>overhaul the road, make it better
>>
>>4255212
hey qm saw in a previous thread how you talked about butterflies and how we wont affect europe much,thing is the greeks knew of Albion/england and the britons from there traded with the continent since england has big veins of tin so us not affecting things much is not true at all,anyway i hopefully want to have good realtions the greeks they cool people,furthermore i like how this culture of ours is pre-indoeuropean/celtic mix
>>
>>4256397
they might know about us, but we don't directly affect them
people know about a lot of things you wouldn't expect
Rome sent envoys to China and it changed literally nothing

that said, the reason I simply ignore the outside world, is so major historical events that everyone can relate to, still happen
this is mostly for the sake of fun
and the rest is ease of use on my part
>>
>>4255212
>overhaul the road, make it better
>>
>>4256411
I assume if we get big enough we will start to effect others right?
>>
>>4256759
obviously
but I will still limit the ramifications your actions have on the grand-scale
if need be, I'll nuke your empire back to it's core components
it's unlikely, but one of my previous campaigns my players went on a world conquest and people started losing interest because at that point it was just an ancient logistics simulator
so I nuked them down to a handful of colonists in bumfuck nowhere
>>
>>4256798

Though in theory it could still be possible to make that interesting - there's a reason no one managed world conquest even in relatively recent times, let alone the ancient world. Capturing those strains and limits could actually make for a pretty interesting RP, even a rewarding one. I do understand your reasoning though.

Speaking of which, what was the name of that campaign? I'd be interested in checking it out if it's still around anywhere.
>>
>>4256798
i mean ancient empires were pretty unstable so if we expand too much,you can just make the empire crumble(by civil war,succession crisis spliting of territories) and retreat to its core territories and some that are defensible(i would at least like our core territories be the whole of the low countries)thougth if we end up in an hre situation and we become the Emperor you can limit us by making opossition to reforms,habing internal wars cities and nobles trying to assert their rigths and a degree of independence.
>>
>>4257697
it was called Birth of a Civilization
that one was write-in based
hence the world conquest
they actually did it twice at which point I just left
>>
>>4256455
>>4256159
>>4255257
>>4255243
>>4255241
>>4255233
>>4255224
Unsatisfied with your father's road work, you take the opportunity and not just restore the missing parts, but also add a wooden layer on top, just like you did in the south.
Since the basic roadwork is already done, even in the missing parts, all you really have to do is restore some stakes, or add a couple more shovels of dirt, before placing wood onto them, really it takes far less time than anticipated. With that, you have plenty time to start connecting the marked settlements to this newly restored road.
With that out of the way and way ahead of schedule, you move on to Izagorininian, connecting those settlements to the main road as well. Going forward to Morcantari, there are no more road issues, the locals preserved it well. You still overhaul it with a wooden finish, for easier travel. This time it proved rather time consuming, primarily because you ran out of planks and had to wait for your people to manufacture more, which cost you more than 2 months. After this minor debacle, connecting the marked places to the main road went ahead as planned. With a job well-done, you move on toward Zoribalthari. Upon crossing the bridge you find yourself surrounded by swamps and wetlands, not far away from the river valley. Connecting these markings with the main road may prove to be a challenge.
You could simply heap up more dirt and forego wood entirely. This would be the fastest and cheapest solution, very easy to maintain as well. But it will require a lot more maintenance, and if a flood strikes inland, the road may be gone entirely.
You could also build roads like you have them in and around Aitlazaterp, entirely made of wood. They're expensive and time consuming to construct, but they last ages and require little maintenance.
By simply continuing as before however, you could have the best of both, but a flood would still completely wreck it, destroying your investment.

>dirt-only
>wood-only
>same as before
>>
>>4258651
>wood-only
>>
>>4258651
>>wood-only
>>
>>4258651

>wood-only
>>
>>4258651
>>wood-only
>>
>>4258651
>wood-only
>>
>>4258651
>wood-only
>>
>>4258651
>wood-only
>>
>>4257916
Oh fuck I remember that, the one where we started in the middle east near summer and conquered all of india and shit, got reset to those people we lost long ago in America and then did it again. A shame you got bored of that quest, I found it really fun (mostly because I enjoy map painting but also the creative shit we did like the Empire structure, surviving that plague and even the monuments).

You wouldn't happen to have a link to the archive of it or the screen cap of your posts would you?
>>
>>4260016
I don't
and the big screencap was also part of the reason I got bored
compiling that every single thread was a pain
and when the file corrupted I took it as the sign to quit
>>
>>4259137
>>4259079
>>4258793
>>4258703
>>4258696
>>4258674
>>4259907
You decide to make the roads floodproof, no matter the expense and start to order large quantities of wood from woodworkers around the kingdom. You spend all this downtime idling around with your workers, it almost feels like a military campaign, just the lot of you, camping out in the wild, away from home and with a mission to help your people.
Some of them appreciate this more than others, but there is something to be done despite most of the day being idle, so there's no reason for them to go home just yet.
After waiting two months for wood supplies to become sufficient, you finally get down to constructing the all-wooden roads to the marked settlements. It's quite arduous to build in wetlands, but this is your kingdom's best interest.
You finish the settlements around Zoribalthari in a matter of weeks and move on to Aitlazaterp.
There's not a whole lot going on around the capital, only a few hermit families here and there. For consistency's sake you give them roads as well.

Now however, the issue of the north rears it's head again. How will you go about this?
You could build through the swamp, you have the materials for it now and the expertise.
Alternatively, you could simply claim a bit more land to the east and build your road through a much safer, and drier, forest. The risk of morcantaz retaliation is negligible.
Or most boldly, you could build the largest Dike man has ever seen, and have it be your road, fighting nature itself.

>swamp road
>border road
>dike road
>>
>>4260430
>swamp road
>>
>>4260430
>swamp road
We should work with nature, not against it.
>>
>>4260430
>border road
Land expansion is good
>>
>>4260430

>swamp road
>>
>>4260430
border road
>>
>>4260430
>swamp road
>>
>>4239296
Im here to spectate, link to the discord? The one at the start is out of date
>>
>>4261868
https://discord.gg/NCsQc6
it's nothing spectacular tho
>>
>>4260807
>>4260551
>>4260490
>>4260464
You go with the most pragmatic solution and simply build through the swamp.
There's not a whole lot of people living between Aitlazaterp and the northern frontier. Fact of the matter is, you've already connected everyone. Being that this road will be the only way to the frontier, you make it broader than it's lesser counterparts, effectively turning it into a main road going out of the capital.
After an arduous month of waddling through the swamps, the new main road north is finally finished. With that, you begin connecting the few settlements found at the northern frontier.
This is a very unpopular place for sure, far away from civilization, gigantic insect swarms, no solid ground to tread on and worst of all, untold numbers of morcantaz just across the river. But this area must be civilized sooner or later.
With your massive road project complete, you pay the workers and dismiss them back to their families.

Technology:
>Architecture - Stonewalls
>Agriculture - Bee domestication
Diplomacy:
>Alliance - Send gift
Economy:
>Trade - Export cloth
>Trade - Export dyes
>Trade - Export pottery
>Trade - Export wine
Religion:
>Faith - Convert outward [Continue]
>Faith - Magic
Culture:
>Society - Increasing militarization
>Society - Increasing pacifism
>Society - Increasing harmony
>Art - Wood wattling
Miscellaneous:
>write-in
>>
>>4261953

>Architecture - Stonewalls

After this I suggest exporting some of our products (Dyes particularly) to help boost our economy a bit.
>>
>>4261953
> alliance send gift

Lets give a gift to those warlike guys that helped us out
>>
>>4261953
>>Alliance - Send gift
>>
>>4261953
>military take weakened lands
>>
>>4261953
>Trade - Export dyes
We invested a lot of time and money on these roads. Now would be a good time to raise the economy. Plus, a good trade deal could work just as well as a gift to solidify a alliance.
>>
>>4262453
Backing this
>>
>>4261953
>>Trade - Export dyes
>>
>>4261953
>Faith - Magic
>>
>>4261953
>Trade - Export Dyes
>>
>>4261953
>Trade - Export Dyes
>>
>>4265480
>>4262595
>>4262560
>>4262453
>>4262555
With your coffers virtually empty, you think it high time to make some money off the morcantaz again. Just one small issue, the ones around you are too primitive to effectively trade with, the best you could get out of them would be some cattle and brontsay. While brontsay is valuable, they don't have enough of it for you to consider it a worthwhile trade. The only other tribe you know of that you could trade with are the mysterious hellenaz somewhere in the far south. You can't trade with them directly, that much is obvious, so you have to find some way to get your dyes over there without trading it off to the other morcantaz on the way. You have several clues on how to resolve this issue, but all of them rely on the cooperation of the morcantaz, which is not guaranteed. You could set up little garrisons in their territories that protect supply stations on the way south.
Another thought that crossed your mind was to simply send some troops along with your traders, much like you do with envoys.
You could also pay a small tribute to each tribe to leave your people alone.
Or perhaps, a little bit of everything, although that would be expensive.

>trade depots
>armed caravans
>peace tributes
>all of the above
>>
>>4266578
>trade depots
>>
>>4266578
armed caravans
>>
>>4266578
When will boats be a thing?
>armed caravans
>>
>>4266578
>>armed caravans
>>
>>4266578
>armed caravans
>>
>>4266578
>armed caravans
>>
>>4266633
they already are, just very primitive, even by barbarian standards
>>
so is anyone going to realise that the Hellenes/greeks are in hellas/greece while we are in the bloody netherlands
>>
>>4267694

The journey's been done before, and we have better knowledge and organisation compared to our last attempt. Besides, as we found out last time, our dyes are very valuable there, so it ought to be worth it.
>>
>>4266924
>>4266908
>>4266661
>>4266633
>>4266623
You go with the simplest and most cost effective solution, you simply send armed guards with your caravans.
This is bound to upset some morcantaz who could interpret this as an act of aggression, but this is exactly why your caravans are armed in the first place. You send out 3 caravans, each sporting 30 of your elite warriors, the other 10 remain here to train the commoners. While they are out, trying to turn your dyes into brontsay and exotic goods, you turn to your family. You try to spend as much time as them as possible every day, but right now where things are going slowly, you have more free time to dedicate not just to your relationship with your beloved Blaturouda, but also your little girl Loiur, she's growing up to be a very productive lady. She seems to love everything you throw at her, especially the stories and myths of our people. While you are a huge supporter of the temple cult and spirituality in your realm, you're not quite the religious type yourself. So seeing your child pursue an interest so different from yours seems almost perplexing. Maybe she skipped a generation, she seems a lot more like your father than you do. In any case, you want to teach her something about your work, because as it stands, she will be the heir to the throne. Normally you would object to this, but Loiur is an awfully bright child, sometimes smarter than your advisors, much to your amusement. You feel like she could do anything.

Parenting:
>teach statecraft
>teach diplomacy
>teach martial arts
>teach stewardship
>teach culture
>>
>>4268322
>teach culture.

Its her interest and we could use a reign good at culture to solidify it
>>
>>4268322

>teach culture

Supporting the guy above. Much as stewardship appeals to me, we can survive without it for one generation.

Also, the first female ruler of our kingdom. Whether or not any proper records of Loiur survive, stories of her quite likely will - one way or another she'll be quite the interesting historical figure for sure.
>>
>>4268322
>teach culture
Agreed with the above anons
>>
>>4268322
>teach culture
>>
>>4268322
>>teach culture
>>
>>4269383
>>4269352
>>4269037
>>4268618
>>4268347
You think it's best to support her passion and teach her all you know about the ways of our ancestors. This includes a myth, the legend of your dynasty. Contrary to what the wisepeople teach you and the rest of the realm, or what the temple cult might try to propagate, there exists a third myth of creation, that was passed down from Aitlaz himself to his son, who then passed it onto you:

"In the ancient days, before the first dawn, the world was empty. From the primordial swamps then came Aitawin, who would birth Man from fire. And across seven lifetimes Aitawin would teach Man so that we may be more than mere animals. When Aitawin saw that Man had become a creature so great it would no longer need his guidance, he would birth one last man , his son - Aitlaz.
This is where we come from, the wisepeople won't teach you this, they think it's nonsense."

And you must admit yourself, you think it nonsense too, but it is what your father taught you and now, you are teaching it your daughter.
She seems pretty thrilled to have heard this story, her passion for this kind of stuff is like a fire and you just gave it new fuel.

Technology:
>Architecture - Stonewalls
>Agriculture - Bee domestication
Diplomacy:
>Alliance - Send gift
Religion:
>Faith - Convert outward [Continue]
>Faith - Magic
Culture:
>Society - Increasing militarization
>Society - Increasing pacifism
>Society - Increasing harmony
>Art - Wood wattling
Miscellaneous:
>write-in
>>
>>4270232

>Architecture - Stonewalls
>>
>>4270232
>Faith - Magic
>>
>>4270232
>>Alliance - Send gift
>>
>>4270232
Society - increasing militarization
>>
>>4270232
>Architecture - Stonewalls
>>
>>4270232
>Agriculture - Bee domestication
Gotta make the money guys
>>
>>4270232
>Agriculture - Bee domestication
AAAAAAAAAAH
>>
>>4270232
>BEEEES
>>
>>4270232
>bee domestication
Mead time boys!
>>
>>4270232
>Agriculture - Bee domestication
Honey is great for treating wounds
>>
>>4271675
>>4271175
>>4270982
>>4270619
>>4270587
On one of your routine visits to the towns of the realm, you notice that around zoribalthari, a large estate with only a single building has been erected in the past two weeks. You can't seem to find the owner of whatever that place is, so you go into town to ask around for that fenced area. You find your answer pretty soon, they say it is the home of a mad man obsessed with bees. Ah okay, bees. Wait, bees? As far as you know, bees are vicious creatures that will fight you figurative tooth and nail to protect their delicious honey. Hence honey is considered a meal of brave warriors and kings. This mad man they speak of must be extraordinarily brave, or stupid, to be obsessed with bees of all things. You decide to go back to his estate and hang around there until he shows up. Waiting is quite tedious, you have nothing to do in the mean time and it's already getting dark. Eventually though he does show up, a scrawny lad covered in twigs and leaves.
You ask what this bee business is about, but he shuts you up, holding an entire hive in his hands, he tells you to not upset his children.
Children? The bees? Well, he is a mad man, that's for sure.
After he relocated the hive to some place on his estate, he returns to you to explain what he's doing.
Apparently, he likes bees, that's evident, he likes to pet them and give them flowers. This absolute maniac even tries to identify the favorite flowers of individual hives and plant them nearby. He can afford all this free time by selling the honey his bees seem to willingly give up to him.
That's an impressive business, that's for sure.
You condone his crazy endeavors and wish him the best of luck, perhaps teach you the secrets of befriending bees some time, maybe more people will find joy in it.

Technology:
>Architecture - Stonewalls
Diplomacy:
>Alliance - Send gift
Religion:
>Faith - Convert outward [Continue]
>Faith - Magic
Culture:
>Society - Increasing militarization
>Society - Increasing pacifism
>Society - Increasing harmony
>Art - Wood wattling
Miscellaneous:
>write-in
>>
next update will be in new thread
>>
>>4274961
>Art - Wood wattling
We've put this off long enough.
>>
>>4274961
>Faith - Convert outward [Continue]
Our kingdom needs more unification, this will help
>>
>>4274961
>Alliance - Send gift
>>
>>4274961

>Architecture - Stonewalls
>>
>>4274961
>Faith - Magic
>>
>>4274961
>wood wattling
>>
>>4274961
>Faith - outward



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