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BraveLittleToaster
May 5, 2019
A, B

Edit: Update on last page.

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Xerophyte
Mar 17, 2008

This space intentionally left blank

Sybot posted:

The engineering knowledge to create such a warship wasn't there yet, but it opened a new rush to study other potential flying artifice.

This invention cannot be used until we have the Enlightenment institution (~1700). It doesn't even appear as a possible selection. Too bad really, it'd be very cool to get this early.

One of the east Haless nations -- the League of Feiten -- is specifically all about* airships, and being a jerk with airships. They can start going full Victory Through Air Power before 1500 and have some of the cooler missions & mechanics in the game. This being Anbennar they're also a bit jank, but definitely worth a playthrough.

Also Maghargma are, surprisingly, not centaurs! They're one of the ogre kingdoms in the western plains. Usually they die early because the centaurs are ridiculous until such time as they explode. Not sure what happened to the horsies in this game, guessing no one ever managed to form the Khuraen?

*Okay, Feiten are also a little bit about whales. But mostly airships.

Dr_Gee
Apr 26, 2008
E, C

we've already made headway in understanding an offensive doctrine. after consolidating the ideas militarily, we can apply the same doctrines to diplomatic relations: proactively swaying other people toward free thought to back against the monarchist tide of the era

meatbag
Apr 2, 2007
Clapping Larry
A,B

Sybot
Nov 8, 2009

To note for anyone voting A + B, this combination isn't technically possible because the game doesn't let you pick another idea from the same group if you have more than 50% of your ideas from the that group and if this happens we would have Adm/Dip/Mil at 4/1/1. If this pair do get the first and second highest vote then I will carry one forward to the 7th idea group vote with bonus votes like Offensive gained here.

Xerophyte posted:

Also Maghargma are, surprisingly, not centaurs! They're one of the ogre kingdoms in the western plains. Usually they die early because the centaurs are ridiculous until such time as they explode. Not sure what happened to the horsies in this game, guessing no one ever managed to form the Khuraen?

Thanks for pointing that out! I'll go back and edit it. I assumed they were centaurs because that's all I ever saw on that side of the mountains. Over the course of the campaign so far they have had no less than three separate Great Conquerors. That's what I like about the system, it sometimes lets unusual nations rise to prominence.

McGavin
Sep 18, 2012

Average Lettuce
Oct 22, 2012


A, E

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
E, C

The dwarves are rapidly becoming a more tolerant people, so integrating foreign empires seems like a natural extension of that.

Kurgarra Queen
Jun 11, 2008

GIVE ME MORE
SUPER BOWL
WINS
E, B.
Maybe I'll actually play Anbennar when I re-install EUIV...

Xelkelvos
Dec 19, 2012
A

Gonna be cheeky and vote for the dark horse: D Just because Dwarves don't like the water, doesn't mean the other races don't also.

wedgekree
Feb 20, 2013
Voting for A and B

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
A, E

Poil
Mar 17, 2007

B, D

First we dug deep for wealth and everyone got hoard crazy. Then we dug deep for wealth and poked a forgotten civilization of deep down dwarves who invaded. I'm so glad that's all dealt and done with now. Let's keep digging deep now when it's safe!

Sybot
Nov 8, 2009
Current results with one day left:

A: Administrative - 9
[B: Economic - 6
C: Influence - 2
D: Maritime - 2
E: Offensive - 12 (including bonus votes)
F: Defensive - 0

Soylent Pudding
Jun 22, 2007

We've got people!


E, A

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
A,B

Autisanal Cheese
Nov 29, 2010

A, E

idhrendur
Aug 20, 2016

A,E

Sybot
Nov 8, 2009
Final results:

A: Administrative - 13
B: Economic - 7
C: Influence - 2
D: Maritime - 2
E: Offensive - 15 (including bonus votes)
F: Defensive - 0

We will be taking Offensive first, and Administrative later. Also, based upon this we will be seeking to expand and bring light and freedom to the world. That this will earn us a lot of money and Damestear is besides the point.

Aesculus
Mar 22, 2013

So begins blobageddon...
32000 dev by 1750 or bust :colbert:

Sybot
Nov 8, 2009
Chapter Twelve: Off to War
1616-1631



Expanded beyond pre-invasion levels

The Union Army was an ever-growing beast, fuelled by the fervour of liberation and funded by the wealth of the nation. It was split into three divisions, the West Army guarding Ourdia and the entrance to Orlghelovar, the Central Army guarding the Gulf of Glass and the Reach interior, and the East Army guarding Hul-Jorkad and ready to aid Verkal Kozenad. With rail lines connecting one end of the Reach to the other, reinforcement was trivial.


Academy packed to capacity

The military academy in Orlghelovar had fallen a bit by the wayside over the years, as the economic and scientific sectors had drawn in all the funding and support the government. However, both due to the invasion itself and due to the overwhelming victory against the Legion, the academy had been filled with recruits eager to show their skills in the army. Isondi Longbeard was one such dwarf, who quickly rose through the ranks and had a knack for pulling enthusiasm out of the soldiers under her command.


Liberating the remainder of Bahar

The eagerness for war turned towards Bulwar, or Bahar more specifically. Birzartanšes was still under the protection of the Phoenix Empire, but the Phoenix was in the process of losing another war to the Khet. Whitebeard declared that the people of Bahar would be brought under the Union's protection to avoid being forced to kneel to either set of divine imposters. The initial invasion went smoothly, with the Bulwari armies breaking when faced with dwarven guns and cannons. However, they had fortified the rough terrain inland from Bahar, and the campaign began to slow down as each fort had to be reduced in turn.


Victory at sea

This was also the perfect chance to test the Union Navy, which had yet to fight anything close to a peer in battle. The Birzartanšesi galleons were led by their flagship, the Vestal, as they moved to engage the dwarven warship. It did not survive the Tűngric-crafted cannon broadsides, which broke their spirit and forced the survivors into port for the rest of the war.


Cult of the offense

The leaders that the academy was producing were intent on leading as close to the front as possible. Clad in mithril and armed with the latest scattergun a dwarven shock troop was close to unstoppable, so it gave an opportunity for an officer to get a real taste of battle and build their camaraderie with the troops.


A slow war

It took two years to take all of the major fortification in Birzartanšes, which gave time for the Imperial-Kheteratan war to come to an end and the eyes of the Phoenix Emperor to turn northwards. With a hundred thousand more troops massing in Bulwar Proper, the army considered how best to deal with potentially overwhelming numbers.


Strike first

The answer should have been clear. The South Army under General Goodanvil was sent ahead to smash the remnants of the Birzartanšesi army and any of the marshalling Imperial troops as well. He successfully caught out a mass of artillery mobilizing too close to the front lines, effectively ending any hope of cannon superiority by the Phoenix Empire.


Overwhelming barrages

With a numerical and qualitative artillery superiority, the Union Army was capable of delivering crushing barrages that broke apart the enemy lines and gave room for the shock troops to enter and deliver the finishing blow. Ballistics courses were mandatory in the academy, and many words were spent debating the optimal way to concentrate cannons to deliver the greatest devastation to an opposing force.


Pinned in fear


While the South Army pushed through Bulwar, the West Army was involved in a war of manoeuvre in the mountains bordering the Reach. With the range itself impenetrable, the Bulwari forces were forced into a narrow and almost impossibly thin line of advance if they wanted to avoid a direct confrontation with the dwarves. Having seen the damage done in previous battles, they focused on liberating Birzartanšesi territory. It was dangerous work however, with the Union Army ready to pounce on any forces out of position and raid their supply lines.


Treasures by mass-production

Meanwhile, a new expedition delved into the Rizvâmbrčthar. Below the elevator was an assembly line churning out vast quantities of mithril equipment. Care when dealing with ancient and unknown rune magic was a lesson learned in Shazstundihr, and so nothing was touched until a full understanding of the room was achieved. Doing so proved prudent as they avoided any risk of triggering of the many guardian golems and reaped a rich reward of mithril goods.


A mysterious gateway

The expedition continued to be careful when examining the many strange artefacts within the vault. While most were benign, they did locate a mysterious gateway which notably had a note that appeared to have been recently written. When investigated, it activated of its own accord and left the expedition staring with unease at the pathway to a completely unknown destination.



Unending barrages

The artificers were finding themselves increasingly tied to the developing military-industrial complex within the nation, and tended to receive more funding for inventions that might make the army even stronger. One such invention was a magical autoloader for cannon, which quickly gained favour from the artillery experts in the academy. Widespread adoption remained distant, but several prototype pieces were created for experimentation and tactical testing.

Another really good invention. This'll be a high priority to pick up when we get capacity.


Primeval goblin horde

From beyond the gateway poured a horde of pale and gaunt goblin-like creatures. The quick thinking of the military commanders saw the expedition set up barricades to funnel the creatures into killing zones where they were felled by concentrated scattergun volleys. As the expedition surveyed the aftermath of the battle, they were shocked to find very familiar items. The majority of the pale goblins were wearing crude armour, but some were clad in mismatched pieces of dark mithril that had last been seen a decade earlier armouring the dwarves of the Obsidian Legion.


Another breach sealed

The gateway had collapsed along with the portal, but it left with it a dread in the expedition, many of whom were veterans of the Obsidian Invasion. The mages and artificers studied the destroyed gateway closely, but could not find any indication of how it functioned. After some debate, they agreed to break down the remains and sell them off individually. No one wanted to risk someone deciphering the device and opening another portal into the heart of the unknown.


Outer workshops secure

With a locked door barring the way, the expedition returned to resupply and prepare for what they hoped would be the final push into the vault. What secrets it held could change everything.


The Fall of Bulwar

The war had progressed smoothly, with the South Army taking the Imperial capital in the City of Bulwar, while the rest of the Union Army engaged with enemy forces in the border regions. Dwarven forces were lenient as they marched into the greatest city on this side of the Reach, moving swiftly to occupy the imperial palace and try and secure the Citrine Gem, which was believed to have been pillaged from occupied Seghdihir. Sadly, both Empress Jexis and her treasures had long since fled.


A site of great engineering

With thousands of miles of empire still to occupy, and the dwarven armies at the end of their supply chains, it was agreed to sign a straightforward peace with the Phoenix Empire. The upper reaches of Firanyalen above Lake Jorkad were ceded, cutting off the sun elven territories in the Deepwoods. There were also other plans for the territory. Engineers had been surveying the area while it was occupied by dwarven forces, and had identified the possibility of making use of the vast quantities of meltwater flowing off of the mountains around the valley to power machinery. Such a project would be a massive and expensive endeavour, but with the power of artifice and science it was very much within reach.


Heartland liberated

Birzartanšes surrendered shortly after the Empire withdrew from the war. Their heartland along the Gulf of Glass came under the control of the Union, and they were forced to withdraw up into the Harpy Hills, much as had happened with Dartaxâgerdim before them. The new cities were swiftly integrated into the Union and granted a combined seat on the Assembly, cementing full control over the Bahar region.

This is where low absolutism screws us over, we still can't take more than small bites at the moment especially in such a high-dev region. I'm working on changing that, though. On the plus side, as mentioned before we have zero unrest in our new territories.


Deeper, ever deeper

Ongoing expansion efforts in Orlghelovar reached an even deeper level, opening up space for vast dormitories and laboratories in the deeps. So deep down, it would take days for a dwarf to climb up to the surface entrance. Part of the effort was to create a grand central avenue that spiralled through all the levels of the hold, allowing a cart to travel from the deepest pits all the way to the surface on a rail not unlike the tracks used in the rest of the Dwarovar.


From civilian to military

Many of the engineers who had worked on the expansion found themselves out of work until the next big push began. They found ready employment in the army, who were interested in turning their talents towards bringing down the walls of enemy fortifications or, if the situation called for it, enemy holds.


Rise of institutions

As part of the growth of scientific institutions across the nation, an expansion of education was an inevitable outgrowth. Scientists and engineers needed to be trained, and even with dwarves' long lifespans the greatest scientists would need to pass on their knowledge eventually. The government supported the rise of these universities, funding one in each of the holds and major cities of the Union.


Integrating artificers into the national apparatus

The growth of centralized institutions also put pressure on the artificers, who had to that point operated as guilds of scattered inventors. Faced with funding problems as government money increasingly found its way to universities, many artificers agreed to state sponsorship instead of destitution. While funding these would put an increased strain on Union finances, it would increase the ability to direct inventions and integrate them into the economy and military.

Part of my effort to fix our absolutism problems. I haven't created any artificer regiments yet, as we still don't have enough capacity to actually run any inventions that would buff them.


The mastermind

The expedition into the vault resumed, but almost immediately they encountered an intelligent inhabitant. Attempts to speak to the mysterious metal dwarf failed, and he fled while laying traps in his wake claiming the lives of hundreds of the expedition. Still, the leaders of the team were intent to uncover the truth and find the link between the Legion and the runevault, so they pressed on intent to capture the dwarf.


An army of the slain

When next they caught up with dwarf, he unleashed an army of golems against them, each one crafted with the face of an expedition member that had been slain in the vault. The elan of the expedition overcame the despair of the enemy's appearance, and they held against the golem's charge and destroyed them.


The heart of the Runevault

Finally, they confronted the dwarf at the centre for the vault, which he had transformed into a control for the vast golem foundry that it had become. Verdric Topazbeard, as he identified himself, stood behind a machine capable of mass-producing an army. Putting together everything, a picture was beginning to emerge.

The Legion must have had contact with him before, introduced themselves as others wronged by the long-dead High King and offered an alliance. Presumably they had lost control of the portal to the mysterious pale goblins and had to approach the runevault from the front entrance. If they had managed to open his vault, their invasion would have been joined by an unending stream of golems from within the heart of the mountain. How narrowly such a disaster had been avoided.


The Goddess' Breath

A direct attack to stop Verdric seemed impossible against unending waves of automata, so a detachment of mages from the expedition set out to shut down the runeforge. So deep under the mountains, the only possible source of energy was Halanna's Breath, the life-giving magic that made the tunnels habitable. It was not difficult to find such a vast quantity of magic being piped into the machine, and then to turn it to mundane enchantment in order to shut off power to the machine and give the soldiers a chance to break through the golems and reach their creator.


The final showdown

With his workings coming undone, the expedition closed in on Verdric. He had one last trick up his sleeve though, and produced a device that could wipe out the expedition in an instant while leaving him alive, for whatever value of alive his metal body represented. The expedition leaders wanted answers, but they wanted to live even more, and the mages worked in tandem to eliminate the threat as quickly as possible. The metal traitor vanished into the ether, and the Runevault was theirs.


The Runevault is secure

It would take generations to decipher the workings of the vault and restart the runeforge, but even running at a lower capacity it could produce a steady stream of enchanted tools and golem workers. The Mage Guild set up a permanent outpost in the vault and began their studies, enjoying their home away from the increasingly science-dominated holds.

For finishing the dungeon, we get 2.5% power cost reduction permanently, which doesn't sound like much but it is equivalent to 25 extra innovativeness.


Specialization within the Union Army

As the military grew ever more complex, it was also becoming increasingly specialized. Beyond simple infantry or artillery regiments, armies now had dedicated engineer corps, signal corps making use of Sending Stones, and different units dedicated to assault, defence, skirmishing, and any other role that was needed. Each of these units was encouraged to have their own pride and sense of camaraderie, to further strengthen each soldier's will to fight.

With so many idea cost bonuses by the end we are actually running at less than 50% cost, so getting all the ideas was trivial. The final bonus for finishing offensive is a boost to morale recovery, which is good if you are in sequential battles. But the real prize is the policy, which gives another much-needed boost to our siege ability.


Ravelian Headquarters

In Westend, the Ravelian Society continued to grow until it became a fully fledged lodge, effectively the headquarters of the Society within the Union. While the greatest number of Ravelians could be found within Westend itself, they had spread throughout the cities and holds of the Union, participating in the natural sciences and joining into philosophical and theological debates. Almost every university had a growing chapter as young dwarves found the tenets of the Society highly compatible with the virtues encouraged by the nation.


Lessons still to learn

War erupted in the Empire of Anbennar again, with Estallen leading one side, and the Emperor in Wesdam leading the other. The Union Navy sailed towards the Dameshead to support their allies, but found themselves outmanoeuvred by the experienced Damerian sailors. Despite a theoretical numerical advantage, they were unable to bring it to bear and actually had two of their galleons boarded and captured by human marines. Rather than risk the whole fleet, they withdrew to repair, while Ovdal Tűngr's shipyards were shifted into high gear to add even more ships to the fleet.

The cultures around Dameria (the island in the middle) get the British 'Wooden Wall' doctrine giving them a +1 to naval combat. I was a bit too overconfident here.


The ruler of the Sarhel

Kheterata and Orlghelovar had been stand-offish cobelligerents for a long time, both having an obvious enemy in the Phoenix Empire but neither willing to commit to an alliance with the other. As the flames of the Phoenix suffered at their hands, the Khet turned their eyes to the north and saw a potential rival. Their human supplicants eagerly went along with the feline beings' proclamations, and trade between the two nations ground to a halt as a series of heavy tariffs choked merchants plying the waters between them. Kheteratan pirates were soon seen operating in Union waters, and naval effort had to be diverted away from the war in the Empire to suppress them.


Expanding research

The Institute underwent further expansion, with the government buying up huge swathes of the newly dug caverns in the depths of the hold to convert into more room for experimentation. As science and artifice grew more complicated, it also grew more dangerous, and larger and larger laboratories were required to shield scientists from the deadly products of their work.


Revenge at sea

Replenished and now more experienced in the Damerian waters, the Union Navy sailed into battle off the channel separating Dameria proper from the emperor's capital. His flagship was sunk and the rest of fleet sent into hiding. With the way clear, Union and Estalleni forces made the crossing into Wesdam and laid siege to the imperial palace.


Capture of the emperor

The half-elf himself was nowhere to be found in his capital, as he was leading armies on the eastern side of the Dameshead. He seemed to have intended to capture the Duke of Estallen, but instead found himself being captured as the Union Army caught him during a siege and unleashed a devastating barrage that shattered his army and sent even his personal scattering. Emperor Laurens VII surrendered, and a dwarven escort carried him to Estallen to open negotiations.


A ship of command

Inspired by the mighty galleons battling in the Dameshead, the shipwrights of Ovdal Tűngr began to produce a flagship for the Union Navy. Named 'Invincible' for its heavy sheathed armour that was nigh-impenetrable to standard cannons, it would be unbreakable core to the formation that could coordinate the fleet and ensure victory.


Corinite victory at last

The war concluded with a humiliating defeat for the Emperor, primarily in having to give up control of Anbenncóst, the de jure Imperial Capital and so-called 'City of the World's Desire'. It marked the last gasp of relevance for the Imperial title, brought low by an alliance of Corinites and outsiders in much the same way that Gawed had won the League War for the Adeanics a century earlier.


The Birzartanšesi collapse

Bulwar was now almost completely divided between the three great powers surrounding it. The Union, Kheterata and the Phoenix Empire had now all taken chunks out of Birzartanšes and the minor nation of Azka-Evran was in the process of annexing the remainder. A region that looked poised to become a three-way warzone at any moment. Whitebeard pondered whether to make the first move. The Harpy Hills were a natural barrier, and if they could be secured the whole region could be made impenetrable, at the cost of leaving the rest of Bulwar to oppression. Or, he could continue to focus on one of the two Empire leaving the risk of the other growing ever stronger.

They alll jumped on them before our truce had even run out


Witch King in the Deepwoods

There were other concerns as well. The would-be High King Gronmar had pushed out of the mountains and into the Deepwoods. From Escann, the half-orc Stalbóric Witch King Adran scoured the woods for magical secrets. And the Phoenix Empire remnants still held out. The Wood Elves, long time trade partners of the dwarves of the Reach, were suffering under multiple different levels of oppression. There was much to do, to enlighten the world, but the Union was ready to take on any challenge to do so.

To be continued…

Votes


We have two more votes today.

With the switch to state-owned artificers, we actually get to direct our research towards a specific function rather than a specific style. Please vote for one of the following:

A: Industry – Our economy can only benefit from increased efficiency and productivity.
B: Society – With artifice we can revolutionize our people's way of life
C: Military – The advent of gunpowder weapons transformed warfare, and artifice can take it further.

Secondly, the Ravelians are becoming more prominent in our nation. Though they are defined by a fervent belief in a single all-encompassing God, they are still diligent scholars and studious researchers with clear goals of understanding the natural world and bringing magic to the masses through the use of artificery. Making use of them, perhaps even encouraging the adoption of their tenets among our people, will help push our ideals even further.

There are rumours that they are planning to make a move on a much larger scale. We don't know exactly when it will happen, but it will be relatively soon. When the time comes, we should be ready to make a decision.

When the call goes out:

1: Join the Ravelians
2: Do not join them


Joining will further cement our diplomatic focus as being on the surface, as the other dwarven nations are unlikely to follow us in this. Also note that even if we vote against it doesn't mean we will be anti-Ravelian, we will just let them be.

(I was surprised when this event popped up for me in my Krakdhűmvror campaign and thought it would make an interesting decision here. If it doesn't fire for Orlghelovar, I'll pop it manually.)

Voting lasts 48 hours.

Average Lettuce
Oct 22, 2012


B2

Aesculus
Mar 22, 2013

Plan Blob Blob Blob:

C, 1

Natty Ninefingers
Feb 17, 2011
B2

idhrendur
Aug 20, 2016

A2

BraveLittleToaster
May 5, 2019
B2

McGavin
Sep 18, 2012

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

There is some good lore if you are successful with the first option at the finale there with the dwarf

Xelkelvos
Dec 19, 2012
A2

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
C2

There's a point where industry is already insane, and focusing more on that ends up just being overkill. Now if there were a way to plug money into holds to develop them instead of using monarch points, that would be ideal.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
C, 2

We've got enough on our plate in our own backyard, it seems.

meatbag
Apr 2, 2007
Clapping Larry
B,2

Pacho
Jun 9, 2010
B, 1
Artifice for the common dwarf, and human, and orc, and elf, and goblin...

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Pacho posted:

B, 1
Artifice for the common dwarf, and human, and orc, and elf, and goblin...

I agree that every orc and goblin needs artifice. That's why I voted for C.

NewMars
Mar 10, 2013
B1

inscrutable horse
May 20, 2010

Parsing sage, rotating time



B2

Soylent Pudding
Jun 22, 2007

We've got people!


C, 2

Slightly Lions
Apr 13, 2009

Look what I can do!
Is it possible to change our artificery focus later? I'm more interested in bringing artificery and magic to the masses with society focus, but it looks like we're about to be embroiled in a round-robin clusterfuck war tournament and should probably be ready for that.

Sybot
Nov 8, 2009

Slightly Lions posted:

Is it possible to change our artificery focus later? I'm more interested in bringing artificery and magic to the masses with society focus, but it looks like we're about to be embroiled in a round-robin clusterfuck war tournament and should probably be ready for that.

As mentioned during the previous artificery vote, I'll bring it up periodically to see if people want to change. Especially as within the next couple of updates we'll start getting the capacity to use our inventions.

On that note, I wanted to see if I could tip the scales a little by adding that going Ravelian will give us more artifice capacity. Not much too much, just 4-5 points (depending on whether it rounds up or down), but it might be enough to swing us into getting an extra invention online earlier once capacity unlocks properly.

Current votes are at:

A: Industry - 3
B: Society - 7
C: Military - 4

1: Ravelian Yes - 4
2: Ravelian No - 10

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Slightly Lions
Apr 13, 2009

Look what I can do!
Well in that case C1. The Ravelians seem cool, let's be science monotheists.

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