The Thrive Odyssey

Honestly, since the player count is dropping like flies, I think it would be best to let the game rest a little so people don’t get burnt out playing. I’ll post the next round in a few weeks, that should give enough time for everyone to rest and should hopefully reignite interest in the game.

6 Likes

About how much longer do you think the break will continue?

I don’t know, whenever I feel like picking it back up I guess. Especially since school started, I’m gonna be very busy so we’ll see

3 Likes

well, i am guessing that this has sadly died?

For now. I might pick it up later during a holiday or something, but I’m simply too swamped to continue working on this unfortunately.

3 Likes

After much thought (and thanks to @Nover452’s Politismos forum game), I’ve decided to reopen Pandora’s box and take a shot at GMing the Thrive Odyssey again. I think I just got burnt out before, but I feel motivated again and hopefully people will still be interested in continuing. Anyways, here’s Round 64, reworked with the new mechanics.

Story

It’s been a while, hasn’t it. A tonal shift in the universe ripples through the space-time continuum, transporting us to a different timeline where things are eerily similar, but still different. Some tech is revoked or reworked, while others are nerfed, but to get the full effect of these changes, check the entirety of your civ. Good luck explorers, and may you Thrive in this new Odyssey :smiley:

Volume 2: Divusion
Round 64 (revised) - 300 CE

Semetica
Phoenicia
Resources

Lumber: Common
Sand: Common
Stone: Common
Fertile Land: Plentiful
Clean Water: Common
Copper: Rare
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: Rare
Coal: Rare
Spices: Uncommon
Wildlife: Common
Plantlife: Common
Silk: None

Leader: Tekis

Actions: You have 2 actions (+1 for federating)
Result:

Cities: 3
Region: Southern Lebanon, Middle East
Stability: Sturdy 4

Time Bank: 4
Population: 740
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Bard (Thanks to your entertainment, you get a bonus to diplomacy and trade with other nations)

Culture: Trading, Religion (Four Elements, Entertainment, Singing), Diplomatic, Shifty, Sports, Artistic, Cooking, Sophisticated

Regions
Unnamed Region

Population: 740
Jobs: (I’ll let you assign them)
Cities: Tyre [Capital][330], Phoenix [180], Carthage [230]

Happiness: Unhappy

Needs: Jobs, Security, Unpopular Decision (War)

Politics

Government Type: Constitutional Monarchy (A republic with elected officials, as well as the authority of a king. The result of that is a bit of a combination of both, so double stability gains and penalties, as well as a bonus in policy roles, but with a slower happiness increase rate)
Policies: Laws

Economy

Status: N/A
Import: N/A
Export: N/A

Hollow Sand
Resources

Lumber: Uncommon
Sand: Plentiful
Stone: Common
Fertile Land: Common
Clean Water: Bountiful
Copper: Rare
Tin: None
Iron: None
Gold: Rare
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: Rare
Coal: Rare
Spices: Uncommon
Wildlife: Common
Plantlife: Common
Silk: None

Leader: Bizarre Pumpkin

Actions: You have 2 actions (+1 for federating)
Result:

Cities: 5
Region: Sinai Peninsula, Egypt
Stability: Sturdy 4

Time Bank: 1
Population: 385
Jobs: (I’ll let you assign them)
Status: Civilization, Plague

Type: Trader (You like wealth and love acquiring it even more, so naturally, you get along well with people who are willing to trade their wealth with you. You gain a bonus in trading and initial reputation)

Culture: Trade, Pacifist

Regions
Capital Region

Population: 302
Jobs: (I’ll let you assign them)
Cities: Hollow Dust [Capital][92], Currency [70], LOSERVILLE [50], Ex-Bananaramia [80]

Happiness: Unhappy

Needs: Jobs, Health (Plague), Morale

Dodo Colony
Resources

Lumber: Plentiful
Sand: Plentiful
Stone: Common
Fertile Land: Common
Clean Water: Plentiful
Copper: Rare
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: Rare
Wildlife: Plentiful
Plantlife: Plentiful
Silk: None

Population: 83
Jobs: (I’ll let you assign them)
Cities: Dodo Island Colony [Capital][83]

Happiness: Pretty Happy

Needs: Jobs, Food, Shelter

Culture: Trade, Pacifist, Ecologist

Politics

Government Type: Constitutional Monarchy (A republic with elected officials, as well as the authority of a king. The result of that is a bit of a combination of both, so double stability gains and penalties, as well as a bonus in policy roles, but with a slower happiness increase rate)
Policies: Quarantine [-2], Law of the Bird

Economy

Status: N/A
Import: N/A
Export: N/A

Military

Army: 0
Type: N/A
Weapons: Iron Melee (Sword, Trident [+4], Javelin [+2]), Standard Ranged (Longbow [Iron][+3]), Iron Protection (Shield [+4]), Rhinoceros [+2 or 3], Iron Armour (Chain [+4]), Sport [+1], Basic Artillery (Bomb [+2])
Tactics: N/A
Infrastructure: Training Academy [+2], Wall (wood [-1])

Technology

Tools: Bronze Age, Cargo Vessel [+2 or 4], Wheel, Gunpowder, Hot Air Balloon, Masonry [+3]
Structures: Mud hut, Farm, Hospital, Temple, Prison, Tyrinics (4 civ), Workshop [+1], Road (Dirt [+2 or 3])
Domestic: Goat, Horse
Science: Mathematics III [+1], Physics II, Chemistry II [+1], Biology I, Astronomy II
Other: Fishing, Agriculture, Pottery, Religion, Medicine [-1], Division of Labour, Currency [+2 or 5], Furnace, Iron, Government, Riding, Cheese, Writing, Purple Dye, Gunpowder

Relations
Federacia

Reputation: Dependable Friend

History: Discovery, Trade, Gift

Warao

Reputation: Interesting

History: Discovery

Persia

Reputation: War Enemy

History: Discovery, War

Mongolia

Reputation: Commercial Partner

History: Discovery, Trade, War Help

Federacia
Britannia
Resources

Lumber: Common
Sand: Rare
Stone: Uncommon
Fertile Land: Common
Clean Water: Common
Copper: Rare
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Uncommon
Plantlife: Common
Silk: None

Leader: King James II

Actions: You have 3 actions (+1 for federating)
Result: I have revoked muskets, demoting your ranged weapons to the latest tech I could find before guns, and your gears, coils and mechanised tools.

Cities: 7
Region: British Isles, Europe
Stability: Sturdy 4

Time Bank: 0
Population: 6250
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Diplomat (Thanks to your smooth-talking skills, you know how to convince people that you are nice, giving you a bonus to diplomacy and initial reputation)

Culture: Pacifist, Survivor, Modernism, Agrarian, Diplomatic

Regions
Sussex

Population: 1904
Jobs: (I’ll let you assign them)
Cities: Londinium [Capital][1004], Cambridge [900]

Happiness: Pretty Happy

Needs: Jobs, Food Diversity

Wessex

Population: 3646
Jobs: (I’ll let you assign them)
Cities: Winchester [990], Oxford [906], Truro [900], Hugh Town [850]

Happiness: Pretty Happy

Needs: Jobs, More Farmland, More Housing

Norshire

Population: 900
Jobs: (I’ll let you assign them)
Cities: Liverpool [900]

Happiness: Pretty Happy

Needs: Jobs, Better Infrastructure

Politics

Government Type: Constitutional Monarchy (Double stability gains and penalties, as well as a bonus in policy roles, but with a slower happiness increase rate)
Policies: Royal Federation, Law of Laicity, City Planning

Economy

Status: N/A
Import: N/A
Export: N/A

Italy
Resources

Lumber: Common
Sand: None
Stone: Rare
Fertile Land: Common
Clean Water: Bountiful
Copper: None
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None

Leader: Dukes Remus & Romulus

Actions: You have 3 actions
Result:

Cities: 7
Region: Southern Italy, Europe
Stability: Shaky 2

Time Bank: 0
Population: 7100
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Type: Modernist (Always in pursuit of innovation, you get a bonus in tech research rolls)

Culture: Diplomatic, Agrarian, Trader

Regions
Unnamed Region

Population: 7100
Jobs: (I’ll let you assign them)
Cities: Potentia [Capital][1050], Metapontum [1000], Grumentum [900], Rema [950], Roma [950], Heraclea [950], Atina [950]

Happiness: Unhappy

Needs: Jobs, Political Stability (Distance), Nearby Threat (Aggressive Nation), More Resources

Politics

Government Type: Federal Duchy (A monarchy within a monarchy, so double stability increase and loss)
Policies: Sovereignty

Economy

Status: N/A
Import: N/A
Export: N/A

China
Resources

Lumber: Common
Sand: Rare
Stone: Rare
Fertile Land: Plentiful
Clean Water: Bountiful
Copper: None
Tin: None
Iron: None
Gold: Rare
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: Common
Wildlife: Common
Plantlife: Common
Silk: Common

Leader: Han Dynasty

Actions: You have 3 actions
Result: Due to your low stability, people have started expressing their discontent with the federation, and will want to leave if the situation doesn’t improve soon. Some small riots have started, but are being suppressed by the swift governmental military authority.

Cities: 7
Region: China, East Asia
Stability: Chaotic -1

Time Bank: 0
Population: 8000
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Trader (You love wealth and you love acquiring it even more, granting a bonus in trade and initial relations)

Culture: Diplomatic, Agrarian, Trader, Arts, Music, Military

Regions
Unnamed Region

Population: 8000
Jobs: (I’ll let you assign them)
Cities: Chang’an [Capital][1400], Wuwei [1100], Xi’an [1100], Hanzhong [1100], Nanyang [1100], Chengdu [1100], Lanzhou [1100]

Happiness: Very Unhappy

Needs: Jobs, Political Stability (Great Distance), More Resources, Communication, Trade Route, Security

Politics

Government Type: Dynasty (Familial monarchy, double stability loss and increase)
Policies: Sovereignty

Economy

Status: N/A
Import: N/A
Export: N/A

Kugelland
Resources

Lumber: Plentiful
Sand: Rare
Stone: Rare
Fertile Land: Common
Clean Water: Common
Copper: Rare
Tin: Rare
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: Rare

Leader: Adalald

Actions: You have 2 actions (+1 for federating)
Result:

Cities: 5
Region: Austria, Europe
Stability: Steady 3

Time Bank: 2
Population: 2555
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Expansionist (You want to spread your tribe all over the world, which comes with a bonus in structure and exploration rolls)

Culture: Trade, Modern, Agriculture, Survivor, Religion (Pantheon, Offerings, Morals, Holidays)

Regions
Unnamed Region

Population: 1980
Jobs: (I’ll let you assign them)
Cities: Statdburg [Capital] [535], Zweibach [475], Generischesdorf [500], Nienstadtburg [470]

Happiness: Pretty Happy

Needs: Jobs, More Housing, More colonies, Trade routes

Unnamed Colony
Resources

Lumber: Plentiful
Sand: Common
Stone: Common
Fertile Land: Common
Clean Water: Bountiful
Copper: Rare
Tin: None
Iron: Rare
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None

Location: Venice, Italy

Population: 475
Jobs: (I’ll let you assign them)
Cities: Venedig [Capital][475]

Happiness: Happy

Needs: Jobs, Better Food, Trade Route

Culture: Trade, Modern, Agriculture, Survivor, Religion (Pantheon, Offerings, Morals, Holidays)

Unnamed Colony
Resources

Lumber: Common
Sand: None
Stone: Common
Fertile Land: Plentiful
Clean Water: Bountiful
Copper: Rare
Tin: Rare
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None

Location: Spain, Europe

Population: 500
Jobs: (I’ll let you assign them)
Cities: Generischesdorf [Capital][500]

Happiness: Happy

Needs: Jobs, More Resources, Trade Route, Import Exotic things

Culture: Trade, Modern, Agriculture, Survivor, Religion (Pantheon, Offerings, Morals, Holidays)

Politics

Government Type: Monarchy (Double stability increase and loss)
Policies: N/A

Economy

Status: N/A
Import: N/A
Export: N/A

Military

Army: 0
Type: N/A
Weapons: Iron Melee (Spear, Claymore, Battle Ax [+4], Javelin [+2]), Standard Ranged (Longbow [Iron][+3]), Basic Armour (Cloth [+1]), Advanced Protection (Iron Shield [+4], Buckler [+1]), Basic Siege (Catapult [+2 or 5])
Infrastructure: Stone Walls [-2]
Tactics: Ranks [+1], Shield Wall [+2], Phalanx [+2]

Technology

Tools: Iron Age, Fluyt [+2 or 4], Nets, Stargazing [+2], Microscope [+1], Wheel, Cartography [+3 or 5], Roman Concrete [+3], Irrigation, Loom, Medicine [-1], Soap
Structures: Cottage, Permanent Farm, Road (Stone [+3 or 4]), Granary, Secret [-4], Sewers [-2], Hospital [-2], Science Hub [+1], Museum
Domestic: Horse, Cattle, Hunting Dogs, Honeybee, Goat, Silkworm, Pig, Spider, Honeybee, Cat
Science: Mathematics III, Chemistry III [+1], Linguistics III [+2], Geology I, Secret III [+2], Secret III [-3], Physics I [+1]
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Paper [+1], Glass, Government, Riding, Gunpowder, Currency [+1 or 3], Embassy [+3], Silk fabric, Diamonds, Pottery

Relations
Celts

Reputation: Dependable Ally

History: Discovery, Trade, Gift, Help

Tarkahmehd

Reputation: Recurring Customer

History: Discovery, Trade

Indus

Reputation: Commercial Partner

History: Discovery, Trade

Joseon

Reputation: Amicable

History: Discovery

Mongolia

Reputation: Neutral

History: Discovery, Trade

Semetica

Reputation: Friendly Trader

History: Discovery, Help, Trade

Mexica

Reputation: Curious

History: Discovery

Arawak

Reputation: Curious

History: Discovery

Neanderthals

Reputation: N/A

History: N/A

Tarkahmehd
Resources

Lumber: Common
Sand: Uncommon
Stone: Common
Fertile Land: Common
Clean Water: Common
Copper: Rare
Tin: None
Iron: Rare
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: Rare

Leader: Evolution4Weak

Actions: You have 3 actions
Result: After evaluating your tech, I’ve decided to revoke machine tools and downgrade them to iron tools. I’ve also removed muskets and cannons, but you still have gunpowder and bombs.

Cities: 12
Region: Portugal, Europe
Stability: Sturdy 4

Time Bank: 1
Population: 32000
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Scout (You know the land like the back of your hands, which comes with the perk of a bonus in spying and exploration)

Culture: Fishing, Arts, Authority, Agrarian

Regions
Northern Region

Population: 9700
Jobs: (I’ll let you assign them)
Cities: Ecie [2200], Armand [2500], Balena [2500], Dirdam [2500]

Happiness: Pretty Happy

Needs: Jobs, Diverse Diet, Expansion

Southern Region

Population: 14300
Jobs: (I’ll let you assign them)
Cities: Acirema [Capital][4000], Anawal [2500], Latipa [3100], Aether [2500], Lilac [2200]

Happiness: Happy

Needs: Jobs, Health, Better Infrastructure

Eastern Region

Population: 8000
Jobs: (I’ll let you assign them)
Cities: Tarcie [3000], Larion [2500], Corena [2500]

Happiness: Pretty Happy

Needs: Jobs, Better farming tools, More Farmland

Politics

Government Type: Gerontocracy (The older, the wiser, right? Due to the age of your leaders, they change frequently and erratically, granting a higher chance for passive technology to develop, but also a higher chance for those rolls to fail)
Policies: Law, Sovereignty, City Planning, Rule of ⅓, Propaganda, Disaster Relief Programme

Economy

Status: N/A
Import: N/A
Export: N/A

Military

Army: 0
Type: N/A
Weapons: Iron Melee (Spear, Sword [+4]), Primitive Gunnery (Fire Lance [+2]), Basic Siege (Catapult [+2 or 5]), Iron Protection (Shield [+4], Buckler [+1]), Iron Armour (Chain [+4]), Firespitter [+4]
Tactics: Camouflage [+3], Shield Wall [-2], Ranks [+1], Boiling Oil [-2]
Infrastructure: Advanced Reinforced Walls (Cannons [-4]), Watchtower [-2], Training Academy [+2]

Technology

Tools: Iron Age, Net, Caravel [+4], Mail [+3 or 4], Cannon, Cartography [+3 or 5], Microscope [+2], Bath [-2]
Structures: Cottage, Farms, Storehouse, Town Hall [+1], Evo’s Code of Law [Landmark], Roads (Stone Brick [+3 or 4]), Bunker [-3], Millstone, Science hub [+1], Windmill [Success], Dock [+2][Success], Granary, Spy-Away [-4], Hospital, Watermill, Sewage [-2], Workshop [+1], Embassy
Domestic: Chicken, Goat, Sheep, Horse, Eagle, Silk Spider
Science: Mathematics V, Physics III [+1], Chemistry III [+2], Geology II [+2]
Other: Fishing, Trapping, Agriculture, Government, Division of Labour, Pottery, Blast Furnace, Iron, Paper, Currency [+2 or 5], Gunpowder, Riding, Glass, Secret, Leather

Relations
Federacia

Reputation: Knowledgeable Trader

History: Discovery, Trade

Tequesta

Reputation: Amicable

History: Discovery

Mongolia

Reputation: Chilly

History: Discovery, Trade

Mexica
Resources

Lumber: Common
Sand: Common
Stone: Common
Fertile Land: Plentiful
Clean Water: Bountiful
Copper: Rare
Tin: None
Iron: None
Gold: Rare
Precious Stones: Rare
Obsidian: Uncommon
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: None
Wildlife: Uncommon
Plantlife: Common
Silk: None

Leader: Montezuma

Actions: You have 3 actions
Result: After evaluating your resources, I’ve decided to revoke your iron gear and demote it to obsidian or bronze. Furthermore, your sources of tin have depleted, meaning you can’t make any more bronze gear until you find more of it, and you’ll lose your bronze tech in 5 turns (Normally it would be less because of the time frame but since I’m updating the civs I’ve decided to grant extra time).

Villages: 7
Region: Valley of Mexico, Mexico
Stability: Strong 5

Time Bank: 0
Population: 20000
Jobs: (I’ll let you assign them)
Status: Civilization

Type: Shaman (You are devoted to helping others while pondering about the mysteries of the Cosmos. This grants you a bonus in tech research and initial reputation)

Culture: Pacifist, Spiritual, Modernist

Regions
Western Region

Population: 8500
Jobs: (I’ll let you assign them)
Villages: Mexihà [Capital][3500], Austhuala [2500], Tacho [2500]

Happiness: Happy

Needs: Jobs

Eastern Region

Population: 5000
Jobs: (I’ll let you assign them)
Villages: Texcoco [2500], Xalapa [2500]

Happiness: Happy

Needs: Jobs

Southern Region

Population: 6500
Jobs: (I’ll let you assign them)
Villages: Ocuituco [3250], Chiapan [3250]

Happiness: Happy

Needs: Jobs

Politics

Government Type: Monarchy (Double Stability Gain and Loss)
Policies: The Laws of Man

Economy

Status: Weak
Import: Maple Syrup
Export: Honey

Military

Army: 0
Type: N/A
Weapons: Advanced Melee (Bronze Spear, Obsidian Sword [+4]), Basic Ranged (Shortbow [Flaming [+1 or 2]), Intermediate Armour (Bronze [+3]), Basic Siege (Catapult [+2 or 5]), Intermediate Protection (Bronze Shields [+3]), Basic Artillery (Bomb [+2])
Tactics: N/A
Infrastructure: Training Academy [+2], Walls (Stone [-2])

Technology

Tools: Standard (Obsidian), Telescope, Medicine, Canal, Caravel [+4]
Structures: Adobe House, Farms, Beehive, Palace , Sola Eclipsa (Landmark), Road (Dirt), Granary, Market [+4], School [+2]
Domestic: Honeybee, Turkey
Science: Mathematics III [+1], Chemistry I, Physics III [+1], Biology I
Other: Agriculture, Parchment, Division of Labour, Furnace, Government, Bronze, Fishing

Relations
Maya

Reputation: Helpful

History: Discovery, City Help

Federacia

Reputation: Curious

History: Discovery

Canada

Reputation: Commercial Partner

Trade Route: Maple Syrup (In), Honey (out)
History: Trade Route

Mongolia
Resources

Lumber: Uncommon
Sand: Uncommon
Stone: Common
Fertile Land: Uncommon
Clean Water: Common
Copper: Rare
Tin: Rare
Iron: Rare
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Uncommon
Plantlife: Common
Silk: None

Leader: Kada Khan

Actions: You have 3 actions
Result: After evaluating your tech, I’ve decided to revoke machine tools and downgrade them to iron tools. I’ve also removed muskets and cannons, but you still have gunpowder and bombs.

Cities: 11
Region: Mongolia
Stability: Sturdy 4

Time Bank: 0
Population: 11852
Jobs: (I’ll let you assign them)
Status: Civilization QUEST: Pirate Problem

Type: Progressive (Moving away from your violent past, you turn to a more peaceful and research-focused drive, granting a bonus in tech and infrastructure rolls)

Culture: Warfare, Conquest, Expansion, Religion (Pantheon, Sacrifice), Progress

Regions
Eastern Region

Population: 2100
Jobs: (I’ll let you assign them)
Cities: Daichin [1050], Anchin [1050]

Happiness: Happy

Needs: Jobs, Food, Better Clothing

Capital Region

Population: 9244
Jobs: (I’ll let you assign them)
Cities: Kherzit [Capital][2452], Akkalat [1045], Odokh [1427], Baltakhand [1120], Ulaan [1100], Bataar [1100], Fort Kharuul [1000]

Happiness: Pretty Happy

Needs: Jobs, Health, Diverse Diet

Egyptian Colony
Resources

Lumber: Uncommon
Sand: Bountiful
Stone: Common
Fertile Land: Bountiful
Clean Water: Bountiful
Copper: Uncommon
Tin: Rare
Iron: Uncommon
Gold: Rare
Precious Stones: Rare
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: Common
Wildlife: Uncommon
Plantlife: Uncommon
Silk: None

Location: Nile River, Egypt

Population: 2095
Jobs: (I’ll let you assign them)
Cities: Burkhag Beleg [Capital][1035], Zaluu Khot [1060]

Happiness: Happy

Needs: Jobs, Better farming tools

Culture: Agrarian, Peaceful, Religion (Pantheon, Sacrifice), Progress

Politics

Government Type: Monarchy (Double Stability Gain and Loss)
Policies: Sovereignty, City Planning, Law, Treaty of Babylon

Economy

Status: N/A
Import: N/A
Export: N/A

Military

Army: 0
Type: N/A
Weapons: Iron Melee (Halberd [+2], Scimitar [+4]), Standard Ranged (Longbow [Flint, Flaming [+2 or 3]), Chain Iron Armour [+3][Fear], Iron Protection (Shield [+4]), Basic Artillery (Bomb [+2])
Tactics: N/A
Infrastructure: N/A

Technology

Tools: Iron Age, Wheel, Chariot, Hot Air Balloon, Catamaran [+3], Mail [+3 or 4], Bath [-2], Gears
Structures: Fancy House, Research hub [+1], Road (Stone Brick [+1 or 2]), Port [Success], Embassy [+2], Sewers [-2], Intelligence Network [-3], Hospital [-2], Town Hall [+1]
Domestic: Horses, Sheep, Elk, Hunting Dogs, Silk Spider, Eagle
Science: Linguistics I [+2], Mathematics II [+1], Physics I [+1], Chemistry II [+2]
Other: Riding, Religion, Blast Furnace, Iron, Fishing, Division of Labour, Government , Writing , Currency [+2 or 5], Agriculture, Floating lantern, Silk

Relations
Semetica

Reputation: Knowledgeable Trader

History: Discovery, Trade

Federacia

Reputation: Cold

History: Discovery, Race for China

Tarkahmehd

Reputation: Warmonger

History: Discovery, Trade

China

Reputation: Generous Potential Ally

History: Discovery, Trade, Gift

Persia

Reputation: Grudgeful

History: Discovery, War, Peace

Joseon

Reputation: Friendly Neighbour

History: Discovery, Gift, Embassy

Indus

Reputation: Friendly

History: Discovery, Trade

Barberg
Resources

Lumber: Uncommon
Sand: None
Stone: Common
Fertile Land: Uncommon
Clean Water: Bountiful
Copper: Plentiful
Tin: Rare
Iron: Uncommon
Gold: None
Precious Stones: Rare
Heavy Metals: None
Petroleum and/or Natural Gases: Rare
Coal: Common
Spices: None
Food: (Wildlife and Plantlife): Common
Silk: None

Leader: Petter Oisson

Actions: You have 2 actions
Result:

Villages: 2
Region: Ob river, Northwest Siberia
Stability: Steady 3

Time Bank: 0
Population: 164
Jobs: N/A

Status: Civilization

Type: Scavenger (You’re used to scrounging for resources, which made you really good at scavenging, granting a bonus in exploration and infrastructure rolls of +2)

Regions
Unnamed Region

Populaation: 164
Jobs: N/A
Villages: Archalburg [Capital] [105], Flodan [59]

Happiness: Happy

Needs: Jobs, Government, Farming

Politics

Government: N/A
Policies: N/A

Economy

Status: N/A
Import: N/A
Export: N/A

Military

Army: 0
Type: N/A
Weapons: Bronze Melee (Spear, Sword [+3]), Basic Ranged (Shortbow)
Tactics: N/A
Infrastructure: N/A

Technology

Tools: Iron Age, Net, Medicine, Sailboat [+2], Medicine [-1]
Structures: Log cabin, Farm
Domestic: Reindeer, Chicken
Science: Geology I [+1]
Other: Agriculture, Fishing, Trapping, Division of Labour, Furnace, Bronze, Writing [+2]

Relations

None so far

Qurxtaz
Resources

Lumber: Common
Sand: Uncommon
Stone: Plentiful
Fertile Land: Rare
Clean Water: Plentiful
Copper: Rare
Tin: Rare
Iron: None
Gold: Rare
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None

Leader: Raqrix yus ixtal

Actions: You have 2 actions
Result:

Villages: 2
Region: Nahuel Huapi Lake, Patagonia
Stability: Shaky 2

Time Bank: 0
Population: 126
Jobs: N/A

Status: Civilization

Type: Defensive (As survivors of persecution, you’ve learned to fend for yourself, giving you a bonus to defense roles. However, as a result, you are quite distrusting of other nations, starting at cold relations instead of neutrality)

Culture: Distrusting, Nostalgic

Regions
Unnamed Region

Population: 126
Jobs: N/A
Villages: NAME [Capital][80], NAME2 [46]

Happiness: Happy

Needs: Jobs, Education, Security, Government

Politics

Government Type: N/A
Policies: N/A

Economy

Status: N/A
Import: N/A
Export: N/A

Military

Army: 0
Type: N/A
Weapons: Copper Melee ( Spear, Sword [+2]), Basic Ranged (Shortbow), Wood Protection (Shields [+1])
Tactics: Shield Wall [-1]
Infrastructure: Walls (Wood [-1])

Technology

Tools: Bronze Age, Net, Sailboat [+2]
Structures: Log House, Farms, Road (Dirt)[+1]
Domestic: Rhea, Coffee
Science: Mathematics II [+2]
Other: Agriculture, Division of Labour, Furnace, Bronze, Fishing

Relations
Inca

Reputation: Hostile

History: Discovery, Hostility, Escape

By the way, one thing I’ve decided to change is the armour system. For now, instead of linear progression, all three armour types (chain, scale, plate) have their ups and downs:

  • Chain: Cheap, heavy, good ranged protection, great melee protection, most flexible
  • Scale: Cheapest, light, great ranged protection, good melee protection, very rigid
  • Plate: Most Expensive, heaviest, best ranged protection, best melee protection, least flexible

Depending on your combat style, it would be more advantageous to choose one type over the others.

@blackjacksike @Mr.Pigeon @Evolution4Weak @OoferDoofer @MechanicalPumpkin @TeaKing @Nover452 @Gotor @doomlightning

9 Likes

WE ARE BACK in a new universe!


People Distribution:

  • 12% - Fisherman - Fish The Fish
  • 12%- Farmer - Farm The Farms
  • 12% - Herders - Manage The Animals
  • 20% - Builders - Build The Building And Craft The Tools
  • 20% - Philosophers - Research The Technology
  • 4% - Explorers - Explore the land nearby and faraway
  • 20% - Soldiers - They Keep The Peace In The Village And Guard The Village From Outside Threat

Is this how people distribution work? should I have less specific jobs?


Military Composition:

  • 25% - Infantry (Melee)
  • 25% - Rifleman (Ranged)
  • 25% - Navy (Boat)
  • 25% - Cavalry (Horse)

Actions:

Action 1: Create the National Resource Department

  • This should handle the cataloging and management of resources

Action 2: Create the National Research Board

  • Helps to consolidate and manage research and funding for the sciences

Action 3: Create the Department of Agriculture

  • Helps to manage food production of all manners like crops, livestock, and fishing

Action 4: Trade with Federacia


Trade Offer:

  • Federacia

    • Loom
    • Roman Concrete
    • Honeybee
    • Permanent Farms
    • Linguistics III
    • Diamonds
  • Tarkahmehd

    • Chicken
    • Silk Spider
    • Physics II
    • Blueprint for a Embassy
2 Likes

Yes the jobs are good. Since you’re at the third development level, jobs are percentage-based and will be dynamically changing in accordance to the resources present, as well as “dead weight” in the form of jobless people.

Trade routes should include the import you are trading with the nation and an export you are giving in exchange.

Jobs

Overall

  • 4250 food production (31.6%)
  • 2750 soldiers (20.5%)
  • 3250 menial jobs (24.2%)
  • 1500 skilled jobs (11.2%)
  • 1689 miscellaneous (12.5%)

Eastern Region

  • 750 fishermen
  • 750 soldiers
  • 600 miscellaneous

Central Region

  • 1750 herders
  • 750 farmers/hunters
  • 2000 soldiers
  • 500 sanitation/health workers
  • 500 Clergymen
  • 2000 Laborers
  • 1000 intellectuals (teachers, professors, scientists, etc.)
  • 744 miscellaneous

Egypt Colony

  • 1000 farmers
  • 750 miners
  • 345 miscellaneous

Military

  • 750 footman (450 light and 300 heavy)
  • 600 archers (500 normal, 100 horse archers)
  • 400 cavalry (350 light, 50 heavy khan’s guard)
  • 800 navy (600 in small ships, 200 in warships)
  • 200 in hot air balloons (100 in scouts, 100 in bombers)

Actions:

  • Action 1: Set up mines in Egypt for metals and gemstones
  • Action 2: Sail east to where the pirates are coming from, offering them gifts for if they stop attacking the Joseon.
  • Action 3: Set up a trade route with China where I give them metals such as copper and iron, and they give me many different foods, which are distributed throughout the eastern and central regions

@Evolution4Weak I hope you don’t mind that I stole your format
and @OmnipotentFNarr my total population is off by 2000. is that because you aren’t counting Egypt?

1 Like

It really has been a while, but glad to see we are back in bussines! (And with important logistical matter to be solved no less!)

Job Distribution
Total Manpower: 20,000

As of the moment, the Mexican workforce is as it follows:
The agricultural sector is the dominating one, having the astonishing 9,874 men [49,37% of the population] total working on the fertile lands. They deal with, as their name may suggest, crops, honey farms, livestock houses, etc. Most Mexicans outside the capital tend to end up working as farmers.
After the farmers follow the merchants, who have seen rise in their profession ever since contacts have been made with the outside world [Maya; Canada]. 4,653 men [22,815% of the population] have devoted themselves to the art of trade.
Then come the soldiers, 3,000 men.
Builders, 1,000 men.
Miners, 1,000 men.
Capital Militia, 200 men.
Priests, 150 men.
Astronomers, 100 men.
Administrators (of provinces, towns, cities), 75 men.
Scholars, 37 men.
1 - Montezuma.

Action I

Due to a recent shortage of tin - a material much needed for our economy/industry - we have decided to seek help from the outside. Sending diplomats to the Mayans, who we consider close allies of ours, we aim to find out if they know any places that may hold what we seek.

Action II

We send scouts across the valley into yet unclaimed territory to see if it is uninhabited - perhaps expansion of our empire may solve our problems.

Action III

Another possible solution to our problem is trying to find possible tin ore on our own soil. It is time to see if our scholars are worth their salt - they are tasked to use their knowledge and find land which holds tin and report back to the capital if their task is successful.

(A bit of an uninspired turn, for which I apologize, but I promise the next time I’ll try and do something bit more detailed)

2 Likes

Hmm, i wanted to play with religions here, but, i suppose, I’ll do it little later
And my actions, i wrote last round, weren’t described in your message. Can i know, why?
Actually, actions

  1. Create a new village on other side of mountains. It will be the new region “Baconen” (by Sweden “Bacon bergen” - behind the mountains). Old region - Har ( by “here” on Sweden).
  2. Create a council of elder, having a power in there region: king and elders → other humans. King has a bigger power of voice in council.
    Oh, i suppose, i should create a religion to create the elders and strengthen the position in society? It will wait for the next round, if it’s an action.

I did not actually write a new round, I simply took the previous round and updated it with the new mechanics. That’s why I didn’t write people’s actions.

2 Likes

Thanks Omni!

People distribution on Hollow Dust

20% fishermen

20% Builders (building any new structures)

30% Scouts, in case if there are any other civilizations to do diplomacy or trade with

30% Farmers

Action 1: Ship some of the lumber from the DoDo colony to the capital

Action 2: start researching medicine such as the cure to the Black Plague

1 Like

@TeaKing, just need your actions.

2 Likes

actions:
1 upgrade our wood walls to stone walls
2 train my soldiers

jobs:
Farmer [38]
Fisher [34]
Potter [14]
Priest [12]
Scout [20]
Builder [18]
Hunter [18]
Medic [20]
Scientist [34]
rest is soldiers

My actions are private.

Sorry for taking so long to write the round everyone, I had exams and was generally busy for the past few weeks, but I should be able to publish the round this weekend.

3 Likes

I’m sorry to let you all down everyone, but I’m going to drop the Thrive Odyssey once again, this time indefinitely.

It was quite a journey, from humble beginnings to massive civilizations, but it’s gotten too big for me to handle. It would take me more than a week to write a single round and I just don’t have that kind of time. It was a nice hobby, but I don’t see myself siphoning that much time out of my busy life, it’s unsustainable. I mean, it’s been more than a month since the last round!

Anyways, this is like my official farewell as GM. It was fun, but it had to end eventually, it just happened sooner rather than later.

If you would like, I can post the unfinished round and someone else might step up and take the torch, as I had when CalvinTheThriveling first designed the game.

@blackjacksike @Mr.Pigeon @Evolution4Weak @OoferDoofer @MechanicalPumpkin @TeaKing @Nover452 @Gotor @doomlightning

8 Likes

So long, comrade. O7

5 Likes

This truly was a great journey, perhaps the best experience I’ve ever had with a forum game…

I’d like to say I want to take over for the game, but unfortunately I don’t have much time on my hands as well.

I guess I can work on the wiki for the history of the Thrive Odyssey world, as well as the nations (as long as I can get everyone else’s permission).

4 Likes