The Thrive Odyssey

Is burning rats nest a military action? I mean, the Romans did the same thing I think…

Sure, I’ll allow it.

The fact that it is dangerous is good.

They felt a distant ancestor smile upon them as they dug the floor to form trenches,

Nice reference.

I think I will proceed to civ stage now, if it doesn’t give me an unfair advantage. More complexity could be good, and might assist with keeping track of the replacement with humans. It’s also nice, if this expedition works, that it will happen at the same time as the arrival of writing.

The herders, farmers and healers build a system of roads and towers for keeping a lookout. The fishermen of Laestrygon and all the soldiers except one work on upgrading the sailboats to Polynesian-style catamarans. The traders and a soldier head to Phonecia and swap a soldier for a scribe. This soldier will bring longbows to them, and the scribe will bring writing and the first human to Laestrygonia. The fisherman of Xirimiri, hearing news of a plague, decide to develop hospitals to care for and isolate the sick.

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I want to boost my traders to 20 guys and trading and improve relationshions with the marcelians
The rest discover how to make beter houses
My bulders are now 20 and I want the to make a town hall
(Administrative center) for my leader
My soldiers will try to discover the phalanx formation

Story

For one nation, civilisation is now finally at arm’s reach! The entire world seems to grow weary of the new plague going on, despite it not being spread out of its mainland, but it’s also tensing as the race for superior military goes on. Siege weapons, towers, swords, all is being researched as war seems but a sliver away…

Volume 2: Diffusion
Round 48 - 4,000 Years ago

NEW Civilisation instructions

Welcome to civilisation! It’s similar to the village stage, but there are still some notable differences. Actions will be influenced a lot more by different aspects according to their category. For example, warfare is now allowed, and attacks and such will have the diceroll changed a lot by military might, unit count, intimidation and even strategies. Relations will also be more complex, as trading with nations won’t be the only way to raise your reputation with them. Favours, gifts and pacts are a few of the numerous new ways you can become allies. But it doesn’t stop there! Not only can you be allies, you can also form coalitions, unions and federations! As a federation, you could essentially become more than one player controlling the same country. Your archetypes also aren’t set in stone anymore, and can change in accordance to you playstyle to give you more favourable bonuses. It’s very vague right now because it’s not completely fleshed out (ideas are welcome), but it also leaves wiggle room as sort of guidelines to make the game experience more fun.

Now go on, and enjoy modernity!

Phoenicia

Leader: Tekis

Actions: [30] New village, [28 (fisher, Scientist)] Better boats, [45] Roads
Result: 19/20 -6 = 13/20, 15/20 -6 +2 = 11/20, 16/20 -5 = 11/20
You send a group of people to establish a new village North of Tyre. Phoenix, the new village, gets built fairly quickly and offers space for new people to move in.

Your fishers and scientists were tasked to find a better way to get around than with dingy rafts, so they get to work, testing different materials to see which would work best. They discover the effect of wind pushing boats forward and use this discovery to their advantage by adding sails made of cloth to the boats to catch more wind, making sailboats. These sailboats help the fishermen go further away from shore and help them catch bigger fish, increasing population. Sailboats will give +2 to sailing rolls.

Getting around sometimes isn’t easy because of the rough terrain. That is why your people decided to make pathways between buildings, which improves the area, giving you +2 to structure-related rolls and +3 to trading rolls if you set up a trade route with another nation.

Also, you were visited by the Laestrygonians. They told you the tale of a land far away they have recently visited, plagued with an incurable disease that spreads like wildfire. They also trade you longbows with bronze arrows in exchange of writing, which you give. You also gained population and increased your relations from all the trading, making you allies.

Congratulations, you have gained a second global action.

Villages: 2 (Tyre [Capital][76], Phoenix[57])
Region:Southern Lebanon, Asia (Middle East)
Stability: Strong 5

Population: 138
Jobs: Farmer [26], Fisher [26], Potter [14], Priest [6], Scout [5], Builder [6], Hunter [4], Healer [4], Scientist [12]
Status: Sedentary Agricultural Village

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

Technology

Tools: Bronze Age, Sailboat [+2]
Weapons: Basic Melee (Spear, Club), Standard Ranged (Longbow [Bronze][+2]), Trident
Structures: Mud hut, Farm, Road [+2 or 3]
Domestic: Goats
Other: Fishing, Agriculture, Pottery, Religion, Medicine, Division of Labour, Currency [+2 or 5], Oven, Bronze

Religion

Deity: the Four Primordial Elements
Beliefs: They must be entertained through singing and dancing.

Relations
Laestrygonians

Reputation: Ally 4
Shared Technology: Goat domestication, Rafts, Oven, Currency, Writing, Longbow

"Hollow Sand

Reputation: Great 3
Shared technology: Currency, Writing [+2]

Hellenes

Leader: Tiresias

Actions: [20 (Traders)] Improve relations with Marcellians, [47] Better houses, [20 (Builders)] Town Hall, [20 (Warriors)] Better shields for formation
Result: 19/20 -7 +1 = 13/20, 16/20 -4 = 12/20, 20/20! -7 +1 = 14/20, 18/20 -7 +1 = 12/20
You send your traders off to trade with the Marcellians in hopes of improving your relations with them. They enter the settlement of Cassius and trade different goods with them. They get along quite well and improve relations once again. They are now your allies and will assist you if you ever need help.

The rest of the village get to work trying to build better housing to accommodate the increasing population. They make big houses out of wooden planks reinforced with mud bricks, which gives more room to increase your population.

The builders are tasked with a more ambitious project, that of making a huge town hall to assist with the daily life of the villagers. The building they design is huge and fancy, but also practical. It helps manage village duties, which gives a +2 to research, or +3 if there is also a government.

Your warriors are disciplined and learn formations for better strategic military power. They learn the Phalanx formation after making their shields bigger, which gives them a good defense against arrows while still being able to attack with their spears. This formation will give +2 to combat rolls.

Villages: 1 (Apolonia [Capital])
Region: Coast of Epirus, Greece
Stability: Strong 5

Population: 123
Jobs: Farmer [15], Miner [10], Herder [10], Warrior [20], Blacksmith [5], Trader [20], Healer [5], Inventor [8], Builder [20]
Status: Agricultural Village

Type: Outcast (Because of your peculiar nation’s practices, others tend to stay away from you, giving lower initial reputation. On the upside, this gives you a bonus to technology development and you are harder to spy on)

Technology

Tools: Copper Age, Fertilizer
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow), Primitive protection (Long Shield [+1]), Standard Armour (Bronze [+2]), Formation (Phalanx [+2])
Structures: Mud Brick House, Walls, Town Hall [+2 or 3]
Domestic: Cattle
Other: Oven, Bronze, Agriculture, Division of Labour, Pottery

Relations
Laestrygonians

Reputation: Good 2
Shared technology: Copper Armour, Dvision of Labour, Walls, Bronze

Marcellians

Reputation: Ally 4
Shared technology: Walls, Bronze armour, Targe

Britannia

Leader: Arthur of Londinium

Actions: [36 (Speakers)] Advise the people to stay home, [36 (Fishermen)] Fishing and food delivery, [38 (Knights, Soldiers)] Destroy rodents
Result: 19/20 -6 +3 = 16/20, 15/20 -6 +3 = 12/20, 20/20! -6 +3 = 17/20
Now that there was a pandemic going on, the king spent no time ordering his speakers to announce the quarantining procedures to limit the spread of the disease. It worked, since no one was leaving their house anymore other than the fishermen, while the crops and animals were left to die, since they could also be infected. This will give a -1 to the death diceroll.

The fishermen were now the only producers, working all day to catch enough fish to feed the entire village. The nets were very useful, catching a lot more fish than by spear, so it reduced the workload by a bit. Then, as they were tasked, the fishermen prepared the food very cautiously and delivered the rations to the different families’ doors. While this prevented additional lives from being taken, it adds no bonus to the death roll. It also increased the population a bit.

The knights and soldiers were given the dirty task of exterminating all the pests around the village to limit the spread of the disease. They went around, burning down any small nests they found and all the corpses piled in people’s backyards. This will definitely help limit the spread of the disease, add a -1 to the death roll.

Death roll: 3/6 -2 = 1/6

One unfortunate individual has succumbed to this plague that you may name if you want. The symptoms are also up to you, but one of them has to be total respiratory failure, which leads to death.

Villages: 1 (Londinium [Capital])
Region: British Isles, Europe
Stability: Steady 3

Population: 114
Jobs: Fisherman [36], Speaker [36], Soldier [28], Knight [10]
Status: Sedentary Agricultural village, PLAGUE

Type: Diplomat (Thanks to your smooth-talking skills, you know how to convince people that you are nice, giving you a bonus to negotiations and initial reputation. You also start with extra population)

Technology

Tools: Advanced (Iron), Sailing [+2], Nets, Navigation [+2]
Weapons: Advanced Melee (Iron Spear, Claymore, Battle Ax [+4]), Basic Ranged (Shortbow)
Structures: Stone houses
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping

Relations
Laestrygonians

Reputation: Great 3
Shared technology: Oven, Bronze, Sailing [+2], Bronze Weapons, Navigation [+2]

Laestrygonians

Leader: Orko

Actions: [68] Watch tower road system, [34 (25 fishermen)] Better boats, [37 (36 Traders)] Trade with Phoenicia, [Global] Build hospitals for the sick
Result: 18/20 -5 +2 = 15/20, 19/20 -7 +1 = 13/20, 20/20! -7 +2 +5 +4 = 20/20!, 20/20! +2 = 20/20! (Wow, two twenties!)
You expand your horizon even further by building more watchtowers and linking them with roads, which will let you see your enemies from even further away, giving attackers -2 to their attack rolls.

Your fishermen and soldiers decide that their fishing boats could use an upgrade, so you task them on improving them. They make the boats wider and give them triangular adjustable sails. These catamarans are a lot better and their adjustable sails can utilise the wind more efficiently, which means they will give a +3 to sailing rolls.

You visit the Phoenicians in search of scribes, so that you may take one home. The Phoenicians accept and give you one of their literate men for your longbows and bronze arrows. You also traded lots of goods, increasing your population. This has once again increased your relations, and you are now allies. You now have writing, which will give you +2 to technology research related rolls.

When you heard of the outbreak that occurred in Britannia, you tasked the people of Xirimiri to build a structure to accommodate the sick. They built a hospital, a multiroom building which the healers can visit to treat the sick without fear of spreading the infection. Thankfully, none of your traders had caught the infection, but it’s still better to be prepared in case the plague does reach the land.

You are now officially a civilisation.

Villages: 2 (Laestrygon [Capital], Xirimiri)
Region: Normandy, France
Stability: Strong 5

Population: 166
Jobs: Fisherman [45], Goatherd [40], Trader [36], Healer [2], Farmer [26], Soldier [10]
Status: Civilisation

Type: Trader (All that time working with the ground has made you accumulate an abundance of resources you know others want, granting you a bonus in trading and initial population)

Technology

Tools: Basic (Wood, Bone), Catamaran[+3], Nets, Stargazing [+2], Herbal Medicine
Structures: Sod House, Farm, Dirt Roads [+2 or 3]
Domestic: Goats
Other: Fishing, Trapping, Division of Labour, Agriculture, Oven, Bronze, Currency [+2 or 5]

Politics

No government, might move relations to politics
Global Happiness: Happy 3
Crime rate: Low

Economy

State: Prosperous
Source of Income: Trade

Culture

Trading, Fishing, Military

Military

Army: 10 units
Type: Infantry [10]
Weapons: Intermediate Melee (Bronze sword, Bronze spear [+3]), Standard Ranged (Longbow [Bronze][+2]), Standard Armour (Bronze [+4])
Infrastructure: Watchtower, Trench, Wall

Relations
Phoenicians

Reputation: Ally 4
Shared Technology: Goat domestication, Rafts, Oven, Currency, Longbow (Bronze [+2]), Writing

Tarkahmehd

Reputation: Good 2
Shared Technology: Fishing, Trapping, Sailboat

Muppans

Reputation: Great 3
Shared Technology: Goat Domestication, Agriculture

Britannia

Reputation: Great 3
Shared technology: Oven, Bronze, Sailboat [+2], Bronze weapons, Navigation [+2]

Hellenes

Reputation: Good 2
Shared technology: Division of Labour, Bronze Armour, Bronze, Walls

Bananarama

Leader: Barando

Actions: [Global] Mathematics, [Global] Soldier Training
Result: 19/20 +2 = 20/20!, 6/20 +3 +3 = 12/20
Your people must use their new writing skills to conjure up equations to come up with formulae to predict trajectories and distances. With their new knowledge of mathematics, which will give +1 to research rolls, they build catapults (because of the 20/20, otherwise it would just be mathematics), which they can use to throw debris over city walls and grant +2 to combat or +5 if they are only used on infrastructure.

You train your children to be better warriors by building training academies, which will prepare them for the afterlife. In these academies, soldiers can practice techniques and polish their skills to be sure they are ready for combat. Thanks to all the training, this will give a +2 to combat rolls.

Villages: 2 (Musa Saientum Fixa [Capital], LOSERVILLE)
Region: Nile banks, Egypt
Stability: Sturdy 4

Population: 59
Jobs: Soldier [6]
Status: Sedentary Agricultural village

Type: Zealot (You know your faith is the right one, and you want everyone to believe in it, whether by will or at gunpoint. This grants you a bonus in combat and religion but a malus in initial reputation, as people feel intimidated by your warmongering)

Technology

Tools: Standard (Stone, Flint)
Weapons: Standard Melee (Spear [Flint, Stone], Club), Standard Ranged (Longbow [Flint, Flaming][+2 or 3]), Basic Armour (Leather [+1]), Basic Siege (Catapult [+2 or 5]
Structures: Mud Hut, Farm, Temple, Training Academy [+2]
Domestic: Rhinoceros [+2]
Other: Agriculture, Fishing, Writing [+2], Oven, Leather, Mathematics [+1]

Religion

Name: Potassism
Deity: banods
Beliefs: Sacrificing war prisoners, fighting is necessary to transcend to a different plane of existence.

Relations
Farenit

Reputation: Chilly -1

Hollow Sand

Reputation: Chilly -1

Tarkahmehd

Leader: Evolution4Weak

Action: [Global] Bronze tools, [Global] Writing
Result: 14/20 +2 = 16/20, 10/20 +2 = 12/20
With the recent discovery of bronze, you wanted to put the new metal to use and build better tools. WIth bronze tools, you can cut down more trees, you can dig the earth for more resources and you can till the soil to produce better crops. All these contribute to raising your population.

It was hard to keep track of the storehouse’s inventory, since the keeper had to keep all the inventory in his mind, and since it was constantly changing, it was pretty much impossible to accurately remember everything that was being stored. That is why the people have worked on a system of symbols they string together to form words and numbers, which they now use to keep track of the inventory. Writing will give a +2 to technology rolls.

Congratulations, you now have enough population to become a civilisation.

Villages: 2 (Acirema [Capital][85], Anawal [47])
Region: Portugal, Europe
Stability: Strong 5

Population: 152
Jobs: Fisherman [28], Farmer [24], Herder [24], Gatherer [14], Builder [14], Philosopher [28]
Status: Sedentary Agricultural Village

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

Technology

Tools: Basic (Wood, Bone), Net, Sailboat[+2]
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Log Cabin, Farms, Storehouse
Domestic: Chicken
Other: Fishing, Trapping, Agriculture, Government (Hierarchy) [+2], Division of Labour, Pottery, Ovens, Bronze, Writing [+2]

Relations
Laestrygonians

Reputation: Good 2
Shared Technology: Sailboat, Net, Trapping, Fishing

Mexica

Leader: Montezuma

Actions: [Global] Medicine
Result: 13/20 +2 = 15/20
The shamanistic tribe of Mexica has a way with nature, knowing how to differentiate the good plant from the poisonous one, the edible berry from the deadly one, and this led to documentation of the different medicinal plants. Pictures were drawn and descriptions were written for reference, and with this new knowledge the people became healthier, which raises your population.

Congratulations, you now have enough population to establish a new village.

Villages: 1 (Tenochtitlán [Capital])
Region: Mexican Valley, Mexico
Stability: Sturdy 4

Population: 101
Jobs: N/A
Status: Sedentary Agricultural Village

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

Technology

Tools: Basic (Wood, Bone), Telescope [+2]
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Adobe House, Farms, Beehive
Domestic: Honeybee
Other: Agriculture, Writing [+2], Oven, Medicine

Religion

Name: Tonatiu
Deity: Sun, Rain and Agriculture
Beliefs: Sacrifices are necessary to keep the world going, all life is equally important except for the Sun, the Rain and Agriculture, death means eternal respite for the dead.

Mongols

Leader: Kada Khan

Actions: [Global] Absorb Taolu, [Global] Division of labour
Result: 12/20 = 12/20, 17/20
The Taolu village you burned down had left you with quite a few prisoners, and you left them with two choices: Join you or die. They were already intimidated by your armour and aggressivity, and 29 of them joined out of fear. The rest were sacrificed to Yargoyin.

You decide that the tribes are now too big for every skill to be perfected. Warriors should remain warriors full-time and dedicate all their skill on being the best at their job, so division of labour was the best option available. While staying nomadic means permanent structures are not going to be readily available and might be claimed by other nations, at least you now have the means to fend them off. Since you don’t have any jobs right now, you don’t get a population increase, but as soon as you assign some jobs you will.

Invasion roll: 7/10

You see clouds of smoke near your tribes, which may the Taolu preparing an attack.

Tribes: 2 (Kherzit [Main], Akkalat)
Region: Mongolia
Stability: Sturdy 4

Population: 133
Jobs: Chariot Archer (10)
Status: Hunter-gatherer tribe, at war with the Taolu tribe

Type: Religious (Your faith is strong and no one can tell you otherwise! You have a bonus in religion and technology research)

Technology

Tools: Standard (Stone, Flint), Wheel
Weapons: Standard Melee (Copper [Scimitar][+2]), Standard (Longbow[Arrows: Flint, Flaming][+2]), Basic Armour (Copper [+2][Fear])
Structures: Portable Tents
Domestic: Horses, Sheep, Elk, Hunting Dogs
Other: Riding, Religion, Chariot, Oven, Copper, Fishing, Division of Labour

Religion

Deity: Yargoyin
Beliefs: Yargoyin needs sacrifices (animal or human) or the animals of the steppe will slow and die.

Relations
Taolu

Reputation: Unsalvageable -3

Hollow Sand

Reputation: Chilly -1

Phoenicia

Reputation: Neutral 1

Bananarama

Reputation: Good 2

Nisseria

Reputation: Chilly -1

Hollow Sand

Leader: Bizarre Pumpkiin

Actions: [Global] Boats (You already have agriculture)
Result: 16/20 +2 = 18/20
You noticed that wood can float on top of water, so you tasked your village to find a way to make it possible for a person to ride it. They tied tome planks together and made rafts, which give +1 to sailing rolls and give you the ability to access nations that are further away.

Villages: 1 (Hollow Dust [Capital])
Region: Suez, Egypt (You were vague so I place you near TeaKing but still in Egypt)
Stability: Steady 3

Population: 74
Jobs: N/A
Status: Sedentary Agricultural Village

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)

Technology

Tools: Standard (Stone, Flint), Raft [+1]
Weapons: Standard Melee (Spear [Flint, Stone], Club), Basic Ranged (Shortbow)
Structures: Mud Hut, Farm, Temple
Domestic: Rhinoceros [+2]
Other: Agriculture, Fishing, Writing [+2]

Relations
Phoenicia

Reputation: Great 3
Shared technology: Currency, Writing [+2]

Kugelland

Leader: Adalald

Actions: [37] Better ranged weapons, [37] Better Housing
Result: 19/20 -4 = 15/20, 17/20 -4 = 13/20
You improve your puny bows to match your arsenal of copper weapons, by making stronger longbows, tipped with copper arrows. These will give +1 to combat.

You decide that your stone houses could use some improvement, so you make them bigger and incorporate wood planks to make cottages, which are cheaper and larger, which increases your population.

Villages: 1 (Statdburg [Capital])
Region: Austria, Europe
Stability: Steady 3

Population: 89
Jobs: N/A
Status: Sedentary Agricultural Village

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

Technology

Tools: Copper Age
Weapons: Better Melee (Copper Sword, Copper Spear [+2]), Standard Ranged (Longbow [Copper]), Standard Protection (Copper Large Shield [+2])
Structures: Cottage, Farm
Domestic: Pig
Other: Agriculture, Oven, Copper

@blackjacksike @Mr.Pigeon @Pentaphon @TeaKing @Evolution4Weak @zenzonegaming @OoferDoofer @yp364 @MechanicalPumpkin @Nover452

By popular vote, it is now possible to enter the civ stage before others.

4 Likes

Thanks for the round omnipotent!

Anyway: my action is trying to find other nations, specifically island ones

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Alright:
33 warrior/hunters
25 Elite warriors
25 Hunters
50 herders/fisherman

Action: Preemptively strike the taolu with my hunter warriors and elite warriors
Action: improve forging

thanks for the round!
btw the round result never mentioned the roads

actions:
trade better furnace tech for rhinos with the hollow sandians
build medical stations to treat the sick and the wounded
10 new people become medics, while the rest get the jobs that have few workers liek priests and hunters

My bad, I’ll fix that right away.

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Action
Ask the marcelians to federate with me (i absorb their nation also in order too boost my chances I offer their leader to marry into my family)

25 vilagers (those that don’t have a job)go to create a port village)

My bulders (now 25) build a stone wall around my capital
The rest create a religion(I’ll give details after I pass the roll)

is the population scaling bonus or malus is based on the local/village population and not global?

do we have split the population for each village or can we do it global and it will be automatically for each village.

A question is everybody playing in the civ age or there are some people in the tribal age

The bonus/malus is always of global scale, but I might change that next round if it gives too low numbers.

You don’t have to split the population if you don’t want to, it’ll just be distributed evenly.

No, the poll was in favour of different stages at the same time, so some of you are still in the village stage.

I see I have 7 population to assign. 2 of them are human scribes, while the other 5 will go into farming.

5 goatherds, a farmer and a scribe decide to travel to Xirimiri and settle there. The remaining farmers and herders develop rotating millstones. The fishermen of Laestrygon and the healers work on bronze tools. The traders and a scribe (who is provided with plenty of furs, being more fragile than the neanderthals) outfit a big catamaran and go on an exploratory mission far to the north until ice halts their advance. The people of Xirimiri develop parchment for the scribes to write on, and the soldiers put the new border defenses to use.

Can you elaborate on putting the defenses to use? I’m not quite sure what you mean by that.

Well i guess i’ll make my confusion actions


Action 1 - Send a third of my population to search for another civilization I split my population a lot
Action 2 - Another third will research a way of moving faster in the rivers
Action 3 - The last third will ok i don’t know how to describe this and make it sound good, it’s basically “Research Religion” because someone said it’s something you research

because i’m new to this and i’m dumb please tell me if something’s not right with this

Religion isn’t really mandatory. I’m personally going to stick with science myself. But yeah, if you want a religion, you gotta research it.

i think you forgot to update my technology tab with my bronze tools


People Distribution:

  • 16 - Fisherman - Fish The Fish
  • 16 - Farmer - Farm The Farms
  • 16 - Herders - Manage The Animals
  • 40 - Builders - Build The Building And Craft The Tools
  • 32 - Gatherers - Gather The Materials For The Other Jobs And Manages The Storehouse
  • 32 - Philosophers - Research The Technology

Actions:

  • [20 Builders + 16 Farmers + 16 Gatherers] Action: Build A Town Hall In Arcimea

  • [32 Philosophers + 16 Fisherman] Action 2: Create A Code Of Law And Put It In Front Of The Town Hall (Not Required To Put It There If Building Fails)

  • [20 Builders + 16 Herders + 16 Gatherers] Action 3: Build Roads Between The Villages And Inside Them Too


I would like to become a Civilization