# The Thrive Odyssey

**URL:** https://community.revolutionarygamesstudio.com/t/the-thrive-odyssey/2083
**Category:** Forum Games
**Created:** [September 3, 2019, 6:59pm UTC](https://community.revolutionarygamesstudio.com/t/the-thrive-odyssey/2083 "2019-09-03T18:59:54Z")
**Posts on this page:** 1
**Showing post:** 1242

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### Author: ![OmnipotentFNarr](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/omnipotentfnarr/32/9555_2.png) [@OmnipotentFNarr](https://community.revolutionarygamesstudio.com/u/OmnipotentFNarr)
#### Post date: [June 14, 2020, 10:04pm UTC](https://community.revolutionarygamesstudio.com/t/the-thrive-odyssey/2083/1242 "2020-06-14T22:04:44Z")

</div>

> **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.

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_[View the full topic](https://community.revolutionarygamesstudio.com/t/the-thrive-odyssey/2083)._
