The Thrive Odyssey

Introduction

The King of Londinium, Arthur The First, now declares that Britannia is a new civilization!

The inhabitants of…

  • …Londinium are called Londinians.
  • …Winchester are called Wintonians.

My actions

  • The Londinians try to improve their current furnace.
  • The Wintonians try to introduce a new crop into Britannian agriculture (you can search on Google to see what crops there were in the British Isles).

People Distribution:

  • 33 - Fisherman - Fish The Fish
  • 33 - Farmer - Farm The Farms
  • 33 - Herders - Manage The Animals
  • 60 - Builders - Build The Building And Craft The Tools
  • 44 - Gatherers - Gather The Materials For The Other Jobs And Manages The Storehouse
  • 60 - Philosophers - Research The Technology
  • 35 - Scouts - Scouts The Land

Actions:

  • Action: Create A Standing Army To Help Protect The Village But Also To Help Keep The Peace

  • Action 2: Use The Titanium To Make Better Tools

  • Action 3: Create A Form Of Currency

Ok for gantzos:(global) create a smithy
Also my number of smiths is 30 now
For my capital my bulders (now 40)upgrade my town hall into a palace,and my inventors discover math,also my invetor count is 20 and my healer 15, And my smiths try again to discover metal armor .The rest of my population try to create a government (citizen stratocracy if possible it’s like starship troopers or the roman Republic)
For cillis:(global)have my soldiers discover drilling in order to be more disciplined

Also I have a new unit of warriors
Called cataphracts (heavy cav/war rhinos)
And they are around 15

action 1: get down and dirty (make babies).
action 2: improve the strength of the wall.

With the change in demographics and the sudden growth of Laestrygonia comes instability. The human population rises up, and the nation is thrown into a terminal civil war. I’m thinking it will last 2 turns, during which there will be no conventional actions. 2 human splinter states will emerge afterwards: one in Belgium that’s an NPC, and one called Etxe with a capital called Berpizte, on an island in the Rhône delta (French Mediterranean).

I will continue playing as the human nation of Etxe, which will inherit the same technology but have a smaller population than Laestrygonia. Additionally, it will have some technologies reflective of its new humanity; namely a government, a religion and wooden houses.

The remaining neanderthals will be confined to scattered remote villages once the war is complete. This is all subject to game master approval, of course.

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Story

Chaos erupts around the globe, as one civilization falls into civil war from instability, while another begins to siege a village. It seems peace couldn’t last very long on its own…

Volume 2: Diffusion
Round 53 - 450 BC

Phoenicia

Leader: Tekis

Actions: [Global] Destroy the caltrops, [Global] Furnace
Result: 7/20 +7 = 14/20, 10/20 +2 = 12/20
Your reserve troops were sent on a special mission. They were here to convince the Bananarama that they were allies, so that they may destroy them from within. Once they entered the fortified village, their plan was to be set in motion. At night, while they were guarding, they took all the Bananarama’s secret weapons against the Mongol Horde, the caltrops, and destroyed them. Obviously, this won’t go unnoticed, and the perpetrators will soon be identified and hunted. Once the deed was done, your soldiers left the village and came back to Phoenicia.

Meanwhile, back home, you develop better furnaces to be able to smelt even better metals. These fire kilns use ceramic walls to trap the heat to create intense temperatures, capable of melting even stronger metals.
By the way, you have enough population to establish a third village.

Villages: 2 (Tyre [Capital][157], Phoenix[57])
Region:Southern Lebanon, Asia (Middle East)
Stability: Strong 5

Population: 214
Jobs: Farmer [26], Fisher [26], Potter [14], Priest [9], Scout [9], Builder [9], Hunter [9], Medic [14], Scientist [12], Soldier [60]

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

Technology

Tools: Bronze Age, Sailboat [+2]
Structures: Mud hut, Farm, Hospital
Domestic: Goat
Other: Fishing, Agriculture, Pottery, Religion, Medicine, Division of Labour, Currency [+2 or 5], Furnace, Bronze, Government (Monarchy [+2])

Politics

Government Type: Monarchy
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Prosperous 4
Source of Income: Trade

Culture

Trading, Religious, Diplomatic, Shifty

Military

Army: 60
Type: Infantry [60]
Weapons: Intermediate Melee (Bronze Spear, Bronze Sword [+3]), Standard Ranged (Longbow [Bronze][+2]), Trident, Rhinoceros [+2 or 3]

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: Ally 4
Shared technology: Currency, Writing [+2], Oven, Rhinoceros [+2 or 3]

Mongols

Reputation: Neutral 1

Bananarama

Reputation: Great 3

Hellenes

Leader: Tiresias

Actions: [Global] Smithy, [25] Palace, [20] Mathematics, [30] Iron armour, [146] Government, [Global] Drills
Result: 9/20 +3 = 12/20, 17/20 -9 +3 = 11/20, 19/20 -9 +2 = 12/20, 18/20 -8 +3 = 13/20, 14/20 -5 +2 = 11/20, 20/20! +3 = 20/20!
The people of Gantzos build a structure dedicated to metallurgy, the smithy. Thanks to this building, all smithing rolls are a guaranteed success.

The town was hard to manage without a central building to organise everything, so your builders build a structure dedicated to that. This palace is very useful for organising research, so it gives +2 to research rolls, or +3 if you have a government.

Your people are interested in making more powerful weapons, which need more knowledge to be used. That is why you develop mathematics, so that you may be able to build even bigger and more complicated siege weapons. As a bonus, mathematics also gives +1 to research rolls.

This time, your blacksmiths succeed in making proper iron armour. This chainmail armour is very tough and grants +4 to combat rolls.

The village needed to be organised to function properly. That is why you decided to put a central government in place. You are a highly militarised nation that holds its military in very high standards, so naturally, it was a good fit to have your government run by the military, making you a stratocracy. This grants a +2 to research rolls.

Training your soldiers is very important. They have to have the perfect form and mentality, and what better way to train them than through drills? These drills are taught in training academies, which helps make your soldiers better, granting +2 to combat rolls.

By the way, you still have to assign jobs to 115 people.

Villages: 3 (Apolonia [Capital][221], Gantzos [59], Cassius [64])
Region: Coast of Epirus, Greece
Stability: Strong 5

Population: 344
Jobs: Farmer [20], Miner [20], Herder [15], Warrior [20], Blacksmith [30], Trader [20], Healer [15], Inventor [20], Builder [25], Fisherman [10], Shipbuilder [10], Lumberjack [5], Adventurer [4], Cataphract [15]
Status: Civilization

Type: Militarised (Your priorities are to have the most powerful army and the latest technology so that you may crush your adversaries and intimidate those around you. This grants you a bonus in combat rolls and tech research rolls, but a malus in initial reputation, because of your distrust of strangers.)

Technology

Tools: Copper Age, Fertilizer, Sailboat [+2], Irrigation
Structures: Mud Brick House, Town Hall [+2 or 3], Road (Stone Brick [+3 or 4]), Granary, Smithy [Success], Palace [+3]
Domestic: Cattle
Other: Furnace, Iron, Agriculture, Division of Labour, Pottery, Religion, Mathematics [+1], Government (Stratocracy [+2])

Politics

Type: Stratocracy
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Good 2
Source of Income: Trade, Agriculture

Culture

Military, Agrarian, Modernism

Military

Army: 15
Type: Cataphract (Heavy cavalry) [15]
Weapons: Advanced Melee (Javelin [+2], Iron Sword [+4]), Basic Ranged (Shortbow), Primitive protection (Long Shield [+1]), Advanced Armour (Chain [+4]), Rhinoceros [+2 or 3]
Tactics: Formation (Phalanx [+2])
Infrastructure: Stone Walls [-2], Training Academy [+2]

Religion

Name; Primordial Truth
Deity: Cosmic Eye, split into 4 entities
Beliefs: The gods when displeasured become demonic and their servants as well, Torture and sacrifice only when allowed

Relations
Laestrygonians

Reputation: Great 3
Shared technology: Copper Armour, Dvision of Labour, Walls, Bronze, Sailboat [+2], Pottery

Bananarama

Reputation: Great 3

Hollow Sand

Reputation: Good 2
Shared technology: Rhinos, Irrigation.

Britannia

Leader: Arthur of Londinium

Actions: [Global] Better furnace, [Global] New crop
Result: 7/20 +2 = 9/20, 13/20
Unfortunately, your people couldn’t figure out a way to make their furnaces stronger than the current ones they use.

The Wintonians introduce various root vegetables into their diets, such as potatoes and beets. This food variety helps maintain a balanced diet, which keeps your people healthy and increases your population.

You are now officially a civilization.

Villages: 2 (Londinium [Capital] [174], Winchester [70])
Region: British Isles, Europe
Stability: Steady 3

Population: 244
Jobs: Metalworker [36], Engineer [36], Soldier [28], Knight [9]
Status: Civlization

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]
Structures: Stone houses
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Writing [+2], Glass

Politics

No government
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Good 2
Source of Income: Trade, Agriculture

Culture

Pacifist, Survivor, Modernism, Agrarian

Military

Army: 37
Type: Soldier (Infantry) [28], Knight (Heavy Infantry [9]
Weapons: Advanced Melee (Iron Spear, Claymore, Battle Ax [+4]), Standard Ranged (Longbow [Iron][+3]), Basic Armour (Cloth [+1])

Relations
Laestrygonians

Reputation: Ally 4
Shared technology: Oven, Bronze, Sailing [+2], Bronze Weapons, Navigation [+2], Longbow [Bronze][+2], Furnace, Iron

Laestrygonians

Leader: Orko

Actions: (EVENT) Civil War
Result: 15/20
The human population was outweighing the Neanderthals, who didn’t take that too kindly. Fights were breaking out, which escalated to civil war! To survive the war, you have to pick a faction (which you have already done) and decide whether you should try to win the war (which could be costly in lives) or run away, relocating somewhere else, which would let you keep your technology but create splinter nations that are hostile towards you.

So far, three fights broke out in the capital that resulted with eighteen deaths. The race for stability begins. You have 3 turns to come up with a solution or you will collapse from the chaos.

Villages: 3 (Laestrygonia [Capital][186], Xirimiri [50], Gerla [39])
Region: Normandy, France
Stability: Collapsing -3

Population: 530
Jobs: Fisherman [59], Herder [50], Trader [39], Healer [3], Farmer [74], Soldier [46], Scribe [4]
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), Galley [+4], Nets, Stargazing [+2], Herbal Medicine, Compost
Structures: Sod House, Farm, Roads [Stone Brick (+3 or 4)], Millstones, Community Centre [+2 or 3]
Domestic: Goats, Chickens
Other: Fishing, Trapping, Division of Labour, Agriculture, Furnace, Cheese, Iron, Currency [+2 or 5], Parchment [+3]

Politics

No government
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Prosperous 4
Source of Income: Trade

Culture

Trading, Fishing, Military, Sophisticated

Military

Army: 46 units
Type: Infantry [46]
Weapons: Intermediate Melee (Bronze sword, Bronze spear [+3]), Standard Ranged (Longbow [Bronze][+2]), Standard Armour (Bronze [+3], Cloth [+1]), Standard Protection (Bronze Large Shield [+3])
Tactics: Camouflage [+3 or -3]
Infrastructure: Watchtower [-1], Trench (Bronze Spikes [-3]), Wall (Wood [-1]), Smoke signal [-3]

Relations
Phoenicians

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

Tarkahmehd

Reputation: Great 3
Shared Technology: Fishing, Trapping, Sailboat [+2], Goat, Chicken

Muppans

Reputation: Great 3
Shared Technology: Goat Domestication, Agriculture

Britannia

Reputation: Ally 4
Shared technology: Oven, Bronze, Sailboat [+2], Bronze weapons, Navigation [+2], Longbow (Bronze [+2]), Furnace, Iron

Hellenes

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

Kuegelland

Reputation: Great 3
Shared technology: Sailing [+2], Copper Shields [+2]

Bananarama

Leader: Barando

Actions: [Global] Population, [Global] Better Walls
Result: 17/20, 10/20 +3 = 13/20
You increase your population through means I shall not discuss to keep this forum safe for work.

Your research into better walls leads you to reinforcing your stone walls with mud and adding crenels, which help to drop undesirables on top of the attacking army. This will grant -3 to enemy attacks or -5 to siege weapon attacks.

You finish your research just in time, because the Mongols have blocked your food routes and surrounded your village, declaring a siege! Through diceroll, you now have three turns to break the siege and emerge victorious before you run out of food. If you run out of food, you will start starving and losing population each turn after that.

Also, the reserve soldiers the Phoenicians sent left the night before the siege was announced, and your caltrops were destroyed.

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

Population: 106
Jobs: Soldier [10]
Status: Sedentary Agricultural village SIEGE (3 turns left)

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), Longboat [+4]
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], Palace [+2 or 3], Walls (Reinforced [-3 or 5])
Domestic: Rhinoceros [+2 or 3]
Other: Agriculture, Fishing, Writing [+2], Oven, Leather, Mathematics [+1], Copper

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

Mongols

Reputation: Unsalvageable -3

Phoenicia

Reputation: Great 3

Hellenes

Reputation: Great 3

Tarkahmehd

Leader: Evolution4Weak

Action: [Global] Standing Army, [Global] Titanium tools, [Global] Currency
Result: 15/20, 10/20 +8 = 18/20, 7/20 +8 = 15/20
Your villagers are ready to become an official army, but for that, they need formal training. That is why you construct training academies, which help these soldiers train to be fit for the standing army. A training academy grants +2 to combat rolls. Now all you need is to assign some people to become soldiers.

You task your expert smiths to forge tools out of the precious titanium. The tools are durable, much better than your current bronze ones, and are exponentially better for harvesting materials. They increase your population drastically. You have lost your titanium technology.

Bartering can be a tough system, as sometimes it’s hard to define a value for each item. To combat this problem, you design a currency out of gold pieces. You choose gold because of its relative rarity and ease of malleability, which allows the addition of intricate designs on each coin so they may be hard to copy. These new coins help with trading with others, granting +2 to trading rolls or +5 if the other party also has currency.

Villages: 3 (Acirema [Capital][273], Anawal [155], Latipa [210])
Region: Portugal, Europe
Stability: Strong 5

Population: 598
Jobs: Fisherman [33], Farmer [33], Herder [33], Builder [60], Gatherer [44], Philosopher [60], Scout [35]
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: Titanium tools, Net, Sailboat[+2]
Structures: Log Cabin, Farms, Storehouse, Town Hall [+3], Roads (Dirt [+2 or 3]), Bunker [+3], Millstone
Domestic: Chicken, Goat
Other: Fishing, Trapping, Agriculture, Government (Hierarchy) [+2], Division of Labour, Pottery, Furnace, Bronze, Writing [+2], Mathematics [+1], Currency [+2 or 5]

Politics

Government Type: Hierarchy
Policies: Code of Law
Global Happiness: Happy 3
Crime rate: Nearly Non-existent 4

Economy

State: Excellent 3
Source of Income: Trade, Fishing

Culture

Fishing, Arts, Authority, Agrarian

Military

Army: N/A
Weapons: Intermediate Melee (Bronze Spear, Bronze Sword [+3]), Basic Ranged (Shortbow), Catapult [+2 or 5], Basic Protection (Large Shield [+1])
Infrastructure: Walls (Wood [-1])

Relations
Laestrygonians

Reputation: Great 3
Shared Technology: Sailboat, Net, Trapping, Fishing, Chicken, Goat

Mexica

Leader: Montezuma

Actions: [Global] Gift, [Global] Trade route
Result: 12/20, 15/20 +3 = 18/20
You weave an intricate basket and fill it with goods native to your civilization, such as maize, honey and even a little bronze. The Coyotl kingdom is impressed and is ready to warm up to you. Their king tasks you to find a nation he can conquer. He gives you 3 turns to do so, or else he will turn hostile and conquer you instead. Until then, they are neutral towards your people.

Following the success in improving your relations with the Coyotl, you decide to further strengthen it by proposing a trade route. They accept, paving the way to their capital Tlacopan West from here (yes I retconned their location). Trade routes are an excellent way to increase your civilization’s wealth, which helps keep happiness high. The Coyotl have also started pilgriming to Sola Tempa to participate in their own sacrificial rituals.

Villages: 2 (Tenochtitlán [Capital][101], Solatempa[60])
Region: Mexican Valley, Mexico
Stability: Strong 5

Population: 161
Jobs: N/A
Status: Civilization, QUEST: Find a civ (3 turns left)

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: Standard (Obsidian), Telescope [+2]
Structures: Adobe House, Farms, Beehive, Palace [+3], Sola Eclipsa (Landmark), Road (Dirt [+2 or 3])
Domestic: Honeybee
Other: Agriculture, Writing [+2], Oven, Medicine, Government (Monarchy [+2]), Bronze

Politics

Government Type: Monarchy
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Great 3
Source of Income: Pilgrimage, Trade route

Culture

Pacifist, Spiritual, Modernist

Military

Army: N/A
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)

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.

Relations
Coyotl

Reputation: Neutral 1

Mongols

Leader: Kada Khan

Actions: [Global] Permanent Housing, [Global] Government, [Global] Siege
Result: 17/20, 15/20, 5/20 +16 = 20/20!
Your people find an ideal spot to settle down and finally create permanent housing. These houses are made of mud and wood, and are much more spacious than your yurts, which increases your population. You are now a sedentary civilization and can build more complex structures.

With permanent homes, the village was a little chaotic to manage without a central government system. So you set up a monarchy with a caste system, where the emperor and his family are the most important, and slaves are the least important. This new government system helps with developing technology, and grants +2 to research rolls.

You order your army to surround Musa Sapientum Fixa and cut their food sources by blocking the gates, declaring a siege. Since you brought your herds with you, your army will last 8 turns before they start to starve. While blocking the gates, you met a nation declaring themselves from Kugelland, who were just passing by, visibly unnerved by your intimidating army. Your relations with the Bananarama are now unsalvageable.

Also, you were visited by the Hollow Sandpeople, who came in search of trade. They gave you writing for your wheels and improved your relations.

Tribes: 3 (Kherzit [Main][124], Akkalat [64], Odokh [57])
Region: Mongolia
Stability: Strong 5

Population: 325
Jobs: Archer [50], Heavy Infantry [50], Chariot Rider [44], Elite Guard [6], Builder [33], Researcher [62]
Status: Civilization, At war with Bananarama

Type: Warmonger (You pillage and plunder for a living, so, naturally, you improve those skills. You get a bonus in combat and a malus in initial reputation)

Technology

Tools: Standard (Stone, Flint), Wheel
Structures: Mud Homes
Domestic: Horses, Sheep, Elk, Hunting Dogs
Other: Riding, Religion, Chariot, Furnace, Iron, Fishing, Division of Labour, Government (Monarchy [+2]), Writing [+2]

Politics

Government Type: Monarchy
Policies: N/A
Global Happiness: Happy 3
Crime rate: Pretty low 2

Economy

State: Good 2
Source of Income: Raids

Culture

Warfare, Herding, Religion, Sacrifice, Intimidating

Military

Army: 150 units
Type: Archer [50], Heavy Infantry [50], Chariot Rider (Bow/Scimitar) [44], Kada Elite Guard (Heavy Cavalry) [6]
Weapons: Standard Melee (Copper [Scimitar][+2]), Standard (Longbow[Arrows: Flint, Flaming][+2 or 3]), Advanced Armour (Chain [+4][Fear]), Advanced Protection (Iron [+4])

Religion

Deity: Yargoyin
Beliefs: Yargoyin needs sacrifices (animal or human) or the animals of the steppe will slow and die. Yargoyin helps those that holds themselves high in the societal food chain. Warriors are to be utmost respected. Conquering feeds Yargoyin as much as sacrifices.

Relations
Hollow Sand

Reputation: Neutral
Shared technology: Writing, Wheel

Phoenicia

Reputation: Neutral 1

Bananarama

Reputation: Unsalvageable -3

Kugelland

Reputation: Chilly -1

Hollow Sand

Leader: Bizarre Pumpkiin

Actions: [Global] Trade with the Mongols, [Global] Search the crash site
Result: 9/20 +5 = 14/20, 10/20
You visit the Mongols, who were chilly to you at first, but still accepted you anyways when you told them you wanted to trade. You showed them how to read and write in exchange for their knowledge of wheels. This interaction increased your reputation with them.

You search the crash site but fail to find anything meaningful.

Also, you were visited by the nation from Kugelland. They didn’t have time to trade, but you told them about the Bananarama before they left.

Villages: 1 (Hollow Dust [Capital])
Region: Suez, Egypt
Stability: Strong 5

Population: 143
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], Wheel
Weapons: Standard Melee (Spear [Flint, Stone], Club), Basic Ranged (Shortbow)
Structures: Mud Hut, Farm, Temple
Domestic: Rhinoceros [+2]
Other: Agriculture, Fishing, Writing [+2], Currency [+2 or 5], Furnace, Plague Cure, Iron

Relations
Phoenicia

Reputation: Great 3
Shared technology: Currency [+2 or 5], Writing [+2], Oven, Rhino

Mongols

Reputation: Neutral
Shared technology: Wheel, Writing

Britannia

Reputation: Ally 4
Shared technology: Furnace, Iron

Hellenes

Reputation: Good 2

Kugelland

Reputation: Good 2

Kugelland

Leader: Adalald

Actions: [41 (30 explorers)] Search for civs, [40 (26 researchers)] Pottery, [12 warriors] Defend
Result: 11/20 -5 +6 = 12/20, 14/20 -5 +4 = 13/20, 18/20 -8 +1 = 11/20
You send an expedition to search for more civilizations. You sent them South, past the Hellenes, to the land of sand and sun. There, your people met the nation of Hollow Sand, who told you of a nation more Southern from there, from which they split from. When you went there, you met the Bananarama, but couldn’t interact with them because they were in a siege, which is how you met the Mongols.

Your people are starting to be very experienced with clay, so they start making containers out of it, which they use to store food, making it last longer, since the pots are rodent proof, increasing your population.

Your warriors defend the area around your territory, renewing the defense bonus.

You now have enough population to establish a new village.

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

Population: 105
Jobs: Researcher [26], Explorer [30], Farmer [14], Warrior [23]
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, Sailboat [+2]
Weapons: Better Melee (Copper Sword, Copper Spear [+2]), Intermediate Ranged (Recurve Bow [Copper][+3]), Standard Protection (Copper Large Shield [+2]), Tactic (Shield Wall [+2], Phalanx [+2]) TEMP Guard Post (2 turns [-3])
Structures: Cottage, Farm
Domestic: Pig
Other: Agriculture, Oven, Copper, Writing [+2], Pottery

Relations
Laestrygon

Reputation: Great 3
Shared technology: Sailing [+2], Copper Shields [+2]

Phoenicia

Reputation: Great 3
Shared Technology: Copper long shield [+2], Writing [+2]

Tarkahmehd

Reputation: Neutral 1

Hellenes

Reputation: Chilly -1

Hollow Sand

Reputation: Good 2

Bananarama

Reputation: Unavailable

Mongols

Reputation: Chilly -1

Religion

It’s a little long, so I will link the post with all the info
The Thrive Odyssey

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

5 Likes

Jobs

Londinium
  • 54 Peers
  • 54 Philosophers
  • 54 Hunters
Winchester
  • 16 Mathematicians
  • 24 Hunters
  • 24 Philosophers

My actions

Londinium
  • All peers must establish the British monarchy at once. The monarch shall be Arthur I!
  • All philosophers have to establish a school to educate children.
  • All hunters are to tame horses.
Winchester
  • All mathematicians research on Math I (Integer numbers).
  • All hunters try to tame wolves to help them in their hunt as well as defending villagers.
  • All philosophers are to research on Chemistry I (Atomism).

get nae naed zenzone!
actions:
send shells (and currency tech)to the mongols as a gift
create a sport where people fight for fun

Action: Create a research hub.
Action: Research Better weapons
Action: Make a new village, called Baltakhand

People Distribution:

  • 60 - Fisherman - Fish The Fish
  • 60 - Farmer - Farm The Farms
  • 60 - Herders - Manage The Animals
  • 120 - Builders - Build The Building And Craft The Tools
  • 60 - Gatherers - Gather The Materials For The Other Jobs And Manages The Storehouse
  • 120 - Philosophers - Research The Technology
  • 60 - Scouts - Scouts The Land
  • 58 Soldiers - They Keep The Peace In The Village And Guard The Village From Outside Threat

Actions:

  • Action: Create A New Village And Call It Aether

  • Action 2: Create Another Village And Call It Lilac

  • Action 3: With The Rise Of So Many Villages, Try To Improve The Structure Of Government To Handle This

all of my votes are pmed.

Action: continue trading with the mongols

Action: search for kugelland to trade

so new actions i guess


Jobs

10 Verteidigungskrieger (guys with shields and swords i guess)
10 Lanzenkrieger (the spearmen)
10 Bogenschütze (just archers)
30 Researchers
30 Explorers
15 Farmers

Actions

Send 5 Farmers, 5 warriors (2 V., 2 B., 1 L.) and 5 researchers to form a new village called “zweibach” (it’s where Enns is irl)
A PM vote i guess
Send my explorers to find another village (preferably one that’s an NPC)
The 10 farmers that stayed in Stadtburg will try to make the crops better (we need the fertile soil!)
The rest of the warriors will defend Stadtburg

Ah, that king guy is bad. I guess I have to prepare myself for war now :grimacing:

Action I: [Start the construction of walls around Tenochtitlán] Montezuma was worried about the Coyotls, as they seemed rather savage. He decided that they’re dangerous plague that must be eliminated at all cost, but slowly and tactically. He ordered to his men to build big walls around the greatest capital on the world, Tenochtitlán, but didn’t declare the true reason and instead claimed that the walls are for defense from the wild beasts that live outside the mighty city.

Action II: [Send scouts north to search for other civilizations/allies] Montezuma sent scouts north so they can find a potential ally against the savages in the west. Of course once again the true reason wasn’t declared and Montezuma claimed that he’s just finishing his task.

Action III (not global): [Spy on Tlacopan] (I don’t have jobs yet so sorry for not using numbers) Montezuma orders to his most loyal traders that go inside Tlacopan to draw a map of the city - it’s roads, walls, towers, farms, once again the reason is not given.

Action IV (not global): [Create job: Soldier] Montezuma kindly asked for the king of the Coyotls to send him some soldiers who can train the Mexicans (like 100 Mexicans) into the arts of war. Montezuma explained that he doesn’t know who may be lurking outside Tenochtitlán and Tlacopan and that both Mexica and Coyotl must be prepared for a war against a dangerous civilization with lots of resources.

Action V (not global): [Start storing food] Montezuma was worried that if war broke out, the farm in Tenochtitlán may become unusable or unproductive and large amounts of food must be stored in case, so the population won’t starve.

New division of labor:
200 military:

  • 100 archer
  • 50 heavy infantry
  • 44 chariot archer
  • 6 Kada Elite Guard
    125 researchers

I run away to the Rhone delta. New leader’s name is Egoi, and if I can change it the new nation of Etxe is of the shaman type.

Jobs:
Farmer 50
Herder 50
Miner 30
New job priest 10
Blacksmith 30
Trader 20
Healer 20
Inventor 20
Fisherman 15
Shipbuilder 20
Lumberjack 10
Adventurer 5
Soldier 45
Cataphracts 15
Builder 30

Actions:
Capital
Create a temple for gods
Inventors discover catapults
Healers create a hospital
Gantzos
Create a dock
My traders trade with kuggelland
Currency for the knowledge of mathematics
Explores try to discover phoenicia

Cilis
Create a barracks
Soldiers discover the pike

Story

It seems that Mongolia’s conquest comes to a halt after recent events, while the revolution ends in a surprising twist, as Laestrygonia shatters and becomes a distant memory of the past…

Volume 2: Diffusion
Round 54 - 400 BC

Phoenicia

Leader: Tekis

Actions: [Global] Trade with Mongols, [Global] Sports
Result: 15/20 +5 = 20/20!, 14/20
You decide to send an expedition to the Mongols with the desire to trade in hopes of building up your relations. When you arrived, you offered to trade currency (now upgraded to gold coins since you can smelt) so that they have no more need to barter for goods. The Mongols are pleased with this offer, and give you the knowledge of ironsmithing. On top of that, they were so excited about a new form of trade that they even gifted you some horses, a symbol of great respect from the Monglian empire. They were pleased when they learned that you helped them during their siege, destroying the Bananaraman caltrops, which increased your relations with them. Now that you have domesticated a mount, you can create cavalry units.

Getting exercise is great for health. Wrestling is a great way to stay fit and healthy, while developing your strength. This can prove to be useful in battle, granting +1 in combat rolls. As a bonus, this new entertainment improves your population’s happiness.

Villages: Tyre [Capital][157], Phoenix[57]
Region:Southern Lebanon, Asia (Middle East)
Stability: Strong 5

Population: 214
Jobs: Farmer [26], Fisher [26], Potter [14], Priest [9], Scout [9], Builder [9], Hunter [9], Medic [14], Scientist [12], Soldier [60]
Status: Civlization

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

Technology

Tools: Bronze Age, Sailboat [+2]
Structures: Mud hut, Farm, Hospital
Domestic: Goat, Horse
Other: Fishing, Agriculture, Pottery, Religion, Medicine, Division of Labour, Currency [+2 or 5], Furnace, Iron, Government (Monarchy [+2]), Riding

Politics

Government Type: Monarchy
Global Happiness: Very Happy 4
Crime rate: Low 3

Economy

State: Prosperous 4
Source of Income: Trade

Culture

Trading, Religious, Diplomatic, Shifty, Sports

Military

Army: 60
Type: Infantry [60]
Weapons: Intermediate Melee (Bronze Spear, Bronze Sword [+3]), Standard Ranged (Longbow [Bronze][+2]), Trident, Rhinoceros [+2 or 3], Sports [+1]

Religion

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

Relations
"Hollow Sand

Reputation: Ally 4
Shared technology: Currency, Writing [+2], Oven, Rhinoceros [+2 or 3]

Mongols

Reputation: Good 2

Bananarama

Reputation: Hostile -2

Hellenes

Leader: Tiresias

Actions: [181] Temple, [20] Catapults, [20] Hospital, [34] Dock, [20] Trade with Kugelland, [5] Find Phoenicia, [19] Barracks, [45 soldiers] Pike
Result: 17/20 -4 +3 = 16/20, 19/20 -9 +12 = 20/20!, 19/20 -9 +3 = 13/20, 19/20 -8 +5 = 16/20, 20/20! -9 = 11/20, 12/20 -9 +2 = 5/20, 17/20 -8 +6 = 15/20, 10/20 -8 +13 = 15/20
You build a great temple for your priests to use for worship. This temple is very grand, with chiseled details and great spiraling columns. It’s pretty good on its own, but with a little more work, it can really become a landmark.

With your extensive knowledge of mathematics, you develop siege engines capable of hurtling huge projectiles at long distances. Although the catapult can be useful, it doesn’t have much flexibility in terms of angle. That is why, in addition to developing catapults, your inventors upgraded them by making ballistae, which are far more accurate and portable. These ballistae are much better for sieging than catapults, granting +3 to combat rolls, or +6 if they are aimed towards infrastructure. Maybe with a little more development, you can find a way to scale the mechanism to make a portable mini-ballista…

Treating the wounded can be difficult without a building dedicated to doing so, which is why you built hospitals, which your healers use to treat their patients. This prevents the spreading of diseases, keeping people healthier, increasing your population.

People would usually dock their sailboats anywhere near the shore, tying them to a tree, but it can get difficult to carry merchandise without proper infrastructure. Your builders and shipbuilders got to work and made docks, so that ships can now get a dedicated docking area and unload with ease. This also helps with shipbuilding, granting guaranteed success rolls for shipbuilding rolls.

You go to Kugelland to trade with them. You traded your knowledge of mathematics for their currency techniques. Currency grants +2 to trading rolls or +5 if the other party also has currency. Your trading increases your relations with them. You now tolerate each other.

From your visit to Kugelland, you learn of a nation East from here of great wealth. You go there, hoping to meet them. When you arrived, you discovered the Phenicians, a great trading nation. They were fearful of your militaristic viewpoints, but were naturally trusting of strangers, so it evened out to neutrality.

You tried to develop barracks for your soldiers to train,but they burned down in an accident involving an unextinguished campfire. The whole building collapsed, halting progress.

Your soldiers develop pikes, an excellent weapon against cavalry, with the downside of having to be held with both hands, lowering protection. This gives you the possibility to create heavy spearmen and grants +2 to combat rolls…

By the way, I just realised you don’t have a mount, so you can’t have cavalry units. I converted your cataphracts to soldiers for now.

Villages: Apolonia [Capital][221], Gantzos [59], Cilis [64]
Region: Coast of Epirus, Greece
Stability: Strong 5

Population: 404
Jobs: Farmer [50], Herder [50], Miner [30], Priest [10], Blacksmith [30], Trader [20], Healer [20], Inventor [20], Fisherman [15], Shipbuilder [20], Lumberjack [10], Adventurer [5], Warrior [45], Builder [25]
Status: Civilization

Type: Militarised (Your priorities are to have the most powerful army and the latest technology so that you may crush your adversaries and intimidate those around you. This grants you a bonus in combat rolls and tech research rolls, but a malus in initial reputation, because of your distrust of strangers.)

Technology

Tools: Copper Age, Fertilizer, Sailboat [+2], Irrigation
Structures: Mud Brick House, Town Hall [+2 or 3], Road (Stone Brick [+3 or 4]), Granary, Smithy [Success], Palace [+3], Temple, Dock [Success]
Domestic: Cattle
Other: Furnace, Iron, Agriculture, Division of Labour, Pottery, Religion, Mathematics [+1], Government (Stratocracy [+2]), Currency [+2 or 5]

Politics

Type: Stratocracy
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Good 2
Source of Income: Trade, Agriculture

Culture

Military, Agrarian, Modernism

Military

Army: 60
Type: Soldier (Infantry) [60]
Weapons: Advanced Melee (Javelin [+2], Pike [+2], Iron Sword [+4]), Basic Ranged (Shortbow), Primitive protection (Long Shield [+1]), Advanced Armour (Chain [+4]), Rhinoceros [+2 or 3], Ballista [+3 or 6]
Tactics: Formation (Phalanx [+2])
Infrastructure: Stone Walls [-2], Training Academy [+2]

Religion

Name; Primordial Truth
Deity: Cosmic Eye, split into 4 entities
Beliefs: The gods when displeasured become demonic and their servants as well, Torture and sacrifice only when allowed

Relations
Bananarama

Reputation: Great 3

Hollow Sand

Reputation: Good 2
Shared technology: Rhinos, Irrigation.

Kugelland

Reputation: Neutral 1
Shared technology: Currency, Mathematics.

Britannia

Leader: Arthur of Londinium

Actions: [54] Government, [54 philosophers] School, [54 hunters] Tame horses, [16] Mathematics, [24] Tame wolves, [24] Chemistry
Result: 19/20 -7 +4 = 16/20, 9/20 -7 +2 = 4/20, 18/20 -7 +2 = 13/20, 18/20 -9 +2 = 11/20, 16/20 -8 = 8/20, 11/20 -8 +2 = 5/20
The time for Arthur to govern his nation had arrived, as he had finally crowned himself as the first king of Britannia! A government makes coordinating research easier, granting +2 to research rolls.

As his first decree, king Arthur I ordered all the children of Britannia to receive the same education. To do so, he ordered the construction of schools to standardise children’s education. This angered parents, who refused to send their children away, fearing for their safety. No one uses the schools, which become vacant and lose all their value, being repurposed into houses.

Your hunters went out looking for a good steed and found horses. It took a while to capture them, but next turn (because of the passing of time) you’ll have tamed horses.

Your mathematicians are tasked with developing a good system to calculate simple equations. They come up with integer mathematics, which helps to calculate trajectories, costs and other such potential problems, granting +1 to research rolls and unlocking siege weapon development.

The other hunters, tasked with finding potential companions, fail to capture wolves, who either escaped or died from their traps.

Your philosophers try to develop proper theories on the composition of nature and matter, but can’t come up with anything concrete.

Villages: Londinium [Capital] [174], Winchester [70]
Region: British Isles, Europe
Stability: Steady 3

Population: 244
Jobs: Peer [54], Philosopher [78], Hunter [78], Mathematician [16]
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 negotiations and initial reputation. You also start with extra population)

Technology

Tools: Advanced (Iron), Sailing [+2], Nets, Navigation [+2]
Structures: Stone houses
Domestic: Horse
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Writing [+2], Glass, Government (Monarchy [+2]), Mathematics [+1]

Politics

Government type: Monarchy
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Good 2
Source of Income: Trade, Agriculture

Culture

Pacifist, Survivor, Modernism, Agrarian

Military

Army: 0
Type: N/A
Weapons: Advanced Melee (Iron Spear, Claymore, Battle Ax [+4]), Standard Ranged (Longbow [Iron][+3]), Advanced Armour (Cloth [+1], Iron [+4])

Etxe

Leader: Egoi

Actions: Run away
Result: 20/20!
The humans decide the physically superior Neanderthals are not worth fighting, and decide to flee South, to the Rhone delta. There, they are lead by Egoi, a shamanistic man full of new ideas. These ideas were previously unestablishable, because of the materialistic viewpoint of the Neanderthals, but now that the population is human, a new government is established. Government grants +2 to research rolls. The forest-rich area they settled in made your people build houses out of wood, rather than sod, which is sturdier, but less hidden. Humans are also more spiritual, creating a religion, the details of which are up to you. 321 people followed you to the delta, while the rest continued North-East, to an unknown location. As for the Neaderthals, they probably weren’t too happy to be deserted, which means you probably shouldn’t cross them again. Laestrygonia now dissolved, resetting all of your relations, but you get to keep your technology. You establish 2 villages with the possibility to establish 4. Please name your villages. Stability isn’t completely reestablished and people are still tense from the situation. (The event ended in one turn because you got a 20. Sorry if you wanted it to last longer!)

Villages: Berpizte [Capital] [200], Townsville [121]
Region: Rhone delta, France
Stability: Shaky 1

Population: 321
Jobs: N/A
Status: Civilisation

Type: Shaman (You are a thinker, dedicating your work to improving people’s lives. This gives you a bonus in tech research and initial reputation)

Technology

Tools: Basic (Wood, Bone), Galley [+4], Nets, Stargazing [+2], Herbal Medicine, Compost
Structures: Wooden House, Farm, Roads [Stone Brick (+3 or 4)], Millstones, Community Centre [+2 or 3]
Domestic: Goats, Chickens
Other: Fishing, Trapping, Division of Labour, Agriculture, Furnace, Cheese, Iron, Currency [+2 or 5], Parchment [+3], Government [+2], Religion

Politics

Government type: [SPECIFY]
Global Happiness: Pretty Happy 2
Crime rate: Low 3

Economy

State: Prosperous 4
Source of Income: Trade

Culture

Trading, Fishing, Sophisticated, Modernism

Military

Army: 0
Type: N/A
Weapons: Intermediate Melee (Bronze sword, Bronze spear [+3]), Standard Ranged (Longbow [Bronze][+2]), Standard Armour (Bronze [+3], Cloth [+1]), Standard Protection (Bronze Large Shield [+3])
Tactics: Camouflage [+3 or -3]
Infrastructure: Watchtower [-1], Trench (Bronze Spikes [-3]), Wall (Wood [-1]), Smoke signal [-3]

Religion

Feel free to develop

Bananarama

Leader: Barando

Actions: [Global] Interior gardens, [Global] Pray for disaster
Result: 19/20, 16/20 +3 = 19/20
Since your farms are inaccessible, you build gardens within your walls to produce food even during the siege. There isn’t much space to do so, but this gives you an extra 3 turns before you starve, with a total now of 5. Your people are starting to worry if they’re going to make it…

Meanwhile, the people pray to the banods for something, ANYTHING to happen so that they may have the upper hand. It seems the sky answers with… rain. Lots of it. Torrential rain, turning the loamy ground to mud. The river is starting to flood and the army is forced to relocate for now. The siege is canned, but the army will be back next turn, and your crops are ruined, so the timer still isn’t cancelled. However, you have the freedom to annex villages or move troops outside your walls safely.

Due to not interacting with them in a while, the Farenit forgot about you.

Villages: Musa Sapientum Fixa [Capital], LOSERVILLE
Region: Nile banks, Egypt
Stability: Steady 3

Population: 88
Jobs: Soldier [88]
Status: Sedentary Agricultural village SIEGE (In 1 turn) STARVATION (In 5 turns)

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), Longboat [+4]
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], Palace [+2 or 3], Walls (Reinforced [-3 or 5])
Domestic: Rhinoceros [+2 or 3]
Other: Agriculture, Fishing, Writing [+2], Oven, Leather, Mathematics [+1], Copper

Religion

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

Relations
Hollow Sand

Reputation: Chilly -1

Mongols

Reputation: Unsalvageable -3

Phoenicia

Reputation: Hostile -2

Hellenes

Reputation: Great 3

Tarkahmehd

Leader: Evolution4Weak

Action: [Global] New village, [Global] New village, [Global] Improve government
Result: 16/20 +2 = 18/20, 15/20 +2 = 17/20, 9/20 +8 = 17/20
You send an expedition to establish a new village. Aether creates space for more people to move into the old villages.

Another expedition is sent over to build Lilac, a new village. Lilac also creates more space for people to move in.

With the rise of so many villages, it’s becoming increasingly harder to manage every village under one government. That is why the Elders decided that every village will have its own governor, who reports to the capital. This sovereignty removes the stability handicap, allowing you to have as many villages as you want, but it may instigate revolution from the villages if they are unhappy.

Villages: Acirema [Capital][273], Anawal [155], Latipa [210], Aether [80], Lilac [80]
Region: Portugal, Europe
Stability: Strong 5

Population: 758
Jobs: Fisherman [60], Farmer [60], Herder [60], Builder [120], Gatherer [60], Philosopher [120], Scout [60], Soldier [58]
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: Titanium tools, Net, Sailboat[+2]
Structures: Log Cabin, Farms, Storehouse, Town Hall [+3], Roads (Dirt [+2 or 3]), Bunker [+3], Millstone
Domestic: Chicken, Goat
Other: Fishing, Trapping, Agriculture, Government (Hierarchy) [+2], Division of Labour, Pottery, Furnace, Bronze, Writing [+2], Mathematics [+1], Currency [+2 or 5]

Politics

Government Type: Gerontocracy
Policies: Code of Law, Sovereginty
Global Happiness: Happy 3
Crime rate: Nearly Non-existent 4

Economy

State: Excellent 3
Source of Income: Trade, Fishing

Culture

Fishing, Arts, Authority, Agrarian

Military

Army: 58 units
Type: Soldier (Infantry) [58]
Weapons: Intermediate Melee (Bronze Spear, Bronze Sword [+3]), Basic Ranged (Shortbow), Catapult [+2 or 5], Basic Protection (Large Shield [+1])
Infrastructure: Walls (Wood [-1])

Mexica

Leader: Montezuma

Actions: [32] Walls, [32] Search for other civs, [32] Spy on Tlacopan, [32] Train soldiers, [33] Store food
Result: 11/20 -7 +2 = 6/20, 18/20 -7 +2 = 13/20, 20/20! -7 +7 = 20/20!, 17/20 -7 +2 = 12/20, 19/20 -7 +2 = 14/20
Unfortunately, while you were trying to build walls, the Coyotl were growing weary and ordered you to stop, otherwise they would send their soldiers after you. Not wanting to start a war until you were prepared, you obliged, and ceased all activities pertaining to wall building.

You sent your scouts to do a perimeter of the lake, to see if there were any civilizations willing to cooperate. On the eastern bank, they found the Ocelomeh in their capital Texcoco. THey were friendly and were more interested in trade, but when you voiced your concerns to them, they weren’t exactly ready to help you, since you were strangers. They decided to test your trustability by entrusting you with a mission. They wanted to be sure you were a reliable trading partner, so they want you to establish a trade route with only them, so that they may be your only client. Only then will they decide to help you. They give you 3 turns, after which they will refuse to help you, but still be willing to trade.

You send your traders during their usual trade run to Tlacopan with an unusual request: To map out the capital’s layout, paying close attention to fortifications and weaponry. When they got there, they requested a guide to take them around the town, under the pretext that it’s to figure out what the people would need the most. They passed the speech check and the guide believed them whole-heartedly, taking them around the city, where they noted all their observations on a sheet for future reference. Here is what they figured out: Tlacopan has 60 warriors with obsidian weapons, 20 archers with basic bows and flint arrows, stone walls and catapults stationed at the gate. The soldiers were wearing cloth armour.

The king of Coyotl was pleased by how quickly Montezuma obeyed him when he ordered him to stop building walls, so he felt like he was trustable enough to send his army generals to train Montezuma’s people, especially when he mentioned that he found a nation, but it was powerful and hostile, so he needed to train an army. So the king sent a few generals to build training academies where they taught the Mexicans how to properly fight. These training academies grant +2 to combat rolls.

In preparation for war, Montezuma orders people to build granaries to stock up on food, since farms may not be available. These granaries help protect against vermin and preserve the food longer, which increases your population, and can prolong your starvation metre in the event of a siege or a famine.

Villages: Tenochtitlán [Capital][101], Solatempa [60]
Region: Mexican Valley, Mexico
Stability: Strong 5

Population: 281
Jobs: Warrior [100]
Status: Civilization, QUEST: Find a civ (2 turns left) QUEST: Establish 1 trade route (3 turns left)

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: Standard (Obsidian), Telescope [+2]
Structures: Adobe House, Farms, Beehive, Palace [+3], Sola Eclipsa (Landmark), Road (Dirt [+2 or 3]), Granary
Domestic: Honeybee
Other: Agriculture, Writing [+2], Oven, Medicine, Government (Monarchy [+2]), Bronze

Politics

Government Type: Monarchy
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Great 3
Source of Income: Pilgrimage, Trade route

Culture

Pacifist, Spiritual, Modernist

Military

Army: 100 units
Type: Warrior (Infantry) [100]
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Infrastructure: Training Academy [+2]

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.

Relations
Coyotl

Reputation: Neutral 1
Trade route established

Ocelomeh

Reputation: Great 3

Mongols

Leader: Kada Khan

Actions: [Global] Research hub, [Global] Better weapons, [Global] New village
Result: 13/20, 19/20 +4 = 20/20!, 18/20
You build a research hub in your capital, which is a hotspot for scientists and philosophers to gather and discuss new ideas and experiment, which grants +3 to tech research rolls.

To have the upper hand in battle, it helps to have a better weapon than your enemy. So, you improve your weapons using your knowledge of ironsmithing to make iron weapons, which grant +4 to combat rolls. Not stopping there, you develop a unique weapon, the halberd, a two-handed double-headed spear, which you outfit your heavy infantry with, granting a bonus +2 to combat rolls when used, with the drawback of having shields be unequipable (which makes sense since heavy infantry is even more vulnerable to archers than regular infantry).

You establish a new village named Baltakhand. The new area gives space for more people to move in, increasing your population. Villages are starting to become hard to manage, which decreases your stability…

Also, during your siege of Musa Sapientum Fixa, it rained so hard that the ground was becoming too muddy and the river was flooding, forcing you to relocate for one turn. After that turn, you can go back to sieging for free (but attacking will require an action).

Also, you were visited by the Phoenicians. They informed you that they infiltrated the Bananarama before you and destroyed their captrops, helping you in your campaign, which pleased you very much. They gave you their knowledge of trade by currency, to which you responded by sharing your knowledge if ironsmithing, as well as horseback riding, as a gift for helping the Mongolian empire. Currency grants +2 to trade rolls or +5 if the other nation also has currency. You improve your relations thanks to the Phonecians’ services.

You were also visited by the Hollow Sandpeople. They traded their knowledge of agriculture for your iron shields. Now that you can farm, you produce a lot more food, but lots of your land is unfit for farming, so it doesn’t increase by much. Your trading improved your relations.

Villages: Kherzit [Capital][124], Akkalat [84], Odokh [77], Baltakhand [120]
Region: Mongolia
Stability: Sturdy 4

Population: 485
Jobs: Archer [100], Heavy Infantry [50], Chariot Rider [44], Elite Guard [6], Researcher [125]
Status: Civilization, At war with Bananarama

Type: Warmonger (You pillage and plunder for a living, so, naturally, you improve those skills. You get a bonus in combat and a malus in initial reputation)

Technology

Tools: Standard (Stone, Flint), Wheel
Structures: Mud Homes, Research hub [+3]
Domestic: Horses, Sheep, Elk, Hunting Dogs
Other: Riding, Religion, Chariot, Furnace, Iron, Fishing, Division of Labour, Government (Monarchy [+2]), Writing [+2], Currency [+2 or 5], Agriculture

Politics

Government Type: Monarchy
Policies: N/A
Global Happiness: Happy 3
Crime rate: Pretty low 2

Economy

State: Good 2
Source of Income: Raids

Culture

Warfare, Herding, Religion, Sacrifice, Intimidating

Military

Army: 200 units
Type: Archer [100], Heavy Infantry [50], Chariot Rider (Bow/Scimitar) [44], Kada Elite Guard (Heavy Cavalry) [6]
Weapons: Advanced Melee (Halberd [+2], Iron [Scimitar][+4]), Standard (Longbow[Arrows: Flint, Flaming][+2 or 3]), Advanced Armour (Chain [+4][Fear]), Advanced Protection (Iron shield[+4])

Religion

Deity: Yargoyin
Beliefs: Yargoyin needs sacrifices (animal or human) or the animals of the steppe will slow and die. Yargoyin helps those that holds themselves high in the societal food chain. Warriors are to be utmost respected. Conquering feeds Yargoyin as much as sacrifices.

Relations
Hollow Sand

Reputation: Good 2
Shared technology: Writing, Wheel, Iron shield, Agriculture

Phoenicia

Reputation: Good 2
Shared technology: Horse, Iron, Currency

Bananarama

Reputation: Unsalvageable -3

Kugelland

Reputation: Chilly -1

Hollow Sand

Leader: Bizarre Pumpkiin

Actions: [Global] Trade with the Mongols, [Global] Trade with Kugelland
Result: 17/20 +8 = 20/20!, 9/20 +8 = 17/20
You visit the intimidating Mongols in search of trade, which they happily offer. You decide to trade your knowledge of agriculture for their horses. Feeling generous, they also offer you their knowledge of iron shields, which grant +4 to combat rolls. Your trading improved your relations.

You send an expedition to Kugelland, where you trade your knowledge of furnaces for their knowledge of division of labour. Division of labour is an excellent way to make jobs more efficient, such as harvesting food, which increases your population. Your trading improves your relations.

You now have enough population to become a civilization.

Villages: Hollow Dust [Capital]
Region: Suez, Egypt
Stability: Strong 5

Population: 159
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], Wheel
Weapons: Standard Melee (Spear [Flint, Stone], Club), Basic Ranged (Shortbow), Advanced Protection (Iron Shield [+4])
Structures: Mud Hut, Farm, Temple
Domestic: Rhinoceros [+2],
Other: Agriculture, Fishing, Writing [+2], Currency [+2 or 5], Furnace, Iron, Division of labour

Relations
Phoenicia

Reputation: Great 3
Shared technology: Currency [+2 or 5], Writing [+2], Oven, Rhino

Mongols

Reputation: Good 2
Shared technology: Wheel, Writing, Agriculture, Iron Shield

Britannia

Reputation: Ally 4
Shared technology: Furnace, Iron

Hellenes

Reputation: Good 2

Kugelland

Reputation: Great 3
Shared technology: Furnace, Division of labour

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

I’ve decided that after 3 villages, every village you gain reduces your stability, unless you find a way to counter the problem…

6 Likes

Max post limit so here’s Nover

Kugelland

Leader: Adalald

Actions: [15] New village, [25 researchers] Lantern, [30 explorers] Find a civ, [10] Better farming, [25 warriors] Defend
Result: 20/20! -8 +3 = 15/20, 20/20! -6 +4 = 18/20, 19/20 -6 +5 = 18/20, 10/20 -8 +2 = 4/20, 16/20 -7 +2 = 11/20
You establish a new village, which opens up some room for more people to move in, increasing your population.

Your researchers play around with fire and find out that, if covered, a lantern can float if it’s light enough, such as a lantern made from thin, smooth bark. This might work on a larger scale, but your technology is too limited right now.

You send your explorers on a quest to find an NPC civ. When they explored West, they found a distraught nation that looked familiar. That is because it was in fact the remains of Laestrygonia, or at least, some remains. This is now the nation of Aitor, demoted from civ status because of its weakness. It was a relatively small village, almost your size, but they weren’t exactly open to trade right now.

Farming is Stadburg’s curse. No matter how hard you try to improve your farming, something always seems to go wrong. This time, when your farmers tried to fertilise the soil with repurposed animal droppings, they would clumsily drop some of it on the crops they harvested, which poisoned the people. Only two people died, but it’s still a pretty big deal.

Your guards do another tour of the perimeter, renewing the timer yet again.

Also, you were visited by the Hollow Sandpeople. They traded their knowledge of better furnaces for your knowledge of division of labour. This trading increased your relations.

You have gained a second global action.

Villages: Statdburg [Capital] [108], Zweibach [15]
Region: Austria, Europe
Stability: Steady 3

Population: 123
Jobs: Researcher [30], Explorer [30], Farmer [15], Soldier [10], Spearman [10], Archer [10]
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, Sailboat [+2]
Weapons: Better Melee (Copper Sword, Copper Spear [+2]), Intermediate Ranged (Recurve Bow [Copper][+3]), Standard Protection (Copper Large Shield [+2]), Tactic (Shield Wall [+2], Phalanx [+2]) TEMP Guard Post (3 turns [-3])
Structures: Cottage, Farm
Domestic: Pig
Other: Agriculture, Oven, Copper, Division of labour, Writing [+2], Pottery, Furnace

Relations
Laestrygon

Reputation: Great 3
Shared technology: Sailing [+2], Copper Shields [+2]

Phoenicia

Reputation: Great 3
Shared Technology: Copper long shield [+2], Writing [+2]

Tarkahmehd

Reputation: Neutral 1

Hellenes

Reputation: Chilly -1

Hollow Sand

Reputation: Great 3
Shared technology: Division of labour, Furnac

Bananarama

Reputation: Unavailable

Mongols

Reputation: Chilly -1

Aitor

Reputation: Neutral 1

Religion

It’s a little long, so I will link the post with all the info
The Thrive Odyssey

4 Likes

Declare myself as a civ
Action one: trade with Phoenicia
Action two: research better weapons