Story
Lots of trading is happening between the Golden League as the Bananarama desperately try to escape their fate. In other news, the Mexicans are preparing for war and are gathering as many allies as they can.
Volume 2: Diffusion
Round 55 - 350 BC
Phoenicia
Leader: Tekis
Actions: [Global] Meet Etxe, [Global] Laws
Result: 11/20 +2 = 13/20, 19/20
You heard rumours about the collapse of Laestrygonia, which sounded unbelievable, so you had to go investigate yourself. You sent a crew to explore the coast, where you met the remains of Laestrygonia, the human civilization of Exte. They looked a lot less brutish and more peaceful, and were pleasant to interact with. You got along well thanks to your diplomatic nature.
There was a set of unspoken rules among humans in general, such as basic morals, like how killing and stealing is wrong, but Tekis standardised these rules into laws that every citizen must follow. These laws help reduce the crime rate.
Also, you were visited by the Persian Empire. They are very militaristic and want to become the most powerful empire there is. They offer you to join them and ,in exchange for their protection, they will collect taxes and goods, as well as all your new technology. They give you 2 turns to think about it.
You were also visited by the Hollow Sandpeople. They gave you wheels in exchange for your bronze tools.
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 [18], Hunter [18], Medic [14], Scientist [20], Soldier [60]
Status: Civilization, QUEST: Join the Persians (2 turns left)
Type: Bard (Thanks to your entertainment, you get a bonus to diplomacy and trade with other nations)
Technology
Tools: Bronze Age, Sailboat [+2], Wheel
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
Policies: Laws
Global Happiness: Very Happy 4
Crime rate: Nearly Non-existent 4
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], Wheel, Bronze tools
Mongols
Reputation: Good 2
Bananarama
Reputation: Hostile -2
Etxe
Reputation: Great 3
Persia
Reputation: Good 2
Hellenes
Leader: Tiresias
Actions: [25] Academy, [20] Crossbows, [176] Finish the temple, [5] Discover Britannia, [54] Shipwright, [45 soldiers] Scutum, [19] Farm
Result: 15/20 -9 +3 = 9/20, 11/20 -9 +9 = 11/20, 16/20 -5 +3 = 14/20, 18/20 -9 +4 = 13/20, 20/20! -8 +3 = 15/20, 12/20 -8 +10 = 14/20, 17/20 -9 +3 = 11/20
Your builders tried to construct an academy, but they lacked the resources to do so at the time.
Seeing the success of the ballista, you ordered your inventors to try and make a version soldiers could use. They make gastraphetes, which are more powerful than bows, but take a bit more time to reload. Nevertheless, they grant +3 to combat rolls.
Unhappy with the result, your men continue to improve the temple. They furnish it with tapestry and murals depicting religious scenes. In the centre floor, there is a mosaic with a top-down view of the entire city, with more room for it to be updated and expanded upon. The temple is now intricate and elegant enough to be considered a landmark! Landmarks are useful because they are a source of great prestige and wealth, used for tourism and pilgrimage. The income generated from this landmark increases your population.
You send a crew by boat to explore the nation that was once plagued by disease. When they arrived, they were greeted by soldiers patrolling the area, who escorted them to the nearest village. There, they presented themselves to the Britannians, who were happy to have visitors, although they were a little weary of your war-centred nature.
(I have to admit, I am a little confused by this action, since a shipwright is a job, but it was too late to ask you to clarify, so I just went along with it. Please tell me if you want to change it to something else, I’ll do so for free) Launching a boat in the water can be difficult, especially if it’s big. That’s why you built a slipway in your dock, which helps make boat travel easier, giving +3 to sailing rolls.
Your wooden shields definitely needed an upgrade, ever since you had access to ironsmithing, so you forged roman scutums out of iron, which are a lot stronger. You also made iron targes, which you pair your pikemen with. Iron shields grant +4 to combat rolls.
The rest of the Cilisians manage fields for farming, increasing your food production and population.
Also, you were visited by the people of Exte, who came to trade. They gave you their camouflaging techniques for your knowledge of mathematics. Camouflage grants -3 to invasion rolls to your enemies or grants you +3 to ambush rolls.
I forgot to add that docks add +2 to sailing rolls.
Villages: Apolonia [Capital][221], Gantzos [183], Cilis [190]
Region: Coast of Epirus, Greece
Stability: Strong 5
Population: 654
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], 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, Road (Stone Brick [+3 or 4]), Granary, Smithy [Success], Palace [+4], Temple, Dock [Success][+2], Slipway [+3], Farm
Domestic: Cattle, Rhinoceros [+2]
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: Great 3
Source of Income: Trade, Agriculture, Pilgrimage
Culture
Military, Agrarian, Modernism
Military
Army: 60
Type: Soldier (Infantry) [45], Cataphract (Heavy Cavalry) [15]
Weapons: Advanced Melee (Javelin [+2], Pike [+2], Iron Sword [+4]), Intermediate Ranged (Gastraphete [+3]), Advanced Protection (Iron Scutum, Targe [+4]), Advanced Armour (Chain [+4]), Rhinoceros [+2 or 3], Ballista [+3 or 6]
Tactics: Formation (Phalanx [+2]), Camouflage [+3 or -3]
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
Reputation: Neutral 1
Etxe
Reputation: Good 2
Shared technology: Camouflage, Mathematics
Britannia
Leader: Arthur of Londinium
Actions: [75 settlers] New village, [69 hunters] Tame wolves, [25 philosophers] School, [25 scientist] Chemistry, [25 engineers] Microscope, [25 mathematicians] Standard mathematics
Result: 19/20 -6 +3 = 16/20, 19/20 -7 +2 = 14/20, 11/20 -8 +6 = 9/20, 19/20 -8 +6 = 17/20, 17/20 -8 +6 = 15/20, 15/20 -8 +6 = 13/20
You send your settlers to establish the village of Liverpool, which makes more room for people to move in, increasing your population and granting an extra global action.
Your hunters finally capture wolves, which will take 2 turns to domesticate (because of time frames) before they can become proper hunting dogs.
It seems that Britannians really don’t like school. No matter how hard you push it, people refuse to send their kids over. You know what they say: If at first you don’t succeed, try, try again.
Your scientists come up with a theory about how the world around them works. They establish the theory of atomism, or how matter is composed of finitely tiny particles, too small for the eye to perceive, which can connect with each other in different combinations to form different materials. Although flawed, this theory is close enough to reality and cannot be disproven due to limited technology, so it helps with tech research, granting +2 in that field.
Your engineers have gotten good at glassblowing, being able to make lenses out of it, which they use to make microscopes. With these wondrous new machines, the secrets of the world of the small can finally be attained. These grant +2 to research rolls in the scientific field.
Basic mathematics was an excellent way to solve problems in everyday life, but life isn’t always full of integers. You revised your current mathematics system to include numbers in between integers, which help with precision, granting +2 instead of +1 to research rolls.
Also, you were visited by the Hellenes. They are a militaristic nation, so they might seem a little pushy at times, but you still greeted them.
You can now ride horses.
Villages: Londinium [Capital] [174], Winchester [70]
Region: British Isles, Europe
Stability: Steady 3
Population: 244
Jobs: Settler [75], Philosopher [25], Hunter [69], Mathematician [25], Engineer [25], Scientist [25]
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], Microscope [+2]
Structures: Stone houses
Domestic: Horse
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Writing [+2], Glass, Government (Monarchy [+2]), Standard Mathematics [+2], Riding, Chemistry [+2]
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]), Basic Armour (Cloth [+1])
Relations
Hellenes
Reputation: Neutral 1
Etxe
Leader: Egoi
Actions: [65 (50 traders)] Trade with Hellenes, [135] Evangelism, [Global] Port
Result: 10/20 -7 +12 = 15/20, 19/20 -5 +3 = 17/20, 16/20 +3 = 19/20
You decide to try to build up your relations again, so you start with your nearest partner, the Hellenes. They were surprised when you arrived under a new name and new face. Nonetheless, they traded with you, offering you their knowledge of mathematics for your camouflage. It was a pleasant exchange, and the Hellenes were glad to know you were OK and that you were now back on track.
Iragarmen is held in very high importance in Etxe’s society, so preaching it was definitely encouraged. You would send missionaries to different local villages to try and persuade the people to join your faith. Their pitch was pretty convincing for a lot of people, who would convert and then move into your villages. This increases your population.
The people of Uharte live near the shores of the Mediterranean, so boats are a very important part of daily routine, from fishing to transporting goods. Docking boats is normally tough without proper infrastructure, as well as unloading merchandise, so when you built a port to accommodate the boats, it helped a lot. Ports are great shipyards, granting guaranteed success for ship-related rolls, as well as granting +2 to sailing rolls. The easier unloading of merchandise also increases your population.
Also, you were visited by the Phoenicians. They were obviously shook when they heard the tragic tale of your fractured nation, but they were glad that you were safe and sound.
Villages: Berpizte [Capital] [300], Uharte [221]
Region: Rhone delta, France
Stability: Shaky 1
Population: 521
Jobs: Farmer [125], Fisherman [75], Trader [50], Scholar [16], Soldier [15], Jobless [240]
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 religion)
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], Port [+2][Success]
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: Oligarchy
Global Happiness: Pretty Happy 2
Crime rate: Low 3
Economy
State: Prosperous 4
Source of Income: Trade
Culture
Trading, Fishing, Sophisticated, Modernism, Spiritual
Military
Army: 45
Type: Soldier (Infantry) [45]
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
Beliefs
Relations
Hellenes
Reputation: Good 2
Shared technology: Camouflage, Mathematics
Phoenicia
Reputation: Great 3
Bananarama
Leader: Barando
Actions: [Global] Annex an NPC, [22] Surprise attack, [22] Annex an NPC
Result: 20/20! +11 = 20/20!, 17/20 -16 +11 = 12/20, 19/20 -7 +11 = 20/20!
Fearing for your life, you send a boat on an expedition to try and take over a nation. They find the Muppans in Spain, who were more spiritual and were very easy to conquer. You butchered their village and emerged victorious with no casualties, even managing to capture 15 prisoners who join your ranks. Their village is now yours to claim.
Back at Musa, while the Mongols were away, you decided to attack, bombarding them with artillery from your walls and charging with all of your villagers, hoping to drive the invader away. Your surprise attack gave you a tactical advantage, but your small units compared to the huge Mongolain army was of no match. You managed to shoot down a few of them and suffered few losses, totaling in 13 deaths out of 22 for you and 38 deaths for the Mongols. This can be considered a small victory, but your people are now worried that they have now angered the Mongols and that they will show no mercy, reducing your stability.
You decide to attack and destroy the Farenit. Although they had grown larger since the last time you visited them, they were still fairly weak in comparison to all of your combat technology, so you easily outmatched them, with only 2 casualties. 17 captured prisoners decided to join you, while the village is now yours to claim.
The flood now over, the Mongols go back to besieging you, preventing you from leaving the capital.
Villages: Musa Sapientum Fixa [Capital][31], LOSERVILLE [74]
Region: Nile banks, Egypt
Stability: Fragile 2
Population: 105
Jobs: Soldier [105]
Status: Sedentary Agricultural village STARVATION (In 4 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 [+1]), 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] Trade with Kugelland, [Global] Watchtower, [Global] Science Hub, [Global] Stone brick pathway
Result: 17/20 +3 = 20/20!, 19/20 +2 = 20/20!, 1/20 +2 = 3/20, 15/20 +2 = 17/20, 12/20
You send your people on an expedition to build a new village. They make it with a lot more space in mind, so even more people can move in. Hooray! You’ve reached the village cap. To increase the cap, your villages must become cities, which happens when they reach 500 population.
Your traders go to Kugelland to trade some of the bountiful resources they have acquired from the meteor to their less fortunate partners. They are eternally grateful, making you now allies.
Watchtowers would have been an excellent way to scout the area to ward off invaders, had it not been for the fact that you built your towers higher than the surrounding trees, which made them act like a beacon, revealing the location of your villages. Before you could finish constructing them, you were raided by bandits, who set fire to them and plundered your village at night, stealing your resources and killing your people from the fire spread. You lost 120 people to these raids.
To make research easier, you decided to construct a building so that all the scientists and philosophers may congregate and spread their ideas, which helps in tech research, granting +3 to them.
Your dirt roads can wash away with the rain, so you decide to upgrade them by making pathways out of stone bricks, which degrade a lot less and grant +3 to infrastructure rolls or +4 to trade rolls if you establish a trade route.
Villages: Acirema [Capital][273], Anawal [155], Latipa [210], Aether [80], Lilac [80], Ecie [200]
Region: Portugal, Europe
Stability: Strong 5
Population: 838
Jobs: Fisherman [76], Farmer [76], Herder [76], Builder [152], Gatherer [74], 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 (Stone Brick [+3 or 4]), Bunker [+3], Millstone, Science hub [+3]
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])
Relations
Kugelland
Reputation: Ally 4
Mexica
Leader: Montezuma
Actions: [56] Stop trade route, [56] Flaming arrows, [56] Mathematics, [56] Search for civs, [57] Bronze Weapons
Result: 19/20 -7 = 12/20, 20/20! -7 +6 = 19/20, 19/20 -7 +6 = 18/20, 17/20 -7 +2 = 12/20, 20/20! -7 +6 = 19/20 (Wow, you’re a high roller haha)
Montezuma was troubled with the task offered by the Ocelomeh, but he needed all the help he could get if he wanted to take down the Coyotl. He spent many days in his think tent scheming the best way to present the news, and he came up with the perfect excuse. He told the King of Coyotl that he must sever the trade route to protect both nations, since a trade route is the most vulnerable to raids. The king agreed and held no grudge against Montezuma. Task updated: Now you must set up a trade route with the Ocelomeh.
A weapon that sets things on fire from a distance would be very valuable to take down those catapults near the gate, so it became a priority to try and develop a potential weapon. Flaming arrows were what the people came up with, by igniting an arrow with the tip covered in cloth and fat, which can be sent flying from a bow and burn whatever it lands on. Flaming arrows with basic bows grant +1 to combat rolls or +2 if they’re against infrastructure.
Before you can build siege weapons, you have to have good knowledge on mathematics, so that you can predict trajectories. Mathematics also helps with tech research, granting +1 to those rolls.
You send your scouts on a mission to find another civilization. This time, exploring South, they find the Nahuatl. These people are currently going through a bit of a drought and would be eternally grateful if you could gift them some of your reserves so they can survive. In exchange, they promise to become your ally. You have 2 turns before they starve and collapse.
Assigning jobs is free, so you forged your weapons into more powerful bronze. Bronze weapons grant +3 to combat rolls.
Villages: Tenochtitlán [Capital][161], Solatempa [120]
Region: Mexican Valley, Mexico
Stability: Strong 5
Population: 281
Jobs: Warrior [100], Archer [100], Scholar [50]
Status: Civilization, QUEST: Find a civ (2 turns left) QUEST: Establish 1 trade route (2 turns left) QUEST: Give food (2 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, Mathematics
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: 200 units
Type: Warrior (Infantry) [100], Archer [100]
Weapons: Intermediate Melee (Bronze Spear, Sword [+3]), Basic Ranged (Shortbow [Flaming [+1 or 2]])
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
Ocelomeh
Reputation: Great 3
Mongols
Leader: Kada Khan
Actions: [Global] Trade with Kugelland, [Global] Sovereignty, [Global] Better houses, [Global] Roads
Result: 13/20 +5 = 18/20, 13/20, 18/20, 12/20
You send a trading caravan over to Kugelland to give them iron and furnaces. In exchange, they gave you the Kongming lanterns. They are very happy with the transaction and you are now on good terms.
To combat the instability that comes with spreading yourself over many villages, you decide to grant sovereignty over them, so that they may function without you. The drawback is that if they are unhappy they may splinter and form their own nation, so you have to keep your villages happy.
The Mongol empire is prosperous and the living conditions should reflect that. You upgrade your houses by making them out of wood and stone, making cottages, which can fit more people, increasing your population.
To make paths between different villages, you decide to make dirt roads, which help when building infrastructure, granting +2 to infrastructure rolls, or +3 to trade rolls if you established a trade route.
Also, you were attacked by the Bananarama. While your army was camped West because of the flood, they used that occasion to stage a surprise attack and catch you off guard. You fought them back thanks to your superior army, but you still suffered 38 casualties, while the Bananarama suffered 13. You managed to push them back to Musa Sapientum Fixa, which you began to siege again. You have 6 turns before your army starts to starve.
Villages: Kherzit [Capital][124], Akkalat [84], Odokh [77], Baltakhand [120]
Region: Mongolia
Stability: Sturdy 4
Population: 547
Jobs: Archer [80], Infantry [18], Heavy Infantry [22], Chariot Rider [36], 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: Cottage, Research hub [+3], Road (Dirt [+2 or 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, Lantern
Politics
Government Type: Monarchy
Policies: Sovereignty
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], Infantry [25], Heavy Infantry [25], 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: Good 2
Shared technology: Iron, Furnace
Hollow Sand
Leader: Bizarre Pumpkin
Actions: [Global] Trade with Phoenicia, [Global] Better weapons
Result: 9/20 +8 = 17/20, 11/20 +2 = 13/20
You visit Phoenicia and give them wheels in exchange for bronze tools, which increase resource yields, increasing your population.
You decide to improve your weapons, by forging them out of iron. Iron weapons grant +4 to combat rolls.
You are now officially a civilization.
Villages: Hollow Dust [Capital] [149], Currency [70]
Region: Suez, Egypt
Stability: Strong 5
Population: 219
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: Bronze Age, Raft [+1], Wheel
Structures: Mud Hut, Farm, Temple
Domestic: Rhinoceros [+2]
Other: Agriculture, Fishing, Writing [+2], Currency [+2 or 5], Furnace, Iron, Division of labour
Politics
No government
Global Happiness: Happy 3
Crime rate: Low 3
Economy
State: Good 2
Source of Income: Trade
Culture
Trade, Pacifist
Military
Army: 0
Type: N/A
Weapons: Advanced Melee (Iron Spear, Sword), Basic Ranged (Shortbow), Advanced Protection (Iron Shield [+4]), Rhinoceros [+2]
Relations
Phoenicia
Reputation: Great 3
Shared technology: Currency [+2 or 5], Writing [+2], Oven, Rhino, Wheel, Bronze tools
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
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