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
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