The Thrive Odyssey

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

Becoming a civilization is free. It’s not considered an action.

Wow the turn is so big that i needed to be separated


Stadtburg
Jobs

30 Researchers
30 Explorers
10 Farmers
10 Soldiers
10 Archers
10 Spearmen
8 Builders New and Amazing Job!!!

Actions

The researchers and the farmers (because this is taming) will try to domesticate spiders
The builders will build a tower to see distant places

Zweibach
Actions

Make the farmers build a farm
The Researchers will research a way of making soil more fertile
The warriors protect the new village

Action; give kugelland iron tech for their hot air balloons.

Action: create a level of autonomy for my villages, so they can keep the population stable.

Action: improve housing

Action: research roads.

@OmnipotentFNarr Do my heavy infantry still have scimitar and shields? Also wouldn’t halberds be very good against cavalry?

Division of labor

Military: 200

  1. 100 archer

  2. 25 infantry

  3. 25 heavy infantry

  4. 44 chariot archers

  5. 6 Kada elite guard

285 researchers.

Jobs

  • 75 Settlers
  • 69 Hunters
  • 25 Philosophers
  • 25 Scientists
  • 25 Engineers
  • 25 Mathematicians

My actions

  • All settlers are to establish a village named “Liverpool” in Northern Britain.
  • All hunters are to tame wolves to help them in their hunt as well as protecting the villages.
  • All philosophers are to research on education to establish schools.
  • All scientists are to research Chemistry I (Atomism).
  • All engineers are to research on the fabrication of Microscope I (Early Microscope).
  • All mathematicians are to research Mathematics II (Rational numbers).

People Distribution:

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

Actions:

  • Action: Create A New Village And Call It Ecie

  • Action 2: Trade Resources Gain From The New Titanium Tool With Kugelland

  • Action 3: Create Watchtowers In All The Villages

  • Action 4: Create A Permanent Building For All The Science To Be Done

  • Action 5: Upgrade Our Roads To Stone

might change my action later

Actions for my capital
My builders create an academy
The rest try to finish the temple
My inventors try to develop crossbows
Actiom for gantzos
Create a shipwright
My adventurers try to discover Britannia

Action for cillis
My soldiers try to discover the scutum (Roman shield,I’m gona use roman tactics along with greek ones so don’t simply replace them)
The rest build a farm

I am honestly conflicted, both Coyotl and Ocelomeh don’t seem reliable, plus the Coyotls have catapults which is very bad. But I guess the cycle of lying has to continue for now :pensive:

Action I: [Stop the trade route with the Coyotls] While this action seems rather hostile, Montezuma tried to explain to the KotC (King of the Coyotls) that both Mexica and Coyotl must stop trading for now, as the enemy may harass the trade routes and cause instability. The trade can, of course, continue once we destroy the threat outside.

Action II: [Research/create bowmen] Montezuma, alone and worried stared deeply into the stars looking for answers to his troubles… And then magically an answer came to him - those “catapult” things seem flammable. In fact the whole city of Tlacopan seems flammable! If only there was a way to throw something towards the city and start a fire… In fact if only there was a way to just throw something sharp towards the city from safe distance… And then a second answer came to Montezuma - [insert bow and arrow physics here]. Montezuma was pleased with his ideas, but for a moment he stopped and asked himself if that was possible. But then he remembered that the Coyotls, too, have archers. So it wasn’t something that only the Gods could achieve. Of course the real question remains… Can the arrows start making things on fire…?

Action III: [Research gunpowder]/(If it is too early for gunpowder…) [Research primitive catapults]

Action IV: [Search for more civilizations/potential allies]

Action V: [Create new job] (still not sure if that’s an action, lol) Montezuma, by seeing how the Coyotls train his people, wondered if his people can start training each other for different stuffs. And thus the job of the “Scholar” was created and 50 Mexicans became scholars./(if creating a job isn’t an action) [Create bronze weapons] The scholars had the genial idea of melting the bronze into a little deadlier shape (swords and spears).

my votes this round are pmed.

action 1: go meet etxe

action 2: create some laws

new population becomes builders, hunters and scientists
with the extra person becoming a scientist

Townsville is now called Uharte, and straddles the location of our world’s Marseille and the nearby Frioul islands.

Religion

The religion of Etxe is called Iragarmen. It is unusual in that it is silent on the subject of deities, although it is easily mixed with other traditions that do feature deities, and does assert the existence of some sort of greater beings. The religion centers around the concept that reality as we know it is a small slice or island within a much greater reality that can’t normally be understood by humans.

Worship by the followers of Iragarmen typically takes the form of meditation on short passages known as egia, which are recited or written on holy cylinders or cone sections called obos that are rolled along the ground. These egia are said to have been provided by the mythological enlightened ones of the past who learned of the greater reality, and to reveal truths about it. While a few are straightforward, most are nonsensical (at least to the unenlightened).

Iragarmen says that a person is a part of a greater being that is passing through our false reality. When it enters, a person is born, and when they die that part of the greater being has continued out into the greater reality. Most followers believe that a different part of the same greater being will eventually pass through again, but there is a minority who say the greater reality is so large that never happens. The goal of the followers of the faith is to understand and connect with their greater selves and the greater reality, to end all the struggles of their life.

Politics

The government of Etxe is a chaotic oligarchy, with both hereditary temporal leaders and charismatic spiritual wise men wielding considerable influence. Maybe someday a more formal system will be established to cut down on the infighting.

To simplify things, I’ve combined healer and scribe, as well as farmer and goatherd. There’s also only one species now. Here’s a new CSV population breakdown:

CSV

,Farmer,Fisherman,Trader,Scholar,Soldier
Berpizte,85,25,50,10,30
Uharte,40,50,0,6,15

Actions: The traders, 5 scholars and 10 soldiers from Berpizte trade shields with Hellenes for mathematics. The remaining citizens there develop evangelism. The people of Uharte build port facilities.

Actually, I’ll trade camouflage with Hellenes for the math.

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

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

6 Likes