Apparently I can only mention 10 users in a post so:
Kugelland
Leader: Adalald
Actions: [Global] Gears, [37 researchers] Cure, [80] Silk Clothes
Result: 10/20 +4 = 14/20, 18/20 -8 +5 = 15/20, 15/20 -7 +4 = 12/20
To expand into more complex machinery, you need to invent mechanisms, such as gears. With a few more prerequisites, you can unlock complex machinery.
Your researchers start undergoing research for a possible cure. They will need time to complete it, spanning multiple turns.
Your people make clothes out of the silk fabric, which has very high value. If you could just start selling it to other nations, you could make lots of profit.
Also, you were visited by Britannia. They had proposed to federate with you, but due to the current pandemic and your relations, you refuse. Instead, they give you microscopes, granting +2 to scientific research rolls, and wish you good luck before leaving hastily to prevent infection.
Since you cannot federate, you get one global action in the time bank.
Death roll: 7/20 -2 = 5/20
Five people have succumbed to the plague.
Villages: Statdburg [Capital] [117], Zweibach [85], Generischesdorf [44]
Region: Austria, Europe
Stability: Shaky 2
Population: 348
Jobs: Researcher [66], Explorer [30], Farmer [35], Soldier [35], Spearman [25], Archer [25], Builder [30]
Status: Civilization
Time Bank: 1
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, Cog [+3], Loom, Roman Concrete, Medicine [-1], Gears
Structures: Cottage, Farm, Sewage
Domestic: Pig, Spider, Horse, Honeybee
Other: Agriculture, Furnace, Iron, Division of labour, Writing [+2], Pottery, Furnace, Silk Fabric, Fishing, Government [+2]
Politics
Government Type: Monarchy
Policies: Quarantine
Global Happiness: Pretty Happy 2
Crime rate: Low 3
Economy
State: Good 2
Source of Income: Trade
Culture
Trade, Modern, Agriculture
Military
Army: 85
Type: Soldier (Infantry) 35, Spearman (Infantry) [25], Archer [25]
Weapons: Advanced Melee (Iron Sword, Spear [+4]), Intermediate Ranged (Recurve Bow [Copper][+3]), Standard Protection (Copper Large Shield [+2]), Tactic (Shield Wall [+2], Phalanx [+2]) TEMP Guard Post (2 turns [-3])
Relations
Phoenicia
Reputation: Great 3
Shared Technology: Copper long shield [+2], Writing [+2]
Hollow Sand
Reputation: Great 3
Shared technology: Division of labour, Furnace, Fishing, lantern
Mongols
Reputation: Great 3
Shared technology: Iron, Furnace, Silk, Horses
Norse
Reputation: Chilly -1
Britannia
Reputation: Great 3
Shared Technology: Microscope [+2]
Religion
Wilhenks
Leader: Wilhelm Von Wilhelmland
Actions: New civ
Result: 17/20
Welcome to the game!As a native tribe of Saxony, you settle near the Elbe river, determined to rise and become a great nation. Since you started later in the game, I chose a few extra technologies for you to start with. Good luck!
Villages: Wilhelmlans [Capital] [93]
Region: Saxony, Elbe
Stability: Steady 3
Population: 93
Jobs: N/A
Status: Sedentary Agricultural Village
Type: Warmonger (War is a very important part of your civilization, granting a bonus in combat rolls but a malus in initial reputation)
Technology
Tools: Standard (Flint, Stone), Irrigation
Weapons: Standard Melee (Copper Spear, Sword [+2]), Basic Ranged (Shortbow), Standard Shield (Copper [+2])
Structures: Log cabin, Farm
Domestic: Cats, Cattle
Other: Agriculture, Division of Labour, Oven, Copper, Writing [+2]