The Thrive Odyssey

seems like everyone voted, so you can start making the round Omni, when you want to of course.

also we acheived 900 posts!

Ok then.

The Britons research on bronze metallurgy and blacksmithing.

but copper went before bronze.

At this point, it would take us an eternity to finally discover iron. Bronze is enough for a requirement.

@OmnipotentFNarr I think everyone has posted.

Story

Focus goes from improving life conditions to more cultural things, such as the first appearance of pottery and the development of religion. This doesn’t mean that action is missing from this round, as lots of looting and attacks are going on.

Volume 2: Diffusion
Round 41 - 25,000 Years ago

Phoenicia

Leader: Tekis

Actions: [Global] Pottery
Result: 12/20
You already have good experience with clay and mud, since you live in mud huts, so manipulating it into more useful things was easy. The first idea was of course pottery, moulding the clay into a circular container to hold various items like food or water. This of course made resources easier to store, so you have a tiny increase in population. However, you quickly made your pottery unique by using it not only as a container, but as an art piece. So began the quest to make intricate pots with elaborate shapes, engraved details and paint. This will definitely contribute to the culture tab of the civ stage and could even be used for religious purposes?

Villages: 1 (Tyre [Capital])
Region:Southern Lebanon, Asia (Middle East)
Stability: Strong 5

Population: 48
Jobs: N/A
Status: Sedentary Agricultural Village

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

Technology

Tools: Basic (Wood, Bone), Raft
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow), Trident
Structures: Mud hut
Domestic: Goats
Other: Fishing, Agriculture, Pottery

Relations
Laestrygonians

Reputation: Good 2
Shared Technology: Goat domestication, Rafts

Hellenes

Leader: Tiresias

Actions: [Global] Better furnaces
Result: 16/20 +2 = 18/20
Sometimes you found strange rocks on the floor of greenish colour that were sort of mouldable, but not enough to be used for tools. Then after tossing one in the fire and realising its malleability increases with heat, you wanted to see if you could heat it to the point of melting it. To do so, your fires needed a definite upgrade. What you figured out was the strengthening effects of wind on the fire, which you put to use by building an oven supplied with a sort of bag that can pump air into the fire to make it stronger. You now have a furnace oven.

Villages: 1 (Apolonia [Capital])
Region: Coast of Epirus, Greece
Stability: Stable 3

Population: 32
Jobs: N/A
Status: Hunter-gatherer tribe

Type: Outcast (Because of your peculiar nation’s practices, others tend to stay away from you, giving lower initial reputation. On the upside, this gives you a bonus to technology development and you are harder to spy on)

Technology

Tools: Standard (Stone, Flint)
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow), Primitive protection (Targe)
Structures: Portable Tents
Domestic: Cattle
Other: Oven

Britannia

Leader: Arthur of Londinium

Actions: [Global] Metallurgy
Result: 3/20
Unfortunately, after tossing the stones onto the fire, you don’t know what to do with them because they are too hot to touch, so you leave them and after they cool, they become unusable.

Villages: 1 (Londinium [Capital])
Region: British Isles, Europe
Stability: Sturdy 4

Population: 35
Jobs: N/A
Status: Agricultural village

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: Basic (Wood, Bone)
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Stone houses
Other: Agriculture, Oven

Laestrygonians

Leader: Orko

Actions: Division of labour
Result: 12/20
As your tribe continues to grow in numbers and you discover more and more technology, knowing everything becomes unfeasable and people begin to specialise. There was already a small beginning of this with the same 10 crew members going on multiple trading excursions, so the idea was already normalised. Some people became goatherds to take care of the flock, while others became full time traders, itching to go on their next adventure. Others also became fishermen, using the boats to catch bigger deep sea fish with their new nets. All this gives good bonuses: specialisation means more efficient food production, so more population, and actions using people with jobs will give a +1 to the roll per groupe of people corresponding to the job, using the same population scale. (If this is confusing, let’s say you put 20 traders on an excursion and you have 40 population. Normally, you would get a -4 because there are 4 groups of 5 people missing, but since these are traders, for each group of 5, you add +1, so you would get +4. In this case, you would get no negative since they cancel each other out)

Villages: 1 (Laestrygon [Capital])
Region: Normandy, France
Stability: Sturdy 4

Population: 55
Jobs: Fisherman [15], Goatherd [20], Trader [20]
Status: Hunter-gatherer tribe

Type: Trader (All that time working with the ground has made you accumulate an abundance of resources you know others want, granting you a bonus in trading and initial population)

Technology

Tools: Basic (Wood, Bone), Sailboat[+2], Nets
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Portable Tents
Domestic: Goats
Other: Fishing, Trapping, Division of Labour

Relations
Phoenicians

Reputation: Good 2
Shared Technology: Goat domestication, Rafts

Tarkahmehd

Reputation: Good 2
Shared Technology: Fishing, Trapping, Sailboat

Bananarama

Leader: Barando

Actions: [10] Destroy the loser camp, [35] Make mud houses
Result: 20/20 +3 -7 = 16/20, 15/20
Barando, having dethroned Zen’Zon, decided it would be a good idea to finally destroy the loser tribe and erase them from existence. Their final fort was the Malelku outpost, which Barando and his 10 warriors rushed towards, cutting down anyone in their way. It was a massacre, everyone in the camp was slaughtered. Their leader, Samlek, was brought forward to Barando, who proceeded to [CENSORED FOR EXCESSIVE GORE] and eat his still beating heart. It was an overwhelming victory with only 4 casualties, but now, the loser tribe is gone and their village is vacant.

Meanwhile at home, the Bananarama are sick of living in small tents, so they try to find a way to make bigger and better housing. They make mud huts, using mud moulded into bricks and dried in the sun. These huts are more spacious than the tents, so there is more space for more people, prompting an increase in population. You are now a sedentary agricultural village.

Also, all this commotion attracted the attention of a new tribe! Don’t worry, this one is peaceful and doesn’t want to attack. They are the Farenit, a religous tribe that focuses a lot more on worship. Maybe you can discover more about them and even share technology?

Villages: 1 (Musa Saientum Fixa [Capital])
Region: Nile banks, Egypt
Stability: Sturdy 4

Population: 48
Jobs: Soldier [6]
Status: Sedentary Agricultural village

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)
Weapons: Standard Melee (Spear [Flint, Stone], Club), Basic Ranged (Shortbow)
Structures: Mud Hut
Other: Agriculture, Fishing

Relations
Farenit

Reputation: Chilly -1

Tarkahmehd

Leader: Evolution4Weak

Action: [24] Defense, [24] Farms
Result: 18/20 -4 = 14/20, 6/20 -4 = 2/20
You try to find a way to defend yourself in case you ever have to. You find armour either too weak or too bulky to be practical right now, so you focus your research on making shields. You come up with a big shield made of wood and hide about as tall as an average person minus the head, which is useful for trying to blockade spear attacks.

The rest of the tribe wanted to increase their food production by allocating more land to farms. Unfortunately, the patch they picked was sterile and riddled with pests that made quick work of the seeds planted. One of the structures put in place even collapsed from termites gnawing on the wood, crushing one unfortunate person. As a result, your expected food count was drastically reduced and five people had to be booted out to make sure you had enough food for the remaining tribe

Villages: 1 (Acirema [Capital])
Region: Portugal, Europe
Stability: Sturdy 4

Population: 42
Jobs: N/A
Status: Hunter-gatherer tribe

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: Basic (Wood, Bone), Net, Sailboat[+2]
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Portable Tents
Other: Fishing, Trapping, Agriculture

Relations
Laestrygonians

Reputation: Good 2
Shared Technology: Sailboat, Net, Trapping, Fishing

Mexica

Leader: Montezuma

Actions: [Global] Religion
Result: 12/20
Montezuma was inspired by the nature around him and decided it was time to reveal the way the world was formed. He goes on about the different deities allocated to each part of the world, fighting for the right to create something each and how everything is not equal but just as important. Of course, those deities require sacrifices (as per your intentions when you migrated to Mexico) to keep the world running, otherwise they will move on to another people to enable. He explains that while the honeybee is a puny bug, without it, the plants your tribe depends so much on to survive would die, so the bee is just as important as the plant. He explains that death is not an evil, it is a necessity. For example, if the tribe’s people were to not die, there would be too many mouths to feed. If the animals didn’t die, they would eat every last plant, destroying the entire ecosystem and making it barren. So you must embrace death, as it is a gateway to eternal rest.

Villages: 1 (Tenochtitlán [Capital])
Region: Mexican Valley, Mexico
Stability: Sturdy 4

Population: 52
Jobs: N/A
Status: Hunter-gatherer tribe

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: Basic (Wood, Bone)
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Portable Tents, Farms
Domestic: Honeybee
Other: Agriculture

Religion

Deity: Many

Beliefs: Sacrifices are necessary to keep the world going, all life is equally important, death means eternal respite for the dead

Is this what you were going for? You can change anything for free if you want, since you weren’t specific

Mongols

Leader: Kada Khan

Actions: [15] Charriots, [20] Search for villages to attack
Result: 15/20 +2 -5 = 12/20, 20/20 -3 = 17/20
Your horses have grown stronger since starting out as the weak rides for the lazy man. In fact, they seem strong enough to pull things. Your people noticed how easier it was to push a boulder when it was round, rather than when it’s flat. This prompted some of the more creative fellows to carve wooden planks and tying them together to make wheels. These wheels were then mounted onto a chassis, which was then attached to the horse, effectively making a chariot! Your horse archers were converted to Chariot Archers, who benefit from the wagon’s protection.

You think it’s time to put your weapons to use and attack any nearby nations. Since there are no player nations nearby, you discover and attack the Yisla tribe. These hunter-Gatherers are situated in the tundra, riding elks. Although, trusting at first, as soon as they saw you draw your bows out, they tried to run away, but it was too late, you plundered their resources and left them bare. The loot consisted of pelts, food and standard tools, so you were able to raise your population.

Tribes: 1 (Kherzit [Capital])
Region: Mongolia
Stability: Stable 3

Population: 42
Jobs: Chariot Archer (10)
Status: Hunter-gatherer tribe

Type: Religious (Your faith is strong and no one can tell you otherwise! You have a bonus in religion and technology research)

Technology

Tools: Basic (Wood, Bone), Wheel
Weapons: Basic Melee (Spear, Club), Standard (Longbow[Arrows: Flint, Flaming])
Structures: Portable Tents
Domestic: Horses, Sheep
Other: Riding, Religion, Chariot

Religion

Deity: Yargoyin
Beliefs: Yargoyin needs sacrifices (animal or human) or the animals of the steppe will slow and die.

Relations
Yisla

Reputation: Hostile - 2

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

2 Likes

action: try to domesticate rhinos as war mounts.
also shouldn’t i have 2 villages now?
also i forgot to mention that Barando is Zen’Zon’s son.

time for religion!

elemental gods, one for air and water, another one for fire, and a last one for earth and stone.

to please them we shall dance and sing.
24 people shall work on making the religion, while the other 24 research basic herbal medicine.

Nice, my religion is awesome! Now it just needs a name - Tonatiu sounds Aztec enough to me (it means “Sun” according to a translator). I would like to add a little edit tho - while almost everything will be equal, the Sun is the most important (and of course it’s respective God), then the rain (and it’s God) and for the final - the God of the agriculture.

Anyway, now that everything is set, I think it is time for little religious expansion:
Action: All people are ordered to build a big temple named “Sola Eclipsa”, where all sacrifices will be made. (Should I make a detail description of how sacrifices will work:D)

1 Like

[21] Action 1: Try To Build Farms Again
[21] Action 2: Build Some Log Cabins

Ah, I’ll have to work on bronze metallurgy & blacksmithing again.

Questions

@OmnipotentFNarr, is there a criterion or requirement I haven’t respected for bronze metallurgy or metallurgy in general?
Also, how does it work when I split my actions into individuals?

My actions

  • 20 Britons research on bronze metallurgy & blacksmithing again.
  • 15 Britons research on animal farming & raising.

Research:mining tools

You’ve met the requirements, you failed because of the dice roll. The way splitting tasks works is that you can have as many tasks as you want, but the number of groups of people missing from the task is deducted from the dice roll. For example, if you have 50 population, and you have 2 actions which you put 30 and 20 people to work on respectively, for the first action, since you’re missing 3 groups of 6 people, you get -3 on your roll and for the second action, you’re missing 5 groups of 6, so you get -5

shouldn’t i have two villages now?

The village is empty, claiming it would be an action (because of restoration and moving in)

1 Like

Why a group of six? In the first action, I would have used 30 people out of 50 so wouldn’t it be more appropriate if you had said that I’d be missing 4 groups of 5? I’m confused…

also how do second global actions work?

It scales with every 10 population, starting with groups of 3 with 20, then groups of 4 with 30, and so on…

I guess you can get a second global action with a second village.

then i shall change my action.
action: claim the abandoned village.