The Thrive Odyssey

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 ā€œLiverpoolā€ 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 ā€œcatapultā€ 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 ā€œScholarā€ 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: TenochtitlƔn [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
Kugelland

Leader: Adalald

Actions: [30 (researchers, farmers)] Tame spiders, [48] Watchtower, [10] Farm, [15] Fertilizer, [10] Guard
Result: 19/20 -7 +2 = 14/20, 15/20 -5 = 10/20, 19/20 -8 = 11/20, 17/20 -8 +2 = 11/20, 20/20! -8 = 12/20
You were always fascinated by the spider’s intricate web and how it can make such delicate but powerful traps that can stop insects midair. You decided to capture spiders to try and get your hands on your own silk. In this parallel universe, spider silk is easier to farm and obtain by raising spiders, which you start doing. You now have access to silk! Now if only you had a way to weave it…

Your people built watchtowers, but they were of poor quality and collapsed when no one was around.

It seems the problem really was Stadburg, since there was no problem managing farms in Zweibach. This increase in food production increases your population.

This time, while repurposing the pig droppings, your farmers were extra careful, and it worked wonderfully! Fertilizer increased food yieldings, which increased your population.

Your guards do another round, resetting the timer.

Also, you were visited by the people of Tarkahmehd. They came with the sole purpose of delivering excess resources to you, with nothing in return, increasing your population and relations.

You were also visited by the Mongols, who came bearing the gift of furnaces and iron. You gave them your Kongming lanterns in exchange. This pleasant surprise increased your relations with them.

You now have enough population to become a civilization.

Villages: Statdburg [Capital] [119], Zweibach [66]
Region: Austria, Europe
Stability: Sturdy 4

Population: 185
Jobs: Researcher [30], Explorer [30], Farmer [10], Soldier [10], Spearman [10], Archer [10], Builder [8]
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, Spider
Other: Agriculture, Furnace, Iron, Division of labour, Writing [+2], Pottery, Furnace, Silk

Relations
Phoenicia

Reputation: Great 3
Shared Technology: Copper long shield [+2], Writing [+2]

Tarkahmehd

Reputation: Good 2

Hellenes

Reputation: Chilly -1

Hollow Sand

Reputation: Great 3
Shared technology: Division of labour, Furnace

Bananarama

Reputation: Unavailable

Mongols

Reputation: Good 2
Shared technology: Iron, Furnace

Aitor

Reputation: Neutral 1

Religion

The Thrive Odyssey

4 Likes

Jobs

  • 75 Philosophers
  • 75 Peers
  • 75 Farmers
  • 10 Mathematicians
  • 9 Engineers

My actions

  • All Philosophers must establish a school to educate the population.
  • All Peers must establish a Royal Federation (see details below).
  • All Farmers try to establish a permanent farm (see details below)!
  • All Mathematicians research on Mathematics N (Numeral characters).
  • All Engineers research on Vehicles N (Wheel).
Royal Federation
The King will now have a constitutional role, which means that a new Constitution will be made to limit his power. There will be three provinces, and three Lords will rule each of them. A mayor will rule each village. The King will share his power with the Lords and Mayors, even though he will still have more power on the Federal level. Another detail: each province is divided into regions. Regions are only for administrative purposes and do not possess a capital. Here are the provinces, regions & cities/villages.
Sussex
London
Londinium

The Capital City of Britannia and Sussex.

Wessex
South Wessex
Winchester

The Capital City of Wessex.

Norshire
West Norshire
Liverpool

The Capital City of Norshire.

Permanent Farms
Permanent farms are intended to produce crops every round. The only disadvantage is that it needs at least one group of farmers to maintain its crop production. If there is less than a group of farmers or none, then it will be considered inactive until there’s a new group of farmers for the upkeep.

Action: Attack banana’s infantry with my archers, with my infantry guarding them, while avoiding zen’s bombardment

Action: Take food from zen’s farms, to supply the siege, then burn the farms

Action: create trade route to Kugelland, which takes silk and gives horses.

Action: research how to upscale the balloons.

Division of labor:
200 military
347 researchers

So becoming a civilization is free right?


I desire to become a civilized society


Zweibach
Jobs

10 Soldier
10 Archer
10 Spearman
13 Researcher
13 Farmer
10 Builders

Actions

The Zweibach researchers and farmers will try to domesticate the bee
The builders will make more houses
All fighter troops will defend the new village

Stadtburg
Jobs

30 Researchers
30 Explorers
20 Farmers
10 Soldiers
10 Archers
10 Spearmen
9 Builders

Actions

Half of the researchers research the loom
The other half and the builders research roman concrete
All fighter troops will improve the weapons
The explorers will search for civilizations in the sea west of the former laestrygonia

farmers, scientists, hunters, and medics invent cheese
builders, potters, and priests build the decorated elemental temple, in honor of the great elementals
scouts and soldiers build carthage, of course, in tunisia

those are all my actions

action: trade my stuff for kugelland’s flight thing

action two: continue to make more weapons

Okay, I have to do something stupid now, as my time is running out. I hope it works:D Also, the ā€œFind a civ questā€ should be 1 turn now, not 2, but with my plan this shouldn’t be a problem>:)

Action I: [Inform the KotC about the existence of the Ocelomeh.]

Action II: [We offer to the KotC to help him] Montezuma’s plotted a scheme. He offered to Kaajal (yes, that’s the name of the KotC now:D Of course you can change it if you want) to help him in his conquest against those ā€œbrutesā€ in hopes that can bring the two nations together. He explains that his army will follow proudly behind and nothing will be demanded in exchange (except of course the absolute and utter destruction that will follow…).

Action III: [Send some supplies to Nahuatl] (Finish Quest)

Action IV: [Recruit around ~100 archers from Nahuatl]

Action V: [Research Catapults] (might come in handy soon) (I also use my scholars for that, because they’re smart)

Action VI (That one is really so risky, Montezuma has lost his mind:D): [Send a messager to Ocelomeh] Montezuma sent a messager during the night to the city of Ocelomeh. The messager had to warn the King of the mighty nation to prepare all his defenses, because a big army is coming towards him. The messager was ordered to stay in Ocelomeh and await Montezuma to pick him up.

Action VII (yes, we will finish with an odd number today:( ): [Research shields]