Honestly, since the player count is dropping like flies, I think it would be best to let the game rest a little so people don’t get burnt out playing. I’ll post the next round in a few weeks, that should give enough time for everyone to rest and should hopefully reignite interest in the game.
About how much longer do you think the break will continue?
I don’t know, whenever I feel like picking it back up I guess. Especially since school started, I’m gonna be very busy so we’ll see
well, i am guessing that this has sadly died?
For now. I might pick it up later during a holiday or something, but I’m simply too swamped to continue working on this unfortunately.
After much thought (and thanks to @Nover452’s Politismos forum game), I’ve decided to reopen Pandora’s box and take a shot at GMing the Thrive Odyssey again. I think I just got burnt out before, but I feel motivated again and hopefully people will still be interested in continuing. Anyways, here’s Round 64, reworked with the new mechanics.
Story
It’s been a while, hasn’t it. A tonal shift in the universe ripples through the space-time continuum, transporting us to a different timeline where things are eerily similar, but still different. Some tech is revoked or reworked, while others are nerfed, but to get the full effect of these changes, check the entirety of your civ. Good luck explorers, and may you Thrive in this new Odyssey
Volume 2: Divusion
Round 64 (revised) - 300 CE
Semetica
Phoenicia
Resources
Lumber: Common
Sand: Common
Stone: Common
Fertile Land: Plentiful
Clean Water: Common
Copper: Rare
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: Rare
Coal: Rare
Spices: Uncommon
Wildlife: Common
Plantlife: Common
Silk: None
Leader: Tekis
Actions: You have 2 actions (+1 for federating)
Result:
Cities: 3
Region: Southern Lebanon, Middle East
Stability: Sturdy 4
Time Bank: 4
Population: 740
Jobs: (I’ll let you assign them)
Status: Civilization
Type: Bard (Thanks to your entertainment, you get a bonus to diplomacy and trade with other nations)
Culture: Trading, Religion (Four Elements, Entertainment, Singing), Diplomatic, Shifty, Sports, Artistic, Cooking, Sophisticated
Regions
Unnamed Region
Population: 740
Jobs: (I’ll let you assign them)
Cities: Tyre [Capital][330], Phoenix [180], Carthage [230]
Happiness: Unhappy
Needs: Jobs, Security, Unpopular Decision (War)
Politics
Government Type: Constitutional Monarchy (A republic with elected officials, as well as the authority of a king. The result of that is a bit of a combination of both, so double stability gains and penalties, as well as a bonus in policy roles, but with a slower happiness increase rate)
Policies: Laws
Economy
Status: N/A
Import: N/A
Export: N/A
Hollow Sand
Resources
Lumber: Uncommon
Sand: Plentiful
Stone: Common
Fertile Land: Common
Clean Water: Bountiful
Copper: Rare
Tin: None
Iron: None
Gold: Rare
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: Rare
Coal: Rare
Spices: Uncommon
Wildlife: Common
Plantlife: Common
Silk: None
Leader: Bizarre Pumpkin
Actions: You have 2 actions (+1 for federating)
Result:
Cities: 5
Region: Sinai Peninsula, Egypt
Stability: Sturdy 4
Time Bank: 1
Population: 385
Jobs: (I’ll let you assign them)
Status: Civilization, Plague
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)
Culture: Trade, Pacifist
Regions
Capital Region
Population: 302
Jobs: (I’ll let you assign them)
Cities: Hollow Dust [Capital][92], Currency [70], LOSERVILLE [50], Ex-Bananaramia [80]
Happiness: Unhappy
Needs: Jobs, Health (Plague), Morale
Dodo Colony
Resources
Lumber: Plentiful
Sand: Plentiful
Stone: Common
Fertile Land: Common
Clean Water: Plentiful
Copper: Rare
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: Rare
Wildlife: Plentiful
Plantlife: Plentiful
Silk: None
Population: 83
Jobs: (I’ll let you assign them)
Cities: Dodo Island Colony [Capital][83]
Happiness: Pretty Happy
Needs: Jobs, Food, Shelter
Culture: Trade, Pacifist, Ecologist
Politics
Government Type: Constitutional Monarchy (A republic with elected officials, as well as the authority of a king. The result of that is a bit of a combination of both, so double stability gains and penalties, as well as a bonus in policy roles, but with a slower happiness increase rate)
Policies: Quarantine [-2], Law of the Bird
Economy
Status: N/A
Import: N/A
Export: N/A
Military
Army: 0
Type: N/A
Weapons: Iron Melee (Sword, Trident [+4], Javelin [+2]), Standard Ranged (Longbow [Iron][+3]), Iron Protection (Shield [+4]), Rhinoceros [+2 or 3], Iron Armour (Chain [+4]), Sport [+1], Basic Artillery (Bomb [+2])
Tactics: N/A
Infrastructure: Training Academy [+2], Wall (wood [-1])
Technology
Tools: Bronze Age, Cargo Vessel [+2 or 4], Wheel, Gunpowder, Hot Air Balloon, Masonry [+3]
Structures: Mud hut, Farm, Hospital, Temple, Prison, Tyrinics (4 civ), Workshop [+1], Road (Dirt [+2 or 3])
Domestic: Goat, Horse
Science: Mathematics III [+1], Physics II, Chemistry II [+1], Biology I, Astronomy II
Other: Fishing, Agriculture, Pottery, Religion, Medicine [-1], Division of Labour, Currency [+2 or 5], Furnace, Iron, Government, Riding, Cheese, Writing, Purple Dye, Gunpowder
Relations
Federacia
Reputation: Dependable Friend
History: Discovery, Trade, Gift
Warao
Reputation: Interesting
History: Discovery
Persia
Reputation: War Enemy
History: Discovery, War
Mongolia
Reputation: Commercial Partner
History: Discovery, Trade, War Help
Federacia
Britannia
Resources
Lumber: Common
Sand: Rare
Stone: Uncommon
Fertile Land: Common
Clean Water: Common
Copper: Rare
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Uncommon
Plantlife: Common
Silk: None
Leader: King James II
Actions: You have 3 actions (+1 for federating)
Result: I have revoked muskets, demoting your ranged weapons to the latest tech I could find before guns, and your gears, coils and mechanised tools.
Cities: 7
Region: British Isles, Europe
Stability: Sturdy 4
Time Bank: 0
Population: 6250
Jobs: (I’ll let you assign them)
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 diplomacy and initial reputation)
Culture: Pacifist, Survivor, Modernism, Agrarian, Diplomatic
Regions
Sussex
Population: 1904
Jobs: (I’ll let you assign them)
Cities: Londinium [Capital][1004], Cambridge [900]
Happiness: Pretty Happy
Needs: Jobs, Food Diversity
Wessex
Population: 3646
Jobs: (I’ll let you assign them)
Cities: Winchester [990], Oxford [906], Truro [900], Hugh Town [850]
Happiness: Pretty Happy
Needs: Jobs, More Farmland, More Housing
Norshire
Population: 900
Jobs: (I’ll let you assign them)
Cities: Liverpool [900]
Happiness: Pretty Happy
Needs: Jobs, Better Infrastructure
Politics
Government Type: Constitutional Monarchy (Double stability gains and penalties, as well as a bonus in policy roles, but with a slower happiness increase rate)
Policies: Royal Federation, Law of Laicity, City Planning
Economy
Status: N/A
Import: N/A
Export: N/A
Italy
Resources
Lumber: Common
Sand: None
Stone: Rare
Fertile Land: Common
Clean Water: Bountiful
Copper: None
Tin: None
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None
Leader: Dukes Remus & Romulus
Actions: You have 3 actions
Result:
Cities: 7
Region: Southern Italy, Europe
Stability: Shaky 2
Time Bank: 0
Population: 7100
Jobs: (I’ll let you assign them)
Status: Civilization
Type: Type: Modernist (Always in pursuit of innovation, you get a bonus in tech research rolls)
Culture: Diplomatic, Agrarian, Trader
Regions
Unnamed Region
Population: 7100
Jobs: (I’ll let you assign them)
Cities: Potentia [Capital][1050], Metapontum [1000], Grumentum [900], Rema [950], Roma [950], Heraclea [950], Atina [950]
Happiness: Unhappy
Needs: Jobs, Political Stability (Distance), Nearby Threat (Aggressive Nation), More Resources
Politics
Government Type: Federal Duchy (A monarchy within a monarchy, so double stability increase and loss)
Policies: Sovereignty
Economy
Status: N/A
Import: N/A
Export: N/A
China
Resources
Lumber: Common
Sand: Rare
Stone: Rare
Fertile Land: Plentiful
Clean Water: Bountiful
Copper: None
Tin: None
Iron: None
Gold: Rare
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: Common
Wildlife: Common
Plantlife: Common
Silk: Common
Leader: Han Dynasty
Actions: You have 3 actions
Result: Due to your low stability, people have started expressing their discontent with the federation, and will want to leave if the situation doesn’t improve soon. Some small riots have started, but are being suppressed by the swift governmental military authority.
Cities: 7
Region: China, East Asia
Stability: Chaotic -1
Time Bank: 0
Population: 8000
Jobs: (I’ll let you assign them)
Status: Civilization
Type: Trader (You love wealth and you love acquiring it even more, granting a bonus in trade and initial relations)
Culture: Diplomatic, Agrarian, Trader, Arts, Music, Military
Regions
Unnamed Region
Population: 8000
Jobs: (I’ll let you assign them)
Cities: Chang’an [Capital][1400], Wuwei [1100], Xi’an [1100], Hanzhong [1100], Nanyang [1100], Chengdu [1100], Lanzhou [1100]
Happiness: Very Unhappy
Needs: Jobs, Political Stability (Great Distance), More Resources, Communication, Trade Route, Security
Politics
Government Type: Dynasty (Familial monarchy, double stability loss and increase)
Policies: Sovereignty
Economy
Status: N/A
Import: N/A
Export: N/A
Kugelland
Resources
Lumber: Plentiful
Sand: Rare
Stone: Rare
Fertile Land: Common
Clean Water: Common
Copper: Rare
Tin: Rare
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: Rare
Leader: Adalald
Actions: You have 2 actions (+1 for federating)
Result:
Cities: 5
Region: Austria, Europe
Stability: Steady 3
Time Bank: 2
Population: 2555
Jobs: (I’ll let you assign them)
Status: Civilization
Type: Expansionist (You want to spread your tribe all over the world, which comes with a bonus in structure and exploration rolls)
Culture: Trade, Modern, Agriculture, Survivor, Religion (Pantheon, Offerings, Morals, Holidays)
Regions
Unnamed Region
Population: 1980
Jobs: (I’ll let you assign them)
Cities: Statdburg [Capital] [535], Zweibach [475], Generischesdorf [500], Nienstadtburg [470]
Happiness: Pretty Happy
Needs: Jobs, More Housing, More colonies, Trade routes
Unnamed Colony
Resources
Lumber: Plentiful
Sand: Common
Stone: Common
Fertile Land: Common
Clean Water: Bountiful
Copper: Rare
Tin: None
Iron: Rare
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None
Location: Venice, Italy
Population: 475
Jobs: (I’ll let you assign them)
Cities: Venedig [Capital][475]
Happiness: Happy
Needs: Jobs, Better Food, Trade Route
Culture: Trade, Modern, Agriculture, Survivor, Religion (Pantheon, Offerings, Morals, Holidays)
Unnamed Colony
Resources
Lumber: Common
Sand: None
Stone: Common
Fertile Land: Plentiful
Clean Water: Bountiful
Copper: Rare
Tin: Rare
Iron: None
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None
Location: Spain, Europe
Population: 500
Jobs: (I’ll let you assign them)
Cities: Generischesdorf [Capital][500]
Happiness: Happy
Needs: Jobs, More Resources, Trade Route, Import Exotic things
Culture: Trade, Modern, Agriculture, Survivor, Religion (Pantheon, Offerings, Morals, Holidays)
Politics
Government Type: Monarchy (Double stability increase and loss)
Policies: N/A
Economy
Status: N/A
Import: N/A
Export: N/A
Military
Army: 0
Type: N/A
Weapons: Iron Melee (Spear, Claymore, Battle Ax [+4], Javelin [+2]), Standard Ranged (Longbow [Iron][+3]), Basic Armour (Cloth [+1]), Advanced Protection (Iron Shield [+4], Buckler [+1]), Basic Siege (Catapult [+2 or 5])
Infrastructure: Stone Walls [-2]
Tactics: Ranks [+1], Shield Wall [+2], Phalanx [+2]
Technology
Tools: Iron Age, Fluyt [+2 or 4], Nets, Stargazing [+2], Microscope [+1], Wheel, Cartography [+3 or 5], Roman Concrete [+3], Irrigation, Loom, Medicine [-1], Soap
Structures: Cottage, Permanent Farm, Road (Stone [+3 or 4]), Granary, Secret [-4], Sewers [-2], Hospital [-2], Science Hub [+1], Museum
Domestic: Horse, Cattle, Hunting Dogs, Honeybee, Goat, Silkworm, Pig, Spider, Honeybee, Cat
Science: Mathematics III, Chemistry III [+1], Linguistics III [+2], Geology I, Secret III [+2], Secret III [-3], Physics I [+1]
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Paper [+1], Glass, Government, Riding, Gunpowder, Currency [+1 or 3], Embassy [+3], Silk fabric, Diamonds, Pottery
Relations
Celts
Reputation: Dependable Ally
History: Discovery, Trade, Gift, Help
Tarkahmehd
Reputation: Recurring Customer
History: Discovery, Trade
Indus
Reputation: Commercial Partner
History: Discovery, Trade
Joseon
Reputation: Amicable
History: Discovery
Mongolia
Reputation: Neutral
History: Discovery, Trade
Semetica
Reputation: Friendly Trader
History: Discovery, Help, Trade
Mexica
Reputation: Curious
History: Discovery
Arawak
Reputation: Curious
History: Discovery
Neanderthals
Reputation: N/A
History: N/A
Tarkahmehd
Resources
Lumber: Common
Sand: Uncommon
Stone: Common
Fertile Land: Common
Clean Water: Common
Copper: Rare
Tin: None
Iron: Rare
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Common
Plantlife: Common
Silk: Rare
Leader: Evolution4Weak
Actions: You have 3 actions
Result: After evaluating your tech, I’ve decided to revoke machine tools and downgrade them to iron tools. I’ve also removed muskets and cannons, but you still have gunpowder and bombs.
Cities: 12
Region: Portugal, Europe
Stability: Sturdy 4
Time Bank: 1
Population: 32000
Jobs: (I’ll let you assign them)
Status: Civilization
Type: Scout (You know the land like the back of your hands, which comes with the perk of a bonus in spying and exploration)
Culture: Fishing, Arts, Authority, Agrarian
Regions
Northern Region
Population: 9700
Jobs: (I’ll let you assign them)
Cities: Ecie [2200], Armand [2500], Balena [2500], Dirdam [2500]
Happiness: Pretty Happy
Needs: Jobs, Diverse Diet, Expansion
Southern Region
Population: 14300
Jobs: (I’ll let you assign them)
Cities: Acirema [Capital][4000], Anawal [2500], Latipa [3100], Aether [2500], Lilac [2200]
Happiness: Happy
Needs: Jobs, Health, Better Infrastructure
Eastern Region
Population: 8000
Jobs: (I’ll let you assign them)
Cities: Tarcie [3000], Larion [2500], Corena [2500]
Happiness: Pretty Happy
Needs: Jobs, Better farming tools, More Farmland
Politics
Government Type: Gerontocracy (The older, the wiser, right? Due to the age of your leaders, they change frequently and erratically, granting a higher chance for passive technology to develop, but also a higher chance for those rolls to fail)
Policies: Law, Sovereignty, City Planning, Rule of ⅓, Propaganda, Disaster Relief Programme
Economy
Status: N/A
Import: N/A
Export: N/A
Military
Army: 0
Type: N/A
Weapons: Iron Melee (Spear, Sword [+4]), Primitive Gunnery (Fire Lance [+2]), Basic Siege (Catapult [+2 or 5]), Iron Protection (Shield [+4], Buckler [+1]), Iron Armour (Chain [+4]), Firespitter [+4]
Tactics: Camouflage [+3], Shield Wall [-2], Ranks [+1], Boiling Oil [-2]
Infrastructure: Advanced Reinforced Walls (Cannons [-4]), Watchtower [-2], Training Academy [+2]
Technology
Tools: Iron Age, Net, Caravel [+4], Mail [+3 or 4], Cannon, Cartography [+3 or 5], Microscope [+2], Bath [-2]
Structures: Cottage, Farms, Storehouse, Town Hall [+1], Evo’s Code of Law [Landmark], Roads (Stone Brick [+3 or 4]), Bunker [-3], Millstone, Science hub [+1], Windmill [Success], Dock [+2][Success], Granary, Spy-Away [-4], Hospital, Watermill, Sewage [-2], Workshop [+1], Embassy
Domestic: Chicken, Goat, Sheep, Horse, Eagle, Silk Spider
Science: Mathematics V, Physics III [+1], Chemistry III [+2], Geology II [+2]
Other: Fishing, Trapping, Agriculture, Government, Division of Labour, Pottery, Blast Furnace, Iron, Paper, Currency [+2 or 5], Gunpowder, Riding, Glass, Secret, Leather
Relations
Federacia
Reputation: Knowledgeable Trader
History: Discovery, Trade
Tequesta
Reputation: Amicable
History: Discovery
Mongolia
Reputation: Chilly
History: Discovery, Trade
Mexica
Resources
Lumber: Common
Sand: Common
Stone: Common
Fertile Land: Plentiful
Clean Water: Bountiful
Copper: Rare
Tin: None
Iron: None
Gold: Rare
Precious Stones: Rare
Obsidian: Uncommon
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: None
Wildlife: Uncommon
Plantlife: Common
Silk: None
Leader: Montezuma
Actions: You have 3 actions
Result: After evaluating your resources, I’ve decided to revoke your iron gear and demote it to obsidian or bronze. Furthermore, your sources of tin have depleted, meaning you can’t make any more bronze gear until you find more of it, and you’ll lose your bronze tech in 5 turns (Normally it would be less because of the time frame but since I’m updating the civs I’ve decided to grant extra time).
Villages: 7
Region: Valley of Mexico, Mexico
Stability: Strong 5
Time Bank: 0
Population: 20000
Jobs: (I’ll let you assign them)
Status: Civilization
Type: Shaman (You are devoted to helping others while pondering about the mysteries of the Cosmos. This grants you a bonus in tech research and initial reputation)
Culture: Pacifist, Spiritual, Modernist
Regions
Western Region
Population: 8500
Jobs: (I’ll let you assign them)
Villages: Mexihà [Capital][3500], Austhuala [2500], Tacho [2500]
Happiness: Happy
Needs: Jobs
Eastern Region
Population: 5000
Jobs: (I’ll let you assign them)
Villages: Texcoco [2500], Xalapa [2500]
Happiness: Happy
Needs: Jobs
Southern Region
Population: 6500
Jobs: (I’ll let you assign them)
Villages: Ocuituco [3250], Chiapan [3250]
Happiness: Happy
Needs: Jobs
Politics
Government Type: Monarchy (Double Stability Gain and Loss)
Policies: The Laws of Man
Economy
Status: Weak
Import: Maple Syrup
Export: Honey
Military
Army: 0
Type: N/A
Weapons: Advanced Melee (Bronze Spear, Obsidian Sword [+4]), Basic Ranged (Shortbow [Flaming [+1 or 2]), Intermediate Armour (Bronze [+3]), Basic Siege (Catapult [+2 or 5]), Intermediate Protection (Bronze Shields [+3]), Basic Artillery (Bomb [+2])
Tactics: N/A
Infrastructure: Training Academy [+2], Walls (Stone [-2])
Technology
Tools: Standard (Obsidian), Telescope, Medicine, Canal, Caravel [+4]
Structures: Adobe House, Farms, Beehive, Palace , Sola Eclipsa (Landmark), Road (Dirt), Granary, Market [+4], School [+2]
Domestic: Honeybee, Turkey
Science: Mathematics III [+1], Chemistry I, Physics III [+1], Biology I
Other: Agriculture, Parchment, Division of Labour, Furnace, Government, Bronze, Fishing
Relations
Maya
Reputation: Helpful
History: Discovery, City Help
Federacia
Reputation: Curious
History: Discovery
Canada
Reputation: Commercial Partner
Trade Route: Maple Syrup (In), Honey (out)
History: Trade Route
Mongolia
Resources
Lumber: Uncommon
Sand: Uncommon
Stone: Common
Fertile Land: Uncommon
Clean Water: Common
Copper: Rare
Tin: Rare
Iron: Rare
Gold: None
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: None
Wildlife: Uncommon
Plantlife: Common
Silk: None
Leader: Kada Khan
Actions: You have 3 actions
Result: After evaluating your tech, I’ve decided to revoke machine tools and downgrade them to iron tools. I’ve also removed muskets and cannons, but you still have gunpowder and bombs.
Cities: 11
Region: Mongolia
Stability: Sturdy 4
Time Bank: 0
Population: 11852
Jobs: (I’ll let you assign them)
Status: Civilization QUEST: Pirate Problem
Type: Progressive (Moving away from your violent past, you turn to a more peaceful and research-focused drive, granting a bonus in tech and infrastructure rolls)
Culture: Warfare, Conquest, Expansion, Religion (Pantheon, Sacrifice), Progress
Regions
Eastern Region
Population: 2100
Jobs: (I’ll let you assign them)
Cities: Daichin [1050], Anchin [1050]
Happiness: Happy
Needs: Jobs, Food, Better Clothing
Capital Region
Population: 9244
Jobs: (I’ll let you assign them)
Cities: Kherzit [Capital][2452], Akkalat [1045], Odokh [1427], Baltakhand [1120], Ulaan [1100], Bataar [1100], Fort Kharuul [1000]
Happiness: Pretty Happy
Needs: Jobs, Health, Diverse Diet
Egyptian Colony
Resources
Lumber: Uncommon
Sand: Bountiful
Stone: Common
Fertile Land: Bountiful
Clean Water: Bountiful
Copper: Uncommon
Tin: Rare
Iron: Uncommon
Gold: Rare
Precious Stones: Rare
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: Rare
Spices: Common
Wildlife: Uncommon
Plantlife: Uncommon
Silk: None
Location: Nile River, Egypt
Population: 2095
Jobs: (I’ll let you assign them)
Cities: Burkhag Beleg [Capital][1035], Zaluu Khot [1060]
Happiness: Happy
Needs: Jobs, Better farming tools
Culture: Agrarian, Peaceful, Religion (Pantheon, Sacrifice), Progress
Politics
Government Type: Monarchy (Double Stability Gain and Loss)
Policies: Sovereignty, City Planning, Law, Treaty of Babylon
Economy
Status: N/A
Import: N/A
Export: N/A
Military
Army: 0
Type: N/A
Weapons: Iron Melee (Halberd [+2], Scimitar [+4]), Standard Ranged (Longbow [Flint, Flaming [+2 or 3]), Chain Iron Armour [+3][Fear], Iron Protection (Shield [+4]), Basic Artillery (Bomb [+2])
Tactics: N/A
Infrastructure: N/A
Technology
Tools: Iron Age, Wheel, Chariot, Hot Air Balloon, Catamaran [+3], Mail [+3 or 4], Bath [-2], Gears
Structures: Fancy House, Research hub [+1], Road (Stone Brick [+1 or 2]), Port [Success], Embassy [+2], Sewers [-2], Intelligence Network [-3], Hospital [-2], Town Hall [+1]
Domestic: Horses, Sheep, Elk, Hunting Dogs, Silk Spider, Eagle
Science: Linguistics I [+2], Mathematics II [+1], Physics I [+1], Chemistry II [+2]
Other: Riding, Religion, Blast Furnace, Iron, Fishing, Division of Labour, Government , Writing , Currency [+2 or 5], Agriculture, Floating lantern, Silk
Relations
Semetica
Reputation: Knowledgeable Trader
History: Discovery, Trade
Federacia
Reputation: Cold
History: Discovery, Race for China
Tarkahmehd
Reputation: Warmonger
History: Discovery, Trade
China
Reputation: Generous Potential Ally
History: Discovery, Trade, Gift
Persia
Reputation: Grudgeful
History: Discovery, War, Peace
Joseon
Reputation: Friendly Neighbour
History: Discovery, Gift, Embassy
Indus
Reputation: Friendly
History: Discovery, Trade
Barberg
Resources
Lumber: Uncommon
Sand: None
Stone: Common
Fertile Land: Uncommon
Clean Water: Bountiful
Copper: Plentiful
Tin: Rare
Iron: Uncommon
Gold: None
Precious Stones: Rare
Heavy Metals: None
Petroleum and/or Natural Gases: Rare
Coal: Common
Spices: None
Food: (Wildlife and Plantlife): Common
Silk: None
Leader: Petter Oisson
Actions: You have 2 actions
Result:
Villages: 2
Region: Ob river, Northwest Siberia
Stability: Steady 3
Time Bank: 0
Population: 164
Jobs: N/A
Status: Civilization
Type: Scavenger (You’re used to scrounging for resources, which made you really good at scavenging, granting a bonus in exploration and infrastructure rolls of +2)
Regions
Unnamed Region
Populaation: 164
Jobs: N/A
Villages: Archalburg [Capital] [105], Flodan [59]
Happiness: Happy
Needs: Jobs, Government, Farming
Politics
Government: N/A
Policies: N/A
Economy
Status: N/A
Import: N/A
Export: N/A
Military
Army: 0
Type: N/A
Weapons: Bronze Melee (Spear, Sword [+3]), Basic Ranged (Shortbow)
Tactics: N/A
Infrastructure: N/A
Technology
Tools: Iron Age, Net, Medicine, Sailboat [+2], Medicine [-1]
Structures: Log cabin, Farm
Domestic: Reindeer, Chicken
Science: Geology I [+1]
Other: Agriculture, Fishing, Trapping, Division of Labour, Furnace, Bronze, Writing [+2]
Relations
None so far
Qurxtaz
Resources
Lumber: Common
Sand: Uncommon
Stone: Plentiful
Fertile Land: Rare
Clean Water: Plentiful
Copper: Rare
Tin: Rare
Iron: None
Gold: Rare
Precious Stones: None
Obsidian: None
Heavy Metals: None
Petroleum and/or Natural Gases: None
Coal: None
Spices: None
Wildlife: Common
Plantlife: Common
Silk: None
Leader: Raqrix yus ixtal
Actions: You have 2 actions
Result:
Villages: 2
Region: Nahuel Huapi Lake, Patagonia
Stability: Shaky 2
Time Bank: 0
Population: 126
Jobs: N/A
Status: Civilization
Type: Defensive (As survivors of persecution, you’ve learned to fend for yourself, giving you a bonus to defense roles. However, as a result, you are quite distrusting of other nations, starting at cold relations instead of neutrality)
Culture: Distrusting, Nostalgic
Regions
Unnamed Region
Population: 126
Jobs: N/A
Villages: NAME [Capital][80], NAME2 [46]
Happiness: Happy
Needs: Jobs, Education, Security, Government
Politics
Government Type: N/A
Policies: N/A
Economy
Status: N/A
Import: N/A
Export: N/A
Military
Army: 0
Type: N/A
Weapons: Copper Melee ( Spear, Sword [+2]), Basic Ranged (Shortbow), Wood Protection (Shields [+1])
Tactics: Shield Wall [-1]
Infrastructure: Walls (Wood [-1])
Technology
Tools: Bronze Age, Net, Sailboat [+2]
Structures: Log House, Farms, Road (Dirt)[+1]
Domestic: Rhea, Coffee
Science: Mathematics II [+2]
Other: Agriculture, Division of Labour, Furnace, Bronze, Fishing
Relations
Inca
Reputation: Hostile
History: Discovery, Hostility, Escape
By the way, one thing I’ve decided to change is the armour system. For now, instead of linear progression, all three armour types (chain, scale, plate) have their ups and downs:
- Chain: Cheap, heavy, good ranged protection, great melee protection, most flexible
- Scale: Cheapest, light, great ranged protection, good melee protection, very rigid
- Plate: Most Expensive, heaviest, best ranged protection, best melee protection, least flexible
Depending on your combat style, it would be more advantageous to choose one type over the others.
@blackjacksike @Mr.Pigeon @Evolution4Weak @OoferDoofer @MechanicalPumpkin @TeaKing @Nover452 @Gotor @doomlightning
WE ARE BACK in a new universe!
People Distribution:
- 12% - Fisherman - Fish The Fish
- 12%- Farmer - Farm The Farms
- 12% - Herders - Manage The Animals
- 20% - Builders - Build The Building And Craft The Tools
- 20% - Philosophers - Research The Technology
- 4% - Explorers - Explore the land nearby and faraway
- 20% - Soldiers - They Keep The Peace In The Village And Guard The Village From Outside Threat
Is this how people distribution work? should I have less specific jobs?
Military Composition:
- 25% - Infantry (Melee)
- 25% - Rifleman (Ranged)
- 25% - Navy (Boat)
- 25% - Cavalry (Horse)
Actions:
Action 1: Create the National Resource Department
- This should handle the cataloging and management of resources
Action 2: Create the National Research Board
- Helps to consolidate and manage research and funding for the sciences
Action 3: Create the Department of Agriculture
- Helps to manage food production of all manners like crops, livestock, and fishing
Action 4: Trade with Federacia
Trade Offer:
Yes the jobs are good. Since you’re at the third development level, jobs are percentage-based and will be dynamically changing in accordance to the resources present, as well as “dead weight” in the form of jobless people.
Trade routes should include the import you are trading with the nation and an export you are giving in exchange.
Jobs
Overall
- 4250 food production (31.6%)
- 2750 soldiers (20.5%)
- 3250 menial jobs (24.2%)
- 1500 skilled jobs (11.2%)
- 1689 miscellaneous (12.5%)
Eastern Region
- 750 fishermen
- 750 soldiers
- 600 miscellaneous
Central Region
- 1750 herders
- 750 farmers/hunters
- 2000 soldiers
- 500 sanitation/health workers
- 500 Clergymen
- 2000 Laborers
- 1000 intellectuals (teachers, professors, scientists, etc.)
- 744 miscellaneous
Egypt Colony
- 1000 farmers
- 750 miners
- 345 miscellaneous
Military
- 750 footman (450 light and 300 heavy)
- 600 archers (500 normal, 100 horse archers)
- 400 cavalry (350 light, 50 heavy khan’s guard)
- 800 navy (600 in small ships, 200 in warships)
- 200 in hot air balloons (100 in scouts, 100 in bombers)
Actions:
- Action 1: Set up mines in Egypt for metals and gemstones
- Action 2: Sail east to where the pirates are coming from, offering them gifts for if they stop attacking the Joseon.
- Action 3: Set up a trade route with China where I give them metals such as copper and iron, and they give me many different foods, which are distributed throughout the eastern and central regions
@Evolution4Weak I hope you don’t mind that I stole your format
and @OmnipotentFNarr my total population is off by 2000. is that because you aren’t counting Egypt?
It really has been a while, but glad to see we are back in bussines! (And with important logistical matter to be solved no less!)
Job Distribution
Total Manpower: 20,000
As of the moment, the Mexican workforce is as it follows:
The agricultural sector is the dominating one, having the astonishing 9,874 men [49,37% of the population] total working on the fertile lands. They deal with, as their name may suggest, crops, honey farms, livestock houses, etc. Most Mexicans outside the capital tend to end up working as farmers.
After the farmers follow the merchants, who have seen rise in their profession ever since contacts have been made with the outside world [Maya; Canada]. 4,653 men [22,815% of the population] have devoted themselves to the art of trade.
Then come the soldiers, 3,000 men.
Builders, 1,000 men.
Miners, 1,000 men.
Capital Militia, 200 men.
Priests, 150 men.
Astronomers, 100 men.
Administrators (of provinces, towns, cities), 75 men.
Scholars, 37 men.
1 - Montezuma.
Action I
Due to a recent shortage of tin - a material much needed for our economy/industry - we have decided to seek help from the outside. Sending diplomats to the Mayans, who we consider close allies of ours, we aim to find out if they know any places that may hold what we seek.
Action II
We send scouts across the valley into yet unclaimed territory to see if it is uninhabited - perhaps expansion of our empire may solve our problems.
Action III
Another possible solution to our problem is trying to find possible tin ore on our own soil. It is time to see if our scholars are worth their salt - they are tasked to use their knowledge and find land which holds tin and report back to the capital if their task is successful.
(A bit of an uninspired turn, for which I apologize, but I promise the next time I’ll try and do something bit more detailed)
Hmm, i wanted to play with religions here, but, i suppose, I’ll do it little later
And my actions, i wrote last round, weren’t described in your message. Can i know, why?
Actually, actions
- Create a new village on other side of mountains. It will be the new region “Baconen” (by Sweden “Bacon bergen” - behind the mountains). Old region - Har ( by “here” on Sweden).
- Create a council of elder, having a power in there region: king and elders → other humans. King has a bigger power of voice in council.
Oh, i suppose, i should create a religion to create the elders and strengthen the position in society? It will wait for the next round, if it’s an action.
I did not actually write a new round, I simply took the previous round and updated it with the new mechanics. That’s why I didn’t write people’s actions.
Thanks Omni!
People distribution on Hollow Dust
20% fishermen
20% Builders (building any new structures)
30% Scouts, in case if there are any other civilizations to do diplomacy or trade with
30% Farmers
Action 1: Ship some of the lumber from the DoDo colony to the capital
Action 2: start researching medicine such as the cure to the Black Plague
@TeaKing, just need your actions.
actions:
1 upgrade our wood walls to stone walls
2 train my soldiers
jobs:
Farmer [38]
Fisher [34]
Potter [14]
Priest [12]
Scout [20]
Builder [18]
Hunter [18]
Medic [20]
Scientist [34]
rest is soldiers
My actions are private.
Sorry for taking so long to write the round everyone, I had exams and was generally busy for the past few weeks, but I should be able to publish the round this weekend.
I’m sorry to let you all down everyone, but I’m going to drop the Thrive Odyssey once again, this time indefinitely.
It was quite a journey, from humble beginnings to massive civilizations, but it’s gotten too big for me to handle. It would take me more than a week to write a single round and I just don’t have that kind of time. It was a nice hobby, but I don’t see myself siphoning that much time out of my busy life, it’s unsustainable. I mean, it’s been more than a month since the last round!
Anyways, this is like my official farewell as GM. It was fun, but it had to end eventually, it just happened sooner rather than later.
If you would like, I can post the unfinished round and someone else might step up and take the torch, as I had when CalvinTheThriveling first designed the game.
@blackjacksike @Mr.Pigeon @Evolution4Weak @OoferDoofer @MechanicalPumpkin @TeaKing @Nover452 @Gotor @doomlightning
So long, comrade. O7
This truly was a great journey, perhaps the best experience I’ve ever had with a forum game…
I’d like to say I want to take over for the game, but unfortunately I don’t have much time on my hands as well.
I guess I can work on the wiki for the history of the Thrive Odyssey world, as well as the nations (as long as I can get everyone else’s permission).