The Thrive Odyssey

Story

Kugelland is the next contender in the ever-expanding federation of Federacia, as tensions escalate between this nation and Mongolia, due to the controversial acquisition of China. Meanwhile, Phoenicia is still being raided by Persia and Hollow Sand really wants dodos to remain alive.

Volume 2: Divusion
Round 64 - 300 CE

Semetica
Phoenicia

Leader: Tekis

Actions:
Result:

Invasion roll: 7/20 -1 = 6/20
The Persians sent another skirmish to take over Tyre, but they were surprised by your wooden walls, then assaulted by your archers. You suffered minor casualties, but this isn’t over!

Villages: Tyre [Capital][330], Phoenix [180], Carthage [230]
Region:Southern Lebanon, Middle East
Stability: Sturdy 4
Time Bank: 4

Population: 740
Jobs: Farmer [26], Fisher [26], Potter [14], Priest [9], Scout [9], Builder [18], Hunter [18], Medic [14], Scientist [20], Soldier [94], Cavalry [203], Bowman [193]
Status: Civilization

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

Politics

Government Type: Constitutional Monarchy
Policies: Laws
Global Happiness: Utopic 5
Crime rate: Non-existent 5

Culture

Trading, Religious, Diplomatic, Shifty, Sports, Artistic, Cooking, Sophisticated

Religion

Deity: the Four Primordial Elements
Beliefs: They must be entertained through singing and dancing.

Hollow Sand

Leader: Bizarre Pumpkin

Actions: [Global] Study Dodos, [Global] Study Americas, [Global] Bomb, [Global] Walls, [Global] Arts, [Global] Colony, [Global] Dodo Policy
Result: 19/20, 15/20, 1/20 +9 = 10/20, 5/20 +8 = 13/20, 6/20, 16/20 +8 = 20/20!, 16/20 +2 = 18/20
You study the dodos, observing their eating habits and habitat. You discovered that they’re very oblivious to your people because of a lack of predators. They like to eat berries and swallow rocks to help crush the berries, and they lay their eggs in nests. These nests have been the targets of some rats that had made their way aboard your ship, eating the eggs.

You interview the Warao about the surroundings and different nations they can find. They tell you about a thick, black substance they use to light their torches sometimes, the abundance of huge trees and varying fauna and flora. They haven’t really met other nations, but they have heard from hunting parties of the mountain empire of the west, as well as a huge lake civilization Northwards, expanding its way South.

You fail to improve your bombs.

You build walls around your villages, which grant -1 to invasion rolls.

You fail to develop your arts further.

You establish a colony on the dodo island, where the settlers use the fertile soil to farm tea and sugarcane.

To combat the rodent problem, you impose the Law of the Bird, which states that the exotic native birds of Dodo Island (Mauritius Island, but you can rename it) shan’t be eaten nor farmed for their eggs. A few rogue settlers here and there have taken quite a liking to the meat, and before long, a small black market centred around dodo farming was formed, but it quickly got busted by the authorities.

Shovels are already accounted for in tools, so you have one extra timebank action.

You didn’t post actions for Phoenicia.

Villages: Hollow Dust [Capital][92], Currency [70], LOSERVILLE [50], Ex-Bananaramia [80], Dodo Island Colony [83]
Region: Sinai Peninsula, Egypt
Stability: Sturdy 4

Population: 385
Jobs: Soldier [21], Farmer [58], Blacksmith [46], Engineer [55], Philosopher [30], Fisherman [2]
Status: Civilization, Plague
Time Bank: 1

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)

Politics

Government Type: Constitutional Monarchy
Policies: Quarantine [-2], Law of the Bird
Global Happiness: Happy 3
Crime rate: Low 3

Culture

Trade, Pacifist

Technology

Tools: Bronze Age, Cargo Vessel [+2 or 4], Wheel, Gunpowder, Hot Air Balloon, Masonry [+3]
Structures: Mud hut, Farm, Hospital, Temple, Prision, Tyrinics (4 civ), Workshop [+3], Road (Dirt [+2 or 3])
Domestic: Goat, Horse
Science: Intermediate Mathematics [+3], Standard Physics [+2], Standard Chemistry [+3], Biology, Standard Astronomy
Other: Fishing, Agriculture, Pottery, Religion, Medicine [-1], Division of Labour, Currency [+2 or 5], Furnace, Iron, Government [+2], Riding, Cheese, Writing [+2], Purple Dye, Gunpowder

Economy

State: Excellent 4
Source of Income: Trade, Tourism

Military

Army: 526
Type: Infantry [104], Cavalry [203], Bowman [199]
Weapons: Advanced Melee (Iron Sword, Trident [+4], Javelin [+2]), Standard Ranged (Longbow [Iron][+3]), Advanced Protection (Iron Shield [+4]), Rhinoceros [+2 or 3], Advanced Armour (Chain [+4]), Sport [+1], Basic Artillery (Bomb [+2])
Infrastructure: Training Academy [+2], Wall (wood [-1])

Relations
Mongolia

Reputation: Good 2
Shared technology: Wheel, Writing, Agriculture, Iron Shield

Federacia

Reputation: Ally 4
Shared technology: Furnace, Iron

Persia

Reputation: Hostile -2

Warao

Reputation: Good 2

Federacia
Britannia

Leader: King James II

Actions: [Global] Federate with Kugelland, [Global] Museum, [Global] Secret, [Global] New city, [Global] New City
Result: 4/20 +7 = 11/20, 15/20 +8 = 20/20!, 9/20 +14 = 20/20!, 15/20 +8 = 20/20!, 4/20 +8 = 12/20
Due to your great relations with Kugelland, after much deliberation, they accepted to join the federation! Since this is a player civ, you’re both granted a federation global action. Due to bridging the gap between Lucania and Britannia, Kugelland raises your stability.

To honour the ancient tradition of Iragarmen from the late Etxe civ, which mysteriously went extinct, you build a museum in Winchester, where most of the Iragarmen followers were. The people there are stoked that you would go out of your way to give them such an immense gift, raising happiness.

Your secret is a success, I’ll explain in more detail in a PM.

You establish Cambridge and Hugh town, which both increase your population.

You farmers maintain the permanent farms, increasing your population.

Also, you were visited by the Saxons, who gave you cats and told you about the existence of Neanderthals North of the mainland.

Cities: Londinium [Capital] [1004], Winchester [990], Liverpool [900], Oxford [906], Truro [900], Cambridge [900], Hugh Town [850]
Region: British Isles, Europe
Stability: Sturdy 4

Population: 6250
Jobs: Farmer [852], Soldier [850], Knight [850], Archer [849], Medic [849]
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)

Politics

Government type: Monarchy
Policies: Royal Federation, Law of Laicity, City Planning
Global Happiness: Happy 3
Crime rate: Low 3

Culture

Pacifist, Survivor, Modernism, Agrarian, Diplomat

Italy

Leader: Dukes Remus & Romulus

Actions: [Global] Secret, [Global] Secret, [Global] Secret, [Global] New City, [Global] New City
Result: 8/20 +15 = 20/20!, 7/20 +4 = 11/20, 17/20 +4 = 20/20!, 10/20 +8 = 18/20, 14/20 +8 = 20/20!
Your 3 secrets are a success. The first grants -3. I’ll explain the other two in more detail in a PM.

You build two new cities, increasing your population and granting two more global actions.

Italy’s farmers maintain the permanent farms, increasing your population.

You can’t have two capitals, pick one city.

Cities: Potentia [Capital][1050], Metapontum [1000], Grumentum [900], Rema [950], Roma [950], Heraclea [950], Atina [950]
Region: Southern Italy, Europe
Stability: Steady 3

Population: 7100
Jobs: Farmer [922], Soldati [920], Cavalieri [920], Arcieri [919], Dottori [919]
Status: Civilization

Type: Modernist (Always in pursuit of innovation, you get a bonus in tech research rolls)

Politics

Government type: Federal Duchy
Policies: Sovereignty
Global Happiness: Happy 3
Crime rate: Low 3

Culture

Diplomat, Agrarian, Trader

China

Leader: Han Dynasty

Actions: [Global] Secret, [Global] Dismantle the Embassy, [Global] Dismantle the Embassy, [Global] New City, [Global] New City
Result: 3/20 +4 = 7/20, 17/20 +4 = 20/20!, /20 +4 = /20, 10/20 +8 = 18/20, 9/20 +8 = 17/20
Your secret failed. Nothing noteworthy happened.

You successfully dismantle the Mongol embassy in China.

You create 2 new cities, which increase population.

Having permanent farms in every province is OP, so starting next round, each province will have to manually research permanent farming.

Cities: Chang’an [Capital][1400], Wuwei [1100], Xi’an [1100], Hanzhong [1100], Nanyang [1100], Chengdu [1100], Lanzhou [1100]
Region: China, East Asia
Stability: Steady 3

Population: 8000
Jobs: Farmer [1162], Infantry [1160], Cavalry [1160], Archer [1159], Medic [1159]
Status: Civilization

Type: Trader (You love wealth and you love acquiring it even more, granting a bonus in trade and initial relations)

Politics

Government type: Dynasty
Policies: Sovereignty
Global Happiness: Happy 3
Crime rate: Low 3

Culture

Diplomat, Trader

Kugelland

Leader: Adalald

Actions: [Global] Secret, [Global] Granary, [Global] Better Physics
Result: 7/20 +11 = 18/20, 4/20 +11 = 15/20, 9/20 +16 = 20/20!
Your secret is a success.

You improve your knowledge of physics, granting +3 to research rolls.

You federated with Federacia! You now have an extra global action and access to all of Federacia’s tech.

Since you have cattle and granary now, you have 2 timebank actions.

Villages: Statdburg [Capital] [535], Zweibach [475], Generischesdorf [500], Nienstadtburg [470], Secret [475],
Region: Austria, Europe
Stability: Steady 3
Time Bank: 2

Population: 2555
Jobs: Researcher [160], Explorer [120], Farmer [125], Soldier [125], Spearman [115], Archer [115], Builder [120]
Status: Civilization

Type: Expansionist (You want to spread your tribe all over the world, which comes with a bonus in structure and exploration rolls)

Politics

Government Type: Monarchy
Global Happiness: Pretty Happy 2
Crime rate: Pretty Low 2

Culture

Trade, Modern, Agriculture, Survivor

Religion

The Thrive Odyssey

Technology

Tools: Mechanised, Fluyt [+2 or 4], Nets, Stargazing [+2], Microscope [+2], Wheel, Cartography [+3 or 5], Gears, Coil Spring, Roman Concrete [+4], Irrigation, Loom, Medicine [-1], Gears, Soap
Structures: Cottage, Permanent Farm, Road (Stone [+3 or 4]), Granary, Secret [-4], Sewers [-2], Hospital [-2], Science Hub [+3], Museum
Domestic: Horse, Cattle, Hunting Dogs, Honeybee, Goat, Silkworm, Pig, Spider, Honeybee, Cat
Science: Intermediate Mathematics [+3], Intermediate Chemistry [+3], Intermediate Linguistics [+4], Geology [+1], Intermediate Secret [+3], Intermediate Secret [-3], Physics [+1]
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Paper [+4], Glass, Government [+2], Riding, Gunpowder, Currency [+2 or 5], Embassy [+4], Silk fabric, Diamonds, Pottery

Economy

State: Good 2
Source of Income: Trade, Agriculture

Military

Army: 11799
Type: Infantry [3170], Cavalry [2930], Archer [3043], Medic [2928]
Weapons: Advanced Melee (Iron Spear, Claymore, Battle Ax [+4], Javelin [+2]), Advanced Ranged (Musket [+2]), Basic Armour (Cloth [+1]), Advanced Protection (Iron Shield [+4], Buckler [+1]), Basic Siege (Catapult [+2 or 5])
Infrastructure: Reinforced Walls (Cannon [-4])
Tactics: Ranks [+1], Shield Wall [+2], Phalanx [+2]

Relations
Celts

Reputation: Ally 4

Tarkahmehd

Reputation: Great 3
Shared technology: Chemistry, Cartography, Musket, Currency, Granary, Gunpowder, Horse, Spring, Gear, Glass, Microscope, Ranks, Walls, Buckler, Catapult

Wilhenks

Reputation: Good 2
Shared technology: Goat, Dog, Cat

Indus

Reputation: Great 3
Trade route established

Gojoseon

Reputation: Great 3

Mongolia

Reputation: Neutral 1
Shared technology: Iron, Furnace, Silk, Horses

Semetica

Reputation: Great 3
Shared Technology: Copper long shield [+2], Writing [+2], Division of labour, Furnace, Fishing, lantern, Soup

Mexica

Reputation: Neutral 1

Arawaks

Reputation: Neutral 1

Neanderthals

Reputation: Unavailable

Canada

Leader: Leader McLeaderson IV

Actions: [Global] Iron, [Global] Trade with Mexica
Result: 12/20 +8 = 20/20!, 15/20 +4 = 19/20
You put your new furnaces to good use by developing ironsmithing. Your blacksmiths even went ahead and created iron tools, which help improve resource harvesting, increasing your population.

You send another trade group over to Mexica, bringing the knowledge of big houses and maple syrup, in exchange for basic mathematics and biology. Mexica established a trade route with you, exporting honey, which increases your population slightly.

Villages: VillageName [Capital] [150], NewVillage [110]
Region: Vancouver Island, Canada
Stability: Steady 3

Population: 260
Jobs: N/A
Status: Sedentary Agricultural Village

Type: Rationalist (Your actions are always out of logic and rarely factor in emotions. This grants you a big bonus to research rolls but a malus in relations and religion)

Technology

Tools: Copper Age, Wheel, Sailboat [+2], Stargazing [+2]
Structures: Big house, Smithy [Success], Farm
Domestic: Hunting Dogs
Science: Physics [+1], Mathematics [+1], Biology
Other: Agriculture, Furnace, Copper, Parchment [+3], Division of Labour, Maple Syrup

Politics

Government Type: Monarchy
Policies: Law
Global Happiness: Pretty Happy 2
Crime rate: Low 3

Economy

State: Poor 1
Source of Income: Agriculture

Culture

Modernism

Military

Army: 0
Type: N/A
Weapons: Standard Melee (Copper Spear, Sword [+2]), Basic Range (Shortbow), Standard Armour (Copper [+2])

Relations
Mexica

Reputation: Neutral 1
Shared technology: Furnace, Parchment, Maple Syrup, Big House, Biology, Mathematics
Trade route established

Tarkahmehd

Leader: Evolution4Weak

Action: [Global] Repair city, [Global] New city, [Global] Scopes, [Global] Anti-Siege Tactics, [Global] Geology, [Global] Chemistry, [Global] Better Steam Engine, [Global] Explore Americas, [Global] Better Mining
Result: 14/20 +8 = 20/20!, 13/20 +8 = 20/20!, 22/40 +21 = 40/40!, 15/20, 33/40 +23 = 40/40!, 12/40 +23 = 35/40, 13/40 +21 = 34/40, 2/20 +10 = 12/20, 20/40 +21 = 40/40!
You repair your city and build a new one.

You develop scopes, which are neat to shoot people from far, granting +2 to combat rolls when used from afar.

After lots of failed attempts, you finally develop anti-siege tactics. By positioning boiling oil pots on walls, you can pour them over sieging adversaries, scalding them, granting -2 to opponent siege rolls.

You develop standard geology, granting +2 to structure rolls, and intermediate chemistry, granting +4 to science rolls.

You develop a watt-style steam engine, which is more effective.

You send your ships over to the fabled New World, in search of civilizations. You land in murky swamplands, where you meet the Tequesta, a very diplomatic tribe. You start off on good terms. (You are in Florida)

You put your steam engine to use in mines, draining them out and fueling the mechanised tools, which help harvest more resources, increasing your population.

Because Kugelland federated and gained new tech, I added your trade as a timebank action so you can rethink your trade deal.

Due to lack of interaction, Semetica forgot about you.

Cities: Acirema [Capital][4000], Anawal [2500], Latipa [3100], Aether [2500], Lilac [2200], Ecie [2200], Armand [2500], Balena [2500], Dirdam [2500], Tarcie [3000], Larion [2500], Corena [2500]
Region: Portugal, Europe
Stability: Sturdy 4
Time Bank: 1

Population: 32000
Jobs: Fisherman [2399], Farmer [2399], Herder [2399], Builder [4798], Philosopher [4798], Scout [2399], Soldier [4802]
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)

Technology

Tools: Machine tools [+2], Net, Caravel [+4], Mail [+3 or 4], Cannon, Cartography [+3 or 5], Microscope [+2], Steam Engine, Bath [-2]
Structures: Cottage, Farms, Storehouse, Town Hall [+3], Evo’s Code of Law [Landmark], Roads (Stone Brick [+3 or 4]), Bunker [-3], Millstone, Science hub [+3], Windmill [Success], Dock [+2][Success], Granary, Spy-Away [-4], Hospital, Watermill, Sewage [-2], Workshop [+3], Embassy
Domestic: Chicken, Goat, Sheep, Horse, Eagle, Silk Spider
Science: Mathematics V [+4], Intermediate Physics [+3], Intermediate Chemistry [+4], Standard Geology [+2]
Other: Fishing, Trapping, Agriculture, Government (Hierarchy) [+2], Division of Labour, Pottery, Blast Furnace, Steel, Paper [+3], Currency [+2 or 5], Gunpowder, Charcoal, Riding, Gear, Spring, Camouflage [+3], Glass, Secret, Leather

Politics

Government Type: Gerontocracy
Policies: Law, Sovereignty, City Planning, Rule of ⅓, Propaganda, Disaster Relief Programme
Global Happiness: Very Happy 4
Crime rate: Non Existent 5

Economy

State: Excellent 3
Source of Income: Trade, Fishing

Culture

Fishing, Arts, Authority, Agrarian

Military

Army: 4802 units
Type: Infantry [1200], Rifleman [1201], Navy [1200], Cavalry [1201]
Weapons: Advanced Melee (Iron Spear, Sword [+4]), Advanced Range (Rifle [+3], Cylinder [+1], Scope [+2]), Basic Siege (Catapult [+2 or 5]), Advanced Protection (Steel Shield [+5], Buckler [+1]), Advanced Armour (Steel [+6]), Firespitter [+4]
Infrastructure: Advanced Reinforced Walls (Cannons [-4]), Watchtower [-2], Training Academy [+2]
Tactics: Camouflage [+3], Shield Wall [-2], Ranks [+1], Boiling Oil [-2]

Relations
Federacia

Reputation: Great 3
Shared technology: Cartography, Chemistry, Musket, Currency, Granary, Gunpowder, Horse, Spring, Gear, Microscope, Glass, Ranks, Walls, Buckler, Catapult

Mongolia

Reputation: Chilly -1
Shared technology: Cannon, Musket, Sheep, City Planning, Embassy, Spider, Bath, Maths II, Physics

Tequesta

Reputation: Good 2

Mexica

Leader: Montezuma

Actions: [Global] Gunpowder, [Global] Mayan City, [Global] New City, [Global] Sailing, [Global] Trade route with Canada, [Globa] Find out more about Kugelland, [Global] Humanism
Result: 10/20 +15 = 20/20!, 15/20 +2 = 17/20, 6/20 +2 = 8/20, 19/20 +15 = 20/20!, 12/20, 20/20!, 14/20

With your knowledge of chemistry, you discover gunpowder, which you can use for lots of neat stuff. One of those neat things is bombs, which grant +2 to combat rolls when used.

You build the grounds of Banampak, a city for the Mayans. Now that you have proven yourself to be powerful, resourceful and useful, the Mayans trust you a lot more. Their final task is as follows: You must bring them a special liquid they describe as “black fire water”. You have 3 turns.

After building the huge city for the Mayans, your builders were too tired to build another city.

You develop sailboats, which grant +2 to sailing rolls.

You establish a trade route with Canada, importing maple syrup and exporting honey.

You pass a speech check to convince Kugelland to give you some knowledge of the Old World. They show you how to build their caravels, which grant +4 to sailing rolls and give you the ability to traverse large bodies of water.

You develop Humanism. Will you use it as a new “religion” or as a science?

Also, you were visited by the Canadians, who traded maple syrup and big houses for biology and mathematics, increasing your population.

Villages: Mexihà [Capital][3500], Austhuala [2500], Tacho [2500], Texcoco [2500], Xalapa [2500], Ocuituco [3250], Chiapan [3250]
Region: Mexican Valley, Mexico
Stability: Strong 5

Population: 20000
Jobs: Militia [188], Builder [350], Farmer [400]
Status: Civilization, QUEST Find the special fire water

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)

Technology

Tools: Standard (Obsidian), Telescope [+2], Medicine, Canal, Caravel [+4]
Structures: Adobe House, Farms, Beehive, Palace [+3], Sola Eclipsa (Landmark), Road (Dirt [+2 or 3]), Granary, Market [+4], School [+2]
Domestic: Honeybee, Turkey
Science: Intermediate Mathematics [+3], Chemistry [+2], Intermediate Physics [+3], Biology
Other: Agriculture, Parchment [+3], Division of Labour, Furnace, Government [+2], Iron, Fishing

Politics

Government Type: Monarchy
Policies: The Laws of Man
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Great 3
Source of Income: Pilgrimage, Trade route

Culture

Pacifist, Spiritual, Modernist

Military

Army: 0
Type: N/A
Weapons: Advanced Melee (Iron 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])
Infrastructure: Training Academy [+2], Walls (Stone [-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
Maya

Reputation: Great 3
Shared technology: Furnace, Iron Melee

Federacia

Reputation: Neutral 1

Semetica

Reputation: Unavailable

Federacia

Reputation: Unavailable

Mongolia

Reputation: Unavailable

Tarkahmehd

Reputation: Unavailable

Canada

Reputation: Neutral 1
Shared technology: Furnace, Parchment, Maple Syrup, Big House, Biology, Mathematics
Trade route established

Mongolia

Leader: Kada Khan

Actions: [Global] Better boats, [Global] Embassy in Persia, [Global] Gift to Gojoseon, [Global] Gift to Indus, [Global] Blast Furnace, [Global] Better tools, [Global] New City, [Global] Trade with Persia, [Global] Hospital, [Global] Town Hall, [Global] Convince China to leave
Result: 36/40 +15 = 40/40!, 19/20 +2 = 20/20!, 17/20 +5 = 20/20!, 10/20 +5 = 15/20, 32/40 +15 = 40/40!, 8/40 +15 = 23/40, 2/20 +3 = 5/20, 13/20 +5 = 18/20, 16/20 +3 = 19/20, 14/20 +3 = 17/20, 10/20 +2 = 12/20
You develop catamarans, which grant +3 to sailing rolls.

You build an embassy in Persia, with their consent of course. You will get an embassy roll next turn.

You sent a caravan to Gojoseon, a diplomatic civ, offering the gift of elk, sheep and eagles. These exotic animals became a fine addition to Gojoseon’s husbandry and increased your relations. To improve them further, they offer you a quest. They have been plagued for a while now by a seafaring empire from the East, sending skirmishes to raid their small villages. They want those skirmishes to end. They give you 5 turns to solve the conflict.

The Indus are big traders, always willing to trade goods to others. When you offered roads, mail and ports to help expand their trade horizon, they were delighted.

Using your knowledge of physics and smithing, you develop blast furnaces, which you can use to create strong alloys.

You build Machine tools, which can perform precise tasks, so long as they’re fueled by some energy source. They grant +2 to infrastructure rolls.

You fail to establish a new city.

You trade with Persia, giving research hubs and gunpowder for standard chemistry (The trade isn’t as advantageous due to your relations).

You build hospitals, which grant -2 to disease rolls, and a town hall, which grants +3 to research rolls.

You try to convince China to leave Federacia, but they refuse to do so. It’s very stable and offers security, as well as new potential trade partners. Perhaps if the nation was destabilised, they would agree to leave?

You need to have an established trade offer in order to trade, so you have an extra timebank action.

Also, Federacia dismantled your Chinese embassy, decreasing your relations.

Cities: Kherzit [Capital][2452], Akkalat [1045], Odokh [1427], Baltakhand [1120], Burkhag Beleg [1035], Ulaan [1100], Zaluu Khot [1060], Bataar [1100], Daichin [1050], Anchin [1050], Fort Kharuul [1000]
Region: Mongolia
Stability: Sturdy 4

Population: 11852
Jobs: Military [2000], Misc [9852]
Status: Civilization, QUEST: Pirate Problem
Time Bank: 1

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)

Technology

Tools: Machine Tool [+2], Wheel, Chariot, Hot Air Balloon, Catamaran [+3], Mail [+3 or 4], Bath [-2], Gears
Structures: Fancy House, Research hub [+3], Road (Stone Brick [+3 or 4]), Port [Success][+2], Embassy [+4], Sewers [-2], Intelligence Network [-4], Hospital [-2], Town Hall [+3]
Domestic: Horses, Sheep, Elk, Hunting Dogs, Silk Spider, Eagle
Science: Linguistics [+2], Standard Mathematics [+2], Physics [+1], Standard Chemistry [+3]
Other: Riding, Religion, Blast Furnace, Iron, Fishing, Division of Labour, Government [+2], Writing [+2], Currency [+2 or 5], Agriculture, Floating lantern, Silk

Politics

Government Type: Monarchy
Policies: Sovereignty, City Planning, Law, Treaty of Babylon
Global Happiness: Very Happy 4
Crime rate: Non existent 5

Economy

State: Good 2
Source of Income: Raids

Culture

Warfare, Herding, Religion, Sacrifice, Intimidating

Military

Army: 2000 units
Type: Musketeer [450], Infantry [270], Heavy Infantry [180], Cavalry [180], Elite Guard [20], Ballooner [900 (300 balloons)]
Weapons: Advanced Melee (Halberd [+2], Iron [Scimitar][+4]), Basic Gun (Musket [+2]), Advanced Armour (Chain [+4][Fear]), Advanced Protection (Iron shield[+4]), Basic Artillery (Bomb [+2], Cannon [+2 or 7])

Religion

Deity: Yargoyin
Beliefs: Yargoyin needs sacrifices (animal or human) or the animals of the steppe will slow and die. Yargoyin helps those that hold themselves high in the societal food chain. Warriors are to be utmost respected. Conquering feeds Yargoyin as much as sacrifices.

Relations
Semetica

Reputation: Good 2
Shared technology: Horse, Iron, Currency, Writing, Wheel, Iron shield, Agriculture

Federacia

Reputation: Neutral 1
Shared technology: Iron, Furnace, Silk, Horses

Tarkahmehd

Reputation: Chilly -1
Shared technology: Cannon, Musket, Sheep, City Planning, Embassy, Spider, Bath, Maths II, Physics

China

Reputation: Great 3

Persia

Reputation: Chilly -1
Shared technology: Research Hub, Gunpowder, Chemistry
Embassy built

Gojoseon

Reputation: Great 3
Shared technology: Eagle, Sheep, Elk

Indus

Reputation: Great 3
Shared technology: Port, Road, Mail

Wilhenks

Leader: Wilhelm Von Wilhelmland

Actions: [Global] Government, [Global] Improve relations with Federacia
Result: 9/20 +2 = 11/20, 19/20
Your people were growing in size and were in need of a government, so you establish an absolute monarchy, which grants +2 to research rolls.

To improve your relations with Federacia, you give them cats and tell them about the existence of a Neanderthal village. You are now on good terms.

You are now officially a civilization.

Villages: Wilhelmlans [Capital] [104], Wilhelmshaven [58]
Region: Saxony, Elbe
Stability: Steady 3

Population: 162
Jobs: Farmer [50], Warrior [51], Intellectual [24], Builder [27], Officer [10]
Status: Sedentary Agricultural Village

Type: Warmonger (War is a very important part of your civilization, granting a bonus in combat rolls but a malus in initial reputation)

Technology

Tools: Standard (Flint, Stone), Irrigation
Structures: Log cabin, Farm
Domestic: Cats, Cattle, Hunting Dogs, Horse, Goat, Chicken
Science: Chemistry [+2]
Other: Agriculture, Division of Labour, Oven, Copper, Writing [+2], Riding

Politics

Government Type: Monarchy
Global Happiness: Pretty Happy 2
Crime rate: Low 3

Economy

State: Poor 1
Source of Income: Agriculture, Hunting

Culture

War, Innovation, Late

Military

Army: 61
Type: Warrior [51], Officer [10]
Weapons: Standard Melee (Copper Spear, Sword [+2]), Basic Ranged (Shortbow), Standard Shield (Copper [+2])

Relations
Federacia

Reputation: Good 2
Shared technology: Horse, Dog, Cat

Neanderthals

Reputation: Great 3
Shared technology: Goat, Chicken, Cat, Hunting Dog

Barberg

Leader: Petter Oisson

Actions: [Global] Iron tools, [Global] Medicine
Result: 14/20 +2 = 16/20, 18/20 +2 = 20/20!
With your knowledge of ironsmithing, you develop iron tools, which help with harvesting resources, increasing your population.

After scavenging for so long, your people have learned which plants to avoid and which plants to use to treat different injuries. Using basic medicine, you get -1 to disease rolls and increase your population.

You now have enough population to become a civilization.

Villages: Archalburg [Capital] [105], Flodan [59]
Region: Obi river, Northwest Siberia
Stability: Steady 3

Population: 164
Jobs: N/A
Status: Sedentary Agricultural Village

Type: Scavenger (You’re used to scrounging for resources, which made you really good at scavenging, granting a bonus in exploration and infrastructure rolls)

Technology

Tools: Iron Age, Net, Medicine, Sailboat [+2], Medicine [-1]
Weapons: Standard Melee (Bronze Spear, Sword [+3]), Basic Ranged (Shortbow)
Structures: Log cabin, Farm
Domestic: Reindeer, Chicken
Science: Geology [+1]
Other: Agriculture, Fishing, Trapping, Division of Labour, Furnace, Bronze, Writing [+2]

@blackjacksike @Mr.Pigeon @Evolution4Weak @zenzonegaming @OoferDoofer @MechanicalPumpkin @Nover452 @PositiveTower @Gotor

Kugelland has been moved to Federacia

3 Likes

Hmmmmm, I’ll use the humanism as science for now.

Action I: Using the caravels try to reach Europe

Action II: Develop early guns

Action III: To honour the people who have been sacrificed for the Gods over the centuries, build a giant graveyard near Tenochtitlán and burry their remains there

Action IV: Spread “Humanism”

Action V: Develop art and music

Action VI: Build temples

Action VII: Create social classes

Free Action: Remove sacrifices from my religion because they’re inhumane

1 Like

Action 1:Kaiser Wilhelm would like to create a research pact with @blackjacksike promising to share technology
Action 2: In order to justify his conquests,the kaiser would like to support the idea of " mission civilisatrice" which basically means free the uncivillized barbarians from their dark lives

action 1: create a new village.
action 2: using the knowledge of Biology, create the theory of evolution.

Action 1: create water mills in Flodan
Action 2: lay the citadel in Archalburg

7 Actions Time


Jobs

370 Researchers
360 Explorers
365 Soldiers
365 Musketeers
365 Spearmen
244 Cavalrymen
243 Farmers
243 Builders

Very Simplified Actions

Action 1 - Research Physics 2
Action 2 - Make Pistons
Action 3 - Make a Village in modern-day Berlin [Hauptstadtdorf]
Action 4 - Make a Village in America [Neuhafen]
Action 5 - Research Aerodynamics
Action 6 - Research Coal (I guess)
Action 7 - Make a Steam Engine (If i still can’t, then something I need for it)

Action: Please remember my action you missed from last turn. (The great emperor of Mongolia has had a vision. Yargoyin showed him and abandoned village, far away, farther away than even the Egyptian province. Consulting his priests, he realizes this is a calling. He sends men to discover this strange village. (this is an action to find the first stage’s village.)

Action: Embassy in Gojoseon

Action: Embassy in indus

Action: Find the seafaring nation that is attacking gojoseon, offering gifts.

Action:New city called Oorneg, south of Fort Kharuul

Action: Fiefdom policy: each of my cities controls multiple towns around it, helping coordinate food production. (something like pop boost each turn? or maybe a boost to my actions?)

Action:Research the last thing for steam engine

Action: research steam engine/ research anothe part for the steam engine.

Action: New City called Shugam, south of Oorneg

Action: Research fine engineering

Action: New city called Khuch on the coast

Action: Trade route with phoenicia (i dont know what to give them)

Action: Go to Hellenes and take over their cities. OR create the wonder: The Great Spiral. it will be a huge pillar, hundreds of feet high, depicting the history of Mongolia, go upwards. Every year, it is added to.

People Distribution:

  • 3200 - Fisherman - Fish The Fish
  • 3200- Farmer - Farm The Farms
  • 3200 - Herders - Manage The Animals
  • 6400 - Builders - Build The Building And Craft The Tools
  • 6400 - Philosophers - Research The Technology
  • 3200- Scouts - Scouts The Land
  • 6400 - Soldiers - They Keep The Peace In The Village And Guard The Village From Outside Threat

Military Composition:

  • 1600 - Infantry (Melee)
  • 1600 - Rifleman (Ranged)
  • 1600 - Navy (Boat)
  • 1600 - Cavalry (Horse)

Actions:

  • Action: Use The Steam Engine For Farming And Really Any Food Production Task

  • Action 2: Create Factorys For Mass Production (Using The Steam Engine)

  • Action 3: Invent Standardized/Interchangeable Parts

  • Action 4: Upgrade The Homes To Something Better

  • Action 5: Improve Our Relations With The Tequesta And Learn More About The New World

  • Action 6: Invent Coke As A Better Fuel Source

  • Action 7: Adds An Bayonet To The Guns As A Last Resort

  • Action 8: Improve The Roads Again (Either Better Materials Or Maybe Signs)

  • Action 9: Upgrade The Steam Engine To The Cornish Engine/High Pressure Steam Engine

  • Action 10: Secret Action (Explain In A PM)

  • Action 11: Try The Trade Again


Trade Offer:

  • Federacia

    • Loom
    • Roman Concrete
    • Honeybee
    • Permanent Farms
  • Tarkahmehd

    • Charcoal
    • Blast Furnace
    • Steel

@blackjacksike @MechanicalPumpkin your actions please

I believe it is time that they are skipped.

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.

6 Likes

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

3 Likes

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.

3 Likes

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 :smiley:

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

9 Likes

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:

  • Federacia

    • Loom
    • Roman Concrete
    • Honeybee
    • Permanent Farms
    • Linguistics III
    • Diamonds
  • Tarkahmehd

    • Chicken
    • Silk Spider
    • Physics II
    • Blueprint for a Embassy
2 Likes

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?

1 Like

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)

2 Likes