Ffh Nes Ii

Orders are due today.
I still need two nation's orders.

Otherwise the update is mostly complete.
 
The Isle of the Sheaim is a place of extremes. During the summer the days can last up to 22 hours straight, and everyone finds that their work comes easy. Winters are the opposite, and it becomes so dark that winters are often simple refered to as The Long Night. Obviously farm work is nearly impossible, and with the unbearable cold, few bother leaving the fires.

To make use of this harsh season, most every family takes to educated themselves and their children. Many of the younger ones choose a particular profession and find an experienced person to spend the winter studying with and the summers serving under.

One particularly dark winter, a few either brave or blindingly foolish young sheaim decided to seek the tutelage of a darker profession, and followed myth to the ruins, to feel the unknown energy of the place.

They weren't seen until the next spring, long after their parents assumed they froze to death. It wasn't a bad assumption, it was half true.
Only the females returned, raving wildly about a woman, who claimed to remember the beginning of the world, and who had killed the men that tried to cross the Rune encircled border of the ruins.

The stories seemed too wild to be true, but the girls silenced the cynics with a flash of light. The villagers all visited the ruins in search of this woman, but no trace of her could be found in the long sun light of the summer. From then on all girls of a certain age who could feel the latent power of the ruins traveled there, searching for Os-Gabella, but only some found her, and then only the dark of winter. If males ever set foot there in the winter, they never returned. Those that she chose to she taught very basic existence of magic, and of the Other Side, and the old true histories of the world.
Those that found her once found her every winter, and called themselves
The Daughters of Os-Gabella
 
thejopa- i dont have orders from you? is it a case of me losing them or did you not send them?

i.
 
Note: Lost/Late Orders I didn’t get orders from theJopa. I’m not sure if they got lost in cyberspace or they weren’t submitted. Either way, I will allow late orders because I don’t think the players can affect each other too much. EDIT: I got his orders (i had indeed lost them). And i decided to edit the update to include them. Dont worry anyone; they don't affect your civs.

Note: Rules Amendment: Scouts and Recon Units I am giving recon units a blatant buff. Why? Because I feel battlefield intelligence is undervalued in large scale strategic games and I want to redress that. So, from now on, each turn will have two opportunities to submit orders. The first order set must be submitted fairly early (no later then 3 days before the final orders submission deadline) and consists ONLY of orders for your recon units. You may order them to go and have a look at a territory or an enemy army, etc, prior to any other orders being submitted (including your own) and thus have a chance to develop your strategy based on what intelligence they report. This should increase the value of reconnaissance units. Note that while other units (horsemen especially) may be of value in a similar capacity I am only allowing actual recon units the chance to perform these ‘pre-order’ scouting missions.

Note: Rules Amendment: Better Capitals Capital cities will now produce an additional five gold. This applies to everyone, both player civilizations and non-player civilizations.

Note: Rules Amendment: Feedback If anyone has any comments or feedback that they would like to make (especially in regards to rules balance or anything they feel was poorly designed or could be improved upon) please get back to me. This is my first time modding and I am desperate to improve.

Note: Orders Due Orders for reconnaissance scouting missions are due the 15th of January. General orders are due the 18th.


UPDATE TWO: Years 51-100: First Blood​

Hupoo demand their tribute

The Hupoo grow more and more aggressive, encouraged by the thin trickle of tribute paid to them by the traders and herdsmen of the Hippus nation who are forced to pay their toll to pass through their lands. They are also encouraged by their priests who worship the god of war and strength, Camulos, who teach them to take what they want by force.
But the Hippus have other ideas. In the 52nd year of rebirth Hippus generals conceive a clever plan to put an end to the Hupoo menace once and for all. An advance screening group is sent to harass and skirmish with the Hupoo people. A small group of scouts is sent to sling stones at the sizeable Hupoo army. Predictably the Hupoo don’t stand for this and charge the Hippus slingers who fall back leading the Hupoo directly into an ambush. Surprised, outnumbered and fighting a much more numerous and organized foe than was expected, the Hupoo, despite their mystics’ encouragement, rout and run. Ultimately it is a one-sided massacre and few Hupoo live to tell the tale.
Over the following years, isolated tribes of Hupoo tribesmen put up spirited guerrilla resistance but never again do they form organized resistance. Over the decades, small groups of Hupoo, lacking central leadership or a cohesive society come to be assimilated into Hippus culture.
By the 90th year of rebirth, no central or guerrilla Hupoo leadership is left. Their population is integrated into Hippus cities and villages and Hupoo culture, stories and most of all, religion is absorbed by the Hippus.

Hippus: one unit of spear militia is lightly wounded (5 gold to recruit replacements and bring unit to full strength)
Hippus: gain 1 point of population for each city
Hippus: gain 5 gold.
Hippus: religion of Camulos begins to take root in Hippus lands.


Raids

Goblins continue to raid in the environs of Sabel Upon Gate. Bannor leaders commission the raising of a unit of militia to protect their people. This milita, the Sabel Guards, patrols the rural lands and manages to intercept many raids. Their superior organization and discipline prove too much for the goblins and the raiders retreat into the mountains after several intercepted raids leave many of the lanky creatures dead. As the years pass and the patrols continue relentlessly, goblin camps retreat further and further from human lands and goblin raids become a thing of memory.

Bannor: +1 stability: people are comforted by protective patrols and cessation of goblin raids.

Amurite foragers travelling throughout the woodland hills to the south of Cevedes continue to search for the mutton but many go missing. Other foragers come across tracks of booted men and canines. They also find campfires, the roasted and gnawed on bones of mutton and much more sinister, of man. It seems that whatever lives in those southern hills is no longer content to just eat Amurite mutton, they have now moved on to eating Amurites themselves.

Amurite: -1 stability: people are afraid of being eaten.

Surprisingly, the massive ‘Dove-Yellow’ attacks upon Grigori lands predicted by the Herthi does not take place. Indeed, life in Grigori provinces is quiet as they develop their lands and make a home for the refugee Herthi.
Despite these quiet times, not all is uneventful amongst the Grigori. Foragers and travelers report curious encounters with wild wolves who travel far from the mountains and wilds into the heart of rural Grigori villages. Villagers report wolves looking into doorways and windows with a curiosity and understanding greater than that of a wild animal. Military men have quietly spoken of fears that the wolves seem to be operating as ‘scouts’; is this even possible? What could these wolves want? And why are they behaving the way they are?

Expansion

Bannor attempts at expansion from the previous years are renewed in ‘the era of first blood’. Marøs Vendrasa is founded on the northern shores of the lands south and west of the Bannor city of Vaelyn. These heavily forested lands receive extensive rains. Ferns and redwood trees cover the steep hills and only the lowlands provide any sort of un-forested lands. These open lands are filled with wild ‘soybean’ and Bannor farmers are eager to establish ‘soybean’ communal farming projects.

Bannor: found Marøs Vendrasa

The Hippus too expand their territory. They send settlers to the north-eastern peninsula and found the outpost of Radannor. The province is a fertile temperate land of deciduous forests and plains filled with long dry grass. Explorers and foragers based in the new outpost of Radannor report that the land is full of wild deer that might be hunted as well as a species of white grape with excellent cold resistance.

Hippus: found Radannor

Exploration

Sidar scouts continue exploring the west of their continent. This time they head inland and travel west along the borders of the Luchuirp lands. Before long they come to highlands of sand and barren rock. The trees are small, twisted and dry. The highlands provide, however, a great view of the populated and cultivated lands below. A great population makes their home in a fertile floodplain in the distant west of the continent. Scouts report brick buildings, granaries, and thousands of tired, sweating, and dying slaves (including a minority of dwarves) working in massive open-pit clay quarries and extensive communal wheat farms. Scouts also report seeing poorly-armed and poorly-organized militia training in the rural outskirts. Before retreating with the news a pair of particularly bold and stealthy soldiers make their way into ear-shot of the camp of a foraging party of the foreigners. Over the evening they listen to their quiet chatter in their foreign tongue. They learn little due to the language difference but are able to make out that these people are called the ‘Als’ and that the city in the lowlands beyond is their capital and called Tr’Als. What will the brothers do with this information?
Spoiler scout’s report :
dg76mw.jpg

EDIT: A Monument to History
In the great Kuriotates city of Averlorn the government commissions the creation of a monument to the greatness of the Cardith Lorda. His importance to history may have been exaggerated with retelling of tales, but he is none-the-less beloved of the people.
But, like all things, the project was destined not to be such a simple affair. The sculptor drifted from the proposed plan and sculpted a beautiful and elegant butterfly landing on the Cardith Lorda's finger. The base too was intricately carved with this design. Shortly after it was finished (the sculptor didn't even have time to finish his work), the artist disappeared without a trace. The monument was so beautiful it is said to have brought tears to the eyes of nobles and peasantry alike. The meaning of the butterfly remains enigmatic but the eldest of the wise-men speak of 'the inspiration of Amathaon' with veneration and a little fear. What could it mean?

Kuriotates: 'monument of untold beauty and magnificence'- the monument provides two stability instead of one due to its awe-inspiring effect.
Kuriotates: 'the inspiration of Amathaon'- all stability effects for the next two turns are doubled.


Civics

Amurites adopt slavery. Slaves consume some food but provide cheap production capacity making buildings cheaper and allowing access to more complex construction without having to build quarries or mines.

Amurites: Labour civic switched to ‘slavery’.

Sheim adopt apprenticeship and personality cult civics. Apprenticeship allows the assignment of a domestic commerce workforce to a ‘apprenticeship program’ which increases research output (obviously the downside is that the domestic commerce workforce is no longer able to work a cottage or similar improvement). The personality cult civic causes monuments to produce two gold. This is very valuable in the early game as this sort of coin is equivalent to the first village improvement (the cottage) and doesn’t require the assignment of a workforce of any kind.

Sheim: Labour civic switched to ‘apprenticeship’. Religious civic switched to ‘personality cult’.

New Map

Spoiler :
34nfyc8.jpg


New Technologies
Markets (exploration and trade, government and leadership, culture and society) (50 rp)

Market
Classification: Trade improvement
Required Population: 5
Required Workforce: 1 trade workforce
Required Production Capacity: 2
Required Technology: markets
Cost: 40 gold
Game Effect: Produces 1 trade route
 
Great update! I was hoping for a farm resource :D. When do we get our stats?

EDIT: Wouldn't the amurites lose stability if their people are afraid of being eaten? :p
 
Stats will come out either today or tomorrow.

Yes, the amurites ARE afraid of being eaten (not happy). Thanks for catching my typo.

I.
 
I got thejopa's orders now. I guess i just misplaced them. his orders have no real affect on the update.

EDIT: His orders DID have an affect on the upate. Amathaon has inspired an artist (see update).

Sorry thejopa.

i.
 
Well that was a double edged sword. I killed them but took up their religion. What's the percentage that follow Camulos?
 
less then 5%.
 
new map is up for the update.
EDIT: i . .. .. .. .ed up the map. i need to fix it.
EDIT 2: fixed- i think?
 
I made (another) error in the update (which is now fixed). I had forgotten that a player had uncovered a previously uncovered tech. It is 'markets'.

Markets (exploration and trade, government and leadership, culture and society) (50 rp)

Market
Classification: Trade improvement
Required Population: 5
Required Workforce: 1 trade workforce
Required Production Capacity: 2
Required Technology: markets
Cost: 40 gold
Game Effect: Produces 1 trade route
 
Everyone should now have their stats for turn 2.

In the capitals 'domestic gold income' your equation should include the annotation '+5' to include the ammended increase in gold income from the capital.

If i have made any errors, please e-mail or PM me.



I look forward to any diplomacy you may have between yourselves or with the Non-Player Civilizations.
 
"I thank you all for coming to the Council on such short notice, but as you all by now have heard our troops were victorious against the Hupoo, which leaves us with a few things to clean up, so let us start." Carrius the current Speaker of the Council, was pacing in the center of the ring of cushions and small desk where the other Chiefs sat. He nodded to the guards who dragged in a large man, with his hands bound and a bag over his face.

The guards threw the man into the ring and announced,

"Here to stand trial for his crimes against the Hippus people is the War Leader of the Hupoo, Chief Garnith. Garnith was one of the few Hupoo that were captured during the fighting. His crimes consist of leading the charge on the Hippus soldiers, extorting the Hippus people, and other deeds of malicious intent." As he finished speaking he pulled of the bag off of the man's head revealing Garnith's face.

He had multiple scars running down his face, showing that he was no stranger to violence, he had a black eye, several bruises, cuts, and a couple of missing teeth, the past few days have not been kind to him.

"Does the accused deny any of these charges?" Carrius asked with the bored tone that all true Hippus reserve for such formalities.

"Deny? Deny!!? By Camulos' blade I do not deny my accomplishments, you foolish weaklings. I rejoice at them for they show I have True strength that Camulos desires, unlike you cowards who knew we were mightier than you could ever be so you had to trick us to beat us." Garnith spat in the direction of Carrius.

"If you had not been so foolish you would not be here right now. Did you honestly think we would be stupid enough to attack you're army with a division of scouts? Your own lust for blood lead you straight to us." Shouted one of the chiefs. There were nods of agreement everywhere."

"Bah, we Hupoo are true men and would fight your men even if you had ten times the men. We would prove ourselves in battle to Camulos and join him in death. I shall become a mighty warrior on his battlefield." Garnith boasted proudly.

"Yes about that," Carrius bent down next to the prisoner and asked, "are you sure that Camulos will still take you his battlefield after you've been captured and proved that you could not match up to your boast in a true battle?"

A look of pure terror ran over Garnith's face as Carrius spoke. Clearly he had never considered this his demeanor began change from that of a wolf to something closer to a beaten dog.

"Hmmmmm....... Well there's no use in senseless wondering, let us find out." In a split second Carrius drew his blade and before anyone could act he removed Garnith's head from his shoulders.

There was a feeling of shock in the air but know questioned Carrius on what he had done. The guards came in and removed the body a it's head from the tent.

As if finished working out a trade deal Carrius spoke,"Well now that we have that out of the way let us continue with this meeting."
 
Carrius is like an evil CEO- i like him :D
 
Yeah, but unfortunately due to the turn length this is going to be all he does, as by the time the next update comes along, he'll either be an old senile man or possibly dead in some stunt gone wrong in an attempt to please Tali (I am going to do a story like that in the future.). But on the bright side it allows for me to come up with new people to be the Speaker. On that I plan on writing a "story" on Hippus politics probably tomorrow, just so when things get fun people can know what I'm talk about.
 
I look forward to that story also.


Tali seems like a strange god to worship- this may be personal prejudice based on what I grew up with in real life… but anyway… if you want to, you can worship an angel of Tali’s of your own creation that better reflects where you want your civilization to go. For example, freedom might involve winds and storms and you could say that your version of Tali’s angel is really into the winds (which cannot be caged: just like the hippus) (for example- ultimately its your call)


In regards to turn length, turns 1-4 will be 50 years each. Turns 5-8 will be 25 years each. Turn 9-12 will be 10 years each, etc. If we need to modify this, then we will.
 
Oh, no I have plans on how to do Tali worship, just don't expect it to resemble any sort of standard religion.
 
It turns out the map is still screwed up; the hippus do not own province 33.
I've been huffing too much glue i guess. I'll fix it soon.
EDIT: i fixed it!
 
An excerpt from, The Horse's Mouth. A History of the Hippus
Early Hippus Politics

After the defeat of the Hupoo the main threat to the Hippus had been removed allowing more people to leave the ancestral Hippus lands and expand to the land that the Hippus had claimed. With this large expansion and a centralized power, the Council, it became clear that the old ways of Hippus politics and leaders would not be sufficient to lead the Hippus to success.

Regional Breakdown

The Hippus nation consisted of three regions at this point in time, which cartographers label 34, 35, and 38 for reasons unknown to the rest of the public. In each of these regions there is a permanent settlement which acted as a focal point for each of the regions. Here the Chiefs of the tribes that resided in the region would meet to discuss matters pertaining to the region.
Each region usually consisted of three tribes which occupied distinct regions and had distinct characteristics.(See Tribes) Tribes were made up of several clans or large extended families that roam within the regions of the tribes. These clans usually meet once every season for a festival where important decisions pertaining to the tribe would be decided upon.

Tribes

Arenoth: Dark peachish color, The youngest of the Tribes the Arenoth live on the edge of a forest with little land that could be used for farming, instead they became expert hunters and provide for many of the Hippus' scouts.

Fentas: Purple, The Fentas are generally the most freedom loving of the tribes given their open plains, this were the most devoted followers of Tali come from.

Herinus: Green, While also having a forest in the region the Herinus choose to see it as an inspiration rather than a food source. They are among the most artistic of the Hippus but are often considered to be rather unrealistic.

Erona: Light Brownish, They are the only tribe which occupy two regions, this along with their proximity to the capital give them an overinflated sense of self-importance. They often try to fill roles which effect all of the Hippus people.

KeeKoy: Blue, Due to almost all of their territory being forest the KeeKoy have forgone standard farming and adapted a combination of hunting, fishing, and foraging. This has given them a deep respect of nature.

Warnit: Yellow, Have little or no defining characteristics in the landscape to give them an edge the Warnit have turned towards their intellect to stand out amoung the Hippus. The other tribes often consider them to be arrogant.

Cantiac: Cyan, This area is very fertile and the Cantiac have used this to their advantage giving them to reputation to be able to grow anything.

Yeomei: Pink, This region is where many of the Hupoo traveled to eventually settled down. They brought along their lust for battle, making them good soldiers but are often stereotyped as dimwitted.

Syanta: Grayish blue, being is close proximity to the Grigiori the Syanta have developed trading skills and an excellent sense of money.



The Council

This is the central government of the Hippus nation. It is composed of each of the Chiefs from each tribe. It is designed to make decisions on items that effect the nation as a whole while giving the Chiefs the power to run their own tribes. Each Chief is allowed one vote, which none being higher than the rest. The is no central leader at this point, but there is a Speaker of the Council, which is mostly a figurehead position who's job is to address speakers, bring up topics, etc. It contains no real powers, but a few Speakers have commanded the respects of the other Chiefs that they were able to use this position to run the council, a prime example of this is Carrius.
 
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