Note: Lost/Late Orders I didnt get orders from theJopa. Im not sure if they got lost in cyberspace or they werent submitted. Either way, I will allow late orders because I dont 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 dont 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 TrAls. What will the brothers do with this information?
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 doesnt require the assignment of a workforce of any kind.
Sheim: Labour civic switched to apprenticeship. Religious civic switched to personality cult.
New Map
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