Note: Orders Orders format.
Please use e-mail only to submit your orders. Please indicate your orders with the ‘[Civ Name] Final Orders [Turn Number]’ format.
Note: Orders Due Orders for reconnaissance scouting missions are due Monday the 9th of February. General orders are due the Wednesday the 11th of February.
Note: Debt You may wish to go slightly into debt. At this time you may carry up to 10 gold of debt. No interest is charged and no stability or other penalty applies.
UPDATE FIVE: Years 201-225: Chasing shadows in the forest, Rumors of Cassiel’s Disappointment, Hyena-men Rejoin Society
The Great Dark Clouds of the ‘Als (part 3- Chasing Shadows in the Forest)
The Sidar are not content to just evict the ‘Al squatters from their lands. Instead, their leadership orders their militia to sets forth to deal with the ‘Als as they return back to their lands (traverse province 7). A unit of militia is sent around the great forest (through Luchuirp lands) to block their passage into their homeland territory (province 4) while two more units press through from the east and try to sandwich the ‘Als squatters against the waiting militia on the far side.
Unfortunately for the Sidar military, the ‘Als squatters have no intention of returning to their ancestral homelands. They fear their old masters much more than the Sidar militia. Instead, the squatters hide in the deep cool forests (of province 7) using the knowledge to live off the land and to hide that they gained while hiding in Sidar lands. The tall trees and extensive underbrush, all tangled with insect and spider webbing makes an excellent hiding place from both their old masters and the Sidar militia.
This time there are no local Sidar foragers or farmers to point the militia in the right direction and the squatters have greater knowledge of the lands. The squatters become, with time, quite adept at hiding. Months turn into years and very few violent encounters occur between the Sidar militia and the ‘Als squatters within the forest.
The Sidar military strategy had to change. All three Sidar militia units headed into the forest, searching for the squatters in smaller bands able to cover more territory. Occasional brief running battles would occur as the Sidar military would locate a hidden village, usually abandoned earlier when news of their arrival reached the squatters, and a chase would ensure. Some squatters were rounded up and slain but many more escaped into the underbrush.
Over the course of 25 years only about 500 ‘Als squatters are found and killed, and these are usually those too unfit to run or hide very well.
Sidar military take minimal casualties from the squatters which are generally not armed or trained to fight in any organized way.
Cassiel’s Disappointment
In the 219th year of rebirth rumours begin to spread throughout the lands of the Grigori. The rumors suggest that Cassiel has abandoned the Grigori because their leaders are inept and weak. The rumors also praise the Hippus for their freedom, the Bannor for their organization and the Amurites for their knowledge and freedoms. These rumors take root only with difficulty as the Grigori are a generally stable nation (at this point in time) but some damage is done to the local governors none-the-less.
Grigori governors do not take these rumors lightly and seek to determine their source. In a closed economy not yet engaged in foreign trade, foreigners, strangers and travelers are rare and it is not long before a ‘grigori’ citizen only recently arrived is uncovered as an Amurite agent.
Grigori lose one stability. Despite knowledge of who is responsible for the rumors the fickle populace none-the-less loses a small amount of respect for their leadership.
Hippus and the Hyena-Men (part 2: rehabilitation)
Hippus internment camps begin to pay some dividends. Their prisoners, now the grandchildren of the hyena-men that fought their forefathers and preyed on amurite foragers have learnt to speak the Hippus tongue and have begun to assimilate into Hippus society. Some, those showing the highest ideals of loyalty and cultural adaptability even begin living as Hippus citizens.
The hyena-men, who call themselves ‘Gnolls’ have a great respect for the strength and courage of the Blades of Camulos and of the violent faith itself due to their own strong violent tendencies. This is tempered by a natural love of organization and hierarchy. Somehow, these two traits, a naturally violent nature, and a engrained respect for organization and a strong leader are able to make peace with the Hippus culture.
Not all Hippus are happy with this however. There is a rise of Camulos worship as more and more Hippus citizenry think of the ‘Blades of Camulos’ as the ones responsible for taming these once-vicious cannibals and integrating them- as well as saving the ‘Ir-O-Kee’ people. Not all are happy with this. In addition, the Gnolls themselves cause some disruption just from their fearsome appearance and size.
Hippus lose 2 stability. Hippus lose 3 food
Ir-O-Kee and their Tribute
The Ir-O-Kee continue to pay tribute to the nation who saved their people from death and slavery.
Hippus gain 5 food and 5 gold.
Shipwreck (part two: abandoned)
Appeals by the mysterious shipwrecked sailors to the Kuriotates go unanswered. No food or supplies are provided. In the following years no more shipwrecked sailors return to Averlorn. Have they all died? Have they gone? What was their fate?
New Map
The map has not changed as a result of this turn’s events.
New Technologies
Only one new technology was uncovered this turn. Battlefield maneuverability introduces the concept of flanking and of moving large formations (still relatively loose formations mind you) en masse in a coordinated fashion. Spearmen, swordsmen and axemen or chariots trained with this technology are superior to the militia units previously available. Firstly, they have superior morale and training. In addition, they are capable of being equipped with metal weapons (including, minimumly tin and copper- or even better: bronze, iron, and mithral). They are also capable of wearing leather, iron or mithral armour.
Battlefield Maneuverability (military) (50rp) (requires basic warfare)
Allows
light chariots (requires horse)
Allows
light spear(requires some metal- even copper, tin or zinc are suitable)
Allows
light sword (requires some metal- even copper, tin or zinc are suitable)
Allows
light axe (requires some metal- even copper, tin or zinc are suitable, also flint)
Armourer: Leather
Classification: Weapons and Armour Manufacture
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: battlefield maneurverability
Cost: 30 gold
Game Effect: Allows the construction of
leather armour. Increases infantry, reconnaissance, cavalry and missile military quality according to the following formula:
Increased military quality=(number of leather armourers in nation)/(number of cities in nation)
New Units
Light Swordsmen:
unit type: infantry
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: any metal
requisite technology: battlefield maneuverability
cost to recruit: 45gold
cost to maintain: 1 gold per turn
The light swordsmen requires access to any metal resource to recruit and substantially more production capacity then earlier militia units. These units typically fight with light armor and a short one-handed sword and a shield. They are extremely effective against spear and pike but very vulnerable to cavalry.
They are trained to fight as a unit and their morale and training is much superior to those of earlier militia units.
Light swordsmen may be upgraded from peasant militia.
Light swordsmen may be equipped with bronze, iron, or mithril weapons and may be equipped with leather, iron or mithril armor.
Light Axemen:
unit type: infantry
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: any metal
requisite technology: battlefield maneuverability
cost to recruit: 50gold
cost to maintain: 1 gold per turn
The light axemen requires access to any metal resource (or flint) to recruit and substantially more production capacity then earlier militia units. These units typically fight with a large two-handed axe and no shield. Though vulnerable to missile units they make excellent shock troops and can cause substantial damage very quickly. In addition, the weight of their large weapons is often sufficient to break through heavily armored targets and they are very effective (relative to most units) against armored targets. Due to the absence of a shield and the relatively heavy weight of their weapon they do not do well in a prolonged battle. Use these units in ‘spurts’ to get the maximum effect.
They are trained to fight as a unit and their morale and training is much superior to those of earlier militia units.
Light axemen may be upgraded from peasant militia or flint axemen
Light axemen may be equipped with bronze, iron, mithril or Adamantium weapons and may be equipped with leather, iron or mithrol armor.
Light Spearmen:
unit type: infantry
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: any metal
requisite technology: battlefield maneuverability
cost to recruit: 45gold
cost to maintain: 1 gold per turn
The light spearmen requires access to any metal resource to recruit and substantially more production capacity then earlier militia units. These units typically fight with light armor and a 5’-7’ spear and a shield. Light spearmen are not the ‘phalanx’-type hoplite units you may think of when you think of spearmen. They may form a spearwall when faced with a charge but their strength lies in their maneuverability and speed. Use them to protect flanks against cavalry charges or to flank an enemy. Spear are vulnerable to swordsmen but very effective against horse.
They are trained to fight as a unit and their morale and training is much superior to those of earlier militia units.
Light spearmen may be upgraded from peasant militia or spear militia.
Light spearmen may be equipped with bronze, iron, or mithril weapons and may be equipped with leather, iron or mithril armor.
Chariots:
unit type: mounted
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: horse
requisite technology: battlefield maneuverability
cost to recruit: 50gold
cost to maintain: 2 gold per turn
Chariots are the first truly fast units to appear on the battlefield. They take advantage of the greater speed and strength of horses to pull a chariot. This platform is typically pulled by 2 to 4 horses and provides a platform for a driver and 1 or 2 others, typically armed with swords. The chariot itself can be a weapon as it can trample or crush opponents, especially those in loose formation.
Chariots are effective at scattering opposing formations (especially if they have poor morale or are otherwise engaged) and riding down the scattering units.
Charioteers may be equipped with bronze, iron, mithril or Adamantium weapons and may be armored in leather, iron or mithril.
Equipment
You may equip units with weapons and armor.
These typically cost a relatively small amount of gold and can be used to upgrade a unit providing better defense or attack.
Equipment may only be equipped on units within your cultural boundaries or upon units in foreign territory in which you have a ‘supply train’ unit.
Not all units can use all weapons and armor. Refer to the unit description for details.
Leather Armor
equipment type: armor
manufacturer: Armorer: leather
cost 5gold