Your laughable attempt to influence us is, frankly, an insult. We've lived long enough to know a bluff when we see it. You don't have the ability to enforce your decree, and even if you did, we will not allow the Sidar to be influenced by other nations. We will continue to do what we have to to ensure that we prosper and are safe.
That being said, we have no desire to war against you, or be in conflict. The "Hallowed" are not your concern, and so long as you remember that there will be no issue between our peoples. These squatters have invaded our lands, and no one that enters the Shadelands without our permission will go unpunished. No one. Our borders are inviolate.
Brothers Dani and Karlz Horonz,
leaders of the merciless Sidar,
Your actions against unarmed civilians are more than just punishment, they are a slaughter. You have chased these men and women for far from your lands and still you hunt them.
We WILL intervene. The 'Hallowed' have agreed to join us in Luciedo (many of the 'hallowed' are children of our stolen brothers and sisters after all), as we are the only nation which offers them a safe refuge- a sanctuary. As such, we consider them lawful citizens of the Luchuirp state. Any attack upon our citizenry will be considered an act of war.
If you think we are bluffing, then you are welcome to try and continue your senseless slaughter. You will find us waiting with spears and cudgels.
Unfortunately, I'll have to request to be NPC'ed. There is simply too much stuff going on, and as long as I struggle to update my own NES, I don't think that I should participate in another. I'll send Immac a general vision of Kuriotates... And if he's okay with that, I'd steer the politics of Kuriotates once in a while. But managing the economy and build orders simply takes me time that I do not have, and people are waiting me to update my own NES I wanted to write stories every once in a while, but I don't see it as a possible option now...
I may have more time later on.. I'll definitely be checking this out regularly.
Unfortunately, I'll have to request to be NPC'ed. There is simply too much stuff going on, and as long as I struggle to update my own NES, I don't think that I should participate in another. I'll send Immac a general vision of Kuriotates... And if he's okay with that, I'd steer the politics of Kuriotates once in a while. But managing the economy and build orders simply takes me time that I do not have, and people are waiting me to update my own NES I wanted to write stories every once in a while, but I don't see it as a possible option now...
I may have more time later on.. I'll definitely be checking this out regularly.
In light of theJopa's request to be NPCed, i will be accepting new players.
Seven players, at least right now, is not too difficult to mod, so if players would like to take over any of the following civilizations they are welcome to:
Luchuirp: small nation, currently involved in a stand-off with the Sidar over the massacre of escaped 'Als slaves
'Als: medium-sized nation, currently trying to recover escaped slaves
Kappa: medium-sized nation, involved in infrastructure development
Elves: small nation, involved in infrastructure development, isolated
I will gladly take over the Luchuirp, I've been interested by their position - they seem to have only enemies on this island. I think adding some more players could make that island's complicated diplomacy even more interesting. Plus, I can't resist rooting for the underdog.
Damn. Immac, I know I keep promising to write stuff, but life just keeps getting in the way of what's truly important. Sad, but there it is. My orders will be emailed shortly, and they'll be rather abbreviated.
[Yes, I know that I managed to write some stuff for FFHNESI over the weekend; that was the weekend, and since Jopa's been taking ages and ages to update (still love you man!), I've been forced to keep myself occupied in other ways. Sorry again.]
@Immac - Yes I can definitely start after the next update. Would it be all right for me to first submit some basic instructions for the Luchuirp's response to the current refugee situation? I guess I'm being kind of vague now, I could be more specific in pm if this is a possibility.
@Thomas: I made the original in 'autorealm' but it looked 'cartoony' so i imported the outlines and the rivers into photoshop and i've been exploring how to use it (there are some interesting fantasy cartography tutorials on 'youtube' (http://www.youtube.com/watch?v=-BoE6sxm8rk&feature=related).
@Master: sure that would be great- please PM to me as soon as you have a free moment and i will try to incoporate into the update.
I started the update (with those orders i already have) and i rolled the max for the number of random events. Looks like its going to get a little busier than it has been for the last two turns. Now i roll to see if you get something good or bad and who gets it.
I need orders for:
The Bannor (EDIT: If i hear nothing further from you, i will use your 'preliminary orders')
I will accept broad-stroke orders for:
The Luchuirp
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 Tuesday the 17th of February. General orders are due the Thursday the 19th 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 SIX: Years 226-250: The Flight to Luciedo, The Cult of Bhall, Goblins Return
The Great Dark Clouds of the ‘Als (part 4- Escaping to Luciedo)
Once again the great woods west of the Sidar (and south of the Luchuirp) are the scene of blood and violence. The Luchuirp set about trying to evacuate the ‘Hallowed’ from the dark forests to the safety of Luciedo city. Meanwhile the Sidar attempt to intercept that evacuation and catch and kill as many of the ‘Hallowed’ as they can.
Learning from their earlier encounters in the unknown and trackless woods, the Sidar send scouts into the forest to better locate the ‘Hallowed’ villages. These scouts report back regarding columns of ‘Hallowed’ moving north, their entire worldly possessions carried or dragged behind them. Some of these columns are guarded by Luchuirp spear militia but many are not. The scouts also report back on the presence of various traps that the ‘Hallowed’ have been constructing throughout the forest in defence of expected continued Sidar attacks.
Sidar military commanders give the order. The Sidar militia is to assume positions in a east-to-west line south of the Luchuirp positions and kill any ‘Hallowed’ who attempt to cross the line. Scouts are to provide an escort and attempt to assist the Sidar military in avoiding ‘Hallowed’ traps or to disarm those that cannot be avoided.
Initial attempts to avoid traps work fairly well as long as the Sidar military can operate in a concentrated column proceeded by the scouts but as the Sidar military attempts to spread over a very wide space to try and form the ‘drag-net’, isolated groups of Sidar militia begin to stumble into ‘Hallowed’ traps including concealed pitfalls inset with wooden stakes, concealed punji stakes, and falling log traps. These prove effective especially against the morale of the Sidar militia; actual casualties remain limited.
The east-west line is able to intercept a few columns as they head north to Luchuirp lands but due to the relatively wide spacing of the Sidar militia (as they would need to be to provide good coverage over such a wide area), it sometimes takes some time for sizeable number of militia to converge on the ‘breach’. In the meantime the isolated components of the Sidar ‘net’ can be either overwhelmed by the numerous refugees and violently overtaken, or the ‘Hallowed’ can sneak or run through the line before it can ‘collapse’ around the refugees.
Ultimately however, many ‘Hallowed’ are caught as they attempt to move north and the Sidar militia loses no time in killing all those they catch. News of this action is reported to the northern Luchuirp spear divisions by ‘Hallowed’ who manage to get through and King Kedeld, true to his word, orders his forces to intervene.
Again the relative spacing of the Sidar plays against them as the compact mass of dwarven spearmen quickly overrun the thin lines of Sidar militia. First contact results in an almost immediate rout by the Sidar militia. Once the Sidar unit reassemble south of their initial line they recover quickly. The Sidar have orders to avoid violent confrontation with the Luchuirp spearmen however and do not counter-attack. The Luchuirp take advantage of this and quickly escort as many of the ‘Hallowed’ as they can northwards. Attempts by the Sidar to intervene are met by Luchuirp spear charges which result in ordered Sidar retreats. Ultimately the majority of the ‘Hallowed’ are evacuated to Luchuirp cities using this tactic.
Events may have unfolded rather differently if the Sidar had not been given orders to avoid the Luchuirp.
Sidar peasant militia is wounded and requires 5 gold to recruit to full strength.
A second unit of Sidar peasant militia is also wounded and requires 15 gold to recruit back to full strength.
Sidar gain 4 gold (from plunder).
Luchuirp spear militia require 2 gold to recruit back to full strength. Luchuirp gain two points of population and 15rp towards the ‘growth and food’ tech line and 15rp towards the ‘military’ tech line. Luchuirp food is reset to zero.
The Cult of Bhall
Across both the Amurite and Bannor nations a new voice is rising. People speak of an eloquent and charismatic speaker calling himself ‘Jelhid the Inspired’, who travels from village to village, preaching in the name of the goddess Bhall. He never stays long in one place and does not reveal anything of his past. Women speak of his striking and handsome features and men speak of his inspiring and energetic demeanour. All who meet him are in agreement that he is a very persuasive speaker. Already he has attracted a small cadre of loyal followers, including an inner circle of dedicated disciples who travel with him from village to village and who, when required, act as his bodyguards.
In Bannor lands Jelhid berates the government for its inaction in the face of obvious demonic activity, of its inability to deal decisively with the goblin threat and of the manipulations of the elders who still hang onto the out-dated and irrelevant teachings of Junil’s angel Sabathiel and of the Bannor hero Capri and the original five. Fortunately for the Bannor government, faith in their leadership is strong and the nation is stable. The people have only limited patience for the words of the self-appointed priest.
In Amurite lands, the priest of Bhall finds more fertile soil for his message. Slaves and the lower-class are especially receptive to his fire-brand sermonizing and rabble-rousing as they feel they have much to be angry about.
What will these nations do with the travelling demagogue?
Kuriotates Cult of the Muse
In Kuriotates society, citizens gain renewed respect for artists, poets and story-tellers as they begin to attempt to out-compete each creatively and artistically. This resurgence of artistic interest is attributed to the great Kuriotates monument which is said to be inspired by the divine. Ultimately a sort of personality cult begins to form around the more popular artists.
Kuriotates Expansion
The Kuriotates build a second city, which they name Kwythellar in a fertile coastal region near fields of wild soybean and not to-distant herds of wild horse.
Kuriotates build Kwythellar in province 23.
Hippus Tame the Horse
The Hippus Warnit clan, long known for its intellect and development of new ideas (at least amongst the Hippus) helps to cement its reputation by developing a means to catch and tame the wild horses that roam the plains near their homes. Some of their members were able to corner wild horse and force them to run in circles, within an enclosed space while being ‘chased’ by a Warnit rancher. This helped to exhaust the cornered horse and imprint in its mind that the Warnit rancher was capable of out-running the wild-horse- a sure sign of dominance. From here it may be only a short jump to the development of proper domestication of the horse. The Warnit clan is eager to share their discovery with the rest of the clans and bring the power of the horse back to the Hippus people.
Hippus receive 15rp towards ‘animal husbandry’ Hippus receive a free ‘horse pasture’ in Alterthiol-ta-Mealthiel. Recall that you will be required to train an agricultural workforce to make use of your old improvements and this new improvement. For now your farmers have not been reassigned to work the horse pasturage
Spoilerhorse pasturage :
Horse Pasture Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: animal husbandry Cost: 30 gold (in addition to the workforce cost) Game Effect: Generates 2 gold per turn, 1 production capacity and horse resource.
Note that the citizens of Alterthiol-ta-Mealthiel don’t necessarily need a production capacity of 2 to build the pasturage because it was provided via an event.
Goblins Return
In the spring of the 232nd year of rebirth Bannor citizens farming the countryside north and east of ‘Sabel Upon Gate’ report seeing renewed evidence of goblins. The ‘Sabel Guards’, though at a reduced number, are dispatched to try and intercept the creatures before they reach the villages or city itself and manage to take up defensive positions around the larger villages and around the city itself. Their numbers, however, prove inadequate to cover all the land necessary to prevent the goblins from raiding the country-side with near impunity. While the cities and major villages remain safe, the goblins are free to harass any who venture beyond these ‘safe areas’.
The goblins, this time, travel in much larger groups and are much more courageous then they have been in the past. Farmers and foragers who have survived encounters with them claim that they are much more organized as well, deploying in tactically competent fashion before assaulting farms or even isolated villages.
Ultimately entire families are stolen into the night. Farms are completely gutted, then set aflame. Trade with the more distant villages come to a complete standstill.
It seems the goblins have returned to enact vengeance upon the humans who slew their ancestors and destroyed their ancient tunnels.
Bannor lose 5 food. Bannor lose 1 stability. Bannor lose 1 communal farm. The farm can be repaired at a cost of 3 gold but only once the area is secured.
The Sheim and their Neigbours
Pale, bearded strangers from the western islands finally return to the Sheim islands, and like their ancestors, set about collecting and salting fish from the bountiful southern shores, storing aboard their penteconters and sailing back to their home island.
This time the fishermen are more curious and some even come to trade with the Sheim, providing fish and furs in exchange for a variety of crudely crafted tools and the company of warm women.
Sheim gain 3 gold
Great Ideas
A remarkable scholar arises from the Bannor. His mind is supposed to be greater then any previously seen. He publishes great works of learning which promise to greatly assist the Bannor nation’s research.
Bannor gain 15rp to spend as they like.
The Student has Become the Master
Sheim apprenticeship programs have begun to produce substantial results. The graduates are exhibiting increased competency and aptitude for their chosen professions and this makes further training that much cheaper.
The next workforce (agricultural, domestic commerce or industrial) that the Sheim train will cost half-price.Don’t forget to remind me in your orders Tyrs
The Ruins of Earlier Civilizations Hide Many Surprises
Grigori explorers searching the ruins of ancient civilizations in the area (see update zero where I reference this) come across a hidden tribe of small lizard-like humanoids dressed in rags and armed with cudgels that seem to live in the ancient ruins, surviving off of rats and anything else that they can catch.
The explorers were able to escape unharmed and return with stories of ancient treasures including gold and gems. They have begged the local governors to assist them in getting to the ancient treasures.
Hippus and the Hyena-Men (part 3: continued rehabilitation)
Gnoll internment camps can be completely dismantled. All gnolls have either ‘civilized’ themselves enough to join Hippus society or have died cruel and violent deaths at the hands of those gnolls which best assimilated (as they struggled for ‘pack dominance’.
Approximately 5% of Hippus population is composed of these hyena-men. They will no doubt provide a decisive military advantage to any unit into which they are incorporated.
New Map
This week’s map is a little ‘poor-shy’ to quote a famous gamer purist I know (ie- it sucks). This is because I am working on a new map and don’t want to spend too much time updating an old map that I won’t be using for too much longer anyway.
Spoilerturn 6 map :
New Technologies
Spoilerupdated technology tree :
A number of new technologies have been uncovered this turn.
Snares and traps is a tier one growth and food tech which introduces the ‘hunting improvement’. It provides slightly less food than a farm but slightly more gold. The ‘beaver trap’ version provides furs and an excellent cash return. It also allows the training of ‘scouts’ for those without access to the ‘reconnaissance’ technology.
Commercial agriculture is a tier three technology which requires knowledge of communal farming. It introduces the concept of plantations and of planting crops not for the return in food but for the return in gold. Spices, sugar, coffee, cotton can all be grown using these methods.
Monoremes introduces the concept of banks of oarsmen operating together. It requires knowledge of small water craft. It introduces greater ships and also provides for a harbour- a trade improvement similar to a market. This technology has long been known by the mysterious sailors of the north but has now been developed independently on the mainland.
Skirmishing tactics requires knowledge of reconnaissance and of basic warfare. By combining these two technologies, it allows for the introduction of early missile warfare. Slingers and javelinmen can now be hired. Slingers have good range (best range so far) and a good rate of fire but their missiles are not as deadly as other missile weapons (the javelin). They are also quite quick and adept at running away and staying out of range of the enemy. Javelinmen are just as quick and used in a similar fashion but have a slightly lower rate of fire and a reduced range. What they lack in these fields they make up in stopping power. A single javelin volley can decimate an offensive charge or open up a whole new flank. They are also much more effective against armour than are slingers.
Game Snaring (food and growth) (25 rp)
Spoiler:
Trap Line Classification: Hunting Improvement Required Population: 1 Required Workforce: 1 agricultural or domestic commerce workforce Required Production Capacity: 0 Required Technology: game snaring Cost: 10 gold (in addition to the workforce cost) Game Effect: Generates 3 food per turn and 1 gold.
Beaver or Hare Traps Classification: Hunting Improvement Required Population: 1 Required Workforce: 1 agricultural or domestic commerce workforce Required Production Capacity: 1 Required Technology: game snaring Cost: 15 gold (in addition to the workforce cost) Game Effect: Generates 1 food per turn, 5 gold and fur resource
Allows scouts
Commercial Agriculture (food and growth) (75 rp) (requires communal farming)
Spoiler:
Cotton, Silkworm, Hemp or Flax Plantation Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 40 gold (in addition to the workforce cost) Game Effect: Generates 6 gold, and raw cotton, silk, hemp or flax resource.
Madder, Woad, or Lichen Dye Plantation Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 30 gold (in addition to the workforce cost) Game Effect: Generates 2 gold, and dried madder, woad, or lichen herb
Indigo Dye Plantation Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 40 gold (in addition to the workforce cost) Game Effect: Generates 5 gold, and dried indigo herb
Vinyard Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 30 gold (in addition to the workforce cost) Game Effect: Generates 2 food per turn, 3 gold and the ‘grape’ resource.
Almond, Tobacco, Coffee, Sugar Cane or Cocoa Plantation Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 40 gold (in addition to the workforce cost) Game Effect: Generates 6 gold, and almond, pistachio, tobacco, coffee, sugar cane, or cocoa
Cinnamon, Black Pepper or Nutmeg Plantation Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 40 gold (in addition to the workforce cost) Game Effect: Generates 6 gold, and cinnamon, black pepper or nutmeg
Saffron Crocus Plantation Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: commercial agriculture Cost: 40 gold (in addition to the workforce cost) Game Effect: Generates 7 gold, and saffron
Monoremes (exploration and trade) (50rp) (requires small water craft)
Spoiler:
Allows trade along ocean coasts
Allows penteconter
Harbor Classification: Trade improvement Required Population: 5 Required Workforce: 1 trade workforce Required Production Capacity: 4 Required Technology: monoreme Cost: 40 gold Game Effect: Produces 1 trade route and two gold
Skirmishing Tactics (military) (50rp) (requires reconnaissance and basic warfare)
Spoiler:
Allows slingers
Allows javelinmen
Target Range Classification: Military improvement Required Population: 4 Required Workforce: none Required Production Capacity: 2 Required Technology: skirmishing tactics Cost: 20 gold Game Effect: Increases missile military quality according to the following formula:
Increased military quality=(number of target ranges in nation)/(number of cities in nation)
New Units
Penteconter:
Spoiler:
unit type: navy maximum quality modifier: 4 production capacity requirement: 4 provincial population requirement: 4 requisite technology: monoremes cost to recruit: 45gold cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A penteconter is a galley with a single row of oarsmen on each side. Typically they are about 60-70 feet long and manned by up to 50 sailors. Usually they can reach speeds of about 9 knots (18 km/h), only a knot or so slower than modern rowed racing-boats. To maintain the strength of such a long craft, tensioned cables are fitted from the bow to the stern; this provides rigidity without adding weight. This technique also keeps the joints of the hull under compression - tighter, and more waterproof.
Slinger:
Spoiler:
unit type: missile maximum quality modifier: 4 production capacity requirement: 1 provincial population requirement: 4 requisite resources: none requisite technology: skirmishing tactics cost to recruit: 35gold cost to maintain: 1 gold per turn
A unit of slingers is best used from a distance. They are typically armed with a small buckler and a cudgel or small sword but their main weapon is a sling which through training, they learn to use with considerable accuracy and speed.
Slingers are best used to engage the flanks of previously engaged units and have little penetrating power so are best used against lightly or unarmoured troops. Shields also provide good protection against slingers.
Slingers can be upgraded from peasant miltia.
Slingers may be armoured with leather armour.
Javelinmen: unit type: missile maximum quality modifier: 4 production capacity requirement: 2 provincial population requirement: 4 requisite resources: none requisite technology: skirmishing tactics cost to recruit: 40gold cost to maintain: 1 gold per turn
The javelinmen requires access to any metal resource or flint.
They are medium-range skirmishing units meant to avoid hand-to-hand combat while pestering opponents with deadly volleys of metal-tipped javelins. These deadly javelins are very effective at stopping an enemy charge or to open a space for infantry to pour into.
Javelins, due to their relatively heavy weights and armour tips, have good penetrating power and are not as hampered by armour as are slings or early arrows.
Javelinmen can be upgraded from peasant militia and can be equipped with bronze, iron, or mithril weapons and may be equipped with leather armour.
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