Ffh Nes Ii

Immaculate

unerring
Joined
Jan 22, 2003
Messages
7,623
FFH NES2

Concept and Introduction:
(please note that this section is horribly out of date but I kept it because I wanted to be able to look back on how this NES started)

Welcome to the second FFH NES. The first was (and is still) moderated by TheJopa and can be found here. Like this NES, the pace will be rather slow to allow for more diplomacy and more intricate empire building. Most experienced NESers may not like that… but that’s fine.

Each player will play a faction from the Fall From Heaven mod for Civilization Four. As such, each player is expected to know somewhat about this setting. The faction a player plays can be modified from the commonly accepted lore according to the their whims provided that the basic lore stays the same (for an excellent example of this, consider what Ekolite has written about the Calabim). The idea is that each player is roleplaying a leader (or collection thereof) who is leading their civilization to greatness after the retreat of the ice after the age of ice.

I will be accepting seven players, with preference being given to those individuals who are playing (or have previously played) in Jopa’s FFH NES. If this NES is unable to attract seven players, then I will play civilizations as an NPC leader until such time as a new player decides to join and take over that nation. No new nations will join midway through the game. (EDIT: i have since decided to take on more than the originally intended 7 players.)

The map will be divided into provinces and each province will represent a geographic area which the player can develop using cities, outposts, forts and other constructs.

The countryside will be composed of farms, mines, and villages and cities will contain any number of buildings and improvements.

As civilizations advance they will develop new technologies which will allow them to build new buildings, access new civics, improve their lands further and recruit new units.

Economies will be either open (think free market) or closed (think Tokogawa in regular CIV) with open economies making more money from trade, but, on the flip side, being easier to infiltrate and spy on. Closed economies will make less from trade but be harder to infiltrate.

A civilization’s government will be determined purely by the player and will have no affect on their statistics.

Civics will affect the way in which your civilization develops and will correspond to the type of labor, economic and religious organization your civilization has developed.


Units will represent divisions such as militia, swordsmen, cavalry, and even mages and priests (similar to FFH)

Looking Back:
(written May 1st 2009)

When I think that this NES started in December and that its already May, it amazes me. I’ve probably poured at least a hundred full hours into writing updates, discussing rules, discussing diplomacy, and designing the NES since that time.

Considering the time constraints we are all under this, for me, has been a lot of time and effectively means that I don’t play CIV (FFH or otherwise) anymore.

Having said that, I don’t regret the significant investment this game has become and I am very proud of the game we (all the players and I) have created. FFH NES II is a living breathing creature. Its constantly near the top of the NES forum threads list which means its very active- people are discussing diplomacy, scheming plans for world domination, and bemoaning their fate; Its absolutely wonderful. It also gets enough 'hits' to indicate that more than just the players are reading our story. I’ve had several lurkers write me and tell me they like the game as well which is great for the ego and also provides me with an alternative audience to write for (instead of writing for the players- I try to write for the players and the lurkers).

So why is FFH NES II so interesting for me (and evidently others)? Obviously we all like building up nations and tearing down our opponents- it’s the same reason we got involved in CIV in the first place. But we also like the diplomacy, the sense of shared accomplishment, of a certain lingering distrust between nations. So much of what is happening in the game is happening in secret PMs, e-mails, even IMs and its all scheming, planning, plotting… for me this is one of the big reasons why this nes is so much fun. The diplomatic aspect is alive and well and laced with a healthy dose of paranoia.

The other reason I really like this NES is because of the creativity the players bring to the game. Certain ideas are just brilliant. I read the orders as they arrive and I am constantly amazed at the imagination and creative solutions that some players utilize to accomplish their aims and to solve their problems. Not all of that translates well into the game (occasionally the creative solutions are for contingenciess that never occur and thus never see the light of day) but for me, this is the single greatest and most enjoyable aspect.

So, after having ‘said’ all that and looking back over 18 weeks of playing, I want to say, “Thank you” to the players, to the lurkers and to the guests who have joined us. I’ve had a great time and I hope we all continue to do so.

Immaculate.

Memorable Quotes

kenkrajen in an e-mail after i lose it publicy said:
everybody loses their cool at some point. [snip] this game is so good its kinda like virtual crack
 
History:

This is an inventory of the history of this NES.


Pre-History (to year zero): A world of possibility


UPDATE ONE: Years 1-50: The Wild Lands

UPDATE TWO: Years 51-100: First Blood


UPDATE THREE: Years 101-150: War, Dust, and Gods


UPDATE FOUR: Years 151-200: Eviction Notice, Shipwreck, Man in a Cage

UPDATE FIVE: Years 201-225: Chasing shadows in the forest, Rumors of Cassiel’s Disappointment, Hyena-men Rejoin Society

UPDATE SIX: Years 226-250: The Flight to Luciedo, The Cult of Bhall, Goblins Return


UPDATE SEVEN: Years 251-275: Mana, Hunt for an Outlaw Priest, Return of the Slaves

UPDATE Eight: Years 276-300: Kappa Mawah Struck by Tali, Grigori Uncover Ancient Ruins of Patria, Hallowed Hunted, Orcs

UPDATE NINE Years 301-325: Assault on Grak’s Orcs, A Great Treachery, Fire in the Hallows, A Constellation Appears

UPDATE TEN Years 326-350: Black-Tower Seized, The Plague Spreads, Servants of the Brass Tower, Zombies, New Religions, the Corbus

UPDATE ELEVEN Years 351-375: Amurite Battle Imps of The Brass Tower, Unstable Nations face Domestic Crises, Shroudane Invaded, Return of the Orcs, The ‘Red Cricket’, New Shoes

UPDATE TWELVE Years 376-400: Constellation of the Obsidian Sceptre, Grey Arch, Long Knives, Sacred Scar Routed, The Forgotten, The Tomb of a God (part 2)

UPDATE THIRTEEN Years 400-415: Founding of Idril Felagund, Assault on Shroudane, Slavers Strike, Servants of the Water Lily, Seizing the Patrian Spear, Visit of an Angel, Discontent Amongst the Proud, Zombies

UPDATE FOURTEEN Years 416-430: Jarv Burns, Renth Yithi Assailed by the Hungry Dead, the Ritual of Branding (part 2)

UPDATE FIFTEEN Years 431-445: Björk, Hungry Dead Threaten Entire Continent, Labyrinth Assault Ter’Als, A New Faith in Kappa and Halluchuirp Lands, Return of the Fists of Balance

UPDATE SIXTEEN Years 446-460: Björk Decides, Shield of Valour Ascends, A Ritual Interrupted, New Alliances, The Mafia (part 2)

UPDATE SEVENTEEN Years 461-475: The Dead fall Dead, Sabel Lake Crisis, Meteor Recovered, Jar Adrana Incorporates (part 2)

UPDATE EIGHTEEN Years 476-490: Magia Generasco, Malachite Doorway Open, The Meteorite’s Secrets, Fionn Urien Founded, Renth Yithi Reclaimed, New Governments, The Cult of Flesh

UPDATE NINETEEN Years 491-505: Bannor Cast Worldspell, Dwarven Slaves Freed, Luciedo Poisoned, Patrian Ruins, Mirror of Heaven

Turns are currently 15 years long.


Current geopolitical map:

Spoiler :
11si9ex.jpg
 
Players and Factions:

Bannor:
Spoiler :

attachment.php

Player:
Ekolite
Civilisation: Bannor
Capital: Sabel
Leader: High Council
Government:
Labor Civic:
communal work camps
Economic Civic: default
Religious Civic: default
Economy: closed (this is default setting)
Resources: furs,
Trade:
Public Technologies: game snaring, linguistics, basic warfare, masonry
Bee-line Tech: Priesthood
Public Military: scouts


Luchuirp
Spoiler :

attachment.php
Player: MasterofDisasta
Civilization: Luchuirp
Capital: Luciedo (province 6)
Leader: Grand Master Crafter
Government: Despotism
Labor Civic: default
Economic Civic: stewardship
Religious Civic: default
Economy: open
Resources: Sandstone, tea, spider silk, zinc
Trade: exporting tea and silk to the 'als
Public Technologies: masonry, open pit mining, basic warfare, game snaring, communal farming, linguistics, commercial farming, shaft mining, battlefield manuerbility, apprenticeship, writing, sheim oral tradition, sheim oratory, sheim small water craft, sheim mysticism, shiem ley lines, Sheim Call from the Planes, sheim markets, Sheim Trade, Als Reconnaissance, Als Pottery, Als Sport, Eekin Fishing, Eekin Monomeres, Eekin Sail, Sidar Camouflage, Sidar Ministers and Advisors, Sidar Voice of the Gods, Sheim education, als animal handling, Eekin Social Plannign and Welfare
Bee-line Tech: ironworking
Public Military: spear militia, scout, hunters, light swordsmen


Sheim
Spoiler :

nwn_eye.jpg
Player: Tyrs
Civilization: Sheim
Capital: Bair Lacuna (province 19)
Leader: The Scarred Priest
Government:Sorcerers' Council
Labor Civic: apprenticeship
Economic Civic:
Religious Civic: personality cult( Daughters of Os-Gabella)
Economy:closed (this is default setting)
Resources: furs
Trade:
Public Technologies: call of the planes
Bee-line Tech: Summoning
Public Military: summoning adepts


White Mist Elves
Spoiler :

fic-cled.gif
Player: NPCed (temporarily)
Civilisation: Elves
Capital: Luthien Arcamael (Province 43)
Leader: Isil Carnesir, Queen of the White
Government: Monarchy
Labour Civic: Default
Economic Civic: Default
Religious Civic: Default
Economy: Closed
Resources: Hides, pottery, cocoa
Trade: exporting hides to the kappa, importing pottery from the kappa, importing cocoa from the kuriotates
Public Techonoliges: small water craft, monomeres, markets
Bee-Line Tech: ???
Public Military: Pentaconter, hunters


’Als
Spoiler :

heraldry3.jpg
Player: Ken Krajen
Civilization: ‘Als
Capital: Teral’Al (province 4)
Leader: Lord Malus
Government: Despotism
Labor Civic: slavery
Economic Civic: Default
Religious Civic: Default
Economy: open
Resources: wheat, hard stone, tea, silk
Trade: importing tea and silk from the halluchuirp
Public Technologies: masonry, communal farming, oral tradition, slavery, basic warfare, battlefield manuervibility, open pit mining, ministers and advisors, sport, reconaissance, mysticism, pottery, animal handling, Social Planning and Welfare, Sheim oratory, Sheim apprenticeship, Sheim linguistics, Shiem small water craft, Shiem game snaring, Shiem ley lines, Sheim call from the planes, Sheim Writing, Shiem markets, Sheim Trade, Eeking Fishing, Eekin Monomeres, Eekin Sail, Halluchuirp Shaft Mining, Sidar Camouflage, Sidar Voice of the Gods, Halluchuirp commercial farming, Sheim Education
Bee-line Tech: -
Public Military: Spears of Malice (spear militia), Acolytes of Kanna


Hippus
Spoiler :

hippusflag1zh2.png
Civilization: Hippus
Capital: Altherial-ta-Mealthiel (province 35)
Leader: The Council Of Chiefs
Government: Tribal Council
Labor Civic:
Economic Civic:
Religious Civic:
Economy:closed (this is default setting)
Resources: horse, radannor red (wine)
Trade:
Public Technologies: basic warfare, animal handling
Bee-line Tech: Horseback-riding
Public Military: spear militia, peasant militia, scouts, 'Blades of Camulos'


Amurites
Spoiler :

3281788314_2ec871c209_t.jpg
Player: Thomas.Berubeg
Civilization: Amurites
Capital: Cevedes (province 32)
Leader: The Magus
Government: Hereditary Monarchy, assisted by a Noble Council
Labor Civic: apprenticeship
Economic Civic: default
Religious Civic: default
Economy:closed (this is default setting)
Resources: Cotton
Trade:
Public Technologies: mysticism, slavery, ley-lines, communal farming, commercial farming
Bee-line Tech: Sorcery
Public Military: Shield of Kylorin (mini-hero based on peasant militia)


Grigori
Spoiler :

grigoriflag2yx8.png
Player: Charles Li
Civilization: Grigori
Capital: Trodai Yithi (province 42)
Leader: Council of Stewards and Inspired, Council of Grigori
Government: Republic?
Labor Civic: default
Economic Civic: social welfare
Religious Civic: personality cult (tuan)
Economy:closed
Resources: lentils
Spoiler :
2089_MEDIUM.jpg


Carrot and Lentil Soup (a la Grigori)


Ingredients

* 2 tsp cumin seeds
* pinch chilli flakes
* 2 tbsp olive oil
* 600g carrots , washed and coarsely grated (no need to peel)
* 140g split red lentils
* 1l hot vegetable stock (from a cube is fine)
* 125ml milk
* plain yogurt and naan bread, to serve


1. Heat a large saucepan and dry-fry the cumin seeds and chilli flakes for 1 min, or until they start to jump around the pan and release their aromas. Scoop out about half of the seeds with a spoon and set aside. Add the oil, carrot, lentils, stock and milk to the pan and bring to the boil. Simmer for 15 mins until the lentils have swollen and softened.
2. Whizz the soup with a stick blender or in a food processor until smooth (or leave it chunky if you prefer). Season to taste and finish with a dollop of yogurt and a sprinkling of the reserved toasted spices. Serve with warmed naan breads.


Trade:none
Public Technologies: communal farming, basic warfare, reconaissance, social planning and welfare
Bee-line Tech: Caravans
Public Military: 'The Brave'- peasant militia, tuan's damned (zombies!?!)




Kuriotates:
Spoiler :

Kuriotatesflag.jpg
Player: NPC
Civilization: Kuriotates
Capital: Averlorn (province 22)
Leader: Despot with senate support
Government: Republic
Labor Civic: default
Economic Civic: stewards
Religious Civic: personality cult (cult of the muses)
Economy: open
Resources: soy bean, goats, cocoa beans, rice (imported)
Trade: exporting soybean to the Kappa, exporting cocoa beans to the White mist elves
Public Technologies: Communal Farming, Linguistics, Markets, Ministers and Advisors, Open Pit Mining, Oratory, Oral Tradition, Reconaissance, Sport, Trade, Writing, Animal Handling, Bannor Mysticism, Ammurite Commercial Agriculture, Amurite Apprenticeship, Ir-O-Kee Game Snaring, Ir-O-Kee Small Water Craft, Kappa Pottery, Kappa Basic Warfare, Kappa Skirmishing Tactics, , Amurite Ley-Lines, Grigori Fishing, White Mist Elves Monomeres, Shiem Call from the Planes, Eekin Sail, Syrii Civil Service, WME hunting,Grigori Social Planning and Welfare, Kappa Voice of the Gods, Battlefield Manuerverbility, Corbus Caravans, Kappa Shaft Mining
Bee-line Tech: Nationalism
Public Military: peasant militia


Sidar
Spoiler :

prettyn.th.png
Player: Orangelex44
Civilization: Sidar
Capital: (province 10)
Leader: Adam
Government: theocracy
Labor Civic: default
Economic Civic: default
Religious Civic: religious hierocracy
Economy:closed (this is default setting)
Resources: wheat, goat, tea
Trade:
Public Technologies: reconaissance, communal farming, mysticism
Bee-line Tech: Camouflage
Public Military: peasant militia x2,


Kappa
Spoiler :

attachment.php
Player: hbar
Civilization: Kappa
Capital: Kappa Mahwah (province 27)
Leader: The Mingled Council
Government: Private council with singular public face (see story)
Labor Civic: Default
Economic Civic: stewardship
Religious Civic: personality cult
Economy: open
Resources: Soybean (import), rice, hides (import), pottery
Trade: importing Kuriotates soybean, exporting rice to kuriotates, importing white mist elf hides, exporting pottery to the white mist elves
Public Technologies: fishing, small water craft, reconaissance, basic warfare,
ministers and advisors, oral tradition, skirmishing tactics, linguistics, oratory, pottery,
game snaring, open pit mining, mysticism, poetry, voice of the gods, kuriotates communal farming, kuriotates markets, kuriotats sports, Kuriotates Trade, Poetry, Amur Commercial Farming, Amur Apprenticeship, Grigori Social Planning and Welfare, Hippus Animal Handling, Sheim Ley Lines, Amurite Writing, Eekin Monomeres, Syrii Civil Service, Eekin Sails, Grigori Masonry, WME hunting, Kuriotates Battlefield Manuerverbility, Corbus Caravans, Shaft Mining
Bee-line Tech: priesthood
Public Military: slingers, spear militia, scout


Eekin
Spoiler :

bqcmb.jpg
Player: LdiCesare
Civilization: Eekin
Capital: Fiekl (province 18)
Leader: Council of Chiefs
Government: Oligarchy
Labor Civic: Default
Economic Civic: Default
Religious Civic: personality cult
Economy: closed (this is default setting)
Resources: None Yet
Trade: None Yet
Public Technologies: small water craft, monoremes, sail
Bee-line Tech: Optics
Public Military: Dhow


Corbus
Spoiler :

ca_weed.gif
Player: Vruchten
Civilization: Corbus
Capital: unknown (province 1)
Leader: unknown
Government: unknown
Labor Civic: slavery
Economic Civic: agrarianism
Religious Civic: Default
Economy: closed (this is default setting)
Resources: silk, hemp, geese
Trade: None Yet
Public Technologies: communal farming, commercial farming, small water craft, monoremes
Bee-line Tech: none
Public Military: pentaconter, javelin militia


Syrii
Spoiler :

Bull.JPG
Player: NPC
Civilization: Syrii
Capital: unknown
Leader: unknown
Government: unknown
Labor Civic: state labour
Economic Civic: welfare economy
Religious Civic: Default
Economy: closed (this is default setting)
Resources: nothing
Trade: None Yet
Public Technologies: oral tradition, social planning and welfare, civil service
Bee-line Tech: none
Public Military: cog fleet



Treaties and Alliances


The Treaty of Darkvale

The Second Treaty of Shroudane

Treaty of the Three Nations

The League Charter
 
Stories and Tales:

This will serve as an inventory of the longer stories and tales that a lurker interested in reading fiction may be interested in.

Player: Ekolite
The End of the Journey- an excerpt from the Juna-Belaeigna
The New Beginning (descriptions of leadership)
Birth of Sabelism
The Golden Lights of Sabel
The Book of Zarnaphea

Player: Thomas Berubeg
Pre-history of the amurites (short)
Lord Thomas contemplates handing the reins of power to his daughter

Valada Kylorinkin- slaves should know their place
The Shield of Kylorin
A Traveler’s Guide to the Amurite Nation
The Succession:
part 1
part 2
Part 3
Part 4
Poison gold
Peace
Reward!
Elegy!
Ballad of the black tower
Excerpt from "Memoires of a Former Slave"
Grak Gorson he could sing (orcs can sing?)

Player: Charles Li
Cassiel the merchant prince
Herthi: where are they?
The Herthi are Here!
Fists of Balance
Master Retui
Hatvid Grad Greets the Elephants
Hatvid Grad Decided: The Only Way
Volunteers together!

Player: Orangelex44
The Brothers Dani and Karl assume leadership
He'd Forgotten His Name
The Captain
Creation
The Three Brothers Part 1
The Three Brothers Part 2
The Three Brothers Part 3
It was the smells that got to him.
A Teaser: On the Shores
Adam Returns
a third to drink with once again
Come… home? To die? That seemed… inefficient, somehow.


Player: Master of Disaster
Luchuirp Origin Story
OverView of the Luchuirp
A Ruler's Labours

Player: HBar
Origins of Kane-no-Kappawah
The Awakening
The awakening, part 2
Mahshi's Burden
Tales from a Kappa Taproom
Selling Poetry

Player: Merciary
An argument amongst chiefs
Carrius of the Hippus Council concludes some business with the Hupoo
An excerpt from, The Horse's Mouth. A History of the Hippus
Blades of Camulos
Discord among the Chiefs

Player: TheJopa
A history of the Kuriotates
A diplomatic mision to the 'Kappa'

Player: Tyrs
A meeting with Os-Gabella
Hard Winter -the passing of knowledge and the first signs of a personality cult
A Glimpse of Sheim society
party customs
Os-Gabella Replaced?
an interesting look at the religions of the sheim (not a story actually but still a very good read)
A New Council

Player: KenKrajen
Origins of Kallo
Captain Marcellus Fallo and the Spears of Ruin
The Gospel of Madoc Ch. 8, The Black Book of Ceridwen
The Storyteller
The Ritual of Branding: The Aftermath


Player: Nutranurse
The Ambassadors to Hippus and Amurites
Three Weeks at Sea
The Birth of Something New

Player: Seon
internal troubles... within the Guild
Origins of the Abysswalkers
Something Serious and Something Commic


Player: LDiCesare
the fifth day of summer of year 401

Player: Mystery Players
The Prophet
 
Map:

Current geopolitical map:
Spoiler :
11si9ex.jpg


Starting geopolitical map:
Spoiler :
TurnZero.png
[/IMG]


A look at the map with vegetation overlaid over topography.
Spoiler :

ContoursTopographyandVegetation.jpg

green slash marks= decidious trees
darker green diamands= coniferous trees
dark green stars= swamp
2rp8voh.jpg


A look at the map with vegetation hidden and provincial divisions overlaid over topography
Spoiler :

ContoursTopographyandProvinces.jpg

2ceg95c.jpg


A naval map:
Spoiler :

9ih05i.jpg

green boundaries can be crossed with early monomere tech-based ships
blue boundaries can be crossed with sail tech-based ships
red boundaries require more complex technology to cross

you can move diagonally from one corner to another corner of 'the meeting of four provinces' (this rule ammended after a e-mail from one player)


In the beginning, exploration will be limited to short excursions due to the distances involved and the lack of roads, beasts of burden or watercraft. As civilizations develop, they will be able to explore and develop further from their capitals.

At the start of the game civilizations and their leaders are unaware whether the ‘earth’ is round or flat. Only by researching into the ’exploration and trade’ branch of knowledge can a civilization develop the necessary technology to cross the seas and find out for themselves.

The map is broken into 43 provinces. Only a single capital, city, march or outpost can be built by a player in any one province. The number of rural developments that may be built in a province depends on its composition. A province with lots of lush plains will be able to sustain more farming than a province composed mostly of mountains and hills. Conversely a province composed mostly of hills and mountains will be able to sustain more mining than a province made up mostly of lush plains.
 
The Nation:

Each civilization has a number of statistics that describe its development. These are:

  • Gold: This is the total gold a nation has. This does not spoil and may be ‘banked’ from turn to turn.
  • Stability: This value represents the loyalty of the citizens to the state and can be affected by any number of things including buildings, terrain (swamp can be bad), random events, or even foreign agents. Its value between 0 and 200. A stability value of 100 is good and fairly safe. A value of 120 is very safe. A value of 80 is pretty dangerous and should be rectified. Low stability can bring negative events including civil war.
  • Food: This is the pooled total of generated food values from all the provinces plus any left over in the ‘national food’ pool from the previous turn. Food may be spent to increase the population of any city or march according to this formula:

    Food Required to Grow City/March= (current population of city+1)^2​

    Some food may be retained after use if the civilization has many granaries, warehouses, etc.


  • Research Generated: This is the pooled total of research points that a civilization is producing. Research points are spent automatically and you don’t know exactly what they are being spent on. You generate more research points if you have more libraries and research facilities like alchemy labs. Some civics will also automatically generate research points. You may provide some broad direction to the manner in which the research is spent but the specifics are not up to you.
  • Civics: This is simply the civics you are operating. You need a civic for labor, economy and religion. The default settings are called 'default'.
  • Economy: An economy is either open or closed. This statistic will therefore read ‘open’ or ‘closed’. An open economy produces three gold per trade route while a closed economy produces two gold per trade route. Any player running a civilization with an open economy will have the technologies that it knows listed. Other players will also be somewhat aware of the military composition of the civilization with an open economy including the relative strength and general type of units being used (usually I will list one or two units). Closed economies are more difficult and more expensive to infiltrate than an open economy. Your economy type, like your civics, is public knowledge.
  • Resources: This is the sum of the resources produced domestically as well as those imported through trade.
  • Trade: This is the total number of trade routes a civilization possesses. Each trade route is associated with an exporting province and an exporting resource. You cannot export a resource to a civilization that already has access to that resource (either through domestic production or trade). Like its predecessor, FFHNES(theJopa), FFHNES2 provides gold to both the exporting and importing civilization. Each trade route provides either 2 or 3 gold depending on whether the economy is open or closed (better roads will provide more money). This statistic is public knowledge. A trade route, when it is first established is called a ‘new trade route’ and doesn’t produce any income for either the exporter or importer. New trade routes always mature to normal trade routes in one turn. This should discourage people changing their trade routes all the time.
  • Administration: Certain buildings (town hall, courthouses) will generate ‘administration points’. A capital generates 2 points automatically. Add all these together and you get your administration value. This will provide a cost modifier for building new cities and marches. This value is helps determine the 'expansion cost modifier':

    expansion cost modifier=[(total provincial administration from each province)/(number of cities, including capital *3)]​
  • Public Technologies: This is a list of technologies which the civilization knows. This may or may not be an inclusive list of total technologies known. If the player is running an open economy, all their known technologies will be public. For a closed economy, public knowledge of the technology will be determined on a case by case basis and be determined by the moderator. This statistic is public knowledge (hence what separates it from the known technologies statistic).
  • Technologies Known: This is a list of the total technologies known. This list is not for public viewing.
  • Public Military: Depending on how openly you use your military or the openness of your economy, your military may be public knowledge.
  • Military: A list of your units and their locations. Military units may ‘fortify’ or ‘dig in’ at no cost but this must be included in your orders.
  • Military Quality: Military quality is a catchall term that encompasses training, morale, leadership and weapon and armor quality. Infantry, Calvary, Reconnaissance, Missile, Mage and Priest military qualities will each be tracked separately. To increase military quality build buildings like barracks and archery ranges. Military quality starts at 1.




The Provinces

Each province a player controls will either be an outpost, a march a city, or a capital. Each player can only have one capital but can have unlimited cities, maches and outposts (1 per province).

Settlement Types:

  • capital: This produces 5 gold and 15 research automatically and therefore serves as the early backbone to your technological development and to a lesser extent your economy. They can build any rural improvement or city improvement for which the nation has technological ‘know-how’ provided the province has the requisite production capacity and population (and in cases where resources are required, resources).
  • cities: This produces 5 research automatically. A city can build any rural improvement or city improvement for which the nation has technological ‘know-how’ provided the province has the requisite production capacity and population (and in cases where resources are required, resources).

    The cost to build a new city is:
    new city cost= (75gold*total number of current cities, including capital)/expansion cost modifier (max value of 1)​

    Upgrading a march or outpost to a city reduces the cost by 50 or 25 gold respectively.
  • march: These are small border cities built to project military might or to claim resources. A march has a maximum population of 3. It can build any rural improvement for which the nation has technological ‘know-how’ provided the province has the requisite production capacity and population (and in cases where resources are required, resources). It can only build city improvements that are classified cultural and defensive (ie- monuments, palisades, city walls, that sort of thing, not libraries, elder councils, etc)

    A march, when invaded, is unlikely to spontaneously form any defenders unless the nation’s stability is very high (>105).

    The cost to build a new march is:
    new march cost= (25gold*total number of current cities, including capital)/expansion cost modifier (max value of 1)​
    The minimum cost for your first march is 50 gold and 75 gold for your second and every subsequent march (so if you have only your capital and a few outposts/marches its not cheaper to build another march than it is to build an outpost).

    Upgrading an outpost to a march reduces the cost by 25.
  • outpost: These are small border cities built to project military might or to claim resources. An outpost has a maximum population of 1. It can build any rural improvement for which the nation has technological ‘know-how’ provided the province has the requisite production capacity and population (and in cases where resources are required, resources). It cannot build any city improvements.

    An outpost, when invaded, will not spontaneously form defenders and so if you don’t want your outpost to be overrun by rival nations it is best to assign defenders.

    A new outpost costs 50 gold.

Only one new city, march, or outpost can be built per turn.

Each province may have one or more resources, not all of which will be immediately obvious. Players are encouraged to perform geological exploration and agricultural development.

A province has a number of statistics to describe its development. These are:
  • Population: Population is dependent upon food (see national statistics). Each point of population represents the maximum number of ‘skilled workforce’ that can be spent on any single priority (agriculture, domestic commerce, trade, industry). Twice its value is equivalent to the total number of skilled workforce that may be divided amongst the provincial priorities.
    In addition, each population generates 1 gold. A march has a maximum population of 3 and an outpost has a maximum of 1 population.
  • Workforce: These are usually two part values (x/y), where x is the number of workforce employed by the current improvements and y is the total number of workforce trained. Generally you will want to buy improvements for each skilled workforce, otherwise you are wasting your money.
    Generally, workforces reflects how the population of an outpost, city or capital is occupied. A granary doesn’t require workers so won’t require a workforce; neither does an aqueduct. A mine, farm or potter’s workshop does however require a workforce because it represents man-power.
    • Agriculture: Each ‘workforce’ of agriculture costs 5 gold per level (so level 1 costs 5 gold and level 2 costs 10 gold, etc). These workforce may be employed by improvements such as land clearances, communal farming projects, fisheries, etc (see rural developments and buildings). These improvements will allow you to grow your population and may provide some minor income.
    • Domestic Commerce: Each 'workforce’ of domestic commerce costs 10 gold per level and may be employed by improvements like villages, commercial agricultural projects like silk plantations or commercial industry like gem mines. These generally generate substantial income.
    • Trade: Each trade ‘workforce’ costs 15 gold per level and may be employed by improvements like markets and ports. In the beginning there won’t be much need for trade workforce as there is a limited number of improvements they can be employed by. Generally trade will generate substantial income, especially in open economies.
    • Industry Each ‘workforce’ of industry costs 10 gold per level. This workforce may be employed by improvements such as open pit mines, deep mines, copper, limestone, flint or iron mines, marble quarries, smithies and forges. Generally these improvements will generate ‘production capacity’.
  • Income: Rural improvements and buildings generate income (which is dependent on type). In addition, each province produces one gold per population. Capitals produce an additional 5 gold per turn. The total is listed here.
  • Generated Food: This value represents the total food production of the province. It is added to the national food pool every turn.
  • Production Capacity: This value represents the level of complexity that a particular province can achieve in its building and military development. Building a simple land clearance farm doesn’t require any production capacity. Nor does recruiting militia. Building a library, a forge, or city walls does and building a major project especially does. Each building or unit will have a requisite production capacity associated with it. The unit or building cannot be built if that production capacity ]is not met. If the production capacity is greater than the building’s (but not the unit’s) requisite production capacity, production costs are decreased by 5% per point difference (maximum 50% off)
    • Without the open pit mining or masonry technology, the maximum production capacity a city or outpost can have is 2
    • Without the shaft mining technology the maxiumum production capacity a city, march or outpost can have is 4.[/i]
  • Administration: A value begining at zero for cities and two for capitals (because capitals get +2 to their administration value just for being capitals). Some civics will increase this (social welfare) while others can decrease it (stewardship). Certain improvements (city hall etc. and law mana can increase it also). Corruption can negatively affect this value. Corruption is generally due to an event or low stability. An administration value less than zero (due to corruption) costs money. Each point of administration below zero costs 10 gold per turn from the province’s income.

    Marches and outposts do not affect administration and generally do not have an administration value.
  • Research generated: Generally, capitals produce 15 research points per turn and cities produce 5. Marches and outposts produce nothing. Improvements like libraries may increase this.
  • Resources: These could be natural resources such as wheat or raw dye, or could be man-made such as leather goods and glassware. Normally a mixture of agriculture, domestic commerce and occasionally industry will determine what resources are produced in the province.
  • Trade Routes: Various improvements generate trade routes. Their totals are listed here. Each trade route must be associated with a resource. If your province doesn’t produce any resources, then it can’t really export anything can it? Each trade route will provide either 2 or 3 gold for the player and the player with whom they are trading depending on their economy (more with better roads)
  • Provincial Farming Capacity: A rating of either low, medium-low, medium, medium-high, or high. This determines the total number of farms you may build in that province. This may be affected by extensive industrial projects which may reduce the capacity of the land to grow food. This knowledge is secret until such time as you conduct a resource survey.
  • Provincial Fishing Capacity: A rating of either low, medium-low, medium, medium-high, or high. This determines the total number of fisheries you may build in that province. Oceanic comercial fishing vessels are not too strictly bound by this limit. This knowledge is secret until such time as you conduct a resource survey.
  • Provincial Hunting Capacity: A rating of either low, medium-low, medium, medium-high, or high. This determines the total number of hunting improvements you may build in that province. If you develop the province extensively in other ways (numerous towns and villages) animals may leave and you may lose hunting capacity. This knowledge is secret until such time as you conduct a resource survey.
  • Provincial Capacity for Mines and Quarries: A rating of either low, medium-low, medium, medium-high, or high. This determines the total number of mines and quarries you may build in that province. This knowledge is secret until such time as you conduct a resource survey.
 
Technologies:

Generally the tech tree is a mystery.
When researching new technologies, please state which category you would like to focus on:
  • Food and Growth: Expect to learn how to build better farms, granaries, fisheries, etc.
  • Crafts and Metals: Expect to learn how to build better mines, utilize more complex metals and arm your soldiers with better weapons and armor
  • Culture and Society: Expect to learn how to build theatres and carnivals.
  • Exploration and Trade: Expect to learn how to develop better roads and watercraft as well as learn about spying and other undercover activities. To trade technologies, develop this branch of research.
  • Military: Expect to learn about tactics such as horseback riding in combat (cavalry), formations (phalanx, skirmishing) and new weaponry (archery, etc)
  • Scholarship: Expect to learn about writing, the storing of knowledge in libraries, the development of alchemy labs, etc.
  • Government and Leadership: Think town halls, courthouses and better civics.
  • Mysticism: This may allow you to learn to develop priestly or wizardry magic.

Alternatively, if you have the 'linguistics' technology you can just choose one of the technologies already known (see list below) and you can research that.

Trading Technologies

Once you have access to the 'trade' technology you can engage in tech trading with anyone you have had contact with provided you are not at war with them.

You can negotiate whatever tech trading deal you want- its totally up to you.

You CANNOT trade for part techs (like 20rp towards something).

When you learn a tech from another nation, it retains its 'cultural stamp'. That cultural stamp means that anything that has to do with that technology will resemble how the people who taught you that tech make use of that knowledge. So if you learn hunting with the cultural stamp of the Ir-O-Kee, then your hunters would have trained in a fashion similar to Ir-O-Kee hunters and your hunting lodges and tanneries would be indistinguishable, in style, from Ir-O-Kee ones.

A cultural stamp is indicated by the [CIV NAME] preface to the name of the technology- ie: 'Ir-O-Kee hunting' instead of just 'hunting'.

You cannot trade a tech away if it has a foreign civ's cultural stamp associated with it.

You can 'integrate' the technology into your society (learn your own way of doing the same thing) by spending 30% of the RP that would normally be required to learn the tech from scratch (round down to nearest integer). So you could make Ir-O-Kee hunting into 'hunting' by spending 16 (55rp*.30=16.5, round down to 16) rp.

If you learn a technology through trade for which you have already invested .3 of its value in rp (by trying to learn it yourself), you automatically 'integrate it'.

Once the cultural stamp is removed you can trade it as if you had learnt it yourself (and anyone learning it from you would inherit your cultural stamp)

Technologies Uncovered

  • Communal Farming (food and growth) (25 rp)
    • Communal Farm
    • Communal Wheat Farm
    • Rice, Corn, Soybean, Barley, Oats or Hops Communal Farm
    • Agrarianism Civic
  • Commercial Agriculture (food and growth) (75 rp) (requires communal farming)
    • Cotton, Silkworm, Hemp or Flax Plantation[/
    • Madder, Woad, or Lichen Dye Plantation
    • Indigo Dye Plantation
    • Vinyard
    • Almond, Tobacco, Coffee, Sugar Cane, Tea, or Cocoa Plantation
    • Cinnamon, Black Pepper or Nutmeg Plantation
    • Saffron Crocus Plantation
  • Animal Handling (food and growth) (55 rp) (requires communal farming or game snaring)
    • Livestock Pasture
    • Horse Pasture
    • Dairy Farm
    • Tannery
  • Game Snaring (food and growth) (25 rp)
    • Trap Line
    • Beaver or Hare Traps
    • Scouts
  • Hunting (food and growth) (55 rp) (requires game snaring)
    • Hunter's Lodge
    • Caribou or Deer Hunting Platform
    • Tannery
    • Hunters
  • Fishing (food and growth) (25 rp)
    • Shore-Based Fishing
  • Open Pit Mining (crafts and metals) (25 rp)
    • Open Pit Mine
    • Flint Mine
    • Mica Mine
  • Shaft Mining (crafts and metals) (50 rp) (requires open pit mining)
    • Shaft Mine
    • Calamine Mine
    • Casserite Mine
    • Copper Mine
    • Gold Mine
    • Silver Mine
  • Pottery (food and growth, crafts and metals) (30 rp)
    • Granary
    • Clay Quarry
    • Pottery’s Workshop
  • Masonry (crafts and metals, military) (50 rp)
    • Small Stone Wall
    • Hard Stone Quarry
    • Ornamental Stone Quarry
    • Brick Kiln
  • Oratory (culture and society, government and leadership) (25 rp)
    • Monument
    • personality cult civic
  • Sport (culture and society) (25 rp)
    • researching tech grants +1 stability
    • Sport Arena
    • Combat Arena
  • Small Water Craft (exploration and trade) (15 rp)
    • allows trade along inland rivers
    • Canoe Fleet
  • Monoremes (exploration and trade) (50 rp) (requires small water craft)
    • allows trade along ocean shores
    • Penteconter
    • Harbour
  • Markets (exploration and trade, culture and society) (50 rp)
    • Market
    • Kuriotates Bazaar
  • Linguistics (exploration and trade, scholarship) (25 rp)
    • increases national research rate by 3
    • allows communication with NPC races
    • allows ‘streamline’ research
  • Reconnaissance (exploration and trade, military) (25 rp)
    • reconnaissance military quality increased by 1.
    • Scouts
  • Camouflage (military) (75 rp) (requires reconaissance)
    • Intelligence Bureau
    • Cryptographer's Studio (with maths)
    • Hunters
    • Camouflaged Resupply Centre(with caravans)
    • Ghosts (with mysticism) (Sidar only)
  • Basic Warfare (military) (25 rp)
    • Spearmen militia
    • Flint Axemen militia
    • City Watch
    • Bannor City Watch
    • Barracks
  • Battlefield Maneuverability (military) (50 rp) (requires basic warfare)
    • Light Swordsmen
    • Light Axemen
    • Light Spearmen
    • Chariot
    • Armourer: Leather
  • Skirmishing Tactics (military) (50 rp) (requires basic warfare and reconaissance)
    • Slinger
    • Javelinmen
    • Practice Range
  • Oral Tradition (scholarship, mysticism) (25 rp)
    • Elder Council
    • Council of the Waned
    • Tales from the Shades
  • Mysticism (mysticism) (50 rp) (requires oral tradition)
    • will trigger religion based events
    • Diviner’s Lodge
  • Ley Lines (mysticism) (75 rp) (requires mysticism)
    • first to research gets bonus mana (congrats Amurites)
    • provides civ-specific mana
    • reveals ley-lines
    • Mana Node
    • Trivalent Ley-Lines Mana Node
  • Apprenticeship (scholarship, government and leadership) (25 rp)
    • apprenticeship civic
    • Apprenticeship program
  • Writing (scholarship) (60 rp) (requires oral tradition and apprenticeship)
    • increases national research output by 3
    • Library
  • Slavery (government and leadership) (25 rp)
    • slavery civic
  • Ministers and Advisors (government and leadership) (50 rp)
    • Hamlet
    • Steward’s Council
    • Stewards Economic Civic
  • Social Planning and Welfare (government and leadership) (75 rp) (requires ministers and advisors)
    • City Hall
    • Almshouse
    • Grigori Refugee Camp (grigori only)
    • Subsidized Schoolhouse (requires education)
    • Welfare Economic Civic
  • Trade (exploration and trade) (100 rp) (requires markets and linguilism)
    • allows tech trading
  • Call from the planes (mysticism) (110 rp) (requires ley lines)
    • upon learning this technology the nation learns one summoning circle 1 spell
    • the first nation to learn this technology learns three circle 1 spells instead of 1.
    • allows summoning adepts
    • Allows adept’s study
    • Allows summoning-based spell research
  • Poetry (culture) (50rp) (requires oratory)
    • adds 2 stability
    • allows the poet's podium
  • The Aether (mysticism) (110 rp) (requires ley-lines)
    • upon learning this technology the nation learns one sorcery circle 1 spell
    • the first nation to learn this technology learns three circle 1 spells instead of 1.
    • allows sorcery adepts
    • Allows adept’s study
    • Allows sorcery-based spell research
  • Civil Service (government and leadership) (100 rp) (requires ministers and advisors)
    • Allows borough village improvement
    • Allows ‘state labour’ civic
    • Allows javelin militia (with skirmishing tactics)
    • Allows crossbow militia (with archery and machinery)
    • Allows archer militia (with archery)
    • Allows cavalry militia (with horse-back riding)
  • Sail (trade and exploration) (100 rp) (requires monomeres)
    • Allows trade across small expanses of sea (including intercontinental trade as it is currently defined)
    • Allows port trade improvement
    • Allows cog
    • Allows dhow
    • Allows polyremes
  • Festivals and Tourneys (culture and society) (75 rp) (requires sport)
    • Nation gains 1 stability
    • Allows carnival improvement
    • Allows jousting list improvement
    • Allows café improvement
  • Caravans (trade) (100 rp) (requires markets)
    • Allows cobblestone roads
    • Allows caravanserai
    • Allows slave auction (with slavery)
    • Allows inn
    • Allows camouflaged re-supply centre (with camouflage)
    • Allows supply train unit
  • Voice of the Gods (mysticism) (110 rp) (requires mysticism)
    • first to research gets 3 spells, others get 1 spell (note that because two nations got here at the same time they each get 2 spells)
    • Allows organized religion civic
    • Allows abbey
    • Allows monastery
    • Allows disciple unit
  • Education (Scholarship) (85rp) (requires writing)
    • Increases national research production by 2
    • modifies apprenticeship program
    • allows schoolhouse
    • allows subsidized schoolhouse (with social planning and welfare)

  • Harvest the Seas (growth) (75rp) (requires fishing, pottery)
    • allows ‘harvest the seas’ economic civic
    • allows lighthouse
    • allows sunken traps
    • allows pearl fishery
    • allows lobster traps
    • allows fishing boats
Tech Tree:
Spoiler :
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Civics

Civics will affect the way in which your civilization develops and will correspond to the type of labor, economic and religious organization your civilization has developed.

Changing civics always requires a story

Civics can be changed a maximum of once every 4 turns. You can change any number of categories simultaneously. Changing civics has a base cost of 1 stability and 5 gold. Adopting or abandoning certain civics will modify the base cost.



Labour
  • Default: no effect
  • Apprenticeship (requires apprenticeship)
    • Allows the construction of the ‘apprenticeship program’ building
  • Slavery (requires slavery)
    • Slavery civic produces 2 production capacity in all cities and marches and 1 production capacity in outposts.
    • You lose 2 food for each city in your empire and 1 food for each outpost in your empire every turn (to feed your slaves).
    • Quarries produce an extra gold each turn.
    • The base cost of changing civics is modified by -4 stability when adopting slavery and by +1 when abandoning slavery.
  • Communal Work Camps (requires ministers and advisors)
    This civic represent the mobilization of petty criminals, debtors, tax-evaders, etc, and, instead of imprisonment or banishment, they are made to work off their debt to the nation for up to 10 years. Typically they will work in mines, farms, workshops, etc. Housing is provided by the state, as is meals and clothing.
    • costs 2 gold per city and 1 gold per march and outpost.
    • provides 1 production capacity to each city, march or outpost
    • allows the construction of ‘communal work camps’
    • The base cost of changing civics is modified by -1 stability and -5 gold when adopting communal work camps (this additional cost does not apply if the nation adopting the civic has learnt ‘code of laws’).
  • State labour (labour civic) (requires civil service)
    The state becomes the primary employer of labour and provides contracts to property-owners for use of that labour. After an initial outlay cost, this should decrease the cost of current and developed labour.
    • provides 1 agricultural workforce per march or outpost
    • provides 1 agricultural workforce, and either one domestic commerce or one industrial workforce per city (the type must be specified on the turn the civic is adopted).
    • The base cost of changing civics is modified by -15 gold per city and -5 gold per march or outpost.
Economic
  • Default: no effect
  • Agrarianism (requires communal farming)
    • May apply ‘domestic commerce’, ‘trade’ or ‘industry’ workforce to ‘farms’
  • Harvest the Seas economic civic (requires harvest the seas)
    • All cities with a harbour improvement and a fishery improvement gain a free agricultural workforce
    • all fisheries produce an extra food.
    • sunken traps fishery improvements have a 1/12 chance of upgrading instead of 1/36
    • harbour and port city improvement generate an additional 2 gold per turn.
  • Stewardship (requires Ministers and Advisors)
    Generally this civic makes it harder to expand and may cause some corruption due to the occasionally conflicting interests of cities within the nation as they gain more economic independence (reduces administration), but it also fosters more trade, and hopefully, wealth.
    • All cities (including capital, but not including marches or outposts) lose 1 administrative point and gain one trade route.
    • Allows the construction of a steward’s council.
  • Welfare (requires Social Planning and Welfare)
    • if your stability is less then 108 it generates 1 stability but costs you 12 gold.
      if your stability is 108 or greater it generates 1 administration in the capital and the food costs of increasing the population of any city greater then size 3 is calculated as if the city were 2 population points lower then it actually is.
    • The base cost of changing civics is modified by +1 stability when assuming this civic (thereby off-setting the cost of changing civics)
Religious
  • Default: no effect
  • Personality Cult (requires oratory)
    • Monuments produce an additional 2 gold.
  • Centralized Hierocracy (requires mysticism and helps to have ministers and advisors)
    • grants 2 production capacity to the national capital
    • increases the capital's income by 5 gold per turn.
    • reduces production capacity of all other cities by 2 (minimum zero)
    • reduces income of cities other than the capital, marches and outposts by 2 each,
    • reduces the capital's administration value by 2.
    • The base costs of changing civics is increased by 2 stability when assuming this civic (this is reduced to an additional cost of only 1 stability if the nation has learned ‘ministers and advisors’)
    • The base costs of changing civics is decreased by 1 stability when abandoning this civic.
  • Organized Religion (religious civic) (requires voice of the gods)
    • all religious improvements generate 1 production capacity
 
Last edited:
Rural Improvements and City Buildings

Some improvements may be upgraded to a more advanced form (especially those that require workforce to 'run’). Improvements may be upgraded from previous improvements according to the formula:

upgrade cost=cost of new improvement-(cost of improvement being upgraded/2)​

RURAL IMPROVEMENTS
(you may have as many rural improvements in a province as you can afford)

Farms, Fisheries, Etc.​

Spoiler :

Land Clearance
Classification: Farm
Required Population: 1
Required Worforce: 1 agricultural workforce
Required Production Capacity: 0
Required Technology: none
Cost: 5 gold (in addition to the workforce cost)
Game Effect: Generates 2 food per turn.
This is the simplest of rural developments and involves simply cutting back brush and trees and planting some vegetables or grains (whatever is present). It generates some minimal food but without any greater technologies, it forms the basis for food production. They are generally found near rivers in flat areas with little woodland. A land clearance may cost more than the listed price if it is built in swampland, heavily forested areas or rugged mountain slopes, etc. It can be upgraded.

Communal Farming
Classification: Farm
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1
Required Technology: communal farming
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 4 food per turn. Can be upgraded from land clearance.

Wheat Communal Farm
Classification: Farm
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1
Required Technology: communal farming
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 6 food per turn and wheat resource. Can be upgraded from land clearance or cummunal farm.

Rice, Corn, Soybean, Barley, Oats, Lentils or Hops Communal farm
Classification: Farm
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1
Required Technology: communal farming
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 5 food per turn and rice, corn, soybean, barley, oats, lentils or hops. Can be upgraded from land clearance or cummunal farm.

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. Can be upgraded from land clearance.

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. Can be upgraded from land clearance.

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 ‘wine’ resource. Can be upgraded from land clearance.

Almond, Tobacco, Coffee, Sugar Cane, Tea, 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, tea, or cocoa. Can be upgraded from land clearance.

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. Can be upgraded from land clearance.

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. Can be upgraded from land clearance.

Bee-Hives
Classification: Farm
Required Population: 1
Required Workforce: none (scale is too small)
Required Production Capacity: 0.5
Required Technology: commercial agriculture, whispers of the beasts
Cost: 15gold
Game Effect: Generates 1 gold and 1 food and the honey resource. Has a 1 in 12 chance of collapsing every turn. Unlike most other farm improvements there is a limit of 1 bee-hive improvement per province.

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 (can be upgraded from a trap line)

Hunter’s Lodge
Classification: Hunting Improvement
Required Population: 1
Required Workforce: 1 agricultural or domestic commerce workforce
Required Production Capacity: 2
Required Technology: hunting
Cost: 20 gold (in addition to the workforce cost)
Game Effect: Generates 4 food per turn and 2 gold. May be improved from a trap line. Increases recon military quality according to the following formula:

Increased recon military quality=(number of cities with hunter’s lodges in nation)/(number of cities in nation)​
(can be upgraded from a trap line or carribou/deer hunting platform)

Caribou or Deer Hunting Platform
Classification: Hunting Improvement
Required Population: 1
Required Workforce: 1 agricultural or domestic commerce workforce
Required Production Capacity: 1
Required Technology: hunting
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 6 food per turn, 3 gold and hide resource
(can be upgraded from a trap line or hunter's lodge)

Livestock 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 4 food per turn, 2 gold, and sheep (and wool), cattle (and hides), pigs (and hides), goose (and quills) or goats resources. Can be upgraded from land clearance.

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. Can be upgraded from land clearance.

Dairy Farm
Classification: Farm
Required Population: 3
Required Workforce: 1 agricultural or domestic commerce workforce
Required Production Capacity: 2
Required Technology: animal husbandry
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 1 food per turn, 4 gold, and cheese resource. Can only be built in a province with either a goat pasture or a cow pasture. Can be upgraded from land clearance.

Shore-based fishing
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: none
Required Technology: fishing
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 4 food per turn.

Kappa Fish Traps
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: none
Required Technology: fishing
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 5 food per turn. (kappa only)


Sunken Traps
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1.5
Required Technology: harvest the seas
Cost: 20 gold (in addition to the workforce cost)
Game Effect: Generates 5 food and 1 gold per turn. Has a 1/36 chance, each turn, of spontaneously upgrading to either a ‘Pearl Fishery’ and or a ‘Lobster Trap’. May be upgraded from ‘shore-based fisheries’.

Pearl Fishery
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 2
Required Technology: harvest the seas
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 1 food and 7 gold per turn. Produces the ‘pearl’ resource. May be upgraded from ‘other fisheries, but only if there already exists a Pearl Fishery in the province. May not co-exist in a province with ‘Lobster Traps’.

Lobster Traps
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 2
Required Technology: harvest the seas
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 7 food and 2 gold per turn. May be upgraded from other fisheries, but only if there already exists a Lobster Trap in the province. May not co-exist in a province with ‘Pearl Fishery’.

Fishing Boats
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1.5
Required Technology: harvest the seas
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 7 food. May be upgraded from ‘shore-based fisheries’.




Villages​

Spoiler :

Cottage
Classification: Village
Required Population: 1
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 0
Required Technology: none
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 2 gold per turn.
This is the simplest of rural commercial improvements. They represent a small group of villagers that have struck out from the main city or outpost to build a center of trade. They are generally found near rivers or coasts or other areas conductive to trade. It can be upgraded.

Halmet
Classification: village
Required Population: 3
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 1
Required Technology: ministers and advisors
Cost20 gold (in addition to the workforce cost)
Game Effect: Generates 4 gold per turn. Can be upgraded from a cottage.

Borough
Classification: village
Required Population: 9
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 3
Required Technology: civil service
Cost 35 gold (in addition to the workforce cost)
Game Effect: Generates 7 gold per turn. Can be upgraded from a cottage or hamlet.


Mines and Quarries​

Spoiler :


Guys with shovels and mallets and other simple tools
Classification: Labour
Required Population: 1
Required Workforce: 1 industrial workforce
Required Production Capacity: 0
Required Technology: none
Cost: 5 gold (in addition to the workforce cost)
Game Effect: Generates 0.5 production capacity. Can be upgraded to a proper mine.

Open Pit Mine
Classification: Mine
Required Population: 1
Required Workforce: 1 industrial workforce
Required Production Capacity: 0
Required Technology: open pit mining
Cost: 15 gold (in addition to the workforce cost)
Game Effect: Generates 1 production capacity

Flint Mine
Classification: Mine
Required Population: 1
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 1.5
Required Technology: open pit mining
Cost: 20 gold (in addition to the workforce cost)
Game Effect: Generates 1.5 production capacity and the flint resource
(cannot be upgraded, requires a local limestone resource aka- requires a limestone quarry).

Mica Mine
Classification: Mine
Required Population: 1
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 1.5
Required Technology: open pit mining
Cost: 20 gold (in addition to the workforce cost)
Game Effect: Generates 3 gold and the mica resource
(cannot be upgraded)

Shaft Mine
Classification: Mine
Required Population: 3
Required Workforce: 1 industrial workforce
Required Production Capacity: 1
Required Technology: shaft mining
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 1.5 production capacity (can be upgraded from an open pit mine)

Calamine Mine
Classification: Mine
Required Population: 3
Required Workforce: 1 industrial workforce
Required Production Capacity: 3
Required Technology: shaft mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 1.5 production capacity, 1 gold, and pewter (aka zinc) ore resource (requires calamine deposits) (can be upgraded to from an open pit mine or shaft mine)

Casserite Mine
Classification: Mine
Required Population: 3
Required Workforce: 1 industrial workforce
Required Production Capacity: 3
Required Technology: shaft mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 1.5 production capacity, 3 gold and tin ore resource (requires casserite deposits) (can be upgraded to from an open pit mine or shaft mine)

Copper Mine
Classification: Mine
Required Population: 3
Required Workforce: 1 industrial workforce
Required Production Capacity: 3
Required Technology: shaft mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 2 production capacity, and copper ore resource (requires copper deposits) (can be upgraded to from an open pit mine or shaft mine)

Gold Mine
Classification: Mine
Required Population: 3
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 5
Required Technology: shaft mining
Cost: 45 gold (in addition to the workforce cost)
Game Effect: Generates 8 gold and gold ore resource (requires gold deposits) (can be upgraded to from an open pit mine or shaft mine)

Silver Mine
Classification: Mine
Required Population: 3
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 5
Required Technology: shaft mining
Cost: 45 gold (in addition to the workforce cost)
Game Effect: Generates 7 gold and silver ore resource (requires silver deposits) (can be upgraded to from an open pit mine or shaft mine)

Clay Quarry
Classification: Quarry
Required Population: 1
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 2
Required Technology: pottery and (open pit mining or masonry)
Cost: 10 gold (in addition to the workforce cost)
Game Effect: Generates 2 gold per turn and the clay resource.

Hard Stone Quarry
Classification: Quarry
Required Population: 1
Required Workforce: 1 industrial workforce
Required Production Capacity: 2
Required Technology: masonry
Cost: 15 gold (in addition to the workforce cost)
Game Effect: Generates 1 production capacity and produces the hard stone resource. Requires either sandstone, slate, limestone, granite gritstone or another source of ‘hard stone’.

Ornamental Stone Quarry
Classification: Quarry
Required Population: 1
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 2
Required Technology: masonry
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 3 gold per turn and the ornamental stone resource. Requires gypsum or marble.



Roads
Spoiler :

Packed Earthen Roads
Classification: Roads
Required Workforce: none required
Required Production Capacity: 0
Required Technology: none
Cost: variable, generally 5-10 gold per province
Game Effect: eases troop movement and trade
Get some people to walk through the bush with a scythe, then get them to walk back and forth over that same area over and over again, maybe dragging some rocks. There, now you have packed earthen roads. All cities and outposts need to be connected to the capital via roads (or rivers once you have the requisite technology) to contribute to national food and gold pools.

Cobblestone Roads
Classification: Roads
Required Workforce: none required
Required Production Capacity: 1
Required Technology: caravans
Cost: 10 gold per province connected (5 gold with hardstone or brick resource)
Game Effect: eases troop movement and trade
The cobblestone roads are an upgrade to the packed earthen roads (ie- you must have packed earthen roads present in the province for at least one turn before you can upgrade them to cobblestone roads). Unlike other upgrades, you don’t get any refund for the previous building (ie- the packed earthen roads).
You must pay 10 gold per province connected with cobblestone roads. So, if your roads goes in one side and out the other, thereby connecting the province to two different provinces, you must pay 20 gold for the roads.
If all cities and marches (but not necessarily your outposts) in your empire are connected by cobblestone roads and all island cities or cities otherwise isolated pay 10 gold to upgrade their local roads to cobblestone roads, you trade route values are increased by 1 (ie- in an open economy your trade routes are worth 4 and in a closed economy your trade routes are worth 3).
Units moving on cobblestone roads use only ½ the movement they would if moving through the wilderness.
 
CITY BUILDINGS
(you may only have one of any particular city building per province)

Cultural Improvements​
(these may be available to marches in addition to cities)

Spoiler :

Monument
Classification: Cultural improvement
Required Population: 1
Required Workforce: none
Required Production Capacity: 1
Required Technology: oratory
Cost: 20 gold
Game Effect: Produces 1 stability. Base price reduced to 15 gold if you are in possession (either domestically or via import) of ornamental stone.

Eekin Grove of the Bough
Classification: Cultural improvement
Required Population: 1
Required Workforce: none
Required Production Capacity: 1
Required Technology: oratory
Cost: 15 gold
Game Effect: Produces 1 stability. Generates 1rp and 1gold. Replaces monuments for the Eekin.

Sport Arena
Classification: Cultural improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 2
Required Technology: sport
Cost: 40 gold
Game Effect: Produces 2 stability. Base price reduced to 35 gold if you are in possession (either domestically or via import) of hard stone or brick.

Almshouse
Classification: Cultural improvement
Required Population: 2
Required Workforce: none
Required Production Capacity: none
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability.

Grigori Refugee Camp
Classification: Cultural improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 1
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability and 2 gold per turn. With the social welfare civic it also produces an extra 2 gold.

Poet’s Podium
Classification: Cultural improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 2
Required Technology: poetry
Cost: 40 gold
Game Effect: Produces 2 stability and 1 research point

Bard’s Manor
Classification: Cultural improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 0
Required Technology: special- available only as an event
Cost: free
Game Effect: Grants 3 stability and 2 gold per turn.

Carnival
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: festivals and carnivals
Cost: 45 gold
Game Effect: Grants 2 stability and 2 gold per turn. Has a high chance of causing ‘carnival’-related events.

Café
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: festivals and carnivals
Cost: 35 gold
Game Effect: Grants 1 stability, 2 gold per turn and an additional 1 gold per turn for each of the following resources (either produced domestically or imported): coffee, tea, hemp.

Inn
Classification: Culture Improvement
Required Population: 7
Required Workforce: none
Required Production Capacity: 3
Required Technology: caravans
Cost: 55 gold
Game Effect: Generates 1 gold per turn. Generates 1 gold per foreign trade route importing goods to the nation. Generates 1 gold for each of the following resources: beer OR wine, cattle OR goat OR sheep OR goose OR pig, tobacco OR hemp, cheese, linen cloth OR silk cloth OR hemp cloth OR cotton cloth OR wool fabric, woodwork, pottery, slaves

Tavern
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: brewing
Cost: 40 gold
Game Effect: Generates 3 gold per turn and 1 stability. Requires the ‘beer’ or ‘wine’ resource.

Markets of Pleasure
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 0.5
Required Technology: festivals and tourneys, slavery
Cost: 25 gold
Game Effect: Can only be built in nations with the ‘cult of flesh’. Generates 1 gold per turn and 1 stability. With the ‘slaves’ resource it produces an additional gold.


Research Improvements​

Spoiler :

Apprenticeship Program
Classification: Research Improvement
Required Population: 4
Required Workforce: 1 domestic commerce workforce (none with the education technology)
Required Production Capacity: 0
Required Technology: apprenticeship
Cost: 10 gold
Game Effect: produces 3 research points per turn. The apprenticeship program building is destroyed if you ever leave the ‘apprenticeship civic’. If you return to the ‘apprenticeship civic’, you will need to build new programs.
Once the nation with the apprenticeship program develops the ‘education’ technology the apprenticeship program no longer requires a domestic commerce workforce to produce the research points.


Elder Council
Classification: Research Improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 0
Required Technology: oral tradition
Cost: 40 gold
Game Effect: produces 3 research points per turn.

Council of the Waned
Classification: Research Improvement
Required Population: 8
Required Workforce: none
Required Production Capacity: 0
Required Technology: oral tradition
Cost: 40 gold
Game Effect: produces 2 research points and 3 gold per turn. Requires Sidar.

Tales from the Shades
Classification: Research Improvement
Required Population: 12
Required Workforce: none
Required Production Capacity: 0
Required Technology: oral tradition
Cost: 40 gold
Game Effect: produces 1 research point and 5 gold per turn. Requires Sidar

Library
Classification: Research Improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 2
Required Technology: writing
Cost: 40 gold
Game Effect: produces 4 research points per turn. Base price reduced to 35 gold if you are in possession (either domestically or via import) of ornamental stone, hard stone or brick.

Diviner’s Lodge
Classification: Research Improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 0
Required Technology: mysticism
Cost: 60 gold
Game Effect: produces 6 research points per turn. Slightly increases likelihood of religion and arcane-based events

Schoolhouse
Classification: Research Improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: education
Cost: 45 gold
Game Effect: produces 5 research points per turn.

Subsidized Schoolhouse
Classification: Research Improvement
Required Population: 7
Required Workforce: none
Required Production Capacity: 4
Required Technology: ‘education’ and ‘social planning and welfare’
Cost: 50gold
Game Effect: produces 7 research points per turn. Costs 2 gold per turn. May be upgraded from a standard ‘schoolhouse’.





Health and Growth City Infrastructure​

Spoiler :


Granary
Classification: Health and Growth City Infrastructure
Required Population: 4
Required Workforce: none
Required Production Capacity: 1
Required Technology: pottery
Cost: 15 gold
Game Effect: Your city now grow as if they were two sizes smaller. So the cost, in food, of growing is not (N+1)^2 anymore, its now (N-1)^2.

Corbus Slave Breeding Programs (aka- breeding pits)
Classification: Health and Growth City Infrastructure
Required Population: 5
Required Workforce: none
Required Production Capacity: 1
Required Technology: pottery
Cost: 5 gold
Game Effect: Costs 1 stability. Your city now grow as if they were two sizes smaller. So the cost, in food, of growing is not (N+1)^2 anymore, its now (N-1)^2, with a granary it would be (N-3)^2. The building disappears if you leave slavery.

Lighthouse
Classification: Growth improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1.5
Required Technology: masonry, harvest the seas
Cost: 20 gold
Game Effect: Generates 1 food per fishery improvement in the province currently being ‘used’. Base cost reduced to 15 gold with the hard-stone resource.


Craftsmen Infrastructure​

Spoiler :

Potter’s Workshop
Classification: Craftsmen Infrastructure
Required Population: 4
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 2
Required Technology: pottery
Cost: 35 gold
Game Effect: Generates 5 gold per turn and the pottery resource. Requires the clay resource

Brick Kilns
Classification: Crafting Infrastructure
Required Population: 3
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 1
Required Technology: pottery and masonry
Cost: 30 gold
Game Effect: Generates 2 gold per turn, 1 production capacity, and the brick resource. Requires the clay resource.

Tannery
Classification: Crafting Infrastructure
Required Population: 5
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 4
Required Technology: animal husbandry or hunting
Cost: 30 gold (in addition to the workforce cost)
Game Effect: generates 3 gold per turn, and leather resource. (requires hides).


Craftsmen's Studio
Classification: Craftsmen Infrastructure
Required Population: 1
Required Workforce: none
Required Production Capacity: 0
Required Technology: masonry
Cost: 40 gold
Game Effect: Provides 1 stability, 2 gold and allows construction of golems (Luchuirp only).


Trade Improvements​

Spoiler :

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 and 2 gold.

Harbour
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. Base price reduced to 35 gold if you are in possession (either domestically or via import) of hardwood lumber.

Port
Classification: Trade improvement
Required Population: 8
Required Workforce: 1 trade workforce
Required Production Capacity: 5
Required Technology: sail
Cost: 65 gold
Game Effect: Produces 1 trade route and 4 gold. Base price reduced to 50 gold if you are in possession (either domestically or via import) of hardwood lumber.

Increases naval quality according to the following formula:

Increased naval military quality=(number of ports in nation)/(number of cities in nation)​

In addition, a land-unit of any kind who starts the turn in a city with a ‘port’ may move to a friendly city (your own or one of your allies who specifically provides permission) with either its own port or a harbour. This movement is considered to have taken place on commercial trade vessels. It uses up all the movement of the unit for the turn. Range is limited to two sea provinces (i.e.- the unit will cross from land to water province, a maximum of one water boundary and back from water to land).

Caravanserai
Classification: Trade improvement
Required Population: 2
Required Workforce: 1 trade workforce
Required Production Capacity: 1
Required Technology: caravans
Cost: 40 gold
Game Effect: Produces 1 trade route and 2 research per turn in a closed economy and 3 research per turn in an open economy

Slave Auction
Classification: Trade improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 2
Required Technology: caravans, slavery
Cost: 25 gold
Game Effect: Can only be built by civilizations running the slavery civic. If you switch out of the slavery civic the slave auction ceases to provide any benefit.
Produces 2 gold/turn and generates slaves as a tradable resource.





Government Improvements​
Spoiler :

Steward’s Council
Classification: government improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 2
Required Technology: ministers and advisors
Cost: 20 gold
Game Effect: Generates 1 stability. Generates 1 administrative point when in the ‘stewardship economic civic’. Cannot be built in capital. Cannot be built when not in ‘stewardship’ economic civic.

Communal Work Camp
Classification: Government Infrastructure
Required Population: 3
Required Workforce: none
Required Production Capacity: 0.5
Required Technology: open pit mining, communal farming, ministers and advisors
Cost: 15 gold
Game Effect: Generates 1 production capacity and 3 food. it also costs 1 gold per turn. Requires the 'communal work camps' labour civic to build. A nation who leaves the 'communal work camp civic' can continue to use the building but it now requires an agricultural or industrial workforce to run.

City Hall
Classification: government improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 2
Required Technology: social planning and welfare
Cost: 40 gold (35 gold with ornamental stone)
Game Effect: Generates 1 stability. Generates 1 administrative point. Cannot be built in capital.




Military Improvements​

Spoiler :

Barracks
Classification: Military improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: basic warfare
Cost: 40 gold
Game Effect: Increases infantry, cavalry and missile military quality according to the following formula:

Increased military quality=(number of barracks in nation)/(number of cities in nation)​

Combat Arena
Classification: Military improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 3
Required Technology: sport, masonry
Cost: 50 gold
Game Effect: Produces 1 stability. Increases infantry (bannor, 'als) or cavalry (hippus) military quality according to the following formula:

Increased military quality=(number of barracks in nation)/(number of cities in nation)​

Can only be built by the 'als, hippus or the bannor. Base price reduced to 45 gold if you are in possession (either domestically or via import) of hard stone or brick.

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)​

Jousting Lists
Classification: military improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 2
Required Technology: festivals and carnivals
Cost: 20 gold
Game Effect: Increases mounted military quality according to the following formula:

Increased military quality=(number of jousting lists in nation)/(number of cities in nation)

Infantry Garrison
Classification: Military improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: infantry formations
Cost: 45 gold
Game Effect: Increases infantry military quality according to the following formula:

Increased military quality=2(number of infantry garrisons in nation)/(number of cities in nation)​

Any wounded infantry unit (those needing reinforcement to return to full strength) who end their turn in the city with the infantry garrison without having seen any combat whatsoever that turn, automatically gain 5 gold worth of reinforcements.

Armourer: Leather
Classification: Weapons and Armour Manufacture
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: battlefield manoeuvrability
Cost: 5 gold
Game Effect: Allows the construction of leather armour with the leather resource.



Defensive Structures​
(these are available to marches in addition to cities)

Spoiler :


City Watch
Classification: Defensive
Required Population: 2
Required Workforce: none
Required Production Capacity: none
Required Technology: basic warfare
Cost: 45 gold
Game Effect: During defensive operations within this province, a variable militia unit will appear to defend the city. Cities with a population of three or less will receive a peasant militia unit (the best a March with this improvement can hope for). Cities with populations of 4-11 will receive 1 or 2 units of peasant or spear militia. Cities with populations greater than 12 will receive a unit of spear militia and an additional militia unit dependent on the technology development of the civilization (maybe more spear militia, maybe slingers, javelinmen or archer or crossbow militia).

With the advent of 'civil service' technology the city watch will provide up to 3 gold worth of reinforcements to 'heal' each of that nation's wounded units if they end the turn in the city with the improvement and if those units did not participate in combat that turn.

Not available to Bannor

City Watch (Bannor)
Classification: Defensive
Required Population: 2
Required Workforce: none
Required Production Capacity: none
Required Technology: basic warfare
Cost: 60 gold
Game Effect: During defensive operations within this province, a variable militia unit will appear to defend the city. Cities with a population of three or less will receive a peasant militia unit (the best a March with this improvement can hope for). Cities with populations of 4-11 will receive 1 or 2 units of peasant or spear militia. Cities with populations greater than 12 will receive a unit of spear militia and an additional militia unit dependent on the technology development of the civilization (maybe more spear militia, maybe slingers, javelinmen or archer or crossbow militia).
Increases infantry military quality according to the following formula:

Increased military quality=(number of Bannor city watch in nation)/(number of cities in nation)​

With the advent of 'civil service' technology the city watch will provide up to 3 gold worth of reinforcements to 'heal' each of that nation's wounded units if they end the turn in the city with the improvement and if those units did not participate in combat that turn.

Intelligence Bureau
Classification: Defensive
Required Population: 8
Required Workforce: none
Required Production Capacity: 5
Required Technology: camouflage
Cost: 80 gold
Game Effect: Each intelligence bureau in the civilization reduces the cost of reconnaissance and intelligence operations by 15%. It also decreases the chance of success for enemy intelligence/spy operations in that particular province by ~20%. Enemy reconnaissance missions to a province protected with this building have a ~20% chance of being noticed (in addition to any chances provided by defensive scouts/hunters, etc). Lastly, it increases reconnaissance military quality by 0.5. There can only be a maximum of 2 intelligence bureaus in any single civilization.

Cryptographer’s Studio
Classification: Defensive
Required Population: 8
Required Workforce: none
Required Production Capacity: 4
Required Technology: camouflage, mathematics
Cost: 40 gold
Game Effect: This can only be built in the nation’s capital city. It allows encrypted communication with and between field operatives (note that encryption can be broken by rival nations possessing the mathematics technology with a chance ranging from 1/6 to ½ based on how much they spend in their attempt).
The studio also greatly decreases the cost of decrypting the encrypted communications you intercept from rival civilizations.
Two (or more) nations, each of which must possess a Cryptographer’s Studio, may develop codes for communication between them.

Wooden Palisade
Classification: Defensive Structure
Required Population: 1
Required Workforce: none required
Required Production Capacity: 0
Required Technology: none
Cost: 30 gold
Game Effect: provides a defensive advantage to troops stationed in that city or outpost.
A simple wooden structure behind which a city/outpost’s population can hide when attacked. These are the absolute simplest of defensive structures and do not extend beyond the city or outpost. Base price reduced to 20 gold if you are in possession (either domestically or via import) of hardwood lumber.

Small Stone Walls
Classification: Defensive Structure
Required Population: 1
Required Workforce: none
Required Production Capacity: 2
Required Technology: masonry
Cost: 45 gold
Game Effect: Better defence then a simple wooden palisade. May be upgraded from a wooden palisade. Requires hard stone or brick resource.

Hippus Glory Seekers Guardsmen
Classification: Defensive
Required Population: 6
Required Workforce: none
Required Production Capacity: 0
Required Technology: battlefield manoeuvrability
Cost: 25 gold
Game Effect: Grants 1 point of stability. Reduces the effect of negative stability modifiers that might be combated with military police.

Camouflaged re-supply Centre
Classification: Defensive military improvement
Required Population: 0
Required Workforce: none
Required Production Capacity: 0
Required Technology: caravans, camouflage
Cost: 15 gold
Game Effect: This building can be built in enemy territory by any recon unit with a quality greater than 2.5. (ending its movement and preventing combat for the turn)
Your armies moving through this province can replenish its troops (i.e.- pay gold for reinforcements) and provide weapon and armour upgrades to its troops even though they are in foreign soil.
Capturing a rival’s camouflaged re-supply centre automatically destroys the building and generates 15 gold for its captors.
A camouflaged re-supply centre can be located with a 1/6 chance by a rival nation’s unit if they are looking for it and with a 1/6 chance by a rival nation’s recon units without looking for it and with a 2/6 chance if a rival nation’s recon units are looking for it. A rival nation can search every turn if they want to. Multiple units can increase the likelihood of success.
It is possible to build a camouflaged re-supply centre in the territory of either friendly or enemy nations but their response to finding it may be quite different.

Treetop Platforms
Classification: Defensive Structure
Required Population: 3
Required Workforce: none
Required Production Capacity: 2
Required Technology: the woods
Cost: 45 gold (35 with hardwood lumber)
Game Effect: The treetop platforms can only be built in forested provinces and only by elves, kappa or corbus. They serve mostly as secure firing or casting platforms for missile units and casters but are also used for rapid deployment of forces in a concealed and secure manner. Note that the treetop platform is not immediately visible from ground level to those who do not know where to look for them. Recon units have a 2/6 chance of finding them and other units have a 1/6 chance of finding them (assuming they are simply passing through the area, active searches can greatly increase this chance).



Arcane
Spoiler :

Adepts’ Study
Classification: Mage Improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 3
Required Technology: ‘the aether’ or ‘call from the planes’
Cost: 40 gold
Game Effect: Generates 2 research points per turn and increases mage military quality according to the following formula:

Increased military quality=(number of adepts’ studies in nation)/(number of cities in nation)


(Mana type) Mana Node
Classification: Mana Node
Required Population: 1
Required Workforce: none
Required Production Capacity: 0
Required Technology: Ley Lines
Cost: 50 gold
Game Effect: Can only be used to build the appropriate mana node type on one of the appropriate mana types of the crisscrossing ley lines. Generates the associated mana. Produces 2 research points per turn.
Can be built in any of your outposts, marches or cities.

(Mana type) Trivalent Ley-Lines Mana Node
Classification: Mana Node
Required Population: 1
Required Workforce: none
Required Production Capacity: 0
Required Technology: Ley Lines
Cost: 50 gold
Game Effect: Can only be used to build the appropriate mana node type on one of the appropriate mana types of the crisscrossing ley lines. Can only be built where 3 ley-lines cross. Generates the associated mana. Produces 10 research points per turn. Increases mage unit military quality by 1.
Can be built in any of your outposts, marches or cities.


Religious
Spoiler :

Abbey
Classification: Priest Improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 3
Required Technology: voice of the gods
Cost: 60 gold
Game Effect: Increases priest military quality according to the following formula:

Increased priest military quality=(number of provinces with abbeys in nation)/(number of cities in nation)

In addition, will provide some minor benefit based on the state religion.
An abbey dedicated to the ‘Fellowship of Leaves' provides 1 stability, 1 gold per turn and 3 food per turn.
An abbey dedicated to 'Sirona' provides 1 stability, 1 food per turn and helps heal 3 gold worth of reinforcements to any unit who ends the turn in that province and who has not seen combat that turn.
An abbey dedicated to Kanna provides 2 stability and an additional (0.5 priest military quality per abbey)/( number of cities)

Monastery
Classification: religious improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: voice of the gods
Cost: 60 gold
Game Effect: Increases stability by 1. Produces 3 research points per turn. Increases priest military quality according to the following formula:

Increased military quality=0.5(number of monasteries in nation)/(number of cities in nation)

Syrri Fortress Monastery
operates like a normal monastery except units that end their turn there and did not participate in combat that turn receive 4 gold worth of reinforcements if they are in need of them
 
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Military Units and Equipment

New military units have requisite technologies.

When recruiting a new unit, you must state which province it is being recruited from.

Military units may be upgraded from previous units according to the formula:

upgrade cost=cost of new unit-(cost of unit being upgraded/2)​

You may maintain a number of units equal to your total population. Every unit beyond that costs an additional 10 gold to maintain (in addition to any regular unit maintenance costs).

Available Units
(These are units which are ‘public domain’- there may be other units available which have not yet been uncovered- due to tech requirements. And there may be units which are ‘surprise units’- units that a player has developed but who’s stats (and very existence possibly) will remain a secret until such time as they are used publicly)

Recon Units
useful for conducting reconaissance and for targeting lightly defended targets behind enemy lines. Typically consist of a 80-150 individuals.
Spoiler :

Scouts:

unit type: reconnaissance
maximum quality modifier: 2
production capacity requirement: 0
provincial population requirement: 1
requisite technology: reconnaissance OR game snaring
cost to recruit: 15 gold
movement: 2
cost to maintain: 1 gold per turn
Scouts are a ‘small unit’ (and that fact is reflected in their recruitment cost). They are the earliest ‘recon’ unit and meant for use far from home to gather information regarding territory, resources, city infrastructure and enemy troop formations and movements. They are not meant to engage enemy units are typically only lightly armed (think daggers and slings). They would lose in a fight against peasant militia in an urban environment but might win if ambushing from woods. They have little chance against any other unit.

Hunter:
unit type: reconnaissance
maximum quality modifier: 4
production capacity requirement: 1
provincial population requirement: 2
requisite resources: none
requisite technology: hunting or camouflage
cost to recruit: 30gold
movement: 2
cost to maintain: 1 gold per turn
These units are the next available reconnaissance units after scouts. They are significantly tougher, stealthier, and more perceptive. They consist of much smaller units then do militia or standard infantry or missile units. This means they aren’t really meant to be used on a battlefield (except perhaps to ambush a flank defender or something). Their real strength lies in executing commando-type strikes at exposed targets.
Hunters can be upgraded from scouts.
Hunters automatically make use of slings if the nation deploying them has access to the skirmishing tactics technology or to bows if they nation has access to the archery technology.
Hunters may be armoured with leather armour or armed with iron or mithral weapons.


Infantry
Useful for taking and holding territory and for defending cities and fortications. Typically these units consist of upwards of 600-800 men per unit.
Spoiler :

Peasant Militia:
Spoiler :

p1012104wl0.jpg
unit type: infantry
maximum quality modifier: 2
production capacity requirement: 0
provincial population requirement: 1
requisite technology: none
cost to recruit: 35gold
movement: 2
cost to maintain: none- this unit is free to maintain
The peasant militia are a military force composed of ordinary citizens to provide defence, emergency law enforcement and occasionally battlefield force. They are typically armed with whatever weapons they can find including pitchforks, clubs, and the occasional dagger. They do not wear armour. Peasant militia units have very poor morale and may break and run from a superior foe even without engaging it. They do not react well to flanking manoeuvres or enemy charges.

Spear Militia:
Spoiler spearmen militia :

414px-Assyrian_spearman_%C2%B7_HHWI469.svg.png

unit type: infantry
maximum quality modifier: 3
production capacity requirement: 1
provincial population requirement: 1
requisite technology: basic warfare
cost to recruit: 45gold
movement: 2
cost to maintain: none- this unit is free to maintain
This unit may be upgraded from peasant militia.
The spear militia are ordinary citizens which have been provided with long spears and drilled to work in defensive formations. They may have no armour or light leather armour depending on the civilization’s capacities, but will typically have at least a sturdy wooden shield.
They can hold a line against an infantry or cavalry charge but will quickly break formation if ordered to charge or operate offensively. Their morale is greater then that of peasant militia and while they will probably hold in the face of an enemy’s frontal charge they still do not react well to ‘pin and flank’ tactics or rear charges.

Flint Axemen:
unit type: infantry
maximum quality modifier: 3
production capacity requirement: 1
provincial population requirement: 1
cost to recruit: 40gold
requisite technology: basic warfare.
movement: 2
cost to maintain: 1 gold per turn
Flint axemen require the ‘flint’ resource to be constructed. This unit may be upgraded from peasant militia.
The flint axemen are similar to the ‘Iroquois or Mohawk braves’ of North American history. They are typically very lightly armoured and do not use shields. They wield small axes (tomahawks) weighted for both melee and throwing. They are very fast and their charge can be devastating to early units with little armour. They are useful for raiding or flanking as well. They are the earliest available light infantry shock troops.
Flint Axemen have superior morale to either peasant or spear militia but are still susceptible to morale problems during a prolonged engagement or when under enemy missile fire, a tactic against which they have little defence.

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
movement: 2
cost to maintain: 1 gold per turn
The light swordsmen requires access to any metal resource (either as an ore or refined) 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
movement: 2
cost to maintain: 1 gold per turn
The light axemen requires access to any metal resource (either as an ore or refined) (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
movement: 2
cost to maintain: 1 gold per turn
The light spearmen requires access to any metal resource (either as an ore or refined) 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. With the advent of flying units, light-spearmen may well be the best unit for fighting aerial attackers
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.


Missile
A support unit. They are very effective distance weapons but generally perform poorly in melee. Some are best used to defend structures while others are best used at fairly close range to disrupt formations. These units consist of approximately 600-800 men per unit.

Spoiler :

Slinger:
Spoiler :
435px-Balearic_Slinger.jpg
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
movement: 2
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
movement: 2
cost to maintain: 1 gold per turn
The javelinmen requires access to any metal resource (either as an ore or refined) 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.

Javelin Militia:
unit type: missile
maximum quality modifier: 2
production capacity requirement: 2
provincial population requirement: 4
requisite resources: none
requisite technology: skirmishing tactics, civil service
cost to recruit: 35gold
movement: 2
cost to maintain: 0 gold per turn
In all respects like javelinmen, the javelin militia are not a professional army but trained farmers, craftsmen, even traders who serve in the military on a part-time basis as required (similar to the peasant and spear militia). They receive better training than peasant or spear militia but inferior training to regular javelinmen. Still, they don’t require any maintenance and are cheaper to build and offer a low-cost alternative as anti-infantry forces.
Like javelinmen, the javelin militia can be upgraded form peasant militia, can use bronze, iron, or mithril weapons and may be equipped with leather armour.



Mounted Units
Excellent at striking distant targets, flanking opponents or getting behind enemy lines, these units need space to manoeuvre effectively and thus lose much of their effectiveness when bogged down by enemy troops or when fighting in limiting terrain like cities or heavy woods. These units typically consist of 400-600 men per unit.

Spoiler :

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: 55gold
movement: 3
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.

Light Lancers:
unit type: mounted
maximum quality modifier: 5
production capacity requirement: 4
provincial population requirement: 6
requisite resources: horse
requisite technology: horse-back riding
cost to recruit: 55gold
movement: 4
cost to maintain: 2 gold per turn
Faster and much more manoeuvrable than chariots, lancers can also cross terrain that a wheeled vehicle cannot consider. Typically they wear very little armour and wield a long lance and a cavalry sabre.
Light lancers are meant to be used as hit and run weapons, wheeling about the flanks of the enemy and striking at the rear and unprotected sides of less manoeuvrable opponents or those already engaged with infantry. They are also ideal at running down archers and slingers.
Light lancers engaged in protracted melee with infantry will fare very badly as they lack ‘staying power’. Spearmen especially are deadly to these units.
Light lancers may be equipped with bronze, iron, or mithral weapons and may be armoured in leather or mithral.


Navy
A variety of fleets with varying functions from transport, ambitious support, anti-naval, and more. Depending on the fleet the unit may consist of anywhere from 400-800 men and from 10-60 ships.

Spoiler :

Canoe Fleet:
Spoiler :
FAHopkins_Shooting_Rapids.jpg


unit type: navy
maximum quality modifier: 1
production capacity requirement: 1
provincial population requirement: 2
requisite technology: small water craft
cost to recruit: 30gold
cost to maintain: 1 gold per turn
The canoe is a paddled watercraft (as opposed to rowed) and does not make use of a rudder or a sail. They come in a variety of sizes from the typical smaller ones that require only two paddlers to much larger ones that can be used to transport gear and marines (up to 40 in one canoe if the frame can be built large enough). They are typically made of a wooden frame with a bark-based hull or carved from a single large tree-trunk. Some may have outriggers to improve balance.
The canoe fleet is used mostly to establish dominance over inland rivers and fjords. It has little use in great inland lakes or on the high seas. Its relatively light construction means that it makes a poor frame to launch attacks from directly and it does not do well against the larger ‘rowed’ craft available with more advanced technology, but it also allows for short range portages and access to relatively small and shallow rivers that other vessels cannot navigate.

Penteconter:
Spoiler :
GREEKNAV.jpg


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.
On the naval map they have a movement of 2 naval provinces and can move through green boundaries only. One fleet can carry 4 units but not cavalry.

Cog:
unit type: navy
maximum quality modifier: 4
production capacity requirement: 5
provincial population requirement: 7
requisite technology: sail
cost to recruit: 50gold (40 with hardwood lumber)
cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A square-masted, sturdy-hulled ship, the cog is the workhorse of the sail-age naval empire. Despite the design preventing its use in sailing into the wind, it has the benefit of allowing a larger ship to be crewed by a smaller number of sailors thereby alleviating some cargo space. It can be used to haul resources, trade goods and transport troops. Small fore and aft castles provide a platform for defence against pirate and other nations.
A cog can carry more troops than a dhow fleet but not as much as a polyreme fleet. It is sturdier than a dhow but not as quick or manoeuvrable. Like a dhow fleet, the cog fleet can sail travel across small expanses of the sea but should probably avoid the wide open oceans.
On the naval map they have a movement of 3b naval provinces and can move through green and blue boundaries only. One fleet can carry 5 units.

Dhow:
unit type: navy
maximum quality modifier: 4
production capacity requirement: 4
provincial population requirement: 6
requisite technology: sail
cost to recruit: 45gold (35 with hardwood lumber)
cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A dhow is a smallish, thinner ship with a characteristic lanteen sail. Unlike the cog or penteconter, its hull is made up of stitched planks held together by twine or thongs of leather. The crew consists of 9, 12, or in some cases up to 30 people per ship.
While the cog is sturdier and can carry more weight, the dhow is lighter, faster, more manoeuvrable and can access smaller estuaries. Although it can transport some troops, it cannot transport cavalry and it is more limited than its sturdier cousin the cog.
A dhow fleet can travel across small expanses of the sea but should probably avoid the wide open oceans.
On the naval map they have a movement of 4 naval provinces and can move through green and blue boundaries only. One fleet can carry 4 units (but not cavalry)


Polyreme:
unit type: navy
maximum quality modifier: 4
production capacity requirement: 6
provincial population requirement: 6
requisite technology: sail
cost to recruit: 55gold (45 with hardwood lumber)
cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A polyreme is a much larger penteconter. Whereas the penteconter is rowed by a single bank of oarsmen on each side, the polyremes are manned by 4 to 8 and sometimes more oarsmen per bank on each side. They can have crews of up to 300 (per ship!) with up to 90 oars on each side. A fully-decked polyreme can also carry marine detachments bringing its total crew to approximately 400. They are about 45 m long and displace about 100 tonnes. Their heavy construction means they are very sturdy ships and perform much better than any other ships available at sail in combat or heavy weather.
The polyreme is slow and suffers the same movement limitations of the pentaconter; it cannot travel the sea lanes available to cogs and dhow. It is the ‘ironclad’ of its era.
On the naval map they have a movement of 2 naval provinces and can move through green boundaries only. One fleet can carry 3 units (but not cavalry)
A pentaconter can be upgraded to a polyreme.


Magical Units
These are very small units (40-80) people which require extensive training to produce. Not all men and women are suitable so it takes lots of money to produce a relatively small unit. Used effectively they can turn the tide of war (or peace). Ineffectively and they are just waiting to be run down by a lucky charioteer.
Spoiler :

Summoning Adept:
unit type: mage
maximum quality modifier: 3
movement: 2
casting capacity: 1
production capacity requirement: 2
provincial population requirement: 5
requisite technology: call from the planes
cost to recruit: 55gold
movement: 2
cost to maintain: 1 gold/turn

Summoning adepts represent approximately 40-80 individuals who have learnt sufficient magics to summon assistance from the distant planes. They are typically armed with daggers or staves but receive very little training in their use. They do however, have some minor magics to defend themselves with but these are typically insufficient to face whole combat divisions with. Faced with charging horsemen, surrounded by infantry, or hunted down by hunters, they are most certainly doomed.

They cannot be equipped with armour or weapons and they cannot be upgraded from lesser troops.

Despite these weaknesses, the summoning adept’s strength lies in their ability to summon other units to serve or fight for them. Typically a combat summon will have a movement of at least one and so a summoning adept can stay out of combat and still affect it indirectly by summoning units to fight for them from a distance.

Every turn they can channel 1 casting capacity towards any spell that their nation knows and which they have mana access for. Each nation’s spellbook is different then other nations and thus two summoning adepts from rival nations will have access to completely different summons.

Lastly, these units can 'see' ley lines.

Sorcery Adept:
unit type: mage
maximum quality modifier: 3
movement: 2
casting capacity: 1
production capacity requirement: 2
provincial population requirement: 5
requisite technology: the aether
cost to recruit: 55gold
movement: 2
cost to maintain: 1 gold/turn

Sorcery adepts represent approximately 40-80 individuals who have learnt sufficient magics to summon assistance from the distant planes. They are typically armed with daggers or staves but receive very little training in their use. They do however, have some minor magics to defend themselves with but these are typically insufficient to face whole combat divisions with. Faced with charging horsemen, surrounded by infantry, or hunted down by hunters, they are most certainly doomed.

They cannot be equipped with armour or weapons and they cannot be upgraded from lesser troops.

Despite these weaknesses, the summoning adept’s strength lies in their ability to use magical energy to weave a variety of spells. These can often be directly offensive spells to hurt the enemy or maybe healing or protective. Needless to say, their spells can make or break a battle.

Every turn they can channel 1 casting capacity towards any spell that their nation knows and which they have mana access for. Each nation’s spellbook is different then other nations and thus two sorcery adepts from rival nations will have access to completely different summons.

Lastly, these units can 'see' ley lines.

Acolyte:
unit type: priest
maximum quality modifier: 3
movement: 2
casting capacity: 1
production capacity requirement: 2
provincial population requirement: 5
requisite technology: voice of the gods
cost to recruit: 55gold
movement: 2
cost to maintain: 1 gold/turn

Acolytes are the earliest priest-type units. Their strength does not lie in their combat skills but rather in their capacity to invoke the will of their god(s) through liturgy and faith. Though specialized in magic, they are normally armed in a manner representative of their faith. Acolytes of the ‘Fellowship of Leaves’ or a cult of Sucellus are armed with oak shillelagh while acolytes of Ceridwen might be armed with a flail. Acolytes dedicated to Killmorph may be armed with picks or axes.

They cannot be equipped with armour or weapon items and they cannot be upgraded from lesser troops.

Every turn they can channel 1 casting capacity towards any spell that their nation knows (their spellbook) and which is appropriate to their god or religion. This does not necessarily require specific mana. Each nation’s spellbook is different then other nations and thus two acolytes, even if dedicated to the same god, from rival nations will have access to completely different spells.



Miscellaneous Other Units
Anything that doesn't fit elsewhere.

Spoiler :

Mud Golems:
unit type: construct
maximum quality modifier: special
production capacity requirement: 0
provincial population requirement: 1
requisite resources: none
requisite technology: masonry
cost to recruit: 35gold
movement: 2
cost to maintain: 0 gold per turn
Mud Golems are a Luchuirp only creation (though any nation can use them if they can acquire them from the Luchuirp).
They provide 2 production capacity to the province they are stationed in.
They can defend themselves somewhat (less than peasant militia) but cannot undertake offensive operations.

Supply Train:
unit type: miscellaneous
maximum quality modifier: 0
production capacity requirement: 1
provincial population requirement: 2
requisite technology: caravans
cost to recruit: 25gold
cost to maintain: 0
An army with a supply train is able to replenish its troops (ie- pay gold for reinforcements) and provide weapon and armour upgrades to its troops even in foreign soil provided the supply train unit is present in the province where the re-supply operation is taking place.
Capturing a rival’s supply train automatically destroys the unit and generates 25 gold for its captors.

 
Combat and Magic

Combat

Combat: Mechanics

Obviously in a NES a lot of the actual combat results will simply be decided by the moderator. As much as possible the moderator will attempt to avoid all bias but of course, its best to put a few systems in place to take the decision making process out of the moderator’s hands and into the hands of the ‘fictional NES world’.

The best and easiest way to do that is to provide clear, accurate and tactically sound combat orders. If you write, “attack the Kappa outpost at province X with my two wizards and a swordsmen”, don’t expect such great results- your generals have failed to provide precise orders and the moderator will have to come up with the details (which may not suit you and which will always be weaker than anything you come up with). If you write much more detailed orders involving flanking manoeuvres, spells used, supplies, scouting and counter-scouting, the use of informants, the use of terrain, the use of weather, then you can expect much better results. You’ve also provided the moderator with some ideas to write about in the update.

Another mechanism used to avoid moderator bias is dice. Whenever a unit is involved in combat the moderator rolls a dice and the results represent how well that unit performs. Obviously this is just a base line. If you attack a peasant militia with a high priest and six demons then no matter how poorly you roll and how well the peasant militia rolls, that peasant militia is going to lose.

Combat: Unit Quality

A really great way to increase your chances of winning a fight is to increase the training of the units involved. Improvements like a barracks, a hunting lodge, or a target range will increase your unit quality. Unit quality is a measure of training, officer quality and morale. It is also a measure of experience and thus a unit that fights quite a bit will gain quality.

The difference between a unit with a quality of 1 and a quality of 2 is approximately 16.5%. So if two units of peasant militia face off and each has a quality of 1, then there is a 50/50 chance of either winning (all other factors being the same), but if one unit has a quality of 1 and the other of 3, then the win/lose ratio is closer to 33/66.

Combat: Combat Experience and Unit Quality

A unit will gain .25 quality from fighting in its first major battle where the unit actually affects the outcome of the battle. Afterwards, the unit may or may not gain more experience (always at a rate of .25 quality per battle) depending on the battle itself. If the battle involves units that don't present a new 'teaching experience' or tactical conditions which are 'old hat' for the unit, it will not gain further experience. Conversely, if the unit has never faced an 'arrow-storm' or 'demonic summons' before and does and survives, they will probably gain experience from that battle.

Combat experience adds directly to national unit quality so if your unit already has the experience from two battles (ie- .5 unit quality) and the nation builds barracks in every city, the quality would increase to 1.5 (ie- you get the benefits of both the barracks and the experience- they are additive)

Combat: Unit Weapons and Armour

Certain units can equip armour and weapons. You will have to build the armour and weapons just like a unit (though typically they are much cheaper then a unit) at weaponsmiths and armourers. These almost always require some resource (leather armour requires the leather resource, bronze weapons require the bronze resource) and not all units can equip all weapons and armour. Many of the light infantry, for example, cannot wear bronze armour because it is much too heavy whereas the heavy infantry units can. Leather armour can be worn by both light and heavy infantry as well as by recon units (for example).

You may also find (or make) magical weapons and armours. The first one of these is the ‘Patrian Spear’ originally found and used by the Grigori but which is now wielded by the Amurite ‘Shield of Kylorin’ unit.

There is no set mechanism to determine the effect of armour and weapons in combat and the moderator will have to exercise some judgement.

Combat: Movement

Originally I wasn’t going to use combat movement but I’ve since decided to adopt it. Recon, infantry, missiles, priests and mages all have 2 movement points. Artillery has one. Mounted units have 4.

It costs 1 movement point to move from one province to another.

Roads can decrease the costs of movement. If you move from one province to another along simple dirt roads the movement cost is only .66. Better roads will allow faster movement.

Moving onto a transport ship reduces the movement points available to a unit to zero. That unit can still leave the ship in the same turn however (but will have to stay at its point of landing).

Similarly, moving off of a transport (even if that unit started the turn on a transport and thus has all its movement points left) will reduce it movement to zero (and thus it has to stay at its landing point). The exception is if the unit unloads inside a friendly city with a harbour (or better) in which case unloading costs 1 movement point.

Combat: Re-supply and Reinforcements

You cannot recruit or replenish wounded units or provide them with new armour or weapons (or other gear) outside your territory. If you need to recruit or replenish your troops you need to return to your own lands first.

Once you get the technologies that allow 'supply trains' and 'forward base camps' you can re-supply form neutral or enemy territories with these units/fortifications in them.

Magic

Magic: Casters

There are three general classes of spell-casters.

  • Sorcerers, Mages, Wizards: these are direct spell casters. They shoot lightning bolts, hurl fire, heal the injured, curse enemies with entropy spells, etc.
  • Conjurers, Summoners: these are casters who summon creatures from other planes (the god's vaults or the aether itself) to fight for them or otherwise serve them. Generally their magic is slightly weaker than a sorcerers but they also usually have much less chance of getting hurt because they fight with 'disposable units'
  • Disciples, Priests, Acolytes: these are spell-casters who derive their power from the god they serve. Depending on the god in question their power can vary enormously. A priest of Agares is likely to have significant combat and summoning abilities but little healing or buffing ability. Conversely a priestess of Sirona may be useful to have during peace-time for her effects upon culture and stability but provide little benefit beyond some light healing during combat. All priests will be detailed and determined in conjuction between the player and the moderator as the need arises (with balance being the most important issue).

A sorcerer's or conjurer's power comes from their ability to access mana and their spells are limited by the types of mana available to the player's civilization.
A priest's power comes from their god and is not affected by the civilization's mana (except that the appropriate mana type will generally strengthen all the world's priests associated with that mana type (ie- all priests of Tali are strengthened by any single civilization gaining air mana).

Magic: Mana

Multiple sources of the same mana type do not have any effect beyond having a single source thereof.

Mana cannot be traded.

Regardless of if a mana type comes from its people (ie- starting mana) or a mana node, it will cause some sort of passive effect. These are listed here:
  • Metamagic: strengthens Oghma’s followers, libraries, academies (others) produce a bonus point of research

Elemental Magic
  • Fire: strengthens followers of Bhall, civic change costs reduced (costs are reduced by 1 point of stability and 5 gold)
  • Water: strengthens followers of Danalin (if there are any), increases navy military quality by 0.5.
  • Earth: strengthens followers of Killmorph, silver, gold and gem mines produce 1extra gold.
  • Air: strengthens followers of Tali, increases missile military quality by 0.5.
  • Ice: strengthens followers of Mulcarn, halves all stability effect modifiers (no half points)

Divination Magic
  • Spirit: strengthens followers of Sirona, all cultural improvements (monuments, sports arena, others) generate 1 research point.
  • Law: strengthens followers of Junil, capital produces 1 point of administration
  • Sun: strengthens Lugus’s followers, enemy has decreased chance of success for espionage missions
  • Mind: strengthens followers of Mammon, markets, harbors and ports (others) produce 1 bonus research point.
  • Life: strengthens followers of Sucellos, cost to heal any damaged unit decreased by 33%.
  • Creation: strengthens followers of Amathaon, each province has a turn by turn chance of 1/36 of developing a new resource

Necromatic Magic
  • Chaos: strengthens followers of Camulos, increases all military qualities by 0.25.
  • Death: all civilizations in the world (except you) lose 2 stability, your undead troops receive a 0.5 military quality increase
  • Entropy: strengthens followers of Agares, all civilizations in the world (except you) lose 4 stability.
  • Shadow: strengthens followers of Essus, espionage missions are 1/6 more likely to succeed
  • Dimensional: strengthens followers of Ceridwen, you now have a new unit military quality trait: summoned units. This mana increases the military quality of summoned units by 1.

Alteration Magic
  • Body: strengthens Aeron’s followers, infantry unit quality increased by 0.5
  • Enchantment: strengthens followers of Nantosuelta, city-based industrial improvements (smithies, others) produce 3 extra gold
  • Nature: strengthens followers of Cernunnos, hunting improvements of all types produce 1 extra food and 1 extra gold.
  • Force: strengthens followers of Dagda, any nation who breaks a publicly declared pact, alliance or agreement which you are a part of, including yourself loses 4 stability (has to be public and in thread and pretty official looking).

Magic: Casting Capacity

Every sorcerer, conjurer, or priest-type unit will have a ‘casting capacity’. This represents how many and how powerful of a spell that unit and cast during one turn. A sorcerer or conjuring adept has a casting capacity of 1. So too does a novice acolyte. That casting capacity of 1 can be used to cast 1 ‘circle 1’ spell in that turn.

A summoner, conjurer or priest has a casting capacity of 3. They can cast either 3 ‘circle 1 spell’ (which costs 1 casting capacity each) or 1 ‘circle 2’ spell (which costs 3 casting capacity).

Casting capacity does not carry over from turn to turn. You either use it or lose it.

Stronger units and a nation’s unique units will have greater casting capacity. These will be listed for each unit.

Magic: Spells and the ‘Spell Circle’

Each spell is associate with a ‘spell circle’, either 1st circle (comparatively weak), 2nd circle (stronger spells), or 3rd circle (strongest spells).

A 1st circle spell costs 1 casting capacity to cast. A 2nd circle spell costs 3 casting capacity to cast. A 3rd circle spell costs 9 casting capacity to cast.

Magic: Spell Books

Each nation has a spell-book. These are the list of specific spells that that nation’s casters has access to. When you learn the technologies that make casting available you automatically gain 1 (or more if you are the first to that tech) spells which YOU (the player) designs (with the moderator acting to balance that spell). Each spell must be related to one mana type (and not to two or more).

Once your nation knows a spell, then all casters of that spell-type can now cast it (if they have the casting capacity). So if you invent a circle 1 summoning spell, call bears- a circle 1 nature summon, then all of your summoning units can cast call bear by spending 1 casting capacity. If you had a unit with 3 casting capacity (a conjurer), then they could cast ‘call bear’ there times in one turn because they have a casting capacity of 3 and the spell costs 1 casting capacity.

New spells can be designed and cost 10 research points (rp) and 5 gold for a first circle spell, 30rp and 15 gold for a 2nd circle spell and 90rp and 45 gold for a 3rd circle spell. You can teach an ally a spell from your spell book (which then becomes available to all of that nation’s casters) but they will need to spend the money to implement it (though not the research points).

All spells are public knowledge once they are used (even if used in an isolated fashion). If you want to keep your spell-book secret then you can’t use the spells you are hiding.

Magic: Public Spells (in order of appearance)
  • Summon Hell’s Ravens
    Type: Summon, Cult of Kanna divine magics
    Mana: Dimensional
    Circle: 1
    Game Effects: Summons 49 ravens from the depths of hell. These ravens can be used as recon units (and get a chance to conduct recon orders). They can also communicate using the voice of the summoners. They can also be used to carry small objects when required. Attacking with them is almost useless
  • Summon To Beacon
    Type: Summon
    Mana: Dimensional
    Circle: 1
    Game Effects: Summons the caster’s unit (and, with a bit of military quality, a few other individuals but never another whole unit) to a specially prepared beacon. The spell may target a beacon up to two provinces distant. This spell can be used in conjunction with normal movement to cover a great distance in one turn.
  • Summon Vrock
    Type: Cult of Kanna divine magics
    Mana: Dimensional
    Circle: 1
    Game Effects: Summons 7 vroks form the depths of hell. These servants of the angel Kanna looks like a cross between a large human and a huge vulture. They have strong, sinewy limbs covered with small gray feathers, a long neck topped with a vulture head, and vast feather wings. They are truly monstrous in combat, stupid and aggressive but truly deadly. Though clumsy fliers they are none-the-less able to take to the air briefly during combat and make use of their hind claws. Vrocks due the relatively clumsiness on land and in the air have a movement of 1. Their strength lies in their combat capacity.
  • Summon the Chained Ones
    Type: Summoning
    Mana: Dimensional
    Circle: 1
    Game Effects: Large bipedal humanoids with little will- suitable for easy domination- they are used for labour, be it construction, lifting or mining- they are the adept's answer to Luchuirp mud golems. The 'Shackled Ones' provide 2 production capacity to the province they are summoned into. Note that the maxium production capacity of a province is still limited by the technologies known so that without open pit mining or masonry the limit is 2 PC and without shaft mining the limits is 4 PC.
 
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Resources and Trade:

Determining Natural Resources:

You will occasionally simply be told that a resource is present in a particular province. The original pre-game update is an excellent example of this occurrence. To determine what resources are present, a player may choose to conduct a ‘resource survey’ which will tell them what resources are present and what capacity that province has for hunting, farming, fishing and mining improvements. A survey of this sort costs 5 gold per province.

New Natural Resources

A province may occasionally develop new natural resources. The White Mist Isle developed a new deer resource over the course of updates 8 and 9. Players have no control over the development of new natural resources.

Resource Generation:

Settling an outpost, march or city in a province with a resource does not provide the resource. One must build the appropriate rural improvement. For example, if the province has a ‘silk worms’ resource, a player building the ‘silk plantation’ would then develop ‘silk’ resource in that province. The same is true of wheat, soybeans, copper, indigo herbs, or any other natural resource.

Resource Distribution:

Once a resource is produced domestically in any single province the entire nation has access to that resource. So if you developed a sandstone mine in one province, every province would then have access to the ‘sandstone’ resource (and because hard rocks provide a building discount for things like combat arenas and make the construction of stone walls possible, any city in the nation would have access to cheaper combat arenas and be able to produce stone walls)

Multiple Resources:

Building more then one resource generation type improvement in a province does not generate more then one ‘copy’ of the resource. If a province has two wheat farms that province still only produces wheat.

If two or more provinces each produce the same resource there is no added effect domestically- the nation still only has access to ‘wheat’, not ‘2x wheat’. However, multiple provinces producing a resource has an added benefit when it comes to trade because now each province can trade away that resource (assuming they have access to a trade route).

Manufactured Resources:

Not all resources are natural. Consider for example the clay and pottery resources. The clay resource occurs naturally and is accessible with the ‘clay quarry’ rural improvement. Doing so provides clay to the entire nation. Any city in that nation can now build a ‘potter’s workshop’, an improvement that requires access to clay to construct. Any city with a ‘potter’s workshop’ in it now produces the ‘pottery’ resource (and each can now export it if they can find a rival nation with no access to pottery yet- see trade section).

All manufactured resources come from city improvements and they usually require access to some natural resource. (Bronze manufacturing requires copper and tin. Linen requires flax. Brick and pottery require clay. Etc)

Trade

Trading requires three things.
  • a trade route
  • a novel resource to trade
  • access to the importer’s market

Trade Routes

A trade route can be provided by an improvement such as a market or a harbour or in some cases by a civic, such as ‘stewardship’. Trade routes are accumulated at the provincial level and are only limited by your access to technologies that allow construction of trade-route generating improvements (harbours, markets, etc) as well as the funds to create them.

Each trade route is also associated with a resource. So if you have the stewardship civic but are not producing any resources in a province, then you don’t get to use that trade route because you have nothing to export from that province. Similarly if you have, lets say, clay and pottery generated in a province (from a clay quarry and potter’s workshop respectively) but only have one trade route (from a market for example), you could only export either the clay or the pottery.

A Novel Resource

When a nation imports a resource, it becomes available to the entire nation; every province of that nation now has access to that resource (just as if it had been developed domestically). If you trade away a source of horses, don’t be surprised that the importing nation begins to produce cavalry. If you export flax to a nation, don’t be surprised if in a few turns they offer you finished linens in return (because they used the flax to build a linen textile mill).

A nation which already has resource X (either because it is already producing it domestically or because it is already importing it from some other nation) is not eligible to import a second ‘copy’ of that resource. (example: If the Bannor are already trading the Ir-O-Kee copper, then the Ir-O-Kee have no need for Hippus copper.) This means that if you have 3 provinces each with a potter’s workshop (each producing the pottery resource), you would need to export your pottery to three different nations (who don’t produce pottery themselves)

Access to the Importer’s Market

You need roads to export your goods to foreign civilization.

If you don’t have roads connecting your civilizations you can use rivers, sea and ocean shore-lanes, open seas or even open oceans depending on the level of naval technology the exporting nation has achieved.

These can be disrupted by bandits and pirates or rival nations.

Importing Goods

Receiving a trade route is a simple thing. You simply have to include in your orders that you are allowing the exporting nation to sell the resource to your people. That trade can be taxed and you will soon begin to collect income from it.

Your nation (and not a particular province) is the importing entity. Your entire nations receives the good being imported. You can use that resource as if you had produced it yourself in a province of your own. With clay imports you can produce bricks or pottery, etc.

If you lose the imported good then all city improvements that are dependent upon that resource can no longer function and cannot generate any resources, wealth or other benefit of their own. If you are importing clay, have no local source of clay and have a potter’s workshop in one of your cities, the loss of clay imports would prevent your potter’s workshop from producing pottery or the associated gold.

The Value of Trade Goods

The value of trade goods is dependent upon the transport infrastructure of the nation. If you have dirt roads connecting all your cities then you will receive either 2 or 3 gold for the trade good’s export or import. If you have reinforced highways you will receive much more. Better ‘caravan’-type technologies will unlock better roads.

An economy is either open (willing to allow foreign merchants unlimited access to their markets) or closed (foreign merchants deal only with domestic merchants in controlled situations). An open economy allows for greater trade but makes enemy spying much easier. A closed economy is the opposite (spying is more difficult, trade produces less gold).

With dirt roads an open economy produces 3 gold per trade resource being imported or exported.
With dirt roads a closed economy produces 2 gold per trade resource being imported or exported.

In all cases the first turn of establishing a trade route results in on gain. Although trade is occuring between the nations, its scale is still relatively small as distribution systems and contacts are put in place. This is primarily a game-balance issue to prevent people moving their trade routes around too much.
 
Orders

Please keep a copy of your orders for each turn in case of a problem.

Your stats are provided to you in 'excel' format. The excel spreadsheet also contains some useful 'equations' that will provide you the cost of a new workforce or improvement or city for you as well as the cost, in food, to grow a city by one population point. Please use these and, when you issue your orders, write how much things cost for me. You do the math, i do the update, okay? If you consistantly don't do the math, i will drop your provinces' administration because your accountants suck. :p

New Rule (ammended January 11th, 2009): Every player gets a pre-turn scouting mission. Up to three days before orders are due, you may order your reconaissance units (scouts, hunters, etc) to perform a 'scouting mission'. You will receive intelligence from that mission on which you may base your other orders.

Chronologically, your orders will be carried out in this order. Please also write yoru orders in this order.
  1. Collect money and food income for the turn.
  2. Buy new units. Remember that units need to be built in a specific province (so state the province it is being built in). Also remember that units need a minimum population and production capacity to be built (but do not get a refund for having a production capacity above the 'cap'). If you don't have the population or the production capacity you simply can't build that unit in that province regardless of your money or technology.
  3. Issue military orders. Thats right; your newly acquired units can be used the turn they are purchased. This lets you get a little bit sneakier and should also provide a sense of paranoia. lets face it, its a little more fun for everyone if we can't trust each other.
  4. Expand a new city or outpost or upgrade a current outpost to a city. You can only do this once per turn. Normally you will want to send some sort of military unit to guard your new outpost or city. An unescorted settler is a very very big risk that could cost you so much money!
  5. Spend food to buy new population if you want to.
  6. Spend money to train new workforces if you want to.
  7. Buy new improvements and buildings, or upgrade existing ones (since you just bought new population, you may have access to new improvements due to your population growth). These are all bought at the same time. So if you buy a open pit mine in a province, the production capacity doesn't increase immediately allowing you to buy other improvements (that would normally not be available to you due to production capacity limitations)
    nor does it make your other improvments cheaper. All improvements are purchased simoultaneously.
  8. List your research priority (either the category, or, if you are beelining, streamlining, the specific technology). This means that you won't be able to build buildings or units that are unlocked by your new techs the turn you receive them (which was an issue for us- see posts 662)
 
Are the Illians allowed? They will be unplayable in EkoNES because they would be so polarising to the game's diplomacy...
 
You may play the Illians but your leadership must be 'mortal'. (same for cassiel and bannor)
 
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