Ethaliri: NPC
Turn2: emerges into the light of history
Turn4: build two boats and another unit (destroyed), bold attack against Etua. EVENT: Economics Up.
Turn5: save 2e. Build another boat and two more soldiers, raid against Rhua, which succeeds despite heavy losses. Suffer coastal raiding by Ongens, but looters of Rhua are able to evade Ongen boats. EVENT: Culture UP.
Available Funds: 4.5e
End of last turn: 2e
Income: 1e tax, 0.5e slaves, 3e raided from Rhua (Rhuhia and Ongen workers)
Losses: 1e loot misappropriated.
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 2 (1 al-Qahira)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Rhuhia: civver_764
Turn2: emerges into the light of history
Turn4: Build a new city in Rhua, gather elite soldiers in new unit of axemen (Rhuance), raid neighbouring tribes. Learn IRON WORKING.
Turn5: Military UP. Build another unit. Raid neighbouring tribes as far as Udan and Calbach. Suffer raids by Ethaliri into Rhua. EVENT: Economics UP. GREAT EVENT: Great King GET!
WARNING: Overcrowding in Rhua, Infrastructure too low.
Available Funds: 2.5e
End of last turn: 0e
Income: 1.5e tax, 0.5e slaves, 0.5e trade, 1e tribute from Rhua tribes, 1e raided from Udan tribes, 0.5e raided from Calbach tribes
Upkeep: 2.5e (5 units)
Civilization Level: 2
Culture: 2 (1 Ongen)
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Special: 'Great King' (Military / Power / Organisation) Current Task: Power
Ongen: orangelex44
Turn0: emerges into the light of history
Turn4: Organisation UP x2! Build another galley. Calengian navy fights back, while Ethaliri raiders attack Etua itself; Ethaliri fleet defeated, but some escape with some loot and slaves; prestige suffers, new rebellion starts up on the islands. EVENT: Culture UP, Civilization UP. Free city as trade settlement expands in Rhua.
Turn5: build two archers to help control Etua, and three more ships. Total of eight ships to crush the Ethaliri fleet, and to defeat the Calengians / Loxequistrans. Ethaliri coasts pillaged, but epic sea battles with the Loxequistrans. Eventual victory and Trade Centre GET. EVENT: Economics UP, Enlightenment UP.
Available Funds: 6.5e
End of last turn: 0e
Income: 3e tax, 4e resource, 3e trade, 1e raided from Ethaliri
Upkeep: 4.5e (8 units, one palace, one newly-captured Loxequistran boat: upkeep deferred for a turn)
Civilization Level: 3
Culture: 3 (1 Novai)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 3
Infrastructure: 3
Economics: 3
Engineering: 3
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING
Yaneid: NPC
Turn3: emerges into the light of history.
Turn4: Infrastructure UP. Learn WRITING. EVENT: Enlightenment UP.
Turn5: buy fur trappers in Yodan.
Available Funds: 2e
End of last turn: -0.5e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)
Civilization Level: 2
Culture: 2 (1 Ongen)
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL
Loxequistra League: spryllino
Turn0: emerges into the light of history, known as the Calengians
Turn4: Infrastructure UP, build a city on Cria. EVENT: population growth as Nomads in Cria. New hardy northern cattle resource in Gleis. DISASTER: massive volcanic eruption strikes Cria! Port destroyed. GREAT EVENT: Great King GET! Power UP!
Turn5: build three warships, a unit of woodsmen and a unit of hoplites. Build a port in Cria. Great King Equistrique unites Calengians and Varai League! Now known as Loxequistra League. Naval war with Ongens ends in defeat, but successful invasion of Odda with allies. EVENT: Military UP.
WARNING: Organisation low, corruption growing!
WARNING: Infrastructure low, overcrowding in various places.
Available Funds: 6e
End of last turn: -2e
Income: 4.5e tax, 8e resource, 1e trade, 1e inherited from Varai League
Losses: 2e corruption, 0.5e debt effects
Upkeep: 4e (8 units, 1 special)
Civilization Level: 2
Culture: 2 (1 Novai)
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING
Special: 'Equistriqan Dynasty?' (Power / Military / Organisation) Current Task: Power
Idovai: NPC
Turn2: emerges into the light of history.
Turn4: 0.5e tribute to Novai. DISASTER: massive volcanic eruption strikes Cria! Temple destroyed.
Turn5: save money. Priestesses transfer to Etua.
Available Funds: 2e
End of last turn: 1e
Income: 1e religion
Upkeep: 0e
Civilization Level: 2
Culture: 3 (1 Novai)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 3
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: WRITING, THE WHEEL, BRONZE WORKING
Special: 'High Priestess' (Culture / Economics) Current Task: Culture
Novai: Dreadnought
Turn0: emerges into the light of history. Invent WRITING.
Turn4: Economics UP, Bank 1.5e. EVENT: Enlightenment UP. DISASTER: massive volcanic eruption strikes Cria!
Turn5: Build a fortress in Cria. Save 0.5e. EVENT: Civilization UP.
Available Funds: 2.5e
End of last turn: 0.5e
Income: 1e tax, 2e resource, 0.5e trade
Upkeep: 1.5e (3 units)
Civilization Level: 3
Culture: 3 (1 Calengian)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 3
Engineering: 3
Inventions: WRITING, THE WHEEL, BRONZE WORKING, IRON WORKING
al-Qahira: Kraznaya
Turn0: emerges into the light of history, known as Iksander Antar'ah. Invent THE WHEEL.
Turn4: Build a fort and a chariot-knight in Qan'ma. REFORM: merge with the Salkadji faction and reform as 'al-Qahira' (Confederacy of). EFFECTS: Organisation DOWN, Economics DOWN, Military UP. OUTRAGE: Gattra pillage temple in Chari.
Turn5: Organisation UP, four assorted units, 1e on defensive preparations. Chari conquered and epic battles in Qan'ma and Geskh. Learn HORSEBACK RIDING. EVENT: Economics UP, Power UP. Population growth in Qan'ma.
WARNING: slight overcrowding in Chari, Infrastructure too low.
Available Funds: 9.5e
End of last turn: -0.5e
Income: 4e tax, 4e resource, 1.5e religion, 2e from Gattra city destroyed in Chari, 2e from recovered weapons
Losses: 0.5e corruption (stable)
Upkeep: 3e (6 units)
Civilization Level: 2
Culture: 3 (1 Novai)
Enlightenment: 2
Power: 2
Military: 4
Organisation: 2
Infrastructure: 3
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
Gattra: Shadowbound
Turn3: emerges into the light of history.
Turn4: build a new city in Chari, build a new unit there. Inherit most of the realms of Rattram. EVENT: Military UP, Culture UP. New iron resource in Geskh.
Turn5: build a fort in Chari, one unit there and two in Geskh. Invasion of Qan'ma fails after epic battles. Chari eventually lost to al-Qahira. Geskh defended against invasions. Culture DOWN. EVENT: Engineering UP. Learn WRITING.
Available Funds: 3e
End of last turn: -0.5e
Income: 1e tax, 2e resource, 1e pillaged from Qan'ma, 1e recovered weapons
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 2
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: THE WHEEL, BRONZE WORKING, IRON WORKING, WRITING
Nashawi: NPC
Turn1: emerges into the light of history.
Turn4: build a fortress. GREAT EVENT: Wonder GET! Culture UP, Enlightenment UP.
Turn5: more stone mining. Learn HORSEBACK RIDING. EVENT: Engineering UP.
Available Funds: 3.5e
End of last turn: 0.5e
Income: 1e tax, 2e resource, 0.5e visitors, 0.5e trade
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 3 (1 Hurian)
Enlightenment: 3
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING, HORSEBACK RIDING
Naraman: NPC
Turn0: emerges into the light of history, known as the Nomesters. Invent BRONZE WORKING.
Turn4: 1.5e on supplies for a military campaign. Great King leads great campaign through Siach into Makar and is consumed in the process. Learn IRON WORKING.
Turn5: Military UP. Train two new units in Siach, attack Haelani in Makar with all units. City in Faradi disbanded for Nomads who attempt to travel all the way to Makar, but disperse en route. Still, Haelani decisively beaten and swiftly conquered. Merge with Haelani remnants to become Naraman. EFFECT: Economics UP, Infrastructure UP, Power DOWN, Civilization UP.
WARNING: Power low, army rebellions possible.
WARNING: Infrastructure low, overcrowding in Makar
WARNING: Organisation low, corruption growing fast!
Available Funds: 5e
End of last turn: 0.5e
Income: 1e tax, 6e resource, 1e recovered weapons, 1e trade, 0.5e inherited from Haelani
Losses: 2e corruption
Upkeep: 3e (6 units)
Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 1
Power: 1
Military: 3
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Hurians: andis-1
Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn4: Infrastructure UP, build a unit of swordsmen. Massive Haelani invasion, two city lost - some slaves later manage to escape and return as nomads. EVENT: Military UP. Learn CONCRETE.
Turn5: Train five assorted units! Also a new City in Hurud. Nomads and swordsmen move into Boro. EVENT: Inherit the realms of the Sarakites! Engineering UP. Learn HORSEBACK RIDING. GREAT EVENT: Great City GET!
WARNING: Organisation too low, corruption growing fast!
WARNING: Power might be too low to keep control of an expanding army!
Available Funds: 14e(!)
End of last turn: 0e
Income: 6.5e tax, 8e resource, 2.5e trade, 1e religion, 0.5e visitors, 3e inherited from Sarakites
Losses: 2.5e corruption (growing)
Upkeep: 5e (10 units)
Civilization Level: 2
Culture: 3
Enlightenment: 3
Power: 2
Military: 3
Organisation: 2
Infrastructure: 4
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING, CONCRETE, HORSEBACK RIDING
Vetharil: Lord of Elves
Turn1: emerges into the light of history. Learn BRONZE WORKING. Repel Makdul raiders from Makar.
Turn4: Build a pikeman unit, save money. One pikemen goes AWOL and fights on the side of the Hurians against the Haelani.
Turn5: Build a port, train another pikeman (later killed), and reorganise elites as new swordsmen unit. New units attack Odda with allies. Learn HORSEBACK RIDING. EVENT: Military UP.
WARNING: Infrastructure low, overcrowding in Mriz.
Available Funds: 2.5e
End of last turn: 0.5e
Income: 1e tax, 2e resource, 0.5e trade, 0.5e recovered weapons
Upkeep: 2e (4 units)
Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING, HORSEBACK RIDING.
Kaerlan: TaylorFlame
Turn1: emerges into the light of history. Learn BRONZE WORKING.
Turn4: Build a port in Mriz, and reorganise elite soldiers as a new unit of swordsmen. Nomads in Jrika settle down. Some soldiers join Torecan raids across the inland sea. EVENT: Military UP.
Turn5: Organisation UP. Build a fleet. Train two new swordsmen, one of which travels with the elites to wage war in Odda, with help of allies. Settle a new City in Odda. Jrika invaded, city there has to be evacuated, nomads free to Mriz. EVENT: Engineering UP. Learn WRITING, HORSEBACK RIDING.
WARNING: Infrastructure low, overcrowding in Mriz.
Available Funds: 5e
End of last turn: 0e
Income: 2.5e tax, 3e resource, 1.5e trade, 0.5e religion
Upkeep: 2.5e (5 units)
Civilization Level: 2
Culture: 2 (1 Loxequistran)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING, HORSEBACK RIDING
Tharnites: NPC
Turn0: emerges into the light of history. Learn WRITING.
Turn4: build *another* temple in Shanan, 0.5e gift to Shahanar.
Turn5: 1e gift to Shahanar. Save 1.5e.
Available Funds: 4e
End of last turn: 1.5e
Income: 1e resource, 0.5e tax, 1.5e religion
Upkeep: 0.5e (1 unit, 1 fanatic)
Civilization Level: 2
Culture: 3 (1 Shahanar)
Enlightenment: 3
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: WRITING, BRONZE WORKING, THE WHEEL, CONCRETE, IRON WORKING
Shahanar: Thlayli
Turn0: emerges into the light of history. Invent WRITING.
Turn4: Economics UP, build a Palace (Great Hall of Crafts), build a Guard Phalanx unit, build a city in Narudi (Hashal the Well-Fortuned). Repel raids by Gorukanu. Learn HORSEBACK RIDING. EVENT: Power UP, Culture UP, free shepherds in Shahan, Camel resource moves from Naurdi to Shahan.
Turn5: Organisation UP. Spawn Nomads in Hloga, who are evicted and sent to Chard. Build City in Shahan (Malenar the Just), build Trade Galleys and Camel Archers. Haskite chariots evolve into armoured horse riders. Aid in defeat of Gorukanu. EVENT: Organisation UP (again). Civilization UP. Workshop GET!
WARNING: Infrastructure low, overcrowding in Shahan.
Available Funds: 13.5e(!)
End of last turn: 0e
Income: 4e tax, 5e resource, 4.5e trade, 0.5e workshop, 1e looted from Gorukanu in Karu, 1e gift from Tharnites
Losses: 0.5e corruption (decreasing)
Upkeep: 2e (4 units)
Civilization Level: 3
Culture: 3 (1 Tharnite)
Enlightenment: 2
Power: 2
Military: 2
Organisation: 3
Infrastructure: 2
Economics: 3
Engineering: 3
Inventions: WRITING, BRONZE WORKING, THE WHEEL, CONCRETE, IRON WORKING, HORSEBACK RIDING
Amassar: NPC
Turn5: emerges into the light of history, born from remnants of the ancient Haskites, and from Nakkra Ardi rebels.
Available Funds: 2e
End of last turn: N/A
Income: 0.5e tax, 1e resource, 0.5e trade
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 2 (1 Shahanar, 1 Nakkra Ardi)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING, HORSEBACK RIDING
Nakkra Ardi: NPC
Turn2: emerges into the light of history.
Turn4: fortress and nomads in Chard, attempt to conquer diamond mines in Chard. Learn IRON WORKING. EVENT: Infrastructure UP.
Turn5: Economics UP. Make diamond workers in Chard. DISASTER: Narudi assets separate as new faction, Amassar. Power DOWN. EVENT: Enlightenment UP.
Available Funds: 3e
End of last turn: 0e
Income: 0.5e tax, 2e resource, 1e trade
Upkeep: 0.5e (1 unit)
Civilization Level: 1
Culture: 2 (1 Shahanar, 1 Sa'ad Danab)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 1
Infrastructure: 2
Economics: 3
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
En Taithan: lopaz
Turn5: emerges into the light of history from the confusion of En Corthan invasion and mass movement of peoples into Jrika.
Available Funds: 3e
End of last turn: N/A
Income: 1e tax, 2e resource, 0.5e trade, 1e recovered weapons
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 2 (1 Kaerlan, 1 En Corthan)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING
Special: 'Great King' (Power / Military / Organisation) Current Task: Organisation
En Corthan: lopaz
Turn0: emerges into the light of history
Turn4: Build a fort in Zamar and a unit in Enka. Enlightenment UP. Suffer raids by Torecan, lose people enslaved. Learn IRON WORKING. EVENT: Economics UP, population growth, free city in Zamar. GREAT EVENT: Great King GET! Organisation UP!
Turn5: train a unit in Enka, and boats in the White Sea. Build a port in Zamar. Nomads successfully settle and build a City in Enka. Great King convinces half of the Boda tribes to join in revenge raids against the Torecan! Victory in Jrika, but confusion in the aftermath. En Taithan forms, Great King is consumed. EVENT: Military UP. Free cattle Worker. Learn HORSEBACK RIDING.
Available Funds: 5.5e
End of last turn: 0e
Income: 3.5e tax, 3e resource, 0.5e trade, 0.5e religion
Upkeep: 2e (4 units)
Civilization Level: 2
Culture: 2 (1 Nartozieroni)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 3
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
Torecan: NPC
Turn3: emerges into the light of history.
Turn4: Build another ship and a warrior unit, go raiding against Zamar and Lothas. Bribe Jrika swordsmen barbarians with 0.5e to join in. Send 1e to Kaerlan. EVENT: Power UP, Engineering UP, Infrastructure UP.
Turn5: Military UP. Train another swordsman. 1e gift to Kaerlan. Go on more raiding against En Corthan. Raid succesful, but Jrika is invaded by En Corthan and masses of barbarians. Survivors take to the White Sea! EFFECT: Power DOWN, Organisation UP.
Available Funds: 1e
End of last turn: 0e
Income: 1e resource, 1e trade, 1.5e looted from Zamar (En Corthan)
Losses: 0.5e loot misappropriated
Upkeep: 2e (4 units)
Civilization Level: 2
Culture: 2 (1 Kaerlan)
Enlightenment: 2
Power: 1
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Nartozieroni: alex994
Turn0: emerges into the light of history. Learn THE WHEEL.
Turn4: Infrastructure UP. Train a unit of archers and a 'cultural' unit. Great King peacefully converts the barbarians of Lothas, raises Power and Enlightenment by one, and is consumed in the effort. Haskite slaves are released and form a new city. Suffer raids by Torecan boat-people and Gorukanu horse-riders. Culture spreads in Zamar. Learn IRON WORKING, HORSEBACK RIDING
Turn5: train horse archers and armoured horse riders. Wheat workers in Lothas. Build a City in Teph (later captured and enslaved), and move nomads there. War breaks out with Tieros for dominance in Teph, unsuccessful thus far. EVENT: Power DOWN. GREAT EVENT: Great City GET! Culture UP, Civilization UP.
WARNING: Infrastructure low, overcrowding in Lothas.
WARNING: Organisation low, corruption growing!
Available Funds: 11e
End of last turn: 0.5e
Income: 6.5e tax, 4e resource, 1e trade, 1e religion, 1e recovered weapons
Losses: 1.5e corruption
Upkeep: 2.5e (5 units)
Civilization Level: 3
Culture: 3
Enlightenment: 2
Power: 2
Military: 3
Organisation: 2
Infrastructure: 3
Economics: 3
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
Tieros: NPC
Turn1: emerges into the light of history, known as the Tephites.
Turn4: Power UP, Organisation UP, build a unit of horse archers, raid the lands of Ursu. Learn IRON WORKING. GREAT EVENT: Great General GET! Military UP! Engineering UP!
Turn5: Military UP. Train two new horse archers in Teph and Markhan, and new spearmen in Markhan. Nomads in Ursu move to Markhan. Great General Nakazieros leads mass invasion of Gorukanu territories, 0.5e incentive for Navu tribes not to intervene. Simultaneous war with Nartozieroni in Teph.
WARNING: Infrastructure low, overcrowding in Teph.
Available Funds: 6e
End of last turn: 0e
Income: 3.5e tax, 4e resource, 1e slaves, 1e recovered weapons
Losses: 0.5e corruption
Upkeep: 3e (6 units)
Civilization Level: 2
Culture: 2 (1 Sa'ad Danåb)
Enlightenment: 1
Power: 3
Military: 4
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, HORSEBACK RIDING, IRON WORKING
Special: 'Great General Nakazieros' (Military / Organisation) Current Task: Military
Halkska: Disenfrancised
Turn0: emerges into the light of history
Turn4: Culture UP, build a city in Arkhad, nomad migrates to Tarka. Nomad pop growth in Khoda. Learn WRITING, IRON WORKING. EVENT: Military UP. GREAT EVENT: Workshop GET in Arkhad! Trade Centre GET in Markhan!
Turn5: Power UP, Organisation UP, build a Monument in Naulka, train Mountain Men in Arkhad. Nomads shuffle up northwest into Naulka. Learn HORSEBACK RIDING. EVENT: Enlightenment UP. Free extra highlander unit in Arkhad.
WARNING: slight overcrowding in various places, Infrastructure low.
Available Funds: 10e
End of last turn: 0.5e
Income: 4e tax, 4e resource, 1e religion, 1.5e trade, 0.5e workshop
Upkeep: 1.5e (3 units, 1 free unit upkeep deferred for a turn)
Civilization Level: 2
Culture: 3 (1 Tieros)
Enlightenment: 3
Power: 2
Military: 2
Organisation: 3
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
Sa'ad Danåb: BananaLee
Turn0: emerges into the light of history
Turn4: build another 'culture' unit, save rest of moneys. Culture units wander north and south. Nakkra Ardi tries but fails to capture diamond mines in Chard. OMGINVAZION: Gorukanu. Learn HORSEBACK RIDING, IRON WORKING, WRITING. EVENT: Engineering UP.
Turn5: Culture UP. Pleasure units continue to spread pleasure and culture and religion. Nomad pop growth in Karu. EVENT: High Priestess-Consort GET.
WARNING: Overcrowding, Infrastructure too low.
Available Funds: 4e
End of last turn: -0.5e
Income: 1e tax, 2e resource, 1.5e religion, 0.5e trade, 1e morale bonus
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 4 (2 Ka Molo)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, HORSEBACK RIDING, IRON WORKING, WRITING.
Special: High Priestess-Consort of Karu (Culture / Power / Enlightenment) Current Task: Culture
Ka Molo: NPC
Turn2: emerges into the light of history.
Turn4: Economics UP, more horse traders, save 1e. EVENT: Culture UP.
Turn5: Culture UP, Enlightenment UP. Invent WRITING. EVENT: Engineering UP. Learn HORSEBACK RIDING.
WARNING: Infrastructure low, overcrowding in Hloga.
WARNING: Organisation low, corruption growing.
Available Funds: 8e
End of last turn: 0e
Income: 2e tax, 4e resource, 0.5e religion, 2e trade, 1e morale bonus
Losses: 0.5e corruption
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 4 (2 Sa'ad Danåb)
Enlightenment: 4
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 3
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, HORSEBACK RIDING
Special: 'Queenship of Ri' (Culture / Power / Economics) Current Task: Culture
Noidi: Immaculate
Turn1: emerges into the light of history. Learn WRITING
Turn4: Engineering UP! Learn BRONZE WORKING, THE WHEEL. EVENT: free fruit workers in Mlano, free new boat. Trade Centre GET!
Turn5: Military UP, build two new heavy infantry, sail to Barja and build a City there. 0.5e gift to barbarians in Mlano, though this buys their loyalty it does little to convert them, yet. EVENT: free sugar worker in Barja.
WARNING: Infrastructure low, overcrowding.
WARNING: Organisation low, corruption growing.
WARNING: Power and/or Culture and/or Organisation may be to low to keep hold of Barja colony!
Available Funds: 7e
End of last turn: 0e
Income: 4e tax, 5e resource, 2.5e trade
Losses: 1e corruption
Upkeep: 2.5e (5 units)
Civilization Level: 2
Culture: 2 (1 Hurian, 1 Ka Molo)
Enlightenment: 2
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: WRITING, IRON WORKING, BRONZE WORKING, THE WHEEL
Nandin: NPC
Turn3: emerges into the light of history
Turn4: Economics UP. EVENT: Engineering UP.
Turn5: Spawn Nomads and another spearmen, send both into Taudi, being respectful of natives there. EVENT: Organisation UP.
Available Funds: 3e
End of last turn: 0e
Income: 1.5e tax, 2e resource, 1e trade
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 2 (1 Noidi)
Enlightenment: 2
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: IRON WORKING, THE WHEEL
Manaltu: NPC
Turn5: emerges into the light of history
Available Funds: 3e
End of last turn: N/Ae
Income: 2e resource, 1.5e trade
Upkeep: 0.5e (1 unit, 1 special)
Civilization Level: 2
Culture: 2 (1 Noidi, 1 Jalatu Taej)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: IRON WORKING, THE WHEEL, WRITING
Special: Blessed Ships (Trade / Culture / Diplomacy) Current Task: Trade
Heutu: NPC
Turn5: emerges into the light of history from the abandoned remnants of the Nomesters in Faradi.
Available Funds: 2e
End of last turn: N/A
Income: 1e tax, 2e resource
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 2 (1 Naraman)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 1
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING