SKILORD
Insurgent
Next Orders Due by May 18th
Absolution 4: Tabula Rasa is a fresh start, story driven game. Do not be intimidated that we are a few turns in, there are NPC's with PC equivalent stats and any New Faction will be brought in on a level playing field.
This is a list of Updates:
Update 1: The Dawn of Man
Update 2: Legends of the Pre-Ancient World
Update 3: The Bounty of Exploration
Update 4: The Balance
Update 5: But Who's Buying?
Update 6: Race for the Future
Update 7: What Makest Thou?
Update 8: Shiny Stones of the Future
Update 9: If You Want to Build Cities...
Update 10: A Friend in Need
Update 11: Spread your Wings
Update 12: Gravity's Pull
Update 13: The End of an Era
On the Subject of Starting Zones: It was a fun and workable idea for the first ten turns, but I no longer am concerned about it. Where would you like to start?
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FIRST AND MOST IMPORTANT: Regardless of any trait or building bonus the cost of no unit, technology or building may be less than 1.
You can pick 1 Trait for your faction, and you can change that trait whenever you want throughout the game, but on the following turn you will have no trait as the transition is made. The trait you start with may affect your starting statistics, but after your first turn traits will not affect statistics past their explicit advantage.
You will lose 4 Social cohesion when you change the Trait of your faction. 1 will return when you have a new Trait, and another will return the turn after that.
Trait List:
Militaristic: Militaristic Factions may assign tactics
Commercial: Commercial Factions gain 1 extra economy while exporting a trade good.
Scientific: Scientific Factions receive +50% production from buildings or projects that provide Research per turn.
Industrious: Industrious Factions pay 3 less for construction of buildings.
Religious: Religious Factions may acquire 4 vassals without Reputation restrictions. Religious Vassals do not count towards Vassal cap.
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Stories will be divided up into multiple camps again, such as:
Scientific Stories: Will provide either 1 or 2 points towards a specific research project. 1 per technology per turn.
Cultural Stories: Will add 1-4 points to your Reputation, and increase your esteem in the eyes of the NPCs and local peoples.
Militaristic Stories: Will allow 1 unit to use a tactic. 1 per unit per turn.
Commercial Stories: Will be worth either 1 Economy or can be used to generate a Trade Good for export. 1 per turn, Added Economy goes to your savings and is not spendable on the turn you write the story.
Construction Stories: Can add 1 to a Building Project. 1 per turn.
Any extra stories in a category that only provides for 1 per turn will be counted as cultural.
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Economy: It will cost 3 Economy to upgrade your Economy one level. When you advance an age your economy will be halved and the upgrade cost will be re-evaluated. This isn't because I am mean or want you to have less money. This is so that I can control the relative size of economies.
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Tactics (Only Specified Units may have more than 1 Tactic per turn): Assign a tactic to a unit if you have written a Militaristic story or are a Militaristic Faction and watch the sparks fly.
Retreat: If it gets a bad roll, this unit will retreat.
Bombard: This unit only attacks half as hard, but is not risked in attack.
Ambush: Adds 2 Attack Power.
Fortification: Unit cannot attack or move, adds 4 Attack Power.
Wariness: Negates an enemy's ambush.
Charge: Negates an enemy's retreat, can Negate Bombard in some situations
Burning: Target a Building for attack
Agent Tactics
Agent Tactics may only be assigned to Agents.
Light Fingers: +1 to Steal Technology
Eyes on the Ground: If an attempt to cause a Social Cohesion problem succeeds you are put in contact with a dissident leader.
Intercept: If an enemy Agent attempts a mission near where this Agent is stationed that mission is 50% less likely to succeed.
Arson (Requires Engineering): +1 to Sabotage Building
Check Papers (Requires Paper Ledgers): +1 to Expose Traitor
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You will be able to commission research projects for the age. There will be a limited number of technologies listed, when the terminal technology is researched by someone they progress to the next age.
There will be a couple of bonus listed technologies every age that will be less expensive for certain types of nations.
But there could always be technologies that aren't listed that may be required for certain projects. Say you wanted to train horsemen you would have to research Domestication, or wanted to build The Pyramids, maybe you would have to research Stonemasonry. These would not be listed, but would be added after a player discovered the need for it (or requested to begin researching some technology of their own devising). Nonessential techs will be significantly less expensive than the essential techs.
Some techs you don't see here are not non-essential, but rather just in a future era.
Tech List
Bronze Age Technologies
Ballistics (Cost -3 for Militaristic Factions) (Required for Catapult) (Required for Forge): 5
Guilds (Requires Writing), +2 Social Cohesion, Allows Agents to Divert Trade Goods (Required for Freelancer): 3
Masonic Code (Requires Guilds) (Required for Temple of United Purpose) (Required for Walls) (Required for Quarry): 4
Writing (Required for Library) (Required for Courthouse): 6
Sailing (Required for Galley): 7 EP.
Iron Working (Requires Sailing, Requires Writing) (Required for Swordsman) (Terminal Tech): 7
Iron Age Technologies
Engineering (Cost -5 for Industrious Factions) (Required for Arena) (Required for Tower) (Required for "A Safe Place to Talk") (Required for Arson): 20 EP
Paper Ledgers (Cost -2 for Commercial Factions) (Required for Tax Office) (Required for Expose Traitor) (Required for Check Papers): 20 EP
Chivalry (Requires Engineering) (Requires Paper Ledgers) (Required for Knight) (Required for Sabotage Vassal State): 30 EP
Reinforced Armor(Requires Chivalry) (Required for Pikeman) (Terminal Tech): 30 EP
Hammered Steel (Requires Chivalry): -2 to Knight Cost: 15 EP
Carrier Pigeons (Requires Iron Working): +1 Tactic per Turn: 20 EP
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You can purchase generic military units or devise your own unique units. Some might require technology. I use Random.org. Your units will roll a number, any tactics will be added after the roll. How big the number is depends on how big a number they can roll. Some fast units can auto-retreat if they get a bad roll, this does not count as their tactic. These units are listed Name: Maximum possible roll.
Agent (Requires Subterfuge: NonCombat)
Warrior: 3
Chariot (Requires Wheel: Auto-Retreat): 5
Spearmen (Requires Bronze Working): 6
Horsemen (Requires Bronze Working, Requires Domestication): 7, Autoretreat
Swordsmen (Requires Iron Working): 8
Freelancer (Requires Guilds): 3 (+1 to units stacked with Freelancer) (Limit: 3)
Catapult (Requires Ballistics): 10 (Can Only Bombard) (Defenseless)
Galley (Requires Sailing): 4 (Naval Unit)(Carry Capacity: 2)
Longship (Requires Cartography): 6 (Naval Unit) (Carry Capacity: 3)
Knight (Requires Chivalry: Can use 2 Tactics): 12
Pikeman (Requires Reinforced Armor): 14
Unit Costs: How much will it cost you up front. Upkeep is charged 1 Economy per 10 units.
Warrior Cost: 1
Chariot Cost: 2
Spearman Cost: 2
Horsemen Cost: 3
Swordsmen Cost: 3
Catapult Cost: 4
Freelancer Cost: 3
Galley Cost: 4
Longship Cost: 6
Agent Cost: 6
Knight Cost: 12
Pikeman Cost: 6
When you enter a new age all of your weakest units from the previous age are automatically upgraded to the weakest units of the new age.
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Buildings are mostly open to you. Please feel free to PM me your own building ideas for either unique wonders or simple revolutions in architecture and society. Generic buildings will be provided for each era, along with a single generic wonder. The Generic Wonder can be built in more than one place, but after the final turn of construction no others can be built and the investment of rival builders is converted or returned. (meaning, if you tie, both factions keep the wonder)
Generic Stone Age Buildings:
Barracks: Allows you to assign 1 Tactic to 1 Troop, Cost: 5 Economy
Farm (Requires Agriculture): +1 Social Cohesion, Cost: 3 Economy
Roads (Requires Wheel): Allows troops to travel further, permits trade, Cost: 2 Economy
Generic Stone Age Wonder:
Stonehenge: Reduces Cost of Upgrading Economy by 1, Built By Zulappi
Generic Bronze Age Buildings:
Library: (Requires Writing) +1 Research per Turn, Cost: 5 Economy
Forge (Requires Ballistics): -1 Land Unit Costs, Cost: 3 Economy (Every 2 Forges Will cost 1 Upkeep per turn)
Walls (Requires Masonic Code): +1 Attack Power to any unit defending walls, Cost: 4 Economy
Courthouse: (Requires Writing) +2 Social Cohesion, Cost: 3 Economy
Parlor: (Requires Acupuncture) +1 Social Cohesion, +3 Reputation, Cost: 3 Economy
Quarry: (Requires Masonic Code) +1 Wonder Construction per turn in city where Quarry is constructed. No city may have more than 1 Quarry, Cost: 7 Economy
Generic Bronze Age Wonder:
Great Lighthouse: 10 EP (Requires Sailing) (Requires Saltwater Access) -1 Unit Cost for Naval Units, +2 Tactics Per Turn for Naval Units, Built by Satura
Bronze Age Mini-Wonder: (1 per nation)
Temple of United Purpose (Insert Your Name Here): 6 EP, 2 Trait Changes Free of Social Cohesion Penalties, 1 Per Faction, Requires Masonic Code
Generic Iron Age Buildings:
Arena (Requires Engineering): +3 Social Cohesion. 5 Arenas Reduce your Corruption Thresholds by 4. 6 EP.
Tower (Requires Engineering): +1 Tactic to Units Stationed in a Tower, +3 Attack Power to Units Stationed in a Tower. 8 EP.
Tax Office (Requires Paper Ledgers): Allows Revenues to be collected from Caravans/Wanderer Merchants, allows 50% revenue from exports. Allows Taxation (Direct Revenue Shift) from Vassal States (when built in said Vassal State). 6 EP.
Generic Iron Age Wonder:
"A Safe Place to Talk" (Requires Engineering): Agents in Foreign Territories are twice as likely to succeed on missions. Agents in Foreign Vassal States are 50% less likely to be detected. 25 EP.
Iron Age Mini-Wonder (1 per nation):
The Training Grounds (Requires Iron Working): Each Agent Stationed in the Training Grounds has a 10% chance to expose enemy agents in your territory. 10 EP.
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How strong is your Social Cohesion? Various factors will influence this, such as population size and Reputation. It will be listed as a number between 1 and 18. A 1 means that you have no social cohesion, your citizens all seek their own benefit and work independently towards ends that do not help your state. You will get 3 Corruption subtracted from your economy for having cohesion lower than 10 and 2 subtracted for a cohesion lower than 13 and 1 corruption for Social Cohesion lower than 16. It will be represented in story form in a variety of ways (organized crime, separatist communes, overpowered unions or executives, immigration problems, whatever) and you can deal with this in story form exclusively if you want.
But the question you have to ask is, what makes a good, cohesive society, what does the population want?
The population wants reliable distribution of goods and services, along with a clear direction for the future. If you provide these things they do not care how you provide them or where you are going, but they want to eat and provide for their families and they want it to "mean something."
When I know you are bringing your society in a direction and have captured the imaginations of your populace I will advise your citizens of this and they will respond accordingly, this could be done in orders, in stories, in diplomacy. Everything you do will help or hurt social cohesion.
You will lose 4 Social cohesion when you change the Trait of your faction. 1 will return when you have a new Trait, and another will return the turn after that.
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Caravaners and Trading
Trade is handled in two ways in this game. On the one hand a nation can produce trade goods that it exchanges with other nations, these sort of transactions are handled between players (or, in some cases, a player and an NPC) through a case by case negotiation. Building roads give these traders a clear and relatively secure path, and when these sorts of traders lose the Trade Goods they've been sent to exchange it's directly on you and may endanger your profits.
You can create Trade Goods in a Commercial Story or stumble across them by chance. They are all considered "Luxury Goods" and there are no "Strategic Resources" here for our purposes.
When two factions make a trade, just like in Pieces, the receiving faction receives an Economic benefit from the foreign good (1 extra per turn). Commercial factions, however, receive an extra 1 Economy for 2 turns after exporting any trade good.
Trade agreements last 4 turns.
Trade Routes are different. Trade Routes are managed by privately owned Caravaners, they do not require roads or any assistance from your nation in making trades because these are pioneering and enterprising merchants who sell things to make a profit for themselves. You don't get a cut.
But these Caravaners do need things from you, permission to get into your cities, protection while in your borders, stable sources of revenue, all of these things are provided by your nation state. But what do you get in exchange?
It depends on how many nations and what sort of nations are open to these caravans (and, for a short time there will be Eastern and Western Caravans but ultimately they will be merged). They are random bonus machines that work to equalize your accomplishments. Let's say that three commercial nations each supported a group of Caravans that traveled between them. Each turn one of those nations has a chance to get an extra economic point. Which nation gets that chance is chosen randomly, but each nation in the trade route gets a chance before any of them get a second chance.
But let's say instead that there are Caravans that travel only between a pair Industrious and a Scientific nations. The same rules of alternating chances at a bonus apply, but the nature of the bonus is different. This Industrious nation gets a chance at a free point of research, The Scientific nation gets a chance at a free building point.
Bonus amounts do not stack if you have more than 1 nation of a type in your trade routes, although they do increase the likelihood that a specific type of bonus will be received.
Vassal States:
Only Mod created NPC's can be converted into vassal states. The NPC has to agree to it and your Reputation must be >30. In order to sign a Vassal State treaty both factions must possess Writing.
You may not trade with a vassal state. You may export a vassal state's trade goods. If you chose to dictate how their economy is spent you may, but you don't have to. You may write stories for Vassal States.
You may only have 2 Vassal States. A second Vassal State requires a Reputation higher than 50. If your Social Cohesion drops below 12 you will lose control of your Vassal States.
After 8 Turns with a Vassal State you have the option to peacefully consolidate them into your Nation.
Agents and Subterfuge
Agents may steal technologies, cause social cohesion problems (in others), solve social cohesion problems (for yourself), or sabotage buildings. These activities depend on random number generation between 1 and 10. These numbers are halved per each Agent assigned.
Steal Technology: Must generate higher than a 8 to steal a chosen faction's chosen technology.
Cause Social Cohesion Problem:Subtract RNG by 7 to determine Social Cohesion damage your agent does to the chosen faction.
Solve Social Cohesion Problem: If generated number is less than 4 then the problem is exacerbated.
Sabotage Building: Must generate higher than a 6 to damage and remove the effect of a building. Higher than a 9 to Damage a Wonder. Damaged Buildings can be repaired.
Divert Trade Good (Requires Guilds): Must generate higher than a 8 to divert a trade good to a chosen faction.
Expose Traitor (Requires Paper Ledgers): Must generate higher than a 6 to expose a Foreign Agent in your Territory.
Sabotage Vassal State (Requires Chivalry): Must generate higher than an 8 to sever ties between a Vassal State and it's Patron.
Assassination (Requires Potent Poisons): Must generate higher than a 7 to kill a targeted unit.
Discovery
Each time you have an Agent in a foreign state for any reason they have a 25% chance to be discovered. This number doubles per Agent in that foreign state.
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Stats:
Name: Satura / Aureas Orangesmith / Terrance888
Capital: Waset
Economy: 3(-4)/11
Trait: Industrious
Reputation: 63
Technologies: [Iron Age] Subterfuge, Cartography, Acupuncture, Engineering, Paper Ledgers (1/20), Astrology (1/20)
Soldiers: 1 Cataphrat (Border Defense), 1 Inquisitor (Waset), 1 Inquisitor (Levant), 1 Inquisitor (Napata), 1 Longship (Lotalogas), 1 Swordsman (Border Patrol), 3 Heavy Catapults (Land of the Sun Battle Lines), 3 Galleys (Between a Rock and a Hard Place)
Buildings: Farm (Waset), Great Lighthouse (Lotalogas), Orangesmith's Archive (Sereg), Roads, Oracle of the Farseer (Waset), Archiver's Mint (Waset), Grand Temple of Zorrkanism (Waset), Forge (Sereg), Forge (Waset)
Trade Goods: Gold (To Land of the Sun 2 Turns Remaining), Seasoned Drunk Hare (To Tatui 3 Turns Remaining), Stone Wares (To Persia 3 Turns Remaining), Potterscraft (To Zulappi 4 Turns Remaining), Jewelry (To Persia 1 Turn Remaining), Akten's Ale (To Land of the Sun 3 Turns Remaining), Hemp (To Punt 2 Turns Remaining), Pitch (To Punt 3 Turns Remaining)
Social Cohesion: 11
Name: The Shang Empire/ Emperor Li XII/ Tycho
Capital: Laozai
Economy: 6.33(-2)/12
Trait: Commercial
Reputation: 28
Technologies: [Iron Age] Rafting, Acupuncture, Astrology (1/20)
Soldiers: 1 Swordsman (Border Patrol), 1 Swordsman (Laozai)
Buildings: Artisan's Plaza (Laozai), Farm (Laozai), Roads (Rivers)
Trade Goods: Precious Gems (To Korea 4 Turns Remaining), Rice (To Korea 3 Turns Remaining), Shang Brandy (To Heavenly Dragon 1 Turn Remaining), Pearls, Wooden Statues
Social Cohesion: 12
Name: Empire of the Heavenly Dragon/ Emperor Chao Longwei/ Blaze Injun
Capital: Junjan
Economy: 8(-4)/14
Trait: Industrious
Reputation: 53
Technologies: [Iron Age] Astrology (1/20), Engineering (4/15), Potent Poisons (1/8)
Soldiers: 2 Swordsmen (Siege Ulaanbaatar) 4 Swordsmen (Junjan), 3 Swordsmen (Patrol), 1 Horseman (Patrol), 2 Swordsmen (Soo), 1 Swordsman (Baejoi) 2 Horsemen (Border Patrol) 2 Swordsmen (Parsgadae), 1 Swordsman (Tapei) 1 Galley (Soo), 1 Galley (Explore) 2 Swordsmen (Bia Xi), 1 Swordsman (Galley), 1 Spearman (Singhai), 1 Spearman (Chaojan), 1 Agent (Undisclosed Location), 1 Chao War Junk (Janji), 1 Galley (Janji), 1 Swordsman (Janji) 1 Spearman (Xi'an), 1 Spearman (Kialong), 1 Spearman (Ningbo), 2 Chao War Junks (Ocean Patrol), 2 Swordsmen (Chao War Junks), 1 Spearman (Janji)
Buildings: Roads, Forge (Bia Xi), Grand Temple of the Heavenly Dragon (Paranaa), Imperial Merchant Inn (Junjan), Imperial Merchant Inn (Bia Xi), Imperial Naval Harbor (Hoona), Courthouse (Soo)
Trade Goods: Dragon Smoked Salmon (To Korea 4 Turns Remaining), Black Tea (To Shang 2 Turns Remaining), Silk (To Korea 2 Turns Remaining), Red Spices (To Persia 4 Turns Remaining), Exotic Lumber (To Kitanato 1 Turn Remaining), Beef on the Hoof (To Shang 2 Turns Remaining), Salt
Social Cohesion: 15
Name: Paranaa / Vassal of the Heavenly Dragon
Capital: Paranaa
Economy: 4/6
Trait: Religious
Reputation: 10
Technologies: [Iron Age] (Heavenly Dragon Technologies) Astrology (2/20)
Soldiers: 1 Swordsman (Paranaa), 1 Horseman (Siege Ulaanbaatar)
Buildings: Great Dragon Temple (Paranaa), Imperial Merchant Inn (Paranaa), Wall (Paranaa), Forge (Paranaa)
Trade Goods: Holy Dragon Pendants (To Korea 4 Turns Remaining), Baskets (To Kush 1 Turn Remaining), Goats (To Paupa 2 Turns Remaining), Honey (To Persia 3 Turns Remaining)
Social Cohesion: 14
Name: The Seasworn Cartel / Anne Teach / FreemanUNCG
Capital: Queen's Port (Sicily)
Economy: 3(-2)/3
Trait: Miliaristic
Reputation: 25
Technologies: [Iron Age] Subterfuge
Soldiers: 1 Swordsman (Queen's Port), 1 Galley(Queen's Port), 1 Galley (Explore), 1 Swordsman (Landlubber's Retreat)
Buildings: Roads, Library (Queen's Port)
Trade Goods: Gold (To Tatui 3 Turns Remaining), Pearls (To Kurdia 3 Turns Remaining), Pirate Stories
Social Cohesion: 12
NPC Stats
Name: Celestial Kingdom of Kitanato / Soru XIV/ NPC
Capital: Kitanato
Economy: 4/6
Trait: Religious
Reputation: 20
Technologies: Bronze Age, Writing, Acupuncture, Sailing
Soldiers: 2 Spearmen (Kitanato), 2 Spearchuckers (Nippora), 2 Spearmen, 1 Galley (Explore)
Buildings: None
Trade Goods: Miniature Statues (To Heavenly Dragon 2 Turns Remaining), Haiku Scrolls (To Heavenly Dragon 3 Turns Remaining), Chex Boards (To Shang 3 Turns Remaining)
Social Cohesion: 14
Name: Magan / Philosopher King Osama/ NPC
Capital: Levant
Economy: 2(-2)/2
Trait: Scientific
Reputation: 20
Technologies: [Iron Age] Engineering
Soldiers: None
Buildings: None
Trade Goods: None
Social Cohesion: 11
Name: Zulappi / The Great Sha-mun / Eltain
Capital: Zull
Economy: 4/9
Trait: Industrious
Reputation: 46
Technologies: [Iron Age] Subterfuge, Domestication, Ballistics, Acupuncture
Soldiers: 1 Spearman (Zull), 2 Spearmen (Stone's Outpost), 1 Horsemen (Expansion)
Buildings: Barracks (Zull), Stonehenge (Zull), Walls of Zull (Zull), Courthouse of Zull (Zull), Library (Zull), Farm (Zull) Library (Zull), Barracks (Dreadsea), Library (Stone's Outpost), Farm (Stone's Outpost), Courthouse (Dreadsea), Roads
Trade Goods: Zulappi Beer (To Cyria 2 Turns Remaining), Wicker (To Iberios 3 Turns Remaining), Ritual Urns (To Kurdia 2 Turns Remaining), Comfy Cushions (To Iberios 1 Turn Remaining), Naked Shoes (To Satura 2 Turns Remaining)
Social Cohesion: 17
Name: Nubia / King Malach / NPC
Capital: Napata
Economy: 2/5
Trait: Militaristic
Reputation: 10
Technologies: [Iron Age] (Satura Technologies)
Soldiers:
Buildings: Forge (Napata), Aureas' Forge (Napata)
Trade Goods: Spices (To Land of the Sun 2 Turns Remaining), Roasted Koughfee (To Punt 2 Turns Remaining), Silver (To Persia 3 Turns Remaining),
Social Cohesion: 11
Name: Kurdia / Consul Seter / NPC
Capital: Leba
Economy: 2/4
Trait: Industrious
Reputation: 10
Technologies: Iron Age, Subterfuge, Ballistics
Soldiers: 2 Swordsmen (Ur), 2 Kurdish Archers (Ur)
Buildings: Tower (Ur), Courthouse (Ur), Farm (Ur)
Trade Good: Fragrances (To Zulappi 2 Turns Remaining), Raw Glass (To Seasworn 3 Turns Remaining) Dyes
Social Cohesion: 16
Name: Kingdom of Korea / King Sim / NPC
Capital: Seoul
Economy: 3(-1)/5
Trait: Militaristic
Reputation: 10
Technologies: Bronze Age, Acupuncture, Writing, Sailing
Soldiers: 2 Spearmen (Seoul), 2 Spearmen (Expansion), 1 Spearman (Manchu)
Buildings: Barracks
Trade Goods: Furs (To Shang 4 Turns Remaining), Rice Wine (To Heavenly Dragon 3 Turn Remaining), Feathered Hats (To Heavenly Dragon 3 Turn Remaining)
Social Cohesion: 13
Name: Cyria / High General Stormwind / NPC
Capital: Syrius
Economy: 2 (-1)/2
Trait: None
Reputation: 10
Technologies: [Iron Age], Subterfuge, Ballistics
Soldiers: 2 Swordsmen (Ur), 2 Swordsmen (Leba), 1 Freelancer (Ur), 1 Cyrian Archer (Ur)
Buildings: Library (Syrius)
Trade Goods: Linens (To Zulappi 3 Turns Remaining)
Social Cohesion: 14
Name: Tatui / Wise Man River / NPC
Capital: Tatui
Economy: 4(-1)/6
Trait: Scientific
Reputation: 10
Technologies: [Iron Age]
Soldiers: 3 Swordsmen (Tatui)
Buildings: Courthouse (Tatui), Courthouse Tatui
Trade Goods: Pickled Grouper (To Satura 3 Turns Remaining), Silver (To Seasworn 2 Turns Remaining), Epic Poems (To Satura 3 Turns Remaining)
Social Cohesion: 15
Name: Iberios / King Floof VI / NPC
Capital: Cartagena
Economy: 2(-1)/3
Trait: Militaristic
Reputation: 20
Technologies: [Iron Age] Subterfuge, Ballistics
Soldiers: 1 Swordsman (Cartagena), 1 Agent (Undisclosed Location), 1 Galley (Leba), 1 Iberion Archer (Afrikus), 1 Swordsman (Seville), 1 Iberion Archer (Ur)
Buildings: None
Trade Goods: Olive Oil (To Zulappi 4 Turns Remaining), Dainty Wooden Statues (To Zulappi 2 Turns Remaining), Furniture
Social Cohesion: 13
Name: The Khanate / Tabo Khan / NPC
Capital: Ulaanbaatar
Economy: 6(-2)/4
Trait: Militaristic
Reputation: 20
Technologies: [Bronze Age] Subterfuge, Domestication, Writing, Guilds,
Soldiers: 1 Horseman (Ulaanbaatar), 2 Spearmen (Ulaanbaatar)
Buildings: None
Trade Goods: None
Social Cohesion: 10
Name: Persia / High Priest Kopeth / NPC
Capital: Pasargadae
Economy: 6/11
Trait: Religious
Reputation: 20
Technologies: [Iron Age] Guilds, Ballistics, Subterfuge
Soldiers: 3 Spearmen (Pasargadae)
Buildings: Roads
Trade Goods: Incense (To Heavenly Dragon 3 Turns Remaining), Sacramental Whips (To Satura 3 Turns Remaining), Baskets (To Satura 3 Turns Remaining)
Social Cohesion: 16
Name: Punt / King Kong IV / NPC
Capital: Punt
Economy: 8(-1)/13
Trait: Commercial
Reputation: 20
Technologies: [Iron Age], Subterfuge, Ballistics, Guilds, Acupuncture, Paper Ledgers (2/20)
Soldiers: 1 Swordsman (Punt),
Buildings: Library
Trade Goods: Wine (To Nubia 1Turn Remaining), Spices (To Heavenly Dragon 2 Turns Remaining), Playing Cards (To Satura 3 Turns Remaining)
Social Cohesion: 13
Name: Kush / Consul Shaggy / NPC
Capital: Indus
Economy: 4(-1)/4
Trait: Industrious
Reputation: 20
Technologies: [Bronze Age], Writing, Guilds, Sailing, Acupuncture
Soldiers: 3 Spearmen (Indus), 1 Freelancer (Indus)
Buildings: Barracks (Indus), Roads, Library (Indus)
Trade Goods: Herbal Extracts (To Heavenly Dragon 1 Turn Remaining), Fragrances (To Heavenly Dragon 3 Turns Remaining), Sitars (To Heavenly Dragon 3 Turns Remaining)
Social Cohesion: 13
Name: Paupa / The Council / NPC
Capital: Prinz
Economy: 5(-1)/5
Trait: Scientific
Reputation: 10
Technologies: [Bronze Age], Writing, Sailing
Soldiers: 2 Spearmen (Prinz)
Buildings: Barracks (Prinz)
Trade Goods: Aloe (To Heavenly Dragon 2 Turns Remaining), Cinnamon (To Heavenly Dragon 3 Turns Remaining)
Social Cohesion: 13
Name: Wovvolk / Chief Pat / NPC
Capital: Lo-Rus
Economy: 5/5
Trait: Militaristic
Reputation: 10
Technologies: Iron Age
Soldiers: 2 Swordsmen (Lo-Rus), 1 Agent (Undisclosed Location)
Buildings: None
Trade Goods: Furs
Social Cohesion: 16
Name: Zora / The Zorr / NPC
Capital: Zora
Economy: 6/6
Trait: Religious
Reputation: 10
Technologies: Iron Age
Soldiers: 1 Swordsman (Zora)
Buildings: 1 Barracks (Zora)
Trade Goods: Fine Saddles
Social Cohesion: 16
Absolution 4: Tabula Rasa is a fresh start, story driven game. Do not be intimidated that we are a few turns in, there are NPC's with PC equivalent stats and any New Faction will be brought in on a level playing field.
This is a list of Updates:
Update 1: The Dawn of Man
Update 2: Legends of the Pre-Ancient World
Update 3: The Bounty of Exploration
Update 4: The Balance
Update 5: But Who's Buying?
Update 6: Race for the Future
Update 7: What Makest Thou?
Update 8: Shiny Stones of the Future
Update 9: If You Want to Build Cities...
Update 10: A Friend in Need
Update 11: Spread your Wings
Update 12: Gravity's Pull
Update 13: The End of an Era
On the Subject of Starting Zones: It was a fun and workable idea for the first ten turns, but I no longer am concerned about it. Where would you like to start?
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FIRST AND MOST IMPORTANT: Regardless of any trait or building bonus the cost of no unit, technology or building may be less than 1.
You can pick 1 Trait for your faction, and you can change that trait whenever you want throughout the game, but on the following turn you will have no trait as the transition is made. The trait you start with may affect your starting statistics, but after your first turn traits will not affect statistics past their explicit advantage.
You will lose 4 Social cohesion when you change the Trait of your faction. 1 will return when you have a new Trait, and another will return the turn after that.
Trait List:
Militaristic: Militaristic Factions may assign tactics
Commercial: Commercial Factions gain 1 extra economy while exporting a trade good.
Scientific: Scientific Factions receive +50% production from buildings or projects that provide Research per turn.
Industrious: Industrious Factions pay 3 less for construction of buildings.
Religious: Religious Factions may acquire 4 vassals without Reputation restrictions. Religious Vassals do not count towards Vassal cap.
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Stories will be divided up into multiple camps again, such as:
Scientific Stories: Will provide either 1 or 2 points towards a specific research project. 1 per technology per turn.
Cultural Stories: Will add 1-4 points to your Reputation, and increase your esteem in the eyes of the NPCs and local peoples.
Militaristic Stories: Will allow 1 unit to use a tactic. 1 per unit per turn.
Commercial Stories: Will be worth either 1 Economy or can be used to generate a Trade Good for export. 1 per turn, Added Economy goes to your savings and is not spendable on the turn you write the story.
Construction Stories: Can add 1 to a Building Project. 1 per turn.
Any extra stories in a category that only provides for 1 per turn will be counted as cultural.
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Economy: It will cost 3 Economy to upgrade your Economy one level. When you advance an age your economy will be halved and the upgrade cost will be re-evaluated. This isn't because I am mean or want you to have less money. This is so that I can control the relative size of economies.
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Tactics (Only Specified Units may have more than 1 Tactic per turn): Assign a tactic to a unit if you have written a Militaristic story or are a Militaristic Faction and watch the sparks fly.
Retreat: If it gets a bad roll, this unit will retreat.
Bombard: This unit only attacks half as hard, but is not risked in attack.
Ambush: Adds 2 Attack Power.
Fortification: Unit cannot attack or move, adds 4 Attack Power.
Wariness: Negates an enemy's ambush.
Charge: Negates an enemy's retreat, can Negate Bombard in some situations
Burning: Target a Building for attack
Agent Tactics
Agent Tactics may only be assigned to Agents.
Light Fingers: +1 to Steal Technology
Eyes on the Ground: If an attempt to cause a Social Cohesion problem succeeds you are put in contact with a dissident leader.
Intercept: If an enemy Agent attempts a mission near where this Agent is stationed that mission is 50% less likely to succeed.
Arson (Requires Engineering): +1 to Sabotage Building
Check Papers (Requires Paper Ledgers): +1 to Expose Traitor
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You will be able to commission research projects for the age. There will be a limited number of technologies listed, when the terminal technology is researched by someone they progress to the next age.
There will be a couple of bonus listed technologies every age that will be less expensive for certain types of nations.
But there could always be technologies that aren't listed that may be required for certain projects. Say you wanted to train horsemen you would have to research Domestication, or wanted to build The Pyramids, maybe you would have to research Stonemasonry. These would not be listed, but would be added after a player discovered the need for it (or requested to begin researching some technology of their own devising). Nonessential techs will be significantly less expensive than the essential techs.
Some techs you don't see here are not non-essential, but rather just in a future era.
Tech List
Bronze Age Technologies
Ballistics (Cost -3 for Militaristic Factions) (Required for Catapult) (Required for Forge): 5
Guilds (Requires Writing), +2 Social Cohesion, Allows Agents to Divert Trade Goods (Required for Freelancer): 3
Masonic Code (Requires Guilds) (Required for Temple of United Purpose) (Required for Walls) (Required for Quarry): 4
Writing (Required for Library) (Required for Courthouse): 6
Sailing (Required for Galley): 7 EP.
Iron Working (Requires Sailing, Requires Writing) (Required for Swordsman) (Terminal Tech): 7
Iron Age Technologies
Engineering (Cost -5 for Industrious Factions) (Required for Arena) (Required for Tower) (Required for "A Safe Place to Talk") (Required for Arson): 20 EP
Paper Ledgers (Cost -2 for Commercial Factions) (Required for Tax Office) (Required for Expose Traitor) (Required for Check Papers): 20 EP
Chivalry (Requires Engineering) (Requires Paper Ledgers) (Required for Knight) (Required for Sabotage Vassal State): 30 EP
Reinforced Armor(Requires Chivalry) (Required for Pikeman) (Terminal Tech): 30 EP
Hammered Steel (Requires Chivalry): -2 to Knight Cost: 15 EP
Carrier Pigeons (Requires Iron Working): +1 Tactic per Turn: 20 EP
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You can purchase generic military units or devise your own unique units. Some might require technology. I use Random.org. Your units will roll a number, any tactics will be added after the roll. How big the number is depends on how big a number they can roll. Some fast units can auto-retreat if they get a bad roll, this does not count as their tactic. These units are listed Name: Maximum possible roll.
Agent (Requires Subterfuge: NonCombat)
Warrior: 3
Chariot (Requires Wheel: Auto-Retreat): 5
Spearmen (Requires Bronze Working): 6
Horsemen (Requires Bronze Working, Requires Domestication): 7, Autoretreat
Swordsmen (Requires Iron Working): 8
Freelancer (Requires Guilds): 3 (+1 to units stacked with Freelancer) (Limit: 3)
Catapult (Requires Ballistics): 10 (Can Only Bombard) (Defenseless)
Galley (Requires Sailing): 4 (Naval Unit)(Carry Capacity: 2)
Longship (Requires Cartography): 6 (Naval Unit) (Carry Capacity: 3)
Knight (Requires Chivalry: Can use 2 Tactics): 12
Pikeman (Requires Reinforced Armor): 14
Unit Costs: How much will it cost you up front. Upkeep is charged 1 Economy per 10 units.
Spoiler :
Warrior Cost: 1
Chariot Cost: 2
Spearman Cost: 2
Horsemen Cost: 3
Swordsmen Cost: 3
Catapult Cost: 4
Freelancer Cost: 3
Galley Cost: 4
Longship Cost: 6
Agent Cost: 6
Knight Cost: 12
Pikeman Cost: 6
When you enter a new age all of your weakest units from the previous age are automatically upgraded to the weakest units of the new age.
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Buildings are mostly open to you. Please feel free to PM me your own building ideas for either unique wonders or simple revolutions in architecture and society. Generic buildings will be provided for each era, along with a single generic wonder. The Generic Wonder can be built in more than one place, but after the final turn of construction no others can be built and the investment of rival builders is converted or returned. (meaning, if you tie, both factions keep the wonder)
Generic Stone Age Buildings:
Barracks: Allows you to assign 1 Tactic to 1 Troop, Cost: 5 Economy
Farm (Requires Agriculture): +1 Social Cohesion, Cost: 3 Economy
Roads (Requires Wheel): Allows troops to travel further, permits trade, Cost: 2 Economy
Generic Stone Age Wonder:
Stonehenge: Reduces Cost of Upgrading Economy by 1, Built By Zulappi
Generic Bronze Age Buildings:
Library: (Requires Writing) +1 Research per Turn, Cost: 5 Economy
Forge (Requires Ballistics): -1 Land Unit Costs, Cost: 3 Economy (Every 2 Forges Will cost 1 Upkeep per turn)
Walls (Requires Masonic Code): +1 Attack Power to any unit defending walls, Cost: 4 Economy
Courthouse: (Requires Writing) +2 Social Cohesion, Cost: 3 Economy
Parlor: (Requires Acupuncture) +1 Social Cohesion, +3 Reputation, Cost: 3 Economy
Quarry: (Requires Masonic Code) +1 Wonder Construction per turn in city where Quarry is constructed. No city may have more than 1 Quarry, Cost: 7 Economy
Generic Bronze Age Wonder:
Great Lighthouse: 10 EP (Requires Sailing) (Requires Saltwater Access) -1 Unit Cost for Naval Units, +2 Tactics Per Turn for Naval Units, Built by Satura
Bronze Age Mini-Wonder: (1 per nation)
Temple of United Purpose (Insert Your Name Here): 6 EP, 2 Trait Changes Free of Social Cohesion Penalties, 1 Per Faction, Requires Masonic Code
Generic Iron Age Buildings:
Arena (Requires Engineering): +3 Social Cohesion. 5 Arenas Reduce your Corruption Thresholds by 4. 6 EP.
Tower (Requires Engineering): +1 Tactic to Units Stationed in a Tower, +3 Attack Power to Units Stationed in a Tower. 8 EP.
Tax Office (Requires Paper Ledgers): Allows Revenues to be collected from Caravans/Wanderer Merchants, allows 50% revenue from exports. Allows Taxation (Direct Revenue Shift) from Vassal States (when built in said Vassal State). 6 EP.
Generic Iron Age Wonder:
"A Safe Place to Talk" (Requires Engineering): Agents in Foreign Territories are twice as likely to succeed on missions. Agents in Foreign Vassal States are 50% less likely to be detected. 25 EP.
Iron Age Mini-Wonder (1 per nation):
The Training Grounds (Requires Iron Working): Each Agent Stationed in the Training Grounds has a 10% chance to expose enemy agents in your territory. 10 EP.
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How strong is your Social Cohesion? Various factors will influence this, such as population size and Reputation. It will be listed as a number between 1 and 18. A 1 means that you have no social cohesion, your citizens all seek their own benefit and work independently towards ends that do not help your state. You will get 3 Corruption subtracted from your economy for having cohesion lower than 10 and 2 subtracted for a cohesion lower than 13 and 1 corruption for Social Cohesion lower than 16. It will be represented in story form in a variety of ways (organized crime, separatist communes, overpowered unions or executives, immigration problems, whatever) and you can deal with this in story form exclusively if you want.
But the question you have to ask is, what makes a good, cohesive society, what does the population want?
The population wants reliable distribution of goods and services, along with a clear direction for the future. If you provide these things they do not care how you provide them or where you are going, but they want to eat and provide for their families and they want it to "mean something."
When I know you are bringing your society in a direction and have captured the imaginations of your populace I will advise your citizens of this and they will respond accordingly, this could be done in orders, in stories, in diplomacy. Everything you do will help or hurt social cohesion.
You will lose 4 Social cohesion when you change the Trait of your faction. 1 will return when you have a new Trait, and another will return the turn after that.
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Caravaners and Trading
Trade is handled in two ways in this game. On the one hand a nation can produce trade goods that it exchanges with other nations, these sort of transactions are handled between players (or, in some cases, a player and an NPC) through a case by case negotiation. Building roads give these traders a clear and relatively secure path, and when these sorts of traders lose the Trade Goods they've been sent to exchange it's directly on you and may endanger your profits.
You can create Trade Goods in a Commercial Story or stumble across them by chance. They are all considered "Luxury Goods" and there are no "Strategic Resources" here for our purposes.
When two factions make a trade, just like in Pieces, the receiving faction receives an Economic benefit from the foreign good (1 extra per turn). Commercial factions, however, receive an extra 1 Economy for 2 turns after exporting any trade good.
Trade agreements last 4 turns.
Trade Routes are different. Trade Routes are managed by privately owned Caravaners, they do not require roads or any assistance from your nation in making trades because these are pioneering and enterprising merchants who sell things to make a profit for themselves. You don't get a cut.
But these Caravaners do need things from you, permission to get into your cities, protection while in your borders, stable sources of revenue, all of these things are provided by your nation state. But what do you get in exchange?
It depends on how many nations and what sort of nations are open to these caravans (and, for a short time there will be Eastern and Western Caravans but ultimately they will be merged). They are random bonus machines that work to equalize your accomplishments. Let's say that three commercial nations each supported a group of Caravans that traveled between them. Each turn one of those nations has a chance to get an extra economic point. Which nation gets that chance is chosen randomly, but each nation in the trade route gets a chance before any of them get a second chance.
But let's say instead that there are Caravans that travel only between a pair Industrious and a Scientific nations. The same rules of alternating chances at a bonus apply, but the nature of the bonus is different. This Industrious nation gets a chance at a free point of research, The Scientific nation gets a chance at a free building point.
Bonus amounts do not stack if you have more than 1 nation of a type in your trade routes, although they do increase the likelihood that a specific type of bonus will be received.
Vassal States:
Only Mod created NPC's can be converted into vassal states. The NPC has to agree to it and your Reputation must be >30. In order to sign a Vassal State treaty both factions must possess Writing.
You may not trade with a vassal state. You may export a vassal state's trade goods. If you chose to dictate how their economy is spent you may, but you don't have to. You may write stories for Vassal States.
You may only have 2 Vassal States. A second Vassal State requires a Reputation higher than 50. If your Social Cohesion drops below 12 you will lose control of your Vassal States.
After 8 Turns with a Vassal State you have the option to peacefully consolidate them into your Nation.
Agents and Subterfuge
Agents may steal technologies, cause social cohesion problems (in others), solve social cohesion problems (for yourself), or sabotage buildings. These activities depend on random number generation between 1 and 10. These numbers are halved per each Agent assigned.
Steal Technology: Must generate higher than a 8 to steal a chosen faction's chosen technology.
Cause Social Cohesion Problem:Subtract RNG by 7 to determine Social Cohesion damage your agent does to the chosen faction.
Solve Social Cohesion Problem: If generated number is less than 4 then the problem is exacerbated.
Sabotage Building: Must generate higher than a 6 to damage and remove the effect of a building. Higher than a 9 to Damage a Wonder. Damaged Buildings can be repaired.
Divert Trade Good (Requires Guilds): Must generate higher than a 8 to divert a trade good to a chosen faction.
Expose Traitor (Requires Paper Ledgers): Must generate higher than a 6 to expose a Foreign Agent in your Territory.
Sabotage Vassal State (Requires Chivalry): Must generate higher than an 8 to sever ties between a Vassal State and it's Patron.
Assassination (Requires Potent Poisons): Must generate higher than a 7 to kill a targeted unit.
Discovery
Each time you have an Agent in a foreign state for any reason they have a 25% chance to be discovered. This number doubles per Agent in that foreign state.
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Stats:
Name: Satura / Aureas Orangesmith / Terrance888
Capital: Waset
Economy: 3(-4)/11
Trait: Industrious
Reputation: 63
Technologies: [Iron Age] Subterfuge, Cartography, Acupuncture, Engineering, Paper Ledgers (1/20), Astrology (1/20)
Soldiers: 1 Cataphrat (Border Defense), 1 Inquisitor (Waset), 1 Inquisitor (Levant), 1 Inquisitor (Napata), 1 Longship (Lotalogas), 1 Swordsman (Border Patrol), 3 Heavy Catapults (Land of the Sun Battle Lines), 3 Galleys (Between a Rock and a Hard Place)
Buildings: Farm (Waset), Great Lighthouse (Lotalogas), Orangesmith's Archive (Sereg), Roads, Oracle of the Farseer (Waset), Archiver's Mint (Waset), Grand Temple of Zorrkanism (Waset), Forge (Sereg), Forge (Waset)
Trade Goods: Gold (To Land of the Sun 2 Turns Remaining), Seasoned Drunk Hare (To Tatui 3 Turns Remaining), Stone Wares (To Persia 3 Turns Remaining), Potterscraft (To Zulappi 4 Turns Remaining), Jewelry (To Persia 1 Turn Remaining), Akten's Ale (To Land of the Sun 3 Turns Remaining), Hemp (To Punt 2 Turns Remaining), Pitch (To Punt 3 Turns Remaining)
Social Cohesion: 11
Name: The Shang Empire/ Emperor Li XII/ Tycho
Capital: Laozai
Economy: 6.33(-2)/12
Trait: Commercial
Reputation: 28
Technologies: [Iron Age] Rafting, Acupuncture, Astrology (1/20)
Soldiers: 1 Swordsman (Border Patrol), 1 Swordsman (Laozai)
Buildings: Artisan's Plaza (Laozai), Farm (Laozai), Roads (Rivers)
Trade Goods: Precious Gems (To Korea 4 Turns Remaining), Rice (To Korea 3 Turns Remaining), Shang Brandy (To Heavenly Dragon 1 Turn Remaining), Pearls, Wooden Statues
Social Cohesion: 12
Name: Empire of the Heavenly Dragon/ Emperor Chao Longwei/ Blaze Injun
Capital: Junjan
Economy: 8(-4)/14
Trait: Industrious
Reputation: 53
Technologies: [Iron Age] Astrology (1/20), Engineering (4/15), Potent Poisons (1/8)
Soldiers: 2 Swordsmen (Siege Ulaanbaatar) 4 Swordsmen (Junjan), 3 Swordsmen (Patrol), 1 Horseman (Patrol), 2 Swordsmen (Soo), 1 Swordsman (Baejoi) 2 Horsemen (Border Patrol) 2 Swordsmen (Parsgadae), 1 Swordsman (Tapei) 1 Galley (Soo), 1 Galley (Explore) 2 Swordsmen (Bia Xi), 1 Swordsman (Galley), 1 Spearman (Singhai), 1 Spearman (Chaojan), 1 Agent (Undisclosed Location), 1 Chao War Junk (Janji), 1 Galley (Janji), 1 Swordsman (Janji) 1 Spearman (Xi'an), 1 Spearman (Kialong), 1 Spearman (Ningbo), 2 Chao War Junks (Ocean Patrol), 2 Swordsmen (Chao War Junks), 1 Spearman (Janji)
Buildings: Roads, Forge (Bia Xi), Grand Temple of the Heavenly Dragon (Paranaa), Imperial Merchant Inn (Junjan), Imperial Merchant Inn (Bia Xi), Imperial Naval Harbor (Hoona), Courthouse (Soo)
Trade Goods: Dragon Smoked Salmon (To Korea 4 Turns Remaining), Black Tea (To Shang 2 Turns Remaining), Silk (To Korea 2 Turns Remaining), Red Spices (To Persia 4 Turns Remaining), Exotic Lumber (To Kitanato 1 Turn Remaining), Beef on the Hoof (To Shang 2 Turns Remaining), Salt
Social Cohesion: 15
Name: Paranaa / Vassal of the Heavenly Dragon
Capital: Paranaa
Economy: 4/6
Trait: Religious
Reputation: 10
Technologies: [Iron Age] (Heavenly Dragon Technologies) Astrology (2/20)
Soldiers: 1 Swordsman (Paranaa), 1 Horseman (Siege Ulaanbaatar)
Buildings: Great Dragon Temple (Paranaa), Imperial Merchant Inn (Paranaa), Wall (Paranaa), Forge (Paranaa)
Trade Goods: Holy Dragon Pendants (To Korea 4 Turns Remaining), Baskets (To Kush 1 Turn Remaining), Goats (To Paupa 2 Turns Remaining), Honey (To Persia 3 Turns Remaining)
Social Cohesion: 14
Name: The Seasworn Cartel / Anne Teach / FreemanUNCG
Capital: Queen's Port (Sicily)
Economy: 3(-2)/3
Trait: Miliaristic
Reputation: 25
Technologies: [Iron Age] Subterfuge
Soldiers: 1 Swordsman (Queen's Port), 1 Galley(Queen's Port), 1 Galley (Explore), 1 Swordsman (Landlubber's Retreat)
Buildings: Roads, Library (Queen's Port)
Trade Goods: Gold (To Tatui 3 Turns Remaining), Pearls (To Kurdia 3 Turns Remaining), Pirate Stories
Social Cohesion: 12
NPC Stats
Name: Celestial Kingdom of Kitanato / Soru XIV/ NPC
Capital: Kitanato
Economy: 4/6
Trait: Religious
Reputation: 20
Technologies: Bronze Age, Writing, Acupuncture, Sailing
Soldiers: 2 Spearmen (Kitanato), 2 Spearchuckers (Nippora), 2 Spearmen, 1 Galley (Explore)
Buildings: None
Trade Goods: Miniature Statues (To Heavenly Dragon 2 Turns Remaining), Haiku Scrolls (To Heavenly Dragon 3 Turns Remaining), Chex Boards (To Shang 3 Turns Remaining)
Social Cohesion: 14
Name: Magan / Philosopher King Osama/ NPC
Capital: Levant
Economy: 2(-2)/2
Trait: Scientific
Reputation: 20
Technologies: [Iron Age] Engineering
Soldiers: None
Buildings: None
Trade Goods: None
Social Cohesion: 11
Name: Zulappi / The Great Sha-mun / Eltain
Capital: Zull
Economy: 4/9
Trait: Industrious
Reputation: 46
Technologies: [Iron Age] Subterfuge, Domestication, Ballistics, Acupuncture
Soldiers: 1 Spearman (Zull), 2 Spearmen (Stone's Outpost), 1 Horsemen (Expansion)
Buildings: Barracks (Zull), Stonehenge (Zull), Walls of Zull (Zull), Courthouse of Zull (Zull), Library (Zull), Farm (Zull) Library (Zull), Barracks (Dreadsea), Library (Stone's Outpost), Farm (Stone's Outpost), Courthouse (Dreadsea), Roads
Trade Goods: Zulappi Beer (To Cyria 2 Turns Remaining), Wicker (To Iberios 3 Turns Remaining), Ritual Urns (To Kurdia 2 Turns Remaining), Comfy Cushions (To Iberios 1 Turn Remaining), Naked Shoes (To Satura 2 Turns Remaining)
Social Cohesion: 17
Name: Nubia / King Malach / NPC
Capital: Napata
Economy: 2/5
Trait: Militaristic
Reputation: 10
Technologies: [Iron Age] (Satura Technologies)
Soldiers:
Buildings: Forge (Napata), Aureas' Forge (Napata)
Trade Goods: Spices (To Land of the Sun 2 Turns Remaining), Roasted Koughfee (To Punt 2 Turns Remaining), Silver (To Persia 3 Turns Remaining),
Social Cohesion: 11
Name: Kurdia / Consul Seter / NPC
Capital: Leba
Economy: 2/4
Trait: Industrious
Reputation: 10
Technologies: Iron Age, Subterfuge, Ballistics
Soldiers: 2 Swordsmen (Ur), 2 Kurdish Archers (Ur)
Buildings: Tower (Ur), Courthouse (Ur), Farm (Ur)
Trade Good: Fragrances (To Zulappi 2 Turns Remaining), Raw Glass (To Seasworn 3 Turns Remaining) Dyes
Social Cohesion: 16
Name: Kingdom of Korea / King Sim / NPC
Capital: Seoul
Economy: 3(-1)/5
Trait: Militaristic
Reputation: 10
Technologies: Bronze Age, Acupuncture, Writing, Sailing
Soldiers: 2 Spearmen (Seoul), 2 Spearmen (Expansion), 1 Spearman (Manchu)
Buildings: Barracks
Trade Goods: Furs (To Shang 4 Turns Remaining), Rice Wine (To Heavenly Dragon 3 Turn Remaining), Feathered Hats (To Heavenly Dragon 3 Turn Remaining)
Social Cohesion: 13
Name: Cyria / High General Stormwind / NPC
Capital: Syrius
Economy: 2 (-1)/2
Trait: None
Reputation: 10
Technologies: [Iron Age], Subterfuge, Ballistics
Soldiers: 2 Swordsmen (Ur), 2 Swordsmen (Leba), 1 Freelancer (Ur), 1 Cyrian Archer (Ur)
Buildings: Library (Syrius)
Trade Goods: Linens (To Zulappi 3 Turns Remaining)
Social Cohesion: 14
Name: Tatui / Wise Man River / NPC
Capital: Tatui
Economy: 4(-1)/6
Trait: Scientific
Reputation: 10
Technologies: [Iron Age]
Soldiers: 3 Swordsmen (Tatui)
Buildings: Courthouse (Tatui), Courthouse Tatui
Trade Goods: Pickled Grouper (To Satura 3 Turns Remaining), Silver (To Seasworn 2 Turns Remaining), Epic Poems (To Satura 3 Turns Remaining)
Social Cohesion: 15
Name: Iberios / King Floof VI / NPC
Capital: Cartagena
Economy: 2(-1)/3
Trait: Militaristic
Reputation: 20
Technologies: [Iron Age] Subterfuge, Ballistics
Soldiers: 1 Swordsman (Cartagena), 1 Agent (Undisclosed Location), 1 Galley (Leba), 1 Iberion Archer (Afrikus), 1 Swordsman (Seville), 1 Iberion Archer (Ur)
Buildings: None
Trade Goods: Olive Oil (To Zulappi 4 Turns Remaining), Dainty Wooden Statues (To Zulappi 2 Turns Remaining), Furniture
Social Cohesion: 13
Name: The Khanate / Tabo Khan / NPC
Capital: Ulaanbaatar
Economy: 6(-2)/4
Trait: Militaristic
Reputation: 20
Technologies: [Bronze Age] Subterfuge, Domestication, Writing, Guilds,
Soldiers: 1 Horseman (Ulaanbaatar), 2 Spearmen (Ulaanbaatar)
Buildings: None
Trade Goods: None
Social Cohesion: 10
Name: Persia / High Priest Kopeth / NPC
Capital: Pasargadae
Economy: 6/11
Trait: Religious
Reputation: 20
Technologies: [Iron Age] Guilds, Ballistics, Subterfuge
Soldiers: 3 Spearmen (Pasargadae)
Buildings: Roads
Trade Goods: Incense (To Heavenly Dragon 3 Turns Remaining), Sacramental Whips (To Satura 3 Turns Remaining), Baskets (To Satura 3 Turns Remaining)
Social Cohesion: 16
Name: Punt / King Kong IV / NPC
Capital: Punt
Economy: 8(-1)/13
Trait: Commercial
Reputation: 20
Technologies: [Iron Age], Subterfuge, Ballistics, Guilds, Acupuncture, Paper Ledgers (2/20)
Soldiers: 1 Swordsman (Punt),
Buildings: Library
Trade Goods: Wine (To Nubia 1Turn Remaining), Spices (To Heavenly Dragon 2 Turns Remaining), Playing Cards (To Satura 3 Turns Remaining)
Social Cohesion: 13
Name: Kush / Consul Shaggy / NPC
Capital: Indus
Economy: 4(-1)/4
Trait: Industrious
Reputation: 20
Technologies: [Bronze Age], Writing, Guilds, Sailing, Acupuncture
Soldiers: 3 Spearmen (Indus), 1 Freelancer (Indus)
Buildings: Barracks (Indus), Roads, Library (Indus)
Trade Goods: Herbal Extracts (To Heavenly Dragon 1 Turn Remaining), Fragrances (To Heavenly Dragon 3 Turns Remaining), Sitars (To Heavenly Dragon 3 Turns Remaining)
Social Cohesion: 13
Name: Paupa / The Council / NPC
Capital: Prinz
Economy: 5(-1)/5
Trait: Scientific
Reputation: 10
Technologies: [Bronze Age], Writing, Sailing
Soldiers: 2 Spearmen (Prinz)
Buildings: Barracks (Prinz)
Trade Goods: Aloe (To Heavenly Dragon 2 Turns Remaining), Cinnamon (To Heavenly Dragon 3 Turns Remaining)
Social Cohesion: 13
Name: Wovvolk / Chief Pat / NPC
Capital: Lo-Rus
Economy: 5/5
Trait: Militaristic
Reputation: 10
Technologies: Iron Age
Soldiers: 2 Swordsmen (Lo-Rus), 1 Agent (Undisclosed Location)
Buildings: None
Trade Goods: Furs
Social Cohesion: 16
Name: Zora / The Zorr / NPC
Capital: Zora
Economy: 6/6
Trait: Religious
Reputation: 10
Technologies: Iron Age
Soldiers: 1 Swordsman (Zora)
Buildings: 1 Barracks (Zora)
Trade Goods: Fine Saddles
Social Cohesion: 16