Thanks for the orders guys, I've already done a little work on the next update ANNOUNCEMENT: I think I can handle a couple more players at this point, if anyone reading this is interested... Another civ in the Americas, Pacific Rim or Africa would be preferable (you don't have to start on the visible parts of the map, just tell me what kind of startup resources you want).
1.) Use 1 Com point to (predictably) move the Decentralized Civic slider to +1, to try and stabilize the Zorite trade empire. Any more instability could potentionally disrupt main income of Zora (trade), so...they'll try to avoid that. 2.) Use 4 Raw points on gaining control of resources, 2 on the wine near Phalan, and 2 on the incense to the South of Phalan. Hopefully, with the addition of not one, but two new luxuries to be accessed, there'll be more incentive to stay with Zora. 3.) Use 1 Eco point on building a road from Zora, through Katan and Nashwan, to Narza. Attempt to gain further influence with these peoples by assisting them in this specific development, and in general. 4.) Transport the defensive army in Zora, to a point near Phalan, to defense key Zorite interests there, specifically, the new luxury resources.
Cortha (I know I used this name before but thought I'd bring it back):Lopaz
Color: Anything but pink
Culture: Prussian/ Roman tribal like Prussia before teutonic order arrived with the ideas of civic duty from Rome
Traits: Industrious Expansive (Thinking along the actual definitions of the words instead of really what they do in other games)
Start Position: Near some kind of metal
Occupation: Crop farming and mining of nearby metal you decide to put me close to
City Names: Surria, Cortha, Taithan, Viken, Suran, Sura, Vacracia for now may add more later.
Start Template:
Civ name Syce - Vertinari118
Colour: No real preference, maybe a green to be different?
Culture: Germanic, Gallic, Brittonic, maybe other touches as well.
Traits: Militaristic and Religious
Start position: Near the Hayce village by the cattle (Syce being a corruption of Hayce or that's the idea anyway.)
Occupation: Hunting, mining (if possible), farming (animal husbandry) and exquisite honey would be the main ones.
List of city names (optional): Syce, Huce, Ripa (meaning river)
Eltain has convinced me that I must partake of another fresh start, and so I shall. Is there still room?
Golgothri/Lord of Elves
Color: Maybe red or gold or something
Culture: North-Germanic with heavy Mongolian influences
Traits: Militaristic and Industrious
Start Location: Somewhere in Europe, near iron (and horses?) perhaps?
Occupation: Hunting, mining, farming
City Names: Golredra, Haethelnur, Greddas, Widdras, Ketholl, Carlemathul, Adrelumm
Tirza: Nuclear Kid
Culture: Hebrew, Ottoman, with Roman aspects
Traits: Militaristic, Industrious
Com / Raw / Eco: 1 / 3+1 / 1
Military: 1 Spearman, 1 Swordsman, 1 Archer, 1 Chariot
Civics: +2 Control, +1 Centralised
Techs: Bronze Working, Masonry, Currency, Metal Casting, The Wheel
-2 Raw points to claim the wine South East of Nurt
-2 Raw points to claim the Wheat east of Shawa
-1 Command Point to create a new army at Jazer
-1 economy point to support my armies that are on the march
Use my existing army at Jazer to conquer the city of Shawa
Again, I stress that the action 'command point -> create army' just creates an army organisation, taking units from your military pool. Those units have to be built with either raw or eco points.
Basically, when you form a new army, you don't actually get a larger military. You are just dividing your main pool of units into more flexible parts, which can then be specifically controlled on the map.
@Nuclear Kid:
Spoiler:
, your orders will have the Tirza splitting four units split between three armies. Might I assume you want your Eco to build new units instead?
Civ name - Ilowarean
Colour: Green
Culture: American Indian
Traits: Expansionist/Religious
Start position: accordingly
Occupation: cattle farming, crop farming, hunting
List of city names (optional): none yet
Spoiler:
Civ name - Aryans
Colour: Green
Culture: Schytian and Celtic
Traits: Expansionist/Religious
Start position: North of Aelui or next to horses and far from people
Occupation: cattle farming, crop farming, hunting
List of city names (optional): Arkaim, Ashana, Androna
Progress... Sorry to keep you waiting... I may have too many players now... vruchten and Gelion's civs are prioity reserves... Very tried, feel free to shout out mistakes...
3000 to 2500 BC
Ornite influence continues to spread. The Hoka are assimilated into the union of tribes, while the Turawa build their own city inspired by Arkautumn. In the east, Orn seafarers venture further from shore in bigger and better boats, establishing links with the Agai peoples and brining home rare furs.
The people of Kideajin emerge as a new force in the south, again showing some influence from the Orn.
The great army of Kirumba scatters the Eko tribe to the wind, with little difficulty (-1 warrior). Meanwhile the culture of Kirumba remains very primitive compared to Orn. It is rumoured that the city-state of Chauka is building a defensive alliance with the neighbouring tribes.
The Ymo enter a gentle age of trading and seafaring. Gerb develops into a centre of culture and commerce to rival Ymo, indeed there is rivalry between the two cities. While Gerb is safe from attack, Ymo finds itself paying large amounts of treasure to neighbouring tribes in order to keep the peace.
These bribes and tributes have knock-on effects, as the neighbouring chieftains can barter for more goods and luxuries, extending the chain of trade links all the way from the civilizations of the south-east. The mystical Syce peoples emerge as a new power in the region, controlling trade along the great river that empties into the southern sea.
On the opposite shore, the town of Surria becomes a stopping place for trade. Ancient tablets record that the Surrians have much food and bronze items to exchange.
There is a collapse of power in Zora, as the extended trade empire becomes too unwieldy to control under pressure from the Tirza and the city-state of Nrete. But in the south, the trade post of Phalan emerges as a new centre of power, perhaps to re-absorb the peoples of Zora. Phalan maintains influence over the Nashwan peoples and trades through the northern port of Itonor.
The Tirza expand ever further eastwards, and stake a claim to new territories. But they cannot replace the losses to their army in endless skirmishing with nearby tribes (-1 Archer, -1 Swordsman). As hostile forces gather on the borders, the Triza armies consolidate near Shawa, and there are rumours of conspiracies... The Tirza's own generals are envious of the flow of resources heading all the way west to Jericho...
The secretive Thugge emerge as the region's strongest military power. Although they do not make much use of chariots, they have a strong force of archers to rain death on their foes. Unfortunately, a lengthy campaign to capture the western peoples of Traju ends in failure, as the Gorui sweep in to attack and defeat both sides (-1 Spearman, -1 Archer). The Thugge have more success in the east, pushing back the Vosr tribes and founding the city of Vosr-Gahr, opening trade and cultural exchange with the far east...
Thugge records of this time speak of the brave Golgothri peoples settling on the northern edges of their world.
The Ikraami defeat and conquer the Rhoa peoples without difficulty. Ujad and Ghula have learnt to fear the fearsome Ikraami horde. The 'Art of War' monument is completed and serves a place to train new generations of warriors.
The city-state of Nenhaj begins to sends tribute to the Ikraami (+1 Eco) and learns of the Bunjin religion via Ujad captives.
Meanwhile, the city-state of Gaiu disbands its own army and joins the kingdom of the Bunjin. Peace reigns in the east, yet the Bunjin religion fails to spread much further south. The Namapuran peoples continue to reject it, as they expand their own power in the region.
The first Bunjin mystics travel overseas, spreading their religion to the peoples of Mataranu. Competing influences from Namapura and Bunjin lead to the emergence of independent Mataranu culture.
NOTES:
* Raw -> 'Tinkering' is not a good action for developing techs beyond the ancient age. If you want real tech progress, use Eco -> 'Research'.
* Spearmen and Swordsmen are really 'Eco' units and you will need to use Eco -> 'build Eco units' to get them, except for random free ones. 'Raw' units are Warriors, Archers, Horsemen/Horse Archers (with horses + horseback riding), Galleys.
* Cog is a basic sail/oar ship that is not good in combat like a Trieme, but is more seaworthy than Galleys.
* Matt0088, you must use specific types of actions listed in the rules. I approximated your orders to Eco -> 'Research: economics'. The roads on the map are an afterthought and I do not have rules for making them specifically, I'm not sure there should be any - they will appear where trade is flowing safely.
* BTW, if you don't have the original colour you wanted, its because you wanted the NPC colour (white) or a neighbour's colour. Feel free to suggest alternatives.
MAP:
Spoiler:
STATS:
Spoiler:
Orn: Blaze Injun
Culture: Algonquian (native american) with Norse elements
Traits: Commercial, Seafaring
Com / Raw / Eco: 2 / 4+1 / 2
Military: 2 Warriors, 1 Spearman, 2 Archers, 2 Cogs
Civics: +2 Centralised, +1 Control
Techs: Bronze Working, Alphabet, Masonry, Currency, Civil Service
Kideajin: Omega124
Culture: chiefly Iroquois, with elements of other Northeast Natives
Traits: Expansionistic, Diplomatic
Com / Raw / Eco: 1 / 2 / 0
Military: 2 Warriors, 1 Archer
Civics: +1 Decentralised, +1 Freedom
Techs: Mysticism, Alphabet
Kirumba: Badunoff
Culture: Mayans, with Roman aspects
Traits: Expansionistic, Scientific
Com / Raw / Eco: 1 / 2 / 0
Military: 3 Warriors, 4 Archers
Civics: +2 Control, +2 Privilege
Techs: Alphabet, Masonry, Mysticism
Ymo: Massive_Attack
Culture: Saxon, Frank, with Korean aspects
Traits: Commercial, Seafaring
Com / Raw / Eco: 1 / 4+1 / 2
Military: 1 Warrior, 1 Spearman, 3 Galleys, 1 Cog, 1 Trireme
Civics: +1 Freedom, +2 Enterprise
Techs: Alphabet, Mysticism, Bronze Working, Currency, The Wheel
Syce: Vertinari118
Culture: Germanic, Gallic, Brittonic
Traits: Militaristic and Religious
Com / Raw / Eco: 1 / 2+1 / 0
Military: 2 Warrior, 1 Swordsman
Civics: +1 Freedom, +2 Privilege
Techs: Mysticism, Bronze Working, Currency, The Wheel
Cortha: lopaz
Culture: Germanic, Gallic, Brittonic
Culture: Baltic, with Roman influences
Traits: Industrious, Expansionistic
Com / Raw / Eco: 1 / 2 / 0
Military: 1 Swordsman, 1 Spearman
Civics: +1 Privilege, +1 Decentralised
Techs: Bronze Working, Currency, The Wheel
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