DaftNES 3: Alternate-World Fresh Start

ONLY MINUTES REMAIN, though I believe I'm only missing orders for Rhuhia and Ethaliri.

Update is scheduled for not-tonight, I'm afraid. Cradle#1 is kinda complicated!

@Lord_Iggy I should probably clarify the limits for building units. Abaddon lied to you. You misinterpreted Abaddon's comments. It is base 1 by default, anywhere where you already have stuff. Each nomad or city adds another 1. Forts allow another ground unit, and ports another shippy. Soo, in Zakat you could build 2 units (1 from stuff, 1 from a city). Also the other tribes there could be bribed potentially, most likely for 0.5e a turn, depending what you ask of them. If you want to edit or re-send that is OK, since I expect to be busy with the other cradles until about this time tomorrow.

@Shadowbound I just noted you changed your orders to build 4 units, I'm afraid I also have a problem with that... As with Lord_Iggy your limit is 2 units there. So I thought you'd like a fortress instead (for defence, and +1 ground building unit per turn, and it doesn't need upkeep).

Anyway the reasons for these limits is that I thought it would be weird if hordes of units appeared from nowhere, and I thought it would be more interesting if cities and stuff also represented your available manpower. And those who get most income from trade or religion or whatever could hire mercenaries and stuff.
 
@Daft: I changed it before I looked at Kraz's orders and learned he was invading me. I like the honor system, because it saves me having to delete PMs. But, yes, I did forget that part about the recruitment limit. I'll go with a fort, because you suggested it and not me and my aware self.
 
Its getting done, trust me. Many hours many days... Actually tommorrow evening is looking pretty good.

So yeah when it gets to this level of complexity and workload I usually procrastinate or try to reinvent everything, or just end it. But this time I think we can just have massive destruction. So my idea is, the turn after the update I'm doing now, as we enter the pseudo-classical age, I will raise the bar on what counts as a worthwhile faction to be listed in the stats. Players should be immune to this, but quite a few NPC's can return to barbarian statlessness, hopefully.

1 point to increase agriculture.
1 point to increase military power.

@Solanaar thanks but I've already stuck your faction into a big war in the neighbouring eastern lands. And may I say I get the impression you don't really give a flying f**k :p If you check back after the update you can send new orders then if you want.
 
Thankyou Thlayli. You could contribute money. That would make me feel better. But then I would have to pay you for your time too. Hmm... :) Or get me a hyperbolic time chamber like in DBZ and I could go in there and do the update.

Yeah my playtesting had far fewer factions, added in slowly, not like all at once. Abaddon has pointed out the problem of ever-escalating numbers of units. I'm going to need a bigger map lol.

My emergancy plan is for BT-type events were everything is culled, but not that things are actually destroyed in the game, its just that the bar is raised on what each icon represents. Like hypothetically in the modern age, one city icon would represent something like 4 or 5 what there is now, same for units and etc. And so the incomes and calculations don't get out of hand either. Though that causes some issues with the tech system. Anyway, going to sleep...
 
I'm just writing the update text now. May be ready in another three hours or so.

@Thlayli please stop saying contrived things like that, I look all ecotiscal when I reply :)

@lopaz maybe, maybe...
 
UPDATE 3:

Years 1500 to 1800

CRADLE ONE:

The great kings of the Ongens have already sailed off into the sunset. A new dynasty takes over, inheriting many new mercantile outposts in the western 'Etuan' sea, collecting dyes, silver and amber for the port-markets of the home islands, forming strong ties with the kingdom of Rhuhia and the new northern kingdom of Yaneid in particular. But it also inherits a growing problem of corruption and blatant piracy, even between the great merchant houses themselves. Ongen power is further weakened as a result of its own confrontational stance towards the seafarers of the eastern sea; the factions of Cria find themselves banding together against Ongen intimidation, and some brief sea-wars end inconclusively. Calenge is on the rise again, while the Novai complete the expulsion of the Napodi and barbarian boat-peoples, and the Varai League slowly assembles from a combination of former barbarians and Ongen exiles. The warriors of Cria are now perhaps most experienced and best equipped in the region, importing quality bronze weapons from the Vetharil. The Ongens face more trouble at home, as a near civil war breaks out between Idovai cultists and the followers of Antar.

The many bloody wars across the southern coast of the Middle Sea cause further disruption and seal the decline of Etua as a major trade centre. The lands of Chari are fought over by the Ethaliri and their allies, the Iskander Anatar'ah, and a separatist dynasty of Rattram rulers calling themselves the Gattra. The Gattra are eager to return to the aggressive raiding of previous ages, and seek to settle among the fertile grasslands. Now Grandfather White Beard is long dead, and the reduced Rattram ranks face determined attack from the Iskander and Salkadji warriors of Qan'ma, stirred up by a new generation of fanaticism, eager to avenge the many decades of deprivations dealt out to their forbears. The Qizilbay fail in their goal to subdue the Rattram, but not before striking a blow to morale with the sacking and desecration of their ancient monuments. Qan'ma is invaded in turn by the new eastern peoples known as the Haelani, completing the picture of utter chaos and confusion in the region. Something of a dark age has dawned; the westward spread of iron working at this time hints at the unavailability of bronze and tin, due to disruption of the old economic order. But through it all, Qan'ma only increases in importance as a religious centre.

As for the Haelani, their story begins in Jrika, with a barbarian leader of great cunning and truly rare genius, and the lingering after-effects of the great freezing of the previous age and the migrations which followed. Gathering up various exiles, among them some barbarians expelled from the Shahan mountains, the one known as 'Haelbane' leads a great army into Hurud, seeking the pillage the many wealthy cities there. One story claims the Hurians are given a curse by the Shahanar travellers who are rather brutally evicted from Hurud, that war and pestilence would follow this act of inhospitality. War does come, though the combined army of Hurians and Sarakites manages to deal a crushing blow to the Haelani, killing Haelbane on the battlefield. It is the dreaded pestilence that causes most suffering to Hurudians. Miraculously, the disparate remnants of the Haelani are held together by successive rulers, managing to overrun the Makdul kingdom of Makar as its king is busy with a massive campaign in the southern desert, but facing stubborn resistance from the Nashawi. The land of Makar now becomes the place of many temples and faiths, home to many wandering traders and warriors, perhaps destined to overtake Shahan as the new nexus of civilization on the continent, although for now it falls victim to the same pestilence that ravages Hurud.

After many bloody battles, the Shahanar expel the barbarian invaders of Shahan with help from the Tharnites and Haskite mercenaries. The great pestilence passes, and simultaneously the Tharnite high temple is rebuilt on a prominent hilltop, a marvel of architecture and geometry, designed to focus the mystical energies running through the mountains of Shahan. The temple itself remains customarily unadorned, and partly constructed of a new concoction, concrete. Similar to the holy cites of Qan'ma, it becomes an important place of worship and pilgrimage for the followers of Tharnite mysticism who are now spread far across the known world. This also brings more customers to the markets of the Shahanar, which are already flourishing with the revival of gem mining and the spread of camel-driven trade, encouraged by the Sa'ad Danab 'pleasure circuses' of the Karu oases, where one can also find treasures of the paradise queendom of Ka Molo. This is not to mention new overseas trading based out of new harbours, built with the aid of Tharnite knowledge of masonry and engineering; in scholarly circles, Tharnite-Shahanar philosophy and mathematics competes with the Hurian, Novai and Nartozieroni spheres of thought across the known world.

To the north, Karelan culture infuses among the tribes of Jrika, giving rise to the Torecan peoples with their ways of trading and fighting on the shores of the great inland sea, or 'White Sea' as it was once known to the Halkska. The Halkska migrate steadily eastwards during this era, sometimes displacing other tribes along the way, and ending with a strong new confederation planted on the eastern coast of the great continent. Meanwhile the warriors of En Corthan, greatly strengthened in number and motivated by their ideals of service to the people, first reunify Zamar and then find themselves expanding into the void left by the Halkska, though they face growing numbers of embittered barbarian tribes in the neighbouring lands.

Some of the old Nartozieroni cities remain under barbarian rule at this time, but this seems unlikely to last; the native Nartozieroni grow ever stronger behind new fortifications and under the rule of a great Shahanshah. In the lands of Teph, the Tephite period gives way to the age of the Teiros, as the last of the old dynasties officially ends with the coronation of a half-barbarian prince. Some of the Teiros pick up the art of horseback riding during this era, talents which soon spread to the Gorukanu kingdom, though horses strong enough to easily take a man's weight are still a rare breed.

In the far south of the world, ships of the Sarakites and Noidi make a profitable trade, though Noidi seafarers have yet to venture far onto the wild southern expanse of seemingly endless water. Iron working spreads here ahead of bronze working, new tools making it easier for people to tame the jungle; the Noidi population expands, while combined Sarakite, Noidi and Shahanar influence gives rise to the nearby kingdom of Nandin. To the west lies the revitalised kingdom of the Nomesters, with a great army united under a great new king; though they hear rumours of wealthy trading kingdoms in the west, for now the Nomester warriors cannot pass the jungles of Taudi.

CRADLE TWO:

After more tough battles, and the introduction of steel-bladed weapons, the Xitaan Empire finally has its victory over the Zharu, but this also proves its undoing. Enlightened Prince Kaiutau frees the Zharu slaves and leads a rebellion against his own father, the God-Emperor-General, leaving the Vakar mercenaries to claim their own lands in Zhunun, and perhaps even to decide to fate of the whole region...

To the west, things are relatively peaceful. The Houlau kingdom settles problems with its ethnic-Vakar peoples. Farming and metalworking slowly change lifestyles all along the coastal grasslands. The Vauri seek the guidance of their high priestesses, with a philosophy surprisingly similar to the Yenleta Sav of the Aquen far to the south-east.

Tarak passes through many different dynasties, but the life-blood trade routes are always maintained. Eventually they give birth to the kingdom of Jalatu Taej in the far north; its people and culture sharing much less in common with the civilizations of the south, though still benefiting from the transmission of ideas between the southern-central civilizations. In return the Jalatu spread tales of the three great kingdoms of 'Noda', 'Saak' and 'Hanar' that are said to rule over great islands on the northern edge of the world...

The east sees the steady expansion of Tarezisis and Aquen civilization, both powers accumulating vast wealth from relatively stable and peaceful rule, following the return of more pleasant climates in the south. However, the Tarezisis soon come up against the borders of the rising power of Sagu Ra-u, born as an alliance of several warlike tribes. Meanwhile the Aquen face violent resistance in the land of Sailan, evicting one tribe only to face newcomers from the east, but their troops persevere under the threat of the Oltacian Ban. Stuck in the middle is the Haiu kingdom; exiles from the first tribes of Sailan flee here and stir up riots against the Aquen, fuelled by the fact that Tarezisis cults have also taken root in the kingdom; in one infamous episode the Aquen temple is burned and looted, and the Aquen high priests are almost caught and killed by the horde before Haiu troops intervene. The Haiu kings fear for upsetting their much stronger neighbours...

While the Yenleta Sav continue to wield great influence over the expanding world of the Aquen, the pride of the Tarezisis is a great complex of nature-shrines and noble burial mounds, which sees great new ritual platforms and stone statues added during this era, becoming renowned as a true wonder of the continent.

CRADLE THREE:

The Agrians gain more power in the Sollo islands, as the Harao are steadily assimilated and reduced to a seafaring and mercantile caste, one that is admittedly still rather wealthy and important for the economy of the region. Meanwhile the Agrians expand onto the great land in the southeast, their shamans followed by waves of settlers, all gaining new followers for their dualistic elementalism. Agrian influence is nothing new on the coasts of Nalko, but in neighbouring lands there are strange peoples - such as the Halachamo - who are less enthusiastic. Meanwhile, seafaring Harao nomads set out in the other direction, settling far to the west along the coast of the northern mainland. The hazardous journey proves worthwhile, as a great bleeding pestilence breaks out on the Sollo islands not long after. Fear of the disease is worse of all, devastating for the old centres of trade and pilgrimage. Another problem is growing piracy in the sea straights, the Harao failing to deal with corruption and outright violence among their trading clans.

The Hulukap are galvanised under a new dynasty, determined to strike down the emerging kingdom of the Holuc before, as the omens fortell, it becomes to powerful to stop. To counter the legendary ferociousness of the enemy, the Hulukap recruit hordes of new warriors, and also attempt to bribe tribal rivals of the Holuc; these efforts fall apart with the arrival of rival Hubrian and Agrian shamans and their retinues. The Hulukap also bring along their own shamans to inspire their troops. Thus the war in the Zakat is one of ambushes, blood-cults, betrayals, disease, superstition, curses and confusion, with the Holuc warbands not afraid to fight with each other even when greatly outnumbered by nearby enemies. Despite an early conquest and enslavement of the first great Holuc city, the Hulukap lose many men in successive campaigns and still cannot pacify the jungles of Zakat, as the Holuc warriors move between small jungle hold-outs supported by a nomadic population. Interestingly, Hulukap nobles begin to arm themselves with bronze blades, though these are still more ceremonial than functional; serious bronze working begins with special metal fittings for the Harao ships, and following the trade routes it spreads to the mainland before their fellow Agrian islanders take it up. The Hulukap rulers also begin to record their numerous campaigns and noble deeds using a mutation of Harao script.

Meanwhile the temples established by Agrian elementalists in Maltik are looted by Hulukap warriors. Evidently the divine forces show their displeasure by allowing the pestilence of the Sollo islands to spread to the Hulukap homeland, raising fears of uprisings by desperate slaves who are now almost as numerous as the free urban population. At least the northern borders of the Hulukap seem safe, as regular tribute is recieved from the Chwinqua, but a new alliance of tribes known as the Onaqui do make their presence known in the land of Lani.

MAPS:

Spoiler CRADLE #1 :
d3ea3.png


Spoiler CRADLE #2 :
d3chi3.png


Spoiler CRADLE #3 :
d3na3x.png


OMG NPC DIPLO:

Spoiler OMG NPC DIPLO :
From: Makdul

FOR HIRE: talented siege engineers, now with mobile shed-of-doom™ technology, yours for only [0.5e] per turn.

To: the Novai
From: the Varai League


We invite you to join our league of extraordinary cities [factions and their funds will merge - new name? - but there may be a period of unrest next turn].

To: the Calengians
From: the defeated barbarians of Gleis


We offer [0.5e per turn] tribute if you allow us to live on under your protection.

To: Kaerlan
From: Torecan


We offer [1e per turn] in exchange for friendship, and invite your warriors to join us for adventures across the inland sea.

To: Kaerlan, Vetharil, Rattram
From: Haelani


We invite you all to join in further adventures against the weaklings of the grasslands. The wealth of this world does not belong to such peoples.

To: Sa'ad Danab
From: Gorukanu


You exist at our pleasure. Give us gold, women, and precious gems [1e] and we will leave you in peace for a long time.

To: Sa'ad Danab
From: Teiros


Alternatively you may be our formal protectorate for just [0.5e per turn].

To: Halkska
From: Teiros


Perhaps you would care to swear an oath of friendship together. If your warriors in Markhan seek adventure, we may use for them [and pay at least 0.5e per turn].

To: the Hurians
From: the Nashawi


We ask for an alliance against the vile Haelani and will pay [1.5e] for this honour.

To: the Hurians
From: Naloto (in the south)


May we be as brothers.

To: the Shahanar
From: Nakkra Ardi


We hope that we can be your favoured friends in the south. We present a gift of [1e] if you accept lasting peace and fair bartering. May we prosper together.

To: Noidi
From: Nandin


May we be as brothers.

To: Tarezisis
From: Xitaan


We wish to renew the peace that was first sealed by our ancestors. We have heard of your mighty elephant cavalry and we offer [1e per turn] for their services in restoring order in our lands.

To: Tarezisis, Aquen
From: Haiu


We apologise for any unfortunate incidents. We wish peace in our time!


NOTES:

On the map, faction names written like ~this~ are the NPC's.

I'm writing about events from now on. I will not go looking for excuses to mention everyone's factions. If you didn't do anything interesting, I apologise you at least have your map and stats updated :)

About debts: you don't need to repay them specifically. If you end the last turn with a negative treasury (after taking spending into account), there might be some 'debt effects' as another expense, reducing your overall income next turn (one possible side effect of overspending). Then you get your income added, and most likely are no longer in debt. So you are not actually in debt at the start of a turn, unless your 'Available Funds' are still negative after all your income is added. If that makes sense...

@Shadowbound you can switch to Gattra if you would wish this.

@Thlayli when I realised that the net exchange of 'e' between you and the Tharnites was 0 this turn, I took it that your 'gift' had no effect, other than not putting pressure on them for money. IE its not a gift if you are asking for money and then handing it back to them :)

@Ninja Dude you should've had some inventions listed in the stats, dunno what happened there, apparently I forgot all about that. I have added them now. Sorry if you wanted chariots or etc, you could've had those already.

@Immaculate, dhows are pretty sophisticated ships as I understand it, so you have precursor ships for now. Hope that's OK. There can be gradual improvements in sail design and metal fittings and etc.

@Anonymoose I didn't follow your orders exactly due to overcrowding issues... Turns out the nomads were settling down anyway, and I rolled free population growth in the east.

@Disenfrancised I forgot that I don't want resource icons to be totally without workers at any time (kinda helps to identify them on the map). So those 'level 1' workers couldn't be disbanded, and I thought you'd want to keep your old monument/temple/shrine in Enka. Since I didn't explain this, I didn't penalise you for lacking extra 'e' for the migrations etc.

@Kraznaya the dice/omens said 'maybe' for horseback riding for your dudes, but I couldn't allow it because you specifically asked for it and it would break the idea of inventions being out of player's control! You have however earned some secret awesomeness points for your story.
 
STATS (Beta)

Cradle One (this is kinda listed in order of location, going west-east, if anyone wants it rearranged let me know!)

Spoiler :
Ethaliri: Solanaar

Turn2: emerges into the light of history
Turn3: bribe barbarians with 1e, joint attack into attack Chari. Learn IRON WORKING. Civilization UP.

Available Funds: 3.5e
End of last turn: 1e
Income: 1e tax, 1e resource, 0.5e slaves, 1e raided from Chari
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 1
Enlightenment: 1
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL


Rhuhia: civver_764

Turn2: emerges into the light of history
Turn3: Infrastructure UP, get into war with local barbarians. EVENT: Engineering UP, Civilization UP.

Available Funds: 3e
End of last turn: 1e
Income: 1e tax, 1e resource, 0.5e trade, 1e raided from Rhua tribes.
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2
Enlightenment: 1
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL


Ongen: orangelex44

Turn0: emerges into the light of history
Turn1: Build a Fort, and a ship. Ships raid coasts of Cria and Chari. Home unit attempts to force barbarians out of Etua. EVENT: Military UP, Culture UP, Civilization UP. Learn THE WHEEL.
Turn2: Power UP. Build another ship (pirates). Learn BRONZE WORKING. Learn WRITING. GREAT EVENT: age of the great Sea Kings. Palace GET! Trade Centre GET! 'Hero Galley' GET! Engineering UP!
Turn3: Build yet another ship. Dye workers in Luca. Hero Galley founds overseas colonies: free fortress in Rhua, free silver workers in Rhua, free amber workers in Yodan. Learn IRON WORKING. Infrastructure UP, Military UP. Hero Galley consumed by epic achievements. Another ship deserts to become pirates.

WARNING: Organisation low, corruption and piracy growing fast!

Available Funds: 5.5e
End of last turn: 0e
Income: 1.5e tax, 6e resource, 2e trade
Losses: 1.5e corruption
Upkeep: 2.5e (4 units, one palace)

Civilization Level: 2
Culture: 2 (1 Novai)
Enlightenment: 1
Power: 2
Military: 3
Organisation: 1
Infrastructure: 3
Economics: 2
Engineering: 3

Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING.


Yaneid: NPC

Turn3: emerges into the light of history.

Available Funds: 2e
End of last turn: N/A
Income: 1e tax, 1e resource
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Ongen)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL


Calengians: spryllino

Turn0: emerges into the light of history
Turn1: build a new City. EVENT: new resource, the islanders seek quality timber, pitch and rope for their ships.
Turn2: build a ship, and a port on Cria. EVENT: economics UP. Learn BRONZE WORKING. Learn THE WHEEL. DISASTER: massive floods and storms ravage Gleis, then barbarians attack. City and resources in Gleis are disrupted. Power DOWN.
Turn3: build a ship, and a unit of hardy woodsmen. Hostile barbarians defeated and humbled. Learn IRON WORKING and WRITING. EVENT: free worker on Timber/Pitch/Rope. Military UP. Culture UP. Civilization UP.

Available Funds: 4e
End of last turn: -0.5e
Income: 1e tax, 4e resource, 1.5e trade
Upkeep: 2e (4 units)

Civilization Level: 2
Culture: 2 (1 Novai)
Enlightenment: 1
Power: 1
Military: 2
Organisation: 2
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING


Idovai: NPC

Turn2: emerges into the light of history.
Turn3: 0.5e tribute to Novai. Idovai cults expand to new lands. EVENT: Organisation UP.

Available Funds: 1e
End of last turn: 0e
Income: 1e religion
Upkeep: 0e

Civilization Level: 2
Culture: 3 (1 Novai, 1 Napodi)
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


Napodi: NPC

Turn0: emerges into the light of history
Turn1: New unit, hire out mercenary boats and two warriors for 2e altogether (no more mercs were found). Attack the Novai: one normal unit killed in combat, loot gained. EVENT: Engineering UP. Learn THE WHEEL.
Turn2: buy one unit, bribe barbs for 1e to keep fighting Novai. Learn BRONZE WORKING, WRITING. DISASTER: defeat! Infrastructure DOWN, Organisation DOWN, Power DOWN.
Turn3: uprising in Cria is crushed utterly. The last few Napodi cultists flee to the northern land of Odda.

No income or expenses.

Civilization Level: 1
Culture: 2
Enlightenment: 1
Power: 1
Military: 1
Organisation: 1
Infrastructure: 1
Economics: 1
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING.


Novai: Dreadnought

Turn0: emerges into the light of history. Invent WRITING.
Turn1: Military UP. Train a melee unit. Resist invasion of Napodi and foreign barbarian scum: home city sacked, port destroyed, but invaders halted eventually. DISASTER: Pottery resource lost. EVENT: Engineering UP, Organisation UP, Civilization UP. Learn THE WHEEL.
Turn2: buy a unit for 1e. bribe Kaelan to join the fight for 0.5e. Learn BRONZE WORKING. Victory over the hated Napodi! EVENT: Power UP, Military UP.
Turn3: invest 1e in campaign to defeat Napodi and barbarians. Ethnic-Napodi city rebels and is destroyed in the fighting. Learn IRON WORKING. EVENT: Infrastructure UP, Engineering UP, Culture UP.

Available Funds: 4.5e
End of last turn: 0e
Income: 1e tax, 2e resource, 0.5e trade, 2e from Napodi city destruction, 0.5e donation from Idovai
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 3 (1 Calengian)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3

Inventions: WRITING, THE WHEEL, BRONZE WORKING, IRON WORKING


Varai League: NPC

Turn3: emerges into the light of history.

Available Funds: 2.5e
End of last turn: N/A
Income: 1e tax, 2e resource, 0.5e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 1
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 3
Engineering: 3

Inventions: WRITING, THE WHEEL, BRONZE WORKING, IRON WORKING


Salkadji: NPC

Turn2: emerges into the light of history.
Turn3: save money. Learn IRON WORKING and WRITING. EVENT: Engineering UP.

Available Funds: 2.5e
End of last turn: 1e
Income: 0.5e tax, 1e resource, 0.5e looted from Geskh
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Iksander Antar'ah)
Enlightenment: 2
Power: 1
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 1

Inventions: THE WHEEL, BRONZE WORKING, IRON WORKING, WRITING


Iksander Antar'ah: Kraznaya

Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: build a chariot and a missionary unit, to 'influence' the barbarians in Chari. Save 1e. EVENT: population growth in Qan'ma. Economics UP. Civilization UP. Learn BRONZE WORKING.
Turn2: build a chariot (upgraded to horse) and an archer. Additional temporary militia unit raised to defend Qan'ma. Infrastructure UP. Continue to preach in Chari. Epic war to defend Qan'ma! Some people flee to Chari. EVENT: Power DOWN, Military UP, Engineering UP. Learn WRITING.
Turn3: build another chariot, swordsmen and spearman. 0.5e into Military tech. Attack Geskh and attempt to eradicate the Rattram. Meanwhile, Haelani attack Qan'ma, and there is all kinds of chaos in Chari. Learn IRON WORKING. EVENT: Military UP due to combination of factors. GREAT EVENT: Holy City GET! Culture UP.

Available Funds: 2e
End of last turn: -2e
Income: 1e resource, 1.5e religion, 1e looted from Geskh in general, 2e from destruction of Rattram temple.
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 3
Enlightenment: 2
Power: 1
Military: 3
Organisation: 2
Infrastructure: 3
Economics: 2
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING


Gattra: NPC

Turn3: emerges into the light of history.

Available Funds: 2e
End of last turn: N/A
Income: 0.5e tax, 1e pillaged from Chari, 1e pillaged from Qan'ma
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2 (1 Rattram)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, IRON WORKING


Rattram: Shadowbound

Turn0: emerges into the light of history
Turn1: build two units, hold and unify. Make peace with local tribe. GREAT EVENT: Great Leader GET. Power UP. Civilization UP. Learn THE WHEEL. Learn BRONZE WORKING.
Turn2: mass attack Qan'ma, epic warfare ensures. EVENT: 'Grandfather White Beard' consumed the fighting. Power UP, Military UP, Engineering UP. Learn WRITING.
Turn3: settle another city, build a fortress, and two units (one killed). Gattra separatists emerge. Defend Geskh from invaders, but suffer loss of ancient temples. Learn IRON WORKING. EVENT: Organisation UP.

Available Funds: 1e
End of last turn: 0e
Income: 0.5e tax, 1e resource, 0.5e recovered weapons
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING


Makdul: NPC

Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: more sheep farming. Raids into Mriz are unsuccessful. EVENT: Extra nomad, population growth. Military UP. Culture UP. Learn THE WHEEL.
Turn2: build a port. Nomads are settling down. EVENT: Horse resource appears. Economics UP, Civilization UP.
Turn3: build a skirmisher and a unit of siege engineers, full invasion of Siach with 1e in extra supplies, overspend for Power UP. Success in Siach, nomads settle there. However, city back in Makar is invaded and overrun by Haelani. Organisation UP, Military UP, Power DOWN. Learn IRON WORKING and WRITING.

Available Funds: 1e
End of last turn: -1.5e
Income: 0.5e tax, 1e resource, 0.5e trade, 2e Siakat monument destroyed in Siach
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2 (1 Iksander Antar'ah)
Enlightenment: 1
Power: 1
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING


Haelani: NPC

Turn3: emerges into the light of history. DISASTER: Disease strikes Makar!

Available Funds: 5e
End of last turn: N/A
Income: 1e tax, 2e resource, 2e raided from Hurud, 1e raided from the Makdul, 1e raided from Qan'ma
Losses: 1e loot misappropriated
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 2
Power: 1
Military: 3
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Nashawi: NPC

Turn1: emerges into the light of history.
Turn2: quarry more marble, small raid against Siach fairly successful. Learn WRITING. EVENT: Culture UP, Economics UP, Civilization UP. DISASTER: Earthquake! Fortress destroyed, city and quarry disrupted.
Turn3: save money, hold off Haelani attacks. Learn IRON WORKING. EVENT: Organisation UP. DISASTER: Disease strikes Makar!

Available Funds: 1.5e
End of last turn: 1e
Income: 0.5e tax, 1e resource
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING


Siakat: NPC

Turn1: emerges from the chaos in Siach.
Turn2: save money. Raided by Nashawi. EVENT: Economics UP, free workers on gold mine.
Turn3: military UP, buy another unit (killed). Defeated by Makdul, flee into desert. Engineering DOWN.

Available Funds: -0.5e
End of last turn: -0.5e
Income: 0.5e tax
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 1
Enlightenment: 1
Power: 1
Military: 3
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 1

Inventions: BRONZE WORKING, THE WHEEL


Nomesters: NPC

Turn0: emerges into the light of history. Invent BRONZE WORKING.
Turn1: build two units, 1e invested in Culture (1 more 'e' needed). EVENT: gain nomads in Faradi. DISASTER: Revolution occurs in Siach.
Turn2: settle down, make peace in Faradi, raid Taudi. Learn THE WHEEL. EVENT: Culture UP.
Turn3: another two units, threaten locals in Faradi, raid Taudi and Siach. GREAT EVENT: Great King GET! Power UP!

WARNING: Infrastructure low, overcrowding in Faradi

Available Funds: 1.5e
End of last turn: 0.5e
Income: 1e tax, 1e resource, 0.5e raided from Taudi, 0.5e tribute from Faradi tribes
Upkeep: 2e (4 units)

Civilization Level: 1
Culture: 2
Enlightenment: 1
Power: 2
Military: 3
Organisation: 1
Infrastructure: 1
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL

Special: 'Great King' (Organisation / Power / Military) Current Task: Power


Naloto: NPC

Turn3: emerges into the light of history.

Available Funds: 2.5e
End of last turn: N/A
Income: 0.5e tax, 1e resource, 1e trade
Upkeep: 0.5e (1 units)

Civilization Level: 1
Culture: 1
Enlightenment: 1
Power: 2
Military: 2
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Sarakites: NPC

Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: build a new unit, save 1e. Repel Nomester raiders. EVENT: Military UP, Culture UP. Learn THE WHEEL.
Turn2: Build a port, save 1e. Invent IRON WORKING. Learn WRITING. GREAT EVENT: Hero Galley GET! Economics UP, Engineering UP, Civilization UP.
Turn3: Economics UP, save 1e. Infrastructure UP thanks to Hurians. City and fort absorbed into Hurians. Haelani invasion repulsed. EVENT: Organisation UP. DISASTER: Disease strikes Hurud!

Available Funds: 3.5e
End of last turn: 1e
Income: 2e resource, 1.5e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (2 Hurian)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 2
Infrastructure: 3
Economics: 3
Engineering: 3

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING

Special: 'Golden Ships of Sarak' (Military / Trade) Current Task: Trade


Hurians: andis-1

Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: build a new City, and a unit of zealot spearmen. Repel Nomester raiders. EVENT: Engineering UP. Civilization UP. Learn THE WHEEL. Learn WRITING.
Turn2: Infrastructure UP. Learn IRON WORKING. EVENT: population growth in Hurud. GREAT EVENT: Wonder GET! Culture UP, Enlightenment UP.
Turn3: Organisation UP. Buy two workers in Hurud. Sarakite city and fortress assimilated. Haelani invasion repulsed. EVENT: Economics UP. DISASTER: Disease strikes Hurud!

Available Funds: 5e
End of last turn: -1e
Income: 3e tax, 3e resource, 0.5e trade, 0.5e religion, 0.5e recovered weapons
Losses: 0.5e corruption (declining)
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 3
Enlightenment: 3
Power: 2
Military: 2
Organisation: 2
Infrastructure: 3
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING


Vetharil: Lord of Elves

Turn1: emerges into the light of history. Learn BRONZE WORKING. Repel Makdul raiders from Makar.
Turn2: Military UP. Event: Organisation UP, Engineering UP, more ore miners. Civilization UP. Learn THE WHEEL, WRITING.
Turn3: Build a fortress. Learn IRON WORKING. EVENT: Engineering UP, Economics UP.

Available Funds: 2.5e
End of last turn: 0e
Income: 1e tax, 2e resource, 0.5e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 2
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3

Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING


Kaerlan: TaylorFlame

Turn1: emerges into the light of history. Learn BRONZE WORKING.
Turn2: build a fort, nomads are settling down, keep an eye on the south. One unit briefly gets recruited into fighting for the Novai. Learn THE WHEEL. EVENT: Engineering UP, Economics UP, Civilization UP.
Turn3: Build a worker on the mines in Mriz. One unit goes east to Jrika to influence people there. Learn IRON WORKING. EVENT: free nomad in Jrika. Infrastructure UP.

Available Funds: 3.5e
End of last turn: 0e
Income: 1.5e tax, 2e resource, 1e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Torecan: NPC

Turn3: emerges into the light of history.

Available Funds: 4e
End of last turn: N/A
Income: 1e tax, 3e resource, 1e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Kaerlan)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 1

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Tharnites: NPC

Turn0: emerges into the light of history. Learn WRITING.
Turn1: save 2e. EVENT: Infrastructure UP, Engineering UP, Civilization UP. Learn BRONZE WORKING. Learn THE WHEEL.
Turn2: Engineering UP. EVENT: Enlightenment UP. Skirmish with barbarian nomad intruders. DISASTER: Earthquake! Temple destroyed! DISASTER: Disease strikes Shahan!
Turn3: repel barbarians, and build a monument, a replacement for the great temple. Learn IRON WORKING. Invent CONCRETE. EVENT: Economics UP, Organisation UP. GREAT EVENT: Holy City GET! Culture UP!

Available Funds: 2.5e
End of last turn: 0.5e
Income: 1e resource, 0.5e tax, 1.5e religion
Upkeep: 0.5e (1 unit)

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.
Turn1: Culture UP, build a Fort, convert unit to traders. EVENT: Organisation UP, Civilization UP, Trade Centre GET! Learn BRONZE WORKING. Learn THE WHEEL.
Turn2: create guild archers. 1e gift to Tharnites, 0.5e 'gift' to Tephites. Skirmish with barbarian nomad intruders. EVENT: Military UP, free extra gem miners. DISASTER: Earthquake! DISASTER: Disease strikes Shahan! City and mines disrupted.
Turn3: hire out Haskite charioteers, repel barbarians, build a port in Shahan, build Nomads in Hurud. Learn CONCRETE and IRON WORKING. EVENT: Engineering UP. Free camel traders in Narudi.

Available Funds: 7e
End of last turn: -1e
Income: 1.5e tax, 4e resource, 3e trade, 0.5e recovered weapons
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Tharnite)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3

Inventions: WRITING, BRONZE WORKING, THE WHEEL, CONCRETE, IRON WORKING


Noidi: Immaculate

Turn1: emerges into the light of history. Learn WRITING
Turn2: more spice workers, seek peace with neighbours. EVENT: Infrastructure UP, Organisation UP, Civilization UP.
Turn3: build a ship, a port, and a new city. Learn IRON WORKING. EVENT: engineering UP.

WARNING: Infrastructure low, overcrowding in Mlano

Available Funds: 2e
End of last turn: -2e
Income: 1.5e tax, 2e resource, 1.5e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 2
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: WRITING, IRON WORKING


Nandin: NPC

Turn3: emerges into the light of history

Available Funds: 2e
End of last turn: -2e
Income: 1.5e tax, 2e resource, 1.5e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Noidi)
Enlightenment: 2
Power: 2
Military: 1
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 1

Inventions: IRON WORKING, THE WHEEL


Nakkra Ardi: NPCi

Turn2: emerges into the light of history.
Turn3: more incense workers in Narudi.

Available Funds: 4.5e
End of last turn: 0.5e
Income: 0.5e tax, 3e resource, 1e trade
Upkeep: 0.5e (1 units)

Civilization Level: 1
Culture: 2 (1 Shahanar)
Enlightenment: 1
Power: 2
Military: 1
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL


En Corthan: lopaz

Turn0: emerges into the light of history
Turn1: buy workers to hunt the wild game. Fight with barbarians triggered. Learn THE WHEEL. EVENT: Engineering UP. Gain cattle resource.
Turn2: buy one unit (later destroyed), Enlightenment UP, learn BRONZE WORKING. Fight barbarians, victorious after many tough battles, only to find more barbarian tribes moving into Zamar. EVENT: nomads are settling down, Civilization UP, learn WRITING. EVENT: free monument in Lothas, barbarians spread elements of En Corthan culture. DISASTER: Disease strikes Zamar!
Turn3: Train two more units, defeat barbarians, unify Zamar at last. EVENT: Free nomads in Enka. Culture UP. Horses are now farmed in Zamar.

Available Funds: 6.5e
End of last turn: 1.5e
Income: 2e tax, 3e resource, 1e looted from Zamar tribes, 0.5e trade
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING


Nartozieroni: alex994

Turn0: emerges into the light of history. Learn THE WHEEL.
Turn1: build a new city, Zagyir. Make alliance with Lothas cattle-herder tribe. Learn BRONZE WORKING. EVENT: Enlightenment UP. DISASTER: Disease strikes Lothas!
Turn2: build a heavy (later destroyed) and a light chariot. Defeat and enslave Haskites, but exhausted army faces waves of barbarian migrants. EVENT: Power UP, Organisation UP, Enlightenment DOWN. Learn WRITING. EVENT: Free monument, culture spreads into Teph.
Turn3: build a fortress, armies recover their strength, while keeping barbarian rivals worn down with shenanigans. EVENT: population growth in Lothas. Free crop farming. GREAT EVENT: Great King GET! Organisation UP! Military UP!

WARNING: Infrastructure low, overcrowding in Lothas.

Available Funds: 5.5e
End of last turn: 0e
Income: 2e tax, 0.5e slaves, 2e resource, 0.5e trade, 0.5e religion, 1e morale bonus
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 3
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING

Special: 'Great King' (Power / Military) Current Task: Military


Haskites: NPC

Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: more cattle farming, build a unit. Learn BRONZE WORKING. EVENT: Culture UP, Civilization UP. DISASTER: Disease strikes Lothas!
Turn2: save money. DISASTER: Conquered and exiled by Nartozieroni! Survivors flee to Karu. Organisation DOWN. DISASTER: Disease strikes Karu!
Turn3: serve the Shahanar. Learn IRON WORKING.

WARNING: Infrastructure low, overcrowding and disorder in Lothas.

Available Funds: 0.5e
End of last turn: 0.5e
Income: 0.5e payment from Shahanar
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Nartozieroni, 1 Shahanar)
Enlightenment: 1
Power: 1
Military: 2
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, IRON WORKING


Tieros: NPC

Turn1: emerges into the light of history, known as the Tephites.
Turn2: more horse farmers/tamers. Build a skirmisher unit, attack the lands of Markhan, with success. Revolt occurs in Karu, charioteers flee the palace. EVENT: Learn BRONZE WORKING. DISASTER: Disease strikes Teph!
Turn3: 3e to bribe the other peoples of Teph to unite, which is successful. Tephites morph into the Tieros: Infrastructure UP, Engineering DOWN. Learn WRITING. Invent HORSEBACK RIDING. EVENT: Military UP, Organisation UP, Civilization UP. New crops spread in Teph and Markhan.

WARNING: Power low, rebellions likely!
WARNING: Organisation low, corruption growing fast!
WARNING: Infrastructure low, overcrowding in Teph.

Available Funds: 5e
End of last turn: 0e
Income: 2.5e tax, 5e resource
Losses: 1e corruption
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2 (1 Sa'ad Danåb)
Enlightenment: 1
Power: 1
Military: 3
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 1

Inventions: THE WHEEL, BRONZE WORKING, WRITING, HORSEBACK RIDING


Halkska: Disenfrancised

Turn0: emerges into the light of history
Turn1: build a nomad, attempt migration into Lothas, displaced into Teph instead. EVENT: furs resource starts up in Enka. Learn THE WHEEL. Learn BRONZE WORKING.
Turn2: build a nomad, attempt migration into Tarka. EVENT: Engineering UP, Civilization UP. DISASTER: long winters freeze the land! Nomads move on into the land of Khoda. EVENT: free extra nomads in Arkhad.
Turn3: build a unit, temple in Khoda. Enka abandoned, many migrations into the east! Violence as native nomads are outcompeted and displaced from Markhan and Arkhad. EVENT: Organisation UP. Free nomads (assimilated/pop growth) in Arkhad.

WARNING: Slight overcrowding in various places, Infrastructure low.

Available Funds: 5e
End of last turn: 0e
Income: 2.5e tax, 3e resource, 0.5e religion, 0.5e trade
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING


Sa'ad Danåb: BananaLee

Turn0: emerges into the light of history
Turn1: build a palace, which is quickly occupied by invaders, as unit ventures into the south. Learn THE WHEEL.
Turn2: zealot uprising in Karu disrupts Tephite rule, but fails to free slaves until the lost tribe appears from the south. Tephites abandon the palace and flee. The people are free. The last of the royal Haskites seek refuge in Karu. Learn BRONZE WORKING. EVENT: Organisation UP, Economics UP. DISASTER: Disease strikes Karu!
Turn3: 2e invested in Culture (pleasure circuses?). Culture UP due to combination of factors. EVENT: culture spreads, free monument in Navu. Civilization UP.

Available Funds: 2e
End of last turn: 0e
Income: 0.5e tax, 2e resource, 0.5e trade, 0.5e religion
Upkeep: 1.5e (2 units, 1 palace)

Civilization Level: 2
Culture: 3 (1 Ka Molo)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 2
Engineering: 1

Inventions: THE WHEEL, BRONZE WORKING


Ka Molo: NPC

Turn2: emerges into the light of history.
Turn3: more jade miners/workers in Zlohu. Save 1e. EVENT: Organisation UP, Civilization UP. Pop growth as nomads in Hloga.

WARNING: Infrastructure too low, overcrowding in Hloga.

Available Funds: 6e
End of last turn: 1e
Income: 1.5e tax, 3e resource, 1.5e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Sa'ad Danåb)
Enlightenment: 3
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 1

Inventions: THE WHEEL, BRONZE WORKING

Special: 'Queenship of Ri' (Culture / Power / Economics) Current Task: Culture


Gorukanu: NPC

Turn2: emerges into the light of history.
Turn3: two more units, raid the locals and tribes in Kula. Learn HORSEBACK RIDING

Available Funds: 4e
End of last turn: 0e
Income: 1e tax, 2e resource, 1e raided from Navu, 1e raided from Kula
Upkeep: 1e (2 units)

Civilization Level: 1
Culture: 1
Enlightenment: 1
Power: 2
Military: 2
Organisation: 1
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, HORSEBACK RIDING
 
STATS

Cradle Two

Spoiler :
Maktara: NPC

Turn3: emerges into the light of history

Available Funds: 2.5e
End of last turn: N/A
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 units)

Civilization Level: 1
Culture: 2 (1 Vauri)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL


Vauri: NPC

Turn2: emerges into the light of history
Turn3: Infra UP. Learn THE WHEEL. EVENT: Engineering UP. GREAT EVENT: High Priestess GET. Culture UP, Civilization UP. Nomads in Yeichar are inspired to unite with the Vauri.

WARNING: Infrastructure low, overcrowding in Zhailin

Available Funds: 4e
End of last turn: 0.5e
Income: 1.5e tax, 3e resource, 0.5e religion
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 3 (1 Houlau)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL

Special: High Priestess (Culture / Diplomacy) Current Task: Culture


Houlau: NPC

Turn2: emerges into the light of history
Turn3: more crop farming, seek peace with neighbours. Learn WRITING, THE WHEEL. EVENT: Enlightenment UP, Civilization UP.

WARNING: Infrastructure low, overcrowding in Zhailin

Available Funds: 4.5e
End of last turn: 0.5e
Income: 2e tax, 3e resource
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Vakar, 1 Vauri)
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 1

Inventions: BRONZE WORKING, IRON WORKING, WRITING, THE WHEEL.


Zharu: NPC

Turn0: emerges into the light of history
Turn1: build a city. Learn BRONZE WORKING. Discover IRON WORKING.
Turn2: military up, build a unit. One city pillaged by Xitaan, its people enslaved, but invaders repelled eventually. Learn THE WHEEL. Invent WRITING. EVENT: Power UP, Culture UP, Civilization UP.
Turn3: build another unit, try to hold out. Defeat! Military UP, Power DOWN.

Available Funds: -0.5e
End of last turn: -0.5e
Income: 0.5e tax
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 1
Military: 3
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, IRON WORKING, WRITING.


Vakar: emu

Turn0: emerges into the light of history. Invent BRONZE WORKING.
Turn1: build a Fort, and a unit. Attack barbarians in local area. EVENT: Engineering UP. DISASTER: slave uprising and crushing defeat, fortress falls. Elite warriors flee into Neikan, raiding as they go. Power DOWN.
Turn2: warrior elite pass through Zhunun, fight for both sides in the Zharu-Xitaan wars. Learn IRON WORKING, THE WHEEL. EVENT: Organisation UP.
Turn3: train charioteers, convince Xitaan to renew attacks against Zharu. Tribal city captured and occupied. EVENT: Power UP, Infrastructure UP, Culture UP, Civilization UP.

Available Funds: 2e
End of last turn: 0.5e
Income: 0.5e tax, 1e gift from Xitaan, 1e looted from Zhunun.
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Zharu)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL


Xitaan: NPC

Turn0: emerges into the light of history
Turn1: two units, attempt to conquer home territory. EVENT: Culture UP. GREAT EVENT: Great General GET! Military UP, Engineering UP, Civilization UP. Learn BRONZE WORKING.
Turn2: 1e to bribe tribal Yaru charioteers and Zhunun archers. But Zhunun archers are too loyal to Zharu, so 0.5e paid to Vakar instead. 1e also pays for extra supplies for great campaign against the Zharu kingdom. One Zharu city enslaved, but Zharu defenders eventually exhaust the attacking armies. 'Great General Yuchigo' is consumed. EVENT: population growth in Kiin. Learn IRON WORKING. Learn THE WHEEL.
Turn3: Power UP for 2e, iron worker in Beikan, new spear unit and 1e to hire Vakar. Renew attack on Zhunun, share spoils with the Vakar. Learn WRITING. EVENT: Economics UP. DISASTER: Enlightened Prince Kaiutau frees the Zharu slaves and leads a rebellion against Xitaan power.

WARNING: Power low, risk of army mutiny and/or city rebellion.

Available Funds: 5.5e
End of last turn: 0e
Income: 1.5e tax, 4e resource, 1e pillaged from Zhunun
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Aquen)
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL


Ximaru: NPC

Turn3: Enlightened Prince Kaiutau frees the Zharu slaves and leads a rebellion against Xitaan power. Ximaru emerges into the light of history

Available Funds: 2e
End of last turn: N/A
Income: 1e tax, 1e resource
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Aquen)
Enlightenment: 2
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL


Jalatu Taej: NPC

Turn3: emerges into the light of history

WARNING: Infrastructure low, slight overcrowding in Hurdujan.

Available Funds: 4e
End of last turn: N/A
Income: 2e tax, 2e resource, 1e trade
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: THE WHEEL, WRITING, BRONZE WORKING

Special: Royal Elephants (Military / Trade) Current Task: Trade


Tarak: NPC

Turn2: emerges into the light of history
Turn3: economy UP, seek peaceful trade. Learn IRON WORKING. EVENT: free copper/tin miners in Tarakan. Organisation UP.

Available Funds: 4.5e
End of last turn: 0e
Income: 3e resource, 2e trade
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 1
Enlightenment: 1
Power: 2
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 2
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING

Special: Royal Elephants (Military / Trade) Current Task: Trade


Aquen: Ninja Dude

Turn0: emerges into the light of history
Turn1: build Nomads, try to assimilate others in Maulan. Learn BRONZE WORKING. GREAT EVENT: Great Shaman GET! Sacred Gemstones Discover! Culture UP!
Turn2: train two more spearmen, move one spearman and one nomad westwards into Huar. Learn WRITING. EVENT: Nomads prosper and spread into Sailan. Free monuments, religion spreads. Organisation UP.
Turn3: two archers in Sailan, spearman in Huar. 0.5e gift convinces barbarian spearmen in Huar to disband. Sailan pacified by force, but new tribes enter Sailan, while old Sailan tribes flee to Kaitan where they stir up trouble and destroy the Oltacist temple there... Learn IRON WORKING. EVENT: population growth in Maulan and Sailan. Economics UP. GREAT EVENT: Holy City GET!

WARNING: Culture + Power + Organisation is all a little low, possibility of cultural break-away in Sailan
WARNING: Infrastructure low, slight overcrowding in Maulan

Available Funds: 7e
End of last turn: 0e
Income: 3.5e tax, 4e resource, 1e religion, 0.5e gift from Maulan tribes, 0.5e looted from Sailan tribes, 0.5e trade
Upkeep: 3e (6 units)

Civilization Level: 1
Culture: 3
Enlightenment: 2
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 1

Special: 'Yenleta Sav' (Culture / Organisation) Current Task: Culture

Inventions: THE WHEEL, WRITING, BRONZE WORKING, IRON WORKING


Tarezisis: Anonymoose

Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: buy Workers on the crabs in Kaitan. Religion/Culture spreads along river in that direction. Invent WRITING. EVENT: Organisation UP. Free Monument in Kaitan. Nomad pop growth in Yalu.
Turn2: build two units, send to guard interests in Kaitan and Ulan. Send one nomad into Ulan. Learn BRONZE WORKING. EVENT: silver mine opened in Yalu. Nomad pop growth in Yalu.
Turn3: worker on horses in Kaitan, worker on alpacas in Ulan. Spearman morphs in Elephant riders. Learn IRON WORKING. GREAT EVENT: Wonder GET! Culture UP, Economics UP, Military UP, Civilization UP.

WARNING: Power low, escalating risk of rebellions.
WARNING: Organisation low, corruption growing!
WARNING: Infrastructure low, slight overcrowding in Yalu and Ulan.

Available Funds: 9e
End of last turn: 0e
Income: 2.5e tax, 6e resource, 0.5e religion, 1e trade, 0.5e visitors, 1e morale bonus
Losses: 1e corruption
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2
Enlightenment: 3
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 1

Inventions: THE WHEEL, WRITING, BRONZE WORKING, IRON WORKING


Haiu: NPC

Turn1: emerges into the light of history.
Turn2: build another city. Learn BRONZE WORKING. Learn WRITING. EVENT: Silk farming invented/discovered in Kaitan!
Turn3: Infrastructure UP, build a fortress. EVENT: Military UP, Civilization UP. Free Silk worker.

WARNING: Infrastructure low, slight overcrowding in Kaitan

Available Funds: 3e
End of last turn: -1e
Income: 2e tax, 2e resource, 1e trade
Losses: 0.5e debt effects
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Tarezisis)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING


Sagu Ra-u: NPC

Turn3: emerges into the light of history.

Available Funds: 4e
End of last turn: N/A
Income: 1.5e tax, 0.5 slaves, 3e resource, 0.5e trade
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2 (1 Tarezisis)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: THE WHEEL, BRONZE WORKING, WRITING


Cradle Three

Spoiler :
Halachamo: NPC

Turn3: emerges into the light of history.

Available Funds: 2e
End of last turn: -0.5e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 2 (1 Agrian)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 1


Harao: NPC

Turn1: emerges into the light of history. Invent WRITING. Trade Centre GET.
Turn2: more giant ground-bird farming. Save 0.5e. Ships explore west along coast of mainland. EVENT: Enlightenment UP, Civilization UP
Turn3: 1e to help nomads migrate far away to Retiki. Mine more gems there, and build a unit to guard it. Invent BRONZE WORKING. EVENT: Engineering UP, Economics UP. DISASTER: Disease strikes Sollo!

WARNING: Organisation low, corruption is growing.
WARNING: Power + Culture + Organisation is all too low, rebellions and/or cultural split possible!

Available Funds: -1e
End of last turn: -0.5e
Income: 0.5e tax, 1e resource, 1e trade
Losses: 0.5e corruption, 0.5e debt effects
Upkeep: 2e (4 units)

Civilization Level: 2
Culture: 2 (1 Agrian)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 1
Infrastructure: 2
Economics: 3
Engineering: 3

Inventions: WRITING, BRONZE WORKING


Agrians: Matt0088

Turn0: emerges into the light of history
Turn1: build another City. Learn WRITING. EVENT: Engineering UP, Economics UP, Civilization UP.
Turn2: culture UP, build a monument. GREAT EVENT: Wonder GET! Organisation UP!
Turn3: build two shamans, and a spearman. Nomad migration to Nalko, and pop growth / assimilation there. Assimilate Harao monument in Sollo. Learn BRONZE WORKING. EVENT: Infrastructure UP. OUTRAGE: Hulukap pillage Agrian temple in Maltik! DISASTER: Disease strikes Sollo!

Available Funds: 2e
End of last turn: 0e
Income: 2e tax, 1e resource, 0.5e trade, 0.5e religion
Upkeep: 2e (4 units)

Civilization Level: 2
Culture: 3 (1 Harao)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 3
Economics: 2
Engineering: 2

Inventions: WRITING, BRONZE WORKING


Hulukap: Abaddon

Turn0: emerges into the light of history
Turn1: two units, and try to incite rebel uprising with 1e. Attack Hubrians. Event: Power UP, Civilization UP.
Turn2: build a new city for 2e, train a shaman for 1e. Preach in Lani while hunting for Hubrian shamans. EVENT: Culture UP, free monument in Maltik.
Turn3: Engineering up. 3 armies trained in Maltik (one later dies). Fail to recruit Maltik barbs, but partially bribe Zakat tribes with 0.5e. Big war against Holuc is partially successful. EVENT: Military UP, Economics UP, Enlightenment DOWN. Learn WRITING, BRONZE WORKING. DISASTER: Disease strikes Maltik!

WARNING: Infrastructure too low, overcrowding in Maltik.
WARNING: Organisation too low, corruption remains!

Available Funds: 4.5e
End of last turn: -0.5e
Income: 1e tax, 1e slaves, 1e resource, 1e gift from Chwinqua, 2e looted from Zakat, 2e looted from Agrian temple in Maltik, 0.5e trade.
Losses: 0.5e corruption, 0.5e loot misappropriated
Upkeep: 2.5e (5 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: WRITING, BRONZE WORKING


Holuc: Lord_Iggy

Turn2: emerges into the light of history
Turn3: build a fortress, and a unit. Conduct a rather chaotic defence of Zakat, city lost and enslaved, but fortress holds out. Warriors succeed in wearing down the Hulukap. EVENT: Military UP, Engineering UP, Power DOWN.

Available Funds: 0.5e
End of last turn: 0e
Income: 0.5e tax, 0.5e recovered weapons, 0.5e looted from Zakat tribes
Upkeep: 1e (2 units)

Civilization Level: 1
Culture: 2 (1 Hulukap)
Enlightenment: 1
Power: 1
Military: 3
Organisation: 2
Infrastructure: 1
Economics: 1
Engineering: 2


Hubrians: NPC

Turn0: emerges into the light of history
Turn1: new City in Zakat, new shaman unit goes to Lani, with some success in influencing the natives. DISASTER: Attacked and overrun by Hulukap and barbarians elsewhere! Power DOWN!
Turn2: explore the deserts of Chiru and try to recruit followers.
Turn3: Shaman enters Zakat, try to incite ethnic Hubrians to revolt. This fails, so escape to Retiki.

Available Funds: -0.5e
End of last turn: 0e
Income: 0e
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 2
Enlightenment: 1
Power: 1
Military: 2
Organisation: 1
Infrastructure: 1
Economics: 1
Engineering: 1


Chwinqua: NPC

Turn1: emerges into the light of history
Turn2: cultivate more fruits of the forest (worker for 2e). Protest destruction of Hubrian temple, but do not anger the Hulukap.
Turn3: build another city in Lani, pay 1e to Hulukap. EVENT: Engineering UP, Enlightenment UP, Civilization UP

WARNING: Infrastructure low, overcrowding in Lani.

Available Funds: 3e
End of last turn: -0.5e
Income: 1.5e tax, 2e resource, 0.5e trade
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Hulukap)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2


Onaqui: NPC

Turn3: emerges into the light of history

Available Funds: 2e
End of last turn: N/A
Income: 1e tax, 2e resource
Upkeep: 1e (2 units)

Civilization Level: 1
Culture: 2 (1 Chwinqua)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 1
 
Hmm, thats hardly successful. I failed to kill any of iggys units and lost several myself..You missed out pillaging the Agrian temple?
 
Hmm, thats hardly successful. I failed to kill any of iggys units and lost several myself..You missed out pillaging the Agrian temple?

I did miss that, apologies! I've just ninja retrofitted it into the update and map and stats.

Lord_Iggy's dudes are hardcore, I think that went not too bad, note the slaves you took from them while destroying their city and added to your homeland over thar.

Oh I forgot to mention the bronze working...
 
(in jest) You offered me Iron working instead of the Wheel via PM.. what happened? ;)

Sleep deprivation?


Iggy// Holuc

It is true what the omens warned us. Your men are both fierce and strong warriors. We respect them, but it must be stated that your tribe has now been crippled by my forces. We are willing to resist extinguishing your tribe, and take you as a protectorate of the Great Hulukap. All we ask in return is that you will field your great warriors if we request it.


[As a protectorate you will also gift us 1E/pt once your economy gets back on track, thinking 3e spending?]
 
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