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