DaftNES 3: Alternate-World Fresh Start

Well, it certainly looks like a messy fight!

You have mentioned on occasion that resources are not finite and will shift/change over time.

As we discover things, will new resources appear like in civ?
 
UPDATE 4:

Years 1800 to 2100

CRADLE ONE:

The Ongen kings of this age are known as the great lawmakers; piracy is crushed and the great merchant houses are brought back under central control. But the Ongen fleet fails to wipe out the Calenginan naval presence in the east, and is left distracted when the Ethaliri tribes turn against the Ongens and launch a daring invasion of the Etua islands. The Ethaliri warriors overwhelm the island garrisons and sack one the main Ongen cities; the non-Ongen ethnics of Etua take this opportunity to settle old scores and rise up in rebellion, trouble further fuelled by tension between the followers of Antar'ah and the Idovai cultists. For a while the Ongens are in crisis, but the Ethaliri grow too bold; they are eventually caught and defeated at sea by the Ongen navy, although some warchiefs manage to return to Luca with both loot and slaves. Relations with the Rhuhia are more beneficial at this time; new Ongen settlements grow in the lands of Rhua, while the Rhuhia expand their raiding and bullying of other tribes into the lands of Udan.

The Iskander and Salkadji are united as the new confederacy known as al-Qahira, which inherits a large zone of cultural and religious influence. The Haelani interlopers never attempt to formalise their control over the lands of Qan-ma and are quickly evicted; Qan-ma soon recovers from the wars of previous ages, and the armies of al-Qahira are able to campaign with success in both Makar and Chari. By comparison the Gattra are rather less prosperous and less motivated, but they maintain their reputation as ferocious warriors and get revenge on the followers of Antar'ah by sacking temples in Chari; the arrival of colonists from the Varai League adds to the intrigue in those lands.

Meanwhile a massive volcanic eruption strikes the islands of Cria. The port-city settled by the Calengians is one of the main victims, and this is another blow against trade in the Middle-Sea. The eruption also destroys the high temple of the Idovai; this is seen as a divine vote of no confidence and, in the aftermath, al-Qahira-inspired cults take root on the islands, raising the same kind of tensions as seen in Etua. All the while, the Varai League find their envoys ignored by the Novai, talk of unity comes to nothing, and a new round of wars in feared by the long-suffering people of Cria...

The Haelani focus their attention on the conquest of Hurud and its fabulous riches. Great armies are raised on both sides and they fight the bloodiest battles seen in history up to this point. At first, the Hurian-Sarakite forces suffer terrible defeat, as their spearmen fold against ferocious Haelani swordsmen. It is said the high chief of the Haelani is an admirer of Hurian culture, and dreams of forging an enlightened world empire with Hurud under his control; this dream seems to lose its way as the Haelani campaign degenerates into and orgy of pillage and destruction. With the Temple of Eredos now in sight, the Hurian-Sarakite army rallies for another great battle, this time with the aid of a band of roaming Vetharil warriors, seeking fame and honour for themselves...

The battle hangs on a knife-edge; a volley of Sarakite arrows and a charge of Vetharil pikes turns the tide, and Haelani leaders continue their tradition of dying dramatic deaths on the battlefield; this time the elite Haelani warriors are routed. The Hurian-Sarakite armies finally evict the invaders after suffering great losses themselves. The remnants of the Haelani retreat to Makar to salvage something of their power-base from combined invasions of the resurgent al-Qahira and Nomesters; in the chaos, groups of enslaved Hurians are able to escape back to Hurud. Despite all its sufferings, the land of Hurud remains prosperous, and now it seems nothing can dislodge the great ancient kingdom at the centre of the world...

While Makdul power is extinguished in Makar and Siach, their cousins the Nashawi manage to stay out of trouble, and also make a point of sheltering Shahanar caravans behind their city walls. A great new temple rises from the war-torn land, made of finest Makar marble and showing just a few hints of Shahanar-Tharnite influence; the temple of the god-father Nashan is said to be a wonder to rival the Temple of Eredos itself. Meanwhile far to the east, sheltered behind the mountains of Shanan, the Shahanar build themselves a great palace and seat of power known as the 'Great Hall of Crafts'. Nonetheless, Hurian-Sarakite culture remains an equally powerful force in the west and now extends its influence to the jungles of Mlano in the south.

Mriz emerges as a new centre of trade, trade dominated by the Kaerlan; a people not known for being keen traders, but not averse to taking opportunities. New ports on the coast of Mriz attracts seafaring traders who are avoiding the turbulent islands of the Middle Sea and the war-torn lands in the south, while also attracting overland trade the forests to the north and east; elements of Calengian culture are absorbed, while so far there is little outright competition with the Shahanar traders. The Vetharil are now being overshadowed by an explosion of Kaerlan influence; Kaerlan warriors join their Torecan allies in ship-borne raids across the 'White Sea', targeting the towns of the En Corthan and Nartozieroni - something rather harmful for trade but, for now at least, these raids are successful in returning large amounts of loot, especially as these kingdoms face other distractions...

With the spread of iron working, the northern lands of Odda, Boda and Enka begin to fill with well-armed tribesmen. The lands of En Corthan seem more vulnerable than most; the high kinds seem to sense this, and order new forts to be built. Meanwhile, after decades of careful work by the great kings the Nartozieroni, a new age begins for their kingdom. Barbarian invaders of previous centuries are absorbed into the Nartozieroni sphere. For one reason or another, the En Corthan and Nartozieroni come closer together. But the new Nartozieroni kings find themselves with a large army made up of varied cultures, which is both versatile and unwieldy; they struggle to repel simultaneous attacks from both the seaborne raiders of the White Sea and the horse-riders of the Gorukanu...

An era of Gorukanu occupation begins in the deserts of Karu; foreigners once again take residence in the 'Palace of Pleasure'. But unlike the ancient Tephites, the Gorukanu do not try to enslave the Sa'ad Danab, but coerce them into cooperation; Danabian warriors fight their own war with the Nakkra Ardi in the south, while the Gorukanu use the oases of Karu as base of operations for raiding into the neighbouring western lands - Lothas, Shahan and Narudi, where the Shahanar face a serious threat to their settlement. But these raids are not altogether successful, despite the use of cavalry and its shock value; Gorukanu leaders are distracted for various reasons, not least of which is the Danabian women - one legacy of the Gorukanu raids is the establishment of a caste of Danabian pleasure-companions in the lands of Lothas.

The religious side of Sa'ad Danab culture also flourishes in the form of Janggutist cults; Danabian influence is now felt across seen across large part of the eastern world, and their culture forms a link across the desert with the southern paradise Queendom of Ka Molo, a place widely known in legend one of great luxury and riches, enough to rival even the Shahanar. Meanwhile, after generations of Gorukanu raiding, the skills of horseback riding and stronger breeds of horse inevitably pass into the hands of the Shahanar and Nartozieroni.

The Halkska tribes continue to flourish at the eastern edge of the great continent, marked at this time by a rapid development of metalworking and the spread of religious sites - wooden structures with amazingly precise alignments to the movements of the heavenly bodies. The Halkska have some tangled relations with the Tieros kingdom during this era; the Tieros seem wary of the growing strength of the Halkska and of their involvement in the land of Markhan, where a new centre of trade springs up that is mostly run by the 'barbarians'. The Tieros, of course, have other potential enemies, and for now the Halkska seem to be a stabilising force in the north.

Finally, far to the south, and with only the troublesome tropical woods to work with, Noidi craftsmen build boats capable of venturing further out into open waters. The Noidi explore the dramatic coastline of Tinoon in the west, and reach the islands of Barja in the east, with rumours of more discoveries besides. The natives slowly get used to the presence of Noidi traders, and the idea that local items may have high values for export; exotic incense and precious stones are now gathered by the tribes of Tinoon, where the Noidi hear about the land of 'Jalatu' and the huge island that occupies the southern edge of the world....

CRADLE TWO:

The Vauri confederation expands along the western coast of the continent, to some extent mirroring the Aquen of the west. The Vauri priestesses wield influence from the Maktara farming cities of the north to the mountain tribes of Huilan in the south. Meanwhile the kingdom of Houlau is laid low by a terrible pestilence that threatens to spread to neighbouring lands.

Enlightened Prince Kaiutau offers a new era for the peoples of Kiin, but it is not to be. The God-Emperor of the Xitaan raises a large new army against his erstwhile son and the last determined remnants of Zharu resistance. Fighting is fierce, but with the Vakar remaining loyal to the Emperor, the fate of the rebellion is sealed. The decisive battle is fought in Kiin, where a dramatic chariot clash ends in favour of the loyalists, after which the Ximaru forces are enveloped and routed, Prince Kaiutau presumed dead, though his body is never found. Meanwhile Vakar infantry are essential to the destruction of Zharu rebels in Zhunun, and suffer many casualties for it. The Xitaan empire now continues on the same old course, its lands exhausted, but its leaders already looking for a new target of conquest. And the Vakar, former exiles and mercenaries, are now kings once again, having been given imperial approval to hold the lands they have conquered.

As Zharu culture is swallowed up, exiles, escaped slaves and various remnants of the great rebellion gather in the southern forests of Beikan, gradually settling amongst the natives there. In time this gives rise to the kingdom of Aikua, which for now remains at peace with Xitaan.

The lords of Haiu rebuild a great Oltacian temple in Kaitan under the watchful eyes of the Yenleta Sav; peace is maintained with the Aquen. But the Aquen suffer a rebellion in the east; armies sent to pacify the lands of Sailan achieve their aims, but fall under the spell of a new philosophy that puts no great emphasis on loyalty to Weaqaunsui; the new faction calls itself the Juerenen. Meanwhile the warriors of Sagu Ra-u grow restless for new conquests. The most fertile lands have all been claimed, and new disputes arise. The Tarezisis breed war-horses of greater strength, and now horse riders accompany the royal war elephants...

Yet things remain largely peaceful. All of the eastern kingdoms prosper at this time, vast wealth accumulated by the Aquen and Tarezisis in particular, after a belated spread of crop farming to the plains of Yalu - all of which provides a seemingly endless market for luxuries of the north, brought by Tarakan traders. This status-quo seems set to endure. Meanwhile the Jalatu Taej continue to spread tales of strange lands and peoples in the north...

CRADLE THREE:

Agrian culture and influence expands westwards during this era. The great pestilence passes, and Sollo recovers as a centre of trade and pilgrimage, yet the Harao are now left in the shadows of their neighbours. It is the Agrians who end the problem of the pirate clans, using a mix of bribery and coercion. Some of the formerly-troublesome seafarers now serve the Agrians in their adventuring across the south-eastern lands; a pattern of religious influence followed by co-settlement with the natives and steady cultural absorption seems set to continue. Yet in the process, the Agrians are also being influenced by the native cultures and beliefs, with the Sollo islands becoming steadily less important as a centre of power.

Meanwhile an ambitious military campaign against the Halachamo ends in defeat as the defending warriors put up determined resistance, and the Agrians are left fearing a backlash against their new settlements in Nalko and Malcho. And Agrian influence on the mainland is basically eventually ended by firm intolerance from the Hulukap, though their may be faint signs of Agrian elementalism to be found in the distant western deserts of Anulas.

This era sees a consolidation, and perhaps a highpoint of Hulukap power. An agreement is reached with the troublesome Holuc, whereby the Holuc slaves are released. This is done, and the gods seem pleased, for a new generation of Hulukap leaders find themselves ruling an empire of riches and usually-plentiful food. The great pestilences of the past are soon forgotten as the Hulukap capitol experiences a population explosion, becoming the largest city in the history of civilization up to this point. Steady tribute is received from the gold mines of the Chwinqua, and Hulukap shamans also make an impression among the tribes deep in the deserts of Chiru. But now the Hulukap system proves simply unable to govern itself, lacking much of anything resembling a bureaucracy; vast wealth finds its way into the hands of normally low-ranking aristocrats; private armies are formed, private palaces are built, and whole towns and cities stop sending tribute through official channels, yet nonetheless the Hulukap leaders remain the wealthiest and most powerful on the continent at this time.

The Holuc turn their attention west, keeping their warrior skills sharp with many decades of raiding into the lands of Retiki. This proves a profitable enterprise, yet it is also a reason for the formation of new centralised societies there, as minor tribes band together for mutual defence. The people known as the Aretiki are the closest descendents of the old Harao explorers, while the Kalamec can trace some of their roots back to the ancient Hubrian wanderers and shamans of the great desert.

MAPS:

Faction names written like ~this~ are the NPC's, except Noidi which is actually PC for two turns now, and possibly others I forgot!

Spoiler Cradle #1 AND Cradle #2! :
dncu4ea.png


Spoiler Cradle #3 :
dncu4am.png


NPC DIPLO:

To Hurians
From the Makdul remnants (baldie dudes)


We are the descendents of great warriors. We have come to Hurud in the hope we can serve in your army.

To Noidi
From the tribes of Mlano


The gods have blessed you, we 'invite' you to share this wealth with your cousins [0.5e per turn].

To the Calengians
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 assorted barbarians of Odda


We will mercilessly sack the city of Calenge unless you pay a tribute of [1e].

To En Corthan
From the assorted barbarians of Boda


We will mercilessly pillage your lands unless you pay a tribute of [1e].

To al-Qahira
From the Varai League


We propose a pact of everlasting peace and will welcome your holy-men to our lands.

To Sa'ad Danab
From Nakkra Ardi


You have powerful gods (and dice rolls) and so we wish that we may return to peaceful and pleasurable times.

To Halkska
From Tieros


You may continue trading in our lands, and dwelling in the safety our warriors provide. All we ask in return is a token gift of [1.5e per turn].

To Vakar
From Xitaan


We are pleased by your loyalty. Divine order is restored. The God-Emperor formally grants you rights over the lands you now hold. We now consider our dealings closed. Your forces will be paid [0.5e per unit per turn] if they wish to join us in future campaigns, however our plans are not yet decided.

To the high lords of the Hulukap
From the independent (corrupt) lords of Maltik


The status-quo is pleasing, is it not? We recognise your overall authority, we will aid in the defence of Maltik, and you may be entertained at our fabulous palace. Just do not take any steps against us and do not [raise Organisation level] in these realms.

To the high lords of the Hulukap
From the Chwinqua


Who really holds power in your lands? We will continue to send tribute for now, but we hear troubling rumours...

NOTES:

Next Orders Deadline is 11:59 GMT, Sunday Night, 28th March. It looks like I'm going to be busy next weekend so I hope to get another update done at the start of the following week.

'GREAT EVENTS' and 'DISASTERS' are either the result of exceptional dice rolls or special circumstances in game. Natural disasters are always random, though things like plagues have less chance of not appearing if there is overcrowding and etc. Nothing personal!

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.

@lopaz forts cost 2e, so I only added one in Zamar. Apologies I should've pointed that out sooner.

@andis-1 you have swordsmen but you don't get to skip centuries of battle experience and get roman legionnaires straight away!

@shadowbound you don't get to spend money now that you might possibly be getting in future (looting of temples etc). Again apologies I should've pointed that out beforehand.
 
STATS

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

Spoiler :
Ethaliri: NPC

Turn2: emerges into the light of history
Turn3: bribe barbarians with 1e, joint attack into attack Chari. Learn IRON WORKING. Civilization UP.
Turn4: build two boats and another unit (destroyed), bold attack against Etua. EVENT: Economics Up.

Available Funds: 5e
End of last turn: 0.5e
Income: 1e tax, 1e resource, 1e slaves, 1.5e raided from Ongen dye traders in Luca, 1.5e raided from Etua in general
Upkeep: 1.5e (3 units)

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

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Rhuhia: civver_764

Turn2: emerges into the light of history
Turn3: Infrastructure UP, get into war with local barbarians. EVENT: Engineering UP, Civilization UP.
Turn4: Build a new city in Rhua, gather elite soldiers in new unit of axemen (Rhuance), raid neighbouring tribes. Learn IRON WORKING.

Available Funds: 4e
End of last turn: 0e
Income: 1e tax, 2e resource, 0.5e trade, 1.5e raided from Rhua tribes, 1e raided from Udan tribes
Upkeep: 2e (4 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, IRON WORKING


Ongen: orangelex44

Turn0: emerges into the light of history
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.
Turn4: Organisation UP x2! Build another galley. Calengian navy fights back, while Ethaliri raiders attack Etua itself; Ethaliri fleet defeated, but some escape with some loot and slaves; prestige suffers, new rebellion starts up on the islands. EVENT: Culture UP, Civilization UP. Free city as trade settlement expands in Rhua.

Available Funds: 5e
End of last turn: -0.5e
Income: 2e tax, 4e resource, 1.5e trade, 1e Ethaliri loot recaptured
Upkeep: 3e (5 units, one palace, one newly-captured Ethaliri boat: upkeep deferred for a turn)

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

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


Yaneid: NPC

Turn3: emerges into the light of history.
Turn4: Infrastructure UP. Learn WRITING. EVENT: Enlightenment UP.

Available Funds: 1.5e
End of last turn: 0e
Income: 1e tax, 1e resource
Upkeep: 0.5e (1 unit)

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

Inventions: BRONZE WORKING, THE WHEEL


Calengians: spryllino

Turn0: emerges into the light of history
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.
Turn4: Infrastructure UP, build a city on Cria. EVENT: population growth as Nomads in Cria. New hardy northern cattle resource in Gleis. DISASTER: massive volcanic eruption strikes Cria! Port destroyed. GREAT EVENT: Great King GET! Power UP!

Available Funds: 5e
End of last turn: 0e
Income: 2e tax, 4e resource, 0.5e trade, 0.5e gift from barbarians
Upkeep: 2e (4 units)

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

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

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


Idovai: NPC

Turn2: emerges into the light of history.
Turn3: 0.5e tribute to Novai. Idovai cults expand to new lands. EVENT: Organisation UP.
Turn4: 0.5e tribute to Novai. DISASTER: massive volcanic eruption strikes Cria! Temple destroyed.

Available Funds: 1e
End of last turn: 0.5e
Income: 0.5e 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
Turn3: uprising in Cria is crushed utterly. The last few Napodi cultists flee to the northern land of Odda.
Turn4: nothing!

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.
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.
Turn4: Economics UP, Bank 1.5e. EVENT: Enlightenment UP. DISASTER: massive volcanic eruption strikes Cria!

Available Funds: 2.5e
End of last turn: 1.5e
Income: 0.5e tax, 1e resource, 0.5e trade, 0.5e donation from Idovai
Upkeep: 1.5e (3 units)

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

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


Varai League: NPC

Turn3: emerges into the light of history.
Turn4: build a city overseas in Chari, guard it with hoplites and ship. Build a new Hoplite on Cria. DISASTER: massive volcanic eruption strikes Cria!

WARNING: overcrowding in Chari, Infrastructure too low.

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


al-Qahira: Kraznaya

Turn0: emerges into the light of history, known as Iksander Antar'ah. Invent THE WHEEL.
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.
Turn4: Build a fort and a chariot-knight in Qan'ma. REFORM: merge with the Salkadji faction and reform as 'al-Qahira' (Confederacy of). EFFECTS: Organisation DOWN, Economics DOWN, Military UP. OUTRAGE: Gattra pillage temple in Chari.

WARNING: Organisation low, corruption growing!
WARNING: overcrowding in Chari, Infrastructure too low.

Available Funds: 6.5e
End of last turn: -1e
Income: 2e tax, 4e resource, 1.5e religion, 1.5e inherited from Salkadji, 0.5e raided from Gattra in Chari, 2e raided from Haelani in Makar.
Losses: 1e corruption
Upkeep: 3e (6 units)

Civilization Level: 2
Culture: 3
Enlightenment: 2
Power: 1
Military: 4
Organisation: 1
Infrastructure: 3
Economics: 1
Engineering: 2

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


Gattra: Shadowbound

Turn3: emerges into the light of history.
Turn4: build a new city in Chari, build a new unit there. Inherit most of the realms of Rattram. EVENT: Military UP, Culture UP. New iron resource in Geskh.

WARNING: overcrowding in Chari, Infrastructure too low.

Available Funds: 4.5e
End of last turn: -1e
Income: 1.5e tax, 2e resource, 0.5e inherited from Rattram, 2e pillaged from al-Qahira temple in Chari, 1e pillaged from Chari in general, 0.5e gift from Geskh tribes.
Upkeep: 2e (4 units)

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

Inventions: THE WHEEL, BRONZE WORKING, IRON WORKING


Haelani: NPC

Turn3: emerges into the light of history. DISASTER: Disease strikes Makar!
Turn4: build four units in Makar. Attack Hurud with six units total and 1e of logistical support. Big war: two Hurian citys destroyed, but Makar then attacked by al-Qahira and Nomesters; city in Makar lost to Nomesters.

Available Funds: 4.5e
End of last turn: 0e
Income: 0.5e tax, 1e resource, 3e raided from Hurud, 2e Hurian city destroyed, 1e Hurian city enslaved, 1e recovered weapons
Losses: 2.5e loot misappropriated by soldiers, 1e loot looted by al-Qahira.
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.
Turn3: save money, hold off Haelani attacks. Learn IRON WORKING. EVENT: Organisation UP. DISASTER: Disease strikes Makar!
Turn4: build a fortress. GREAT EVENT: Wonder GET! Culture UP, Enlightenment UP.

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

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

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


Nomesters: NPC

Turn0: emerges into the light of history. Invent BRONZE WORKING.
Turn3: another two units, threaten locals in Faradi, raid Taudi and Siach. GREAT EVENT: Great King GET! Power UP!
Turn4: 1.5e on supplies for a military campaign. Great King leads great campaign through Siach into Makar and is consumed in the process. Learn IRON WORKING.

WARNING: Infrastructure low, overcrowding in Faradi

Available Funds: 5e
End of last turn: 0.5e
Income: 0.5e tax, 2e resource, 0.5e recovered weapons, 1e looted from Haelani in Makar, 2e Haelani city destroyed
Upkeep: 1.5e (3 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, IRON WORKING


Sarakites: NPC

Turn0: emerges into the light of history. Learn BRONZE WORKING.
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!
Turn4: build two units (one killed), spice workers in Mlano. Repel Haelani invasion at great cost in soldiers. EVENT: Military UP, Enlightenment UP.

Available Funds: 4e
End of last turn: -0.5e
Income: 2e resource, 2.5e trade, 0.5e recovered weapons
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (2 Hurian)
Enlightenment: 2
Power: 2
Military: 3
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.
Turn3: Organisation UP. Buy two workers in Hurud. Sarakite city and fortress assimilated. Haelani invasion repulsed. EVENT: Economics UP. DISASTER: Disease strikes Hurud!
Turn4: Infrastructure UP, build a unit of swordsmen. Massive Haelani invasion, two city lost - some slaves later manage to escape and return as nomads. EVENT: Military UP. Learn CONCRETE.

Available Funds: 7e
End of last turn: 0e
Income: 3e tax, 2e resource, 1e trade, 1e religion, 1e recovered weapons
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 3
Enlightenment: 3
Power: 2
Military: 3
Organisation: 2
Infrastructure: 4
Economics: 2
Engineering: 2

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


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.
Turn4: Build a pikeman unit, save money. One pikemen goes AWOL and fights on the side of the Hurians against the Haelani.

Available Funds: 4.5e
End of last turn: 1.5e
Income: 1e tax, 2e resource, 0.5e trade, 0.5e recovered weapons (loot from fighting in Hurud)
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.
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.
Turn4: Build a port in Mriz, and reorganise elite soldiers as a new unit of swordsmen. Nomads in Jrika settle down. Some soldiers join Torecan raids across the inland sea. EVENT: Military UP.

WARNING: Organisation low, corruption growing!

Available Funds: 7e
End of last turn: 0.5e
Income: 2e tax, 2e resource, 2.5e trade, 1e tribute from Torecan, 0.5e looted from Zamar (En Corthan), 0.5e looted from Lothas (Nartozieroni)
Losses: 0.5e corruption
Upkeep: 1.5e (2 units)

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

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Torecan: NPC

Turn3: emerges into the light of history.
Turn4: Build another ship and a warrior unit, go raiding against Zamar and Lothas. Bribe Jrika swordsmen barbarians with 0.5e to join in. Send 1e to Kaerlan. EVENT: Power UP, Engineering UP, Infrastructure UP.

WARNING: Organisation low, corruption growing!

Available Funds: 5e
End of last turn: 0.5e
Income: 1e tax, 3e resource, 1e trade, 0.5e slaves, 0.5e looted from Zamar (En Corthan), 1.5e looted from Lothas (Nartozieroni)
Losses: 0.5e corruption, 0.5e loot misappropriated
Upkeep: 2e (4 units)

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

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


Tharnites: NPC

Turn0: emerges into the light of history. Learn WRITING.
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! Fanatics GET!
Turn4: build *another* temple in Shanan, 0.5e gift to Shahanar.

Available Funds: 2.5e
End of last turn: 0e
Income: 1e resource, 0.5e tax, 1.5e religion
Upkeep: 0.5e (1 unit, 1 fanatic)

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

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


Shahanar: Thlayli

Turn0: emerges into the light of history. Invent WRITING.
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.
Turn4: Economics UP, build a Palace (Great Hall of Crafts), build a Guard Phalanx unit, build a city in Narudi (Hashal the Well-Fortuned). Repel raids by Gorukanu. Learn HORSEBACK RIDING. EVENT: Power UP, Culture UP, free shepherds in Shahan, Camel resource moves from Naurdi to Shahan.

Available Funds: 9e
End of last turn: -1.5e
Income: 2.5e tax, 4e resource, 4e trade, 0.5e recovered weapons, 1e gift from Nakkra Ardi, 0.5e gift from Tharnites
Losses: 0.5e debt effects
Upkeep: 1.5e (3 units)

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

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


Noidi: Immaculate

Turn1: emerges into the light of history. Learn WRITING
Turn3: build a ship, a port, and a new city. Learn IRON WORKING. EVENT: engineering UP.
Turn4: Engineering UP! Learn BRONZE WORKING, THE WHEEL. EVENT: free fruit workers in Mlano, free new boat. Trade Centre GET!

WARNING: Infrastructure low, overcrowding in Mlano

Available Funds: 6.5e
End of last turn: -1e
Income: 2e tax, 4e resource, 3e trade
Losses: 0.5e debt effects
Upkeep: 1e (2 units, 1 bonus unit upkeep is deferred for a turn)

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

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


Nandin: NPC

Turn3: emerges into the light of history
Turn4: Economics UP. EVENT: Engineering UP.

Available Funds: 3e
End of last turn: 0e
Income: 1e tax, 2e resource, 1e trade
Upkeep: 1e (2 units)

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

Inventions: IRON WORKING, THE WHEEL


Nakkra Ardi: NPCi

Turn2: emerges into the light of history.
Turn3: more incense workers in Narudi.
Turn4: fortress and nomads in Chard, attempt to conquer diamond mines in Chard. Learn IRON WORKING. EVENT: Infrastructure UP.

WARNING: Organisation low, corruption growing.

Available Funds: 5e
End of last turn: 0.5e
Income: 1e tax, 3e resource, 1.5e trade
Losses: 0.5e corruption
Upkeep: 0.5e (1 units)

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

Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING


En Corthan: lopaz

Turn0: emerges into the light of history
Turn3: Train two more units, defeat barbarians, unify Zamar at last. EVENT: Free nomads in Enka. Culture UP. Horses are now farmed in Zamar.
Turn4: Build a fort in Zamar and a unit in Enka. Enlightenment UP. Suffer raids by Torecan, lose people enslaved. Learn IRON WORKING. EVENT: Economics UP, population growth, free city in Zamar. GREAT EVENT: Great King GET! Organisation UP!

Available Funds: 4e
End of last turn: 0.5e
Income: 2.5e tax, 2e resource, 0.5e trade, 0.5e religion
Upkeep: 2e (4 units)

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

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

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


Nartozieroni: alex994

Turn0: emerges into the light of history. Learn THE WHEEL.
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!
Turn4: Infrastructure UP. Train a unit of archers and a 'cultural' unit. Great King peacefully converts the barbarians of Lothas, raises Power and Enlightenment by one, and is consumed in the effort. Haskite slaves are released and form a new city. Suffer raids by Torecan boat-people and Gorukanu horse-riders. Culture spreads in Zamar. Learn IRON WORKING, HORSEBACK RIDING

Available Funds: 6.5e
End of last turn: 0.5e
Income: 3e tax, 3e resource, 1e trade, 1e religion, 1e morale bonus
Upkeep: 3e (6 units)

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

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


Tieros: NPC

Turn1: emerges into the light of history, known as the Tephites.
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.
Turn4: Power UP, Organisation UP, build a unit of horse archers, raid the lands of Ursu. Learn IRON WORKING. GREAT EVENT: Great General GET! Military UP! Engineering UP!

WARNING: Infrastructure low, overcrowding in Teph.

Available Funds: 8.5e
End of last turn: -0.5e
Income: 3e tax, 5e resource, 0.5e slaves, 1.5e raided from Ursu, 1e trade
Losses: 0.5e corruption
Upkeep: 1.5e (3 units)

Civilization Level: 2
Culture: 2 (1 Sa'ad Danåb)
Enlightenment: 1
Power: 3
Military: 4
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2

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

Special: 'Great General Nakazieros' (Military / Organisation) Current Task: Military


Halkska: Disenfrancised

Turn0: emerges into the light of history
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.
Turn4: Culture UP, build a city in Arkhad, nomad migrates to Tarka. Nomad pop growth in Khoda. Learn WRITING, IRON WORKING. EVENT: Military UP. GREAT EVENT: Workshop GET in Arkhad! Trade Centre GET in Markhan!

WARNING: Power low, rebellions and separatists possible!
WARNING: Organisation low, corruption growing!
WARNING: slight overcrowding in various places, Infrastructure low.

Available Funds: 8.5e
End of last turn: 0e
Income: 4e tax, 4e resource, 0.5e religion, 1.5e trade, 0.5e payment from Tieros, 0.5e workshop
Losses: 1e corruption
Upkeep: 1.5e (3 units)

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

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


Sa'ad Danåb: BananaLee

Turn0: emerges into the light of history
Turn3: 2e invested in Culture (pleasure circuses?). Culture UP due to combination of factors. EVENT: culture spreads, free monument in Navu. Civilization UP.
Turn4: build another 'culture' unit, save rest of moneys. Culture units wander north and south. Nakkra Ardi tries but fails to capture diamond mines in Chard. OMGINVAZION: Gorukanu. Learn HORSEBACK RIDING, IRON WORKING, WRITING. EVENT: Engineering UP.

Available Funds: 3.5e
End of last turn: 1e
Income: 0.5e tax, 2e resource, 1e religion, 0.5e trade
Upkeep: 1.5e (3 units)

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

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


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.
Turn4: Economics UP, more horse traders, save 1e. EVENT: Culture UP.

WARNING: Infrastructure too low, overcrowding in Hloga.
WARNING: Organisation too low, corruption growing.

Available Funds: 8e
End of last turn: 1e
Income: 1.5e tax, 4e resource, 2e trade, 1e morale bonus
Losses: 0.5e corruption
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 3 (1 Sa'ad Danåb)
Enlightenment: 3
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 3
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
Turn4: train two horseback riders, raise Military UP. Occupy Karu palace and launch various raids / campaigns into Lothas, Shahan and Narudi. Learn IRON WORKING. EVENT: Culture UP, Civilization UP.

Available Funds: 2e
End of last turn: -1e
Income: 1e tax, 3e resource, 0.5e trade, 1e raided from Lothas, 1e raided from Narudi
Upkeep: 3.5e (6 units, 1 palace)

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

Inventions: THE WHEEL, BRONZE WORKING, HORSEBACK RIDING, IRON WORKING
 
STATS

Cradle Two

Spoiler :
Maktara: NPC

Turn3: emerges into the light of history
Turn4: build a city and another archer.

Available Funds: 2.5e
End of last turn: -0.5e
Income: 2e tax, 2e resource
Upkeep: 1e (2 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.
Turn4: mines and nomad in Huilan. EVENT: Free temple in Huilan. DISASTER: disease strikes Zhailin!

WARNING: Infrastructure low, overcrowding in Zhailin
WARNING: Power low, rebels/separatism likely!

Available Funds: 5e
End of last turn: 0e
Income: 1.5e tax, 4e resource, 1e 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.
Turn4: Economics and Engineering UP. Ethnic Vakar city assimilated. EVENT: Organisation UP, Enlightenment UP. DISASTER: disease strikes Zhailin!

WARNING: Infrastructure low, overcrowding in Zhailin

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

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

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


Vakar: emu

Turn0: emerges into the light of history. Invent BRONZE WORKING.
Turn3: train charioteers, convince Xitaan to renew attacks against Zharu. Tribal city captured and occupied. EVENT: Power UP, Infrastructure UP, Culture UP, Civilization UP.
Turn4: train heavy spearmen, save 1e. Help the Xitaan against their enemies, chariots go to Kiin to help there. Original swordsmen unit lost in fighting. Learn WRITING. EVENT: Military UP, Economics UP.

Available Funds: 4.5e
End of last turn: 1e
Income: 0.5e tax, 1e resource, 1e gift from Xitaan, 0.5e recovered weapons, 0.5e trade, 1e morale bonus
Upkeep: 1e (2 units)

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

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


Xitaan: NPC

Turn0: emerges into the light of history
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.
Turn4: Train a swordsmen and chariot in both Kiin and Zhunun, 0.5e in supplies for both regions. 1e to the Vakar. Achieve conquest of Zharu and Ximaru. EVENT: Power UP, Enlightenment UP.

Available Funds: 4.5e
End of last turn: -0.5e
Income: 2e tax, 4e resource, 0.5e recovered weapons, 1e trade
Upkeep: 2.5e (5 units)

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

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


Aikua: NPC

Turn4: emerges into the light of history

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

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

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


Jalatu Taej: NPC

Turn3: emerges into the light of history
Turn4: Build a port, Economics UP. Extort natives in Hurdujan.

WARNING: Infrastructure low, slight overcrowding in Hurdujan.
WARNING: Organisation low, corruption growing.

Available Funds: 4.5e
End of last turn: 0e
Income: 2e tax, 2e resource, 1.5e trade, 0.5e tribute from Hurujan tribes
Losses: 0.5e corruption
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 2
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.
Turn4: Economy UP, more silver mining in Yalu. EVENT: Culture UP.

Available Funds: 5e
End of last turn: -0.5e
Income: 3e resource, 3e trade
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 2 (1 Tarezisis)
Enlightenment: 1
Power: 2
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 3
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
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!
Turn4: Organisation UP, Infrastructure UP, Civilization UP, new charioteers in Sailan. EVENT: nomad population growth in Maulan and Huar. New timber resource in Huar. DISASTER: rebellion in Sailan! Two units join the new Jueruen faction.

Available Funds: 9.5e
End of last turn: 0e
Income: 4e tax, 5e resource, 1.5e religion, 0.5e gift from Maulan tribes, 1e trade
Upkeep: 2.5e (5 units)

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

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

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


Jueruen: NPC

Turn4: emerges into the light of history

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

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

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


Tarezisis: Anonymoose

Turn0: emerges into the light of history. Invent THE WHEEL.
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.
Turn4: Power UP, Organisation UP, Infrastructure UP. Save 1e. EVENT: Engineering UP. Invent HORSEBACK RIDING. Free horseman unit.

Available Funds: 10e
End of last turn: 1e
Income: 2.5e tax, 6e resource, 1e religion, 1e trade, 0.5e visitors
Losses: 0.5e corruption (decreasing)
Upkeep: 1.5e (3 units, 1 free unit upkeep deferred for a turn)

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

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


Haiu: NPC

Turn1: emerges into the light of history.
Turn3: Infrastructure UP, build a fortress. EVENT: Military UP, Civilization UP. Free Silk worker.
Turn4: Rebuild Aquen temple, save 1e. Learn IRON WORKING. EVENT: Economics UP. Trade Centre GET!

WARNING: Infrastructure low, slight overcrowding in Kaitan

Available Funds: 6.5e
End of last turn: 1e
Income: 2e tax, 3e resource, 1e trade
Upkeep: 0.5e (1 unit)

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

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


Sagu Ra-u: NPC

Turn3: emerges into the light of history.
Turn4: Military UP. Save 1e. EVENT: Organisation UP. Learn IRON WORKING.

Available Funds: 5e
End of last turn: 1e
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: 3
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 2

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


Cradle Three

Spoiler :
Halachamo: NPC

Turn3: emerges into the light of history.
Turn4: build nomads in Chalcho. Agrian attacks repelled for now. EVENT: Military UP, Organisation UP.

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

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


Harao: NPC

Turn1: emerges into the light of history. Invent WRITING. Trade Centre GET.
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!
Turn4: begins with money crisis. DISASTER: western colony detaches as new faction, Arateki.

Available Funds: 2.5e
End of last turn: -1e
Income: 2e resource, 2e trade
Upkeep: 0.5e (1 unit)

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
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!
Turn4: Bribe/payoff/recruit pirate ships for 1e. Shaman converts natives in Malcho with the aid of 1e. Shaman in Zakat unable to begin mission due to attack by Hulukap. Attack on Halachamo doesn't go too well. EVENT: Military UP, Engineering UP.

WARNING: Power low, army rebellions/separatists possible!

Available Funds: 5.5e
End of last turn: 0e
Income: 3e tax, 2e resource, 1e trade, 0.5e visitors, 1e religion
Upkeep: 2e (4 units)

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

Inventions: WRITING, BRONZE WORKING


Hulukap: Abaddon

Turn0: emerges into the light of history
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!
Turn4: workers on coffee beans in Zakat, and on giant groundbirds in Maltik (bananas full, need infra or econ lvl 3). Holuc slaves are released. EVENT: new fine stone quarry resource. Engineering UP. GREAT EVENT: Great City GET! DISASTER: corrupt lords build themselves a corrupt palace in Maltik, one city and one unit rebel to join corrupt army. Power DOWN.

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

Available Funds: 8.5e
End of last turn: 0.5e
Income: 3e tax, 0.5e slaves, 6e resource, 1e gift from Chwinqua, 1.5e trade, 0.5e religion
Losses: 3e corruption
Upkeep: 1.5e (3 units)

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

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.
Turn4: save money, accept peace with Hulukap and go raiding into Retiki. Nomads settle down to build a city. Former slaves return to Zakat as new nomads. EVENT: Power UP, Infrastructure UP.

Available Funds: 5e
End of last turn: 0.5e
Income: 1.5e tax, 1e resource, 3e variously looted from Retiki.
Upkeep: 1e (2 units)

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


Arateki: NPC

Turn4: emerges into the light of history. Suffer raids by Holuc.

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

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

INVENTIONS: WRITING, BRONZE WORKING

Kamalec: NPC

Turn4: emerges into the light of history. Suffer raids by Holuc.

Available Funds: 1e
End of last turn: N/A
Income: 1e tax, 1e resource, 0.5e trade
Upkeep: 1.5e (3 units)

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


Chwinqua: NPC

Turn1: emerges into the light of history
Turn3: build another city in Lani, pay 1e to Hulukap. EVENT: Engineering UP, Enlightenment UP, Civilization UP
Turn4: more gold miners, pay 1e to Hulukap. Invent THE WHEEL. Learn WRITING. EVENT: Economics UP.

WARNING: Infrastructure low, overcrowding in Lani.

Available Funds: 5e
End of last turn: 0e
Income: 2e tax, 3e 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: 2
Engineering: 2

Inventions: THE WHEEL, WRITING

Onaqui: NPC

Turn3: emerges into the light of history
Turn4: gather more forest fruits in Onaqui. EVENT: Engineering UP, Civilization UP.

Available Funds: 3e
End of last turn: 0e
Income: 1e tax, 3e resource
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2 (1 Chwinqua)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2
 
Didn't really need this post after all, hmm, oops.

Next Orders Deadline is 11:59 GMT, Sunday Night, 28th March
 
Vetharil Orders
2e to found a port city in the west, and denationalize the majority of our mining industry, allow organizations friendly to the Highking's Ministry to use what business tactics they will to garner the majority of ore in Vetharoualk, and sell it to foreign governments and armies, so long as a percentage of the profits go to the Legion of Vethmenari (start selling Vethmenari-crafted weapons and armor like crazy to friendly factions, also use this chance at better contact with other cultures to spread our religion and philosophy)

2e to move one division of pikemen into Odda, found a small settlement there, and enter friendly trade relationships with the natives... Supply them with iron war-implements if they pledge themselves to Vethmenari
 
@Lord of Elves the troops that got involved in Hurud went back to your army by the way, if that changes things. Also thanks for your orders, but anytime you want to check the actual rules I use, they are on the first page :)
 
@Lord of Elves the troops that got involved in Hurud went back to your army by the way, if that changes things. Also thanks for your orders, but anytime you want to check the actual rules I use, they are on the first page :)

They have been edited to better reflect what I meant, and to account for pricing inaccuracies.
 
From Noidi
To the tribes of Mlano


We will do more then share our wealth with you, we will invite you to partake in the very trade that has brought us our 'relative' success. We invite your traders to our cities and to our trade center. We invite your people to our plantations and shipyards. There is work enough for all.

OOC: Thats great update!
 
From Noidi
To the tribes of Mlano


We will do more then share our wealth with you, we will invite you to partake in the very trade that has brought us our 'relative' success. We invite your traders to our cities and to our trade center. We invite your people to our plantations and shipyards. There is work enough for all.

OOC: Thats great update!

From the tribes of Mlano
To Noidi


You have your ways, and we have ours. If you give us [0.5e per turn], we might be more interested in your ways.

OOC: Thanks!
 
@Daftpanzer, can you get back to me on whether my edited orders are do-able?
 
En Corthan Orders

Awesome update Daft and good luck with this next update.


Spoiler :
1.Spend 1e on a new unit in Enka.
2.Settle the nomads in Enka.
3.Spend 1e to put some boats in the white sea.
4.Spend 2e and build a port in Zamar.
5.Use the Great King unit to influence the natives of Boda to exist in peaceful cooperation with En Corthan.


From En Corthan
To Natives of Boda
We will not pay tribute. Instead we suggest we work together to raid the people of Torecan. Also we offer you assistance against any encroachment by other powers. We will also give you our knowledge of writing and allow you to trade in our cities.
 
My earlier ship is missing? Its in the stats (2 units+1 free boat) but not on the map. Anyway, i just thought i would mention it.
 
@Daftpanzer, can you get back to me on whether my edited orders are do-able?

Officially approved, thanks :goodjob:

En Corthan Orders

Awesome update Daft and good luck with this next update.


Spoiler :
1.Spend 1e on a new unit in Enka.
2.Settle the nomads in Enka.
3.Spend 1e to put some boats in the white sea.
4.Spend 2e and build a port in Zamar.
5.Use the Great King unit to influence the natives of Boda to exist in peaceful cooperation with En Corthan.


From En Corthan
To Natives of Boda
We will not pay tribute. Instead we suggest we work together to raid the people of Torecan. Also we offer you assistance against any encroachment by other powers. We will also give you our knowledge of writing and allow you to trade in our cities.

@lopaz thanks for your orders also, the natives of Boda may reply via PM later on!
 
My earlier ship is missing? Its in the stats (2 units+1 free boat) but not on the map. Anyway, i just thought i would mention it.

You've got two boats lurking on the map (i fear many missing unit issues as/if/when the game progresses :)), one is south of Mlano (near 'Tinoon') and the new/free one is east (between 'Sulundi' and 'Barja'). You also have spearmen in Mlano.
 
Ongen: orangelex44

Turn0: emerges into the light of history
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.
Turn4: Organisation UP x2! Build another galley. Calengian navy fights back, while Ethaliri raiders attack Etua itself; Ethaliri fleet defeated, but some escape with some loot and slaves; prestige suffers, new rebellion starts up on the islands. EVENT: Culture UP, Civilization UP. Free city as trade settlement expands in Rhua.

Available Funds: 5e
End of last turn: -0.5e
Income: 2e tax, 4e resource, 1.5e trade, 1e Ethaliri loot recaptured
Upkeep: 3e (5 units, one palace, one newly-captured Ethaliri boat: upkeep deferred for a turn)

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

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


Spoiler :
Well, domestic issues were fun and all, but I think it's time to go a-conquering...

Let's build two ground units at home - type doesn't particularly matter, I suppose, but it might as well be archers for consistency. Have all three of my land units suppress rebellion. (2e)

Following that, I want three more navy units. Put one in the south, and two in the north. The southern units - the two veterans, the captured ship, and my new one - should destroy the Ethaliri navy then plunder the hell out of their nation. Capture some of those slaves, if possible. The northern navy, which should also be four units strong at this point, can finish destroying the Calengian fleet, and if they feel like it the Varai navy as well. (3e)


Yeah, I realize that some of my new units are probably going to desert or something, but at least I tried... and this is more interesting. If I accidentally spawn another nation, more's the fun!
 
To Hurians
From the Makdul remnants (baldie dudes)


We are the descendents of great warriors. We have come to Hurud in the hope we can serve in your army.
You are welcome to serve under the high king. Glory to your warriors!
 
To Caerlan, Torecan, Boda Barbarians, Gleis Barbarians, Vetharil and Napodi
From Calengians


Would you be interested in a joint campaign to rid us of these Odda barbarians forever, with lots of loot for everyone?

To Varai League (CC Al-Qahira)
From Calenge


We agree with your proposal. We also approve the diplomacy that you sent to the Al-Qahira Confederacy. We officially recognise the Bringer of Light as part of our Pantheon, and we hope that he may bring great things to the Varai cities, just as the divine Rollippo makes Calenge prosper and grow in power and influence.

We propose that our capital should be at Calenge, which is securer than anywhere else in the League, and we suggest that our new league should be called the Loxequistra League.

To Novai
From Calenge


We hope that we may remain at peace and friendly.

Orders
Spoiler :

Calengians: spryllino

Turn0: emerges into the light of history
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.
Turn4: Infrastructure UP, build a city on Cria. EVENT: population growth as Nomads in Cria. New hardy northern cattle resource in Gleis. DISASTER: massive volcanic eruption strikes Cria! Port destroyed. GREAT EVENT: Great King GET! Power UP!

Available Funds: 5e
End of last turn: 0e
Income: 2e tax, 4e resource, 0.5e trade, 0.5e gift from barbarians
Upkeep: 2e (4 units)

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

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

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




Spend 3e on three swift and powerful ships.
Spend 1e on a skilled woodsman troop in Gleis.
Spend 1e on a hoplite troop on Cria.
Spend 2e on rebuilding the port on Cria.


Use the great King (who is called Equistrique) to organise a smooth union, without unrest, between Calenge and the Varai League into the Loxequistra League and, if possible, to undisrupt our assets in Cria.

Use the 5 ships (1 Calengian, 1 Varai, and 3 New) to join together into one fleet to overwhelm the northern Ongen fleet. Then use the ships to protect our trade and to help defend our possessions on Cria.

Use the hoplite in Chari to defend the city there.

Prepare the units of Cria for any Novai attack.

Prepare the units of Gleis for an Odda barbarian attack, making good use of that fort, and of the woodsmen's veteranhood and skill in fighting in woodland, and also asking the Gleis barbarians under our protection to help. If our navy has managed to defeat the northern Ongen fleet, use some of the ships and their sailors to support our campaigns. In addition, I suspect that chariots like theirs may not be very useful in woodland. If we manage to defeat them thoroughly, advance into Odda and take over those cattle, enslaving the worker there.

Similarly, if we hear that the Kaerlan and our other allies are attacking Odda from the South, advance into Odda and try to kill as many barbarians as possible, using the two units of woodsmen and our Gleis barbarian allies. Then take over the aforesaid cattle.

Do not ever advance into Odda unless
--either the barbarians have attacked Gleis and been decisively repelled
--or our allies have begun a campaign against them from the south.
 
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