Ethaliri: NPC
Turn2: emerges into the light of history
Turn5: save 2e. Build another boat and two more soldiers, raid against Rhua, which succeeds despite heavy losses. Suffer coastal raiding by Ongens, but looters of Rhua are able to evade Ongen boats. EVENT: Culture UP.
Turn6: 1.5e payment to Ongens. More deer hunting. Buy other warrior and harass local barbarians for money. Disaster: slaves rebel and are crushed, but not before causing some damage. EVENT: Organisation UP.
Available Funds: 1e
End of last turn: 0e
Income: 1e tax, 1e resource, 1e raided from Luca tribes
Upkeep: 2e (4 units)
Civilization Level: 2
Culture: 2 (1 al-Qahira, 1 Ongen)
Enlightenment: 1
Power: 2
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Rhuhia: civver_764
Turn2: emerges into the light of history
Turn5: Military UP. Build another unit. Raid neighbouring tribes as far as Udan and Calbach. Suffer raids by Ethaliri into Rhua. EVENT: Economics UP. GREAT EVENT: Great King GET!
Turn6: build a diplomat and another warrior. Diplomat goes to Alach islands. Great King and his warriors raid Udan again and then conquer the Yaneid of Yodan. EVENT: economics UP.
WARNING: Overcrowding in Rhua, Infrastructure too low.
Available Funds: 8e
End of last turn: 0.5e
Income: 2.5e tax, 0.5e slaves, 2e resource, 1.5e trade, 1e tribute from Rhua tribes, 2e raided from Udan tribes, 1e looted from Yaneid
Upkeep: 3e (6 units)
Civilization Level: 2
Culture: 2 (1 Ongen)
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Special: 'Great King' (Military / Power / Organisation) Current Task: Power
Ongen: orangelex44
Turn0: emerges into the light of history
Turn5: build two archers to help control Etua, and three more ships. Total of eight ships to crush the Ethaliri fleet, and to defeat the Calengians / Loxequistrans. Ethaliri coasts pillaged, but epic sea battles with the Loxequistrans. Eventual victory and Trade Centre GET. EVENT: Economics UP, Enlightenment UP.
Turn6: build two ships and two workers, peaceful rebuilding. Idovai gain more influence, riots with al-Qahira followers. EVENT: Enlightenment UP. Learn CONCRETE.
WARNING: Organisation low, corruption growing
Available Funds: 9e
End of last turn: 0.5e
Income: 2.5e tax, 7e resource, 4e trade, 1.5e tribute from Ethaliri
Losses: 0.5e corruption
Upkeep: 6e (11 units, one palace)
Civilization Level: 3
Culture: 3 (2 Idovai)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 3
Infrastructure: 3
Economics: 3
Engineering: 3
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, CONCRETE
Yaneid: NPC
Turn3: emerges into the light of history.
Turn5: buy fur trappers in Yodan.
Turn6: save money. Invaded by Rhuhia and exiled! Power DOWN.
Available Funds: 2e
End of last turn: 2e
Income: 0.5e tax
Upkeep: 0.5e (1 unit)
Civilization Level: 2
Culture: 2 (1 Ongen)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL
Loxequistra League: spryllino
Turn0: emerges into the light of history, known as the Calengians
Turn5: build three warships, a unit of woodsmen and a unit of hoplites. Build a port in Cria. Great King Equistrique unites Calengians and Varai League! Now known as Loxequistra League. Naval war with Ongens ends in defeat, but successful invasion of Odda with allies. EVENT: Military UP.
Turn6: Infrastructure UP, Cow worker in Gleis, Hoplites in Cria. Gleis barbarians join the League and settle down. Nomads move into newly-claimed lands of Odda. Great King combats corruption: Culture UP, Civilization UP, Organisation UP, corruption stablised, but power DOWN due to angry nobles.
WARNING: Organisation low, corruption growing!
WARNING: Power low, army mutiny likely in someplace!
Available Funds: 11e
End of last turn: 0e
Income: 4.5e tax, 10e resource, 3e trade
Losses: 2e corruption (growing)
Upkeep: 4.5e (9 units, 1 special)
Civilization Level: 3
Culture: 3 (1 Novai)
Enlightenment: 1
Power: 1
Military: 3
Organisation: 3
Infrastructure: 3
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING
Special: 'Great Kingship' (Power / Military / Organisation) Current Task: Organisation
Idovai: NPC
Turn2: emerges into the light of history.
Turn5: save money. Priestesses transfer to Etua.
Turn6: build another temple in Etua. EVENT: bonus 2e from special donations.
Available Funds: 4.5e
End of last turn: 1e
Income: 1.5e religion, 2e bonus
Upkeep: 0e
Civilization Level: 2
Culture: 3 (1 Novai)
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
Novai: Dreadnought
Turn0: emerges into the light of history. Invent WRITING.
Turn5: Build a fortress in Cria. Save 0.5e. EVENT: Civilization UP.
Turn6: 2.5e invest in military, gain level UP with help from events.
Available Funds: 2e
End of last turn: 0e
Income: 1e tax, 2e resource, 0.5e trade
Upkeep: 1.5e (3 units)
Civilization Level: 3
Culture: 3 (1 Calengian)
Enlightenment: 3
Power: 2
Military: 4
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.
Turn5: Organisation UP, four assorted units, 1e on defensive preparations. Chari conquered and epic battles in Qan'ma and Geskh. Learn HORSEBACK RIDING. EVENT: Economics UP, Power UP. Population growth in Qan'ma.
Turn6: Awesome horsemen GET, Organisation UP, more cow farming, 3 more awesome horsemen. EVENT: Engineering UP, Civilization UP.
WARNING: slight overcrowding in Chari, Infrastructure too low.
Available Funds: 12e
End of last turn: -4.5e
Income: 5.5e tax, 7e resource, 3e religion, 1e raided from Gattra
Losses: 0.5e debt effects
Upkeep: 3.5e (7 units)
Civilization Level: 3
Culture: 3 (1 Novai)
Enlightenment: 2
Power: 2
Military: 4
Organisation: 3
Infrastructure: 3
Economics: 2
Engineering: 3
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
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.
Turn5: build a fort in Chari, one unit there and two in Geskh. Invasion of Qan'ma fails after epic battles. Chari eventually lost to al-Qahira. Geskh defended against invasions. Culture DOWN. EVENT: Engineering UP. Learn WRITING.
Turn6: build three new mountain men, guerrilla war against al-Qahira invaders.
Available Funds: 1e
End of last turn: 0e
Income: 0.5e tax, 1e resource, 1e recovered weapons
Upkeep: 1.5e (3 surviving units)
Civilization Level: 2
Culture: 2
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: THE WHEEL, BRONZE WORKING, IRON WORKING, WRITING
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.
Turn5: more stone mining. Learn HORSEBACK RIDING. EVENT: Engineering UP.
Turn6: build yet another fortress, train heavy spearmen.
Available Funds: 3e
End of last turn: 0.5e
Income: 1e tax, 2e resource, 1e visitors, 0.5e trade
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 3 (1 Hurian)
Enlightenment: 3
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING, HORSEBACK RIDING
Naraman: NPC
Turn0: emerges into the light of history, known as the Nomesters. Invent BRONZE WORKING.
Turn5: Military UP. Train two new units in Siach, attack Haelani in Makar with all units. City in Faradi disbanded for Nomads who attempt to travel all the way to Makar, but disperse en route. Still, Haelani decisively beaten and swiftly conquered. Merge with Haelani remnants to become Naraman. EFFECT: Economics UP, Infrastructure UP, Power DOWN, Civilization UP.
Turn6: Power and Organisation UP. Join Shahanar attack of Hurud with 1e in supplies. Learn WRITING.
WARNING: Power low, army rebellions possible.
WARNING: Infrastructure low, overcrowding in Makar
WARNING: Organisation low, corruption growing fast!
Available Funds: 8.5e
End of last turn: 0e
Income: 2e tax, 6e resource, 1e trade, 1e gift from Shahanar, 2e looted from Hurud
Losses: 3e corruption
Upkeep: 2.5e (5 units)
Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 1
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING.
Hurians: andis-1
Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn5: Train five assorted units! Also a new City in Hurud. Nomads and swordsmen move into Boro. EVENT: Inherit the realms of the Sarakites! Engineering UP. Learn HORSEBACK RIDING. GREAT EVENT: Great City GET!
Turn6: Organisation UP +2x, Power UP, two workers in Hurud. Invaded by Shahanar! After initial defeat and surrender, resistance increases again. Castle in Boro holds out as a loyal stronghold. EVENT: Power DOWN, Organisation DOWN.
Available Funds: 2.5e
End of last turn: 0e
Income: 1.5e tax, 3e resource, 1e trade, 1e religion
Losses: 0.5e corruption
Upkeep: 3.5e (7 units)
Civilization Level: 2
Culture: 3 (1 Shahanar)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 3
Infrastructure: 4
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING, CONCRETE, HORSEBACK RIDING
Vetharil: Lord of Elves
Turn1: emerges into the light of history. Learn BRONZE WORKING. Repel Makdul raiders from Makar.
Turn5: Build a port, train another pikeman (later killed), and reorganise elites as new swordsmen unit. New units attack Odda with allies. Learn HORSEBACK RIDING. EVENT: Military UP.
Turn6: Build a city in Odda. Peace is maintained in the north.
WARNING: Infrastructure low, overcrowding in Mriz.
Available Funds: 3e
End of last turn: 0.5e
Income: 2e tax, 2e resource, 0.5e trade
Upkeep: 2e (4 units)
Civilization Level: 2
Culture: 2 (1 Hurian)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, WRITING, IRON WORKING, HORSEBACK RIDING.
Kaerlan: TaylorFlame
Turn1: emerges into the light of history. Learn BRONZE WORKING.
Turn5: Organisation UP. Build a fleet. Train two new swordsmen, one of which travels with the elites to wage war in Odda, with help of allies. Settle a new City in Odda. Jrika invaded, city there has to be evacuated, nomads free to Mriz. EVENT: Engineering UP. Learn WRITING, HORSEBACK RIDING.
Turn6: Military UP, build a unit. 3 units invade En Taithan, but fail to conspire with natives and Torecan remnants. Angry En Taithan peoples destroy Kaerlan temple in Jrika.
WARNING: Infrastructure low, overcrowding in Mriz.
Available Funds: 7.5e
End of last turn: 0e
Income: 2.5e tax, 3e resource, 1e trade, 0.5e religion, 3e raided from Jrika
Upkeep: 2.5e (5 units)
Civilization Level: 2
Culture: 2 (1 Loxequistran)
Enlightenment: 2
Power: 2
Military: 4
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 3
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING, HORSEBACK RIDING
Tharnites: NPC
Turn0: emerges into the light of history. Learn WRITING.
Turn5: 1e gift to Shahanar. Save 1.5e.
Turn6: build temple in Boda (overseas to the north). 2e spent to relive suffering of both sides in Shahanar-Hurian war; Tharnites do not get involved directly.
Available Funds: 3e
End of last turn: 0e
Income: 1e resource, 0.5e tax, 2e 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.
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.
Turn5: Organisation UP. Spawn Nomads in Hloga, who are evicted and sent to Chard. Build City in Shahan (Malenar the Just), build Trade Galleys and Camel Archers. Haskite chariots evolve into armoured horse riders. Aid in defeat of Gorukanu. EVENT: Organisation UP (again). Civilization UP. Workshop GET!
Turn6: Infrastructure UP, 10.5e(!) spent on assorted war preparations. Event: Military UP.
WARNING: Organisation low, corruption growing
WARNING: Infrastructure low, overcrowding in Shahan
Available Funds: 17e(!)
End of last turn: 0e
Income: 7.5e tax, 8e resource, 6e trade, 0.5e workshop, 2e looted from Hurud, 1e recovered weapons
Losses: 3e corruption (increasing)
Upkeep: 5e (10 units)
Civilization Level: 3
Culture: 3 (1 Tharnite, 1 Hurian)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 3
Infrastructure: 3
Economics: 3
Engineering: 3
Inventions: WRITING, BRONZE WORKING, THE WHEEL, CONCRETE, IRON WORKING, HORSEBACK RIDING
Amassar: NPC
Turn5: emerges into the light of history, born from remnants of the ancient Haskites, and from Nakkra Ardi rebels.
Turn6: Infra UP. Heavy horsemen aid Shahanar invasion of Hurud.
Available Funds: 1e
End of last turn: 0e
Income: 0.5e tax, 1e resource, 0.5e trade
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 2 (1 Shahanar, 1 Nakkra Ardi)
Enlightenment: 2
Power: 2
Military: 3
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING, WRITING, HORSEBACK RIDING
En Taithan: lopaz
Turn5: emerges into the light of history from the confusion of En Corthan invasion and mass movement of peoples into Jrika.
Turn6: build a fort, and some ships. EVENT: some local barbarians join the kingdom, new city founded. Resist Kaerlan invasion, though damage suffered, outraged people pillage Kaerlanist temple.
Available Funds: 2e
End of last turn: 0e
Income: 1e tax, 1e resource, 1e trade, 1e Kaerlan temple looted in Jrika.
Upkeep: 2e (4 units)
Civilization Level: 2
Culture: 2 (1 Kaerlan, 1 En Corthan)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING
En Corthan: lopaz
Turn0: emerges into the light of history
Turn5: train a unit in Enka, and boats in the White Sea. Build a port in Zamar. Nomads successfully settle and build a City in Enka. Great King convinces half of the Boda tribes to join in revenge raids against the Torecan! Victory in Jrika, but confusion in the aftermath. En Taithan forms, Great King is consumed. EVENT: Military UP. Free cattle Worker. Learn HORSEBACK RIDING.
Turn6: Peaceful settlement/consolidation efforts in Enka and Boda, largely successful. Event: Culture UP, Civilization UP.
Available Funds: 5e
End of last turn: 0.5e
Income: 3.5e tax, 4e resource, 0.5e trade, 0.5e religion
Upkeep: 4e (8 units)
Civilization Level: 3
Culture: 3 (1 Nartozieroni)
Enlightenment: 3
Power: 2
Military: 3
Organisation: 3
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
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.
Turn5: Military UP. Train another swordsman. 1e gift to Kaerlan. Go on more raiding against En Corthan. Raid succesful, but Jrika is invaded by En Corthan and masses of barbarians. Survivors take to the White Sea! EFFECT: Power DOWN, Organisation UP.
Turn6: Save money. Troops assist Shahanar invasion, boats trade peacefully on the white sea.
Available Funds: 4e
End of last turn: 1e
Income: 2e resource, 1e trade, 2e looted from Hurud
Losses: 0.5e loot misappropriated
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 2 (1 Kaerlan)
Enlightenment: 2
Power: 1
Military: 3
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING
Nartozieroni: alex994
Turn0: emerges into the light of history. Learn THE WHEEL.
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
Turn5: train horse archers and armoured horse riders. Wheat workers in Lothas. Build a City in Teph (later captured and enslaved), and move nomads there. War breaks out with Tieros for dominance in Teph, unsuccessful thus far. EVENT: Power DOWN. GREAT EVENT: Great City GET! Culture UP, Civilization UP.
Turn6: Organisation, Infrastructure UP, more horse farming. Build a Palace. Hire a merchant and a cultural ambassador. Some of the Tieros in Teph and the tribes of Enka fall under Nartozieroni influence. DISASTER: chronic drought in Lothas and Teph.
WARNING: Infrastructure low, overcrowding in Lothas.
WARNING: Organisation can't keep pace with income, corruption still growing!
Available Funds: 12.5e
End of last turn: 0e
Income: 7e tax, 7e resource, 3e trade, 1e religion, 2e tribute from Tieros.
Losses: 2.5e corruption
Upkeep: 5e (9 units, 1 palace)
Civilization Level: 3
Culture: 3
Enlightenment: 2
Power: 2
Military: 3
Organisation: 3
Infrastructure: 4
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!
Turn5: Military UP. Train two new horse archers in Teph and Markhan, and new spearmen in Markhan. Nomads in Ursu move to Markhan. Great General Nakazieros leads mass invasion of Gorukanu territories, 0.5e incentive for Navu tribes not to intervene. Simultaneous war with Nartozieroni in Teph.
Turn6: Two workers and a fortress in Navu. Losing cultural influence in Teph! Power DOWN, Enlightenment UP.
WARNING: Infrastructure low, overcrowding in Teph.
WARNING: Organisation low, corruption growing!
Available Funds: 6e
End of last turn: 0e
Income: 3e tax, 7e resource, 0.5e slaves
Losses: 2e corruption
Upkeep: 2.5e (4 units, 1 palace)
Civilization Level: 2
Culture: 2 (1 Nartozieroni, 1 Sa'ad Danåb)
Enlightenment: 2
Power: 2
Military: 4
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, HORSEBACK RIDING, IRON WORKING
Halkska: Disenfrancised
Turn0: emerges into the light of history
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!
Turn5: Power UP, Organisation UP, build a Monument in Naulka, train Mountain Men in Arkhad. Nomads shuffle up northwest into Naulka. Learn HORSEBACK RIDING. EVENT: Enlightenment UP. Free extra highlander unit in Arkhad.
Turn6: Infrastructure UP, Culture UP, new city in the region now known as Arkanslk. Temple of Mrakad is guarded by giant snow wolves, but 1e of treasure found. EVENT: some natives assimilated in Tarka. Religion spreads in Ursu. Free boat and nomads in the newly explored islands of Karakha.
WARNING: slight overcrowding in various places, Infrastructure low.
WARNING: Organisation low, corruption growing!
Available Funds: 14e
End of last turn: 1e
Income: 6.5e tax, 5e resource, 1.5e religion, 3.5e trade, 0.5e workshop, 1e found in Mrakad.
Losses: 1.5 corruption (growing)
Upkeep: 3.5e (7 units, 1 free unit upkeep deferred for a turn)
Civilization Level: 2
Culture: 4 (1 Tieros)
Enlightenment: 3
Power: 2
Military: 2
Organisation: 3
Infrastructure: 3
Economics: 2
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, WRITING, IRON WORKING, HORSEBACK RIDING
Sa'ad Danåb: BananaLee
Turn0: emerges into the light of history
Turn5: Culture UP. Pleasure units continue to spread pleasure and culture and religion. Nomad pop growth in Karu. EVENT: High Priestess-Consort GET.
Turn6: Economics UP, save money, priestesses spread religion and influence!
WARNING: Overcrowding, Infrastructure too low.
Available Funds: 5.5e
End of last turn: 1e
Income: 1.5e tax, 2e resource, 1.5e religion, 1e trade
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 4 (2 Ka Molo)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 3
Engineering: 2
Inventions: THE WHEEL, BRONZE WORKING, HORSEBACK RIDING, IRON WORKING, WRITING.
Special: High Priestess-Consort of Karu (Culture / Power / Enlightenment) Current Task: Culture
Ka Molo: NPC
Turn2: emerges into the light of history.
Turn5: Culture UP, Enlightenment UP. Invent WRITING. EVENT: Engineering UP. Learn HORSEBACK RIDING.
Turn6: Culture UP, Enlightenment UP. Civilization UP. Natives are being assimilated! Academy GET. Learn IRON WORKING. Engineering UP.
WARNING: Infrastructure low, overcrowding in Hloga.
WARNING: Organisation low, corruption growing.
Available Funds: 9.5e
End of last turn: 0e
Income: 3e tax, 6e resource, 1e religion, 2e trade, 1e morale bonus
Losses: 1e corruption
Upkeep: 2.5e (5 units)
Civilization Level: 3
Culture: 5 (2 Sa'ad Danåb)
Enlightenment: 5
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 3
Engineering: 3
Inventions: THE WHEEL, BRONZE WORKING, WRITING, HORSEBACK RIDING
Special: 'Queenship of Ri' (Culture / Power / Economics) Current Task: Culture
Noidi: Immaculate
Turn1: emerges into the light of history. Learn WRITING
Turn5: Military UP, build two new heavy infantry, sail to Barja and build a City there. 0.5e gift to barbarians in Mlano, though this buys their loyalty it does little to convert them, yet. EVENT: free sugar worker in Barja.
Turn6: Organization UP!, Enlightenment UP!, build port in Barja. EVENT: culture UP, free boat near Barja, free incense trader in Tinoon. Natives are being assimilated in Barja and Mlano.
WARNING: Infrastructure low, overcrowding.
WARNING: Organisation cannot keep pace with economic growth and tax evasion!
Available Funds: 10e
End of last turn: -1e
Income: 4e tax, 8e resource, 4.5e trade
Losses: 2.5e corruption, 0.5e debt effects
Upkeep: 2.5e (5 units, plus 1 free unit charges no upkeep yet)
Civilization Level: 2
Culture: 3 (1 Hurian, 1 Ka Molo)
Enlightenment: 3
Power: 2
Military: 2
Organisation: 3
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.
Turn5: Spawn Nomads and another spearmen, send both into Taudi, being respectful of natives there. EVENT: Organisation UP.
Turn6: More gold mining, save 1e.
Available Funds: 5e
End of last turn: 1e
Income: 1.5e tax, 3e resource, 1e trade
Upkeep: 1.5e (3 units)
Civilization Level: 2
Culture: 2 (1 Noidi)
Enlightenment: 2
Power: 2
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: IRON WORKING, THE WHEEL
Manaltu: NPC
Turn5: emerges into the light of history
Turn6: Economics UP, build a boat. Free spice worker in Yorju.
Available Funds: 4e
End of last turn: -1e
Income: 0.5e tax, 4e resource, 2.5e trade
Losses: 0.5e corruption, 0.5e debt effects
Upkeep: 1e (2 units, 1 special)
Civilization Level: 2
Culture: 2 (1 Noidi, 1 Jalatu Taej)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 2
Engineering: 2
Inventions: IRON WORKING, THE WHEEL, WRITING
Special: Blessed Ships (Trade / Culture / Diplomacy) Current Task: Trade
Heutu: NPC
Turn5: emerges into the light of history from the abandoned remnants of the Nomesters in Faradi.
Turn6: more crop farming. Peace with neighbours.
Available Funds: 3e
End of last turn: 0e
Income: 1e tax, 3e resource
Upkeep: 1e (2 units)
Civilization Level: 2
Culture: 2 (1 Naraman)
Enlightenment: 2
Power: 1
Military: 2
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 1
Inventions: BRONZE WORKING, THE WHEEL, IRON WORKING