DaftNES 3: Alternate-World Fresh Start

UPDATE 2:

Years 900 to 1500

CRADLE ONE:

Spoiler MAP :
dn3c1u2xx.png


Records tell of a time when summers are short and winters are long. More of the north gives way to tundra, where only a few tribes can survive. A chain of migrations is set in motion. These migrations collide with a world already undergoing wars, plagues and famines.

On the western edge of the 'Middle Sea', the kingdom of the Rhu (Rhuhia) is forged after a bloody series of wars between rivals and with other tribes, some of them migrants from the north. Around this time there is a sudden appearance of ornate bronze burial goods. All evidence points to some relatively-swift social changes. Bronze axes begin to clear the forest for farming, while the mining of tin and silver also brings these people in touch with the trading ships of the east. Meanwhile to the west lie the islands of Alach, surrounded by the stormy 'true' sea, home to the mysterious mystics of the giant standing-stones, who seem to have great influence with the tribes on the mainlands.

Luca becomes home to the Ethaliri, a people said to originate from the shores Rhua, sharing much in common with the Rhuhia. The Ethaliri carve out a new home for themselves, their warriors becoming well known for their ferociousness and their fondness of mighty war-hammers.

After centuries of strife, the Ongens are blessed with famous Sea-Kings who are able to focus efforts on the systematic conquest of all the islands of Etua. Their final victory is commemorated with the building of a fine palace, and under their rule the islands become a centre of trade. Now the great fleet of the Ongens grows restless; there is temptation to return to the old wars of raiding and piracy, though it seems this is resisted by the new order of merchants and traders.

A new dynasty of Calengian rulers turn their attentions to the sea, becoming briefly involved in the island wars of Cria, but are rewarded by massive floods and storms at home, evidence that the gods are displeased. Invasion by barbarian tribes follow, and the ancient city of Calenge faces repeated raids and sieges. It seems the wild forests of the north refuse to be tamed so easily.

The endless wars in the islands of Cria, if not exactly resolved, come to a temporary halt as the Novai get their revenge against the towns of the Napodi. With the help of a mercenary Kaerlan warband, the Novai finally achieve some crushing victories and emerge as strongest faction on the islands, though the foreign tribes and die-hard remnants of the Napodi remain something of a threat. The Calengians establish a port-settlement, though the Novai are not eager to cooperate, especially as the Calengians are accused of aiding their enemies at times. The legendary glories of the past still seem out of reach, and Etua remains the main centre of trade in the region.

After generations of hardship, and the decline of the old Napodian cults, the people look to the Idovai for inspiration; The cult of the Idovai gods is one that seeks to celebrate life and its pleasures. Though dismissed as nothing more than wine-sodden orgies by some writers, the truth is not so simple. It seems that Idovai priestesses are well educated and held in high regard by the islanders of this time, both in Cria and Etua as their influence spreads to the palace of the Ongens.

Throughout this era the Rattram descend from their mountain strongholds to raid and pillage the lands of Qan'ma, the inhabitants referred to, perhaps dismissively, as the 'cow people'. The fighting also spilling over into the lands of Chari at times. The people of the Iksander Antar'ah suffer great hardship. The earth tells its own story - Iksander settlements and places of worship falling out of use, covered over with layers of ash, topped with carved stones inscribed with Rattram script, recording and boasting of the exploits of great Rattram warriors for all eternity. The burial mounds of Geskh are suddenly filled with Iksander treasures - many artefacts originally traded from across the 'Middle Sea' and beyond. The figure of 'Grandfather White Beard' passes into myth and legend.

Yet the Iksander civilization is not extinguished; their people turn to their faith for inspiration, become adept with the horse-drawn chariot, and gain a greater foothold in the lands of Chari, as the natives join forces against the Rattram raids. It seems much of the population is often rallied for a mobile defence, returning to old nomadic ways for a time, harassing the Rattram invaders in turn. There is no evidence of mass enslavement. Yet the old power structure is weakened. A new breed of zealot-warriors arises in Qan'ma, but they are not of Iskander stock; the Salkadji are descendents of other tribes who have adopted and mutated the Iksander faith, though they swear allegiance to the Iskander rulers and to the defence of Qan'ma.

A golden age comes to the lands of Hurud. The Hurians bestow their cities with aqueducts and sewers, keeping disease at bay. Harvests are abundant and trade goods flow in ever greater quantity. The pride of the people is manifest in a great wonder, the Temple of Eredos. Its ornate colonnade is built to correspond to the Golden Ratio and is made of finest Makar marble. It is said to be the most beautiful building in the world, and inside resides another marvel, the great golden statue of Eredos, the god of the Sun.

For the neighbouring Sarakites, this is an age of legendary voyages along the 'Eastern Sea', and the treacherous waters beyond. Attempts to circumnavigate the coast of the great continent end in failure, as legends tell of mountainous coastlines in both east and west, lined with razor-sharp rocks, beset by strong currents and prone to sudden storms. In later years the 'Golden Ships' of the Sarakites content themselves with voyages to the southern lands of Mlano and Sulundi, often with Shahanar merchants onboard.

The basics of iron working are mastered by the Sarakites, with more than a little help from the desert peoples of Boro, and the techniques soon spread to the Hurian cities. But it does not immediately replace bronze as metal of choice, and with the rest of the known world still trading copper and tin, there is not a great abundance of quality iron ores.

In the misty mountains of Mriz, the cultures of the Kaerlan and Vetharil enter a more mature phase. Aside from some minor wars and intrigues between the two peoples, things seem relatively peaceful overall. Under the rule of the legendary Rundri Galaen Keldara, the impregnable fort of Kurdaegh is founded. The influence of Kaerlan mysticism spreads into Jrika, and Novai writings record the adventures of a band of Kaerlan warriors who travelled the islands of Cria for a time, doing battle against the Napodi and earning rich rewards. Meanwhile the Vetharil become great masters of bronze working, producing the finest of ornate swords and armour that are famed across the known world. The Kaerlan and the legions of Vethmenari are a deterrent to the roaming tribes, and inadvertently do much to shelter the lands of Hurud and Makar in the south.

The Shahanar and Tharnites suffer a devastating earthquake in their mountain homeland, destroying the great Tharnite temple and large parts of the old city of Arana, blocking passes with landslides and collapsing some of the old gem mines. And despite measures to keep disease out of their lands, the pestilence is eventually spread to Shahan by tribes invading from the north-west. The Tharnites see these events as divine warnings against adopting the ways of the Shahanar. But despite disorder and hardship lasting for generations, the defences of Arana hold out, and recovery begins. Shahanar merchants manage to bring back riches from new trade routes expanding elsewhere. However Shahan does begin to dwindle as a trade centre, due to competition from the ships and cities of Hurud and from the new desert traders, not to mention the general violence disorder in north-eastern lands...

All across the middle-north, from the lands of Jrika to Markhan, there are a chaotic series of invasions and migrations. The old powers of the En Corthan, Nartozieroni and the Tephites all survive, but in various states of weakness. Waves of disease spread across the land, carried by migrants and exiles.

Marcion, the legendary King of Knowledge in En Corthan, rules over a brief period where all of Zamar is united, the arts of bronze working and writing are adopted, and an expedition to aid the Haskites of Lothas in their war against the Nartozieroni is briefly considered. But Marcion dies all to soon, leaving his successors to face new wars with newcomers from the north, and the coming of the great plagues, all of which takes its toll on the people.

Blaming the Haskites for the great plague that has already ravaged the lands of Lothas, Shahahshah Kymlickos rallies the Nartozieroni for war. They adopt the ways of the chariot and, after some painful lessons, eventually triumph over their foes and enslave their people. The last remnants of Haskite nobility seek refuge in the southern desert. But barbarian tribes become more involved towards the end of the war, and continue to arrive in greater numbers afterwards. Old alliances break down and the Nartozieroni find themselves fighting new enemies. The dynasty of Kymlickos comes to an inglorious end, some Nartozieroni cities now under barbarian rule.

Among the Halkska are a few tribes who stay and adapt to the worsening climate in the north. The rest of their people find themselves widely scattered. Records hint at involvement in the wars of Zamar and Lothas, but by the end of this age large numbers of Halkska nomads have established themselves peacefully in the eastern lands of Khoda and Arkhad, bordering the great eastern sea at the edge of the world.

The first Tephite 'empire' comes to a halt with the rebellion of the Sa'ad Danåb. While a initial uprising of zealots fails to free the rest of the slaves and proves little more than an irritation, the last of the Tephite emperors heads out from the great palace of Karu to go on campaign in the eastern lands of Markhan. That campaign proves successful, but back in Karu the lost tribe of the Sa'ad Danåb finally returns from across the great desert. Although the peoples of Hloga refused to follow, the wanderers are able to join up with the zealots, retake the settlements of the oasis and finally oust the Tephite garrison from the great palace. The people are free, and in their thanks they embrace the cult of Tvåtinojanggut, the Two Bearded Women.

A shrine in the deserts of Chard marks the place where the exhausted lost tribe received the inspiration to carry on towards Karu, finding sacred diamonds in the wall of the cave. Soon new trade routes work their way across the desert. The people of Nakkra Ardi are the first to breed herds of domesticated camels, while the Queendom of Ka Molo arises in the paradise lands of Hloga. Great Queen Ri, said to have been fathered by one of the Sa'ad Danåb wanderers, unites many of the local tribes and rules over a growing centre of trade, stocked with exotic spices, fruits, sugar, animal pelts and precious stones from the jungles beyond.

CRADLE TWO:

Spoiler MAP :
dn3c2u2x.png


This is the age of great wars between the Xitaan and Zharu, involving all the peoples of the world, as it is known to Zharu writers of the time. The bloodiest battles are fought during the very first war, as 'God-Emperor-General Yuchigo' leads his personal creation, the newly-unified army of Xitaan, on a campaign of conquest into the lands of Zhunun, the first step in a plan to conquer all the way to the great waters at the western edge of the world. Yuchigo has judged the eastern lands to be too barbaric to be worth tackling for now, though he takes care to recruit talented charioteers from the lands of Yalu.

The soldiers of the Zharu and their tribal allies prove to be a tough obstacle. Although generally inexperienced with warfare, the Zharu have the benefit of iron and steel blades, and consistently show discipline in battle. The Xitaan are frustrated for many years. After enlisting the aid of nomadic Vakar warriors, the Zharu army is eventually beaten down, but the Xitaan lose thousands more men in sieges, including Yuchigo himself. None of his successors share his grand ambitions, and over the following centuries they struggle as much to control their own soldiers as to complete the final elusive victory over the Zharu.

While the Vakar warriors remain in service of the Xitaan kings, their old cousins in the east find themselves under the rule of the new Houlau, borrowing much from earlier Vakar kingdom, though hardly as aggressive; peace is maintained with the Vauri people of the coastal lands.

Tarezisis culture spreads further east, and prospers from the opening of new silver mines. The Tarezisis mingle with their cousins the Haiu, who famously develop the art of cultivating silk at this time.

In the deserts of Tarakan, a kingdom seems to magically sprout up from a fortified trade post; the traders of the Tarak make use of elephants and tough breeds of alpaca-like animals to cross between oases, trading everything from spice and cotton to silver, diamonds and silk, and potions derived from rare desert plants.

The climate cools slightly, and larger areas of the far south freeze over, but there is not the same mass migrations as seen elsewhere in the world. The lands of the Aquen seem blessed by divine forces, remaining slightly milder and more fertile. Whether or not the legendary Oltac every truly existed, the Yenleta Sav of this age prove able to maintain relative peace and order. Their wisdom is respected by non-Aquen, who begin send gifts and tribute in exchange for having disputes settled. Aquen culture becomes anchored on the small city of Weaqaunsui, nothing more than a small town compared to other cities of the time, yet it grows in importance as a religious site. Aquen nomads eventually venture far to the east, settling in the lands of Huar and Sailan, though Weaqaunsui remains a place of pilgrimage for them.

CRADLE THREE:

Spoiler MAP :
dn3c3u2xx.png


A new dynasty of Hulukap leaders comes to power, ruling over a time of relative peace and prosperity, but attitudes to remnants of the old Hubrian order remain hostile. Even in the northern lands of Lani, the Neo-Hubrian cultists find themselves pursued with a vengeance, their monuments destroyed once again. The surviving cultists flee into the deserts of Chiru, continuing their dazzling rituals of blood sacrifice amongst the natives there. The Chwinqua peoples are unsettled by the Hulukap intrusions.

In the jungles of Zakat, the new power of Holuc emerges, based on agriculture, trade and especially warfare. Although their numbers are small, the warriors of Zakat are known for their skills and ferociousness in battle, and their neighbours are wary of them uniting under one ruler.

Harao seafarers gradually extend their network of trade contacts along the coasts of the mainland, and further south across the unpredictable seas.

Inshore from the great lagoon-harbour of the Harao, deep in the jungles of the largest of the Sollo islands, lies the great wonder of the Agrians. A massive walled enclosure keeps out the jungle. Within are a series of smaller enclosures, surrounded by ornately-carved stone spires, many of them decorated with gold and precious stones, and all brightly painted. At the heart of the complex is a shallow stepped pyramid, topped by a pool of water, with a great wooden tower built over and above. It is here that the Agrian mystics come to meditate on the nature of existence. Though many of their ideas are beyond the grasp of the common people, the culture of the Agrians takes another turn, gaining a greater influence over the Harao after what has already been many centuries of coexistence.

NPC DIPLO:

From the Idovai
To the Novai


We offer [0.5e per turn] in exchange for your protection and support, and for our acolytes to travel on your ships.

From the Haskite remnants (chariot in Karu)
To Sa'ad Danåb, the Shahanar


We offer our considerable military expertise for [0.5e per turn, no obligation to continue subscription!]

From the Tharnites
To the Shahanar


The omens say that we must not forsake our own traditions. However we do not forget the kindness you have shown. We will send you a tribute of [0.5e per turn], and once we have rebuilt our great temple we will plead with the gods to share their mercy upon your people.

From the God-Emperor-General of the Xitaan
To the Aquen


We propose a sworn treaty of everlasting peace between our peoples

NOTES:

This may look totally effortless, but that's only because I'm a genius (:hmm:). Its actually pretty intense work, lots of work, on a par with DaftNES2. I am quite concerned about this, especially considering its only turn 2. Any idea of this being a fast-paced NES goes out the window now. Be warned, its going to be weekly updates at the very best. If that's too slow for your tastes, I fully understand.

Anyway, if anyone reading this is actually considering joining, there is plenty of room in Cradles #2 and #3, IF you are willing to claim an NPC to start with and then morph it into something you want (none of them have much of a defined culture at the moment). I am resistant to starting brand-new player factions now, unless you have a really awesome idea. In any case Cradle #1 is too full for now!

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

You cannot buy or otherwise request inventions (no Horse Riding yet). But I am cool with Inventions being passed on or somehow traded for, once they are actually discovered by someone. Note that diplomatic links between non-neighbours are generally very poor at this point, especially if one or other faction lacks WRITING.

I was able to ask Andis-1 what kind of wonder he wanted because I decided/rolled that would happen quite early on.

The thing about 'overtaxing' cities is that you only get the extra income at the end of the turn, so you will have to order this in advance (I will clarify that section in the rules - BUILDABLE THINGS: Cities). @Matt0088 I had your faction 'overspend' up to its limit (-2, as you have economics 2) and that turned out OK.

@Abaddon, you don't have to worry about your units pillaging things against your will, unless there is a real breakdown in order, or not enough 'e' to support them normally.
 
STATS (Revised)

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

Spoiler :
Ethaliri: Solanaar

Turn2: emerges into the light of history

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

Civilization Level: 1
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

Available Funds: 3e
Unspent from last turn: N/A
Income: 1e tax, 2e resource, 0.5e trade
Upkeep: 1.5e (3 units)

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

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!

Available Funds: 3e
Unspent from last turn: 0e
Income: 1.5e tax, 2e resource, 1.5e trade
Upkeep: 2e (4 units, palace upkeep deferred for a turn)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING

Special: 'Hero Galley' (Military / Trade) Current Task: Military


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.

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

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

Inventions: BRONZE WORKING, THE WHEEL


Idovai: NPC

Turn2: emerges into the light of history.

Available Funds: 1e
Unspent from last turn: N/A
Income: 0.5e religion
Upkeep: 0e

Civilization Level: 2
Culture: 3 (1 Novai, 1 Napodi)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
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.

Available Funds: -1e, social-economic collapse!

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.

Available Funds: 1e
Unspent from last turn: -1e
Income: 1.5e tax, 1e resource, 0.5e recovered weapons, 0.5e trade
Upkeep: 1.5e (3 units)

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

Inventions: WRITING, THE WHEEL, BRONZE WORKING


Salkadji: NPC

Turn2: emerges into the light of history.

Available Funds: 1e
Unspent from last turn: N/A
Income: 0.5e tax
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


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.

Available Funds: 1.5e
Unspent from last turn: -1e
Income: 1e tax, 1e resource, 0.5e religion, 0.5e trade, 0.5e gift from Chari tribes, 0.5e recovered weapons.
Upkeep: 2.5e (5 units)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING


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.

Available Funds: 6e
Unspent from last turn: -0.5e
Income: 1e tax, 1e resource, 5e pillaged from Qan'ma, 2e pillaged from Chari
Losses: 1e loot misappropriated by returning warriors
Upkeep: 1.5e (3 units)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING


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.

Available Funds: 3.5e
Unspent from last turn: 0.5e
Income: 1e tax, 3e resource, 1e trade
Upkeep: 0.5e (1 unit)

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

Inventions: BRONZE WORKING, THE WHEEL


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.

Available Funds: 1e
Unspent from last turn: 0e
Income: 0.5e tax, 1e resource, 0.5e raided from Siach.
Upkeep: 1e (2 units)

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

Inventions: BRONZE WORKING, THE WHEEL, WRITING


Siakat: NPC

Turn1: emerges from the chaos in Siach.
Turn2: save money. Raided by Nashawi. EVENT: Economics UP, free workers on gold mine.

Available Funds: 3.5e
Unspent from last turn: 2e
Income: 1e resource, 0.5e tax, 0.5e trade
Upkeep: 0.5e (1 unit)

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

Inventions: BRONZE WORKING, THE WHEEL


Nomesters: Omega124


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.

Available Funds: 2e
Unspent from last turn: 0.5e
Income: 1e tax, 1e resource, 0.5e raided from Taudi
Upkeep: 1e (2 units)

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

Inventions: BRONZE WORKING, THE WHEEL


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.

WARNING: Infrastructure too low for cities in Hurud.

Available Funds: 4e
Unspent from last turn: 1e
Income: 2e resource, 1e tax, 1e trade
Upkeep: 1e (2 units)

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

WARNING: Organisation low, corruption growing!

Available Funds: 6e
Unspent from last turn: 0e
Income: 3e tax, 2e resource, 0.5e trade, 0.5e visitors, 0.5e religion, 1e morale bonus
Losses: 0.5e corruption
Upkeep: 1e (2 units)

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

Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 1e (2 units)

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

Inventions: BRONZE WORKING, THE WHEEL, WRITING


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.

Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 0.5e gift from Novai, 0.5e looted from Napodi.
Upkeep: 1e (2 units)

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

Inventions: BRONZE WORKING, THE WHEEL


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!

Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e resource, 0.5e tax, 0.5e religion, 1e gift from Shahanar.
Upkeep: 0.5e (1 unit)

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

Inventions: WRITING, BRONZE WORKING, THE WHEEL


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.

Available Funds: 3.5e
Unspent from last turn: 1.5e
Income: 0.5e tax, 1e resource, 1.5e trade
Upkeep: 1e (2 units)

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

Inventions: WRITING, BRONZE WORKING, THE WHEEL


Nakkra Ardi: NPCi

Turn2: emerges into the light of history.

Available Funds: 2.5e
Unspent from last turn: N/A
Income: 0.5e tax, 2e resource, 0.5e 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


Noidi: NPC

Turn1: emerges into the light of history. Learn WRITING
Turn2: more spice workers, seek peace with neighbours. EVENT: Infrastructure UP, Organisation UP, Civilization UP.

Available Funds: 3e
Unspent from last turn: 0e
Income: 1e tax, 2e resource, 0.5e trade
Upkeep: 0.5e (1 unit)

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

Inventions: WRITING

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!

Available Funds: 3.5e
Unspent from last turn: 0.5e
Income: 1.5e tax, 1e resource, 1e looted from Zamar tribes.
Upkeep: 0.5e (1 unit)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING


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.

WARNING: Power + Organisation + Culture is all a little too low, escalating chance for east/west culture split!

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

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

Inventions: THE WHEEL, BRONZE WORKING

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.

Available Funds: 2e
Unspent from last turn: 0e
Income: 0.5e tax, 0.5e slaves, 1e resource, 1e looted from tribute from Haskite city.
Upkeep: 1e (2 units)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING


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!

WARNING: Infrastructure low, overcrowding and disorder in Lothas.

Available Funds: 0e
Unspent from last turn: 0.5e
Income: 0e
Upkeep: 0.5e (1 unit)

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

Inventions: THE WHEEL, BRONZE WORKING


Tephites: NPC

Turn1: emerges into the light of history.
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!

WARNING: Infrastructure low, overcrowding in Teph

Available Funds: 3e
Unspent from last turn: 0e
Income: 1e tax, 2e resource, 0.5e 'gift' from Shahanar, 1e looted from Markhan tribes
Upkeep: 1.5e (3 units)

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

Available Funds: 2e
Unspent from last turn: -1e
Income: 0.5e tax, 2e resource, 0.5e final gift from Hloga tribes, 0.5e trade, 1e morale bonus
Upkeep: 1.5e (2 units, 1 palace)

Civilization Level: 1
Culture: 2
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.

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

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

Inventions: THE WHEEL, BRONZE WORKING

Special: 'Great Queen Ri' (Culture / Power / Economics) Current Task: Economics


Gorukanu: NPC

Turn2: emerges into the light of history.

Available Funds: 2e
Unspent from last turn: N/A
Income: 1e tax, 2e resource
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
 
STATS

Cradle Two

Spoiler :
Vauri: NPC

Turn2: emerges into the light of history

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

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

Inventions: BRONZE WORKING, IRON WORKING.


Houlau: NPC

Turn2: emerges into the light of history

Available Funds: 2.5e
Unspent from last turn: N/A
Income: 1.5e tax, 2e resource
Upkeep: 1e (2 units)

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

Inventions: BRONZE WORKING, IRON WORKING.


Zharu: NPC

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

Available Funds: 0.5e
Unspent from last turn: -0.5e
Income: 1e tax, 0.5e recovered weapons
Upkeep: 0.5e (1 unit)

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

Inventions: BRONZE WORKING, IRON WORKING, WRITING.


Vakar: emu

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

Available Funds: 1.5e
Unspent from last turn: 0.5e
Income: 0.5e gift from Xitaan, 1e raided from Zhunun tribes.
Upkeep: 0.5e (1 unit)

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

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL


Xitaan: NPC

Turn0: emerges into the light of history
Turn1: two units, attempt to conquer home territory. EVENT: Culture UP. GREAT EVENT: Great General GET! Military UP, Engineering UP, Civilization UP. Learn BRONZE WORKING.
Turn2: 1e to bribe tribal Yaru charioteers and Zhunun archers. But Zhunun archers are too loyal to Zharu, so 0.5e paid to Vakar instead. 1e also pays for extra supplies for great campaign against the Zharu kingdom. One Zharu city enslaved, but Zharu defenders eventually exhaust the attacking armies. 'Great General Yuchigo' is consumed. EVENT: population growth in Kiin. Learn IRON WORKING. Learn THE WHEEL.

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

Available Funds: 6e
Unspent from last turn: 0e
Income: 2e tax, 0.5 slaves, 3e resource, 1e pillaged from Zharu city, 1e pillaged from Zharu silver mine.
Upkeep: 1.5e (3 units)

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

Inventions: BRONZE WORKING, IRON WORKING, THE WHEEL.


Tarakan: NPC

Turn2: emerges into the light of history

Available Funds: 3e
Unspent from last turn: 0e
Income: 2e resource, 1.5e trade
Upkeep: 0.5e (1 unit)

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

Inventions: BRONZE WORKING, THE WHEEL

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


Aquen: Ninja Dude

Turn0: emerges into the light of history
Turn1: build Nomads, try to assimilate others in Maulan. GREAT EVENT: Great Shaman GET! Sacred Gemstones Discover! Culture UP!
Turn2: train two more spearmen, move one spearman and one nomad westwards into Huar. EVENT: Nomads prosper and spread into Sailan. Free monuments, religion spreads. Organisation UP.

Available Funds: 3.5e
Unspent from last turn: 0e
Income: 2e tax, 2e resource, 0.5e religion, 0.5e gift from Maulan tribes.
Upkeep: 1.5e (3 units)

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

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


Tarezisis: Anonymoose

Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: buy Workers on the crabs in Kaitan. Religion/Culture spreads along river in that direction. Invent WRITING. EVENT: Organisation UP. Free Monument in Kaitan. Nomad pop growth in Yalu.
Turn2: build two units, send to guard interests in Kaitan and Ulan. Send one nomad into Ulan. Learn BRONZE WORKING. EVENT: silver mine opened in Yalu. Nomad pop growth in Yalu.

Available Funds: 4e
Unspent from last turn: 0e
Income: 1.5e tax, 3e resource, 0.5e religion, 0.5e trade
Upkeep: 1.5e (1 unit)

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

Inventions: THE WHEEL, WRITING, BRONZE WORKING.


Haiu: NPC

Turn1: emerges into the light of history.
Turn2: build another city. Learn BRONZE WORKING. Learn WRITING. EVENT: Silk farming invented/discovered in Kaitan!

Available Funds: 4e
Unspent from last turn: 0e
Income: 2e tax, 2e resource, 0.5e trade
Upkeep: 0.5e (1 unit)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING


Cradle Three

Spoiler :
Harao: NPC

Turn1: emerges into the light of history. Invent WRITING. Trade Centre GET.
Turn2: more giant ground-bird farming. Save 0.5e. Ships explore west along coast of mainland. EVENT: Enlightenment UP, Civilization UP

WARNING: Organisation low, corruption is stirring!

Available Funds: 3.5e
Unspent from last turn: 0.5e
Income: 0.5e tax, 3e resource, 1.5e trade
Losses: 0.5e corruption.
Upkeep: 1.5e (3 units)

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

Inventions: WRITING


Agrians: Matt0088

Turn0: emerges into the light of history
Turn1: build another City. Learn WRITING. EVENT: Engineering UP, Economics UP, Civilization UP.
Turn2: culture UP, build a monument. GREAT EVENT: Wonder GET! Organisation UP!

Available Funds: 3e
Unspent from last turn: -2e
Income: 2e tax, 1e resource, 0.5e trade, 0.5e religion, 0.5e visitors, 1e morale bonus
Upkeep: 0.5e (1 unit)

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

Inventions: WRITING


Hulukap: Abaddon

Turn0: emerges into the light of history
Turn1: two units, and try to incite rebel uprising with 1e. Attack Hubrians. Event: Power UP, Civilization UP.
Turn2: build a new city for 2e, train a shaman for 1e. Preach in Lani while hunting for Hubrian shamans. EVENT: Culture UP, free monument in Maltik.

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

Available Funds: 6e
Unspent from last turn: 1.5e
Income: 2e tax, 0.5e slaves, 2e resource, 1e looted from Hubrian temple in Lani, 0.5e gift from Lani tribes, 0.5e trade.
Losses: 0.5e corruption
Upkeep: 1.5e (3 units)

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


Holuc: NPC

Turn2: emerges into the light of history

Available Funds: 3e
Unspent from last turn: N/A
Income: 1e tax, 2e resource, 0.5e looted from Zakat tribes
Upkeep: 0.5e (1 unit)

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


Hubrians: NPC

Turn0: emerges into the light of history
Turn1: new City in Zakat, new shaman unit goes to Lani, with some success in influencing the natives. DISASTER: Attacked and overrun by Hulukap and barbarians elsewhere! Power DOWN!
Turn2: explore the deserts of Chiru and try to recruit followers.

Available Funds: 0e
Unspent from last turn: 0e
Income: 0.5e gift from Chiru tribes
Upkeep: 0.5e (1 unit)

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


Chwinqua: NPC

Turn1: emerges into the light of history
Turn2: cultivate more fruits of the forest (worker for 2e). Protest destruction of Hubrian temple, but do not anger the Hulukap.

Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)

WARNING: Infrastructure too low, overcrowding in Lani

Civilization Level: 1
Culture: 2 (1 Hubrian)
Enlightenment: 1
Power: 1
Military: 1
Organisation: 2
Infrastructure: 2
Economics: 1
Engineering: 1
 
Alright hope thats sufficient for now :)

Would you be able to show people all the sprites available, at least for this time period? Id like to have sprites more representative of Kaerlic culture, but I don't want to put more strain on your already strenuous moderation of this fine NES.

The problem is there's dozens/hundreds of sheets of sprites in that style, most for very specific scenarios. I've saved alot to my HD but I need to know what I'm looking for! Some generalised graphics are on the Apolyton Scenario League Wiki

Daftpanzer, I actually wrote in my orders for the port to be on Cria as a trading colony and for my ship to guard it.

@spryllino that was a big oversight by me. I have changed it to fit your actual orders now, though the situation still isn't too great I'm afraid, with all the fighting and everything.

Well it's been two turns so far. It could've been worse.

@daftpanzer can you capture workers?

A bit of a problem with the game, workers really need to be destroyed totally, or looted/disrupted for a turn, or captured and left in place. They can't really be captured and used as slaves.

Any hope of getting those maps soon, and what is the giant doom-bear in Mriz symbolizing?

@Lord of Elves what maps do you mean exactly? As for the doom-bear, please see the section under GIANT KILLER ANIMALS on the front page :) Nice story!

@emu: I'm not that upset. Just kinda meh.

@Thlayli these were natural events and outcomes IMO :)
 
Yes, I'm glad that I came out of it without being destroyed. Great update! And no problem with the increased workload, we're willing to be patient.

From: Shahanar
To: Tharnites


We thank you for your kind support. If you would be willing to give us 1e this turn to aid in the rebuilding process, in the future we will be happy to spread more temples to the Circle of Tharn along our trade routes.
 
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!

Available Funds: 3e
Unspent from last turn: 0e
Income: 1.5e tax, 2e resource, 1.5e trade
Upkeep: 2e (4 units, palace upkeep deferred for a turn)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING

Special: 'Hero Galley' (Military / Trade) Current Task: Military


Orders:
Spoiler :

It's time for some rampant expansion!


First of all, I'll build another pirate/ship. [1e]

Under the leadership of my Hero Galley, my navy is going to start establishing colonies throughout the western Etuan Sea. Think Phoenicians, or perhaps Greeks. The goal is to secure part or all of the trade resources; Dye in Luca, iron?... in Rhua, wool in Udan, fur and I think copper in Yodan. You get the idea. I'll also put in 2e on the effort, to help out Hero Galley on the economic side of things. [2e]

And if possible, kill everyone else's ships in the process. That's just a bonus, though, and the main goal is the trade/expansion.
 
To: The God-Emperor-General of Xitaan. Mighty Ruler of Western Lands
From: The Yenleta Sav of Aquen

Peace is always our primary concern. We are overjoyed with we are overjoyed with your proposition and accept wholeheartedly!
 
Great update!

To the Idovai
From the Calengians


Can your gods help us to defeat our enemies, or help encourage trade through our port on Cria? If they can, your acolytes can travel on our ships as well as the Novai's.

To the Novai
From the Calengians


Well done on defeating the uncivilised and drunken Napodi! We hope for a fruitful trading relationship for many centuries, and we are willing to assist you, if you would like, by providing help to keep the Napodi in their rightful place if it is necessary.

To the Ongen
From the Calengians


Greetings! As a trading people, we desire to be the greatest of friends with as wondrous and rich a nation as your own. We propose a trade agreement and alliance between us. (OOC: and please don't sink my navy!)

OOC:

@Daftpanzer: Are my city and furs disrupted or not? Do I get income from them anyway? The stats would suggest that I do.
 
EDIT: @spryllino because of the port you got fishy wishies in the middle of those Cria islands. The city only gave half income, and the furs were not profitable at all.

Yes, I'm glad that I came out of it without being destroyed. Great update! And no problem with the increased workload, we're willing to be patient.

From: Shahanar
To: Tharnites


We thank you for your kind support. If you would be willing to give us 1e this turn to aid in the rebuilding process, in the future we will be happy to spread more temples to the Circle of Tharn along our trade routes.

From Tharnites
To Shahanar


This shall cause extra hardship for our poor people as we struggle to rebuild our proud temple, but nonetheless, we shall give you the 1e as you request.

To: The God-Emperor-General of Xitaan. Mighty Ruler of Western Lands
From: The Yenleta Sav of Aquen

Peace is always our primary concern. We are overjoyed with we are overjoyed with your proposition and accept wholeheartedly!

From The God-Emperor-General of Xitaan
To The Yenleta Sav of Aquen


It pleases Him greatly.
 
Woot, I was looking forward to this update. My only question is, I believe I specified in my orders for a swordsman to be built? Insignificant stuff, really, just wondering. Thanks, I try on the stories.

The sound of hammer upon metal could be heard in the dark halls, lit only by the light of the forges, which were toiled over for countless hours. On large tables lay ornate helms, decorated with runes and polished to a gleaming shine. On each helm rose a crescent-like protrusion, adorned only in the runes that were emblazoned onto its surface. This crescent was divided by a hole in its structure, and both ends met at a point.

Breastplates also lay upon this table, as were heraldry cloths and swords. Swords of every size and shape were laid out to dry after their forging, along with the elaborate armor crafted to be worn by the wielders of the swords. Long wooden shafts, with sharpened metal blades attached to either end lay along-side the swords, the Vetharil Pike, chief implement of the Legions of Vethmenari.

Muscular, but pale men worked the forges, toiling over their craft. Long hours they had spent in the shining darkness of the forges, creating the implements of war that their nation wielded. The King-Forge was the chief example of Vetharili craftsmanship, and the source of some of the greatest and most sophisticated suits of armor in all of Vetharoualk.
 
OOC: Why are the Haskites still listed in Lothas? And is that their monument on the left side end?

Thanks!
 
Thanks, Daftpanzer. What do the Idovai say?

Here are the orders, subject to alteration depending on what the diplomatic replies say:

Spoiler :

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.

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

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

Inventions: BRONZE WORKING, THE WHEEL

1e on a band of skilled woodsmen warriors who can outwit the dastardly barbarians!
1e on another unit of ships like the ones I built last turn.

The two warrior bands in Gleis should continue to fight the barbarians. They should particularly endeavour to undo the disruption inflicted on the city and the fur trade.

The old fleet should continue to protect the trade routes, the fish trade, and the port on Cria.

The new fleet should operate near Gleis. It should support the fighting against the barbarians, but should also ensure that it backs up the other fleet and makes sure that neither fleet is sunk by the Ongens. Neither fleet should venture out into the open sea.

On Cria, support the Novai rather than their enemies, and trade openly with the Novai. Boycott everyone that the Novai are fighting.
 
I was wondering, would it be possible for the Vethmenari to at some point domesticate these giant bears? I have a vision of my gold-armored Vetharil legionaries riding atop menacing, ten-feet tall bears, armored like the cavalry-men mounted upon them. These cavalry-men would also carry large pikes/spears.

Or not. Whether this dream shall be realized is at your discretion, O Mod! :D
 
To: Shahanar
From: Nartozieroni


Hail! Long have the Haskites intercepted your messengers. We propose that trade be allowed between our cities.
 
From: Patriarchs of the Shahanar
To: Nartozieroni


We are very strongly in favor of increased trade with the noble peoples of the north. Additionally, we have hired the Haskites to serve us, so they should no longer be a concern for your lands.

From: Patriarchs of the Shahanar
To: Tharnites


We will put your contributions to good use in driving the barbarians out of Shahan, and rest assured, any Tharnites suffering hardship can take refuge in our lands. We must bring prosperity back to Shahan, or we shall surely all suffer further. As such, we designate you co-owners of the Great Port which we plan on building with your assistance.

From: Patriarchs of the Shahanar
To: Haskite Remnants


We offer you the .5e you request to drive the northern barbarians out of our lands! Additionally, we see that you are without a home, and we Shahanar are not a warlike people. If you succeed in driving out the barbarians, we are willing to grant you a home in Shahan if you will serve as our Warrior Caste.

ORDERS:

[3.5e from income, 1e from debt, 1e from Tharnites]

1e to contribute to GRAND THARNITE TEMPLE (consider it a surprise birthday present for the Tharnites)
.5e to hire Haskite mercenaries (attempt to absorb culturally)
2e to build a Port in Shahan (useful for trading caravans)
2e to build a Nomad (mobile trading caravans!) in Hurud

Guild Archers: Engage enemy barbarian invaders!
Trader Unit: Move to Boro, attempt to secure Iron trade through Shahan.
 
Vetharil Orders
Spend 2e to build the Fortress of the Skies in northern Vethmenari, to spread our economic and military influence.
 
Yo daft.. it says im getting 0.5e from trade.. whats this?
 
OOC: Why are the Haskites still listed in Lothas? And is that their monument on the left side end?

Thanks!

@alex some Haskite peoples are enslaved there, thats the icon that is multi-coloured. I know you didn't want slaves exactly, but you did want to destroy their city, so under the rules you either have to kill the slaves, or set them free again and hope they convert to a city/nomad of your culture :). The triangle is a monument/temple of the En Corthan culture that appeared there in all the turmoil. Since you have a higher culture rating it doesn't affect you very much...

I was wondering, would it be possible for the Vethmenari to at some point domesticate these giant bears? I have a vision of my gold-armored Vetharil legionaries riding atop menacing, ten-feet tall bears, armored like the cavalry-men mounted upon them. These cavalry-men would also carry large pikes/spears.

That would be awesome! :D Some could be tamed I guess, but not enough to make a meaningful unit out of... Unfortunately that's not the kind of critter you can domesticate, not unless this becomes more of a fantasy NES :(

Vetharil Orders
.2e to build the Citadel of the Skies near the coast, to monitor and tariff all sea-traffic near Mriz.
.4e to send Northrealms settlers to the Vethmenari - Kaerlic border to build the City of Olnenil
1e to train a division of pikemen

I'm afraid fractions other than 0.5 (and multiples of) are ILLEGAL, because I want simple sums. Also, I can only allow you to buy whole buildings (for 2e a time) or whole units (1e a time).

Also about your swordsman, your military tech increase cost 2e so I thought you'd rather have that last turn. You can go into debt but it brings a risk of revolution and etc, especially since your economics tech is still at 1 (but very likely to increase from all this armaments trading).

Yo daft.. it says im getting 0.5e from trade.. whats this?

@Abaddon that's an arbitrary additional bonus from imaginary trade routes (between cities/nomads/ports and resources) passing through your stuff on the map.

DIPLO:

[B said:
To the Idovai
From the Calengians[/B]

Can your gods help us to defeat our enemies, or help encourage trade through our port on Cria? If they can, your acolytes can travel on our ships as well as the Novai's.

To the Calengians
From the Idovai


Our gods unleash the power and joy that is within. How you use this power, all are free to choose, although some choices lead to even more joy and more power. As for you offer, we thank you, but we will not do anything to offend the Novai. We cannot accept unless they approve...

From: Patriarchs of the Shahanar
To: Haskite Remnants


We offer you the .5e you request to drive the northern barbarians out of our lands! Additionally, we see that you are without a home, and we Shahanar are not a warlike people. If you succeed in driving out the barbarians, we are willing to grant you a home in Shahan if you will serve as our Warrior Caste.

To: Patriarchs of the Shahanar
From: Haskite Remnants


We accept gratefully. Let it be known that we now serve the Patriarchs of the Shahanar.
 
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