Ffh Nes Ii

yes. and i answered... should have been about an hour ago... its in my sent box so you should have gotten it.
 
Note: Orders: Orders format. Please use e-mail only to submit your orders. Please indicate your orders with the ‘[Civ Name] Final Orders [Turn Number]’ format.

Note: Orders Due: Orders for reconnaissance scouting missions are due Thursday. General orders are due Saturday.

Note: Stability Effects: For super-good-time-super-fun-time stability effects a stability of 102 or 103 isn’t going to cut it, except in extremely rare cases (like 1/36) just like except in extremely rare cases a stability of 97 or 98 isn’t going to get punished. If you want good stability effects aim for a stability of 105 or greater (obviously the higher the better).

UPDATE SEVENTEEN Years 461-475: The Dead fall Dead, Sabel Lake Crisis, Meteor Recovered, Jar Adrana Incorporates​


Conrond Mor Faces Seige

The hippus city of Conrond Mor, besieged on all sides by the hungry dead makes use of a ‘fiery ditch’ to fight the zombies. All troops are equipped with torches and a great bonfire is used to keep fiery ammunition available to all that can throw them at the hungry dead.

Ultimately the efforts are not required for long because early in the winter of 462, all the hungry dead suddenly drop to the ground, normal corpses once again.

No effect

Vaelyn Does Battle with the Hungry Dead

A make-shift palisade is ordered erected to defend Vaelyn but not funds are allocated to its construction. So the lone scouts present wait for reinforcements from Sabelia, tehy do their best with rope-ladders and other instruments thought up by the Bannor high-command to flank the enemy and strike at the rear of their skulls.

The fight is bloody and ultimately many scouts are lost but the city is still standing in early 462 when the corpses stop their attack and drop to the ground, unanimated. The militia from Sabellia arrive just in time to help burn and bury the bodies.

Bannor scouts require an additional 4 gold to recruit to full strength.

Cevedes Never Sees Hungry Dead

Though tales of the hungry dead in Jarv and further south reach Cevedes, none of the undead actually reach Cevedes and thus the city is spared.

No effect.

Kappa Use Dreaded Fire and Alligators to Fight the Hungry Dead

Kappa warriors, despite their inherent fear of fire, light the zombie bodies that have gathered at the earthen mound alight and in the ensuing cover of flames and smoke draw back to another river and form up on the opposite banks.

Hungry dead follow them but it takes some time and when trying to cross the rivers many are taken by alligators present in those rivers.

There are precious few that finally do reach the Kappa spearmen and though they cause some losses, they are minimal because… they all fall down shortly after reaching the spearwall and stop moving.

Kapps spear militia each lose 1 gold worth of men.

Tuan’s Damned fight Undead Menace

Tuan’s damned continue to make short work of the undead menace that threatens the grigori capital even as the capital’s food stocks are drained by over 30 years of siege.

The continued use of hares and traps, along with the seeming invisibility that Tuan’s Damned have in regards to the enemy, as well as the palisade, means that no actual loses are incurred by the Grigori prior to the success of the ritual.

Grigori lose 20 food.

Edsunland Celebrates Success of the Tomb’s Ritual

Scholars and sages, ritualists, accountants, and white mist elf soldiers all meet offshore of the Tomb of Sucellus aboard the fleets of various nations and together, make a break for the tomb. They needn’t have worried… there are precious few hungry dead in the area- the tomb of Succellus seems to frighten them or at least keep them at bay.

Massive contributions in gold are made by the Kuriotates and Kappa nations while a similiarily impressive delegation of Grigori scholars also arrives. The Hippus and Amrutes provide scholars and the Elves provide gold as well but the Bannor provide precious little resources and the other nations’ scholars and accountants can’t help but think poorly of the nation that assists so little. In particular the Kuriotates have taken note of the size and resources of the Bannor delegation and go out of their way to shame them with every opportunity.

None-the-less, despite the minor politics present, there is a pressing need for the ritual to commence and commence it does. Soon enough the hungry dead find the ritualists but are unable to reach them due to the protection of the tomb itself. Everyone is happy that the Hippus have provided snacks for them when they realize that the growing horde of hungry dead would make reaching the ships and food impossible.

Finally the ritual is complete in the winter of 462 and throughout the continent of Erebus all sickness and disease is instantly healed, including that responsible for animating the corpses and controlling the bodies of the hungry dead.

It is a good thing that disease has been healed for there are animal and human bodies throughout the entire continent.

Massive graves are dug for these as men and women, just the day before under siege by the undead monsters are suddenly free to walk about and reclaim their countryside.

cambodia_mass_grave.jpg

the tens of thousands of ‘hungry dead’ collapse and their remains, nameless, are buried in mass graves

Nations celebrate their saviours according to their role in combating the disease of the hungry dead.

For the Hippus the answer to the zombie attacks was well-coordinated and disciplined military efforts and so the people, in gratitude to their liberators and saviours have developed an ‘infantry garrison’ for their soldiers to make use of. The new garrison promises to provide rest, recuperation and reinforcements for Hippus infantry suffering heavily from attrition.

The Bannor continue their tradition of veneration of the cult of saints. The appearance of the ‘Shield of Valour’ in the night sky so recently as well as the celebrations that went with it have continued to motivate the people and they have built a second monastery, this one in Vaelyn, in celebration of their victory over the hungry dead.

The Grigori realize that the time has come to reclaim their countryside. Motivated workers and citizens head for the countryside where they hope to develop their commercial infrastructure in hopes of reclaiming some of their lost economy. In addition, years of siege have revealed the value of food storage; the citizens build a granary in Troday Yithi.

The Amurites, like the Grigori have lands to reclaim and quickly set to doing so. Human and orcs return to Jarv, intent on reclaiming the lost lands.

The Kappa realize that their successful defence was dependent upon a solid defensive infrastructure and so the people develop as series of bridges and platforms, high in the trees, throughout the swamps. These span hundreds of kilometres and promise quick and safe deployment of their forces as well as a superior position to attack from should they ever be invaded again.

The white mist elves are quick to realize that their role in the turning of the undead enemy lay in their control and security of the Tomb of Sucellus and so the mainland march of Idril Felagud is repopulated and a defensive squadron is raised, calling themselves the ‘Ghosts of the Tomb’ to defend the structure that made turning the undead tide possible.

The Kuriotates, also involved in the defence of Edsunland and by far the greatest financial contributor to the repeated rituals of life realize that their contribution was economic more than military or religious or otherwise and so, with the enemy vanquished, the citizens celebrate by spontaneously developing the Kuriotates economic infrastructure.


All nations of Edsunland gain 1 stability from healing diseases.
Hippus gain an ‘infantry garrison’ in Conrond Mor (see below for statistics on this new building)
Bannor gain a monastery in Vaelyn.
Grigori gain 2 hamlets in Troday Yithi and gain a granary in that city.
Amurites: Jarv gains 3 population and 1 agricultural workforce and 1 domestic commerce workforce.
Kappa capital gains the ‘treetop platforms’ defensive structure.
White Mist elves gain 2 population in Idril Felagud and gain a spear militia unit called ‘Ghosts of the Tomb’ (though these are undermanned and require 10 gold to recruit to full strength).
Kuriotates gain a domestic commerce workforce in Averlorn.


Meteor Recovered by Ingenious Crafter-Dwarves

The meteor that fell into the seas north of the Halluchuirp was more than just a curiosity for the tinkerers… it was a challenge… one that could be met through industry, crafting, and clever thinking… oh what fun!

So, with usual Luchuirp ingenuity, a small fleet of leased Eekin ships were sailed out to the site of the crash where they lowered, using massive zinc chains a large solid sheet of highly magnetized zinc. The sheet was covered in runes, golem-runes and animated. Once it reached the first piece of the meteor the zinc-sheet wrapped itself around the meteor’s first fragment and using its magnetic properties, carefully cradled it and lifted it- only barely. Bit by precious bit the fragment was hauled by tireless clay golems aboard the ships closer and closer to the shore until finally the first piece was ashore.

It was a giant silvery mirror, badly burnt and charred but obviously some sort of ‘man/dwarf/whatever –made object… not a stone… not a random fragment from the sky but a piece of something.

And the process was repeated and a second mirror was recovered.

And the process was repeated and the third piece, a large, almost spherical but obviously complex and ‘crafted’ piece was recovered.

Crafters from all over the halluchuirp nation stepped aside from their research and projects (something that turned out to hurt their research for the era somewhat but really- their curiosity had to satiated) and set about cleaning and repairing what was obviously a strange and very technologically advanced device.

Letters were sent to the ‘Scholars of Oghma’ in an effort to identify the strange object. The letters even included detailed sketches of what the object probably looked like before it hit the surface of the sea at tremendous speed.

sv3.jpg

a reconstruction of the strange object recovered by the halluchuirp from the seas

The object was made from some unknown material, perhaps the legendary mithral of legend? It is also covered in strange runes and script, a softly flowing script with repeating five-point designs. This embossed script is suggestive of water and deep sea creatures…

The insides of the object are not solid; there are ‘devices’, green coloured sheets of glass-like material inlaid with more, this time different, silvery writing as well as various lengths of charred wires covered in a brightly coloured unknown material.

It may be sometime before the Halluchuirp state is able to pry the curious and excited Luchuirp crafters from their exciting find and return them to their studies… better get your crowbars out.

However, not all is well as some of the scholars and Eekin sailors begin to sicken. Fever, vomiting and strange ‘sun-burn’ that isn’t associated with exposure to the sun is experienced by those most closely associated with the object.

Halluchuirp lose any surplus research points not spent on the meteor recovery project this turn and gain ‘strange meteor object’ item. Sickening of Halluchuirp scholars temporarily reduces RP output by 6.
Sickening of Eekin sailors costs them 2 gold in revenue.


’Als Governor of Kanna’Als In ‘Hostile Take-Over’ Of Rival Noble Houses

The governor of the Kanna’Als march, Jar Adrana, has already proven himself an adept and shrewd business man on two different occasions and this aptitude for coin has brought the attention of his masters… attention that has resulted in him being able to take a personal loan from the state.

This money is used to buy out his competing noble houses’ slaves, lands and warehouses and add them to his growing personal and family empire. He then turns this considerable economic infrastructure, using much superior business models and efficient management, into an even greater economic super-power and pit them directly against the efforts of noble houses throughout the empire. The Adrana family have become a brutishly cruel, and chillingly efficient ‘corporation’ and has, overnight, become the single most dominant noble-house amongst the ‘Als. They are also very careful to maintain good relations with the state and its officials and host many lavish parties for the elite of ‘Als society, are quick to provide any intelligence they find and always pay their taxes on time.

The increased economic output, is of course, taxed by the state.

’Als gain 1 gold.

The Song of Grak Gorson

A song spreads like wildfire throughout Amurite lands- it is the tale of the common orc who became a sage and ritualist and who died attempting to complete the ritual of life. The Amur government does much to spread this song through organized events and sponsored choirs.

The song brings the people together

Amur gain 1 stability.

Sidar Sip Tea

For a long time Halluchuirp tea has been very popular with those Sidar who can afford to send a messenger to go fetch it from Luciedo’s plantations. Of late, one enterprising and observant Sidar woodswomen, by the name of Pearl, with a taste for the leaves has noticed that similar plants grew in the highlands near Darkvale.

It wasn’t long before this observation was developed into a full scale tea-growing operation and now Darkvale produces its own tea, a leaf they call, “Pearl Grey”

tea_plantation.jpg

a farmer grows ‘Pearl Grey’ on the hills near Darkvale

Sidar gain tea plantation in Darkvale

Bannor city of Sabel Upon Gate Struck by Strange Killing Gases

Just prior to dawn in the spring of 475, while the inhabitants of Sabel Upon Gate are sleeping, the city and its environs suddenly begins to shake and convulse. Tools and crockery tumble from shelves. Thinly built walls collapse. Streamlets burst their banks and run through the city. In the hills there are rockslides and avalanches.

But this is not the worst of it. Sabel lake begins to bubble and froth as if some giant were blowing bubbles into it with a reed. And suddenly, those around the lake begin to gasp, clutching their throats and chest. Their skin flushes and they feel panicked as they suddenly gasp for breath, not seeing the source of their suffocation and not understanding why they, suddenly, have been called to Arawn’s vault.

Those further from Sabel Lake are spared, as well as those who have built houses on hills and the mountain-side but all those near the water’s edges suddenly and unexplainably suffocate in the insidiously poisonous air.

tml0035_Fx_Web.jpg

a farmer’s herd is caught by Killmorph’s fury near Lake Sabel

Ultimately the low-lands around the lake are returned to their pristine healthy state but it takes almost a week and great winds before the area is returned to its natural state of beauty and health. In the meantime vultures and carrion birds come to feast upon the dead add their corpses to the piles. Sabel Upon Gate loses almost 3000 people. The survivors vow to do all they can to try and please Killmorph and her priests.

Bannor lose 1 stability. Sabel Upon Gate looses 3 population. Minor damages throughout the province require 3 gold to repair.

Hippus Abandoned by Some of its People

With the countryside and wild lands suddenly safe of the hungry dead, many of the orcs, gnolls and even some humans who have failed to carve out a successful life for themselves in Hippus cities, strike out into the wilds to make a new life for themselves there. These bring with them the faith of Tali and Camulos as well as the Fellowship of the Leaves.

Small villages of a few dozen individuals, over the next decade, sprout up in former Grigori and Ir-O-Kee lands as well as the uninhabited lands between Amur and Hippus lands. Some pay homage to Tali, others Camulos and some the Fellowship and while many are just gnolls, or just orcs or just humans, many are a combination of the three races. It remains to be seen how successful these tribes will be.

Hippus lose 1 population in their capital

Sidar Farmers Strike Over Grain Prices

Sidar farmers far from the central government of Darkvale strike for better grain prices. They say that the centralized hierocracy favours city-dwellers, the priests and the hundreds if not thousands of attendants who serve them without consideration for the countrymen who still make up the majority of the Sidar population.

As a consequence the Sidar farmers sell their grain and produce to ‘Als, Halluchuirp and Corbus merchants directly without involving the Sidar government or paying their taxes.

These actions are a result of Sidar distrust in their government.

Sidar lose 9 food. ‘Als, Halluchuirp and Corbus each gain 2 food and 1 gold.

Syrii Adopt State Labour

The state has long been the benefactor and keeper of the Syrii citizen. Syrii are expected to work for the state and for their poorer neighbours while the state ensures that all those who need assistance are provided it and all those who can provide assistance do. When times are hard the state suffers even as it attempts to alleviate the difficulties of its people; when its people prosper, they can, in concert, be mobilized to assist the state.

Now that the state has stabilized and its people are motivated and productive, the Syrii elders are quick to mobilize their population even further by controlling the division and allocation of labour. They adopt the concept of ‘state labour’. Though the infrastructure required to develop this new government tool is extensive and expensive, the long-term benefits promise to greatly offset these short-term costs.

Syrii adopt ‘State Labour’ labour civic

Glory-Seekers Do Battle with Criminals

In the Hippus capital the famed ‘glory-seekers’ city-watch declare open war on the criminal elements that have tried to take over the local gangs and criminal enterprises. Their efforts are mostly bloodless as a loyal and motivated population provides information and direction. Within a year the city is calm and quiet once again.

’Mafia’ influence removed from Altheriol-ta-Mealthiel

Syrii Ship-Builders Take the Initiative

Long isolated, the Syrii suddenly find themselves faced with the politics and diplomacy of the entire world as the first Eekin dhows appear on their coasts. No longer can the Syrii content themselves in pursuit of history and secrets in their high-mountain monasteries, they must partake of the world’s affairs or suffer from their isolation.

Some citizenry have taken this message to heart and after speaking with Eekin sailors and navigators, have attempted to build their own version of the Eekin ships. These ships are wider and heavier than those of the Eekin but then, so too are its passengers.

These actions are a result of Syrii trust in their government.

Syrii gain a cog fleet but it is vastly undersized and undermanned and will require substantial resources to bring to full size (35 gold worth of reinforcement required to bring to full fleet size)

Halluchuirp Foragers Find Sick Fish

Foragers searching the northern coasts of the countryside outside of Luciedo report finding strange sickly fish washed up on the beaches.

tumour_290707.jpg

foragers find sick fish near Luciedo

More superstitious peasantry believe the cause is related to the mysterious comet which struck these waters in the last decades while more rational-minded individuals realize that the gods’ anger is the probable cause.

Halluchuirp lose 1 food.

Eekin Join the Congress of the Confederate Coalition of Civilizations

The Eekin have agreed to add their signature to the treaty of the CCCC.

Just what it says
 
UPDATE SEVENTEEN Years 461-475: The Dead fall Dead, Sabel Lake Crisis, Meteor Recovered, Jar Adrana Incorporates (part 2)​




Current geopolitical map:
Spoiler :
2q1avjp.jpg


New Technologies

Caravans (trade) (100 rp) (requires markets)
  • Allows cobblestone roads
  • Allows caravanserai
  • Allows slave auction (with slavery)
  • Allows inn
  • Allows camouflaged re-supply centre (with camouflage)
  • Allows supply train unit

Voice of the Gods (mysticism) (110 rp) (requires mysticism)
  • first to research gets 3 spells, others get 1 spell (note that because two nations got here at the same time they each get 2 spells)
  • Allows organized religion civic
  • Allows abbey
  • Allows monastery
  • Allows disciple unit

Education (Scholarship) (85rp) (requires writing)
  • Increases national research production by 2
  • modifies apprenticeship program
  • allows schoolhouse
  • allows subsidized schoolhouse (with social planning and welfare)

Tech Tree:
Spoiler :
2lnv8ep.jpg

2cwx7oi.jpg



New Buildings

Cobblestone Roads
Classification: Roads
Required Workforce: none required
Required Production Capacity: 1
Required Technology: caravans
Cost: 10 gold per province connected (5 gold with hardstone or brick resource)
Game Effect: eases troop movement and trade
The cobblestone roads are an upgrade to the packed earthen roads (ie- you must have packed earthen roads present in the province for at least one turn before you can upgrade them to cobblestone roads). Unlike other upgrades, you don’t get any refund for the previous building (ie- the packed earthen roads).
You must pay 10 gold per province connected with cobblestone roads. So, if your roads goes in one side and out the other, thereby connecting the province to two different provinces, you must pay 20 gold for the roads.
If all cities and marches (but not necessarily your outposts) in your empire are connected by cobblestone roads and all island cities or cities otherwise isolated pay 10 gold to upgrade their local roads to cobblestone roads, you trade route values are increased by 1 (ie- in an open economy your trade routes are worth 4 and in a closed economy your trade routes are worth 3).
Units moving on cobblestone roads use only ½ the movement they would if moving through the wilderness.

Caravanserai
Classification: Trade improvement
Required Population: 2
Required Workforce: 1 trade workforce
Required Production Capacity: 1
Required Technology: caravans
Cost: 40 gold
Game Effect: Produces 1 trade route and 2 research per turn in a closed economy and 3 research per turn in an open economy

Slave Auction
Classification: Trade improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 2
Required Technology: caravans, slavery
Cost: 25 gold
Game Effect: Can only be built by civilizations running the slavery civic. If you switch out of the slavery civic the slave auction ceases to provide any benefit.
Produces 2 gold/turn and generates slaves as a tradable resource.

Inn
Classification: Culture Improvement
Required Population: 7
Required Workforce: none
Required Production Capacity: 3
Required Technology: caravans
Cost: 55 gold
Game Effect: Generates 1 gold per turn. Generates 1 gold per foreign trade route importing goods to the nation. Generates 1 gold for each of the following resources: beer OR wine, cattle OR goat OR sheep OR goose OR pig, tobacco OR hemp, cheese, linen cloth OR silk cloth OR hemp cloth OR cotton cloth OR wool fabric, woodwork, pottery, slaves

Camouflaged re-supply Centre
Classification: Defensive military improvement
Required Population: 0
Required Workforce: none
Required Production Capacity: 0
Required Technology: caravans, camouflage
Cost: 15 gold
Game Effect: This building can be built in enemy territory by any recon unit with a quality greater than 2.5. (ending its movement and preventing combat for the turn)
Your armies moving through this province can replenish its troops (ie- pay gold for reinforcements) and provide weapon and armour upgrades to its troops even though they are in foreign soil.
Capturing a rival’s camouflaged re-supply centre automatically destroys the building and generates 15 gold for its captors.
A camouflaged re-supply centre can be located with a 1/6 chance by a rival nation’s unit if they are looking for it and with a 1/6 chance by a rival nation’s recon units without looking for it and with a 2/6 chance if a rival nation’s recon units are looking for it. A rival nation can search every turn if they want to. Multiple units can increase the likelihood of success.
It is possible to build a camouflaged re-supply centre in the territory of either friendly or enemy nations but their response to finding it may be quite different.

Abbey
Classification: religious improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 3
Required Technology: voice of the gods
Cost: 60 gold
Game Effect: Increases priest military quality according to the following formula:

Increased priest military quality=(number of provinces with abbeys in nation)/(number of cities in nation)

In addition, will provide some minor benefit based on the state religion.
An abbey dedicated to the ‘Fellowship of Leaves' provides 1 stability, 1 gold per turn and 3 food per turn.
An abbey dedicated to 'Sirona' provides 1 stability, 1 food per turn and helps heal 3 gold worth of reinforcements to any unit who ends the turn in that province and who has not seen combat that turn.

Monastery
Classification: religious improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: voice of the gods
Cost: 60 gold
Game Effect: Increases stability by 1. Produces 3 research points per turn. Increases priest military quality according to the following formula:

Increased military quality=0.5(number of monasteries in nation)/(number of cities in nation)

Syrri Fortress Monastery
operates like a normal monastery except units that end their turn there and did not participate in combat that turn receive 4 gold worth of reinforcements if they are in need of them

Schoolhouse
Classification: Research Improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: education
Cost: 45 gold
Game Effect: produces 5 research points per turn.

Subsidized Schoolhouse
Classification: Research Improvement
Required Population: 7
Required Workforce: none
Required Production Capacity: 4
Required Technology: ‘education’ and ‘social planning and welfare’
Cost: 50gold
Game Effect: produces 7 research points per turn. Costs 2 gold per turn. May be upgraded from a standard ‘schoolhouse’.

Infantry Garrison
Classification: Military improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: infantry formations
Cost: 45 gold
Game Effect: Increases infantry military quality according to the following formula:

Increased military quality=2(number of infantry garrisons in nation)/(number of cities in nation)​

Any wounded infantry unit (those needing reinforcement to return to full strength) who end their turn in the city with the infantry garrison without having seen any combat whatsoever that turn, automatically gain 5 gold worth of reinforcements.

Treetop Platforms
Classification: Defensive Structure
Required Population: 3
Required Workforce: none
Required Production Capacity: 2
Required Technology: the woods
Cost: 45 gold (35 with hardwood lumber)
Game Effect: The treetop platforms can only be built in forested provinces and only by elves, kappa or corbus. They serve mostly as secure firing or casting platforms for missile units and casters but are also used for rapid deployment of forces in a concealed and secure manner. Note that the treetop platform is not immediately visible from ground level to those who do not know where to look for them. Recon units have a 2/6 chance of finding them and other units have a 1/6 chance of finding them (assuming they are simply passing through the area, active searches can greatly increase this chance).

Apprenticeship Program
Classification: Research Improvement
Required Population: 4
Required Workforce: 1 domestic commerce workforce (none with the education technology)
Required Production Capacity: 0
Required Technology: apprenticeship
Cost: 10 gold
Game Effect: produces 3 research points per turn. The apprenticeship program building is destroyed if you ever leave the ‘apprenticeship civic’. If you return to the ‘apprenticeship civic’, you will need to build new programs.
Once the nation with the apprenticeship program develops the ‘education’ technology the apprenticeship program no longer requires a domestic commerce workforce to produce the research points.

New Units

Supply Train:
unit type: miscellaneous
maximum quality modifier: 0
production capacity requirement: 1
provincial population requirement: 2
requisite technology: caravans
cost to recruit: 25gold
cost to maintain: 0
An army with a supply train is able to replenish its troops (ie- pay gold for reinforcements) and provide weapon and armour upgrades to its troops even in foreign soil provided the supply train unit is present in the province where the re-supply operation is taking place.
Capturing a rival’s supply train automatically destroys the unit and generates 25 gold for its captors.

Acolyte:
unit type: priest
maximum quality modifier: 3
movement: 2
casting capacity: 1
production capacity requirement: 2
provincial population requirement: 5
requisite technology: voice of the gods
cost to recruit: 55gold
cost to maintain: 1 gold/turn
Acolytes are the earliest priest-type units. Their strength does not lie in their combat skills but rather in their capacity to invoke the will of their god(s) through liturgy and faith. Though specialized in magic, they are normally armed in a manner representative of their faith. Acolytes of the ‘Fellowship of Leaves’ or a cult of Sucellus are armed with oak shillelagh while acolytes of Ceridwen might be armed with a flail. Acolytes dedicated to Killmorph may be armed with picks or axes.
They cannot be equipped with armour or weapon items and they cannot be upgraded from lesser troops.
Every turn they can channel 1 casting capacity towards any spell that their nation knows (their spellbook) and which is appropriate to their god or religion. This does not necessarily require specific mana. Each nation’s spellbook is different then other nations and thus two acolytes, even if dedicated to the same god, from rival nations will have access to completely different spells.

New Civics

Organized Religion (religious civic)
  • all religious improvements generate 1 production capacity
 
stats, maps, tech tree update tomorrow
 
I didn't get your emails, are you sure you sent them to the right address?

Nice update... Eventful. At last we're rid of the zombies, although that damage in Sabelia is going to hurt.
 
So, the Hallocuirp found a radioactive satallite? Hmmmm...
And Sabel Lake turned into Lake Nyos?
 
What happened is that I think that Lake Sable i full of Carbon Dioxide due to imbalance of warm/cool water. With the earthquarke the unstable balance of the imbalanced water is broken, unleashig the carbon to the surface in dangerous ammounts.

To Edsunland
The Zombies are gone at least! Praise... Praise the scholars and workers at the Tomb! We are free to open trade, and will welcome one and all to our markets!
 
I didn't get your emails, are you sure you sent them to the right address?

Nice update... Eventful. At last we're rid of the zombies, although that damage in Sabelia is going to hurt.


I sent a few e-mails lately- they are 'respond' to your own e-mails so its weird that you didn't get them- i sent more today... i dont know whats happening.
 
Glad someone recognized lake nyos.
 
Hooray, no more zombies, and less military update for me. I love this update.
 
i realized there was an opportunity there when ithought of the sidar as being called 'the grey'...


also notice: i updated the update to include the eekin joinging the CCCC.
 
Another great update. I'm glad to see the Halluchuirp are fighting to keep their title as the most diseased people of Erebus, that zombie disease has nothing on us. Plague, radiation sickness, we got it all.

Immaculate said:
More superstitious peasantry believe the cause is related to the mysterious comet which struck these waters in the last decades while more rational-minded individuals realize that the gods’ anger is the probable cause.

Hehe, only in Erebus.

I also have one question about the abbey improvement:

Can we build more than one abbey in a province, or are we limited to just one? As a multi-religous type people I think the Halluchuirp would have trouble picking just 2 to worship.
 
...Dear god, I have the most uneventful island EVER. Two stories and a detail on religion and I can't get a event or mention in 3 updates!

The update is good, and high quality as always Immac, but Pale Isle feels a tiny bit left out.
Smite me oh mighty smiter!
 
Lurker's comment: Would you have felt better if I had spawned in your island?
 
Why yes actually. I'm not doing anything terrible for you to interrupt. And besides, adversity builds character and makes for an interesting game. That, and you get all kinds of fun bonuses for overcoming it.

EDIT: That said, just random loses aren't that cool, cause you can't get around them creatively and they don't build opportunity.
Also, Immac, I reread how I sound in my last post, and its...snappish. That's not cool, your doing a good job, and there are plenty of interesting things on my island. Just not openly.
 
Back
Top Bottom