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Can we build extra Improvements, but switch the workforces needed to run them from a different improvement? Leaving the original improvement dormant until a new work force can be trained?
 
Can we build extra Improvements, but switch the workforces needed to run them from a different improvement? Leaving the original improvement dormant until a new work force can be trained?

Yes, but if you leave it dormant for too long (3+ turns) it may degrade or disappear.

i.
 
No- not really. Maybe under very specific circumstances, but for the most part, no.

I.
 
yeah, as long as its less then an average tech for that era (so, right now, about 25 or 50 rp)

This is done automatically when you finish researching a tech and don't specify where you want future RP spent (i'll write: '15 rp banked' for example)
 
All orders are in.
Update will probably be published tomorrow or tuesday.
 
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 the 23rd of January. General orders are due the 26th of January.


UPDATE THREE: Years 101-150: War , Dust, and Gods​

’Als raid the Luchuirp

Sidar forces continue to keep a watchful eye upon their neighbours. They witness several raids by the forces of the western ‘Als civilization upon the dwarven Luchuirp. A great raid in the year 122nd year of rebirth results in many dwarven prisoners being shipped back to the ‘Als. Another raid in the 125th year of rebirth is even greater and results in a much larger ‘catch’. At this point the Luchuirp countryside has become somewhat depopulated, both due directly to the raids and their effects upon rural population, but also indirectly due to fear of working the fields and being targeted by the ‘Als raiders. The Luchuirp begin converging more and more behind their great walled capital and send out more and more complex ‘animated fabrications’ to till and work the land. A third raid by the ‘Als in the 127th year of rebirth results in no captures whatsoever and heavy casualties from the ‘animated fabrications’ who have begun to attack those who would press their makers into slavery.

The Great Dark Clouds of the ‘Als

In the 147th year of rebirth, after a great six-year drought, the ‘Als turn their hostility upon the Sidar. Using some unknown trickery or magicks, the ‘Als send forth great dark clouds that stretch all the way across the horizon and for several miles into the air, eastwards from their lands and into the lands of the Sidar.
Spoiler The Great Dark Clouds of the ‘Als :
dust2.jpg
These clouds quickly overcome the Sidar border guards who quickly learn that these are clouds of dust, clouds so thick and dark that the Sidar defenders cannot even see the ends of their own outstretched arms in the thick dust. The clouds persist for several months. The city of Shroudane is completely consumed by them for the majority of 3 months. The dust never really completely ceases to come however.
While the thick clouds continue to choke Shroudane and the surrounding countryside, the ‘Als themselves come. In small groups, concealed in the dark dryness of the thick dust they head eastwards and directly into Sidar lands. Guards posted at the border warn them away and the people, although unable to understand exactly what the Sidar are saying, turn around, often only to return and sneak past the guards where they can. The rag-tag groups of men and women and occasionally children continue to come and in numbers too great to be stopped by the busy border guards, especially in the confusing concealment of the great dark clouds. Many are stopped and return to ‘Als land. Many are stopped, refuse to return and are slain and many many more slip through and begin to make their homes throughout the Sidar lands, in the hills, along creeks, anywhere they can, preying on the periphery of the Sidar civilization.
The effect is very bad for local Sidars. The dust and clouds prevent farming. Trade and commerce are affected, mostly due to poor visibility. And the wilds are teaming with the ‘Als who poach Sidar foraging sites and even occasionally prey upon Sidar traders and farmers like bandits. The local militia is overworked, constantly hunting down small groups of ‘Als and evicting them when they can, killing them when they cannot. The ‘Als continue to forage where they can, often in direct competition with the Sidars themselves, hiding and retreating from the Sidar militia as best as they can. Occasionally they will raid a village or farm and on at least a half-dozen occasions have entered into direct violent confrontation with the Sidar militia.

Sidar lose 2 stability and 5 food due to dust clouds and ‘Als competing with the people of Shroudane.
Sidar- one unit of militia has suffered some attrition in their efforts against the brigandry-prone ‘Als and requires 5 gold to bring them back up to full strength



Cannibals Continue To Raid Amurite Lands

Cannibal forces continue to raid the Amurites, but this time, the Amurites are prepared for the enemy. In the spring of the 111th year of rebirth, a group of approximately 700 of the cannibals cross into Amurite lands in search of both mutton and human to feed upon. The ‘Shield of Kylorin’ is there to stop them however. Disguised as small groups of foragers, these forces possess rudimentary magic ability and are able to divine the general timing and location of the invaders’ raids.

The ‘Shield of Kylorin’ is able to intercept the raiders and get their first good look at the enemy.
Spoiler the cannibal raiders :
MM35_PG130.jpg
They are built like humans, only taller and ganglier and with prestigious fur. Their heads however, are those of hyenas. They are armed with stone and bone spears and travel in the company of trained hyenas. Their speech sounds like the cackling of their four-legged escort. The Amurite plan is successful in that the ‘Shield of Kylorin’ is quite able to trick the hyena-men into thinking that they are normal foragers and, as expected, the hyena-men attack. They are surprisingly swift and their loping stride is much longer and faster then that of men. They attack with ferocity and bravery and a considerable amount of organization, first flanking the isolated pockets of the ‘Shield of Kylorin’ where they can to separate them and prevent them from operating as a unit and then focusing their attacks on one group at a time. If their enemies had been peasant or spear militia this would have worked excellently, but their enemies were the ‘Shield of Kylorin’ and they were able to use protective magics to absorb the brunt of the hyena-men’s shock tactics and even use some very basic offensive magics to cause some casualties. As more of the disguised foragers arrived to help in the battle, the fight becomes one of attrition. Ultimately, the ‘Shield of Kylorin’ is able to drive the cannibals off (mostly from fear of magic and not from actual wounds because in hand to hand combat the cannibals easily outmatch the Amurite soldiers). In the end the hyena-men, heavily wounded and suffering horrible attrition, were forced to return whence they came without mutton or human to feed on. The ‘Shield of Kylorin’ while successful in the defence of their homeland had not expected such determined, experienced or organized raiders and paid the price. Over 60% of their members lay dead or severely wounded.

Amurites gain 2 stability: successful defence of home and clearing of foraging lands result in a more stable nation.
Shield of Kylorin requires 25 gold to return to full strength due to extensive injury and heavy attrition


Hippus take the fight to the Cannibal Homelands

Hippus forces launch a well-organized plan developed on recent reconnaissance and intelligence of the lands of the hyena-men cannibals. They learn the location of the hyena-men’s base-camp and the relative numbers of units they command.
Spoiler Cannibal’s Base-Camp (named Robhobin) :
xerlvn.jpg
In the 110th year of rebirth the Hippus cross, in force, into the hyena-men’s lands. It is a long march but by the summer of the 111th year, the main body of the Hippus army catches sight of the cannibal’s base-camp. They have erected their camp on a hill at the confluence of a river and a great lake. A wooden palisade surrounds it. The only problem is that a great 300’ wide river separates the Hippus army from cannibal’s base-camp. Scouts are sent far and wide along the river’s shore to find a place to cross safely and ford is found. Unfortunately the scouts activities draw the attention of the hyena-men who follow their movements from the opposite bank and report their presence to their commanders. Others stay to watch the scouts and even shout at them in their characteristic hyena-like cackle.
Eventually a suitable fording crossing is found. Unfortunately it seems to be the only one available and apparently often used by the hyena-men themselves; it may even be of their making as there is signs of large stones have been pulled from elsewhere for its construction. Other crossings to ford the river cannot be found. Knowing that it is a desperate position and one that places his army is some danger, local Hippus commanders order the advance across the river, using the main body of spearmen to lead the way in case of ambush or attack. Sure enough, when the main body of the Hippus army is just beginning to set foot on the distant shore the woods and tall grass comes alive with the cackling laugh of the hyena-men and their animal companions. Outnumbered but fresh (crossing a 300’ wide river with a strong current without being swept away is an exhausting task) and with a much superior position the hyena-men spearmen initially make excellent inroads into the Hippus army. They even manage to rout a unit of Hippus spearmen who had served as the vanguard of the Hippus army. The routing unit runs through the rest of the Hippus army as it heads back to the eastern shores, demoralizing the entire army as it runs and sending chaos and disorganization throughout the fording army. Many men stumble on the rocks amongst he chaos and are swept downstream by the mighty river.
Hippus command reacts quickly however and commands a frontal charge by the ‘Blades of Camulos’. Charging directly through friendly ranks (who are about to break as they fight uphill from an amphibious position) their mighty charge and fearsome countenance manages to take the hyena-men off-guard and it is their turn to turn and rout. The ‘Blades of Camulos’, despite orders to cease pursuit, follow their enemy for as long as they can, killing many of the enemy spearmen as they run. The hyena-men’s loping stride proves much faster then the Hippus infantry and they soon outstrip their pursuers, returning to their palisade.
Hippus forces regroup and routing units are reprimanded and disciplined. The entire Hippus force with the exception of a rear vanguard of militia set to siege the palisade camp. Battering rams are constructed from fallen trees and sturdy logs. While peasant mititia set the ram to work on the palisade walls, spearmen form a defensive perimeter and the ‘Blades of Camulos’ prepare to mount an attack on the breach as it forms. Soon enough, despite stabbing spear attacks and thrown rocks a breach forms in the wall and the ‘Blades of Camulos’ are ordered to rush in. This time their fearsome charge is not nearly as effective (the enemy has already suffered their charge and knows somewhat what to expect) but their superior numbers and the peasant and spear militia behind them are like a great tide that cannot be stopped. There is also the fact that the hyenamen are exhausted and have already suffered heavy losses at the battle for the river’s shores. Soon the entire cannibal camp is under Hippus control. Non-combatant and surrendered hyena-men/women are rounded up and placed under guard. The palisade is brought low and rebuilt as a barricade against any returning hyena-men patrols or raiders and the camp pillaged and razed. Captured ‘Ir-O-Kee’ prisoners were released. These soon returned to their homes in the south with promises of friendship and cooperation with their rescuers.
Hippus commanders knew that a group of hyena-men raiders had gone north (into Amurite lands) some time ago and waited for their return. When the raiders returned however, they were badly mauled, a result of their clash with the ‘Shields of Kylorin’ and in no position to attack the fortified and vastly more numerous Hippus. They slunk into the forest.
The Hippus army returned to Hippus lands and set up interment camps for the younger and non-combatant hyena-men, their stated goal to: ‘civilize them and teach them not to eat people’.

Hippus gain 20 gold from the pillaging of the Robhobin cannibal camp.
‘Blades of Camulos’ require 10 gold to return to full strength.
One unit of spear militia requires 25 gold to return to full strength (due to very heavy attrition during their rout).
One unit of spear militia requires 3 gold to return to full strength.
Both units of peasant militia require 3 gold to return to full strength.


Sabel Guard Seek Goblin Nests

The renown ‘Sabel Guard’ are ordered to find remaining goblins and put an end to the menace once and for all. The militia unit heads into the north-eastern highlands (site of most recent sightings) and seek to find goblin nests. Tracks and campfires are found and abundant but its many months before nests can finally be uncovered due to the skill involved in their camouflage.
The militia unit takes the fight to the goblins in their own nests and soon realizes that the tunnels are made for much smaller creatures than humans and that the goblins are desperate to save their families and homes and fight as desperate trapped goblins do. Very quickly the commanders order a retreat and the sealing of the nests with rocks in an attempt to trap goblins inside. The tactic is partially successful. While that entrance is indeed blocked, other, better hidden entrances remain open and that night, desperate and vengeful goblins descend upon the Bannor camp. Despite posted guards preventing the goblins from catching the Bannor militia by surprise, the goblins are able to put up quite a fight. They are prepared and have the advantage of being able to see and fight at night much better than humans can. The hills and mountains are their homes and they know these lands well. They are able to approach along hidden gulleys and dry riverbeds before being seen. It is their first ever attempt at attacking an armed group. Initially the battle goes poorly for the Bannor militia but once these trained and disciplined men are able to organize themselves the goblins, enraged as they are, stand little chance and are quickly routed.
Bannor commanders soon realize that they will have to find all the entrances to the goblin nests to make any impression upon them and soon set to smoking out their lairs. Using this smoke they are able to locate other nest's entrances and throughout the day are able to locate and set watch over several nest entrances. Using this method the Bannor militia are able to suffocate or slay several goblin nests. The efforts are time-consuming however and soon the Bannor find many abandoned nests; word of their efforts and imminent arrival spreading from goblin tunnel to goblin tunnel effects a mass exodus.
With the area secured, braver Bannor scouts are able to investigate the goblin tunnels and soon realize that they are a combination of natural caves, poorly mined tunnels of obvious goblin origin, and much better constructed tunnels and grandiose stone halls of impeccable stonework. This stonework is often inlaid with runes which Bannor wise-men are able to determine are dwarven in nature and relate to worship of the earth-mother Killmorph.

Bannor gain 10 rp towards ‘shaft mining’ and 10 rp towards ‘masonry’ from studying dwarven runes.
‘Sabel Guard’ requires 10 gold to be recruit replacements to bring it to full strength due to night-time goblin ambush and attrition.


The Voice of Gods? Just some Crazy Murderous Old Man?

Some years after the ‘Shield of Kylorin’ puts an end to cannibal raids on Amurite lands (with a little help from the Hippus of course) a tale of murder, intrigue and forgotten magics come to the attention of Valada Kylorinkin and the Amurite leadership. It seems that one of the most senior and respected members of the ‘Shield of Kylorin’ was involved in some very strange and very sadistic practices. He was found, at one of the places of ‘strange energies’ (see update 1), involved in a gruesome magical ritual. Three magical circles had been found painted on the ground in white powder. At their centre was a great brass stake (the origin of which remains a mystery) and to the stake was chained the battered and badly wounded sister of the gruesome mad-man. In one magic circle a young girl of twelve lay tired but otherwise unhurt, dressed in a simple white dress. This was the man’s niece and the woman’s daughter. In another circle lay, horrifically distorted by some magic ritual, lay the son of the woman (the man’s nephew). By some strange magics the teenage boy had grown short horns and tusks. His eyes had turned to solid pupil-less black and his skin looked like black marble veined with silver. He was also badly wounded with most of the skin on his back flayed as if whipped extensively. The third circle was empty. Luckily the ritual could be stopped before it proceeded any further and the man taken into custody. The girl and the mother were sent home to heal while the boy was also locked up. Unfortunately the locks used proved insufficient and the boy escaped only to murder his uncle with a knife through the gut and lungs.
The mother says that she had been forced to choose between her children but refuses to say which she choose.
The girl says that her uncle used summoning magic to summon an imp and infuse it into her brother who she now thinks is a demon.
The boy says that his mother choose his sister and that his summoning circle had taken him to hell where his appearance but not his soul (he swears!) was corrupted by exposure thereto. He is also fearful that if the ritual had not been completed he would have been sold to demons so that his uncle could grow more powerful. He knows nothing of any imp. He does not deny killing his uncle and feels that any price he pays was worth it so that he could have his revenge for what was done to him.
What will the Amurite government do?

Kuriotates and their Goats

Kuriotates governors declare the ‘hunting’ of the overly tame ‘wild’ goat herds illegal and set about establishing a program to protect and watch over the wild goat herds until such time as they may be herded properly. They also provide financial incentive to the foragers to look for food elsewhere.

Kuriotates gain 5rp towards food and growth.

The ‘Dove-Yellow’ and the Inqusitive Wolves

The ‘Dove-Yellow’ and the inquisitive wolves make no appearance in Grigori lands and peace and prosperity abounds for the Grigori.

The Sheim and their Neigbours

Sheim observers witness a great fleet of strange galleys setting off southwards from their southernmost coast one summer. The monomeres head directly into the vast ocean and those who observe the strange behaviour think it suicide.

New Map

The map has not changed as a result of this turn’s events.


Spoiler :
34nfyc8.jpg


New Technologies

Three new technologies have been uncovered by player character civilizations this turn. As you can see, the average price is 50 rp which means that we are getting into ‘tier two’ techs (there are more tiers in this NES then in theJopa’s in case you are wondering).

Mysticism (mysticism) (50 rp) (requires oral tradition)

Will trigger, for good or for bad, religion based events. First to develop mysticism will automatically trigger a religion-based event.

Diviner’s Lodge
Classification: Research Improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 0
Required Technology: mysticism
Cost: 60 gold
Game Effect: produces 4 research points per turn. Slightly increases likelihood of religion and arcane-based events

Masonry (crafts and metals, military) (50 rp)
allows production capacity to reach a max of four (without other techs)

Small Stone Walls
Classification: Defensive Structure
Required Population: 1
Required Workforce: none
Required Production Capacity: 2
Required Technology: masonry
Cost: 40 gold
Game Effect: Better defense then a simple wooden palisade. Must be upgraded from a wooden palisade. Requires hard stone or brick resource.

Hard Stone Quarry
Classification: Quarry
Required Population: 1
Required Workforce: 1 industrial workforce
Required Production Capacity: 2
Required Technology: masonry
Cost: 15 gold (in addition to the workforce cost)
Game Effect: Generates 1 production capacity and produces the hard stone resource. Requires either sandstone, slate, limestone, granite gritstone or another source of ‘hard stone’.

Ornamental Stone Quarry
Classification: Quarry
Required Population: 1
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 3
Required Technology: masonry
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 3 gold per turn and the ornamental stone resource. Possession of ornamental stone (either domestically or through trade) produces 1 production capacity in all cities and outposts of the entire nation. Requires gypsum or marble.

Brick Kilns
Classification: Crafting Infrastructure
Required Population: 3
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 1
Required Technology: pottery and masonry
Cost: 30 gold
Game Effect: Generates 2 gold per turn, 1 production capacity, and the brick resource. Requires the clay resource.

Ministers and Advisors (Government and Leadership) (50rp)

Halmet
Classification: village
Required Population: 3
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 1
Required Technology: ministers and advisors
Cost20 gold (in addition to the workforce cost)
Game Effect: Generates 4 gold per turn. Can be upgraded from a cottage.

Allows Stewardship Economic Civic
(requires a story to adopt the civic)
All cities (including capital, but not including outposts) lose 1 authority point and gain one trade route.
Allows the construction of a steward’s council.
Generally this civic makes it harder to expand and may cause some corruption due to the occasionally conflicting interests of cities within the nation as they gain more economic independence (reduces administration), but it also fosters more trade, and hopefully, wealth.

Steward’s Council
Classification: government improvement
Required Population: 5
Required Workforce: none
Required Production Capacity: 2
Required Technology: ministers and advisors
Cost: 20 gold
Game Effect: Generates 1 stability. Generates 1 authority point when in the ‘stewardship economic civic’. Cannot be built in capital. Cannot be built when not in ‘stewardship’ economic civic.
 
If i forgot anything, please e-mail or PM me.
Your stats should be out by tomorrow.

Diplomacy
To: Hippus
From: 'Ir-O-Kee'

(spoken in the common tongue)

We thank you courage and the kindness you have taken upon our nation. Please accept this gift of 5 gold and 10 food as a small token of our appreciation for stopping the raids upon our people and rescuing those members of our tribe which you could. (added to stats already)
 
To all Nations:

The Ir-O-Kee are under the protection of the Hippus, any offensive against them will be treated as one against the Hippus.
 
All stats are now sent.
If i missed you please e-mail or PM me and i will send you your stats.
 
Nice update. Do hard stone resources provide 1 production capacity in all cities like ornamental stone does?
 
Double post- sorry. See post below.
 
Nice update. Do hard stone resources provide 1 production capacity in all cities like ornamental stone does?

No. they do not.

Consider (from post 8):

Each province may have one or more resources, not all of which will be immediately obvious. Players are encouraged to perform geological exploration and agricultural development.
 
A great scholar has traveled the world and compared the food generated, income generated and research generated between all the nations.

She reveals that the average food generated by player civilizations is 10.7
She reveals that the average gold generated by player civilizations is 18.2
She reveals that the average research generated by player civilizations is 22.2


I'm not sure if its a good idea to do this sort of thing. I figure that its early enough not to hurt people too much if it was a bad idea. I probably won't be doing demographics again (because it takes jobs from the spies' guild and i don't want to be on the bad side of the spies' guild)
 
I kinda like it early, it gives us (or me anyway) a good idea of where we are strong, and what needs to be developed
 
Woot! Above average :p.

I do kinda agree that demographics infringe slightly on espionage but I think its's fine so long as its not done every turn.
 
Collect money and food income for the turn.
Buy new units. Remember that units need to be built in a specific province (so state the province it is being built in). Also remember that units need a minimum population and production capacity to be built (but do not get a refund for having a production capacity above the 'cap'). If you don't have the population or the production capacity you simply can't build that unit in that province regardless of your money or technology.
Issue military orders. Thats right; your newly acquired units can be used the turn they are purchased. This lets you get a little bit sneakier and should also provide a sense of paranoia. lets face it, its a little more fun for everyone if we can't trust each other.
Expand a new city or outpost or upgrade a current outpost to a city. You can only do this once per turn. Normally you will want to send some sort of military unit to guard your new outpost or city. An unescorted settler is a very very big risk that could cost you so much money!
Spend food to buy new population if you want to.
Spend money to train new workforces if you want to.
Buy new improvements and buildings, or upgrade existing ones (since you just bought new population, you may have access to new improvements due to your population growth). These are all bought at the same time. So if you buy a open pit mine in a province, the production capacity doesn't increase immediately allowing you to buy other improvements (that would normally not be available to you due to production capacity limitations)
nor does it make your other improvments cheaper. All improvements are purchased simoultaneously.
List your research priority (either the category, or, if you are beelining, streamlining, the specific technology).

I have a question, what step cronologically is changing civics? I am going to do a huge civic change soon (hint hint) and want to know how long until I can use it.
 
The Amurite Council puts forth the resolution that Converse with the Demonic forces are Henceforth Illegal, under pain of death.

Furthermore, The Amurite council Call on it's Friends of the Bannor's asisstance in dealing with Demonic manners.

Additionaly, "HellBoy" as the imp shaped boy will be called, is to be incorporated into the Shields of Kylorin. Additionaly, he will be regualrly tested to determine the spread of Hellish taint.

the Amurite Council.
 
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