Ffh Nes Ii

@ Tyrs: I'm sorry. I'm sending a clown to you UPS. (sorry- its COD). It should make you happier.

@ All others:
One of the players asked me "is there any reason to have both a fishery and a farm in the same province"? I've been asked that before, so i guess i should maybe say something in regards to this.

Same: require workforce, provide food
Different: upgrade paths, maximum number per territory.

The number of rural developments that may be built in a province depends on its composition. A province with lots of lush plains will be able to sustain more farming than a province composed mostly of mountains and hills. Conversely a province composed mostly of hills and mountains will be able to sustain more mining than a province made up mostly of lush plains.

So, right now, civs have not too many farms/fisheries per province but as they develop more and more they can begin to overfarm or over-fish a province and deplete its soil or waters. As you progress you may find that resources are more sustainable if you diversify your production methods.
 
How, then, do we know what that maximum level is? Do we just have to suck it up and hope we don't overfarm and lose our HIGHLY VALUABLE wheat production, or will you be so kind as to tell us when we hit the magic number?
 
How, then, do we know what that maximum level is? Do we just have to suck it up and hope we don't overfarm and lose our HIGHLY VALUABLE wheat production, or will you be so kind as to tell us when we hit the magic number?

You will be warned as you approach your limit. Most provinces are not in any danger for some time (the exceptions are rather obvious- for example- the Sheim island because of its short summers and long cold winters does not provide very good conditions for large-scale farming)
 
I missing lots of orders so duedate is extended to tonight. After that i'll just get on with the update even if we are missing orders.

need orders from:
Kuriotates
Grigori

also- tyrs- i sent you a comment in regards to your spending that you may want to clear up prior to me carrying out your orders as best as i can.

So whhen can we expect the update?
 
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 Monday the 9th of February. General orders are due the Wednesday the 11th of February.

Note: Debt You may wish to go slightly into debt. At this time you may carry up to 10 gold of debt. No interest is charged and no stability or other penalty applies.


UPDATE FIVE: Years 201-225: Chasing shadows in the forest, Rumors of Cassiel’s Disappointment, Hyena-men Rejoin Society​

The Great Dark Clouds of the ‘Als (part 3- Chasing Shadows in the Forest)
The Sidar are not content to just evict the ‘Al squatters from their lands. Instead, their leadership orders their militia to sets forth to deal with the ‘Als as they return back to their lands (traverse province 7). A unit of militia is sent around the great forest (through Luchuirp lands) to block their passage into their homeland territory (province 4) while two more units press through from the east and try to sandwich the ‘Als squatters against the waiting militia on the far side.
Unfortunately for the Sidar military, the ‘Als squatters have no intention of returning to their ancestral homelands. They fear their old masters much more than the Sidar militia. Instead, the squatters hide in the deep cool forests (of province 7) using the knowledge to live off the land and to hide that they gained while hiding in Sidar lands. The tall trees and extensive underbrush, all tangled with insect and spider webbing makes an excellent hiding place from both their old masters and the Sidar militia.
This time there are no local Sidar foragers or farmers to point the militia in the right direction and the squatters have greater knowledge of the lands. The squatters become, with time, quite adept at hiding. Months turn into years and very few violent encounters occur between the Sidar militia and the ‘Als squatters within the forest.
The Sidar military strategy had to change. All three Sidar militia units headed into the forest, searching for the squatters in smaller bands able to cover more territory. Occasional brief running battles would occur as the Sidar military would locate a hidden village, usually abandoned earlier when news of their arrival reached the squatters, and a chase would ensure. Some squatters were rounded up and slain but many more escaped into the underbrush.
Over the course of 25 years only about 500 ‘Als squatters are found and killed, and these are usually those too unfit to run or hide very well.
Sidar military take minimal casualties from the squatters which are generally not armed or trained to fight in any organized way.


Cassiel’s Disappointment
In the 219th year of rebirth rumours begin to spread throughout the lands of the Grigori. The rumors suggest that Cassiel has abandoned the Grigori because their leaders are inept and weak. The rumors also praise the Hippus for their freedom, the Bannor for their organization and the Amurites for their knowledge and freedoms. These rumors take root only with difficulty as the Grigori are a generally stable nation (at this point in time) but some damage is done to the local governors none-the-less.
Grigori governors do not take these rumors lightly and seek to determine their source. In a closed economy not yet engaged in foreign trade, foreigners, strangers and travelers are rare and it is not long before a ‘grigori’ citizen only recently arrived is uncovered as an Amurite agent.

Grigori lose one stability. Despite knowledge of who is responsible for the rumors the fickle populace none-the-less loses a small amount of respect for their leadership.

Hippus and the Hyena-Men (part 2: rehabilitation)
Hippus internment camps begin to pay some dividends. Their prisoners, now the grandchildren of the hyena-men that fought their forefathers and preyed on amurite foragers have learnt to speak the Hippus tongue and have begun to assimilate into Hippus society. Some, those showing the highest ideals of loyalty and cultural adaptability even begin living as Hippus citizens.
The hyena-men, who call themselves ‘Gnolls’ have a great respect for the strength and courage of the Blades of Camulos and of the violent faith itself due to their own strong violent tendencies. This is tempered by a natural love of organization and hierarchy. Somehow, these two traits, a naturally violent nature, and a engrained respect for organization and a strong leader are able to make peace with the Hippus culture.
Not all Hippus are happy with this however. There is a rise of Camulos worship as more and more Hippus citizenry think of the ‘Blades of Camulos’ as the ones responsible for taming these once-vicious cannibals and integrating them- as well as saving the ‘Ir-O-Kee’ people. Not all are happy with this. In addition, the Gnolls themselves cause some disruption just from their fearsome appearance and size.

Hippus lose 2 stability. Hippus lose 3 food

Ir-O-Kee and their Tribute
The Ir-O-Kee continue to pay tribute to the nation who saved their people from death and slavery.

Hippus gain 5 food and 5 gold.

Shipwreck (part two: abandoned)
Appeals by the mysterious shipwrecked sailors to the Kuriotates go unanswered. No food or supplies are provided. In the following years no more shipwrecked sailors return to Averlorn. Have they all died? Have they gone? What was their fate?


New Map

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

Spoiler :
34nfyc8.jpg



New Technologies

Only one new technology was uncovered this turn. Battlefield maneuverability introduces the concept of flanking and of moving large formations (still relatively loose formations mind you) en masse in a coordinated fashion. Spearmen, swordsmen and axemen or chariots trained with this technology are superior to the militia units previously available. Firstly, they have superior morale and training. In addition, they are capable of being equipped with metal weapons (including, minimumly tin and copper- or even better: bronze, iron, and mithral). They are also capable of wearing leather, iron or mithral armour.

Battlefield Maneuverability (military) (50rp) (requires basic warfare)

Allows light chariots (requires horse)
Allows light spear(requires some metal- even copper, tin or zinc are suitable)
Allows light sword (requires some metal- even copper, tin or zinc are suitable)
Allows light axe (requires some metal- even copper, tin or zinc are suitable, also flint)

Armourer: Leather
Classification: Weapons and Armour Manufacture
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: battlefield maneurverability
Cost: 30 gold
Game Effect: Allows the construction of leather armour. Increases infantry, reconnaissance, cavalry and missile military quality according to the following formula:

Increased military quality=(number of leather armourers in nation)/(number of cities in nation)


New Units

Light Swordsmen:

unit type: infantry
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: any metal
requisite technology: battlefield maneuverability
cost to recruit: 45gold
cost to maintain: 1 gold per turn
The light swordsmen requires access to any metal resource to recruit and substantially more production capacity then earlier militia units. These units typically fight with light armor and a short one-handed sword and a shield. They are extremely effective against spear and pike but very vulnerable to cavalry.
They are trained to fight as a unit and their morale and training is much superior to those of earlier militia units.
Light swordsmen may be upgraded from peasant militia.
Light swordsmen may be equipped with bronze, iron, or mithril weapons and may be equipped with leather, iron or mithril armor.

Light Axemen:

unit type: infantry
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: any metal
requisite technology: battlefield maneuverability
cost to recruit: 50gold
cost to maintain: 1 gold per turn
The light axemen requires access to any metal resource (or flint) to recruit and substantially more production capacity then earlier militia units. These units typically fight with a large two-handed axe and no shield. Though vulnerable to missile units they make excellent shock troops and can cause substantial damage very quickly. In addition, the weight of their large weapons is often sufficient to break through heavily armored targets and they are very effective (relative to most units) against armored targets. Due to the absence of a shield and the relatively heavy weight of their weapon they do not do well in a prolonged battle. Use these units in ‘spurts’ to get the maximum effect.
They are trained to fight as a unit and their morale and training is much superior to those of earlier militia units.
Light axemen may be upgraded from peasant militia or flint axemen
Light axemen may be equipped with bronze, iron, mithril or Adamantium weapons and may be equipped with leather, iron or mithrol armor.

Light Spearmen:

unit type: infantry
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: any metal
requisite technology: battlefield maneuverability
cost to recruit: 45gold
cost to maintain: 1 gold per turn
The light spearmen requires access to any metal resource to recruit and substantially more production capacity then earlier militia units. These units typically fight with light armor and a 5’-7’ spear and a shield. Light spearmen are not the ‘phalanx’-type hoplite units you may think of when you think of spearmen. They may form a spearwall when faced with a charge but their strength lies in their maneuverability and speed. Use them to protect flanks against cavalry charges or to flank an enemy. Spear are vulnerable to swordsmen but very effective against horse.
They are trained to fight as a unit and their morale and training is much superior to those of earlier militia units.
Light spearmen may be upgraded from peasant militia or spear militia.
Light spearmen may be equipped with bronze, iron, or mithril weapons and may be equipped with leather, iron or mithril armor.

Chariots:

unit type: mounted
maximum quality modifier: 4
production capacity requirement: 3
provincial population requirement: 6
requisite resources: horse
requisite technology: battlefield maneuverability
cost to recruit: 50gold
cost to maintain: 2 gold per turn
Chariots are the first truly fast units to appear on the battlefield. They take advantage of the greater speed and strength of horses to pull a chariot. This platform is typically pulled by 2 to 4 horses and provides a platform for a driver and 1 or 2 others, typically armed with swords. The chariot itself can be a weapon as it can trample or crush opponents, especially those in loose formation.
Chariots are effective at scattering opposing formations (especially if they have poor morale or are otherwise engaged) and riding down the scattering units.
Charioteers may be equipped with bronze, iron, mithril or Adamantium weapons and may be armored in leather, iron or mithril.


Equipment

You may equip units with weapons and armor.

These typically cost a relatively small amount of gold and can be used to upgrade a unit providing better defense or attack.

Equipment may only be equipped on units within your cultural boundaries or upon units in foreign territory in which you have a ‘supply train’ unit.

Not all units can use all weapons and armor. Refer to the unit description for details.

Leather Armor
equipment type: armor
manufacturer: Armorer: leather
cost 5gold
 
Again, its a relatively quiet update. Not too much occuring in terms of random events.

A note regarding the new leather armor equipment:
yes- you can build it for friends
no- militia units are not trained to use armor effectively.
 
All stats are out now. if you didn't get your stats or have questions please PM or e-mail me.

also - for those of you who are starting resource surveys, if you have any questions, please contact me.

Briefly your provinces have 4 new stats (they always had them but they were hidden):
provincial farming capacity, provincial fishing capacity, provincial hunting capacity, provincial capacity for mines and quarries. these have 5 possible ratings, low, medium-low, medium, medium-high, and high.
If you have a rating of low then you can probably build 2-4 farms/mines, whatever.
if its medium-low you can proabably build 5-7
if its medium you can proabbly build 8-12
if its medium high you can probably build 12+
if its high you can probably build 20 (the max).
 
Can we assume that there are some obvious relations with available resources? For instance, wheat/corn probably have high farming cap, stone gives a high mine/quarry cap, etc?

Wait - what's the hunting cap? I assume no one's got the tech that would allow hunting yet?

EDIT: And while I'm at it, does the person/people with Mysticism want to make a possible trade with me? Send me a PM.

EDIT2: Is Charles Li gone?
 
Can we assume that there are some obvious relations with available resources? For instance, wheat/corn probably have high farming cap, stone gives a high mine/quarry cap, etc?

No- i would not feel that is a safe assumption to make. Veins of tin or silver (or whatever) can be very thin and exhausted quicky. Mineral or stone quality may be poor even if extensive. Arable lands may be limited with a particular area that is very well suited to farming 'wheat' or whatever.


Wait - what's the hunting cap? I assume no one's got the tech that would allow hunting yet?

Thats correct. There is also a tech prior to hunting that allows 'hunting improvements'.

EDIT: And while I'm at it, does the person/people with Mysticism want to make a possible trade with me? Send me a PM.
tech trading requires the 'trade' technology

EDIT2: Is Charles Li gone?
The last i heard of him was what he wrote in the thread. basically he is taking a little break. I get the impression he will be back- i certainly hope he will.
 
Stupid trade technology. All I want is to create a giant tech cabal, is that too much to ask?

It will be interesting when people start trading techs for cash- like really- how much is a tech worth since you didn't pay anything for them but the infrastructure for increased research is very expensive.
 
I am back.

To Amurites
I am very disapointed that you, the banishers of Mulcarn, will go as low as trickery and deceit. We always have been loyal to our Council of Inspired and Stewards and from them, Cassiel. Our peoples hope you will rethink your values, Bravery and Trust or Deceit? Think well, Peoples of Kyrion (spelling?), Empire of the North, for the world is balanced by good and bad, do bad and bad will follow, do good and good will follow. Balance is eternal, follow your heart.

- Thun the Inspired, Year 231, CIS of Grigori.
 
I feel left out of the flurry of drama on the mainland. Cruel rumors already!
 
To the Grigori

We apologize for the overzealous agents among the Shield of Kylorin. As thier mandate is to protect and advance the Amurite Nation at all costs, Some have taken it to mean strengthening it at the price of the other nations.

As such, we bear no responsibility for the rumors and lose of stability among the grigory nation.
 
NPC Diplo:

From: The Luchuirp
To: The Sidar


Greetings to the brothers Dani and Karlz Horonz,
from King Kedeld of the Luchuirp,

Our court has recently been visited by representatives of those you call 'the 'Als squatters', the men and woman, human and dwarf, freemen and ex-slave who escaped the 'Als during the great famine and dustbowls of the previous decades and have found themselves continually without a home, destined to roam as exiles across the lands of this continent. Their representatives have approached our court, introducing their people as the ‘Hallowed’ and beseeched me to have pity upon their plight. They have described your persecutions, your deadly efforts to expel them from Sidar lands and even your hunts of these unarmed, non-combatant villagers in the great forests to our south and your west. They have described your slaughter of villagers as they fled their homes and attempted to hide from your militias’ wrath in the great forests.

While my father may not have wanted to involve the Luchuirp in the affairs of the great nations of the ‘Als or the Sidar, my own sense of justice and value in mortal life will not let me stay silent. Now that I am king, I will speak and my son, when he is king, can choose for himself just as today I choose for myself.

I ask that you desist your military campaign against the ‘Hallowed’, that you retreat your forces from their territory (province 7) and that you allow them to recuperate and live in peace. We, like the Sidar people themselves, prefer to grow and prosper in isolation without involvement in the affairs of others but if you fail to heed my warning you will have earned the anger of the dwarven tribe of Luchuirp. And I promise, my anger will find you in your homes and show you the error of your ways.

You must stop spilling the blood of unarmed innocents.



From: The ‘Als
To: The Sidar


Dani and Karlz Horonz, leaders of the soulless shades of men
from Emperor Ald of the ‘Als,

Greetings from the heart of the world. I, emperor Ald, knower of all secrets, owner and protector of all that I survey and chosen of the gods do great the people who sell their eternal souls for a bit more time.

Our scouts have reported your activities versus our property. These men and women are escaped slaves and my personal property. While we appreciate that you do not wish them to infringe upon your lands, I cannot help but think that your attacks upon their person could have been less damaging. We ask that you cease your slaughter and instead capture these escaped slaves. We will provide you with 2gold for every thousand slaves you capture and return to us.

We hope that you will find this offer acceptable and that you will do what you can to ensure that our property returns to us unharmed.


From: The ‘Ir-O-Kee
To: The Hippus


Greetings friends and saviours,

It is with considerable trepidation that we see the inclusion into your society of the ancestors of those who once raided and even consumed our own grandparents. While we appreciate the assistance you provided to our ancestors many years ago, we do not feel we wish to maintain any formal relations with a nation who lets these ‘Hyena-men’ roam free amongst them, even accept them as their people. In addition, we fear for the violent tendencies the faith of the Hupoo is having upon yourselves and upon the ‘hyena-men’.

It is therefore with considerable regret that we must distance ourselves of your nation and its leadership. As thanks for the services your ancestors performed for our ancestors we will provide you with tribute for another 5 seasons. Afterwards we wish to develop independently of you.
 
From: The Luchuirp
To: The Sidar[/B]

Greetings to the brothers Dani and Karlz Horonz,
from King Kedeld of the Luchuirp,

Our court has recently been visited by representatives of those you call 'the 'Als squatters', the men and woman, human and dwarf, freemen and ex-slave who escaped the 'Als during the great famine and dustbowls of the previous decades and have found themselves continually without a home, destined to roam as exiles across the lands of this continent. Their representatives have approached our court, introducing their people as the ‘Hallowed’ and beseeched me to have pity upon their plight. They have described your persecutions, your deadly efforts to expel them from Sidar lands and even your hunts of these unarmed, non-combatant villagers in the great forests to our south and your west. They have described your slaughter of villagers as they fled their homes and attempted to hide from your militias’ wrath in the great forests.

While my father may not have wanted to involve the Luchuirp in the affairs of the great nations of the ‘Als or the Sidar, my own sense of justice and value in mortal life will not let me stay silent. Now that I am king, I will speak and my son, when he is king, can choose for himself just as today I choose for myself.

I ask that you desist your military campaign against the ‘Hallowed’, that you retreat your forces from their territory (province 7) and that you allow them to recuperate and live in peace. We, like the Sidar people themselves, prefer to grow and prosper in isolation without involvement in the affairs of others but if you fail to heed my warning you will have earned the anger of the dwarven tribe of Luchuirp. And I promise, my anger will find you in your homes and show you the error of your ways.

You must stop spilling the blood of unarmed innocents.


To King Kedeld;

Your laughable attempt to influence us is, frankly, an insult. We've lived long enough to know a bluff when we see it. You don't have the ability to enforce your decree, and even if you did, we will not allow the Sidar to be influenced by other nations. We will continue to do what we have to to ensure that we prosper and are safe.

That being said, we have no desire to war against you, or be in conflict. The "Hallowed" are not your concern, and so long as you remember that there will be no issue between our peoples. These squatters have invaded our lands, and no one that enters the Shadelands without our permission will go unpunished. No one. Our borders are inviolate.




From: The ‘Als
To: The Sidar


Dani and Karlz Horonz, leaders of the soulless shades of men
from Emperor Ald of the ‘Als,

Greetings from the heart of the world. I, emperor Ald, knower of all secrets, owner and protector of all that I survey and chosen of the gods do great the people who sell their eternal souls for a bit more time.

Our scouts have reported your activities versus our property. These men and women are escaped slaves and my personal property. While we appreciate that you do not wish them to infringe upon your lands, I cannot help but think that your attacks upon their person could have been less damaging. We ask that you cease your slaughter and instead capture these escaped slaves. We will provide you with 2gold for every thousand slaves you capture and return to us.

We hope that you will find this offer acceptable and that you will do what you can to ensure that our property returns to us unharmed.


- To the 'Al:

No.
 
Back
Top Bottom