Lots of random events this turn again.
5 in total. 3 bad, 2 good.
The hippus have their horses' shoes tucked away under their pillow i think.
EDIT: Grigori too.
I guess that just leaves the Sidar. If i can get orders from them within the next 4 hours or so i can do the update before i leave.
Please note that regardless of if i get the update done or not, updating the map and sending out stats won't occur until after i return.
by the way, do people like the random events or would you rather less or none?
Right now i roll two dice and subtract 6 and thats the number of events. Should i roll one dice and subtract 3 (for less total events) or do something else?
also- it seems that most turns i get SOMETHING wrong (at least once) with the stats so i am very thankful to those players who go over their stats and catch my mistakes. I hope to make less as i go on but i suspect i will always be a little muddle-headed regarding this.
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 Tuesday the 24th of February. General orders are due the Thursday the 26th 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.
Note: Stats, Changes to the First Page, Maps, Tech Graphic I won't get to any of these until next week. After that i will make sure your stats are a priorty then i will work on updating the first page.
UPDATE SEVEN: Years 251-275: Mana, Hunt for an Outlaw Priest, Return of the Slaves
Amurites Unleash Mana
The wisest men and women of Erebus are abuzz with the news: Magic has Returned! Soon the nations of Erebus will be able to summon servants from the distant planes, heal a wound or fever with a touch or call lightning to strike an enemy.
Spoilerley-lines :
Some of the worlds most dedicated scholars of the arcane, the Amurite wise-men, have determined that ley-lines run all throughout the surface of the world, always in circular patterns covering vast areas; their radius can range from several hundred kilometres to the entirety of continents. Each of these ley-lines is associated with a particular type of mana and where they cross, mana of those two types diffuse into the physical world. These points of convergence are mana nodes.
Each mana node does not represent a single type of mana but all types of mana represented by the crossing of mana-lines (ley-lines) at that site. Wise-men are beginning to discover methods to develop these mana nodes so as to make the mana they diffuse available to the casters amongst their population.
In addition to the ley lines and the mana they produce, each of the worlds peoples produces a certain type of mana, a manifestation of their collective souls and the flavor of their emotions, dreams, behavior and aspirations. This is starting or civilization mana. This is the mana that can be accessed without building a mana node.
Spoilergame effects of mana :
Mana Nodes
Currently, mana nodes can only be built at the intersection of two or more ley lines. This is a method to collect and channel the naturally occurring magic of Erebus. If the intersecting ley lines are composed of mind and water, then only a water or a mind mana node can be built at that site.
Mana Affects
Regardless of if a mana type comes from its people (ie- starting mana) or a mana node, it will cause some sort of passive effect. These are listed here:
Metamagic: strengthens Oghmas followers, libraries, academies (others) produce a bonus point of research
Elemental Magic
Fire: strengthens followers of Bhall, civic change costs reduced (costs are reduced by 1 point of stability and 5 gold)
Water: strengthens followers of Danalin (if there are any), increases navy military quality by 0.5.
Earth: strengthens followers of Killmorph, silver, gold and gem mines produce 1extra gold.
Air: strengthens followers of Tali, increases missile military quality by 0.5.
Ice: strengthens followers of Mulcarn, halves all stability effect modifiers (no half points)
Divination Magic
Spirit: strengthens followers of Sirona, all cultural improvements (monuments, sports arena, others) generate 1 research point.
Law: strengthens followers of Junil, capital produces 1 point of authority (max is now 4 instead of 3)
Sun: strengthens Luguss followers, enemy has decreased chance of success for espionage missions
Mind: strengthens followers of Mammon, markets, harbors and ports (others) produce 1 bonus research point.
Life: strengthens followers of Sucellos, cost to heal any damaged unit decreased by 33%.
Creation: strengthens followers of Amathaon, each province has a turn by turn chance of 1/36 of developing a new resource
Necromatic Magic
Chaos: strengthens followers of Camulos, increases all military qualities by 0.25.
Death: does not strengthen any followers, all civilizations in the world (except you) lose 2 stability.
Entropy: strengthens followers of Agares, all civilizations in the world (except you) lose 4 stability.
Shadow: strengthens followers of Essus, espionage missions are 1/6 more likely to succeed
Dimensional: strengthens followers of Ceridwen, you now have a new unit military quality trait: summoned units. This mana increases the military quality of summoned units by 1.
Alteration Magic
Body: strengthens Aerons followers, infantry unit quality increased by 0.5
Enchantment: strengthens followers of Nantosuelta, city-based industrial improvements (smithies, others) produce 3 extra gold
Nature: strengthens followers of Cernunnos, hunting improvements of all types produce 1 extra food and 1 extra gold.
Force: strengthens followers of Dagda, any nation who breaks a publicly declared pact, alliance or agreement which you are a part of, including yourself loses 4 stability (has to be public and in thread and pretty official looking).
Mana Nodes
There are 21 types of mana nodes, 1 for each type of mana and they are all different, but they all the same in terms of game effects so I will list them as just the one type. In practice though your improvement would be a mind mana node or a death mana node.
(Mana type) Mana Node Classification: Mana Node Required Population: 1 Required Workforce: none Required Production Capacity: 0 Required Technology: Ley Lines Cost: 50 gold Game Effect: Can only be used to build the appropriate mana node type on one of the appropriate mana types of the crisscrossing ley lines. Generates the associated mana. Produces 2 research points per turn.
(Mana type) Trivalent Ley-Lines Mana Node Classification: Mana Node Required Population: 1 Required Workforce: none Required Production Capacity: 0 Required Technology: Ley Lines Cost: 50 gold Game Effect: Can only be used to build the appropriate mana node type on one of the appropriate mana types of the crisscrossing ley lines. Can only be built where 3 ley-lines cross. Generates the associated mana. Produces 10 research points per turn. Increases mage unit military quality by 1.
Any nation which researches ley lines gets access to a single type of starting civilization mana. The amurite nation, because they are responsible for researching ley-lines first receives a bonus starting mana of their choice. In addition, I will be sending them (with their stats) a picture of which ley-lines are crossing their territory and where (this is true of any nation who researches this tech). Note that civilizations will not be able to see ley-lines outside their territory without an adept or disciple (an exception will be made for the shield of kylorin mini-hero unit which will be able to see them since they are like mini-adepts).
In addition, the excitement caused by this discovery leads to a golden age in research and scholarship for the Amurite nation and they receive a bonus 10rp to place where they like.
Als Release Slaves back to the Luchuirp
The Als, in an unprecedented display of goodwill and atonement have released 50 of their slaves into Luchuirp care. Although a pitifully small number compared to the total population of the Als slaves, it is none-the-less a significant symbolic act. Many of these are men and women from the sandstone quarries and are underfed and in poor health while others are household slaves and in much better health. All are happy, apparently, to be given a chance at freedom and a new life along with the Hallowed who were recently given a home in the past decades.
The actual transition of the slaves was a very carefully orchestrated affair as both nations suspected the other of potential violence or trickery. Militaries from both sides were on hand should any problems arise and a special area was demarked for the actual transition. The Luchuirp also ordered Hallowed ex-slaves to welcome the new arrivals, inspecting them as they arrived to ensure that they recognized them truly as ex-slaves. This process proved untenable however as several generations had passed since the escape of the Hallowed during the great drought and they therefore had never met any of the slaves now being released into Luchuirp care. None-the-less, Luchuirp guards carefully examined the arrivals to ensure they were not armed or covert Als warriors. Fortunately for everyone, the slaves were unarmed and did not have any of the characteristics of military men.
Ultimately the process went quite smoothly. Already diplomats and tradesmen on both sides of the border have begun to speak of a new paradigm to govern the relationship between these nations.
Luchuirp gain one stability and lose 2 food.
Some Als slave-owners grumble at the precedent set by this release but their influence is not enough to affect Als stability (yet).
Hunt for Jelhid the Inspired
The Amurite leaders have not made preaching and travel easy for the self-proclaimed prophet of Bhall, Jelhid the Inspired. The Amurites have placed a bounty on his head and the poor and the oppressed who might otherwise listen to his message find themselves faced with the conflicting desire to listen to the preacher and rage against the Amurite government or trying to better their own lot by claiming the preachers head and claiming the bounty. Ultimately, for many, the money matters most.
This proves too much for the priest of the fire goddess and instead of trying to face the Shield of Kylorin or risk being hunted down like a rat by coin-hungry villagers, Jelhid the Inspired gathers his most faithful servants and retreats southward. He is gone before the Shield of Kylorin even arrives.
Some say that the fire goddesss priest was trying to organize a slave revolt and its is only due to the pressure of the Amurite bounty that one did not take place.
Amurites gain 1 stability.
Forum of the Two Faiths
Local landowners and lords from all across the Bannor nation are quick to organize the people for attendance to the first government organized forum to discuss religious matters. Priests and philosophers from the religions of Junilism, Paganism, ancestor worship and worship of Lugus and a Dagda all attend. So too do representatives of the cult of Bhaal although it is deemed a dangerous cult by the government.
The forums are a stately affair with organized turns allotted to each speaker. It is a heavily favours followers of the more organized religions and handicaps the followers of Bhall for whom logic was never a forte.
Ultimately the experience instils a stronger sense of faith across the entire Bannor population regardless of ones creed. In addition followers of Junil are strengthened as are the few who follow Lugus or Dagda. Ancestor worshippers also, surprisingly, make excellent points, their delegation is led by a very charismatic and intelligent older woman who speaks softly and for whom dialectic comes naturally. The followers of paganism and of Bhall are weakened by the forum.
Bannor gain 5rp towards mysticism and 5rp towards culture and society
Goblin Exodus
The goblins living in the hills and mountains (and the tunnels beneath them) near Sabel Upon Gate have been seen leaving, in great numbers, for the east. Some say this is due to Bannor military excursions with the newly strengthened Sabel Guards and others say they were leaving anyway. Regardless, foragers and travellers report seeing large bands of the diminutive humanoids travelling south-eastward (along the northern shores of the Bannor peninsula (and into province 30), always at night, foraging and hunting as they go. Some who have witnessed this sight have even said that they have leaders of a different breed, leaders larger than humans and clad in dark armour.
This could be bad news for the Hippus and Amurites, but for now, it serves the Bannor of Sabel upon Gate who find that foraging and hunting north and west of their city has suddenly become much safer.
Bannor gain 1 stability.
Hippus clamour for Blood
The influence of Camulos followers is beginning to take its effect on the Hippus nation. Many Hippus, especially young would-be warriors and conquerors are clamouring for a chance to prove their worth in battle. Without a proper war or battle to involve themselves i , these youngsters (including a sizeably minority of the integrated Hippus-type gnolls) have involved themselves in often-lethal street battles for honour and glory. They have also begun to bully and prey on shop-keepers, farmers, and others who appear too weak to defend themselves. The elderly and young are common targets.
The unchecked violence has led to considerable difficulties amongst the population. Many of the gentler individuals feel threatened by these violent outbursts and wonder when they may be threatened or assaulted. This has caused a slow-down in farming and in trade.
Hippus governors are at a loss as to how to direct this aggression and are even more alarmed when they discover that many of the Blades of Camulos are amongst the agitators.
Hippus lose 2 food. Hippus lose 2 gold. Blades of Camulos requires 1 gold to recruit to full strength.
Orcs Sighted Near Hippus Outpost of Radannor
Considering the state of the Hippus youth and even their military, perhaps it is fortuitous that Hippus farmers and foragers near the outpost of Radannor have claimed to see evidence of orcs to the north and west. These orcs appear to be operating out of the western wildland province (province 33) and involve themselves in hunting, trapping and occasionally fishing. Although relatively peaceful thus far, they are often armed and travel in what observers have described as raider-bands.
It remains to be seen what their true intentions are.
The Ruins of Earlier Civilizations Hide Many Surprises (part 2: voices ignored)
The explorers who had previously found ancient ruins in Girgori territory did not find the funding or the escort they had hoped to receive from the Grigori leadership and have sent envoys to the Bannor, Amurites and Hippus to ask them to fund their expedition or to provide some protection to their adventurers so that they may better explore the ancient ruins thought to be those of long-lost Patria (see last update for more information regarding the ruins themselves).
Grigori leaders only learn of this after the fact. What will this do to international relations? Will the explorers finally be able to fund their project?
Crop failure
All across the continent of Als-Sidar, a strange sickness has overtaken wheat farmers crops. The sickness causes leaves to develop characteristic rust-spots and causes them to sicken and drop off. It also prevents the maturation of the grain.
Spoilerwheat disease :
Luckily for the Sidar, the grain stored in their granaries is unaffected and they are able to alleviate some of the affects upon their society by accessing this grain and distributing it.
The Luchuirp do not farm wheat and are therefore unaffected.
Als lose 18 food and 1 stability.
Sidar lose 18 food. OOC NOTE: you both rolled very bad random events so I decided to put them together as one event.
Ir-O-Kee flock to Grigori cities
Many Ir-O-Kee continue to trade with the Grigori, impressed by their noble stance on behalf of the Herthi in the face of Dove-Yellow aggression and enslavement. In addition, they are impressed by their metropolitan and multi-racial cities and many begin to dream of making their fortunes amongst the Grigori. This precipitates a large immigration movement.
Girgori gain 1 population in Troday Yithi. Troday Yithi gains 1 agricultural workforce. Grigori gain 5 gold. Grigori food reduced by 10. OOC NOTE: I am assuming that your leadership allows this immigration. If not you dont get any good or bad effects and I will amend the update. You and the Hippus both got very good random events.
Hippus Council of Elders
The recent violence and the integration of gnolls into Hippus society has led to the organization of the older generation who hold tradition most dear. They have built for themselves a small gathering place far in the wilderness and use it to discuss matters of political policy, social structure and those damn fool kids. They are only too eager to discuss their thoughts with the government and this has led to the birth of a few new policies.
Hippus gain a free elder council in their capital OOC NOTE: You and the Grigori both got very good random events.
A witch in Nimarail
The citizens of Nimarail have captured what they claim is a witch. They say that she is a follower of the late Hell-Boy and are clamouring for her execution.
Amurites: no effect yet- well see what the Amurites do next turn.
New Map
Spoilerupdated map :
New Technologies
Spoilerupdated technology tree :
Hunting (food and growth) (50 rp) (requires game snaring)
Hunters Lodge Classification: Hunting Improvement Required Population: 1 Required Workforce: 1 agricultural or domestic commerce workforce Required Production Capacity: 2 Required Technology: hunting Cost: 20 gold (in addition to the workforce cost) Game Effect: Generates 4 food per turn and 2 gold. May be improved from a trap line. Increases recon military quality according to the following formula:
Increased recon military quality=(number of cities with hunters lodges in nation)/(number of cities in nation)
Caribou or Deer Hunting Platform Classification: Hunting Improvement Required Population: 1 Required Workforce: 1 agricultural or domestic commerce workforce Required Production Capacity: 1 Required Technology: game snaring Cost: 25 gold (in addition to the workforce cost) Game Effect: Generates 6 food per turn, 2 gold and hide resource
Tannery Classification: Crafting Infrastructure Required Population: 5 Required Workforce: 1 domestic commerce workforce Required Production Capacity: 4 Required Technology: animal husbandry or hunting Cost: 30 gold (in addition to the workforce cost) Game Effect: generates 3 gold per turn, and leather resource. (requires hides), reduces stability by 1.
First civ to research this tech gets a bonus starting mana
Uncovers ley lines
Allows starting mana
(Mana type) Mana Node Classification: Mana Node Required Population: 1 Required Workforce: none Required Production Capacity: 0 Required Technology: Ley Lines Cost: 50 gold Game Effect: Can only be used to build the appropriate mana node type on one of the appropriate mana types of the crisscrossing ley lines. Generates the associated mana. Produces 2 research points per turn.
(Mana type) Trivalent Ley-Lines Mana Node Classification: Mana Node Required Population: 1 Required Workforce: none Required Production Capacity: 0 Required Technology: Ley Lines Cost: 50 gold Game Effect: Can only be used to build the appropriate mana node type on one of the appropriate mana types of the crisscrossing ley lines. Can only be built where 3 ley-lines cross. Generates the associated mana. Produces 10 research points per turn. Increases mage unit military quality by 1.
Animal Husbandry (food and growth) (55 rp) (requires communal farming or game snaring)
Livestock Pasture Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: animal husbandry Cost: 30 gold (in addition to the workforce cost) Game Effect: Generates 4 food per turn, 2 gold, and sheep (and wool), cattle (and hides), pigs (and hides), or goats resources.
Horse Pasture Classification: Farm Required Population: 1 Required Workforce: 1 agricultural workforce Required Production Capacity: 2 Required Technology: animal husbandry Cost: 30 gold (in addition to the workforce cost) Game Effect: Generates 2 gold per turn, 1 production capacity and horse resource.
Dairy Farm Classification: Farm Required Population: 3 Required Workforce: 1 agricultural or domestic commerce workforce Required Production Capacity: 2 Required Technology: animal husbandry Cost: 35 gold (in addition to the workforce cost) Game Effect: Generates 1 food per turn, 4 gold, and cheese resource. Can only be built in a province with either a goat pasture or a cow pasture.
Tannery Classification: Crafting Infrastructure Required Population: 5 Required Workforce: 1 domestic commerce workforce Required Production Capacity: 6 Required Technology: animal husbandry or hunting Cost: 35 gold (in addition to the workforce cost) Game Effect: generates 3 gold per turn, and leather resource. (requires hides), reduces stability by 1.
New Units
Hunter: unit type: reconnaissance maximum quality modifier: 4 production capacity requirement: 1 provincial population requirement: 2 requisite resources: none requisite technology: hunting or camouflage cost to recruit: 30gold cost to maintain: 1 gold per turn
These units are the next available reconnaissance units after scouts. They are significantly tougher, stealthier, and more perceptive. They consist of much smaller units then do militia or standard infantry or missile units. This means they arent really meant to be used on a battlefield (except perhaps to ambush a flank defender or something). Their real strength lies in executing commando-type strikes at exposed targets.
Hunters can be upgraded from scouts.
Hunters automatically make use of slings if the nation deploying them has access to the skirmishing tactics technology or to bows if they nation has access to the archery technology.
Hunters may be armoured with leather armour or armed with iron or mithral weapons.
Good update. These leylines sound very interesting, when a node is made does it provide the mana of all lines that cross at that point, or just one of them?
Well this turned out rather well, get a small negative and then a temporary solution appears at the same time. Now just need to find a more permanent solution.
Loved the update and I really like the new mana mechanic. The choice of which node to build adds yet another interesting decision for us to make.
I'd also like to chime in with my support of more random events. I like how they give us something to think about besides our own immediate plans. I think they add an extra layer of depth that makes diplomacy and long-term planning much more interesting. I say, the more random events the better.
Damn it. I wanted that food... but whatever, I had a little to spare [snicker]. My population growth still went through, right?
Is the actual wheat resource unaffected? Because losing that would really, really, really suck.
EDIT: As for random events, I don't ever seem to get a neutral one. I either get awesome ones (GOATS, baby!) or particularly nasty ones (18 food? WTH?!?)
good update, events are awesome, even if i didn't get a good one this turn. and bout the mana, i always envisioned them as giant crystals keyed to a particular type of magic. immac, did u come up with the mana = ley lines idea? or is it in the lore somewhere. either way as a rifts fan, very cool
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