SonIOT I: For All the Marbles

What epoch is everyone in. And what are all the epochs and their benefits?

Everyone is in the Stone Age and it costs 100 LPs to reach the Copper Age.

The benefit is that there is an immediate economic bonus, trade range is increased, and military bonus. Later epochs unlock bombing campaigns, WMDs, and defensive buildings.

Stone
(Epoch 1, 10,000 - 5000 BC)
During the Stone Age, humans had begun to make rudimentary tools and organized themselves into communities.

Copper
(Epoch 2, 5000 - 2500 BC)
The Copper age witnessed the birth of metal-working. New tools were created, increasing the efficiency of farming, and small communities grew into cities. New weapons were forged, too, bringing new advances to warfare.

Bronze
(Epoch 3, 2500 - 1000 BC)
The Bronze Age is a turning point in the history of civilization. Urbanization gains a foothold, and literacy spreads.

Iron
(Epoch 4, 1000 BC - 400 AD)
Powerful cultures overtake others in the Iron age as empire-building begins. With cities firmly established and labor clearly divided, many people find themselves with more leisure time, leading to advances across civilizations.

Dark
(Epoch 5, 400 - 800 AD)
With the fall of mighty empires, Europe finds itself in a period of stagnation. Much of the rest of the world, however, continues to advance.

Middle
(Epoch 6, 800 - 1300 AD)
Europe rebounds, and feudalism spreads. Weapons become more advanced, and adventurers set out on the open seas, discovering new trade routes.

Renaissance
(Epoch 7, 1300 - 1500 AD)
Gunpowder revolutionizes the military, and its impact reverberates among civilization in general. Because a commoner could obtain these powerful and easy-to-use weapons relatively cheaply, the old feudal structure cannot stand.

Imperial
(Epoch 8, 1500 - 1650 AD)
With cannons causing widespread damage, civilizations go to war against others, and powerful civilizations vie to claim parcels of the New World.

Enlightenment
(Epoch 9, 1650 - 1800 AD)
Advances in shipbuilding give rise to capitalism, and as education spreads to the masses, Republicanism rises.

Early Industrial
(Epoch 10, 1800 - 1900 AD)
New inventions explode on the scene, changing the way people make their living. The steam engine is invented, and people leave the farm to work in factories.

Late Industrial
(Epoch 11, 1900 - 1950 AD)
The quick advances of the Industrial Age are brought to bear in the Modern Age. Mass production is perfected, and a bevy of new technology rolls off the assembly line. Among the new technology produced are planes, tanks and massive warships, introducing a new, much larger scale to warfare. People begin to stand up for their rights during the Modern Age, leading to social reform.

Atomic/Modern
(Epoch 12, 1940 - 1980 AD)
Technology gets smaller during the Atomic Age, as research on the molecular level leads to miniaturization. Molecular research also leads to one of the most fearsome weapons of all time, the nuclear bomb.

Digital
(Epoch 13, 1980 - 2030 AD)
Advances in computer technology leads to fast analysis, speeding the pace of invention. Computers also find a place in the home, opening new communication gateways and a new method of obtaining information.

Genetic
(Epoch 14, 2030 - 2130 AD)
Advances in genetic research leads to the cure of diseases that were once thought incurable. But, these advances also lead to gene manipulation to create designer people. Robotics reach new heights, as new machines take care of everything from housework to bomb diffusion.

Synthetic
(Epoch 15, 2130 - 2230 AD)
Genetic engineering, computers and robotics intersect to produce actual artificial intelligence. Robots are able to reason and learn without any human input at all, and they can become anything - even soldiers. Wars become intense as cultures send robots to the frontlines, keeping humans safe at home
 
Whoops, Dot, you have 33 LPs to spend this turn. Math troubles last turn.
 
Haha well people need to stop rping out of their age than. We should all be using stone axes. And I'm not sure the cities really fit but whatever.
 
King Luther looked out over the tribe. There are so many people. Never in the history of Motherland has a tribe grown so large and prosperous. Though his father had conquered all the tribes on the coast he was the one who cemented their reign. Soon after his father's death many of the northern tribes had tried to break free from Fehlrend. With an iron fist Luther and his men fell upon the rebels and killed every one without mercy. Now it was time to extend his domain. He looked to the northern coast.

The tribes in the north were disorganized and warlike, always raiding and pillaging the richest among them. Luther gathered the best warriors of the 6 tribes of Fehlrend and traveled north. "May the gods bring us glory this day!" the king yelled charging into battle. His campaign was fast and it had to be. They couldn't easily carry provisions for a long campaign. They lived off the land they were on, and never slept in the same place twice. After five months the tribes of the northern coast were defeated and they were on their way home.

King Luther the Iron King, as he was called was hailed a hero. He couldn't stay home long because soon after returning home word arrived of tribes from the south that they were being raided by mountain tribes. He quickly headed south, crushing the raiders and bringing more land into the growing empire.

With this large empire came problems. How can he ensure the tribes stay together after his death? To speed up travel he had a fleet of 200 galleys built that could transport his armies anywhere in the coastal empire. Will this be enough to hold the empire together? It would do, but only a true revolutionary would be able to solve the many problems of the young empire that stretched long and thin along the coast of Motherland.

Culture Name: Fehlrend
Total LPs: 20
LP Spending:
5 on expansion. (4+1 free)
View attachment 298571
28 invested
LP Left Over: 1

Fixed. Good thing you caught that.
 
Sonereal's World Report II

Preface

A lot has happened since the last World Report. It seems like only a week ago when the economies of the world were just discovering the power of trade. Since the, four major trade networks have been created: Bering, Eastern Mediterranean-India, Northern Europe, and the Far East.

This report will be divided into several sections.

Economic
This section will detail the domestic economic growth or decline since each culture was created.

Political
This section will detail the political makeup of each nation. Given how young civilization is still, this section will be very small.

Foreign Relations and Military
This section will detail each culture's relationships with other cultures. This will also give a quick overview over military strength.

Science and Technology
This will detail and scientific growth cultures have had since the beginning of civilization, though it may still be too early for this section to matter.

Ongoing Issues
This section will go into detail over current and possible flashpoints across the globe that may result in military conflict.

The Future
---------
Economic

Spoiler :
Economically speaking, the world is divided into five economic zone, four trade networks and isolated cultures.

Bering Network

This is the smallest trade network by far, existing only within the Bering Tribe. No trade centers exist on this route and recently, it has been hit hard when the Bering Tribe economy went into a recession.

Far East Network

The second smallest trade network. This one has caught the attention of some others who are surprised that the two militaristic regional powers can stand trading with one another.

Northern Europe Trade Network

For the most part, this network only includes the British and Snapir. The recent economic recession caused by a period of growth followed by a period of no growth has placed the network into a Recession, meaning it's barely more valuable than the Bering Trade Network.

Mediterranean-Indian Trade Network

The network is so incredibly large and powerful that every culture that has grabbed of piece of it has pulled ahead the rest of the world. What could explain the success of this network? Simple, trade centers and proximity. There are three trade centers on this route compared to the one the NETN has. Targaryen and Israel are easily the most powerful cultures on the planet but Somalia and India are powerful as well. For the most part, this is an incredibly stable and safe trade network save for the Berbera Plague which currently only exists in Iraf.

Isolated Cultures

For isolated cultures without cities, the times have been tough. The city costs are growing faster than what some cultures can muster immediately and it would take four or five turns of dedicated countryside growth to catch up. For Angola, the problem is a lesser concern thanks to the city of Luanda and the developing trade connections with Somalia (and by extension, the rest of the network).

---------
Political

Spoiler :
Many civilizations have grown politically since the last report. Angola is a loose confederation and the Mauyran Dynasty is a dynastic kingdom (whose emperor sadly recently departed this world). Israel, after a series of wars in the Holy Land, has come out on top and as a Kingdom.

The Basque, however, have gone the route of further decentralization as opposed to centralization.


---------
Foreign Relations and Military

Spoiler :
The possible military might of all cultures has increased since the last report. Likewise, trade bonds has forged close allies. The Mediterranean Bloc of the Basque, Israelis, and Targaryens isn't a military alliance but between the three of them, control a large share of the world's wealth and is the most technologically advanced in the world thanks in part of the Jerusalem Research Agreement. VERY recently, a new culture has emerged called Russia stretching from the Baltic Sea to the Black Sea and this has caused tension with Snapir.

Booming trade has also caused the establishment of a new type of military, one based on mercenaries. Indeed, mercenaries rank just below professional soldiers and above conscripts as the weapon of choice.

Mercenaries are fickle though. The severing of trade routes is the severing of a source of mercenaries. However, in a pinch, they're much better than conscripts from the countryside.

Somaliland Empire and Kingdom of Israel

These two cultures have the largest possible conscription force on the planet. This has allowed Israel to take control of large parts of the Holy Land while Somaliland's marched across the Sahara and brought back the Berbera Plague.

Targaryen Empire and Kingdom of Israel

These two cultures have access to an extreme number of mercenaries. If we were to take the total possible military force these two cultures can muster (conscripts, mercenaries, soldiers), mercenaries would make up 60% of both Targaryen's and Israel's militaries.

Targaryen Empire

The Targaryen Empire has the largest professional force on the planet, by far. As a matter of fact, subtract mercenaries from Targaryen's total possible military might and it still has the largest force on the planet, 80% of which are professional soldiers. Needless to say, Targaryen is a military might in the region and has the ability to economically or militarily enforce their demands.


-----------
Science and Technology

Spoiler :
The Basque, Targaryens, and Israelis outpace the rest of the world technologically by a huge factor. The fact that Targaryen and Israelis are the most powerful economic and military force on the planet doesn't bode well for others. No doubt they'll reach the Copper Age very soon but there are plenty of other cultures with the means of catching up quickly.


---------
Ongoing/International Issues

Spoiler :
Again, I only see things in thread.

Far East Tension
The two major powers of the Far East, the Kasanazi and Huaxia, are militaristic powers which view each other with distrust of the other. Not much has come from this in recent years due to trade connections.

Berbera Plague

The Berbera Plague's severity is up in the air. It has done little damage so far but there are fears that once it enters circulation to a large degree, it can actually wipe cities off the map. The main issue comes with how people are handling the spread. Some are severing trade with infected cities which, ironically, could accidentally push the severed culture into such an economic mess that people start crossing borders just to find work. The Berbera Plague is currently the number one threat to the stability of trade in the region.

The Russian Question

Russia has only made one move (post) in the world but that single move has probably put a couple of cultures on edge. The militaristic tribe stretches from the Baltics to the Black Sea and borders the established United Federation of Snapir to the north and the Black Sea to the south. No one know exactly how this situation will develop since it literally developed yesterday.

Somali Expansion

There is probably very little going on here. However, Somaliland has stepped on the toes of Targaryen and Israel with its expansion (which also caused the Berbera Plague). These flare-ups have been small and solved peacefully but they are worthy to note.

--------------
The Future

Spoiler :
North America

Right now, Bering has been hit hard by the recession (which will last a while). However, they're still the local economic and military powers. Quebec, the Cherokee, and Bering, if they work together, can probably help drag one another out of the gutter and catch up with the rest of the world.

South America

Colombo, like Fehlrend, is the most isolated culture on the planet. It may actually be less isolated than Fehlrend as it has access to the Gulf which brings it somewhat close to the Cherokee. Colombo, by default, has hegemony over South and Central America.

Europe

Europe is largely unclaimed and empty. To the east is the gigantic but fragile Russian Tribe. In the north are the powerful British and isolationist Snapir. To the west are the murderous Basque. To the south in the Mediterranean is Targaryen. Besides Russia, none of these are really expanding into Central or Western Europe. The Basque have opted to claim Iberia and North Africa. Besides the mild economic problems in the North, Europe's future is bright.

Africa

Angola has come to dominate the southern half of Africa while Somaliland has dominated a desert. In any case, northern Africa has three power players in it now while the south is largely unclaimed save for the vast regions Angola controls. Still, Africa's future looks good.

Near East Asia

Iraf has the plague but other than that, this region is doing fine. Israel's economy is booming which, thanks to Jerusalem, is having positive effects on everybody. This region is the most wealthy in the world including India.

Far East/Australia

Quiet. Fehlrend is isolated from the world and the Kasanazi and Huaxia aren't friends but they're trading. For the most part though, it's....just quiet.
 
You know, I dont think they had Recessions back in the Stone Age. Hell I doubt they had an economy, much less trade between cities. Did they even HAVE cities in the Stone Age?
 
You know, I dont think they had Recessions back in the Stone Age. Hell I doubt they had an economy, much less trade between cities. Did they even HAVE cities in the Stone Age?

The Stone Age in this game runs up to 5000 BC. There were Mesopotamian cities before that.

As for the economic events? Probably not but I didn't really care for realism or I would've placed this in the NES section. :lol:
 
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Israel
215 LP
16 LP on expanding
92 to build Aden
53 into Israel
44 into Makkah
10 to Targaryens.
Cut trade with Iraf.

Diplomacy:
Research Pact with: Basque, Targaryens
Defensive Pact with: Targaryens

Trade:

Jerusaelem:
Spoiler :

Minor Trade with Saltshore
Minor Trade with Muqdishu

Minor Trade with Berbera: :
Minor Trade with Panaji:
Minor Trade with Makkah:

Moderate with Dragonstone:
Moderate Trade with King's Landing:
Moderate Trade with Driftmark:



Spoiler :
Makkah:
Minor Trade with Jerusalem:
Minor Trade with Saltshore
Minor Trade with Muqdishu


Moderate Trade with Berbera:
Moderate Trade with Panaji:
Moderate Trade with Moqdishu:
Moderate Trade with Vijayawada:
 
For now on, getting a Bubble=100% increase in trade. Not just 75%.
 
Edited orders again :P
 
Sorry for the no map again, but my editor is having problems. I broke up my expansion plans to make it easier.

Euskaldunak
77LP+2XP
2XP to claim Corsica and Tunis
29LP to !SCIENCE! (should get to the next epoch)
5LP to claim the French territories along the Balearic Sea
5LP to claim the territories in Northwest Spain (Galicia and the three territories bordering it and me)
11LP to claim the rest of Spain (leaving all of portugal)
1LP to claim that Italian province closest to Sicily.
26LP to countryside growth
 
Screw this I quite

Epilogue: After three flucking attempts at building a city, the Cherokee people collapse from exhaustion and die, the end and good riddance.
 
To the east, cultures prosper on trade. The people know nothing of war or conflict, just peace. They enjoy wealth which many aspiring warlords envy....

The West African Horde
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Starting LPs: 33
Technology: Stone

Details: The Horde event is one that will only spring 15 times (at most) over the course of the entire game. They go a few turns of building up, then a few turns of rapid and often violent expansion. The only effective way of dealing with them is through either war or bribery. Bribing them will make them not attack you for a few turns and you can bribe the Horde to attack someone else even.

Hordes have several special abilities.

1.) They only lose Countryside LPs from defensive battles (as opposed to any battle for normal cultures.

2.) Enemy Countryside LPs they destroy are added to their pool.

3.) When they capture a city, they destroy the city and have all the LPs generated by trade and the city added to the pool.


Because of this, they're extremely dangerous if they're on the offensive but rather normal on the defensive. The ability to bribe them is important. Bribes and counterbribes are added to their pool but if it means they're focusing on someone else instead, what's the problem?

Edit: The Cherokee Horde has been established. This doesn't count as an event since the player left.
 

Attachments

  • The Horde.png
    The Horde.png
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Brits
Income: 44 LP
Orders: 38 LP into improving London.
7 LP into claiming the five provinces in wales, the last one in northern England, and Calais on the continent.


OOC: sorry for no rp or map, but I'm on a mobile.
 
The Hakisho tribe was prospering. Weather patterns had caused schools of fish to congregate near the coast of Nagora, which fueled a minor population boom. Meanwhile, trade between the Kasanazi and the Huaxia brought wealth into both Okasina and Hirashi. As trade continued, the Kasanazi were introduced to certain tools and medicinal plants that were used by their western neighbors.

Yet cracks began to form in the social structure of the chiefdom. Traditionalists harshly criticized Kagate's peaceful relations with the Huaxia. To them, this only served to weaken their tribe, making Nagora open to attack. This belief pervaded itself into the minds of the conquered tribes. Many began plotting to overthrow the Hakisho, and assert their dominance over the land. The tribes, knowing that the task would not be an easy one, began developing better weapons, so to gain the advantage in the coming battles.

Kasanazi
-83 LPs + 3 free expansion LPs

-Spend 3 free LP + 1 LP to expand into the maroon areas
-Invest 40 LP into Okasina
-Invest 30 LP into Hirashi
-Invest 10 LP into tech

-0 LP left over


Spoiler :
 
I just realized there was no free 5XP, so please ignore my claims.

And yes, lol. Geology jokes rock.
 
After doing recent (long) trade calculations (and finishing only half of them) I've come to the conclusion that unlimited routes for all cities was a terrible idea. It creates a sort of "no-brainer" still when it comes to trade since new routes are forming all the time to cover up for economic stability. So, I'm going to keep the LP spending everyone has done for cities, countryside, expansion, and new trade centers. You're not losing any of that. However, there is one major change.

IMPORTAN GM NOTE: RULE CHANGE

Non-Trade Center Cities are no longer able to trade directly with other Non-Trade Center Cities. All trade from now on can only be between Trade Centers or between Trade Centers and Non-TC cities. This turn, I will allow for players to readjust trade agreements completely without worrying about bubbles and such.

Each city only has five possible trade routes possible. Each epoch advance adds another one.

The purpose of these new rules are

1.) Encourage trade competition for valuable spots in trade centers.
2.) Greatly redirect focus back to City LPs while leaving Trade LPs significant.
3.) Lessens the power of ICS (yes, ICS existed in this game)
4.) Brings the Average LP down greatly to give isolated players at least a "sporting" chance.
5.) Speed up updates.
6.) Increase trade centralization. Non Trade Center cities are more "local" and contribute only to Trade Centers.

Update will arrive Friday. Any unadjusted violating trade route will be severed.
 
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