OOC: I told you many people would join. BTW, I just invented a language

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cannons are too heavy and frighten the elephants when they go off so this idea doesnt work - better luck next time.
Then why in Rise of Nations Indians and Persians could build Culverin Mahout (whatever does Mahout mean, anyway? It DOES look like an elephant with a cannon, and that's the point)?
Btw, where are the plot devices... I mean, the two nations to the south of me I've ordered? Remember, the same nationality, ancient rivalry, more civilized then me, those guys?
Suggestion (not to be enforced) - don't join in the southeastern continent for a few turns so that it will be the less advanced continent - like the New World. Not necessary, but would be interesting and sort of realistic as civilization can't pop up in EVERY continent.
Another suggestion - add a few more tiny islands, especially in the Piraip Torai Ocean (in the north).
Amenhotep7, I see your point about patriotism, but somehow I doubt Americans to be the most patriotic as I've seen too many people on another forum that, despite being (or claiming to be) American speaking... "unpatriotically" to say the least. But I must agree that democracy (or lack thereof) does not have the affect patriotism - it is, however, effected by religion, what the nation has been doing lately and (apparently) from the nationality's traits (come on, Russia has been losing more and more positions and engaged in many wars with huge casualties, and still 85% of Russians I know are (or pretend to be) patriotic. Seems irrational unless you include the national traits, i.e. the collectivisation over individualization tendencies).
Oh, and I don't mind my government traits. Education and religion are quite tied together indeed, and the druids do cause some trouble. Another thing, probably unimportant - we can cut down trees, but not oaks. The others trees are considered evil (or, at least, unfriendly) by our religion - more in the next update.
IC:
In the end, there was snow. Stars and sun, fields and seas were all covered by snow. In this whiteness, nothing else survived. And so, in the beginning, there was snow. Only snow. But though the Fareppi (Ancient Ones) were dead and their cities ruined, just like from the Early Snows, life emerged. And like in the first days of the First World, the first creature to walk in the Second World was Andrung, the Insane Creator [FN1]. And him insanity and fantasy drove him to remove the snow from most of the world, and to create many miracles of nature. And thus he also created the animals - the Draith, whom he gave not sentience, but honor, nobility and the simple wisdom of life. And they appreciated his creation, but though wise, they were not sentient and did not realize the full magnificence of his creation. And then he created trees - the Tapith, who could not move, but who were granted great wisdom and sentience. But they could not act nor speak, and could not appreciate all of the magnificence of Andrungs creation. And so Andrung created gods, and they were few, yet powerful, wise and knowing. But they were arrogant, and distanced themselves from Andrung. And then he created humans, wishing to make them much greater then everything he created before. But the gods feared of it, and conspired to make humans much weaker, dumber and arrogant then themselves, the trees and the animals. But Andrungs final creation, the humans, the Nekith, survived. And though much weakened, and plunged into barbarism, the humans kept one thing that other creatures did not have. They had hope, and with it alone they endured. Fascinated by the humans, the gods repented, all but one. And so the Nekith rose to inherit the world from the Fareppi.
- Stories of the Druid Circle [FN2] (Taludrian -
Fesoth ip Andraip Ollach)
Book of the Chieftains of Taludria
Pesra Talyrith opp Taludria
Story the First, of Coming of the Taludrians to the land of great winds.
Chieftain Taludi Enep Kami (Wind Which Brings Death) looked around him. The endless steppes and fields, where many cold winds blew. Yet Taludi and his people moved on, for they came from much colder lands in the north. Wolves ruled there now, and expelled the Nekith.
And so they stopped in a ring of small hills at the coast of the Kamip Murai, the Sea of Death, the water of which was salty, and the ferocious sharks and frightening waves of which horrify many. And there Chieftain Taludi Enep Kami ordered the City of Wind, Taludip Tark, to be built, despite the advice of his elders - to show the strength and endurance of his people against all and any tests made by Andrung and the Gods. And around it, Taludria, the land of great winds, grew.
Footnotes:
[FN1] - Melancholy-type insanity is considered divine, poetic and is associated with the powers of creation amongst the Taludrians.
[FN2] - Stories of the Druid Circle, the legends passed on amongst Taludrian druids about the creation of the world and of life. Follows the cyclical theory, i.e. everyone and everything, including the world, dies and reincarnates on and on and on.
Orders:
- Search for horses. Since we live in a more or less Mongol-type environment, there should be some. Oh, and look for some dogs, too.
- Create UU - Ramip Warriors ("Warriors of Rami", Rami being the God of War). Armed with stone axes. Use body paint. Are extremelly violent, can be considered the classical berserkirs. They don't laugh in the face of danger, they just don't notice it. Don't wear armor (not that we've got any). Before the battle they consume a special pain-killer produced by the druids. They can yell in chorus and very loudly, horrifying the enemy. Are uncontrollable as soon as a battle begins.
- Start training our warriors in the ways of Rami (convert our current 50 warriors into Ramip Warriors. I know, there shouldn't be as much of them in the percentage, but can you let them go for now?).
- We need a regular army just as well. 100 of our best hunters will start learning how to combat humans as well as animals (before doing that, they are to somehow store away lots of food for the village to last before they are replaced by the newer generation. If they end up discovering the granary, good for them). Note that since they ARE hunters, they are very good at tracking the enemy as well.
- Enable monogamy to increase population.
- Send four volunteer hunters to travel south and southwest (they will gather and consume food along the way). Try to discover those mystirious southern tribes that we have heard much about. Find out whether or not they are other refugees from the Draip Tundra. Find out what do they have that we don't, and the other way around. Ask them to join our tribe. If they disagree, then threaten them. Tell them, that when the Taludrians return, the foolish people of the [insert the other tribe's name] tribe will become slaves - if they get lucky.