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Spark of Civilization - Antiquity - In Character

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Rule changes

All civs can choose a 2nd nativity at any time during eon 1!
0
No votes
Roads networks can transport food to adjacent domains even if there is no road there.
0
No votes
Raw labor can never be transported (Wealth and thought is counted globally and can be invested anywhere anytime, Industrial output can be transported like Food, Fossil fuels or Raw materials).
0
No votes
This bonus: The first Structure in every domain cost 2 Less Raw Labor or 1 less Industrial Output. Now only applies to starting domains!
0
No votes
In other words, only starting domains can get the free raw labor or Industrial output.
1
17%
Ooops, big mistake in the rules, or more like, big mistake from my part in informing everyone that moving populations into empty domains without being able to supply them with food will get them killed, and since the road networks are the only way to deliver food to another domain, some of your populations will starve to death.
2
33%
However, because the rules does not specify whether movement comes before food production/consumption, I'll allow pops to consume the food they need at any part of the turn, thus allowing for the populations moved after they have "eaten" (lets say they brough some food with themselves). But even then, everyone will have to rush out a road network or get some wealth production running to feed populations in underdevelopped domains.
0
No votes
RESOURCES can be used the same epoch they are produced. BUILDINGS can't be used the epoch they are built in. EXCEPTIONS are defensive / strength buildings.
3
50%
 
Total votes : 6

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United Soviet Jason Republic
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Postby United Soviet Jason Republic » Sun Oct 25, 2015 12:53 pm

The Queux
1:3

With the population of Madhavan bursting, the King gave the settling rights of the lands to his south to "loyal" subjects. These farmers, with their families, were instructed to move to the south, along the river Queux. The King himself organized the expedition, but would have his son lead them. A road, along the river, was being built to aid in this mission.

The group of settlers traveled along the river Queux until they could no longer make out the cooking fires of home. They kept walking. They walked through dunes, through marshes, and through streams that fed the river Queux. They had their instructions, to set out and set up roots. The food grown from this new location would be sent home in time, to help feed the growing city of Madhavan.

Turn 3
Madhavan
-4 Population make 6 food
- 1 Population make 1 RL to build a Road (3/3)
- 2 Population is moved to territory in south
- 1 wealth (1 food) is used to feed 1 Population
- 6 food used to feed 6 Population
Buildings
2 Farms
1 Manufactory
1 Road

Territory 2
- 2 Population Arrives
Buildings

-----------------
Thought

Other
ABILITY: +1C from staffed roads
Wealth: 2
Thought: 0
Food: (FOOD)-(PEOPLE) : 7-7 : 0
Development: (BUILDINGS)-(PEOPLE) : 4-7 : -4 (4 of 10 free Development maintained)
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Lunas Legion
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Psychotic Dictatorship

Postby Lunas Legion » Sun Oct 25, 2015 12:56 pm

4 Population work 2 Farms to generate 6 Food
1 Empty Agriculture
+1 Food from Rainforest
1 Population generates 1 Thought towards Sailing in Shrine (2/5)
2 Population generate 2 Raw Labour towards Manufactory (2/3)


Little had changed in the League for quite some time; yes, the Nine on Earth had aged, but life remained much the same. People lived, and people died. But the hint of change was in the air. Sawdust filled the streets as new craftsmen set about their various crafts, building as guided by the Nine on Earth. The change would be a long time coming, but there was change coming nonetheless.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Harkback Union
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Postby Harkback Union » Sun Oct 25, 2015 12:59 pm

ApplePieistan wrote:Epoch 2

Matriarch Penthesilea sighed when she received word of the discovered domain. "Is the northwest really that inhospitable?" She asked the messenger that gave her this information.
"Yes ma'am. It would take a lot of effort to make that domain even remotely habitable.
"If this is true, then have them explore the area just north of Penthesilea. Perhaps it is better."
The other citizens begin work on a manufactory, think and farm at their own request.

3 population farms
1 population thinks more about archery
1 population begins work on a manufactory
1 population scouts the area north of Penthesilea


Ah, The Andes of Tredera, These immense mountains teem with life just like the jungles around them. One of the local creatures, the mountain goats are especially abundant in the domain.
-1 Fertile land
-Iron Raw material (usable with metal working).
-Special: Mountain Goats. +1 Food each epoch. Can be slaughtered en-masse to generate 3 food for 5 epoch instead of 1, but then they disappear forever.
-Special: Seprentine. Choose one upon colonization/conquest:
+1 Serpentine raw material source, extractable from the start.
+1 Development (Environmental beauty).
Last edited by Harkback Union on Sun Oct 25, 2015 1:09 pm, edited 1 time in total.

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The Flame Dawn
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Postby The Flame Dawn » Sun Oct 25, 2015 1:16 pm

-IC stuff will be up soon-

6 Population work on 3 Agriculture [9 food]
1 Population begins work on Dirt Road Network
7 out of 9 food consumed, 2 food stored, 4 food in total [4/20]
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

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Seno Zhou Varada
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Postby Seno Zhou Varada » Sun Oct 25, 2015 1:18 pm

Rayen, Epoch 3
The farm people produced the food as usual. The manufactory was being built and it was almost complete. And the thinkers were organizing the thoughts and ideas of the Apocalypse into scriptures and the like.

However the explorers were doing stuff possibly more important. After discovering the region they called terhervir or "land of grass", they decided to move on. There were not many options but they decided to move east towards another steppe hoping for something special.



4 pop produce 6 food,
1 pop works produces 1 rl for manufactory 2/3
1 pop produces thought for mysticism 2/5
explorers go east towards steppes


Rayen, Epoch 4
As the manufactory was built and more food was produced the religion as the thinkers now called it was being brought together. The manufactory would help build a granary which after building more agriculture, perhaps be able to store food for future use.

The explorers after exploring the region they were sent to decided to explore the dusty desert north of Rayen. The desert was a spot of absolutely nothing as it had been known but it was possible that secrets were hidden under the sand dunes and so they decided to explore it.

4 pop produces 6 food,
1 pop finishes manufactory
1 pop produces 1 thought 3/5
explorers go south back to rayen via the desert below them


Rayen, Epoch 5

The farmers seemed to be out in the farms eternally and the thinkers assured all that they just needed a bit more time. More farms were being built so their population could grow and perhaps the newborns could work the fields so more people could be born and work.

The explorers after finding a land with no water and only surviving due to rations they had held onto decided to go North towards more desert. Perhaps they could leave behind "Terisa" or land of no water.

4 pop produces 6 food,
1 pop keeps thinking 4/5
1 pop builds agriculture
1 pop is born and fed with 1 wealth
explorer goes northeast towards more desert
Last edited by Seno Zhou Varada on Sun Oct 25, 2015 3:58 pm, edited 2 times in total.
Political Compass: Economic: -8.88 Social: -9.54
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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Sun Oct 25, 2015 1:20 pm

United Soviet Jason Republic wrote:The Queux
1:3

With the population of Madhavan bursting, the King gave the settling rights of the lands to his south to "loyal" subjects. These farmers, with their families, were instructed to move to the south, along the river Queux. The King himself organized the expedition, but would have his son lead them. A road, along the river, was being built to aid in this mission.

The group of settlers traveled along the river Queux until they could no longer make out the cooking fires of home. They kept walking. They walked through dunes, through marshes, and through streams that fed the river Queux. They had their instructions, to set out and set up roots. The food grown from this new location would be sent home in time, to help feed the growing city of Madhavan.

Turn 3
Madhavan
-4 Population make 6 food
- 1 Population make 1 RL to build a Road (3/3)
- 2 Population is moved to territory in south
- 1 wealth (1 food) is used to feed 1 Population
- 6 food used to feed 6 Population
Buildings
2 Farms
1 Manufactory
1 Road

Territory 2
- 2 Population Arrives
Buildings

-----------------
Thought

Other
ABILITY: +1C from staffed roads
Wealth: 2
Thought: 0
Food: (FOOD)-(PEOPLE) : 7-7 : 0
Development: (BUILDINGS)-(PEOPLE) : 4-7 : -4 (4 of 10 free Development maintained)


The explorers found more lush and fertile land along the riverside, however, it seems that the more a man travels to the sound, the more often he encounters dust storms. These storms are no joke, no man should go any further along the river if he wishes to live.

-3 Fertile Land
-1 Lumber Raw materials
-Special: Papyrus. 1 Knowledge is maintenance free!
-Special: Dust storms. A Road Network cost 2 more Raw Labor to build.

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Harkback Union
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Postby Harkback Union » Sun Oct 25, 2015 1:29 pm

Vulnier wrote:City of Vulnier: Epoch 2

As the shrines final stone was being placed, one could already see the beauty and work that was put into it to make look elegant. And in the middle of it all a beautiful sculptural of Asgar was their, watching with stone eyes, as if to see who was praising him. Invar the Thoughtful, the leader of this tiny city, addressed a group of five spiritual leaders, telling hem what they were to do for now on. "I give you all the job of protecting and keeping of the Shrine of Asgar. You shall make sure the shrine stays as grand as it is now, and listen for the wisdom of Asgar if he ever does speak. And remember, he is always watching."Pointing to the sculptural of Asgar.

As he walked away, he wonderd what lay beyond the mountains, and beyond the cold, cold frost. Even though he needed to organize the next harvesting season, he did set up a meeting of his most trained and trusted scouts in his hut.

"I have an important task for you all". Ingvar said to his scouts." I need all of you to see what lies beyond the valley and the mountains, to the south of here. I know that this valley wont provide for us forever, and it is because of this that i must see if the land south of us could provide for more of our population."

The scouts, talking among themselves, agreed, but asked one question."What should we do if we meet other... things out there?"

"Greet them and offer them peace, but do not reveal our land unless they can be trusted. That is all."


4 population make 6 food
1 population work in shrine for 1 Knowledge towards Metal Working
1 population explore South
1 New population does nothing (no food consumed)
0 food, 1 knowledge, 1 wealth, 1 IO from first structure


And just as the explorers ventured into the mountains, a pack of vicious bears was spotted on attack vector! Their roar echoed across the valley as they gazed through the snow. Merely moments after, an enormous avalanche washed away the attacking bears...

-1 Fertile Land
-1 Raw Iron materials (exploit with iron working)
-1 Lumber Raw Materials
-Special: Frozen Bear. Exploit at any time to gain 2 food. The special then disappears.
-Special: Ice caves. 5 Food may be stored inside.
Last edited by Harkback Union on Sun Oct 25, 2015 1:36 pm, edited 1 time in total.

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United Soviet Jason Republic
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Postby United Soviet Jason Republic » Sun Oct 25, 2015 1:40 pm

The Queux
1:4

The settlers kept pushing south until they no longer dared the storms. Their travels, however, were worth the price. Upon finding the plentiful land the Prince ordered the people to settle down. Construction on farms and a road to the capital would commence. The progress, however, was slow on the road. Many times the desert came up and forced its will upon men. Newly dug trenches, for the road, were smothered in sand. Despite the setbacks, the work had to continue. Food from the capital kept the settlers alive as they began to farm for themselves.

Turn 4
Madhavan
-4 Population make 6 food
- 1 Population make 1 RL to build a Shrine (1/2RL, 0/1IO)
- 6 food used to feed 5 Population
- 1 food sent to Muad'dib
Buildings
2 Farms
1 Manufactory
1 Road

Muad'dib
- 1 Population grows 1 food
- 1 Population to build Dirt Road (3/5)
- 2 food used to feed 2 Population
Buildings
1 farm

Resource
- 1 Lumber
- Papyrus
- Dust Storms
-----------------
Thought
Other
ABILITY: +1C from first road
Wealth: 1
Thought: 0
Food: (FOOD)-(PEOPLE) : 7-7 : 0
Development: (BUILDINGS)-(PEOPLE) : 5-7 : -3 (5 of 10 free Development maintained)
Last edited by United Soviet Jason Republic on Sun Oct 25, 2015 1:48 pm, edited 2 times in total.
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ApplePieistan
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Postby ApplePieistan » Sun Oct 25, 2015 1:45 pm

Epoch 3

Penthesilea was elated to hear of the results of the scouts' findings. "We need to annex that area pronto!" She said to her messenger. "Have those scouts start working that area right away. We need some hard work to go into that land! In the meantime, tell the non-farming poor yokels start building hovels." The messenger scampers off to spread her orders to everyone. 1,000 people soon began constructing wooden shacks in the center of town. The people worked in such a rushed and hurried manner that the structures were at first were indistinguishable from bonfires. Regardless, the people tried their best to make it at least remotely habitable.

3 populations worked as farmers
1 population gave 1 raw labor to making a hovel
1 population gave 1 raw labor to the Andres
1 population thought about archery

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The Flame Dawn
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Postby The Flame Dawn » Sun Oct 25, 2015 1:46 pm

5 Population work on 3 Agriculture [7 food]
2 Population begins work on Dirt Road Network [3/3]
7 out of 7 food consumed, o food stored, 4 food in total [4/20]
Last edited by The Flame Dawn on Mon Oct 26, 2015 5:02 am, edited 1 time in total.
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

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Lunas Legion
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Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Oct 25, 2015 1:55 pm

Epoch 4
4 Population work 2 Farms to generate 6 Food
1 Empty Agriculture
+1 Food from Rainforest
1 Population generates 1 Thought towards Sailing in Shrine (3/5)
1 Population generates 1 Raw Labour towards Manufactory (3/3)
1 Population generates 1 Raw Labour towards Hovels (1/2)

Epoch 5
4 Population work 2 Farms to generate 6 Food
1 Manufactory
1 Empty Agriculture
+1 Food from Rainforest
1 Population generates 1 Thought towards Sailing in Shrine (4/5)
1 Population generates 1 Raw Labour towards Hovels (2/2)
1 Population generates 1 Raw Labour towards Hovels (1/2)
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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United Soviet Jason Republic
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Postby United Soviet Jason Republic » Sun Oct 25, 2015 2:04 pm

The Queux
1:5

In Madhavan, the Muad'dib greeted his guests in the small Selamlik. The group of men then sat on the rugged floor of the dwelling. The shortest man in the group spoke to their ruler. "It is my shadout to you, my lord, that we are building a place of worship. We are to thank the beings that are for our prosperous people and your great son." he said. The Muad'dib nodded in appreciation.

"You have avoided Sarfa, my friend," the Muad'dib said, smiling now. "I am sure the gods will bless us with plenty for your gift. My son has reported back to me. He says that, despite the Sandtide, their work is almost done. Soon we shall get more food to this city. I hope your wives can bare many children. And the land support them."

Turn 4
Madhavan
-4 Population make 6 food
- 1 Population make 1 RL to build a Shrine (2/2RL, 0/1IO)
- 6 food used to feed 5 Population
- 1 food sent to Muad'dib
- 1 Population born (idle)
Buildings
2 Farms
1 Manufactory
1 Road

Sandtide
- 1 Population grows 1 food
- 1 Population to build Dirt Road (4/5)
- 2 food used to feed 2 Population
Buildings
1 farm
0 road
Resource
- 1 Lumber
- Papyrus
- Dust Storms
-----------------
Thought
Other
ABILITY: +1C from first road
Wealth: 1
Thought: 0
Food: (FOOD)-(PEOPLE) : 7-7 : 0
Development: (BUILDINGS)-(PEOPLE) : 5-7 : -3 (5 of 10 free Development maintained)
Last edited by United Soviet Jason Republic on Sun Oct 25, 2015 2:53 pm, edited 2 times in total.
Former Vise Chairmen and Chairmen of the Libertarian Freedom Party
Jamestown Journal
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Vulnier
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Postby Vulnier » Sun Oct 25, 2015 2:05 pm

VULNIER: Epoch 3

4 pop make 6 food
1 pop work in shrine for another 1 thought for Archery
1 pop makes manufactory (1 out of 3)
Food 0, 1 wealth, 2 thought,1 IO from first structure


VULNIER: Epoch 4

4 pop make 6 food
1 pop work in shrine for 1 thought more thought Archery
1 pop makes manufactory ( 2 out of 3)
Food 0, 1 wealth, 3 Thought, 1 IO from first structure


VULNIER: Epoch 5

4 pop make 6 food
2 pop make 2 raw labor
2 RL+1 IO= Granary
Food 0, 1 wealth, 3 Thought, 0 IO
Building's: Shrine, Granary
Last edited by Vulnier on Mon Oct 26, 2015 5:49 am, edited 7 times in total.
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Pac Kindom
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Founded: Nov 25, 2014
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Postby Pac Kindom » Sun Oct 25, 2015 2:37 pm

6 Population work in 3 Agriculture, produce 9 Food
1 Population generates 1 Thought towards Archery in Shrine (1/5)
2 Population produces 2 Raw Labor towards Hovel in Bython

9 Pop, 0.5 Development, 0 Wealth, 0 Food stored, 1 Thought

Bython: 9 Pop, 1 Wealth, 0 Food stored, 0 Knowledge (3 Ag, shrine, road, hovel)
-3 Fertile land
-1 Copper Raw material (exploitable with metal working)
-1 Lumber Raw material (exploitable from the start)
-1 Marble Raw materials (exploitable from the start)
-1 Renewable
Special: Rare minerals. Exploitable after discovery of Alchemy by 1 population. Provides +1 Thought then. You can share this bonus to anyone within trade range.





6 Population work in 3 Agriculture, produce 9 Food
1 Population generates 1 Thought towards Archery in Shrine (2/5)
1 Population produces 1 Raw Labor towards Hovel in Bython (1/2)
1 Population settling Cardiff (1/3)

9 Pop, 0.5 Development, 0 Wealth, 0 Food stored, 2 Thought

Bython: 7 Pop, (3 Ag, shrine, road, hovel)
-3 Fertile land
-1 Copper Raw material (exploitable with metal working)
-1 Lumber Raw material (exploitable from the start)
-1 Marble Raw materials (exploitable from the start)
-1 Renewable
Special: Rare minerals. Exploitable after discovery of Alchemy by 1 population. Provides +1 Thought then. You can share this bonus to anyone within trade range.

Cardiff Founding (1/3)
-3 Fertile Land
-1 Lumber Raw material.
Special: River of Gold. +1 Wealth Each epoch for a single era. Domain's holder may choose when to activate.
Special: Environmental Beauty. +1 Development.
Special: ???


6 Population work in 3 Agriculture, produce 9 Food
1 Population generates 1 Thought towards Archery in Shrine (3/5)
1 Population produces 1 Raw Labor towards Hovel in Bython (2/2)
1 Population settling Cardiff (2/3)

9 Pop, 1 Development, 0 Wealth, 0 Food stored, 3 Thought

Bython: 7 Pop, (3 Ag, shrine, road, 2 hovel)
-3 Fertile land
-1 Copper Raw material (exploitable with metal working)
-1 Lumber Raw material (exploitable from the start)
-1 Marble Raw materials (exploitable from the start)
-1 Renewable
Special: Rare minerals. Exploitable after discovery of Alchemy by 1 population. Provides +1 Thought then. You can share this bonus to anyone within trade range.

Cardiff Founding (2/3)
-3 Fertile Land
-1 Lumber Raw material.
Special: River of Gold. +1 Wealth Each epoch for a single era. Domain's holder may choose when to activate.
Special: Environmental Beauty. +1 Development.
Special: ???


6 Population work in 3 Agriculture, produce 9 Food
1 Population generates 1 Thought towards Archery in Shrine (4/5)
1 Population produces 1 Raw Labor towards Hovel in Bython (1/2)
1 Population settling Cardiff (3/3)

9 Pop, 2 Development, 0 Wealth, 0 Food stored, 7 Thought

Bython: 8 Pop, (3 Ag, shrine, road, 2 hovel)
-3 Fertile land
-1 Copper Raw material (exploitable with metal working)
-1 Lumber Raw material (exploitable from the start)
-1 Marble Raw materials (exploitable from the start)
-1 Renewable
Special: Rare minerals. Exploitable after discovery of Alchemy by 1 population. Provides +1 Thought then. You can share this bonus to anyone within trade range.

Cardiff 1 Pop, ()
-3 Fertile Land
-1 Lumber Raw material.
Special: River of Gold. +1 Wealth Each epoch for a single era. Domain's holder may choose when to activate.
Special: Environmental Beauty. +1 Development.
Special: ???


6 Population work in 3 Agriculture, produce 9 Food
1 Population generates 1 Thought towards Archery in Shrine (5/5)
1 Population produces 1 Raw Labor towards Hovel in Bython (2/2)
1 Population produces 1 Raw Labor towards Agriulture in Cardiff (1/1)

Agriulture
9 Pop, 2.5 Development, 0 Wealth, 0 Food stored, 5 Thought (Archery)

Bython: 8 Pop, (3 Ag, shrine, road, 3 hovel)
-3 Fertile land
-1 Copper Raw material (exploitable with metal working)
-1 Lumber Raw material (exploitable from the start)
-1 Marble Raw materials (exploitable from the start)
-1 Renewable
Special: Rare minerals. Exploitable after discovery of Alchemy by 1 population. Provides +1 Thought then. You can share this bonus to anyone within trade range.

Cardiff 1 Pop, (1 Ag)
-3 Fertile Land
-1 Lumber Raw material.
Special: River of Gold. +1 Wealth Each epoch for a single era. Domain's holder may choose when to activate.
Special: Environmental Beauty. +1 Development.
Special: ???


6 Population work in 3 Agriculture, produce 9 Food +2 from Archery
2 Population produces 2 Raw Labor towards Hovel in Bython (2/2)
1 Population produce 1 Raw Labor towards a Road Network in Cardiff

Agriulture
9 Pop, 3 Development, 0 Wealth, 0 Food stored, 5 Thought (Archery)

Bython: 8 Pop, (3 Ag, shrine, road, 4 hovel)
-3 Fertile land
-1 Copper Raw material (exploitable with metal working)
-1 Lumber Raw material (exploitable from the start)
-1 Marble Raw materials (exploitable from the start)
-1 Renewable
Special: Rare minerals. Exploitable after discovery of Alchemy by 1 population. Provides +1 Thought then. You can share this bonus to anyone within trade range.

Cardiff 1 Pop, (1 Ag)
-3 Fertile Land
-1 Lumber Raw material.
Special: River of Gold. +1 Wealth Each epoch for a single era. Domain's holder may choose when to activate.
Special: Environmental Beauty. +1 Development.
Special: ???
Last edited by Pac Kindom on Mon Oct 26, 2015 3:23 pm, edited 7 times in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Oct 25, 2015 3:38 pm

The Starving Time

Famine stalked the land of the Dawn-Singers, reaping soul from body. But men built towards the future, a brighter future they alone would see.

2 Population work, build Shrine
1 Population works, builds Agriculture
2 Pop think, producing 1 Thought
2 Pop work, build Hovel
5 Population unfed, starve at end of Epoch


The Age of Enlightenment

1 Population thinks at Shrine, producing 2 Thought
1 Food from Terrace


1 Population thinks at Shrine, produces 2 Thought, researches Archery
1 Population birthed, consumes 1 Food from Wealth
1 Food from Terrace


The Age of a New Dawn
1 Population thinks at Shrine, produces 2 Thought
1 Population farms, produces 1 Food
2 Food from Terrace and Archery
1 Food stockpiled


1 Population thinks at Shrine, produces 2 Thought
1 Population farms, produces 1 Food
1 Population birthed, eats 1 spare food
2 Food from Terrace and Archery
1 Food stockpiled
Development drops to Subsistence from Decent


1 Population thinks at Shrine, produces 1 Thought, researches Mysticism
1 Population farms, produces 1 Food
1 Population maintains technology
1 Population birthed, eats last stockpiled food
2 Food from Terrace and Archery
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Levis Avara
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Founded: Aug 10, 2014
Ex-Nation

Postby Levis Avara » Sun Oct 25, 2015 5:36 pm

Isles of Drake,Arcea

It was a time of upward movement for the Arceans, and the long hard work was finally paying off. Much work had been made in improving the living situation of the peasants. The Church had campaigned and gathered some good Samaritans to build some more hovels for the peasants, they where made of poor quality thatch and lumber, but in the long run it did improve the development of the land, and the peasants became even more productive has a result. Sailing had been relearned has well and the old and decaying port at Arcea had been rebuilt and brought back to life. Sailors began to whispered of lands beyond the Abecean Sea, but such tales where laughed at, and the men where far too busy with the hard burdens of living to ponder such possibilities , though fishing vessels where venturing further and further away from the island. Meanwhile at the court, the King had consulted with Patriarch of the Church, saying that the Maker had sent a warning that a great famine was supposed to hit, a granary was immediately to be built to prepare for this.

4 population work on 2 agriculture 1+ food from wealth (7 food)
2 population generates 2 thought to Sailing at Shrine (3/5)
1 population uses 2 free RL to make Hovels
1 population assigned to live there


5 population work on 2 agriculture (7 food)
2 population generates 2 thought to Sailing at Shrine (5/5)



4 population work on 2 farm 1 + food from port(7 food)
3 population generates three RL to make one Port at Arcea (3/3)


4 population work on 2 farm , 1 + food from port , (7 food)
1 population works on 1 RL for Manufactory (1/3)
1 population works on 1 RL for granary (1/2)
1 population maintains Sailing
Last edited by Levis Avara on Sun Oct 25, 2015 6:35 pm, edited 4 times in total.

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Remnants of Exilvania
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Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Sun Oct 25, 2015 6:19 pm

Nordwürttemberg

Now that the industry wasn`t immediately needed, the warlord sent even more of his servants to begin building a road network. A strategician like him knew how vital good transport routes were in case of war or expansion. His other servants also managed to finish building the shrine which got loads of visitors on his very first day. However, none of them actually believed into these gods. The warlord would need time to make these people believe.

4 Population work on 2 Agriculture to produce 6 Food
1 Population finishes building a Shrine by contributing 1 Raw Labour
1 Population contributes 1 Raw Labour to building a Dirt Road Network
6-6=0
1 Wealth


Now that the Warlord had his Divine entity`s shrine built, he ordered some of his best speakers and intellectuals to go there and think of something good to explain the world.

4 Population work on 2 Agriculture to produce 6 Food
1 Population is assigned to thinking in the Shrine thus generating 1 Thought
1 Population contributes 1 Raw Labour to building a Dirt Road Network
6-6=0
1 Wealth


IC in here will follow later.

4 Population work on 2 Agriculture to produce 6 Food
1 Population is still assigned to the Shrine generating/maintaining? 1 Thought
1 Population finishes building a Dirt Road Network by contributing the final 1 Raw Labour
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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ApplePieistan
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Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Sun Oct 25, 2015 8:35 pm

Epoch 4

The construction of the hovels are finally complete. It isn't much, but resting there is slightly better than sleeping outside. The ones developing the Andes try their hardest to make it habitable by most humans, though they have trouble figuring out how to prevent avalanches from being a major threat. The air at the top feels thin and there is few smooth surfaces to build farms. Regardless, they put in their labor to make the place feel less awful.

3 populations work on farming
1 population thinks about archery
1 population works on Andres (2/3)
1 population finishes hovels


Epoch 5

The Andes have finally become completely developed. It's natural beauty can now be admired by the people all across Amazonia (+1 development). The chance of death by rockfall has been minimized, thanks to the people's hard work. The mountain goats make a good food source and will begin to be a regular meal starting on Epoch 6. Meanwhile, the manufactory is coming along quite well with many people tirelessly working to keep the place from falling over whenever someone leans on it. Many predict it will be up and running in a few epochs so long as construction continues uninterrupted.

3 population works in farming
1 population finishes developing the Andes (environmental beauty gives +1 development)
1 population works on manufactory (2/3)
1 population thinks about archery

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Vulnier
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Posts: 1611
Founded: Oct 16, 2015
Ex-Nation

Postby Vulnier » Mon Oct 26, 2015 5:11 am

VULNIER: Epoch 6

IC to be posted later

4 pop make 6 food
1 pop makes 1 thought towards Archery
1 pop makes Manufactory MANUFACTORY COMPLETED
0 food, 1 wealth, 4 Thought, 0 IO (1 Manufactory completed)
Buildings: Shrine,Granary, 1 Manufactory
Last edited by Vulnier on Mon Oct 26, 2015 5:51 am, edited 1 time in total.
I will honor Christmas in my heart, and try to keep it all year.

- Charles Dickens
Patience is a virtue
-Unknown

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The Flame Dawn
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Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Postby The Flame Dawn » Mon Oct 26, 2015 5:23 am

6 Population work on 3 Agriculture [9 food]
1 Population after being fed explore region east of Botu
7 out of 9 food consumed, 2 food stored, 6 food in total [6/20]
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

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New Strausberg
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Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Mon Oct 26, 2015 6:32 am

Epoch 2

1 population born
4 farm producing 6 food plus one from big game 7 total all eaten.
2 men work on roads and complete the project Next epoch
I take a few shrine as my first eon special


Epoch 3

4 work on farming which gives 6 food pulse one from big game totally 7 all eaten
One worker finishes the roads while the other starts to produce a Havel in the home region 1/2
Thought is put into sailing (1/5)


Epoch 4

1 workers in the southern area now work to bring it into brother compliance 1/3
1 worker finishes construction of Havel
4 workers work on farm and big game getting 7 food all is eaten.
The final is putting more thought into sailing . (2/5)


Epoch 5
4 workers farm food added big game 7 food all is eaten
One worker continues work to bring the south into compliance 2/3
One worker in the north starts to construct industry 1/3
Finally two go thought is put into sailing 3/5


Epoch 6
4 workers farm 6 food pulse big game 7
Worker construct industry in home domain 2/3
One worker bring the southern region into compliance 3/3
Thought is put into sailing 4/5 masonry complete. Next epoch
Last edited by New Strausberg on Tue Oct 27, 2015 6:41 am, edited 3 times in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Oct 26, 2015 9:15 am

The Flame Dawn wrote:
6 Population work on 3 Agriculture [9 food]
1 Population after being fed explore region east of Botu
7 out of 9 food consumed, 2 food stored, 6 food in total [6/20]


To the east of Botu lies an enormous and fertile plateau, perfectly fit for farming. A closer look however reveals that the plateau is littered with holes leading to enormous, dimly lit underground caverns!

-Fertile Land: 2
-Raw Materials: 1 Lumber
-Special: Caves. Large, dry caverns beneath the farmland offer an excellent location for storing food or raw materials.
25 Food or RM may be stored in this domain.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Oct 26, 2015 9:23 am

New Strausberg wrote:Epoch 2

1 population born
4 farm producing 6 food plus one from big game 7 total all eaten.
2 men work on roads and complete the project Next epoch
I take a few shrine as my first eon special


Epoch 3

4 work on farming which gives 6 food pulse one from big game totally 7 all eaten
One worker finishes the roads while the other starts to produce a Havel in the home region 1/2
Thought is put into masonry (1/5)


Epoch 4

1 workers in the southern area now work to bring it into brother compliance 1/3
1 worker finishes construction of Havel
4 workers work on farm and big game getting 7 food all is eaten.
The final is putting more thought into masonry. (2/5)


Epoch 5
4 workers farm food added big game 7 food all is eaten
One worker continues work to bring the south into compliance 2/3
One worker in the north starts to construct industry 1/3
Finally two go thought is put into masonry 3/5


Epoch 6
4 workers farm 6 food pulse big game 7
Worker construct industry in home domain 2/3
One worker bring the southern region into compliance 3/3
Thought is put into masonry 4/5 masonry complete. Next epoch


Just south of Kav'Burda is a dense forest. Within its center lies a large pack of fruit trees. Clearing the path to the juicy center will not be easy, but all the more rewarding.

-1 Fertile Land
-2 Lumber Raw Materials.
-Special: Dense foliage: +2 Raw labor cost of colonization.
-Special: Orchards. +1 Food after colonization.

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The Flame Dawn
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Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Postby The Flame Dawn » Mon Oct 26, 2015 9:37 am

Botu
3 Population work on 3 Agriculture [4 food]
2 Population build Hovel
5 out of 5 food consumed, 0 food stored, 3 food in total [3/20] (3 food from storage used)

Kazak
2 Food from Botu Transferred to Kazak.
1 Population moves to Kazak
1 Population settles Kazak [1/3]
2 out of 2 food consumed, 0 food stored, 0 food in total [0/25]



Kocha
0.5 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies

Botu
3 Population work on 2 Agriculture [4 food]
2 Population build Hovel
1 Population born
1 Wealth spent on 1 Food
5 out of 5 food consumed, 0 food stored, 0 food in total [0/20] (3 food from storage used)

Kazak
2 Food from Botu Transferred to Kazak.
2 Population settles Kazak [3/3]
2 out of 2 food consumed, 0 food stored, 0 food in total [0/25]



Kocha
0.5 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies

Botu [3 Agriculture, 1 Granary]
6 Population work on 3 Agriculture [9 food]
6 out of 9 food consumed, 1 food stored, 1 food in total [1/20]

Kazak
2 Food from Botu Transferred to Kazak.
2 Population build 2 Agriculture
2 out of 2 food consumed, 0 food stored, 0 food in total [0/25]



Kocha
0.5 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies

Botu [3 Agriculture, 1 Hovel, 1 Granary]
4 Population work on 2 Agriculture [6 food]
2 Population build Hovel
6 out of 6 food consumed, 0 food stored, 1 food in total [1/20]

Kazak [2 Agriculture]
2 Food from Botu Transferred to Kazak.
2 Population work on 1 Agriculture
2 out of 2 food consumed, 0 food stored, 0 food in total [0/25]



Kocha
1 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies

Botu [3 Agriculture, 2 Hovel, 1 Granary]
4 Population work on 2 Agriculture [6 food]
2 Population build Hovel
6 out of 6 food consumed, 0 food stored, 1 food in total [1/20]

Kazak [2 Agriculture]
2 Food from Botu Transferred to Kazak.
2 Population work on 1 Agriculture [3 food]
2 out of 3 food consumed, 1 food stored, 1 food in total [1/25]



Kocha
1.5 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies

Botu [3 Agriculture, 2 Hovel, 1 Granary]
4 Population work on 2 Agriculture [6 food]
2 Population build Industry [1/3]
6 out of 6 food consumed, 0 food stored, 1 food in total [1/20]

Kazak [2 Agriculture]
2 Food from Botu Transferred to Kazak.
2 Population work on 1 Agriculture [3 food]
2 out of 2 food consumed, 1 food stored, 2 food in total [2/25]



Kocha
1.5 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies

Botu [3 Agriculture, 3 Hovel, 1 Granary]
4 Population work on 2 Agriculture [6 food]
1 Population builds Industry [3/3]
1 Population mines Grey Stone [1 RM]
6 out of 6 food consumed, 0 food stored, 1 food in total [1/20]

Kazak [2 Agriculture]
2 Food from Botu Transferred to Kazak.
1 Population work on 1 Agriculture [1 food]
1 Population constructs Hovel [1/2]
2 out of 2 food consumed, 0 food stored, 1 food in total [1/25] (1 stored food consumed)



Kocha
1.5 Dev - 8 Population - 0 Wealth - 0 Thought - 0 Technologies - 1 RM

Botu [3 Agriculture, 3 Hovel, 1 Granary, 1 Industry]
6 Population work on 3 Agriculture [9 food]
1 Food transferred to Kazak
6 out of 9 food consumed, 3 food stored, 4 food in total [4/20]

Kazak [2 Agriculture]
2 Food from Botu Transferred to Kazak.
1 Population work on 1 Agriculture [1 food]
1 Population built Hovel [2/2]
1 Population born
3 out of 3 food consumed, 0 food stored, 0 food in total [0/25] (1 stored food consumed)
Last edited by The Flame Dawn on Thu Oct 29, 2015 6:05 am, edited 7 times in total.
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

User avatar
New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Mon Oct 26, 2015 9:51 am

Epoch 7

4 workers farm 6 pulse 1 = 7 all used
1 worker finishes industrialization 3/3
1 worker works to continue colonization 4/5
1 worker finishes up thought on sailing 5/5


Epoch 8

4 farm yada yda 7 food all eaten.

1 worker moves down to the southern area which is now known as Far'ravda
1 worker finishes colonization
1 worker maintains sailing
1 industrial turned into 2 wealth


Epoch 9

4 farms 6 food produced 8 from added bonuses all but 1 eaten
1 population born in Far'Ravard.
2 workers and 1 industrial output used to make a granary in Far'Ravda
1 worker maintains sailing ,


Epoch 10

1 workers starts on a port 1/2
While A industrial benefactor from the capital produces a port in the home region +1 food
2 workers create a Havel in Far'Ravda
4 workers farm 6 food 8 from bonuses all eaten.
One maintains sailing.


Epoch 11
Population born in Far'Ravda
1 worker moves east.
1 workers work on roads 1/3 finished with industry it is finished 3/3
Worker produces a port 2/2 +1 food
4 workers farm 6 food 10 with bonuses 2 saved 2/20
1 thinker maintains sailing.
Last edited by New Strausberg on Tue Oct 27, 2015 6:42 am, edited 5 times in total.

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