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A Different World: The Noble Cities [IC|Closed]

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Pragia
Powerbroker
 
Posts: 7635
Founded: May 08, 2012
Inoffensive Centrist Democracy

Postby Pragia » Fri Jun 25, 2021 10:54 pm

The Violet Chambers would be silent now, for it was the time of examinations for the magi. The council members would personally oversee the examination process, as was required of them by strictures which the Grand Magister sought to reinstate. The Magisterium, having established standardized texts for documenting methods of arcane application, have allowed for more to be trained at a time than ever before. The scriptoria of the city of mages were full of studious pupils seeking to join the hierarchy which had begun solidifying around the Grand Magister.

Their studies were surprisingly well developed, consisting of writing, history, mathematics, philosophy, and arcane methodology. The magi had conducted education as a chief goal of their continued prosperity and prominence, promoting magic use among the newest generation. But such goals were facing issues as the population grew and the tightness of bonds loosen slightly. Though there was not yet open factionalism within the councils of the magisters, it was clear that the fate of the Eleskar was no longer over internal issues. There was a crossroads between idealistic conservatives who wanted pacifism and an insulated culture, and more imperialist notions of the new magi. After all, the Eleskar were now free to trade openly down the Arkor, with Machaka and the Riverlands without risk of attack from marauders. This new security would facilitate an outward facing view.

The Grand Magister agreed with this prerogative, and sent the now re-supplied Kelskar on their next expeditions. They had a goal that was unlike their forbearers, issued from a Magistrate that had a different view from the old. They would seek peoples to uplift, to impress so thoroughly with their prosperity that to not join their patrimony would seem foolish. The Magistrate would likewise begin to investigate and expound upon the resources within their grasp in order to further provide for their people. The secret revelations of precious metals abundant in the Eleskar's lands further amplified the perspective that members of the Magistrate had that future trade would be conducted with thier coinage.

For now the Almakar would muster to vanquish the last of the nearby barbarians, to prepare to crush the last obstacles to their security. It was something that would allow for the coming years to be ones of expansion and exploration in earnest, as the magi strove ever forward in the pursuit of new methods of demonstrating their control over the world. Rumors coming from the south spoke of a great empire far away, one which could dwarf any of the city states that the Eleskar currently knew. The men and women of the north can only hope that the brave warriors they had fought beside before could muster themselves against a greater foe, even after their crippling losses.

300 Freemen train to become Scholars
100 Scholars research Geomantic Animation (23) work the Urban Flatlands (+1 Food, +16 wealth, -19 stone, +2 Power Stone)
1700 Scholars research Geomantic Animation (40) and Generate Enchantment (+34 Enchantment, +17 Labor)
200 Scholars research Geomantic Animation (42) and Gather timber from the Rural Forests (+4 Food, +6 Timber, +2 Stone)
200 Scholars research Geomantic Animation (44) and Work the Workshops in the Urban Riverlands (-4 Wealth, +10 Industry)
200 Artisans Work the Workshops in the Urban Riverlands (-4 Wealth, +12 Industry)
300 Scholars research Geomantic Animation (47) and gather Stone from Rural Forests (+12 Stone, +6 Food)
200 Freemen gather Stone from Rural Forests (+8 Stone, +4 Food)
200 Freemen work the docks (+4 Food, +22 Wealth)
100 Explorers are on Expedition northward along the coast with 1 Bireme and 100 Compound Bows (4/6 Years)
100 Explorers are on Expedition northward with 100 Compound Bows (4/6 Years)
100 Explorers are on Expedition northeast with 100 Compound Bows (4/6 Years)
364 Soldiers recover 150 of their number (6 regiments by 25, -Training 0/5, -6 Industry, -18 Wealth)

Populations Generate: 7 labor, 2 wealth, -47 food, 82 Stability From Housing, -40 Stability from Civics, -12 Stability from Overcrowding
Work Generates: 17 labor, 8 stability, 12 wealth, 16 Industry, 5 Stone, 34 Enchantment, 19 Food, 1 Power Gem, 6 Timber
Building: 3 Drydocks (-21 Labor, -15 Wealth, -12 Industry), Clinic (-2 Labor, -3 Wealth)
Arcane: Create Power Gem (-2 Enchantment, -2 Power Stone, +1 Power Gems, +2 Stability), 16 Rites of Arcane Sustenance (-32 Enchantment, +80 Food, +32 Stability)
Net: 47 food, 70 stability, -4 Wealth, 1 Power Gems, 6 Timber, 5 Stone
100 Artisans Work the Urban Hills (+1 Food, +5 Wealth, -3 Stone, +3 Stability)
100 Freemen Become Scholars
400 Scholars Research Domestication of Cave Bears (23) and Generate Enchantment (+4 Labor, +8 Enchantment)
100 Scholars Research the Domestication of Cave Bears (24) and work the rural Woods (+4 Food, +3 Stone)


Populations Generate: 1 Labor, 1 Wealth, -9 Food, 6 Stability from Housing, -8 Stability from Civics
Work Generates: 4 Labor, 8 Enchantment, 5 Food, 5 Wealth, 3 Stability
Building: Rural Infrastructure (-3 Labor, -1 Wealth), Quarry (-2 Labor)
Arcane: 4 Rite of Arcane Sustenance (-8 Enchantment, +20 Food, +8 Stability)
Net: 1 food, 9 Stability, 5 Wealth
Eleskar
4064 Citizens 400 Freemen, 200 Artisans, 2800 Scholars, 300 Explorers, 364/600 Soldiers (+800 for growth, total 4864 for 1000, +100 from creche, +100 from technology.)
0 Riverlands, 3 Forest, 1 Flatlands, 2/4 used power points, Road Network
Urban Flatland 20/20 [Shrine, 7 Houses, Monument, 2 Eduba, Creche, Fitted Stone Wall, Forum, Pagoda, Aqueduct]
Urban Flatland 20/20 [15 Stonecutters, 2 Shrines of Power, 2 Forges, Aqueduct]
Urban Riverlands 18/20 [3 Smithy, Fitted Stone Wall, Aqueduct, Stela, 2 Workshops]
Urban Flatlands 20/20 [Clinic, 7 Houses, 2 Eduba, Aqueduct, Violet Chambers]
Urban Flatlands 0/20
Rural Riverlands 14/20 [2 Gardens, 3 clay pits]
Rural Forests 20/20 [4 Timber Camp, Watchposts]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests [2 Quarry, 2 Timber Camps]
Riverland Docks 20/20 [Shipwright, 5 Wharfs]
Riverland Docks 18/20 [6 Wharfs]
Riverland Docsk 15/20 [3 Drydocks, Wharf]
11 Wealth, 24 Clay, 38 Timber, 15 Stone, 2 Galena Ore, 1 Copper Ore, 5 Malachite, 2 Purple Flowers, 32 Rubies, 4 Power Gem
514/600 Warriors [Copper, Copper, Composite Bows]
300 Composite Bows
4 Catapaults
3 Biremes
Elk, Red Foxes, Fish [River Source flowing south], Rubies
457 Stability

Kelska-ar
800 Citizens, 100 Artisans, 600 Scholars, 100 Soldiers
11 Forests, 3 Hills, 4 Flatlands, 0/4 used power points
Urban Hills 16/20 [1 Houses, 3 Huts, 1 Eduba, Creche, 1 Workshop, 3 Stonecutters, Shrine, Garrison]
Rural Forests 16/20 [1 Farm, 3 Quarry]
6 Wealth
100 Warriors [Copper, Copper, Composite Bows]
Pines, Cave Bears, Galena
26 Stability

Eleskar
Government-Magocracy (Generating Enchantment will also generate Labor, Peasants generate -1 stability)->Upgraded to Tier 2 (Scholars generate an additional Enchantment, Scholars generate +1 stability, all non-scholars generate -1 stability
Innovative Magi (For every 8 used enchantment, gain 1 research toward relevant schools)
Apollonian Idealism (Scholars generate -2 stability, minor stability events become scholarly outcomes)

Advanced Smithing, Alloying, Carpentry, Childbirthing, Code of Law, Composite Bows, Construction, Furnaces, Governance, Irrigation, Labor Coordination, Living State, Masonry, Mathematics, Military Professionalism, Paper, Philosophy, Pottery, Prospecting, Refined Construction, Refined Shipbuilding, Refined Smithing, Scientific Method, Siege Tactics, Shipmaking, Simple Machinery, Sledges, Smithing (Copper, Iron), Spoked Wheel, Standardized Texts, Wheel, Writing

School of Geomancy – Rite of Arcane Sustenance, Power Point Mapping, Geomantic Entrapment, Geomantic Imprinting, Geokinesis, Power Finesse, Power Focusing, Power Gems
School of Sol-
School of Blood Magic-
1 Domestic Crop [Wheat]

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The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Jun 28, 2021 3:38 am

The Land of Penithel





Excerpt from 'History of Penithel - First Kingdom Era'.

King Hidrak's coronation occurred shortly after a raid against the so called "Iron City" of Sardavin, a crucial center of metal production in not only Penithel but for a time the primary center of iron production in the lands of the Eastern Coalition. This was the start of a more outward looking Penithel after the long period of internal focus of King Minaan, there was a larger focus on military matters, warriors were being raised and a punitive expedition slowly planned to be undertaken in order to flush out the raiders. Suspicion that these were the same Raiders who had struck Avnelin with little success in the pervious King's reign, the new, arguably more militaristic monarch set out to prove that the crown would take a more active approach to defending the realm than simply the construction of walls and garrisons. While popular among the warriors of Penithel, recovered writings from the period suggest that the Pennethelli philosopher-nobility considered such a militaristic approach, "unkingly."

The early years of King Hidrak's reign also saw a great number of works in the city of Avnelin finished. One of the things he is credited for is staring the large scale production of linen cloth which led to significant changes in fashion which would last all the way up to Late Antiquity and the Third Kingdom Period. Among other works were those defensive in nature, an extension of Avnelins fortifications was completed under his reign, and the local Lord Governor of Sardavin gained significant support from the crown in order to set up a garrison in the vital city.





The Kingdom of Penithel
Realm Info
Government: Monarchy
Civics: Philosopher Kings.

The City of Avnelin
3100 Citizens, 1500 Peasants - 300 Warriors [Iron Weapons / Iron Armor / Bows] - 100 Freemen - 700 Artisans - 500 Scholars / 1 Galley
Urban (Flatland) [4 Houses - 1 Shrine - 1 Monument - 1 Crèche - 1 Clinic - 1 Kiln - 1 Forge - 1 Smithy - 1 Military Square - 1 Barracks - Grand Wall - Trading Post [Riverlands][20/20]]
Urban (Flatland) [1 Scriptorium - 1 Garrison - 2 Kilns - 6 Houses - Royal Palace - Grand Wall [17/20]]
Urban (Flatland) [[0/20]]
Docks (Riverland) [2 Fishing Dock [6/20]]
Rural (Flatland) [2 Farms - 8 Paddocks (Unicorns) - 3 Clay Pits - 4 Tanneries - Noble Estates - Watchposts [19/20]]
Rural (Riverland) [5 Farms - 5 Hunting Grounds - Noble Estates - Watchposts [12/20]]
Rural (Riverland) [5 Farms - 5 Hunting Grounds - Noble Estates - Watchposts [12/20]]
Rural (Riverland) [[0/20]]
Rural (Flatland) [5 Quarries [5/20]]
Path Network

Actions
500 Scholars - Researching Currency 12/?? +3.
100 Artisans - Operating Urban District.
100 Artisans - Operating Urban District.
200 Artisans - Working the Smithy.
100 Artisans - Working the Kilns.
100 Artisans - Working Copper goods into being at the Forge.
100 Artisans - Making Iron Armor.
100 Freemen - Being Educated into Explorers.
100 Peasants - Training to be Warriors.
100 Peasants - Operating Rural District.
100 Peasants - Operating Rural District.
100 Peasants - Operating Rural District.
100 Peasants - Operating Rural District.
100 Peasants - Shipping in Copper from the north.
300 Peasants - Shipping in Iron from Sardavin.
200 Peasants - Preforming Forced Labor.
300 Peasants - Gathering Stone in the Flatlands.
100 Peasants - Shipping 1 Wealth to Sardavin.
100 Warriors - Patrolling the Kingdom.
50 Warriors - Escorting the Peasants.
150 Warriors - Marching to Sardavin and attempting to hunt down the Raiders.
1 Galley - Patrolling on the river.

Starting Situation: 32 Wealth - 11 Timber - 4 Hide - 3 Iron - 1 Clay - 144 Public Order - 23 Bows / Copper Weapons / Copper Armors in Armory.
Incomes: 70 Food - 8 Hide - 8 Stone - 3 Clay - 25 Wealth - 18 Labor - 3 Iron - 1 Copper - 9 Industry - +3 Science - 31 Public Order.
Expenditure: 37 Food - 8 Hide - 7 Stone - 2 Timber - 15 Labor - 1 Iron - 26 Wealth - 3 Clay - 9 Industry - 3 Iron - 1 Copper - 3 Science - 4 Public Order.
End: 31 Wealth - 11 Timber - 1 Stone - 4 Hide - 3 Iron - 1 Clay - 172 Public Order - 100 Iron Armors / 23 Bows / Copper Weapons / Copper Armors in Storage.

Construction:
Grand Wall (L 9/9 - W 6/6 - I 6/6 - S 20/20) - Completed!
Houses (L 6/6 - W 3/3 - I 3/3 - T 1/1 - S 2/2) - Completed!
Houses (L 6/6 - W 3/3 - I 3/3 - T 1/1 - S 2/2) - Completed!
Farm (L 4/4 - W 1/1) - Completed!
Plantation (L 3/3 - W 3/3) - Completed!
Spinning House (L 3/3 - W 4/4) - Completed!

Research Progress:
Currency 15/??




The City of Sardavin
870 Citizens, 500 Peasants - 45 Warriors [Copper Weapons / Copper Armor / Bows] - 25 Warriors [Stone Weapons] - 300 Artisans
Urban (Flatland) [5 Huts - 1 Shrine [6/20]]
Rural (Hills) [3 Iron Scrape Mines [3/20]]

Actions
100 Artisans - Operating Urban District.
200 Artisans - Working their trades.
100 Warriors - Patrolling the Kingdom.
100 Peasants - Operating Rural District.
100 Peasants - Gathering Stone in the Hills.
300 Peasants - Gathering Food in the Riverlands.

Starting Situation: 3 Wealth - 5 Iron - 1 Public Order.
Incomes: 15 Food - 2 Wealth - 5 Labor - 3 Iron - 2 Stone - 3 Stability.
Expenditure: 11 Food - 3 Labor - 3 Iron - 2 Stone - 4 Wealth.
End: 1 Wealth - 5 Iron - 4 Public Order.

Construction:
Fitted Stone Wall (L 4/6 - W 4/4 - I 0/3 - S 6/10) - In Progress
Garrison (L 4/4 - W 3/3 - I 2/2) - Completed!
Rural District (Riverlands) (L 3/3 - W 0/1) - In Progress
Rural District (Riverlands) (L 2/3 - W 0/1) - In Progress



Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The Empire of Tau
Minister
 
Posts: 3408
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sat Jul 03, 2021 2:21 pm

Republic of Machaka - Turn 47

Pottery, Granaries, Agriculture, God-Spider Communication, Writing, Smithing, Composite Bows, Construction, Mathematics, Masonry, Tribal Council, Prospecting, Scientific Method, Tel Defenses, School of Sol, Ship-Making, Furnaces, Carpentry, Refined Smithing

4,900 Citizens - 2,600 Peasants, 700 Freemen, 400 Soldiers, 200 Artisans, 1,000 Scholars (Four hundred Freemen and nine hundred Peasants are added to Machaka.)
5 Riverlands, 2 Flatlands, 11 Forest
17 God-Spiders [Hiding in God-Spider Holes]
1 Domestic Crop [Tubers]
162 Stability → 199 Stability [+3 From Shrine | +32 From Houses | +2 From Elections | Citizen-Scholar [190% Bonus to Breakthroughs]

100 Peasants working in Rural District No. 5, Forests [4 Quarries] → 4 Stone
100 Peasants working in Rural District No. 4, Forests [4 Quarries] → 4 Stone
100 Peasants working in Rural District No. 3, Forests [4 Quarries] → 4 Stone
Rural District No. 7, River lands, (16/20 Sites) [4 Clay Pits] → 2 Food, 4 Clay
Rural District No. 6, Riverlands [5 Farms, Aqueduct] → 14 Food (6+ Food from Aqueduct)
100 Peasants Working in Rural District No. 2, Riverlands (17/20 Sites) [4 Clay Pits, 1 Watchtowers] → 2 Food, 4 Clay
100 Peasants Working in Rural District No. 1, Riverlands (20/20 Sites, Full) [19 Farms, 1 Watchtowers, Aqueduct] → 3 Clay, 52 Food (+24 Food from the Granary and Aqueduct)
1 Riverlands Docks District No. 1 [6 Wharf] → 2 Food, 12 Wealth
Urban Forests No. 4 [Grand Wall, Aqueduct] → 2 Food
N/A Working in Urban Forests No. 3 (13/20 Sites) [2 Huts, 8 Houses, Kiln, Grand Wall, Aqueduct] → Houses Everyone. Turns 0 Clay into 0 Wealth. 1 Food. +16 Stability from Housing
500 Scholars Working in Urban Flatland No. 2 (20/20 Sites, Full) [2 Kilns, Granary, 2 Smithies, Aqueduct, Grand Wall, Pagoda, Scriptorum, Creche] → 1 Food. Turns 0 Clay into 0 Wealth. Turns 4 wealth into 8 industries. +4 Stability from House. +5 from Pagoda.
200 Artisans and 100 Scholars Working in Urban Flatland No. 1 (20/20 Sites, Full) [8 Houses, 3 Kilns, Shrine, Pillar of Varra Tradepost, Monument, Grand Wall, House of Wisdom, Aqueduct] → Houses Everyone, Turns 3 Clay into 6 Wealth, 1 Food and Wealth from Trade Post. +3 Stability from Shine. +1 Food for being Urban. +2 Civic. +16 Stability from Housing
33 Labor from 2,600 Peasants and 700 Freemen
2 Wealth from 200 Artisans
1 Domestic Crop [Tubers] → 1 Food

Budgeting Tab: 20 Labor, 17 Wealth, 8 Industry, 12 Stone, 48 Food (After everyone eats, 97 Food - 49 Pop). (17 Wealth, 12 Timber, 3 Copper Ore, and 38 stone stored)

Central Bureaucratic Funding [-2W] (2/2 Turns) → 2 Stability
2 Wealth and 12 Stone stored
Houses [0/6 L] [0/3 W] [0/3 I] [0/2 Stone] [0/1 Timber] + 6L, 3W, 2 Stone, 1 Timber → Done
Houses [0/6 L] [0/3 W] [0/3 I] [0/2 Stone] [0/1 Timber] + 4L, 2 Stone, 1 Timber → Not Done
2 Huts to Houses [6/6 L] [0/4 W] [6/6 I] [4/4 Stone] [2/2 Timber] + 4W → Done
Feed 2 Food to 17 God-Spider [-34 Food]
Place food out there for any God-Spider that wishes to eat on the city’s extra food [-15 Food]
2 Workshop [0/10 L] [0/8 W] [0/8 I] + 10L, 8W, 8I → Done (Replace Smith in Urban District)

Misc. Section
1,000 Scholars researching Monumental Architecture [200 Scholars boosted by the House of Wisdom]
500 Scholars at Rivermouth goes back home after Refined Smithing studies in Rivermouth
100 Soldiers on Grand Wall in Urban District No. 3 [Copper Armor, Composite Bows]
100 Soldiers on Grand Wall in Urban District No. 1 [Copper Armor, Composite Bows]
100 Soldiers on Grand Wall in Urban District No. 2 [Copper Armor, Composite Bows]
50 Composite Bows in storage

????
Last edited by The Empire of Tau on Mon Jul 05, 2021 6:44 am, edited 1 time in total.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jul 05, 2021 5:26 am

Island of Lo,
Warcyfle


The city was preparing for war again. For the second time in only two years the marines were ready to strike at the second target of their Storm Chieftain's Campaign. The very 1000 soldiers were ready and armed with the needs to destroy the Ithoi. With the massive build up and peasants being drilled into the needs of sailing the ships, the new one is to use the Aun'kal's ships to destroy the Navy of the One God. It was to experiment on the idea of using bows and mix it in combat, while the Swimming Dodo were dropped to one skiff. So the number of ships would be around 4 but the strength of the armada was still concentrated to numbers not spread apart in order to fight on boats.

However the idea that they can fight numbers with the idea of smashing their navy into the very sea then they decided to separate the fleet into half manpower. Each and every ship was a tremiere except for the skiff. In total it was seven ships in total and one that with the idea for battery ramming the enemy into oblivion as a show of true might to the Ithoi. The Storm Chieftain agreed to the plans and armed the soldiers as they prepare to make war against the last of their rivals.

The message was sent to the Primus of the betrayal with the mass beheading of the missionaries and the converts by the marines. Their bodies were fed to the island's predators but the envoy of the Primus was given the message of betrayal. The One God was next on their conquest and there will only be one god among the seas.

The ships were prepped, Teslanite and bronze, compound and coilbow, all were ready the soldiers ready to prove themselves in combat. The last rival will die and the seas will belong to the Warcyfle themselves.

Island of Lo:
Government: Oligarchy
4811 Population: 500 Artisans, 2800 Peasants, 700 Scholars,1011 soldiers, 200 scouts
5 Forest, 9 Coastal, 5 Hills, 3 Urban, 1 Rural, 1 docks
Urban(20/25 slots used) [Electromantic Forge(4/8 charges), Granary, 4 Houses, Monument, Creche, Fitted Stone Wall, Watchposts, Training Grounds, Shrine, Aqueduct ]
Urban(18/25 Slots used) [Smithy, Fitted Stone Wall, 7 homes, Barracks, Tanner, Electromagnetic Forge(5/8), Watchposts, Aqueduct, Training Yard, Barrack, Clinic ]
Urban(13/25) [6 Homes, Simple Stone Wall, Garrison, The Red Tower, Aqueduct]
Rural/Jungle(15/25 slots used)[2 Farm, 1 Timber Camp, Pit Mine(copper), 2 Padocks, Fitted Stone Wall ,Watchposts]
Dock(10/25 Slots used)[1 Shipwright, Wharf. Fishing Docks, Fitted Stone Wall, a Drydock, Watchposts,]
9 Bireme
9 Triemere
6 skiffs
80 Wealth
1100 soldiers
10 Hides
1 Emeralds
5 timber
5 stone
3 packs of dogs
2 Teslanite
400 Teslanite Armor, 300 Teslanite Weapons, 500 composite bows, 200 bronze armor, 200 bronze weapons, 4 siege ladders, 300 coilbows
Stability:40
Child Birds, Crocodiles, Giant Mangroves, Native Copper


Composite Bows, Sailing, Soap, Carpentry, Tribal Council, Shipmaking, Child Bird domestication, Agriculture, Granaries, Milling, Writing, Construction, Medicine, Smithing, Childbirthing, Tanning, Mortar, Masonry, Fog-Men Language Understanding, Clinker Construction, Military Professionalism, Military Coordination, Alloys, Urbanization, Refined Construction
School of Electromancy, Electromantic Storage, Electromantic Attunement, Tesla Forging, Electromantic Entrapment, Advance Tesla Forging, Lighting Loop, Lighting Acceleration
1 Domestic Crop [Breadfruit], 1 Domestic Animal[Child Birds]

700 scholars start studying Teslanite Biomechanisms
300 freemen become artisans
100 freemen become scouts
Farms and padaock are being worked on
Another Granary is built,
3 stone sent to Aun'kal
30 wealth sent to the Aun'kal


Aun'kal:1100 – 300 Artisans, 100 Scholars, 100 Explorers, 500 Peasants, 100 Soldiers(Bronze weapons and armor)
12 Coast, 4 Hills, 4 Forest, 4 Flatlands
Urban Flatlands [Shrine, 9 Huts, 1 House, Forge, Creche, Clinic] Fitted Stone Wall
Docks [2 Shipyards, 3 Fishing Docks, 1 Wharf] Fitted Stone Wall
Rural Flatlands [4 Farms, 1 Timber Camp, 1 Pit Mine (Copper), 1 Pit Mine (Cassiterite)]
Native Copper, Wolves, Cassiterite, Saltrice
Domestic Foods(Breadfruit,Dodos)

Stability:50
Rest work with farms
An aquadeuct is built
100 scholars work on Teslanite Biomechanisms



Su'pokk's Mandate: A warfleet of 1000 marines with 7 ships( 6 Tieremeres and 1 skiff) in 150 marines( 100 warriors with either bronze and teslanite with 50 archers with compound bows and coilbows) and the 1 skiff( 100 archers with coilbows) with 4 siege ladders to invade the Ithoi

Scouting Mandate: 300 scouts keep going east beyond the river and the jungle to find more lands for them. Information of the mainland is key.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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G-Tech Corporation
Khan of Spam
 
Posts: 64016
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jul 06, 2021 6:18 am

IC: Wow, what weird bits of stone from those spires of stone and men of stone

Start: 1272 Wealth, 24 Hides, 112 Timber, 165 Stone, 22 Wool, 18 Charcoal, 32 Tin Ore, 17 Copper Ore, 22 Starmetal Ore, 1 Starmetal, 22 Skystone, 53 Cinnabar, 29 Jade, 4 Floatstone, 2 Power Stone, 510 Stability
Citizens: +43 Labor, +25 Wealth
26 Freemen: Forced Labor [+26 Labor]
Peasants taking Wealth to Unrolvelith [10 Wealth]
Peasants taking Wealth to Tenebrae [10 Wealth]
1 Freemen: Educated into Scholars
1 Freemen: Educated into Explorers
1 Freemen: (Patronage) Educated into Artisans [-4 Wealth, +2 Labor]
2 Artisans harvesting Forests [+4 Timber]
Artisans gathering Food in Riverlands [+5 Food]
2 Artisans: Gathering Stone in Flatlands [+2 Stone, +2 Food]
Artisans: Operating Rural Hills 3 [+3 Food, +8 Stone]
Artisans: Operating Rural Riverlands [+38 Food, +4 Hides, +3 Copper, +4 Wool]
Artisans: Operating Rural Forest 1 [+27 Food, +4 Hides, +5 Timber, +4 Wool, -4 Hides, +4 Wealth] (+2 Wealth)
Artisans: Operating Rural Hills 1 [+3 Food, +4 Stone, +6 Copper, +2 Skystone]
Artisans: Operating Rural Hills 2 [+3 Food, +4 Stone, +4 Cinnabar, +3 Skystone]
Artisans: Operating Rural Flatlands [+4 Food, +2 Hide, +2 Wool, -24 Hides, +24 Wealth] (+Labor, +2 Wealth)
Artisans: Operating Docks District [+2 Food, +11 Wealth] (+2 Wealth)
Artisans: Operating Urban District 1 [+3 Stability, +15 Food, -2 Stone, -1 Copper, -1 Charcoal, -2 Hides, +9 Wealth]
Artisans: Operating Urban District 2 [+21 Food, -1 Timber, -2 Wealth, -5 Wool, +6 Industry, +3 Charcoal, +18 Wealth]
Artisans: Operating Urban District 3 [+1 Food, -2 Copper, -2 Wool, +11 Wealth] [+2 Wealth, +Labor]
Artisans: Operating Urban District 4 [+1 Food, -1 Wealth, -2 Wool, +2 Industry, +4 Wool, +3 Wealth] [+Labor, +2 Wealth]
Artisans: Operating Urban District 5 [+1 Food, +2 Wealth] (+2 Wealth, +Labor)
Artisans: Operating Urban District 6 [+1 Food, -1 Wool, +1 Wealth, +6 Industry] (+Labor, +2 Wealth)
Artisans: Operating Urban District 7 [+1 Food, -3 Starmetal, -1 Wool, +13 Wealth] (+Labor, +2 Wealth)
Artisans: Operating Workshop in Urban District [-4 Wealth, +11 Industry]
Artisans: Operating Workshop in Urban District [-4 Wealth, +11 Industry]
Artisans: Operating Workshop in Urban District [-4 Wealth, +11 Industry]
3 Artisans: Operating Workshops in Urban District 7 [-6 Wealth, +16 Industry]
Artisans: Laboring at Smithy, Treadwheel Crane in Urban District [-1 Wealth, +2 Industry, +3 Labor]
Artisans: Operating Bloomery in Urban District [-2 Copper, +4 Wealth]
Artisans: Operating Bloomery in Urban District [-4 Copper, +8 Wealth]
Artisans: Operating Treadwheel Crane [+6 Labor]
11 Scholars: Researching Rune of Warding
10 Scholars: Researching Colonia Defenses
2 Scholars learning Stirrups via Spire of the Sky [4/5]
Explorers gathering transplanting Redwoods from Kar Agala
200 Regulars: Training [4 - 1/5]
400 Soldiers: Patrolling
100 Trained: Training [2 - 3/5]
100 Trained: Training [2 - 0/5]
100 Trained: Training [2 - 2/5]
78 Warriors: Retraining [0 - 3/5] -> 78/100
Bireme, 4 Triremes: Patrolling the rivermouth
Road Network brings in Tin, 4 Starmetal | 2 Fiery Singing Bows sent to Kar Agala
Spire of the Sky watching foreign lands
10 Food from Domestic Sources, 2 Wealth from Palace Economy, 66 Wealth from Trade
Income: 81 Labor, 168 Wealth, 65 Industry, 156 Food, 12 Timber, 21 Stone, 1 Tin, 5 Skystone, 4 Cinnabar, 1 Power Stone, 5 Starmetal Ore, 1 Starmetal
Working on Quadrireme [6/6 Years]
Working on Quadrireme [4/6 Years]
Making 2x Fiery Singing Bows [6/6 Wealth, 4/4 Industry, 4/4 Skystone, 2/2 Cinnabar] [Done]
Bonewarping 100 Soldiers [80/80 Food, 8/8 Enchantment]
Making Mithril Armor [7/7 Wealth, 3/3 Industry] [Done]
Constructing Imperial Walls [14/15 Labor, 0/15 Wealth, 0/10 Industry, 0/30 Stone] -> 15/15 Labor, 15/15 Wealth, 10/10 Industry, 30/30 Stone [Done]
Constructing Imperial Walls [15/15 Labor, 15/15 Wealth, 10/10 Industry, 30/30 Stone] [Done]
Constructing Arena x2 [20/20 Labor, 40/40 Wealth, 12/12 Industry] [Done]
Casting Rune of the Wilds on Kharbarinth [4/4 Copper, 2/2 Timber, 4/4 Enchantment]
Constructing Delving (Skystone) [8/8 Labor, 5/5 Wealth, 3/3 Industry] [Done]
Constructing Blast Furnace [6/6 Labor, 5/5 Wealth, 6/6 Industry] [Done]
Improvements being made to the Citadel of the Sun [21/40 Labor, 30/30 Wealth, 5/20 Industry]
+136/141 Stability from Housing, +3 Stability from Shrine, +5 Stability from Arch, +9 Stability from Power Points, -26 Stability from Forced Labor and Peasants, -1 from Uncivilized Culture - 126
End: 1307 Wealth, 24 Hides, 112 Timber, 124 Stone, 22 Wool, 18 Charcoal, 33 Tin Ore, 17 Copper Ore, 28 Starmetal Ore, 2 Starmetal, 23 Skystone, 55 Cinnabar, 29 Jade, 5 Floatstone, 3 Power Stone, 636 Stability


Start: 899 Wealth, 179 Timber, 27 Stone, 48 Meteoric Iron Ore, 43 Starmetal, 23 Hides, 2 Clay, 12 Wool, 25 Geodes, 15 Jade, 6 Amethysts, 494 Stability
Citizens: 41 Labor, 24 Wealth
3 Freemen gathering Food in Riverlands [+15 Food]
16 Freemen doing Forced Labor [+16 Labor]
3 Freemen gathering Food and Stone [+3 Food, +3 Stone]
3 Freemen cutting Timber in Forests [+6 Timber]
1 Freemen being educated into Artisans
1 Freemen (Patronage) being educated into Artisans [-4 Wealth, +2 Labor]
2 Explorers going east of east of Unrolvelith to establish Khroamor
1 Peasant trained as Soldiers
Path Network brings in 2 Starmetal, 1 Geodes, 1 Emeralds, 1 Amethysts | Transferring Forged Iron Weapons and Forged Iron Armor to Unrolvelith, 2 Wealth to Tenebrae
Artisans working Rural Riverland 1 [+26 Food, +2 Meteoric Iron, +1 Timber, +1 Clay]
Artisans working Rural Hills 1 [+3 Food, +10 Stone, +3 Meteoric Iron]
Artisans working Rural Hills 2 [+3 Food, +3 Stone, +3 Meteoric Iron]
Artisans working Rural Riverlands 2 [+17 Food, +8 Hides, +8 Wool, -4 Hides, +4 Wealth] (+2 Wealth)
Artisans working Rural Riverlands 3 [+48 Food, +2 Hides, +2 Wool, -6 Hides, +6 Wealth] (+2 Wealth)
Artisans working Rural Forest 1 [+13 Food, +10 Timber] (+Labor)
Artisans working Rural Flatlands 1 [+8 Food, +8 Hides, +8 Wool, -8 Hides, +8 Wealth] (+2 Wealth)
Artisans working Docks District [+3 Food, +10 Wealth] (+2 Wealth, +Labor)
Artisans working Docks District [+2 Food, +8 Wealth] (+2 Wealth)
Artisans working Urban District 1 [+1 Food, +3 Stability, -1 Clay, -1 Meteoric Iron, -1 Stone, -1 Wool, +11 Wealth, -1 Timber, +6 Industry] (+2 Wealth)
Artisans working Urban District 2 [+4 Food, -2 Wool, -1 Timber, -1 Meteoric Iron, +6 Wealth] [+2 Wealth]
Artisans working Urban District 3 [+34 Food, -4 Wool, -Geodes, +18 Wealth] [+2 Wealth, +Labor]
Artisans working Urban District 4 [+1 Food, -2 Wealth, -4 Wool, +14 Wealth, +5 Industry] (+Labor, +2 Wealth)
Artisans working Urban District 5 [+1 Food, -4 Wool, -2 Meteoric Iron, -1 Timber, +16 Wealth] (+2 Wealth)
Artisans working Urban District 6 [+1 Food, -3 Starmetal, -3 Timber, -2 Wealth, +5 Industry, +11 Wealth] (+2 Wealth)
Artisans working Urban District 7 [+1 Food, -1 Timber, -3 Meteoric Iron, -2 Wool, +15 Wealth] (+Labor, +2 Wealth)
Artisans working Workshop in Urban District (-4 Wealth, +11 Industry]
Artisans working Smithy, Market in Urban District (+ 3Wealth, +2 Industry)
Artisans working Workshop in Urban District (-4 Wealth, +11 Industry]
Artisans working Workshop in Urban District (-2 Wealth, +6 Industry)
2 Artisans working Workshops in Urban District 7 [-8 Wealth, +22 Industry]
3 Artisans working Treadwheel Cranes in Urban District [+18 Labor]
10 Scholars researching Hoardings
8 Scholars devising Bloodsports
500 Warriors: Going northwest with 20 Wealth to disperse barbarians
100 Trained: Training [2: 2/5]
400 Hardened: Training [4: 0/5]
100 Trained: Training [2: 2/5]
100 Warriors: Training [0: 4/5]
100 Warriors: Training [0: 1/5]
10 Food from Domestic Sources, 2 Wealth from Palace Economy, 55 Wealth from Trade
Income: 90 Labor, 205 Wealth, 68 Industry, 217 Food, 16 Stone, 11 Timber, 1 Starmetal Ore, 1 Jade, 1 Iron, 1 Amethysts
Making Forged Iron Armor, Forged Iron Weapons x2 [20/20 Wealth, 16/16 Industry]
Making Mithril Weapons [13/13 Wealth, 4/4 Industry]
Working on Quadrireme [6/6 Years]
Working on Quadrireme [2/6 Years]
Bonewarping 100 Soldiers [-80 Food, 8/8 Enchantment]
Training Soldiers [3/3 Wealth, 1/1 Industry]
Mounting Soldiers [4/4 Wealth, 1/1 Industry]
Constructing Colonia (Starmetal) to Southwest [6/7 Labor, 20/20 Wealth, 0/5 Industry] -> 7/7 Labor, 5/5 Industry [Done]
Improving the Grand Souk [50/50 Labor, 50/50 Wealth, 25/25 Industry] [Done]
Constructing Urban Riverlands [4/4 Labor, 3/3 Wealth] [Done]
Constructing Imperial Walls [15/15 Labor, 15/15 Wealth, 8/10 Industry, 0/30 Stone]
Constructing Aqueduct x2 [10/10 Labor, 6/6 Wealth, 0/6 Industry, 0/10 Stone]
Constructing Arena [10/10 Labor, 20/20 Wealth, 0/6 Industry]
+3 Stability from Shrine, +96/126 Stability from Housing, +10 Stability from Power Points, -34 Stability from Forced Labor and Peasants, 0 Stability from Mediocre Culture - +78
End: 970 Wealth, 190 Timber, 43 Stone, 48 Meteoric Iron Ore, 44 Starmetal Ore, 23 Hides, 2 Clay, 12 Wool, 25 Geodes, 16 Jade, 7 Amethysts, 1 Iron, 5 Wyrdstone, 572 Stability


Start: 92 Wealth, 22 Timber, 63 Stone, 16 Hides, 14 Wool, 63 Coal, 37 Firechar, 11 Diamonds, 15 Obsidian, 5 Malachite, 6 Granite, 25 Hematite, 8 Iron, 2 Power Stone, 366 Stability
Citizens: 27 Labor, 21 Wealth
3 Freemen harvesting Forests [+6 Timber]
2 Freemen doing Forced Labor [+2 Labor]
4 Freemen harvesting Hills [+8 Stone]
1 Freemen being educated into Artisans
1 Freemen being educated [Patronage] into Scholars [+2 Labor, -4 Wealth]
Freemen being trained as Soldiers
Explorers heading northeast to spy out the land
Artisans cutting Timber in Forest [+2 Timber]
Artisans operating Docks District [+3 Food, +10 Wealth] (+2 Wealth)
Artisans operating Docks District 3 [+7 Food, +2 Amber]
Artisans operating Rural District [+3 Food, +6 Stone, +3 Coal, +6 Hematite, +6 Firechar]
Artisans operating Rural District [+6 Food, +4 Hides, +4 Wool, -4 Hides, +4 Wealth] (+2 Wealth)
Artisans operating Rural Forest [+12 Food, +10 Timber] (+Labor)
Artisans operating Rural Hills 2 [+3 Food, +2 Stone]
Artisans operating Rural Hills 3 [+2 Food, +9 Coal] (+Labor)
Artisans operating Rural District [+5 Food, +1 Timber] (+Labor)
Artisans operating Urban District [-2 Stone, -4 Wool, -1 Malachite, -Diamonds, -1 Timber, +16 Wealth, +5 Industry] (+Labor, +2 Wealth)
Artisans operating Urban District [+1 Food, -2 Wealth, +5 Industry]
Artisans operating Urban District [+21 Food, -3 Hematite, -Coal, +8 Wealth, +2 Iron]
Artisans operating Smithy [-2 Wealth, +4 Industry]
2 Artisans operating Workshop [-4 Wealth, +12 Industry], Treadwheel Cranes [+6 Labor]
Artisans operating Bloomery [-2 Hematite, +4 Wealth]
Artisans operating Treadwheel Cranes [+6 Labor]
Artisans operating Workshop [-4 Wealth, +11 Industry]
9 Scholars innovating Paddy Agriculture
6 Scholars innovating Harbor Chains
100 Trained: Training [2 4/5]
100 Warriors: Training [0 5/5]
100 Warriors: Training [0 3/5]
100 Militia: Patrolling
200 Warriors: Patrolling
3 Triremes: Patrolling coast
Colonia: +2 Granite
Domestic Crops: +9 Food, Palace Economy: +2 Wealth, +30 Wealth from Trade
Road Network brings in Diamonds, 2 Obsidian, Malachite, Granite | 2 Firechar sent to Tenebrae
Everpyre consumes 10 Coal - 10 Enchantment
Income: 57 Labor, 75 Wealth, 39 Industry, 72 Food, 16 Timber, 18 Stone, 14 Coal, 6 Firechar, 2 Obsidian, 3 Granite, 2 Iron, 1 Hematite, 2 Amber, 1 Power Stone
Working on Quadrireme [6/6 Years] [Done]
Laying down Quadrireme [10/10 Wealth, 7/7 Industry, 15/15 Timber, 0/6 Years]
Constructing Imperial Walls [6/15 Labor, 0/15 Wealth, 4/10 Industry, 30/30 Stone] -> 15/15 Labor, 15/15 Wealth, 10/10 Industry [Done]
Constructing Arena x2 [20/20 Labor, 40/40 Wealth, 12/12 Industry] [Done]
Training and Mounting Soldiers [7/7 Wealth, 2/2 Industry] [Done]
Improving the Everyprye [28/40 Labor, 0/50 Wealth, 12/50 Industry]
-1 Stability from Expansion, +3 Stability from Shrine, +4 Stability from Power Points, +83/90 Stability from Housing, -8 from Forced Labor, -6 Stability from Uncivilized Culture - +75
10 Culture
End: 95 Wealth, 38 Timber, 81 Stone, 16 Hides, 14 Wool, 77 Coal, 41 Firechar, 11 Diamonds, 17 Obsidian, 5 Malachite, 9 Granite, 26 Hematite, 10 Iron, 2 Amber, 3 Power Stone, 441 Stability


Start: 225 Wealth, 12 Hides, 31 Wool, 38 Timber, 1 Stone, 21 Charcoal, 43 Gold, 4 Shimmerstone, 4 Hematite, 1 Power Stone, 113 Stability
Citizens: 15 Labor, 14 Wealth
300 Freemen harvesting Stone in Hills [+6 Stone]
Freemen being educated as Scholars
Freemen being educated via Patronage as Artisans [-4 Wealth, +2 Labor]
3 Artisans harvest Timber in Plains [+3 Food, +3 Timber]
Artisans work Rural Forest District [+8 Food, +10 Timber] (+Labor)
Artisans work Rural Hills 1 [+2 Food, +7 Gold, +8 Stone] (+Labor)
Artisans work Rural District [+19 Food, +8 Hides, -8 Hides, +8 Wool, +8 Wealth] [+2 Wealth, +Labor]
Artisans work Docks District [+2 Food]
Artisans work Urban District [-Timber, -Gold, -3 Wool, +12 Wealth, -2 Wealth, +5 Industry] [+2 Wealth]
Artisans work Urban District 2 [+1 Food, -Timber, -3 Charcoal, -4 Gold, -4 Wool, +23 Wealth] (+Labor, +2 Wealth)
Artisans work Urban District 3 [+1 Food, -3 Hematite, -3 Timber, -Wool, +11 Wealth, +Power Stone] (+Labor, +2 Wealth)
Artisans operate Bloomery, Workshop [-2 Timber, -2 Wealth, -2 Gold, +6 Wealth, +6 Industry]
3 Artisans operate Treadwheel Cranes with Vigor [+18 Labor]
Artisans operate Workshop [-4 Wealth, +11 Industry]
Explorers transplanting Redwoods to Svalheim
8 Scholars developing Selective Breeding
Soldiers patrol
Militia training [1 1/5]
Road Network brings in 2 Shimmerstone, 3 Hematite - 2 Gold Jewelry sent to Unrolvelith
Domestic Crops: +9 Food, +25 Wealth from Trade, +2 Wealth from Palace Economy
Income: 41 Labor, 98 Wealth, 22 Industry, 39 Food, 16 Stone, 5 Timber, 2 Shimmerstone, 1 Power Stone
Constructing Obelisk of Vigor [0/15 Labor, 10/10 Wealth, 11/12 Enchantment] -> 15/15 Labor, 12/12 Enchantment
Constructing Arch [7/7 Labor, 7/7 Wealth, 3/3 Industry, 3/3 Timber]
Constructing Simple Sewer [7/7 Labor, 2/2 Wealth, 2/2 Industry]
Constructing Workshop [5/5 Labor, 4/4 Wealth, 5/5 Industry]
Constructing Aqueduct x2 [7/10 Labor, 6/6 Wealth, 6/6 Industry, 10/10 Stone] [Done]
Enchanting Forestry with Rune of Wilds [3/3 Iron, 2/2 Timber, 4/4 Enchantment]
Stability: -2 Expansion, +3 Shrine, +5 Arch, +25/26 Housing, -10 Culture - +21
End: 298 Wealth, 12 Hides, 31 Wool, 38 Timber, 8 Stone, 21 Charcoal, 43 Gold, 6 Shimmerstone, 4 Hematite, 2 Power Stone, 134 Stability


Start: 281 Wealth, 26 Stone, 61 Timber, 13 Hides, 1 Wool, 9 Gold Ore, 4 Firechar, 2 Starmetal Ore, 2 Moonstone, 2 Silveroak Timber, 72 Stability
Citizens: 18 Labor, 14 Wealth
2 Artisans harvest Timber [+4 Timber]
3 Artisans harvest Stone in Hills [+6 Stone]
3 Freemen do Forced Labor [+3 Labor]
Freemen educated into Scholars
Freemen educated via Patronage into Artisans [-4 Wealth, +2 Labor]
Artisans operate Rural District 1 [+23 Food, +4 Hides, +4 Wool, -2 Hides, +2 Wealth] (+1 Labor, +2 Wealth)
Artisans operate Rural Hills 1 [+2 Food, +6 Gold Ore, +12 Stone]
Artisans operate Rural Forest [+11 Food, +9 Timber]
Artisans operate Docks District [+3 Food, +2 Wealth] (+Labor, +2 Wealth)
Artisans operate Urban District [+1 Food, -2 Stone, -4 Wool, -2 Gold Ore, +16 Wealth, -2 Wealth, +6 Industry] (+Labor, +2 Wealth)
Artisans operate Urban Flatlands 2 [+5 Food, +2 Labor, -4 Timber, -2 Gold, -2 Starmetal, +11 Wealth] [+2 Wealth, +Labor]
Artisans operate Urban Flatlands 3 [+1 Food, -4 Wealth, +11 Industry]
Artisans working Bloomery [-1 Gold, +2 Wealth]
Artisans working Treadwheel Crane [+3 Labor]
2 Artisans operate Workshop [-4 Wealth, +11 Industry]
100 Militia, 200 Warriors patrolling
100 Militia training [1: 1/5]
100 Warriors training [0: 5/5]
100 Warriors training [0: 2/5]
10 Food from Domestic Sources, 19 Wealth from Trade, 2 Wealth from Palace Economy
Road Network brings in 2 Starmetal, 2 Moonstone, 1 Silveroak Timber
5 Scholars research Intensive Agriculture
4 Scholars research Arcane Sustenance
Income: 35 Labor, 61 Wealth, 34 Industry, 60 Food, 9 Timber, 16 Stone, 2 Hides, 1 Gold Ore, 2 Moonstone, 1 Silveroak Timber
Constructing Imperial Wall [8/15 Labor, 15/15 Wealth, 10/10 Industry, 0/30 Stone] -> 15/15 Labor, 30/30 Stone [Done]
Constructing Watchtowers [0/5 Labor, 3/3 Wealth, 3/3 Industry] -> [5/5 Labor] [Done]
Making Composite Bows x5 [15/15 Wealth, 5/5 Industry] [Done]
Constructing Treadwheel Crane x2 [20/20 Labor, 30/30 Wealth, 10/10 Industry, 10/10 Timber] [Done]
Constructing Fishing Docks [3/3 Labor, 1/1 Wealth, 1/1 Industry] [Done]
Enchanting Svalheim with Rune of Wilds [12/12 Stone, 2/2 Timber, 4/4 Enchantment]
Bonewarping 200 Soldiers [26/160 Food, 16/16 Enchantment]
Stability: -2 Forced Labor and Peasants, +35/38 Stability from Housing, -4 Stability from Expansion, +3 Stability from Shrine, -10 Culture - +22
End: 296 Wealth, 0 Stone, 58 Timber, 15 Hides, 1 Wool, 10 Gold Ore, 4 Firechar, 2 Starmetal Ore, 4 Moonstone, 3 Silveroak Timber, 94 Stability


Start: 21 Wealth, 3 Wool, 2 Stone, 2 Timber, 4 Gold Jewelry, 0 Stability
Citizens: 10 Labor, 7 Wealth
12 Wealth arriving from Kharbarinth
Peasants conducting Forced Labor [+1 Labor]
Freemen being educated into Artisans
Freemen being educated via Patronage into Scholars [-4 Wealth, +2 Labor]
Explorers
Artisans operating Rural Flatlands [+4 Food, +2 Hides, +2 Wool, -2 Hides, +2 Wealth] (+Labor, +2 Wealth)
Artisans operating Rural Hills [+3 Food, +1 Stone]
Artisans operating Rural Forest [+3 Food, +1 Timber]
Artisans operating Urban District 1 [+1 Food, -2 Wool, +5 Wealth, -2 Wealth, +6 Industry] (+Labor, +2 Wealth)
Artisans running Workshop [-2 Wealth, +5 Industry]
2 Artisans running Treadwheel Crane [+6 Labor]
10 Food from Domestic Sources, 1 Wealth from Palace Economy, 2 Wealth from Trade
Income: 22 Labor, 29 Wealth, 11 Industry, 21 Food, 1 Stone, 1 Timber
Establishing Trade Route to Kar Agala [11/11 Wealth]
Constructing Forestry x4 [12/12 Labor, 8/8 Wealth] [Done]
Constructing Quarry x3 [6/6 Labor] [Done]
Constructing Workshop [0/5 Labor, 0/4 Wealth, 1/5 Industry] -> 5/5 Labor, 4/4 Wealth, 5/5 Industry [Done]
Mapping Power Points [2/2 Wealth, 2/2 Enchantment]
Mapping Secondary Power Points [6/6 Enchantment]
Constructing Treadwheel Crane [2/10 Labor, 0/15 Wealth, 5/5 Industry, 0/5 Timber]
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 5/5 Industry, 0/5 Timber]
Constructing Delving (Stone) x2 [0/16 Labor, 0/15 Wealth, 6/6 Industry]
Stability: None for 1 turns
End: 37 Wealth, 3 Wool, 3 Stone, 3 Timber, 6 Gold Jewelry, 0 Stability


Start: 18 Wealth, 3 Timber, 2 Stone
Citizens: 4 Labor, 6 Wealth
22 Wealth arriving from Kharbarinth, Stalheim
Peasants conduct Forced Labor [+1 Labor]
4 Artisans harvest Forest [+8 Timber]
Artisans harvest Hills [+2 Stone]
Artisans work Urban District [+1 Food, -2 Wealth, +6 Industry]
Soldiers patrol
10 Food from Domestic Sources, 1 Wealth from Palace Economy
Income: 5 Labor, 26 Wealth, 6 Industry, 11 Food, 8 Timber, 2 Stone
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 1/5 Industry, 5/5 Timber] -> [5/10 Labor, 15/15 Wealth, 5/5 Industry]
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 2/5 Industry, 5/5 Timber]
No Stability for 4 more turns
End: 29 Wealth, 6 Timber, 4 Stone
Last edited by G-Tech Corporation on Tue Jul 06, 2021 8:58 am, edited 3 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 64016
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jul 07, 2021 1:26 pm

Year 294 of the Reckoning

Turn 47


Zhai Cheng: East of the mountains north of Zhai Cheng, the explorers have come to the edge of a mighty sea, descending into a great forest. To both north and south the forest continues, but shallow seas beckon eastward. There are tall chestnut trees here, and gleaming green ore in the earth - as well as dangerous cave bears who can be found in the rolling foothills of the western mountains. The scholars in Yuzhou have succeeded in creating finer methods of weaving silk, making it an even more valuable trade good.

Raiders have struck the outer reaches of Zhai Cheng by night, burning two cotton plantations to the ground and making off with a quantity of five cartloads of wealth. They seem to have come out of the north. There have been protests in Yuzhou recently, the people demanding better housing. Three hundred Artisans are refusing to work, going on strike against their living conditions. +22 Stability.

Corvus: Theatrical arts are flourishing in Corvus, great edifices raised for the treading of the stage. In Corvus men have worked long hours to be given the chance to enter the apprenticeships of the city, presenting vast quantities of raw stone to the masons. +24 Stone, -110 Stability. At Cavon an impressive tower built after the fashion of the Shao has been erected, and some of the people have begun worshipping the ancestor-gods of the Huang, causing unrest in the city. +Pagoda, -72 Stability.

A secret stratagem is now realized - and Dol Angren has been seized by force! The folk of Dol Aelyd were wise, and saw such a large company of tough warriors for what it was, and did not let them into their city, but Dol Angren is now occupied by the Corvidians. However, it rollicks with revolt, and many of the people have fled into the mountains and harass the occupiers. 224 Soldiers were lost in the fierce battle to take the city.

Eleskar: The Almakar in Eleskar, drilling in ways of preventing such heinous losses as they suffered before, have advanced their understanding of Military Coordination - they work well at night and in stealth attacks, though some in their ranks call these tactics cowardly and unworthy of the Magisterium. -251 Stability. Raiders have skirmished with the Almakar near Eleskar in the riverlands, being repelled by the earnest efforts of the soldiers, though casualties were heavy. 62 Soldiers slain.

Geomantic Animation has been perfected by the Eleskar, whereby mages with great skill can bring carefully created golems to life with geomantic energy.

Avnelin: Careful tracking has revealed the raiders came out of the west, from beyond the lands of the Nirari. Impressive amounts of copper have been extracted from the earth by eager miners, enriching the city. +6 Copper Ore, -45 Stability.

Machaka: The study of Monumental Architecture has been completed by the Machaka. Tales of the riches of the Machaka have brought nomads from afar, Scholars who seek to join the city. If accepted, two hundred Scholars will join Machaka, but the city will lose 150 Stability.

Warclyfe: The lands of the Ithoi have been overrun, though not without cost. Over seven hundred men litter the shores and beaches of the homeland of the followers of the One God, and the waters are stained red with blood. Five triremes too were sunk in the assault, though two Ithoi biremes seized as spoils of war. Only two hundred and eight five soldiers remain, but now occupy the Ithoi city. Such a bloodbath has caused protests in Warclyfe, and riots in the streets of Aun'kal which threaten to intensify into a rebellion if not put down.

Ithoi: 1400 – 300 Artisans, 200 Scholars, 100 Explorers, 800 Peasants
8 Coast, 3 Hills, 3 Trees, 6 Flatlands
Urban Flatlands [Shrine, 12 Huts, Forge] Fitted Stone Wall
Docks [2 Shipyards, 2 Fishing Docks, 1 Wharf]
Rural Flatlands [2 Paddocks, 2 Pit Mines (Copper), 2 Forestries]
Native Copper, Sheep, Cherry Trees

The scouts sent east have returned with news of a formidable settlement of wild men along the coasts of the tropical seas, and red-faced barbarians who chased them off with spear and arrow.

Kharbarinth: East of northeast of northeast of Stalheim is a land of wide plains, fronted to east and south by tall mountain ranges. A meteor field litters this region, full of valuable iron ore familiar to the people of the City of Iron. There is also a land of grasses with edible stems, called seedgrass, though not of great nutrition. Sheep graze here as well. A rune of warding has been devised, and fortifications for the colonia. Hoardings have been created for strong walls, and new flooded fields for cultivating rice with ease, alongside harbor defenses.

The barbarians have been dispersed from the northeast, induced by force and gift to migrate elsewhere. Workers in Kharbarinth have brought in a large amount of stone. +42 Stone, -340 Stability. A golden age has dawned in Stalheim, and is spreading across the Deepkin Hegemony! -572 Stability.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Thu Jul 08, 2021 10:31 am



Image


Strange times. The Shao did not normally send emissaries to foreign lands but with the further perfection of silk making techniques, the demand for silk was becoming greater. The Shao Empire sought peaceful trade relations with the foreign nations of the world mutually beneficial to both parties. Thus to barbaric lands the diplomats of the Middle Kingdom were sent.






To the East where the destiny of the Middle Kingdom laid, the settlement of Huangzhou is founded in the lands of the setting sun....




In the distant future, the dawn of the next Era the Yu Dynasty claims the Mandate!


Zhai Cheng

Population: 5533 (+1200 Growth)


Urban District I [Granary , Spinning House,3 huts, Bloomery, Guojizian, Monument, Nursery, Shrine (+3 Stability) ,Forge, Charcoal Pit],+I Flat Food Bonus |II Palisade(+II Culture) | Aqueduct
Urban District II[Forbidden Palace(+2 Stability),Garrison, Smithy, Clinic, 6 Huts,3 Cottages(+3 Stability)] +I Food Bonus| Palisade(+II Culture)| Aqueduct
Urban District III [1 Dense Housing,2 Huts,7 Spinning Houses, Jade Tower (+5 Stability) ] |Simple Stone Wall (+II Culture) |+I Flat Food Bonus| Aqueduct
Urban District IV [5 Training Grounds,7 Dense Housing, Spinning House,5 Amphitheaters ]|Simple Stone Wall (+II Culture)|+I Flat Food Bonus|
Rural District I [5 Huts, Timber Camp,7 Gardens , Galena Scrape Mine]|Watchposts||Aqueduct +III Flat Food Bonus
Rural District II[ Galena Scrape Mine, 4 Paddocks (Unicorn)]|Watchposts,|+III Flat Food Bonus.
Rural District III [Farm,2 Paddocks (Unicorn)]|Watchposts| Aqueduct|+III Flat Food Bonus
Rural District IV [4 Quarries ]Watchposts|+III Food
Rural District V [4 Cotton Plantations] |Watchposts |+III Food
Rural District VI [1 Cotton Plantation]|Watchposts|+III Food
Rural District VII [4 Farms] | Watchposts| Aqueduct|+III Food
Rural District VIII [6 Forestries] |Watchposts|+III Food
Population Actions:
1100 Scholars are researching how to cultivate that grass that grows in water [Protorice Cultivation],+V Culture, +V Wealth
400 Bureaucrats [Urban District I]| Enacting wise and sound government policy +IV Wisdom, +IV Wealth, +IV Stability||Plan of Multitudes [VIII/XX]
100 Peasants [Rural District I]| Working hard--->[+I Labor, +XXII Food ,+I Timber, +II Galena Ore(3 from Domestic Crops,5 from granary ,7 from Aqueduct). ]
1700 Peasants [Rural District II] | Working long hours-->[ +XVII Labor ]
100 Peasants [Rural District VIII] |Working hard [+VI Timber, +VI Food, +I Silk]
100 Peasants [Rural District VI]|Working hard [+I Cotton, +I Labor]
100 Peasants [Rural District II]|Working long hours --->[+IV Food, +II Hides, +II Galena Ore ,+I Labor]
100 Peasants [Rural District III]| Working long hours --->[+IV Hides, +VIII Food ,+I Labor(2 from domestic animal source,2 from paddocks,2 from farm,2 from Aqueduct)]
100 Peasants [Rural District V] |Working hard [+VII Cotton, +I Labor]
100 Peasants [Rural District VII] |Working hard [+XII Food, (8 from Aqueduct) ,+I Labor]
100 Peasants [Forests (Trapped) ] Gathering Silk,+ I Labor
100 Peasants [Rural District IV] |Working hard [+I Stone, +I Labor]
55 Soldiers are guarding the peasants gathering silk
100 Artisans [Urban District] | Crafting wares and tools at the Forge ---> -I Charcoal, -I Galena Ore +II Wealth,-II Wealth, +I Industry
100 Artisans [Urban District]|Weaving fine silk clothing--->-I Silk,+I Silk Cloth,Silk Cloth is consumed +II Culture,+ I Wealth
100 Artisans [Urban District]| Crafting tools and ware at Bloomery-->-I Charcoal,-II Galena +V Wealth
100 Artisans [Urban District]| Weaving cotton clothing ---> +XII Wealth, +Silk Cloth, +II Culture
100 Artisans [Urban District]|Weaving cotton clothing-->-I Cotton, +III Wealth
100 Artisans [Urban District] |Crafting goods and wares--->-I Wealth, +II Industry
300 Freemen [Urban District] | studying the Laoist classics in their freetime, +IV Labor
100 Soldiers are escorting Bureaucrats and Artisans to Zhongdu
100 Bureaucrats moving to Zhongdu,100 Artisans moving to Zhongdu [-10 Stability]
100 Soldiers are being caparisoned for War.[III/III Wealth| I/I Industry]
300 Soldiers (Mount) patrolling in Zhai Cheng
200 Soldiers patrolling in Zhai Cheng
Galley Squadron Patrolling the waters of the Sea of Zhai Cheng
500 Soldiers bolster the ranks of the Army awaiting to complete their training
200 Explorers |Find the settlement of Huangzhou East of East of Yuzhou [-10 Wealth]
100 Soldiers (Mount) are guarding the settlers


Miscellaneous
100 Freemen educated has Scholars
Plan of Multitudes [V/X] +V Wealth.
Plan of Fields [I/V]
Plan of Mines [III/V]
+I Stability from Splendid Isolation.
-23 Stability from overcrowding.



Construction
Grand Wall Rises around the Forbidden Palace [Labor I/V| Wealth I/ VI| Industry 0/V|IV /XX Stone].Slowly.
Aqueduct [Labor V/V| Wealth III/III| Industry 0/III|V/ V Stone]
Dense Housing rises on the banks of the Yu River [Labor V/V| Wealth IV/IV| Industry 0/II|0/III Stone| 0/ II Timber]
Dense Housing rises on the banks of the Yu River [Labor V/V| Wealth IV/IV| Industry 0/II|0/III Stone| 0/II Timber]
Amphitheater[Labor 0/VI |Wealth 0/V| Industry 0/II]
Apothecary [Labor IV/IV| Wealth X/X| Industry III/III]
Docks District [Labor 0/VI |Wealth 0/V| 0/IV Industry ]
Urban District [IV/IV Labor| III/III Wealth]
Simple Stone Wall [Labor II/II, Wealth II/II, Industry I/I |V/V Stone]
Cotton Plantation [III/III Wealth| III/III Labor]
Spinning House[IV/IV Wealth/III/III Labor]
Cotton Plantation [III/III Wealth| III/III Labor]
Spinning House[IV/IV Wealth| III/III Labor]
Cotton Plantation[III/III Wealth| III/III Labor]



Economy
+II Wealth from Palace Economy.
-I Wealth from Splendid Isolation.


Stability
228
Culture
= Surplus 46 Culture




Yuzhou
Population: 3600

(+400 Growth)

Urban Hills [Dense Housing,Nursery,11 Huts, Bloomery, Kiln, Shrine, Spinning House]-Simple Stone Wall(+II Culture)| + I Flat Food Bonus
Urban Hills [Charcoal Pit,5 Huts, Garrison, Smithy]-High Stone Wall(+II Culture)|Path Network|+I Flat Food Bonus
Rural Hills [2 Quarries, 2 Paddocks] Watchposts |+ II Flat Food Bonus
Rural Riverlands [10 Farms, 1 Paddock, 1 Tanners] Watchposts|Aqueduct+ II Flat Food Bonus
Rural Hills [ 2 Deep Quarry,2 Hematite Scrape Mine] |Watchposts|+II Flat Food Bonus
Rural Forest [Forestry]|Watchposts|+II Flat Food Bonus


200 Scholars |Urban District I Also researching that cool grass that grows in water [Protorice Cultivation]
100 Artisans (Refusing to work)| Urban District I [-II Hematite,-I Silk, + II Culture,+VII Wealth]
100 Artisans (Refusing to work)|Urban District II [-II Wealth ,+IV Industry]
2000 Peasants | Rural Hills [ +II Stone, +II Food,+ II Hides, +IV Wool, +XX Labor]
100 Peasants |Rural Hills [+IV Hematite, + III Labor]|Plan of Mines [III/V Turns]
200 Bureaucrats | Urban District [+II Stability, +II Wealth, +II Wisdom |Plan of Fields [V/V Wisdom] ]
100 Peasants |Rural Riverlands [ +XXXII (3 from domestic crops,1 from domestic beast,8 from Aqueduct) Food, +II Wool, +I Hides,-II Hides, +II Wealth]
300 Freemen [Rural Hills] Studying the Laoist Classics in their free time. +III Labor.
400 Soldiers [Iron Armor, Iron Weapons] | Patrolling
100 Slaves working hard [+II Labor],+I Wood, +I Silk, +I Food.
Path Network Brings in one gold ore.
Aqueduct [Labor V/V| Wealth III/III| Industry I/III|V/V Stone]
Aqueduct [Labor II/V| Wealth 0/III| Industry 0/III|0/V Stone]
White Qilin Pagoda [0/VII Labor| 0/III Industry| 0/VII Wealth| I/III Timber]
Huts Upgraded to Houses [VI/VI Labor| III/III Industry| II/II Stone| I/I Timber]
Forge [Labor II/II| Wealth II/II| Industry 0/III]
Forge [Labor II/II| Wealth II/II| Industry 0/III]
Forge [Labor II/II| Wealth 0/II| Industry 0/III]
Forge [Labor II/II| Wealth 0/II| Industry 0/III]
Stability: 3 from Ancestral Shrine + 4 from Housing + 1 from Splendid Isolation + 2 from Bureaucrats + 22 from Event - 1 from Expansion - 6 from Overcrowding,-2 from Slaves = +22(Stability is actually much higher since I haven't been calculating it until now)
Culture: Surplus 14 Culture
A massive undertaking is on the way, one that will take generations to complete. The wall is ordered to be built by the Son of Heaven Yuan Qing to protect the Middle Kingdom from barbarians The Long Wall of 10,000 Li [15/??? Labor|???/??? Wealth|???/??? Industry|18/??? Stone]

Zhongdu

Population: 1000

+200 Citizens
Urban Hills [5 Huts ,Shrine (+3 Stability),Creche]| +I Food Bonus| Simple Stone Wall(+II Culture)
Rural Hills [ Farm] |+II Food Bonus |Watchpost
START - 5 Wealth
100 Artisans | +I Wealth
300 Peasants| Foraging for food [+II Food ]
100 Peasants| Farming the land [+II Food]
100 Peasants| Foraging for food |[+II Food ]
100 Soldiers [Iron Armor, Iron Weapons, Composite Bows] are patrolling
Hematite Scrape Mine [Labor 0/IV |Wealth I/I| Industry I/I]
Bloomery [0/III Labor| II/II Wealth| 0/III Industry]
Farm[IV/IV Labor |I/I Wealth]
Farm [I/IV Labor|I/I Wealth]
Culture: 0 Culture Neutral
END 2 Wealth

Qindao


Urban Mountains [ 2 Huts, Creche]|Simple Stone Wall|+I Flat Food Bonus
Rural Flatlands [ ] |Watchposts|+II Flat Food Bonus
Early Settlement Enthusiasm (4/5)
STARTING: 10 Wealth
100 Artisans| Crafting tools and wares| +I Wealth
300 Peasants| foraging for food in Flatlands[+III Forced Labor]
100 Soldiers patrolling
Shrine [Labor IV/IV| Wealth IV/IV]
Farm [II/IV Labor| I/I wealth]
-6 Culture Malus
ENDING 1 Wealth




Special Action I: Emissaries to Foreign Lands to ask barbarians how much they'd pay for silk.
Special Action II: The Imperial Court moves to Yuzhou, and Yuzhou becomes the capitol of the Shao Dynasty
Last edited by Novas Arcanum on Mon Apr 04, 2022 11:28 am, edited 20 times in total.

User avatar
Pragia
Powerbroker
 
Posts: 7635
Founded: May 08, 2012
Inoffensive Centrist Democracy

Postby Pragia » Thu Jul 08, 2021 6:03 pm

It was nightfall over the lands of the magi, the roads leading from the city flanked by great quarries where the stones were hewn by aspiring geomancers and peasants alike. Just beyond these earthworks, the treeline was there. This was beyond the protection of the Eleskar's now-meager looking walls. Truth be told it was dangerous that the Magisterium had not heeded the advisory of High Almakar Valaha, as now he was forced to lead his maniples in actions which left their warriors exposed. The watchtower on the edge of the forest had not reported back the reformed 6th maniple, made up mostly of newer recruits and led by some veterans of Skras Tor.

The manipular system had been updated since those early days, devised by the High Almakar and recorded by the Magisters who embraced it as the Haarun-Taal, or the movement of shadows. Influenced by what he saw conducted by the men of shadow of the Riverlands, the maniples now would move in smaller units of seven, the Almakar-Majoris attached to the first unit which was held in reserve. These units would operate in small teams, providing each other cover and coordination while keeping a loose formation. These refinements of doctrine, descended from the first time the Kelskar led an assault on barbarians not far from here, were proving to be successful in both raiding and defensive action.

The elite 4th maniple, alongside the 1st, 2nd, 5th and 8th were mustered in response initially. 250 men took to the road and moved to find the fate of their comrades, led by the High Almakar personally. They found their comrades slain brutally, seemingly surrounded in the woods. Their trackers would find that the enemy had moved to attack the timber camps not too far away. The force moved in response, sounding the alarm for the remaining Almakar to muster. The advanced force wasted no time in intercepting the enemy. These barbarians had weapons of quality above the Almakar's outdated equipment, but their bows remained an advantage they would leverage. The processes of the Haarun-Taal would become apparent as dozens of loosded arrows fell on the attacking raiders, copper arrowheads piercing flesh and hide. Once the barbarians were aware of the Almakar, they advanced quickly. The fighting would become close, but the bowmen were a ploy for the other maniples lying in wait. What followed was brutal fighting, which the Almakar, though now hardened by conflict, were not prepared for tactically. The movement of shadows hardened into a brawl, but eventually the raiders would break.

With a whole maniple lost, along with some others felled by those silver blades, the Almakar could at least proclaim a pyrrhic victory, as the city remained unblemished. The Grand Magister would take this in stride, for she had other developments which would come to shape the future of the City of Wisdom...

300 Freemen train to become Scholars
100 Scholars research Arcane Smithing (1) work the Urban Flatlands (+1 Food, +16 wealth, -19 stone, +2 Power Stone)
1900 Scholars research Arcane Smithing (20) and Generate Enchantment (+38 Enchantment, +19 Labor)
200 Scholars research Arcane Smithing (22) and Gather timber from the Rural Forests (+4 Food, +6 Timber, +2 Stone)
200 Artisans Work the Workshops in the Urban Riverlands (-4 Wealth, +12 Industry)
500 Scholars research Arcane Smithing (27) and gather Stone from Rural Forests (+20 Stone, +10 Food)
100 Scholars research Arcane Smithing (28) and work the docks (+2 Food, +12 Wealth)
100 Freemen work the docks (+2 Food, +10 Wealth)
100 Explorers are on Expedition northward along the coast with 1 Bireme and 100 Compound Bows (6/6 Years)
100 Explorers are on Expedition northward with 100 Compound Bows (6/6 Years)
100 Explorers are on Expedition northeast with 100 Compound Bows (6/6 Years)
452 Soldiers recover 150 of their number (6 regiments by 25, -Training 0/5, -6 Industry, -18 Wealth)

Populations Generate: 4 labor, 2 wealth, -47 food, 82 Stability From Housing, -40 Stability from Civics, -12 Stability from Overcrowding
Work Generates: 19 labor, 8 stability, 16 wealth, 6 Industry, 5 Stone, 38 Enchantment, 19 Food, 2 Power Stone, 6 Timber
Building: 2 Shrines of Power (-10 Labor, -16 wealth, -8 Enchantment, +8 Stability)
Arcane: 15 Rites of Arcane Sustenance (-30 Enchantment, +75 Food, +30 Stability)
Net: 47 food, 76 stability, 2 Wealth, 2 Power Stone, 6 Timber, 5 Stone
100 Artisans Work the Urban Hills (+1 Food, +5 Wealth, -3 Stone, +3 Stability)
500 Scholars Research Domestication of Cave Bears (23) and Generate Enchantment (+5 Labor, +10 Enchantment)
100 Scholars Research the Domestication of Cave Bears (24) and work the rural Woods (+4 Food, +3 Stone)


Populations Generate: 1 Wealth, -9 Food, 6 Stability from Housing, -8 Stability from Civics
Work Generates: 5 Labor, 10 Enchantment, 5 Food, 5 Wealth, 3 Stability
Building: Stonecutter (-3 Labor, -1 Wealth), Quarry (-2 Labor)
Arcane: 5 Rite of Arcane Sustenance (-10 Enchantment, +25 Food, +10 Stability)
Net: 16 food, 11 Stability, 4 Wealth
Eleskar
4300 Citizens 100 Freemen, 200 Artisans, 3100 Scholars, 300 Explorers, 600/600 Soldiers (+800 for growth, total 5100 for 1100, +100 from creche, +100 from technology.)
0 Riverlands, 3 Forest, 1 Flatlands, 4/4 used power points, Road Network
Urban Flatland 20/20 [Shrine, 7 Houses, Monument, 2 Eduba, Creche, Fitted Stone Wall, Forum, Pagoda, Aqueduct]
Urban Flatland 20/20 [15 Stonecutters, 4 Shrines of Power, 2 Forges, Aqueduct]
Urban Riverlands 18/20 [3 Smithy, Fitted Stone Wall, Aqueduct, Stela, 2 Workshops]
Urban Flatlands 20/20 [Clinic, 7 Houses, 2 Eduba, Aqueduct, Violet Chambers]
Urban Flatlands 0/20
Rural Riverlands 14/20 [2 Gardens, 3 clay pits]
Rural Forests 20/20 [4 Timber Camp, Watchposts]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests 20/20 [4 Quarry]
Rural Forests [2 Quarry, 2 Timber Camps]
Riverland Docks 20/20 [Shipwright, 5 Wharfs]
Riverland Docks 18/20 [6 Wharfs]
Riverland Docsk 15/20 [3 Drydocks, Wharf]
13 Wealth, 24 Clay, 38 Timber, 15 Stone, 2 Galena Ore, 1 Copper Ore, 5 Malachite, 2 Purple Flowers, 32 Rubies, 4 Power Gem
514/600 Warriors [Copper, Copper, Composite Bows]
300 Composite Bows
4 Catapaults
3 Biremes
Elk, Red Foxes, Fish [River Source flowing south], Rubies
282 Stability

Kelska-ar
800 Citizens, 100 Artisans, 600 Scholars, 100 Soldiers
11 Forests, 3 Hills, 4 Flatlands, 0/4 used power points
Urban Hills 17/20 [1 Houses, 3 Huts, 1 Eduba, Creche, 1 Workshop, 4 Stonecutters, Shrine, Garrison]
Rural Forests 16/20 [1 Farm, 3 Quarry]
Rural Forests 5/20 [1 Quarry]
10 Wealth
100 Warriors [Copper, Copper, Composite Bows]
Pines, Cave Bears, Galena
37 Stability

Eleskar
Government-Magocracy (Generating Enchantment will also generate Labor, Peasants generate -1 stability)->Upgraded to Tier 2 (Scholars generate an additional Enchantment, Scholars generate +1 stability, all non-scholars generate -1 stability
Innovative Magi (For every 8 used enchantment, gain 1 research toward relevant schools)
Apollonian Idealism (Scholars generate -2 stability, minor stability events become scholarly outcomes)

Advanced Smithing, Alloying, Carpentry, Childbirthing, Code of Law, Composite Bows, Construction, Furnaces, Governance, Irrigation, Labor Coordination, Living State, Masonry, Mathematics, Military Coordination, Military Professionalism, Paper, Philosophy, Pottery, Prospecting, Refined Construction, Refined Shipbuilding, Refined Smithing, Scientific Method, Siege Tactics, Shipmaking, Simple Machinery, Sledges, Smithing (Copper, Iron), Spoked Wheel, Standardized Texts, Wheel, Writing

School of Geomancy – Rite of Arcane Sustenance, Power Point Mapping, Geomantic Animation, Geomantic Entrapment, Geomantic Imprinting, Geokinesis, Power Finesse, Power Focusing, Power Gems
School of Sol-
School of Blood Magic-
1 Domestic Crop [Wheat]

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 64016
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jul 12, 2021 8:25 am

Deepkin


Colonia Silvat, Northern Kharbarinth Marches
Second of Chillwind, Year Twohundred Ninetysix of the Reckoning

It was too bloody cold.

At least, that was what Turvin was convinced of. Some of the other men on his patrol had shared similar opinions. Even bundled in thick woolen overcoats, the soldiers that marched along the walls of Silvat were some of the most frigid men in the entire community, as far as he was concerned. Some of the miners or maybe the overseer should have to come up for patrols here too, and maybe they wouldn't whine so much about how quickly Turvin and the other guards stamped around the high stone outcroppings before returning to their nice steamroom-heated wardroom.

You wouldn't think you were so far from the sea here, but the men who had come out to this wild country, lured by the offer of good pay and advancement opportunities, were convinced the Mother hadn't put much thought into this region. It was pretty, sure, to look out at the windswept snow and frozen trees frosted in pale white garlands, and the dappled light of the fires within the Colonia lit the swirling flakes with a homey glow. But if you didn't watch out and wear your scarf tight when the wind was up you'd swiftly find the tips of your mustache frozen solid. One of the jokers in Second Company had snapped the tip off of his squadleader's beard as a prank, and the man looked like he had shaved like a child.

The silver was good though. Carts of star-steel which went south came back with the ample wages of a grateful Emperor.

All you had to do was avoid being a frozen corpse when they returned.

Start: 1307 Wealth, 24 Hides, 112 Timber, 166 Stone, 22 Wool, 18 Charcoal, 33 Tin Ore, 17 Copper Ore, 28 Starmetal Ore, 2 Starmetal, 23 Skystone, 55 Cinnabar, 29 Jade, 5 Floatstone, 3 Power Stone, 294 Stability
Citizens: +41 Labor, +26 Wealth
23 Freemen: Forced Labor [+23 Labor]
Peasants taking Wealth to Unrolvelith [10 Wealth]
Peasants taking Wealth to Tenebrae [10 Wealth]
1 Freemen: Educated into Scholars
1 Freemen: Educated into Artisans
1 Freemen: (Patronage) Educated into Artisans [-4 Wealth, +2 Labor]
2 Artisans harvesting Forests [+4 Timber]
Artisans gathering Food in Riverlands [+5 Food]
2 Artisans: Gathering Stone in Flatlands [+2 Stone, +2 Food]
Artisans: Operating Rural Hills 3 [+3 Food, +8 Stone]
Artisans: Operating Rural Riverlands [+38 Food, +4 Hides, +3 Copper, +4 Wool]
Artisans: Operating Rural Forest 1 [+27 Food, +4 Hides, +10 Timber, +4 Wool, -4 Hides, +4 Wealth] (+2 Wealth)
Artisans: Operating Rural Hills 1 [+3 Food, +4 Stone, +6 Copper, +6 Skystone]
Artisans: Operating Rural Hills 2 [+3 Food, +4 Stone, +4 Cinnabar, +3 Skystone]
Artisans: Operating Rural Flatlands [+4 Food, +2 Hide, +2 Wool, -24 Hides, +24 Wealth] (+Labor, +2 Wealth)
Artisans: Operating Docks District [+2 Food, +11 Wealth] (+2 Wealth)
Artisans: Operating Urban District 1 [+3 Stability, +15 Food, -2 Stone, -1 Copper, -1 Charcoal, -2 Hides, +9 Wealth]
Artisans: Operating Urban District 2 [+21 Food, -1 Timber, -2 Wealth, -5 Wool, +6 Industry, +3 Charcoal, +18 Wealth]
Artisans: Operating Urban District 3 [+1 Food, -2 Copper, -2 Wool, +11 Wealth] [+2 Wealth, +Labor]
Artisans: Operating Urban District 4 [+1 Food, -1 Wealth, -2 Wool, +2 Industry, +4 Wool, +3 Wealth] [+Labor, +2 Wealth]
Artisans: Operating Urban District 5 [+1 Food, +2 Wealth] (+2 Wealth, +Labor)
Artisans: Operating Urban District 6 [+1 Food, -1 Wool, +1 Wealth, +6 Industry] (+Labor, +2 Wealth)
Artisans: Operating Urban District 7 [+1 Food, -3 Starmetal, -1 Wool, +15 Wealth] (+Labor, +2 Wealth)
Artisans: Operating Workshop in Urban District [-4 Wealth, +11 Industry]
Artisans: Operating Workshop in Urban District [-4 Wealth, +11 Industry]
Artisans: Operating Workshop in Urban District [-4 Wealth, +11 Industry]
3 Artisans: Operating Workshops in Urban District 7 [-6 Wealth, +16 Industry]
Artisans: Laboring at Smithy, Treadwheel Crane in Urban District [-1 Wealth, +2 Industry, +3 Labor]
Artisans: Operating Bloomery in Urban District [-2 Copper, +4 Wealth]
Artisans: Operating Bloomery in Urban District [-4 Copper, +8 Wealth]
Artisans: Operating Treadwheel Crane [+6 Labor]
Artisans: Operating Blast Furnace in Urban District 7 [-3 Starmetal Ore, -3 Timber, +6 Wealth, +2 Starmetal]
11 Scholars: Researching Geomantic Displacement
11 Scholars: Researching School of Artifice
2 Scholars learning Stirrups via Spire of the Sky [5/5]
Explorers transplanting Redwoods to Stalheim [-10 Wealth]
Explorers gathering Floatstone
200 Regulars: Training [4 - 2/5]
400 Soldiers: Patrolling
100 Trained: Training [2 - 4/5]
100 Trained: Training [2 - 1/5]
100 Trained: Training [2 - 3/5]
100 Warriors: Training [0 - 3/5]
Quadrireme, Bireme, 4 Triremes: Patrolling the rivermouth
Road Network brings in Tin, 4 Starmetal | 2 Fiery Singing Bows sent to Kar Agala
Spire of the Sky watching foreign lands
10 Food from Domestic Sources, 2 Wealth from Palace Economy, 66 Wealth from Trade
Income: 77 Labor, 175 Wealth, 65 Industry, 156 Food, 14 Timber, 21 Stone, 1 Tin, 9 Skystone, 4 Cinnabar, 1 Power Stone, 2 Starmetal Ore, 3 Starmetal
Working on Quadrireme [6/6 Years]
Laying down Quadrireme [10/10 Wealth, 7/7 Industry, 15/15 Timber, 2/6 Years]
Making 2x Fiery Singing Bows [6/6 Wealth, 4/4 Industry, 4/4 Skystone, 2/2 Cinnabar] [Done]
Bonewarping 100 Soldiers [80/80 Food, 8/8 Enchantment]
Making Mithril Armor x3 [21/21 Wealth, 9/9 Industry] [Done]
Improvements being made to the Citadel of the Sun [21/40 Labor, 30/30 Wealth, 5/20 Industry] -> 40/40 Labor, 20/20 Industry [Done]
Ward-Channeling 100 Soldiers [3/3 Iron, 6/6 Enchantment]
Constructing Rural District (Riverlands) [3/3 Labor, 1/1 Wealth]
Constructing Watchtowers [3/3 Labor, 3/3 Wealth, 3/3 Industry]
Constructing Paddy x5 [35/35 Labor, 10/10 Wealth]
Constructing Aqueduct [5/5 Labor, 3/3 Wealth, 3/3 Industry, 5/5 Stone]
Constructing Arena [10/10 Labor, 20/20 Wealth, 6/6 Industry]
Constructing Workshop [2/5 Labor, 4/4 Wealth, 4/4 Industry]
+136/141 Stability from Housing, +3 Stability from Shrine, +5 Stability from Arch, +2 Stability from Arenas, +9 Stability from Power Points, -26 Stability from Forced Labor and Peasants, -1 from Uncivilized Culture - 128
End: 1569 Wealth, 24 Hides, 111 Timber, 140 Stone, 22 Wool, 18 Charcoal, 34 Tin Ore, 17 Copper Ore, 30 Starmetal Ore, 5 Starmetal, 28 Skystone, 57 Cinnabar, 29 Jade, 6 Floatstone, 4 Power Stone, 764 Stability


Start: 970 Wealth, 190 Timber, 43 Stone, 48 Meteoric Iron Ore, 44 Starmetal Ore, 23 Hides, 2 Clay, 12 Wool, 25 Geodes, 16 Jade, 7 Amethysts, 1 Iron, 5 Wyrdstone, 0 Stability
Citizens: 37 Labor, 24 Wealth
3 Freemen gathering Food in Riverlands [+15 Food]
14 Freemen doing Forced Labor [+14 Labor]
3 Freemen gathering Food and Stone [+3 Food, +3 Stone]
3 Freemen cutting Timber in Forests [+6 Timber]
1 Freemen being educated into Artisans
1 Freemen (Patronage) being educated into Scholars [-4 Wealth, +2 Labor]
Path Network brings in 2 Starmetal, 1 Geodes, 1 Emeralds, 1 Amethysts | Transferring Forged Iron Weapons and Forged Iron Armor to Unrolvelith, 2 Wealth to Tenebrae
Artisans working Rural Riverland 1 [+26 Food, +2 Meteoric Iron, +1 Timber, +1 Clay]
Artisans working Rural Hills 1 [+3 Food, +10 Stone, +3 Meteoric Iron]
Artisans working Rural Hills 2 [+3 Food, +3 Stone, +3 Meteoric Iron]
Artisans working Rural Riverlands 2 [+17 Food, +8 Hides, +8 Wool, -4 Hides, +4 Wealth] (+2 Wealth)
Artisans working Rural Riverlands 3 [+48 Food, +2 Hides, +2 Wool, -6 Hides, +6 Wealth] (+2 Wealth)
Artisans working Rural Forest 1 [+13 Food, +10 Timber] (+Labor)
Artisans working Rural Flatlands 1 [+8 Food, +8 Hides, +8 Wool, -8 Hides, +8 Wealth] (+2 Wealth)
Artisans working Docks District [+3 Food, +10 Wealth] (+2 Wealth, +Labor)
Artisans working Docks District [+2 Food, +8 Wealth] (+2 Wealth)
Artisans working Urban District 1 [+1 Food, +3 Stability, -1 Clay, -1 Meteoric Iron, -1 Stone, -1 Wool, +11 Wealth, -1 Timber, +6 Industry] (+2 Wealth)
Artisans working Urban District 2 [+4 Food, -2 Wool, -1 Timber, -1 Meteoric Iron, +6 Wealth] [+2 Wealth]
Artisans working Urban District 3 [+34 Food, -4 Wool, -Geodes, +18 Wealth] [+2 Wealth, +Labor]
Artisans working Urban District 4 [+1 Food, -2 Wealth, -4 Wool, +14 Wealth, +5 Industry] (+Labor, +2 Wealth)
Artisans working Urban District 5 [+1 Food, -4 Wool, -2 Meteoric Iron, -1 Timber, +16 Wealth] (+2 Wealth)
Artisans working Urban District 6 [+1 Food, -3 Starmetal, -3 Timber, -2 Wealth, +5 Industry, +11 Wealth] (+2 Wealth)
Artisans working Urban District 7 [+1 Food, -1 Timber, -3 Meteoric Iron, -2 Wool, +15 Wealth] (+Labor, +2 Wealth)
Artisans working Urban Riverlands 1 [+1 Food] (+Labor, +2 Wealth)
Artisans working Workshop in Urban District (-4 Wealth, +11 Industry]
Artisans working Smithy, Market in Urban District (+ 3Wealth, +2 Industry)
Artisans working Workshop in Urban District (-4 Wealth, +11 Industry]
Artisans working Workshop in Urban District (-2 Wealth, +6 Industry)
2 Artisans working Workshops in Urban District 7 [-8 Wealth, +22 Industry]
3 Artisans working Treadwheel Cranes in Urban District [+18 Labor]
Artisans traveling to Khoramor with 20 Wealth [-5 Stability]
10 Scholars researching Wyrdstone
8 Scholars devising Bloodsports
2 Starmetal Ore from Colonia
300 Warrior: Patroling
200 Warriors: Marching to Khoramor
100 Trained: Training [2: 3/5]
400 Hardened: Training [4: 1/5]
100 Trained: Training [2: 3/5]
100 Warriors: Training [0: 5/5]
100 Warriors: Training [0: 2/5]
100 Warriors: Training [0: 1/5]
Quadrireme sailing downriver to Kharbarinth
10 Food from Domestic Sources, 2 Wealth from Palace Economy, 60 Wealth from Trade, 14 Wealth from Grand Souk
Income: 86 Labor, 224 Wealth, 68 Industry, 217 Food, 16 Stone, 11 Timber, 3 Starmetal Ore, 1 Jade, 1 Iron, 1 Amethysts
Making Forged Iron Armor, Forged Iron Weapons x2 [20/20 Wealth, 16/16 Industry]
Making Mithril Weapons [13/13 Wealth, 4/4 Industry]
Working on Quadrireme [4/6 Years]
Laying down Quadrireme [10/10 Wealth, 7/7 Industry, 15/15 Timber, 0/6 Years]
Bonewarping 100 Soldiers [-80 Food, 8/8 Enchantment]
Constructing Imperial Walls [15/15 Labor, 15/15 Wealth, 8/10 Industry, 0/30 Stone] -> 10/10 Industry, 30/30 Stone [Done]
Constructing Aqueduct x2 [10/10 Labor, 6/6 Wealth, 0/6 Industry, 0/10 Stone] -> 6/6 Industry, 10/10 Stone [Done]
Constructing Arena [10/10 Labor, 20/20 Wealth, 0/6 Industry] -> [6/6 Industry]
Constructing Blast Furnace [6/6 Labor, 5/5 Wealth, 6/6 Industry] [Done]
Constructing Workshop [5/5 Labor, 4/4 Wealth, 4/4 Industry] [Done]
Ensorcelling Obelisk of Vigor [15/15 Labor, 10/10 Wealth, 4/4 Industry, 8/8 Enchantment] [Done]
28 Labor converted to Industry
Constructing Simple Sewers [15/15 Labor, 2/2 Wealth] [Done]
Constructing Paddy x2 [14/14 Labor, 4/4 Wealth] [Done]
Constructing Paddy [2/7 Labor, 2/2 Wealth]
+3 Stability from Shrine, +96/126 Stability from Housing, +10 Stability from Power Points, -34 Stability from Forced Labor and Peasants, 0 Stability from Mediocre Culture - +78
End: 1348 Wealth, 186 Timber, 19 Stone, 48 Meteoric Iron Ore, 47 Starmetal Ore, 23 Hides, 2 Clay, 12 Wool, 25 Geodes, 17 Jade, 8 Amethysts, 2 Iron, 5 Wyrdstone, 650 Stability


Start: 95 Wealth, 38 Timber, 81 Stone, 16 Hides, 14 Wool, 77 Coal, 41 Firechar, 11 Diamonds, 17 Obsidian, 5 Malachite, 9 Granite, 26 Hematite, 10 Iron, 2 Amber, 3 Power Stone, 441 Stability
Citizens: 24 Labor, 22 Wealth
3 Freemen harvesting Forests [+6 Timber]
4 Freemen harvesting Hills [+8 Stone]
1 Freemen being educated into Artisans
1 Freemen being educated [Patronage] into Scholars [+2 Labor, -4 Wealth]
Explorers heading northeast to spy out the land
2 Artisans cutting Timber in Forest [+4 Timber]
Artisans operating Docks District [+3 Food, +10 Wealth] (+2 Wealth)
Artisans operating Docks District 3 [+7 Food, +2 Amber]
Artisans operating Rural District [+3 Food, +6 Stone, +3 Coal, +6 Hematite, +6 Firechar]
Artisans operating Rural District [+6 Food, +4 Hides, +4 Wool, -4 Hides, +4 Wealth] (+2 Wealth)
Artisans operating Rural Forest [+12 Food, +10 Timber] (+Labor)
Artisans operating Rural Hills 2 [+3 Food, +2 Stone]
Artisans operating Rural Hills 3 [+2 Food, +9 Coal] (+Labor)
Artisans operating Rural District [+5 Food, +1 Timber] (+Labor)
Artisans operating Urban District [-2 Stone, -4 Wool, -1 Malachite, -Diamonds, -1 Timber, +16 Wealth, +5 Industry] (+Labor, +2 Wealth)
Artisans operating Urban District 2 [+1 Food, -2 Wealth, +5 Industry]
Artisans operating Urban District 3 [+21 Food, -3 Hematite, -Coal, +10 Wealth, +2 Iron]
Artisans operating Smithy [-2 Wealth, +4 Industry]
2 Artisans operating Workshop [-4 Wealth, +12 Industry], Treadwheel Cranes [+6 Labor]
Artisans operating Bloomery [-2 Hematite, +4 Wealth]
Artisans operating Treadwheel Cranes [+6 Labor]
Artisans operating Workshop [-4 Wealth, +11 Industry]
10 Scholars innovating Geomantic Imprinting
6 Scholars innovating Geokinesis
100 Trained: Training [2 5/5]
100 Militia: Training [1 1/5]
100 Warriors: Training [0 4/5]
100 Warriors: Training [0 1/5]
100 Militia: Patrolling
200 Warriors: Patrolling
Quadrireme, 3 Triremes: Patrolling coast
Colonia: +2 Granite
Domestic Crops: +9 Food, Palace Economy: +2 Wealth, +30 Wealth from Trade
Road Network brings in Diamonds, 2 Obsidian, Malachite, Granite | 2 Firechar sent to Tenebrae, 3 Firechar sent to Khoramor
Everpyre consumes 10 Coal - 10 Enchantment
Income: 53 Labor, 78 Wealth, 39 Industry, 72 Food, 18 Timber, 18 Stone, 14 Coal, 6 Firechar, 2 Obsidian, 3 Granite, 2 Iron, 1 Hematite, 2 Amber, 1 Power Stone
Working on Quadrireme [2/6 Years]
Laying down Quadrireme [10/10 Wealth, 7/7 Industry, 15/15 Timber, 0/6 Years]
Improving the Everprye [28/40 Labor, 0/50 Wealth, 12/50 Industry] -> 40/40 Labor, 50/50 Wealth, 50/50 Industry [Done]
Constructing Urban District (Forest) [4/4 Labor, 3/3 Wealth]
Constructing Imperial Wall [15/15 Labor, 15/15 Wealth, 0/10 Industry, 30/30 Stone]
Constructing Workshop [5/5 Labor, 5/5 Wealth, 4/4 Industry] [Done]
Constructing Aqueduct [5/5 Labor, 3/3 Wealth, 0/3 Industry, 0/5 Stone]
Constructing Obelisk of Vigor [12/15 Labor, 10/10 Wealth, 0/4 Industry, 0/8 Industry]
-1 Stability from Expansion, +3 Stability from Shrine, +4 Stability from Power Points, +83/90 Stability from Housing, +2 Stability from Arenas, -4 Stability from Uncivilized Culture - +87
28 Culture
End: 153 Wealth, 41 Timber, 69 Stone, 16 Hides, 14 Wool, 91 Coal, 42 Firechar, 11 Diamonds, 19 Obsidian, 5 Malachite, 12 Granite, 27 Hematite, 12 Iron, 4 Amber, 4 Power Stone, 528 Stability


Start: 225 Wealth, 12 Hides, 31 Wool, 38 Timber, 1 Stone, 21 Charcoal, 43 Gold, 4 Shimmerstone, 4 Hematite, 1 Power Stone, 113 Stability
Citizens: 14 Labor, 15 Wealth
Freemen harvesting Stone in Hills [+2 Stone]
Freemen being educated as Scholars
Freemen being educated via Patronage as Artisans [-4 Wealth, +2 Labor]
3 Artisans harvest Timber in Plains [+3 Food, +3 Timber]
Artisans work Rural Forest District [+9 Food, +11 Timber]
Artisans work Rural Hills 1 [+2 Food, +7 Gold, +8 Stone] (+Labor)
Artisans work Rural District [+19 Food, +8 Hides, -8 Hides, +8 Wool, +8 Wealth] [+2 Wealth, +Labor]
Artisans work Docks District [+2 Food]
Artisans work Urban District [-Timber, -Gold, -3 Wool, +12 Wealth, -2 Wealth, +5 Industry] [+2 Wealth]
Artisans work Urban District 2 [+1 Food, -Timber, -3 Charcoal, -4 Gold, -4 Wool, +23 Wealth] (+Labor, +2 Wealth)
Artisans work Urban District 3 [+1 Food, -3 Hematite, -3 Timber, -Wool, +11 Wealth, +Power Stone] (+Labor, +2 Wealth)
Artisans operate Bloomery, Workshop [-2 Timber, -2 Wealth, -2 Gold, +6 Wealth, +6 Industry]
3 Artisans operate Treadwheel Cranes with Vigor [+18 Labor]
Artisans operate Workshop [-4 Wealth, +11 Industry]
Artisans operate Workshop in Urban District 3 [-4 Wealth, +11 Industry]
Explorers transplanting Redwoods to Svalheim
9 Scholars developing Selective Breeding
Soldiers patrol
Militia training [1 2/5]
Road Network brings in 2 Shimmerstone, 3 Hematite - 2 Gold Jewelry sent to Unrolvelith, 3 Gold Jewelry sent to Tenebrae
Domestic Crops: +9 Food, +25 Wealth from Trade, +2 Wealth from Palace Economy
Income: 40 Labor, 94 Wealth, 33 Industry, 40 Food, 12 Stone, 6 Timber, 2 Shimmerstone, 1 Power Stone, 1 Salt
Constructing Aqueduct x3 [15/15 Labor, 9/9 Wealth, 9/9 Industry, 15/15 Stone] [Done]
Enchanting Forestry with Rune of Wilds [3/3 Iron, 2/2 Timber, 4/4 Enchantment]
Constructing Urban Flatlands [4/4 Labor, 3/3 Wealth] [Done]
Constructing Rural Hills [3/3 Labor, 1/1 Wealth] [Done]
Constructing Delving (Stone) x2 [16/16 Labor, 10/10 Wealth, 6/6 Industry] [Done]
Constructing Forestry [3/3 Labor, 2/2 Wealth]
Mounting Soldiers x3 [12/12 Wealth, 3/3 Industry]
Warding 300 Soldiers [9/9 Iron, 12/12 Enchantment]
Stability: -2 Expansion, +3 Shrine, +5 Arch, +25/26 Housing, -10 Culture - +21
End: 436 Wealth, 12 Hides, 31 Wool, 42 Timber, 5 Stone, 21 Charcoal, 38 Gold, 8 Shimmerstone, 4 Hematite, 3 Power Stone, 1 Salt, 155 Stability


Start: 296 Wealth, 0 Stone, 58 Timber, 15 Hides, 1 Wool, 10 Gold Ore, 4 Firechar, 2 Starmetal Ore, 4 Moonstone, 3 Silveroak Timber, 94 Stability
Citizens: 17 Labor, 15 Wealth
2 Artisans harvest Timber [+4 Timber]
Artisans harvest Stone in Hills [+2 Stone]
Freemen do Forced Labor [+1 Labor]
Freemen educated into Scholars
Freemen educated via Patronage into Artisans [-4 Wealth, +2 Labor]
Artisans operate Rural District 1 [+23 Food, +4 Hides, +4 Wool, -2 Hides, +2 Wealth] (+1 Labor, +2 Wealth)
Artisans operate Rural Hills 1 [+2 Food, +6 Gold Ore, +12 Stone]
Artisans operate Rural Forest [+11 Food, +9 Timber]
Artisans operate Docks District [+6 Food, +2 Wealth] (+Labor, +2 Wealth)
Artisans operate Urban District [+1 Food, -2 Stone, -4 Wool, -2 Gold Ore, +16 Wealth, -2 Wealth, +6 Industry] (+Labor, +2 Wealth)
Artisans operate Urban Flatlands 2 [+5 Food, +2 Labor, -4 Timber, -2 Gold, -2 Starmetal, +11 Wealth] [+2 Wealth, +Labor]
Artisans operate Urban Flatlands 3 [+1 Food, -4 Wealth, +11 Industry]
Artisans working Bloomery [-1 Gold, +2 Wealth]
Artisans working Treadwheel Crane [+3 Labor]
2 Artisans vigorously operating Treadwheel Cranes in Urban Flatlands 3 [+6 Labor]
2 Artisans operate Workshop [-4 Wealth, +11 Industry]
Artisans traveling to Tenebris with 10 Wealth [-5 Stability]
100 Militia, 200 Warriors patrolling
100 Militia training [1: 2/5]
100 Militia training [1: 1/5]
100 Warriors training [0: 3/5]
10 Food from Domestic Sources, 19 Wealth from Trade, 2 Wealth from Palace Economy
Road Network brings in 2 Starmetal, 2 Moonstone, 1 Silveroak Timber | 5 Wealth sent to Khoramor
5 Scholars research Intensive Agriculture
5 Scholars research Arcane Sustenance
Income: 38 Labor, 62 Wealth, 34 Industry, 63 Food, 9 Timber, 12 Stone, 2 Hides, 1 Gold Ore, 2 Moonstone, 1 Silveroak Timber
Constructing Treadwheel Crane x2 [20/20 Labor, 30/30 Wealth, 10/10 Industry, 20/20 Timber] [Done]
Constructing Paddock [3/3 Labor] [Done]
Constructing Tanners [2/2 Labor, 1/1 Wealth] [Done]
Constructing Spinning House x2 [6/6 Labor, 8/8 Wealth] [Done]
Constructing Colonia SE Starmetal [7/7 Labor, 20/20 Wealth, 5/5 Industry] [Done]
Mounting 400 Soldiers [20/20 Wealth, 4/4 Industry]
Constructing Aqueduct [0/5 Labor, 3/3 Wealth, 3/3 Industry, 0/5 Stone]
Constructing Arch [0/7 Labor, 7/7 Wealth, 3/3 Industry, 3/3 Timber]
Bonewarping 200 Soldiers [64/160 Food, 16/16 Enchantment]
Stability: -2 Forced Labor, +35/38 Stability from Housing, -4 Stability from Expansion, +3 Stability from Shrine, -10 Culture - +22
End: 420 Wealth, 12 Stone, 46 Timber, 17 Hides, 1 Wool, 11 Gold Ore, 4 Firechar, 2 Starmetal Ore, 6 Moonstone, 4 Silveroak Timber, 116 Stability


Start: 37 Wealth, 3 Wool, 3 Stone, 3 Timber, 8 Gold Jewelry, 0 Stability
Citizens: 9 Labor, 8 Wealth
12 Wealth arriving from Kharbarinth
Peasants conducting Forced Labor [+1 Labor]
Explorers gathering Hematite to east of east
Artisans
Artisans operating Rural Flatlands [+4 Food, +2 Hides, +2 Wool, -2 Hides, +2 Wealth] (+Labor, +2 Wealth)
Artisans operating Rural Hills [+3 Food, +4 Stone]
Artisans operating Rural Forest [+7 Food, +5 Timber]
Artisans operating Urban District 1 [+1 Food, -2 Wool, +5 Wealth, -2 Wealth, +6 Industry] (+Labor, +2 Wealth)
Artisans running Workshop [-2 Wealth, +5 Industry]
Artisans operating half of Workshop [-2 Wealth, +6 Industry]
Scholars researching Floatstone Alloying
10 Food from Domestic Sources, 1 Wealth from Palace Economy, 4 Wealth from Trade
Income: 16 Labor, 29 Wealth, 17 Industry, 25 Food, 4 Stone, 5 Timber
Establishing Trade Route to Svalheim [11/11 Wealth]
Constructing Treadwheel Crane [10/10 Labor, 15/15 Wealth, 5/5 Industry, 5/5 Timber] [Done]
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 5/5 Industry, 0/5 Timber]
Constructing Delving (Stone) x2 [3/16 Labor, 7/14 Wealth, 6/6 Industry]
Constructing Spire [0/5 Labor, 5/5 Wealth, 3/3 Industry, 3/3 Stone, 0/1 Aetherium]
Constructing Garrison [5/5 Labor, 3/3 Wealth, 2/2 Industry] [Done]
Constructing Dense Housing x3 [0/15 Labor, 12/12 Wealth, 6/6 Industry, 0/9 Stone, 0/6 Timber]
Stability: -10 from Expansion, -22 from Unhoused Populace, -10 from Culture, +3 from Shrine: -39 [+40 from 8 Gold]
End: 23 Wealth, 3 Wool, 4 Stone, 3 Timber, 1 Stability


Start: 29 Wealth, 6 Timber, 4 Stone
Citizens: 4 Labor, 6 Wealth
22 Wealth arriving from Kharbarinth, Stalheim
Peasants conduct Forced Labor [+1 Labor]
4 Artisans harvest Forest [+8 Timber]
Artisans harvest Hills [+2 Stone]
Artisans work Urban District [+1 Food, -2 Wealth, +6 Industry]
Soldiers patrol
10 Food from Domestic Sources, 1 Wealth from Palace Economy
Income: 5 Labor, 26 Wealth, 6 Industry, 11 Food, 8 Timber, 2 Stone
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 1/5 Industry, 5/5 Timber] -> [10/10 Labor, 15/15 Wealth, 5/5 Industry] [Done]
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 2/5 Industry, 5/5 Timber] -> [5/5 Industry]
Constructing Treadwheel Crane [0/10 Labor, 0/15 Wealth, 3/5 Industry, 5/5 Timber]
No Stability for 3 more turns
End: 55 Wealth, 9 Timber, 6 Stone


Start: 20 Wealth
Citizens: 2 Labor, 1 Industry, -1 Wealth
Peasants conduct Forced Labor [+1 Labor]
Artisans harvest Timber in Forest [+2 Timber]
10 Food from Domestic Sources, 1 Wealth from Palace Economy
Income: 10 Food, 3 Labor, 0 Wealth, 1 Industry, 2 Timber
Constructing Workshop [3/5 Labor, 4/4 Wealth, 1/4 Industry]
No Stability for 5 more turns
End: 16 Wealth, 2 Timber
Last edited by G-Tech Corporation on Mon Aug 23, 2021 7:26 am, edited 2 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jul 12, 2021 11:23 am

Warcyfle,
Island of Lo


The defeat of the Ithoi and the destruction of their One God replaced for Tes'la. This sort of war was all that Su'pokk wanted to finally establshed the plans of both Gu and Grum. No longer do the Aun'kal need to shield them and no longer do the One God hound for slaves. All were united in the Mirror Sea as the power of Tes'la can grow and sweep without interference. However that was the words from the loyalists. The thing was still more tenuous than that.

The bloody campaigns to unite the Mirror Sea had made people have protest in Lo and the Aun'kal now are rioting. The a single tall ship with 180 soldiers were sent to the City of the Dawn to help with controlling the rising riots. Wealth was sent that way in order to appease the new leadership underneath his youngest son. Teslanite troops were sent to help contain those who want the Dawn to come back. Such a thing would not be allowed as the Storm Chieftain would not allow two generations worth of people to be sullied. He will make sure peace to come back before he can move forward.

Even with all the appeasement and centralization that the Chieftain is doing, the scholars in the Red Tower had been experimenting with trying to craft Teslanite to the body. They have been getting more scholars to it in exchange for those being part of the Path. It was a sign of loyalty and in order to help the scholarly body and increase the energy of the body to handle the power that they move to manufacture the God Metal.

Island of Lo:
Government: Oligarchy
4311 Population: 500 Artisans, 2800 Peasants, 700 Scholars,111 soldiers, 200 scouts
5 Forest, 9 Coastal, 5 Hills, 3 Urban, 1 Rural, 1 docks
Urban(20/25 slots used) [Electromantic Forge(4/8 charges),2 Granaries, 4 Houses, Monument, Creche, Fitted Stone Wall, Watchposts, Training Grounds, Shrine, Aqueduct ]
Urban(18/25 Slots used) [Smithy, Fitted Stone Wall, 7 homes, Barracks, Tanner, Electromagnetic Forge(5/8), Watchposts, Aqueduct, Training Yard, Barrack, Clinic ]
Urban(13/25) [6 Homes, Simple Stone Wall, Garrison, The Red Tower, Aqueduct]
Rural/Jungle(15/25 slots used)[2 Farm, 1 Timber Camp, Pit Mine(copper), 2 Padocks, Fitted Stone Wall ,Watchposts]
Dock(10/25 Slots used)[2 Shipwrights, 2 Wharfs. Fishing Docks, Fitted Stone Wall, a Drydock, Watchposts,]
11 Bireme
5 Triemere
6 skiffs
80 Wealth
1100 soldiers
10 Hides
1 Emeralds
5 timber
5 stone
3 packs of dogs
2 Teslanite
400 Teslanite Armor, 300 Teslanite Weapons, 500 composite bows, 200 bronze armor, 200 bronze weapons, 4 siege ladders, 300 coilbows
Stability:40
Child Birds, Crocodiles, Giant Mangroves, Native Copper


Composite Bows, Sailing, Soap, Carpentry, Tribal Council, Shipmaking, Child Bird domestication, Agriculture, Granaries, Milling, Writing, Construction, Medicine, Smithing, Childbirthing, Tanning, Mortar, Masonry, Fog-Men Language Understanding, Clinker Construction, Military Professionalism, Military Coordination, Alloys, Urbanization, Refined Construction
School of Electromancy, Electromantic Storage, Electromantic Attunement, Tesla Forging, Electromantic Entrapment, Advance Tesla Forging, Lighting Loop, Lighting Acceleration
1 Domestic Crop [Breadfruit], 1 Domestic Animal[Child Birds]

700 scholars start studying Teslanite Biomechanisms
Farms and padaock are being worked on
Another Granary is built,
3 stone sent to Aun'kal
30 wealth sent to the Aun'kal
50 wealth sent to appease the people of Lo


Aun'kal:1100 – 300 Artisans, 100 Scholars, 100 Explorers, 500 Peasants, 100 Soldiers(Bronze weapons and armor)
12 Coast, 4 Hills, 4 Forest, 4 Flatlands
Urban Flatlands [Shrine, 9 Huts, 1 House, Forge, Creche, Clinic, Aqueduct] Fitted Stone Wall
Docks [2 Shipyards, 3 Fishing Docks, 1 Wharf] Fitted Stone Wall
Rural Flatlands [4 Farms, 1 Timber Camp, 1 Pit Mine (Copper), 1 Pit Mine (Cassiterite)]
Native Copper, Wolves, Cassiterite, Saltrice
Domestic Foods(Breadfruit,Dodos)

Stability:50
2 Huts turned into Houses
100 scholars research Teslanite Biomechanisms
Rest work farms and warfs
25 wealth spent to appease the people

Ithoi: 1400 – 300 Artisans, 200 Scholars, 100 Explorers, 800 Peasants
8 Coast, 3 Hills, 3 Trees, 6 Flatlands
Urban Flatlands [Shrine, 12 Huts, Forge] Fitted Stone Wall
Docks [2 Shipyards, 2 Fishing Docks, 1 Wharf]
Rural Flatlands [2 Paddocks, 2 Pit Mines (Copper), 2 Forestries]
Native Copper, Sheep, Cherry Trees

A creche is built
200 scholars work on Teslanite Biomechanisms
Rest fish and tend to the paddocks.


Su'pokk's Mandate: 180 troops with go to Aun'kal to support the 100 soldiers garrison there to suppress the riots.
Scouting Mandate: 400 scouts sail westward to find islands, tribals or even other creatures beyond the Mirror Sea.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Mon Jul 12, 2021 12:00 pm

42nd Maxton Street, 3rd floor Cafeteria
19.07.2021
Image


It was tradition, in a way.

«C’moooon!» Dalna’s face was the Google definition of the word ‘Pleading’. For a moment, Goram didn’t even thick his co-worker looked her thirty-four years. Nuh-uh. In fact? If not for her aggressively thick eyebrows and the hint of gold eyeliner, she might’ve passed for a juvie.

“Pleeease? I haven’t had Hesukar in ages!

“Dalna,” Goram sighed, “-show some mercy here, okay? I’m sick to the Mother of tartar steak and tomatoe juice! Can’t we, like, just go for something else?”

Dalna moped. “Like what? I want chewy, dude. And I want something that actually tastes something.”

“A’ight-“ Goram nodded and glanced at his cellphone. Names and prices and e-links scrolled across the palm-sized screen. “How abooout-“

“Don’t you dare say Khortuun,” Dalna cut in. “I can’t stand bean-bread and stringy, stringy camel-steaks again. Gag me.”

“Okay! Chill!” Goram shot back, fending off Dalna’s dismay with what he hoped was a reasonable tone. A quick thumb-flick across his cellphone later, he added: “I was gonna say-“

“Riverfolk? Nuh-uh. I’m not having fried-to-death carp, thanks,” Dalna remarked. “Besides, I’m pretty sure Chelly from Accounting’s allergic to that seasoning they use.”

“Aw, shucks. …Wait, what seasoning?” Goram wondered. “Riverfolk food got special seasoning now?”

Dalna shrugged. “I don’t know. Whatever it is, it makes every meal they’ve got taste like fish and lemon-lime. Even the salads!”

“Pre-ty sure that’s just the lemon-lime dressing,” Goram shot back. But Dalna wasn’t impressed. And that, alas, was more or less a re-run of Goram and Dalna’s usual Friday pre-lunch-chat. Every Friday, one a month, Goram, Dalna and a couple other happy consultants from Noble Cities Funding and Financing would brave the after-work office rush and convene at a downtown restaurant to eat, drink and not do their own dishes afterwards. It helped that downtown had so many different cuisines to choose from – Hesukar steaks, Khortuun bean-broths and Riverfolk fisheries – even a new diner with a killer line in Hegemonic grub! But alas. If only Dalna hadn’t ruined it all by being a dumb, boring adult with tastes and opinions.

“. . .”

“Hey, Dal’?”

“What?” Dalna’s aggressively thick eyebrows shot up. Goram couldn’t quite tell if his dear colleague was being sarcastic or genuinely hopeful.
“You like dogs?”

Dalna frowned, her freckled forehead a spiderweb of wrinkles. “Sure? Why?”

“’Cuz apparently, there’s this place down on Barry Street that boasts brand, spanking new Corvidian grub,” Goram announced. “I mean, dog fillet, barley brews – you name it.”

“Hmf. A’ight-“ Dalna surrendered – and now it was Goram’s turn to arch his brows in suspected treachery. “…Seriously?”

“Uh-huh!” Dalna nodded – and flashed a smirk. “But first round’s on you.”

Some things, like food, just couldn't be argued with.

Population: 500 Warriors, 900 Scholars, 400 Artisans, 1700 Peasants, 200 Freewomen, 522 Servants, 200 Explorers | Total: 4622 | Networked Roads

Start: Wealth: 1, Food: +31, Stability: +62, Timber: 9, Copper Ore: 17, Stone: 6, Gray Ore: 1, Magnetite Iron: 7, Red Gems: 1.
Stored Weapons: 300 Iron Armor, 100 Copper Armor, 100 Copper Weapons.

80-->100 Warriors [Iron Armor, Iron Weapons, Composite Bows, Mounts: Saddles, Stirrups] increase their numbers. [Experience 1/5]
300 Warriors [Iron Armor, Iron Weapons, Composite Bows] drill and practice. [Experience: 1/5]
77-->100 Warriors [Iron Armor, Iron Weapons, Mounts: Saddles, Stirrups] increase their numbers also.
700 Scholars codifies the faith of the Mother-Moon into a single, organized whole. [Research: Organized Religion]
300 Scholars rouse themselves from dream-addled slumber and drawl candid suggestions for rituals and hymns to fit the Mother-Moon’s new gospel. [Research: Organized Religion]

100 Artisans do their part in the Urban District (Hills/20/20). [Shrine, Clinic, Kiln, 8 Huts, Training Grounds, Barracks, Scriptorium, Monument] (+2 Food from Land, District, -1 Clay, +3 Wealth) | Simple Stone Walls | Palisades | Aqueduct
100 Artisans shape and carve, cut and measure, up in the new Urban District (Hills/20/20). [Kiln, 3 Huts, Training Grounds, Military Square, 6 Houses, 3 Spinning Houses] (+2 Food from Land, District, +9 Wealth, -1 Clay, -3 Flax) | Simple Stone Walls | Garrison | Aqueduct
200 Artisans pursue their crafts in the new Urban District (Hills/20/20) [3 Spinning Houses, House, Kiln, Training Ground, Prophet’s Retreat, Smithy, 2 Stonecutters] (+2 Food from Land, District, +8 Wealth, -1 Clay, -2 Flax, -2 Wealth, +4 Industry, -1 Stone,) | Simple Stone Wall | Aqueduct
100 Peasants and 100 Servants work and toil in the new Urban District (Hills/6/20) [3 Spinning Houses] (+2 Food from Land, District. -3 Flax, +9 Wealth, +3 Labour.) | Aqueduct
300 Peasants works the Rural District (Flatlands/20/20). [6 Gardens, Paddock, Tanner, Clay Pit, Scrape Mine (Copper)] (+3 Labour, +13 Food from Land, District, Gardens, Paddock, +1 Hides, -2 Hides, +1 Clay, +1 Copper Ore | Watchposts
200 Peasants and 100 Servants works another Rural District (Flatlands/20/20) [Tanner, 3 Paddocks, Huts, Scrape Mine (Copper), Clay Pit] (+4 Labour, +9 Food from Land, District, Paddocks, +3 Hides, -2 Hides, +2 Wealth, +1 Copper Ore) | Watchposts
300 Peasants works a Rural District also. (Flatlands/20/20) [2 Paddocks, Tanner, Clay Pit, 2 Plantations, Huts] (+8 Food from Land, District, 2 Paddocks, +2 Hides, -2 Hides, +2 Wealth, +1 Clay, +3 Labour, +4 Flax) | Watchposts
200 Peasants and 100 Servants spend their days in a Rural District. (Flatlands/11/20) [Hunting Grounds, 2 Plantations] (+5 Food from Land, District, Hunting Grounds, +4 Flax, +4 Labour, +1 Timber) | Watchposts
300 Peasants and 100 Servants toil in a Rural District beyond the city. (Hills/9/20) [2 Paddocks, 1 Tanner] (+7 Food from District, Paddocks, Land, +5 Labour, +2 Hides, -2 Hides, +2 Wealth) | Watchposts
300 Peasants labour likewise on the Rural outskirts. (Hills/5/20) [Hunting Grounds] (+3 Food from District, Land, Hunting Grounds, +3 Labour) | Watchposts
122 Servants labour in the newest Rural District. (Flatlands/6/20) [2 Plantations] (+5 Food from Land, +4 Flax, +2 Labour) | Watchposts
100 Freewomen swear solemn oaths and become Explorers. (-Freewomen, +Explorers, +1 Labour)
100 Freewomen ponder their futures. (+1 Labour)
Projects:
200 Explorers found a new settlement in the wooded foothills of western Spine, where succulent gourds and brittle butterstone grows side by side. W-W-W-N. (-10 Wealth)
Three new Spinning House are raised (Labour 9/9, Wealth 12/12)
A Workshop is completed, up in the new Urban District. (Labour 5/5, Wealth 6/6, Industry 4/4)
And behold! A proper, honest-to-the-Mother Grand Wall. (Labour 9/9, Wealth 6/6, Industry 0/6)
A few old Huts are almost remade into Houses. Five of them. (Labour 3/15, Wealth 2/10, Industry 0/15)
Other: +3 Food from Selective Harvesting, Black Beans, Camels.

Resources Spent: -43 Food, -8 Hides, -3 Clay, -6 Flax, -8 Stone, -7 Timber, -1 Magnetite Iron.
Resources Earned: +71 Food, +17 Stability (+3 Shrine, +2 Theocracy, +14 Houses), +8 Hides, +3 Clay, +4 Copper Ore (Mines, Road Network), +2 Magnetite Iron (Explorers), +6 Flax, +2 Timber.
Industry Made: 4 (Smithy) = 4 Industry
Industry Spent: 4 (Workshop) = 4
Wealth Earned: 3 (Ropegrass, Palace Economy) + 8 (Tanners) + 6 (Kilns) + 27 (Spinners) + 1 (Stonecutter) = 45
Wealth Spent: 4 (Lavish Feasting) + 2 (Industry from Smithy) + 12 (Spinning Houses) + 15 (Workshop, Grand Wall, Houses) + 10 (Colonization) = 45
Labour produced: 28
Labour spent: 12 (Workshop + Grand Wall) + 3 (Huts to Houses) = 27

End: Wealth: 1, Food: +31, Stability: +79, Timber: 10, Copper Ore: 21, Stone: 5, Gray Ore: 1, Magnetite Iron: 7, Red Gems: 1.
Stored Weapons: 300 Iron Armor, 100 Copper Armor, 100 Copper Weapons.


6 Mountainous areas, 4 Hills, 6 Forests, and 4 Flatlands. | 400 Citizens | 100 Artisans, 200 Peasants, 100 Servants.

Start: Wealth: 0, Food: +1, Timber: 0, Stability: 0.

100 Artisans cut and carve, up in the Urban District (Hills/0/20) [Empty] +2 Food from Land, District, +1 Wealth.
100 Peasants and 100 Servants carve new lives for themselves, out in the wilderness. (Plains/0/20) [Empty] +3 from Land. +3 Labour.
Two proper Huts are completed, up in the Urban District (Labour 3/3, Wealth 1/1) (Labour 3/3, Wealth 1/1)
And the old Rural District replowed and weeded, that it might bear good harvests once more. (Labour 2/3, Wealth 0/1)

Wealth earned: 1
Wealth spent: 1
Labour produced: 4
Labour spent: 4
End: Wealth: 0, Food: +1, Stability: N/A 3/5, Timber: 0.


6 Mountainous areas, 4 Hills, 6 Forests, and 4 Flatlands. | 200 Citizens | 100 Artisans, 100 Peasants.

Start: Wealth: 0, Food: 0, Timber: 0, Stability: N/A 0/5.

100 Artisans and 100 Peasants founds a new settlement in that a far and foreign land. (+Urban District!, -10 Wealth)

End: Wealth: 0, Food: +0, Stability: N/A 0/5, Timber: 0.


Other:
A new settlement is founded in the wooded foothills west of the Spine of the World, W-W-W-N. ‘Kura Kumbe’, men call it. May her children remain always in the light of the Mother.




Population: 500 Warriors, 1000 Scholars, 400 Artisans, 1700 Peasants, 100 Freewomen, 522 Servants, 100 Explorers | Total: 4622 | Networked Roads

Start: Wealth: 1, Food: +31, Stability: +79, Timber: 11, Copper Ore: 25, Stone: 5, Gray Ore: 1, Magnetite Iron: 8, Red Gems: 1.
Stored Weapons: 300 Iron Armor, 100 Copper Armor, 100 Copper Weapons.

100 Warriors [Iron Armor, Iron Weapons, Composite Bows, Mounts: Saddles, Stirrups] better their skills. [Experience 2/5]
300 Warriors [Iron Armor, Iron Weapons, Composite Bows] drill and practice. [Experience: 2/5]
100 Warriors [Iron Armor, Iron Weapons, Mounts: Saddles, Stirrups] better their skills. [Experience 1/5]
700 Scholars codifies the faith of the Mother-Moon into a single, organized whole. [Research: Organized Religion]
300 Scholars rouse themselves from dream-addled slumber and drawl candid suggestions for rituals and hymns to fit the Mother-Moon’s new gospel. [Research: Organized Religion]

100 Artisans do their part in the Urban District (Hills/20/20). [Shrine, Clinic, Kiln, 8 Huts, Training Grounds, Barracks, Scriptorium, Monument] (+2 Food from Land, District, -1 Clay, +2 Wealth, -2 Wealth, +1 Industry) | Simple Stone Walls | Palisades | Aqueduct
100 Artisans shape and carve, cut and measure, up in the new Urban District (Hills/20/20). [Kiln, 3 Huts, Training Grounds, Military Square, 6 Houses, 3 Spinning Houses] (+2 Food from Land, District, +8 Wealth, -1 Clay, -3 Flax, -2 Wealth, +1 Industry) | Simple Stone Walls | Garrison | Aqueduct
200 Artisans pursue their crafts in the new Urban District (Hills/20/20) [3 Spinning Houses, House, Kiln, Training Ground, Prophet’s Retreat, Smithy, 2 Stonecutters] (+2 Food from Land, District, +8 Wealth, -1 Clay, -2 Flax, -2 Wealth, +4 Industry, -1 Stone,) | Simple Stone Wall | Aqueduct
100 Peasants and 90 Servants work and toil in the new Urban District (Hills/8/20) [3 Spinning Houses, Workshop] (+2 Food from Land, District. -3 Flax, +9 Wealth, -2 Wealth, +6 Industry, +3 Labour.) | Aqueduct
300 Peasants works the Rural District (Flatlands/20/20). [6 Gardens, Paddock, Tanner, Clay Pit, Scrape Mine (Copper)] (+3 Labour, +13 Food from Land, District, Gardens, Paddock, +1 Hides, -2 Hides, +1 Clay, +1 Copper Ore | Watchposts
200 Peasants and 90 Servants works another Rural District (Flatlands/20/20) [Tanner, 3 Paddocks, Huts, Scrape Mine (Copper), Clay Pit] (+4 Labour, +9 Food from Land, District, Paddocks, +3 Hides, -2 Hides, +2 Wealth, +1 Copper Ore) | Watchposts
300 Peasants works a Rural District also. (Flatlands/20/20) [2 Paddocks, Tanner, Clay Pit, 2 Plantations, Huts] (+8 Food from Land, District, 2 Paddocks, +2 Hides, -2 Hides, +2 Wealth, +1 Clay, +3 Labour, +4 Flax) | Watchposts
200 Peasants and 90 Servants spend their days in a Rural District. (Flatlands/11/20) [Hunting Grounds, 2 Plantations] (+5 Food from Land, District, Hunting Grounds, +4 Flax, +4 Labour, +1 Timber) | Watchposts
300 Peasants and 90 Servants toil in a Rural District beyond the city. (Hills/9/20) [2 Paddocks, 1 Tanner] (+7 Food from District, Paddocks, Land, +5 Labour, +2 Hides, -2 Hides, +2 Wealth) | Watchposts
100 Peasants labour likewise on the Rural outskirts. (Hills/5/20) [Hunting Grounds] (+3 Food from District, Land, Hunting Grounds, +1 Labour) | Watchposts
162-->200 Servants labour in the newest Rural District, slowly increasing their numbers. (Flatlands/6/20) [2 Plantations] (+5 Food from Land, +4 Flax, +2 Labour) | Watchposts
100 Peasants cart much wealth to Three-Brothers, then returns. (-5 Wealth, +1 Labour)
100 Peasants cart much wealth to Kura Kumbe this turn, then returns. (-5 Wealth, +1 Labour)
100 Freewomen swear solemn oaths and become Explorers. (-Freewomen, +Explorers, +1 Labour)
Projects:
100 Explorers gathers iron from the northern Spine. (+1 Magnetite Iron)
A proper, honest-to-the-Mother Grand Wall is finished. (Labour 9/9, Wealth 6/6, Industry 6/6)
Two sets of Huts are remade into stately new Houses. (Labour 6/6, Wealth 4/4, Industry 6/6)
Other old Huts most wait awhile yet. (Labour 9/9, Wealth 8/8, Industry 0/9)
Work is begun on a market, where all things might be bought for coin. (Labour 4/4, Wealth 5/5, Industry 0/3)
Other: +3 Food from Selective Harvesting, Black Beans, Camels.

Resources Spent: -43 Food, -8 Hides, -3 Clay, -6 Flax, -1 Stone.
Resources Earned: +71 Food, +17 Stability (+3 Shrine, +2 Theocracy, +14 Houses), +8 Hides, +3 Clay, +4 Copper Ore (Mines, Road Network), +1 Magnetite Iron (Explorers), +6 Flax, +1 Timber.
Industry Made: 4 (Smithy) + 6 (Workshop) +2 (Artisans)= 12 Industry
Industry Spent: 6 (Grand Wall) + 6 (Huts to Houses) = 12
Wealth Earned: 1 (Ropegrass, Palace Economy) + 8 (Tanners) + 6 (Kilns) + 27 (Spinners) + 1 (Stonecutter) = 43
Wealth Spent: 6 (Lavish Feasting) + 4 (Industry from Smithy, Workshop) + 8 (Houses) + 10 (Kura Kumbe, Three Brothers) = 28
Labour produced: 27
Labour spent: 12 (Huts to Houses) + 4 (Market) = 16

End: Wealth: 16, Food: +31, Stability: +96, Timber: 11, Copper Ore: 25, Stone: 5, Gray Ore: 1, Magnetite Iron: 7, Red Gems: 1.
Stored Weapons: 300 Iron Armor, 100 Copper Armor, 100 Copper Weapons.


6 Mountainous areas, 4 Hills, 6 Forests, and 4 Flatlands. | 400 Citizens | 100 Artisans, 200 Peasants, 100 Servants.

Start: Wealth: 0, Food: +1, Timber: 0, Stability: 0.

100 Artisans cut and carve, up in the Urban District (Hills/2/20) [2 Huts] +2 Food from Land, District, +1 Wealth.
200 Peasants and 100 Servants carve new lives for themselves, out in the wilderness. (Plains/0/20) [Empty] +3 from Land. +4 Labour.
The old Rural District is replowed, at long last. (Labour 3/3, Wealth 1/1)
And another one. Because why not? (Labour 3/3, Wealth 0/1)
Much wealth arrives from Sorrowfree. (+5 Wealth)

Wealth earned: 6
Wealth spent: 2
Labour produced: 4
Labour spent: 4
End: Wealth: 4, Food: +1, Stability: N/A 4/5, Timber: 0.


6 Mountainous areas, 4 Hills, 6 Forests, and 4 Flatlands. | 200 Citizens | 100 Artisans, 100 Peasants.

Start: Wealth: 0, Food: 0, Timber: 0, Stability: N/A 0/5.

100 Artisans spend their time in the new Urban District (Forest/0/20) [Empty] (+1 Labour, +1 Food)
100 Peasants make their homes amongst the darkest of the hillside thickets. (Forest/0/0) (+1 Food, +1 Labour)

Work is begun on humble Huts, that the people might sleep soundly. (Labour 2/3, Wealth 1/1)

Much wealth arrives from Sorrowfree (+5 Wealth)
Labour produced: 2
Labour spent: 2
Wealth produced: 0
Wealth spent: 1
End: Wealth: 4, Food: +0, Stability: N/A 1/5, Timber: 0.


Other:
No great endeavors of note take place in the lands of the Many Mothers these two years.
Last edited by Olthenia on Thu Jul 22, 2021 5:55 am, edited 3 times in total.

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The Empire of Tau
Minister
 
Posts: 3408
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Jul 13, 2021 9:04 pm

Republic of Machaka - Turn 48

Pottery, Granaries, Agriculture, God-Spider Communication, Writing, Smithing, Composite Bows, Construction, Mathematics, Masonry, Tribal Council, Prospecting, Scientific Method, Tel Defenses, School of Sol, Ship-Making, Furnaces, Carpentry, Refined Smithing, Monumental Architecture

5,100 Citizens - 2,600 Peasants, 700 Freemen, 400 Soldiers, 200 Artisans, 1,200 Scholars
5 Riverlands, 2 Flatlands, 11 Forest
17 God-Spiders [Hiding in God-Spider Holes]
1 Domestic Crop [Tubers]
199 Stability → 90 Stability [+3 From Shrine | +38 From Houses | -150 Stability From Nomad Scholars | Citizen-Scholar [190% Bonus to Breakthroughs]

100 Peasants working in Rural District No. 5, Forests [4 Quarries] → 4 Stone
100 Peasants working in Rural District No. 4, Forests [4 Quarries] → 4 Stone
100 Peasants working in Rural District No. 3, Forests [4 Quarries] → 4 Stone
Rural District No. 7, River lands, (16/20 Sites) [4 Clay Pits] → 2 Food, 4 Clay
Rural District No. 6, Riverlands [5 Farms, Aqueduct] → 14 Food (6+ Food from Aqueduct)
100 Peasants Working in Rural District No. 2, Riverlands (17/20 Sites) [4 Clay Pits, 1 Watchtowers] → 2 Food, 4 Clay
100 Peasants Working in Rural District No. 1, Riverlands (20/20 Sites, Full) [19 Farms, 1 Watchtowers, Aqueduct] → 3 Clay, 52 Food (+24 Food from the Granary and Aqueduct)
1 Riverlands Docks District No. 1 [6 Wharf] → 2 Food, 12 Wealth
Urban Forests No. 4 [Grand Wall, Aqueduct] → 2 Food
N/A Working in Urban Forests No. 3 (13/20 Sites) [10 Houses, Kiln, Grand Wall, Aqueduct] → Houses Everyone. Turns 0 Clay into 0 Wealth. 1 Food. +20 Stability from Housing
400 Scholars Working in Urban Flatland No. 2 (20/20 Sites, Full) [1 Houses, 2 Kilns, Granary, 2 Workshop, Aqueduct, Grand Wall, Pagoda, Scriptorum, Creche] → 1 Food. Turns 2 Clay into 4 Wealth. Turns 6 wealth into 15 industries. +2 Stability from House.
200 Artisans and 100 Scholars Working in Urban Flatland No. 1 (20/20 Sites, Full) [8 Houses, 3 Kilns, Shrine, Pillar of Varra Tradepost, Monument, Grand Wall, House of Wisdom, Aqueduct] → Houses Everyone, Turns 3 Clay into 6 Wealth, 1 Food and Wealth from Trade Post. +3 Stability from Shine. +1 Food for being Urban. +2 Civic. +16 Stability from Housing
33 Labor from 2,600 Peasants and 700 Freemen
2 Wealth from 200 Artisans
1 Domestic Crop [Tubers] → 1 Food

Budgeting Tab: 20 Labor, 19 Wealth, 15 Industry, 12 Stone, 46 Food (After everyone eats, 97 Food - 51 Pop). (19 Wealth, 12 Timber, 3 Copper Ore, and 50 stone stored)

Central Bureaucratic Funding [-2W] (1/2 Turns)
Houses [4/6 L] [0/3 W] [0/3 I] [2/2 Stone] [1/1 Timber] + 2L, 3I, 3W → Done
Feed 2 Food to 16 God-Spider [-32 Food]
Place food out there for any God-Spider that wishes to eat on the city’s extra food [-15 Food]
The Great House of Wisdom [0/12 L] [0/13 W] [0/9 I] [10 Stone] + 12L, 13W, 9I, 10 Stone → Done [Improving its research capacity]
3 Wealth and 2 Stone Stored
Few workers go aid in menial duties for scholars [-6 Labor]

Misc. Section
1,200 Scholars researching Sledges [200 Scholars boosted by the House of Wisdom]
100 Soldiers on Grand Wall in Urban District No. 3 [Copper Armor, Composite Bows]
100 Soldiers on Grand Wall in Urban District No. 1 [Copper Armor, Composite Bows]
100 Soldiers on Grand Wall in Urban District No. 2 [Copper Armor, Composite Bows]
50 Composite Bows in storage
Last edited by The Empire of Tau on Tue Jul 13, 2021 9:05 pm, edited 1 time in total.

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The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Wed Jul 14, 2021 10:09 am

The Land of Penithel





The years pass and seasons turn...





The Kingdom of Penithel
Realm Info
Government: Monarchy
Civics: Philosopher Kings.

The City of Avnelin
3100 Citizens, 1400 Peasants - 300 Warriors [Iron Weapons / Iron Armor / Bows] - 100 Warriors [Stone Weapons] - 100 Explorers - 700 Artisans - 500 Scholars / 1 Galley
Urban (Flatland) [4 Houses - 1 Shrine - 1 Monument - 1 Crèche - 1 Clinic - 1 Kiln - 1 Forge - 1 Smithy - 1 Military Square - 1 Barracks - Grand Wall - Trading Post [Riverlands][20/20]]
Urban (Flatland) [1 Scriptorium - 1 Garrison - 2 Kilns - 6 Houses - Royal Palace - Grand Wall [17/20]]
Urban (Flatland) [2 Houses - 1 Spinning House - Grand Wall [4/20]]
Docks (Riverland) [2 Fishing Dock [6/20]]
Rural (Flatland) [3 Farms - 8 Paddocks (Unicorns) - 3 Clay Pits - 4 Tanneries - Noble Estates - Watchposts [20/20]]
Rural (Riverland) [5 Farms - 5 Hunting Grounds - Noble Estates - Watchposts [12/20]]
Rural (Riverland) [5 Farms - 5 Hunting Grounds - Noble Estates - Watchposts [12/20]]
Rural (Riverland) [1 Plantation [2/20]]
Rural (Flatland) [5 Quarries [5/20]]
Path Network

Actions
500 Scholars - Researching Currency 20/?? +3.
100 Artisans - Operating Urban District.
100 Artisans - Operating Urban District.
200 Artisans - Working the Smithy.
100 Artisans - Working the Kilns.
100 Artisans - Working Copper goods into being at the Forge.
100 Artisans - Making Iron Weapons.
100 Explorers - Exploring north along the coast with the Galley.
100 Peasants - Operating Rural District.
100 Peasants - Operating Rural District.
100 Peasants - Operating Rural District.
100 Peasants - Operating Rural District.
100 Peasants - Shipping in Copper from the north.
300 Peasants - Shipping in Iron from Sardavin.
300 Peasants - Shipping 3 Stone to Sardavin.
300 Peasants - Shipping 3 Wealth to Sardavin.
100 Warriors - Patrolling the Kingdom.
50 Warriors - Escorting the Peasants.
250 Warriors - Marching out and attempting to hunt down the Raiders.
1 Galley - Being used by the Explorers.

Starting Situation: 31 Wealth - 11 Timber - 1 Stone - 4 Hide - 3 Iron - 1 Clay - 172 Public Order - 100 Iron Armors / 23 Bows / Copper Weapons / Copper Armors in Storage.
Incomes: 72 Food - 8 Hide - 5 Stone - 3 Clay - 26 Wealth - 14 Labor - 3 Iron - 7 Copper - 7 Industry - +3 Science - 35 Public Order.
Expenditure: 39 Food - 8 Hide - 3 Stone - 4 Timber - 14 Labor - 22 Wealth - 3 Clay - 7 Industry - 3 Iron - 1 Copper - 3 Science - 45 Public Order.
End: 40 Wealth - 7 Timber - 3 Stone - 4 Hide - 3 Iron - 6 Copper - 1 Clay - 162 Public Order - 100 Iron Weapons / 100 Iron Armors / 23 Bows / Copper Weapons / Copper Armors in Storage.

Construction:

Wharf (L 5/5 - W 1/1 - I 2/2) - Completed!
Quarry (L 2/2) - Completed!
Quarry (L 2/2) - Completed!
Quarry (L 2/2) - Completed!
Plantation (L 3/3 - W 3/3) - Completed!
Galley (W 2/2 - I 2/2 - T 2/2 - TRN 1/2) - In Progress
Galley (W 2/2 - I 2/2 - T 2/2 - TRN 1/2) - In Progress

Research Progress:
Currency 23/??




The City of Sardavin
1095 Citizens, 500 Peasants - 100 Warriors [Iron Weapons / Iron Armor / Bows] - 45 Warriors [Copper Weapons / Copper Armor / Bows] - 50 Warriors [Stone Weapons] - 300 Artisans
Urban (Flatland) [5 Huts - 1 Shrine - Garrison [8/20]]
Rural (Hills) [3 Iron Scrape Mines [3/20]]

Actions
100 Artisans - Operating Urban District.
200 Artisans - Working their trades.
190 Warriors - Patrolling the Kingdom.
100 Peasants - Operating Rural District.
100 Peasants - Gathering Stone in the Hills.
300 Peasants - Gathering Food in the Riverlands.

Starting Situation: 1 Wealth - 5 Iron - 4 Public Order.
Incomes: 15 Food - 5 Wealth - 5 Labor - 3 Iron - 5 Stone - 2 Industry - 3 Stability.
Expenditure: 11 Food - 3 Labor - 3 Iron - 4 Stone - 6 Wealth - 2 Industry.
End: 1 Stone - 5 Iron - 7 Public Order.

Construction:
Fitted Stone Wall (L 6/6 - W 4/4 - I 2/3 - S 10/10) - In Progress
Rural District (Riverlands) (L 3/3 - W 1/1) - Completed!
Rural District (Riverlands) (L 3/3 - W 1/1) - Completed!



Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Lazarian
Minister
 
Posts: 2087
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Tue Jul 20, 2021 1:04 pm

Corvus, Year 94 of the Reckoning

The Conquest of the Aeder People
Dol Angren, Ninth of Harvesttime

“To arms! To arms!” the fleeing Aeder soldiers shouted, but it was too late. Far too late. Hundreds of snarling Wolf Soldiers poured out from the entrances of their tents, bursting forth with sword and spear at hand.

It had been a great deception which had won them this day. The Crow had surely blessed them with his trickery and guile. Hundreds of weapons and armor had been brought into the city, hidden under the pretense of gifts and splendor. Barrels of barley ale, with gleaming daggers hidden at the bottom. Wagons of tools and trinkets, with false bottoms storing helms and chestplates underneath. Carts of thick, many-colored tents, with spears wrapped alongside their struts. The Aederfolk had let their guard down, their defenses and suspicion dulled by years of gifts. They had escorted the Corvidians into the heart of the city, and set aside a place for them to camp.

In truth, this was all for the best. The Aederfolk were like a younger brother that had steered astray, and who needed to be reprimanded and guided towards the light. They were content to sit in their meagre and meek cities, staring away at the stars and living simple lives. It would not be long until savage wild men mustered the numbers to overrun them, to trample their crops, burn their cities, and loot their homes.

But with proper guidance, such things would be avoided. The Aederfolk would prosper under Corvidian rule. They would understand culture. They would learn to govern state affairs in a civilized manner, rather than feuding tribal clans. They would worship more powerful gods, learn the ways of the outside world, farm with sharper scythes and fight with sterner swords. In time, they would become equal to the Corvidians, and influence their combined nation appropriately.

In the moment, however, they were not ready. Not even close. And thus, men bled and died - for the good of future generations.

Or so the prophets and politicians claimed, anyways.

Population: 800 Peasants, 300 Servants, 400 Freemen, 1500 Scholars, 1100 Soldiers (3900 Population) | 4,900 Housing
Start: 2 Cassiterite, 13 Copper, 8 Bronze, 15 Stone, 201 Stability, 124 Wealth
Citizens: +18 Labor
700 Peasants work long hours. [+7 Labor, -7 Stability]
100 Peasants purchase [+2 Meteoric Iron] from Penithel for [-4 Wealth].
100 Freemen are trained as scholars in the capital.
100 Freemen are trained as scholars through Standardized Texts.
100 Freemen join the ranks of the Spirit-Guides through patronage. [-4 Wealth, +2 Labor]
300 Servants work long hours. [+3 Labor]
200 Scholars take [+10 Timber] from Cavon.
100 Scholars deliver [-5 Wealth] to Corvin.
100 Scholars work in Rural District VII. [+2 Food, +8 Stone (4 Deep Quarries)]
100 Scholars: Operate Urban District I [-1 Charcoal, -1 Cassiterite, +2 Wealth, -2 Wealth, +5 Industry] (Palisade)
100 Scholars: Operate Urban District II [-2 Charcoal, -2 Cassiterite, +4 Wealth, -2 Timber, +6 Charcoal, -2 Wealth, +5 Industry] (Palisade)
100 Scholars: Operate Urban District III [-7 Charcoal, -2 Meteoric Iron Ore, +2 Iron, -3 Cassiterite, +6 Wealth, -1 Timber, +3 Charcoal, -4 Wealth, +10 Industry]
100 Scholars work Urban District IV [-2 Timber, +6 Charcoal, -7 Charcoal, -7 Cassiterite, +14 Wealth]
100 Scholars: Operate Rural District I [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 Base, 1 SH, 1 DC, 4 Paddock)] (Watchposts)
100 Scholars: Operate Rural District II [+17 Food (2 base, +1 DC, +1 Selective Harvesting, +9 Gardens, +4 Paddock), +8 Hides, -2 Hides +2 Wealth] (Watchposts)
100 Scholars Operate Rural District III. [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 base, 1 DC, 1 SH, 4 Paddock)]
100 Scholars: Operate Rural District IV [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 base, 4 paddock, 1 SH)] (Watchposts)
100 Scholars: Operate Rural District V [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 base, 1 DC, 1 SH, 4 Paddock)] (Watchposts)
100 Scholars: Operate Rural District VI. [+2 Food, +4 Stone (4 Quarries)]
100 Scholars Operate Rural District VII [+2 Food, -8 Hides, +8 Wealth]
50>75 Soldiers recover their numbers.
300 Soldiers head to devour Dol Angren. [Forged Iron Weapons, Forged Iron Armor]
600 Soldiers head to devour Dol Aeyld. [Bronze Weapons, Bronze Armor, Composite Bows]
100 Soldiers patrol the city. (Bronze Armor, Composite Bows)
Other: 3 Food from Domestic Sources (Goat, Camel, Wheat), 3 Cassiterite from Road Network
Income: 30 Labor, 172 Wealth (42 Paddocks, 18 Hegemony, 26 Forges x2), 7 Copper, 2 Iron, 84 Stability (81 Houses, 3 Shrine), 20 Industry, 12 Stone, 15 Timber
Constructing:
Ampitheatre x 4 [-24 Labor, -20 Wealth, -8 Industry]
Ampitheatre (6/6 Labor, 4/4 Wealth, 0/2 Industry) [-6 Labor, -4 Wealth]
Trade Post with Sorrowfree [-39 Wealth]
Ballista x 2 [-12 Industry, -10 Timber, -14 Wealth]
Scholar Assignment:
22 Scholars research Theatre.
Expenses: 20 Industry, 15 Timber, 7 Stability, 124 Wealth, 30 Labor, 13 Cassiterite, 2 Meteoric Iron, 5 Stone
End: 278 Stability, 3 Cassiterite, 13 Copper, 6 Bronze, 22 Stone, 172 Wealth
Culture: 20/39
EOT Weapons: 4 Godfists, 8 Venbows, 100 Chariots, 2 Battering Rams

Population: 1100 Peasants, 200 Freemen, 600 Scholars, 100 Artisans, 300 Soldiers (2200) | 2700 Housing
Start: 11 Timber, 21 Wealth, 25 Cassiterite, 114 Stability, 2 Stone
Citizens: 12 Labor, -1 Wealth, +1 Industry
700 Peasants work long hours. [+7 Labor, -7 Stability]
200 Peasants take [-5 Timber] and [-5 Cassiterite] to Corvus, to feed the flames.
100 Peasants take up arms. [-1 Industry, -3 Wealth]
100 Peasants take [-5 Cassiterite] to Corvus and bring back [+5 Stone].
100 Freemen train as scholars (Patronage). [-4 Wealth, +2 Labor]
100 Freemen train as scholars. (Standardized Texts)
100 Peasants work in the hills of Rural VII. (4 Deep Quarries) [+8 Stone, +2 Food]
100 Artisans work in the forges of Urban I. (2 Workshops) [-4 Wealth, +10 Industry]
100 Scholars work in the forests of Rural I. (4 Lumber Camps) [+4 Timber, +2 Food] - Watchposts, Aqueduct
100 Scholars work in the flatlands of Rural II. (4 Tanner, 4 Paddocks), [+8 Wealth, +8 Food (2 base, 1 DC, 1 SH, 4 Paddock)] - Watchposts, Aqueduct
100 Scholars work in the mines of Rural III. (6 Scrape Mines (Cassiterite)), [+6 Cassiterite, +2 Food] - Watchposts, Aqueduct
100 Scholars work in the flatlands of Rural IV. (3 Tanner, 3 Paddocks) [+6 Wealth, +7 Food (2 base, 1 DC, 1 SH, 3 Paddock)] Aqueduct
100 Scholars work in the forests of Rural V. (4 Lumber Camps) [+4 Timber, +2 Food] - Aqueduct
100 Scholars work in the forests of Rural VI. (4 Lumber Camps) [+4 Timber, +2 Food] - Aqueduct
75>100 Crow Soldiers refill their ranks.
100 Soldiers patrol. [Bronze Weapons, Bronze Armor, Composite Bows, 2/5 Experience]
100 Soldiers head to battle. [Bronze Weapons, Bronze Armor, Composite Bows]
Income: 69 Stability (3 Shrine, 66 Houses), 44 Wealth (2 Artisan, 4 Hegemony, 28 Tanners, 10 Corvus), 20 Labor, 12 Timber, 15 Stone, 11 Industry, 6 Cassiterite, 25 Food
1 Food from Domesticated Crop (Wheat), 1 Food from Domesticated Animal (Goats)
Constructing:
Grand Wall (Urban I) (9/9 Labor, 6/6 Wealth, 6/6 Industry, 13/20 Stone) [-7 Stone]
Bastion (Urban II) (5/5 Labor, 7/7 Wealth, 5/5 Industry, 10/10 Stone) [-2 Labor, -10 Stone, -4 Industry]
Ampitheatre x 3 [-18 Labor, -15 Wealth, -6 Industry]
Trade Post with Sorrowfree. [-22 Wealth]
Expenses: 20 Labor, 45 Wealth, 11 Industry, 12 Stone, 15 Timber, 10 Cassiterite, 7 Stability,
EOT Weapons: 2 Venbows.
End: 3 Timber, 20 Wealth, 21 Cassiterite, 176 Stability
Culture: 1500/2200

Population: 600 Peasants, 400 Artisans, 300 Soldiers, 300 Scholars (1600 Population) | 0 Housing
Start: 2 Wealth, 6 Stone, 1 Timber
Citizens: 6 Labor, +4 Wealth]
500 Peasants work long hours. [+5 Labor]
100 Peasants work the Flatlands. [+5 Food]
200 Scholars work the Flatlands. [+10 Food]
400 Artisans work long hours. [+4 Labor]
100 Wolf Soldiers guard the fledgling city. [Bronze Weapons, Bronze Armor, Composite Bows, 1 Veterancy]
100 Wolf Soldiers guard the fledgling city. [Forged Iron Armor, Forged Iron Weapons, Composite Bows, 1 Veterancy, Chariots]
100 Soldiers go to war! [Bronze Weapons, Bronze Armor, Composite Bows]
50>75 soldiers replenish their ranks.
3 Stone collected from Road Network.
Income: 34 Wealth (8 Trade Post, 6 Artisan, 20 from Corvus), 10 Industry, 15 Labor, 3 Stone, 18 Food
1 Food from Domestic Crop, 2 Food from Domestic Animals (Goat, Camel)
Constructing:
Fitted Stone Wall (2/6 Labor, 0/6 Wealth, 2/3 Industry)
Huts x 3 (9/9 Labor, 0/3 Wealth) [-9 Labor]
Ampitheatre (6/6 Labor, 0/5 Wealth, 0/2 Industry) [-6 Labor]
Watchposts (0/2 Labor, 0/1 Wealth, 1/1 Industry)
Trade Post established with Kura Kumbe. [-16 Wealth]
Expenses: 15 Labor, 18 Wealth, 18 Food
End: 19 Stone, 1 Timber, 15 Wealth
EOT Weapons: 2 Venbows.
Other: No stability factors in settlement until T48.

Population: 400 Artisans, 200 Scholars, 400 Peasants, 200 Soldiers (1200 population) | 0 Housing
Start: 2 Wealth
Citizens: 4 Labor, +4 Wealth
400 Peasants work long hours. [+4 Labor]
200 Scholars work the Flatlands. [+10 Food]
400 Artisans work long hours. [+4 Labor]
100 Fang Soldiers head to war. [Bronze Weapons, Bronze Armor, Composite Bows]
100 Soldiers patrol the city. [Bronze Weapons, Bronze Armor, Composite Bows, Chariots]
Income: 12 Labor, 13 Wealth (4x2, golden age), 13 Food
+1 Food from Domestic Crop, +2 Food from Domestic Animals (Goat, Camel)
Constructing:
6 Huts (12/18 Labor, 6/6 Wealth) [-12 Labor, -6 Wealth]
Expenses: 10 Labor, 6 Wealth
End: 4 Wealth
EOT Weapons: 2 Venbows.
Other: No stability factors in settlement until T49.

Notable actions: -35 Wealth from Corvus is spent on Dol Angren
Last edited by Lazarian on Wed Jul 21, 2021 1:10 pm, edited 6 times in total.

User avatar
Lazarian
Minister
 
Posts: 2087
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Wed Jul 21, 2021 11:09 am

Year 96 of Destiny's Awakening

The First Corate

As he slowly strode to the peak of the summit to be witnessed by all, Coraen the Elder adjusted the crown. It was a double crown, forged of a sturdy base of soulstone (or brons, as the Deepkin called it) with four spires of iron. The bronze cap, the Lower Crown, served to emphasize the base of the empire, the industrious forges of Corvus. The spires atop it represented the Four Aspects, as well as the sharp spears that ensured Corvidian dominance over the region. The iron ringlet set atop represented the Upper Crown, the Aederfolk which were now begrudgingly part of the empire.

In truth, he had no desire to sit on this throne, or to attain this lofty position. He was well aware that he was merely a puppet Hegemon, a figurehead to inspire and rally the uneducated peasants around whatever decisions the council made. The Nation’s Soul truly pulled the strings and decided things. And amongst all those quarrelling speakers, blacksmith guildmasters, tanner nobles, and clever bankers ruled the council. The military of Corvus was simply an extension of their will. A weapon to protect their prosperity.

It wasn’t a bad arrangement, though. And the perks of being a ruler, whether one with true authority or not - well, those were hard to turn down. If the people wanted a man to worship and admire, a man to rally around, a leader to believe in...he was happy to be that person.

As he rose over the crest of the podium, the trumpets blared, announcing his arrival.

“All hail the Corate Lord! May he reign with power forever!” the head of the Dreamweavers cried, a chorus echoing in the background. Banners flew in the air, entertainers juggled sharp daggers, and dancers swayed and shook feather-fans of crimson and black. Drums pounded loudly, a frenetic and violent cadence of sound.

Corvidians, in recent years, had truly mastered pageantry and spectacle. Rumors of the ritual story-telling in foreign lands had not concerned the council...until the Foreign Temple had arisen in Cavon. Inspired by tales of an Ape Lord, and leaning upon shared worship of ancestors, workers had constructed a structure much alike the temples of the Shao.

This had concerned the sons of Corvus to a great degree. As their people expanded into further reaches, their bonds as brothers grew thinner. Corvidians and Cavonians may have been alike, but the sprawling outlands had begun to grow new identities. The Cestonians were paranoid and security-focused as a result of the unnerving presence of the Watchers, their affinity for foreigners lost and their natural greed curtailed. Such paranoia fostered a culture of self-dependency, and the men of Ceston were wary of all outsiders. Even edicts from the Council itself were disregarded, should the Pacate of Ceston not find them to his favor.

And while the Cestonians drew too far inwards, the Corvinians embraced the outside world with too much enthusiasm. As a hub of trade for the region, Corvin overflowed with foreign goods and people. Traders from Forgefend, sisters of Sorrowfree, and even bold Shao were found in this busy settlement. It was hard to say that these men were still loyal to the principles of their founders and fathers, with such a broad spread of ideas and peoples.

There had been many words spent and arguments made to bring all the wayward sons into their collective values and identity. But they had come up with a sufficient enough solution. In recent years, a sect of Spirit-Guides had perfected mastery of storytelling. Beyond the stories of the Ape Lord, beyond the amphitheatres of the Deepkin. Perhaps it was the many, many influences on their home which had allowed for such a rich background of stories to tell - or perhaps a spark of ingenuity. Regardless, the performances of the Verdate (a religious caste of actors and musicians) were something to behold.

Magnificent stages built into the sides of the rolling hills had been assembled, seats carved into rock and decks built of sturdy oak timbers. Not just in Corvus, but in Cavon, Corvin, Ceston, and soon, the Aederfolk cities. Public holidays had been created, a feast-day on the fourth of every month. Sponsored by the elite of the city, the peasantry packed into theatres filled with poets, musicians, and actors.

This was not an act of simple kindness. The stories told at these festivals were carefully curated by the upper echelons of the Guides. Stories specifically meant to convey and impress Corvidian values upon the population. Stories meant to tie their society back together, after so much foreign influence.

The fable of the Crow and the Desert-Cities was an endorsement of greed and ambition, wrapped up in a folk-tale. The tale of the Demon’s Death was military propaganda, crediting the sons of the Wolf for the victory over the Black Kings. The tragic dirge of Salan, the Wayward Merchant, was a metaphor for the terrible fate that would surely befall cities that attempted to navigate this dangerous world alone.

Perhaps, Coraen mused, all of this would be enough to keep them together. Enough to lead them into the future that had been spoken of a hundred years prior, of their descendents filling the valleys and hills. Enough to shrug off foes and raids, trials and tribulations, struggles and difficulties.

The Gods would see, of course. And life would go on, regardless of what the future held. At the very least - they didn't have to face it alone.

Such was the way of things in the City of Wolves.

Population: 800 Peasants, 300 Servants, 1800 Scholars, 1100 Soldiers (3900 Population) | 4,900 Housing
Start: 172 Stability, 3 Cassiterite, 13 Copper, 6 Bronze, 22 Stone, 172 Wealth
Citizens: +14 Labor
700 Peasants work long hours. [+7 Labor, -7 Stability]
100 Peasants purchase [+2 Meteoric Iron] from Penithel for [-4 Wealth].
300 Scholars move [-9 Wealth] and [-6 Food] to Ceston.
300 Servants work long hours. [+3 Labor]
300 Scholars move [-15 Wealth] to Corvin.
100 Scholars work in Rural District VII. [+2 Food, +8 Stone (4 Deep Quarries)]
100 Scholars: Operate Urban District I [-1 Charcoal, -1 Cassiterite, +1 Tin, -2 Wealth, +5 Industry] (Palisade)
100 Scholars: Operate Urban District II [-2 Charcoal, -2 Cassiterite, +2 Tin, -2 Timber, +6 Charcoal, -2 Wealth, +5 Industry] (Palisade)
100 Scholars: Operate Urban District III [-7 Charcoal, -2 Meteoric Iron Ore, +2 Iron, -3 Cassiterite, +3 Tin, -1 Timber, +3 Charcoal, -4 Wealth, +10 Industry]
100 Scholars work Urban District IV [-2 Timber, +6 Charcoal, -7 Charcoal, -7 Cassiterite, +7 Tin]
100 Scholars: Operate Rural District I [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 Base, 1 SH, 1 DC, 4 Paddock)] (Watchposts)
100 Scholars: Operate Rural District II [+17 Food (2 base, +1 DC, +1 Selective Harvesting, +9 Gardens, +4 Paddock), +8 Hides, -2 Hides +2 Wealth] (Watchposts)
100 Scholars Operate Rural District III. [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 base, 1 DC, 1 SH, 4 Paddock)]
100 Scholars: Operate Rural District IV [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 base, 4 paddock, 1 SH)] (Watchposts)
100 Scholars: Operate Rural District V [+8 Wealth (-8 Hides), +8 Hides, +8 Food (2 base, 1 DC, 1 SH, 4 Paddock)] (Watchposts)
100 Scholars: Operate Rural District VI. [+2 Food, +4 Stone (4 Quarries)]
100 Scholars Operate Rural District VII [+2 Food, -8 Hides, +8 Wealth]
75>100 Soldiers recover their numbers.
300 Soldiers head to devour Dol Aeyld. [Forged Iron Weapons, Forged Iron Armor]
500 Soldiers head to devour Dol Aeyld. [Bronze Weapons, Bronze Armor, Composite Bows]
Other: 3 Food from Domestic Sources (Goat, Camel, Wheat), 3 Cassiterite from Road Network
Income: 24 Labor, 104 Wealth (42 Paddocks, 10 Hegemony x2), 2 Iron, 123 Stability (81 Houses, 3 Shrine, 39 Culture), 20 Industry, 12 Stone
Constructing:
Theatre x2 (24 Labor, 30 Wealth, 14 Industry) [-24 Labor, -30 Wealth, -14 Industry]
Amphitheatre (6/6 Labor, 4/4 Wealth, 2/2 Industry) [-2 Industry]
Bastion (Urban IV) (0/5 Labor, 7/7 Wealth, 4/5 Industry, 10/10 Stone) [-7 Wealth, -4 Industry, -10 Stone]
Grand Walls (Urban IV) (0/9 Labor, 6/6 Wealth, 0/6 Industry, 20/20 Stone) [-6 Wealth, -20 Stone]
Trade Post established with Three Brothers Town [-39 Wealth]
Scholar Assignment:
31 Scholars in total.
4 learn [Riding 4/4] from their friends, the Khortuun.
4 learn [Saddle 4/4] from their friends, the Khortuun.
4 learn [Stirrups 4/4] from their friends, the Khortuun.
10 Scholars research Nightmetal Comprehension. [150% Bonus, Golden Age/Apprenticeships]
9 Scholars research the Watchers of Ceston. What are these strange figures? Can they be reasoned with? [150% Bonus, Golden Age/Apprenticeships]
Expenses: 20 Industry, 24 Labor, 30 Stone, 15 Stability (Forced Labor, Uneducated Peasants), 75 Wealth
End: 4 Stone, 4 Iron, 19 Bronze, 280 Stability, 201 Wealth
Culture: 49/39 Culture (Surplus)
EOT Weapons: 4 Godfists, 8 Venbows, 100 Chariots, 2 Battering Rams

Population: 1100 Peasants, 800 Scholars, 100 Artisans, 400 Soldiers (2200) | 2700 Housing
Start: 3 Timber, 20 Wealth, 21 Cassiterite, 104 Stability
Citizens: 11 Labor, +1 Wealth
200 Peasants move [-10 Food] from Corvus to Corvin.
200 Peasants move [-10 Cassiterite] from Cavon to Corvus.
100 Peasants work long hours. [+1 Labor, -1 Stability]
500 Peasants are moved to Dol Angren. [-25 Stability]
100 Peasants move [-5 Timber] to Corvus.
100 Scholars work in the hills of Rural VII. (4 Deep Quarries) [+8 Stone, +2 Food]
100 Artisans work in the forges of Urban I. (2 Workshops) [-4 Wealth, +10 Industry]
100 Scholars relax in the meadows and take a nice season off. Turns out the accounting allows for that.
100 Scholars work in the forests of Rural I. (4 Lumber Camps) [+4 Timber, +2 Food] - Watchposts, Aqueduct
100 Scholars work in the flatlands of Rural II. (4 Tanner, 4 Paddocks), [+8 Wealth, +8 Food (2 base, 1 DC, 1 SH, 4 Paddock)] - Watchposts, Aqueduct
100 Scholars work in the mines of Rural III. (6 Scrape Mines (Cassiterite)), [+6 Cassiterite, +2 Food] - Watchposts, Aqueduct
100 Scholars work in the flatlands of Rural IV. (3 Tanner, 3 Paddocks) [+6 Wealth, +7 Food (2 base, 1 DC, 1 SH, 3 Paddock)] Aqueduct
100 Scholars work in the forests of Rural V. (4 Lumber Camps) [+4 Timber, +2 Food] - Aqueduct
100 Scholars work in the forests of Rural VI. (4 Lumber Camps) [+4 Timber, +2 Food] - Aqueduct
100 Soldiers patrol the city.
75>100 Soldiers replenish their ranks.
100 Soldiers head to battle. [Bronze Weapons, Bronze Armor, Composite Bows, 2/5 Experience]
200 Soldiers head to battle. [Bronze Weapons, Bronze Armor, Composite Bows]
Income: 91 Stability (3 Shrine, 66 Houses, 17 Culture, 5 Pagoda), 34 Wealth (2 Artisan, 4 Hegemony, 28 Tanners), 12 Labor, 12 Timber, 8 Stone, 11 Industry, 6 Cassiterite, 26 Food
1 Food from Domesticated Crop (Wheat), 2 Food from Domesticated Animal (Goats)
Constructing:
Grand Wall (Urban I) (9/9 Labor, 6/6 Wealth, 6/6 Industry, 20/20 Stone) [-7 Stone]
Theatre (12/12 Labor, 15/15 Wealth, 7/7 Industry) [-12 Labor, -15 Wealth, -7 Industry]
Trade Post with Three Brothers Town [-22 Wealth]
Expenses: 12 Labor, 37 Wealth, 7 Industry, 17 Stone, 5 Timber, 10 Cassiterite, 26 Stability
EOT Weapons: 2 Venbows.
End: 17 Wealth, 10 Timber, 17 Cassiterite, 1 Stone, 169 Stability
Culture: 2700/2200

Population: 600 Peasants, 400 Artisans, 300 Soldiers, 300 Scholars (1600 Population) | 1500 Housing
Start: 19 Stone, 1 Timber
Citizens: 6 Labor, +4 Wealth
500 Peasants work long hours. [+5 Labor, -5 Stability]
100 Scholars work the Flatlands. [+5 Food]
400 Artisans work long hours. [+4 Labor, -4 Stability]
100 Soldiers patrol the city.
100 Scholars work in the Urban District. [-4 Wealth, +10 Industry]
100 Wolf Soldiers go to war. [Bronze Weapons, Bronze Armor, Composite Bows, 1 Veterancy]
100 Wolf Soldiers go to war. [Forged Iron Armor, Forged Iron Weapons, Composite Bows, 1 Veterancy, Chariots]
100 Soldiers go to war! [Bronze Weapons, Bronze Armor, Composite Bows]
50>75 soldiers replenish their ranks.
3 Stone collected from Road Network.
Income: 33 Wealth (10 Trade Post, 8 Artisan, 15 from Corvus), 10 Industry, 15 Labor, 3 Stone, 18 Food (10 from Cavon), 16 Stability (Culture)
1 Food from Domestic Crop, 2 Food from Domestic Animals (Goat, Camel)
Constructing:
Fitted Stone Wall (6/6 Labor, 6/6 Wealth, 3/3 Industry) [-3 Labor, -6 Wealth, -1 Industry]
Huts x 3 (9/9 Labor, 3/3 Wealth) [-3 Wealth]
Ampitheatre (6/6 Labor, 5/5 Wealth, 2/2 Industry) [-5 Wealth, -2 Industry]
Theatre (12/12 Labor, 15/15 Wealth, 7/7 Industry) [-12 Labor, -15 Wealth, -7 Industry]
Watchposts (1/2 Labor, 0/1 Wealth, 1/1 Industry)
Expenses: 10 Industry, 15 Labor, 33 Wealth, 18 Food, 12 Stability (Expansion Penalty, Forced Labor),
End: 4 Stability
Culture: 17/15 Culture
EOT Weapons: 2 Venbows.

Population: 400 Artisans, 200 Scholars, 400 Peasants, 200 Soldiers (1200 population) | 800 Housing
Start: 2 Wealth
Citizens: 4 Labor, +4 Wealth
400 Peasants work long hours. [+4 Labor]
100 Scholars work the Flatlands. [+5 Food]
100 Scholars work the Urban District. [-4 Wealth, +10 Industry]
400 Artisans work long hours. [+4 Labor]
100 Fang Soldiers head to war. [Bronze Weapons, Bronze Armor, Composite Bows]
100 Soldiers patrol the city. [Bronze Weapons, Bronze Armor, Composite Bows, Chariots]
Income: 12 Labor, 18 Wealth (4x2, golden age, 9 from Corvus), 14 Food (5 gathered, 6 from Corvus)
+1 Food from Domestic Crop, +2 Food from Domestic Animals (Goat, Camel)
Constructing:
6 Huts (12/18 Labor, 6/6 Wealth) [No new construction.]
Theatre (12/12 Labor, 15/15 Wealth, 7/7 Industry) [-12 Labor, -15 Wealth, -7 Industry]
Expenses: 12 Labor, 19 Wealth, 7 Industry, 12 Food
End: Nothing.
EOT Weapons: 2 Venbows.
Culture: 12/12
Other: No stability factors in settlement until T49.
Last edited by Lazarian on Thu Jul 22, 2021 3:06 pm, edited 1 time in total.

User avatar
The GAmeTopians
Powerbroker
 
Posts: 9857
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Jul 28, 2021 12:16 am

Turn 46 (Rolls were already done, I just never posted actions because busy/dumb)

44 Wealth, 157 Stability, 8 Stone, 9 Timber, 63 Hides, 16 Clay, 8 Granite, 14 Shadow Ash, 12 Copper Ore
Citizens: +15 Labor, +5 Wealth

100 Freemen: Becoming Scholars
200 Freemen: Forced Labor [+2 Labor]
400 Peasants: Forced Labor [+4 Labor]
100 Explorers: Inactive
100 Explorers: Inactive
300 Artisans work Urban I. [-6 Wealth, +15 Industry (2 Workshops, 3 Workers)]
95/200 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Siege Ladders]: Barbarian Battle (+25 Replenishment this turn)
36/100 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Siege Ladders]: Patrolling
56 Soldiers [Mounts (Unicorns), Bows, Copper Armor, Copper Weapons]: Barbarian Battle
25 Soldiers [Mounts (Unicorns), Bows]: Barbarian Battle
25 Soldiers [Mounts (Unicorns), Bows]: Barbarian Battle

104/200 Soldiers [Forged Iron Weapons, Forged Iron Armor, Bows, 2 Battering Rams]: Patrolling
100 Peasants: Operate Rural District [+6 Food] (Rural (2) + Gardens (2) + Irrigation (2))
Scrape Mine: [+1 Copper Ore]
Scrape Mine: [+1 Copper Ore]
Scrape Mine: [+1 Copper Ore]
Clay Pit: [+1 Clay]
Clay Pit: [+1 Clay]
100 Peasants: Operate Rural District: [+38 Food] (Rural (2) + Farms (20) + Gardens (2) + Irrigation (2) + Aqueduct (12))
Scrape Mine: [+1 Copper Ore]
100 Artisans: Operate Urban District [+1 Food, +2 Stability] <Grand Wall>
Labor Coordination: [+1 Labor (District-Locked)]
Kiln [+2 Wealth]
Kiln <Inactive>
Smithy <Inactive>
Forge: [+2 Wealth]
Forge: [+2 Wealth]
Urban District (Unmanned, 9 Houses) [+54 Stability]
Peasants: Operate Rural District: [+5 Food, +3 Hides] (Rural (2) + Paddocks (3,3))
Peasants: Operate Rural District: [+2 Food, +4 Timber] (Rural (2, 0) + 4 Camps (0, 4)]
Artisans: Operate Urban District [+1 Food]
Labor Coordination: [+1 Labor (District-Locked)]
Workshops [+22 Industry]
2 Training Grounds
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Harbor District (Empty)
Drydock <Trireme> (2/4)
Drydock <Trireme> (2/4)
Drydock <Trireme> (2/4)
Drydock <Open>
Drydock <Open>
Peasants: Operate Rural District [+9 Food, +7 Timber (Oaks)] (Source: 7 Orchards)
5 Scholars Copying Simple Machinery from Corvus [5/5, Complete!]
3 Scholars Copying Drama from Corvus [3/5, Finishes in Riverwatch]
1 Scholar Copying Refined Construction from Corvus [1/5]
4 Scholars Generating Enchantment (Simultaneous to Research)

Temple of the Outsider: [+4 Shadow Ash]

+3 Food from Domestic Sources
+2 Stability from Government
+1 Wealth from Palace Economy
Road Network: +2 Granite

Golden Age Doubles Wealth Production!: +49 Wealth

Income: 23 Labor (2 District-Locked), 98 Wealth, 22 Industry, 70 Food, 4 Copper Ore, 2 Clay, 3 Hides, 11 Timber, 3 Stone, 2 Granite, 9 Enchantment, 4 Shadow Ash, 58 Stability

Citizen food consumption: -37 Food (2 Explorers away, no support drawn)

Shadow Breath Maintenance: -8 Shadow Ash

Kilns: -2 Clay
Forges: -2 Copper Ore
Government Costs: -1 Wealth
Workshop Costs: -8 Wealth
Temple of the Outsider: [-1 Granite, -2 Enchantment]

Riverwatch Retrieves Wealth: -15 Wealth

Constructing Trade Post, Avnelin (Seaboard): -35 Wealth

Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <2/4 Years (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <2/4 Years (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <2/4 Years (Constructed in Drydock!)>

Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <0/4 Years (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <0/4 Years (Constructed in Drydock!)>

Constructing: Houses (Housing District) [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 0/1 Timber]
Constructing: Houses (Housing District) [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 0/1 Timber]
Constructing: Houses (Housing District) [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 0/1 Timber]

<INACTIVE Constructing: Grand Wall (Docks 1) [9/9 Labor, 0/6 Wealth, 0/6 Industry, 0/20 Stone]>

-6 Stability from Forced Labor
-5 Stability from Overcrowding

Expenses: 18 Labor, 80 Wealth, 21 Industry, 2 Clay, 20 Timber, 6 Stone, 37 Food, 11 Stability

End: 52 Wealth, 204 Stability, 2 Stone, 0 Timber, 66 Hides, 16 Clay, 9 Granite, 10 Shadow Ash, 12 Copper Ore


, T46
1700 Citizens | 1000 Peasants, 200 Artisans, 200 Explorers, 200 Scholars, 102 Soldiers (1600 housing)
Start: 50 Wealth, 2 Bronze, -2 Stability
Citizens: +10 Labor, +2 Industry, -4 Wealth
200 Peasants work in the forests. [+4 Timber]
400 Peasants work long hours. [+4 Labor, -4 Stability]
300 Peasants take [+15 Wealth] from Riversmouth.
200 Explorers go found a settlement on South of South of South of Riverwatch. [-10 Wealth]
100 Peasants go with them, carrying [-5 Wealth]. [-5 Stability]
200 Artisans: Operate Urban District: [+3 Stability, +1 Food, -2 Wealth, +4 Industry]
100 Scholars: Operate Rural District: [+12 Food] (8 Gardens, 2 Base, 2 Irrigation)
100 Scholars: Operate Rural District: [+2 Food, +3 Stone]
60/100 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Bows, Siege Ladders]: Barbarian Battle (+25 Replenishment This Turn)
52/100 Soldiers [Mounts (Unicorns), Bows, Copper Armor, Copper Weapons, Siege Ladders]: Barbarian Battle
200 Scholars copy Drama (Complete!).
3 Food from Domestic Crops and Animal.
Constructing:
House (4/6 Labor, 3/3 Wealth, 0/3 Industry, 3/3 Stone, 2/2 Timber) [-4 Labor, -3 Wealth, -3 Stone, -2 Timber]
House (0/6 Labor, 3/3 Wealth, 0/3 Industry, 0/3 Stone, 2/2 Timber) [-3 Wealth, -2 Timber]
Workshop (5/5 Labor, 4/4 Wealth, 4/4 Industry) [-5 Labor, -4 Wealth, -4 Industry]
Stela (5/5 Labor, 2/2 Wealth, 2/2 Industry) [-5 Labor, -2 Wealth, -2 Industry]
Trade Post established with Avnelin. [-17 Wealth]
Income: 5 Stability, 18 Food, 3 Stone, 4 Timber, 6 Industry, 15 Labor, 15 Wealth
Expenses: 18 Food, 15 Labor, 6 Industry, 5 Stability, 43 Wealth
Conquest Penalty: -6 Stability (-5 Next Turn)
End: -12 Stability, 2 Bronze, 17 Wealth


Turn 47 (Last Turn)

52 Wealth, 204 Stability, 2 Stone, 0 Timber, 66 Hides, 16 Clay, 7 Granite, 10 Shadow Ash, 12 Copper Ore
Citizens: +15 Labor, +5 Wealth

Barbarian Battle: +100 Iron Armor, +100 Iron Weapons, +20 Wealth

Wealth From Trade: 1 Posts * 7 Urban/Docks = +7 Wealth

200 Freemen: Forced Labor [+2 Labor]
400 Peasants: Forced Labor [+4 Labor]
100 Explorers: Prospecting South of South of South of West (Fieldhome)
100 Explorers: Exploring Southwest of Southwest of Southwest of South
300 Artisans work Urban I. [-6 Wealth, +15 Industry (2 Workshops, 3 Workers)]
78/200 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Siege Ladders]: Patrolling (+25 Replenishment this turn)
36/100 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Siege Ladders]: Patrolling
56 Soldiers [Mounts (Unicorns), Bows, Copper Armor, Copper Weapons]: Patrolling
25 Soldiers [Mounts (Unicorns), Bows]: Patrolling
25 Soldiers [Mounts (Unicorns), Bows]: Patrolling

36/200 Soldiers [Forged Iron Weapons, Forged Iron Armor, Bows, 2 Battering Rams]: Patrolling
100 Peasants: Operate Rural District [+6 Food] (Rural (2) + Gardens (2) + Irrigation (2))
Scrape Mine: [+1 Copper Ore]
Scrape Mine: [+1 Copper Ore]
Scrape Mine: [+1 Copper Ore]
Clay Pit: [+1 Clay]
Clay Pit: [+1 Clay]
100 Peasants: Operate Rural District: [+38 Food] (Rural (2) + Farms (20) + Gardens (2) + Irrigation (2) + Aqueduct (12))
Scrape Mine: [+1 Copper Ore]
100 Artisans: Operate Urban District [+1 Food, +2 Stability] <Grand Wall>
Labor Coordination: [+1 Labor (District-Locked)]
Kiln [+2 Wealth]
Kiln <Inactive>
Smithy <Inactive>
Forge: [+2 Wealth]
Forge: [+2 Wealth]
Urban District (Unmanned, 9 Houses) [+54 Stability]
Peasants: Operate Rural District: [+5 Food, +3 Hides] (Rural (2) + Paddocks (3,3))
Peasants: Operate Rural District: [+2 Food, +4 Timber] (Rural (2, 0) + 4 Camps (0, 4)]
Artisans: Operate Urban District [+1 Food]
Labor Coordination: [+1 Labor (District-Locked)]
Workshops [+22 Industry]
2 Training Grounds
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Harbor District (Empty)
Drydock <Trireme> (4/4)
Drydock <Trireme> (4/4)
Drydock <Trireme> (4/4)
Drydock <Trireme> (2/4)
Drydock <Trireme> (2/4)
Peasants: Operate Rural District [+9 Food, +7 Timber (Oaks)] (Source: 7 Orchards)
5 Scholars Copying Siege Engines from Corvus [5/5, Complete!]
4 Scholars Copying Refined Construction from Corvus [1/5 -> 5/5, Complete!]
1 Scholar Copying Early Empire from Corvus [1/5]
10 Scholars Generating Enchantment (Simultaneous to Research)

Temple of the Outsider: [+4 Shadow Ash]

+3 Food from Domestic Sources
+2 Stability from Government
+1 Wealth from Palace Economy
Road Network: +2 Granite

Golden Age Doubles Wealth Production!: +56 Wealth

Income: 22 Labor (2 District-Locked), 132 Wealth, 22 Industry, 70 Food, 4 Copper Ore, 2 Clay, 3 Hides, 11 Timber, 3 Stone, 2 Granite, 9 Enchantment, 4 Shadow Ash, 58 Stability

Citizen food consumption: -37 Food (2 Explorers away, no support drawn)

Shadow Breath Maintenance: -8 Shadow Ash

Explorer Costs: -6 Wealth

Kilns: -2 Clay
Forges: -2 Copper Ore
Government Costs: -1 Wealth
Workshop Costs: -8 Wealth
Temple of the Outsider: [-1 Granite, -2 Enchantment]

Riverwatch Retrieves Wealth: -15 Wealth

Constructing Trade Post: Eleskar (Seaboard): -35 Wealth

Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <COMPLETE (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <COMPLETE (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <COMPLETE (Constructed in Drydock!)>

Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <2/4 Years (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <2/4 Years (Constructed in Drydock!)>

Constructing: Houses (Housing District) [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 0/1 Timber] -> [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 1/1 Timber] COMPLETE
Constructing: Houses (Housing District) [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 0/1 Timber] -> [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 1/1 Timber] COMPLETE
Constructing: Houses (Housing District) [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 0/1 Timber] -> [6/6 Labor, 3/3 Wealth, 3/3 Industry, 2/2 Stone, 1/1 Timber] COMPLETE

Constructing: Amphitheater (Urban 3) [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE
Constructing: Amphitheater (Urban 3) [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE
Constructing: Amphitheater (Urban 3) [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE
Constructing: Amphitheater (Urban 3) [3/6 Labor, 5/5 Wealth, 2/2 Industry]

<INACTIVE Constructing: Grand Wall (Docks 1) [9/9 Labor, 0/6 Wealth, 0/6 Industry, 0/20 Stone]>

-6 Stability from Forced Labor
-5 Stability from Overcrowding

Expenses: 21 Labor, 85 Wealth, 8 Industry, 2 Clay, 3 Timber, 37 Food, 11 Stability

End: 99 Wealth, 251 Stability, 2 Stone, 8 Timber, 69 Hides, 16 Clay, 10 Granite, 6 Shadow Ash, 12 Copper Ore


, T47
1500 Citizens | 900 Peasants, 200 Artisans, 200 Scholars, 137 Soldiers (2200 housing)
Start: -12 Stability, 2 Bronze, 17 Wealth
Citizens: +9 Labor, +2 Wealth
600 Peasants work long hours. [+6 Labor, -6 Stability]
300 Peasants take [+15 Wealth] from Riversmouth.
200 Artisans: Operate Urban District: [+3 Stability, +1 Food, -4 Wealth, +11 Industry]
100 Scholars: Operate Rural District: [+12 Food] (8 Gardens, 2 Base, 2 Irrigation)
100 Scholars: Operate Rural District: [+2 Food, +3 Stone]
100 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Bows, Siege Ladders] patrol the rural districts.
37 -> 62 Soldiers [Mounts (Unicorns), Bows, Copper Armor, Copper Weapons, Siege Ladders] refill their ranks.
200 Scholars copy Early Empire (3/5).
3 Food from Domestic Crops and Animal.
Constructing:
House (6/6 Labor, 3/3 Wealth, 3/3 Industry, 3/3 Stone, 2/2 Timber) [-2 Labor, 3 Industry]
House (6/6 Labor, 3/3 Wealth, 3/3 Industry, 3/3 Stone, 2/2 Timber) [-6 Labor, -3 Industry, -3 Stone]
Amphitheatre (6/6 Labor, 5/5 Wealth, 2/2 Industry) [-6 Labor, -5 Wealth, -2 Industry]
Amphitheatre (4/6 Labor, 5/5 Wealth, 2/2 Industry) [-1 Labor, -5 Wealth, -2 Industry]
Amphitheatre (0/6 Labor, 5/5 Wealth, 1/2 Industry) [-5 Wealth, -1 Industry]
Trade Post created with Eleskar [-15 Wealth]
Income: 23 Stability (18 Houses, 2 Republic, 3 Shrine), 18 Food, 3 Stone, 11 Industry, 15 Labor, 6 Wealth
Expenses: 18 Food, 16 Labor, 11 Industry, 6 Stability, 3 Stone, 19 Wealth
Conquest Penalty: -3 Stability
End: 2 Stability, 4 Wealth, 2 Bronze


300 Citizens | 200 Peasants, 100 Artisans
Citizens: 2 Labor, 1 Wealth
Start: 5 Wealth
200 Peasants work long hours. [+2 Labor]
100 Artisans work long hours. [+1 Labor]
Constructing:
Hut (3/3 Labor, 1/1 Wealth) [-3 Labor, -1 Wealth]
Hut (2/3 Labor, 1/1 Wealth [-2 Labor, -1 Wealth]
Income: 3 Food from Domestic Crops/Animals, 5 Labor, 1 Wealth
Expenses: 3 Food, 5 Labor, 2 Wealth
End: 4 Wealth


Turn 48

99 Wealth, 251 Stability, 2 Stone, 8 Timber, 69 Hides, 16 Clay, 10 Granite, 6 Shadow Ash, 12 Copper Ore
Citizens: +14 Labor, +5 Wealth

Wealth From Trade: 2 Posts * 7 Urban/Docks = +14 Wealth

200 Freemen: Forced Labor [+2 Labor]
400 Peasants: Forced Labor [+4 Labor]
200 Explorers: Settling Southwest of Southwest of Southwest of South (Costs Below)
300 Artisans work Urban I. [-6 Wealth, +15 Industry (2 Workshops, 3 Workers)]
103/200 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Siege Ladders]: Patrolling (+25 Replenishment this turn)
36/100 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Siege Ladders]: Patrolling
56 Soldiers [Mounts (Unicorns), Bows, Copper Armor, Copper Weapons]: Patrolling
25 Soldiers [Mounts (Unicorns), Bows]: Patrolling
25 Soldiers [Mounts (Unicorns), Bows]: Patrolling

36/200 Soldiers [Forged Iron Weapons, Forged Iron Armor, Bows, 2 Battering Rams]: Patrolling
100 Peasants: Operate Rural District [+6 Food] (Rural (2) + Gardens (2) + Irrigation (2))
Scrape Mine: [+1 Copper Ore]
Scrape Mine: [+1 Copper Ore]
Scrape Mine: [+1 Copper Ore]
Clay Pit: [+1 Clay]
Clay Pit: [+1 Clay]
100 Peasants: Operate Rural District: [+38 Food] (Rural (2) + Farms (20) + Gardens (2) + Irrigation (2) + Aqueduct (12))
Scrape Mine: [+1 Copper Ore]
100 Artisans: Operate Urban District [+1 Food] <Grand Wall>
Labor Coordination: [+1 Labor (District-Locked)]
Kiln [+2 Wealth]
Kiln <Inactive>
Smithy <Inactive>
Forge: [+2 Wealth]
Forge: [+2 Wealth]
Urban District (Unmanned, 12 Houses) [+72 Stability]
Peasants: Operate Rural District: [+5 Food, +3 Hides] (Rural (2) + Paddocks (3,3))
Peasants: Operate Rural District: [+2 Food, +4 Timber] (Rural (2, 0) + 4 Camps (0, 4)]
Artisans: Operate Urban District [+1 Food]
Labor Coordination: [+1 Labor (District-Locked)]
Workshops [+22 Industry]
3 Amphitheaters [+3 Wealth, +15 Culture (Currently Irrelevant)]
2 Training Grounds
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Peasants: Operate Harbor District [+2 Food]
6 Wharfs [+12 Wealth]
Harbor District (Empty)
Drydock <Empty>
Drydock <Empty>
Drydock <Empty>
Drydock <Trireme> (4/4)
Drydock <Trireme> (4/4)
Peasants: Operate Rural District [+9 Food, +7 Timber (Oaks)] (Source: 7 Orchards)
5 Scholars Copying Theatre from Corvus [5/5, Complete!]
5 Scholars Copying The Living State from Corvus [5/5, Complete!]
10 Scholars Generating Enchantment (Simultaneous to Research)

Temple of the Outsider: [+4 Shadow Ash]

+3 Food from Domestic Sources
+2 Stability from Government
+1 Wealth from Palace Economy
Road Network: +2 Granite

Income: 22 Labor (2 District-Locked), 66 Wealth, 22 Industry, 70 Food, 4 Copper Ore, 2 Clay, 3 Hides, 11 Timber, 3 Stone, 2 Granite, 9 Enchantment, 4 Shadow Ash, 74 Stability

Citizen food consumption: -37 Food (2 Explorers away, no support drawn)

Shadow Breath Maintenance: -8 Shadow Ash

NEW SETTLEMENT COST: -10 Wealth

Kilns: -2 Clay
Forges: -2 Copper Ore
Government Costs: -1 Wealth
Workshop Costs: -8 Wealth
Temple of the Outsider: [-1 Granite, -2 Enchantment]

Riverwatch Retrieves Wealth: -15 Wealth

Constructing Trade Post: Kelska-ar: -35 Wealth

Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <COMPLETE (Constructed in Drydock!)>
Constructing: Trireme [6/6 Wealth, 6/6 Industry, 10/10 Timber] <COMPLETE (Constructed in Drydock!)>

Constructing: Amphitheater (Urban 3) [3/6 Labor, 5/5 Wealth, 2/2 Industry] -> [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE
Constructing: Amphitheater (Urban 3) [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE
Constructing: Amphitheater (Urban 3) [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE
Constructing: Amphitheater (Urban 3) [6/6 Labor, 5/5 Wealth, 2/2 Industry] COMPLETE


<INACTIVE Constructing: Grand Wall (Docks 1) [9/9 Labor, 0/6 Wealth, 0/6 Industry, 0/20 Stone]>

-6 Stability from Forced Labor
-5 Stability from Overcrowding

Expenses: 21 Labor, 84 Wealth, 8 Industry, 2 Clay, 37 Food, 11 Stability

End: 81 Wealth, 314 Stability, 2 Stone, 19 Timber, 72 Hides, 16 Clay, 10 Granite, 2 Shadow Ash, 12 Copper Ore


, T48
1500 Citizens | 900 Peasants, 200 Artisans, 200 Scholars, 187 Soldiers (2200 housing)
Start: 2 Stability, 9 Wealth, 2 Bronze, 2 Timber
Citizens: +9 Labor, +2 Wealth
600 Peasants work long hours. [+6 Labor, -6 Stability]
300 Peasants take [+15 Wealth] from Riversmouth.
100 Artisans work in the forests. [+2 Timber]
100 Artisans: Operate Urban District: [+3 Stability, +1 Food, -2 Wealth, +5 Industry]
100 Scholars: Operate Rural District: [+12 Food] (8 Gardens, 2 Base, 2 Irrigation)
100 Scholars: Operate Rural District: [+2 Food, +3 Stone]
100 Soldiers [Shadow Breath, Forged Iron Weapons, Forged Iron Armor, Bows, Siege Ladders] patrol the rural districts.
62 -> 87 Soldiers [Mounts (Unicorns), Bows, Copper Armor, Copper Weapons, Siege Ladders] refill their ranks.
200 Scholars copy Early Empire (5/5, Complete!).
3 Food from Domestic Crops and Animal. 2 Wealth from Trade Posts
Constructing:
Amphitheatre (6/6 Labor, 5/5 Wealth, 2/2 Industry) [-2 Labor]
Amphitheatre (6/6 Labor, 5/5 Wealth, 2/2 Industry) [-6 Labor, -1 Industry]
House (6/6 Labor, 3/3 Wealth, 3/3 Industry, 3/3 Stone, 2/2 Timber) [-6 Labor, -3 Industry, -3 Wealth, -3 Stone, -2 Timber]
Trade Post with Sardavin. [-15 Wealth]
Income: 32 Stability (27 Houses, 2 Republic, 3 Shrine), 18 Food, 3 Stone, 5 Industry, 15 Labor, 19 Wealth (2 Artisans, 2 Amphitheatre, 15 Riversmouth)
Expenses: 18 Food, 16 Labor, 5 Industry, 6 Stability, 3 Stone, 21 Wealth
Conquest Penalty: -2 Stability
End: 27 Stability, 8 Wealth, 2 Bronze


300 Citizens | 200 Peasants, 100 Artisans
Citizens: 2 Labor, 1 Wealth
Start: 5 Wealth
100 Peasants work long hours. [+1 Labor]
100 Peasants work in the forest. [+2 Timber]
100 Artisans work long hours. [+1 Labor]
Constructing:
Hut (3/3 Labor, 1/1 Wealth) [-1 Labor]
Palisade (2/2 Labor, 1/1 Wealth, 2/2 Timber) [-2 Labor, -1 Wealth, -2 Timber]
Income: 3 Food from Domestic Crops/Animals, 4 Labor, 1 Wealth
Expenses: 3 Food, 3 Labor, 1 Wealth
End: 4 Wealth
Last edited by The GAmeTopians on Wed Jul 28, 2021 12:19 am, edited 1 time in total.
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G-Tech Corporation
Khan of Spam
 
Posts: 64016
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 24, 2021 1:34 pm

Year 296 of the Reckoning

Turn 48

Image

The Pale Death

A plague stalks the northlands this year, coming during the first winter and not departing until it has burnt its way through many souls in the lands of plains and tundra and forest. Some cities fare better than others, possessing more knowledge of medicine, or healing, or the workings of the human body - but all suffer to one extent or the other. Whispers speak of dark men in blank masks in the woods who are responsible for this death, others of feral savages which might have once been soldiers of the Black Kings who were punished by their former masters for their failures and sent as harbingers of a last, bloody, harvest to their ancient enemies. The wisest dismiss these rumors as mere superstition. Superstition or not, though, the grave-diggers are not idle.

200 Scholars perish in Eleskar
100 Scholars perish in Kelsk-ar
100 Peasants perish in Machaka
100 Freemen, 100 Artisans perish in Rivermouth
100 Peasants perish in Rivermouth





Zhai Cheng: The scholars have been successful at divining how protorice flourishes in the high fields - and it is added happily to the diet of the Shao. Huangzhou rises free and proud in the high mountains above the jungles of Yu. This land is rocky and mountainous, leaving little land for men to build upon, but a small settlement has been raised in one of the high vales where protorice grows in the cold clear streams. Huangzhou's land profile is 5 Forest, 8 Mountains, 5 Hills, 2 Flatland.

Eleskar: The expedition has returned, tired and defeated. Though the supplies sent were adequate, indeed abundant, the expedition's hope of locating other men with which trade might be established is an abject failure. As they sailed north along the wooded shores, forest became cold plains, and then lands where snow and storm lashed the sea, and the very water froze into mountains of ice which threatened ships and upon which they are sure no man can live. If there are cities or wise council to be had in the frozen north, the Eleskar were not able to discover them. There is also renewed fighting upon the borders of Eleskar - raiders out of the east have fought with the maniples deployed there, and were able to carry off some of the tools from the quarries there. 44 Soldiers fell in battle, and two Quarries were wrecked and will require 2 Labor each to repair.

The mages have been successful in their efforts to create method to forge and refine materials possessing innate mystical qualities - this will no doubt enrich both Eleskari society and the might of the maniples, in time.

Deepkin: The explorers that journey northeast of east of Forgefend spy out a region of thick forests, where a wide river - the Black River, actually - runs down out of the north and curves away west towards known lands. White fluffy cotton grows here, and black coal is to be found in the soil, as well as the sinister ore of the north. There are signs of men in this land, though no villages - whether these people might be brigands, or civilized, is unclear.

Research on Wyrdstone has proceeded apace, revealing that the substance has disturbing abilities to create unnatural life, or alter that which is already living... this, perhaps, explains in part the strange red men and the stone men which the Deepkin and Corvidians battled long years ago. Selective breeding techniques have born fruit, starting efforts to create more formidable horses who could bear armored soldiers upon their backs who would otherwise struggle on foot, as are efforts to intensify the amount of food brought from the soil via the use of fermented sewage from the burgeoning cities.

Deepkin magi have completed a study of geokinesis.

Warclyfe: The riots in Aun'kal have to be bloodily suppressed, despite the massive public works projects undertaken and the bounty distributed to the people. A hundred Peasants perish in the crackdown, but the rest seem sullenly quiescent for now. Ithoi proves more peaceful, the people mollified by the distributions. The scouts sent to the utter west return after the better part of a year, their sails in tatters, their ships barely floating. Two hundreds of their number have perished, and as far as they know, the Mirror Sea continues to the ends of the earth, where mighty Tes'la has fixed her bounds. They found naught but sky and sea and storm in their travels... there is also unfortunate news. Little is known about the large island the Ithoi occupy - the slavers never bothering to explore it much - and raiders have come from further inland, carrying off some of the people under cover of dark! One hundred Peasants were taken into captivity, and the Ithoi agitate for their new overlords to do something about the threat.

Sorrowfree: The priests and mystics of Sorrowfree are formalizing their religious precepts, placing down catalogued scriptures about how one should worship the Mother Moon and Father Lizard. Men and women flock to their new temples, eager to receive the blessings of the divine. Otherwise there is little of note to report this year - and in a war-torn world of strife, sometimes no news is good news.

Machaka: The careful study of the masters of the House of Wisdom has yielded impressive results - exemplary sledges for hauling goods on long journeys, and exploiting the bounty of the world about them.

Avnelin: 10 The explorers sent north return with interesting news - not to the Pennitheli, but to their allies. An impressive settlement has been discovered, mere leagues northeast of Rivermouth. It is strong, well fortified, but arrows were shot from it when the galleys drew near to the shore to land men to meet the inhabitants. This might be a source of the raids which have troubled the Riverfolk, or just an insular kindred. In other places the efforts to hunt down the raiders have been successful - the soldiers sent from Avnelin discovered an encampment of raiders just south and west of the city, and dispersed it with only moderate losses. 62 of the warriors of the Philosopher-King fell in the battle, but a wealth of twenty cartloads of lucre was recovered from the conquered encampment.

Corvus: The battle for Dol Aelyd beyond even the causalities of the most dour prognosticators - but it is nothing compared to the butcher's bill which the Corvidians paid to end the threat of the Demon's Den. Though the Aederfolk are prepared for war, clever, marshalled in their hundreds, even the keenest blade and the drawn sword may be beaten down by the unyielding bludgeon - and the will of the soldiers of Corvus is that bludgeon. After a short season of siege the walls are stormed by night, and though the Aelyd fight fiercely, eventually they are broken and their city's gates thrown open. Five hundred and seventy eight soldiers perish in the assault, veterans and newly raised warriors alike - but this marks the end of the Aederfolk as an independent nation, save for some holdouts in the hills and dreams which must be extinguished in resentful hearts.

Dol Aelyd: 1100 Citizens, 400 Peasants, 100 Freemen, 400 Artisans, 300 Scholars
3 Forest, 3 Desert, 4 Flatland, 5 Riverland, 2 Urban, 3 Rural
Urban [Fitted Stone Wall, Garrison, 2 Houses, Smithy]
Urban [Palisade, Creche, 6 Huts]
Rural [2 Gardens, 3 Farms] Watchposts
Rural [2 Quarries, 1 Paddock] Watchposts
Rural [2 Hunting Grounds] Watchposts
Sweetreeds, Ghostgrass, Otters, Deer

Dol Angren: 700 Citizens, 200 Peasants, 100 Scholars, 100 Freemen, 300 Artisans
10 Mountains, 5 Forest, 3 Hills, 1 Rural, 1 Urban
Urban [Cracked Stone Wall, 7 Huts]
Rural [1 Garden, 2 Paddocks] Watchposts
Rural [Quarry, Pit Mine (Magnetite)] Watchposts
Rural [4 Forestries]
Mountain Goats, Magnetite, Taro

The knowledge of Barley Domestication is also gained from the archives of the kings of the Aelyd, alongside plunder of 200 Iron Weapons and 100 Iron Armor.

Rivermouth: The settlers sent to the high mountains find them hot and cool in strange measure, sweltering in the summer when the winds blow from the east out of the Great Khortuun Desert, but frigid in the winter though not snowy like it is further north. If not for the great wealth of hematite here, perhaps they would have settled elsewhere. Fieldhome's profile is 6 Mountain, 3 Desert, 4 Flatland, 5 Hills, 2 Forest.




As the time of a city-state and a cohesive people, clan and kindred and neighbor knowing neighbor, the time of the Noble Cities, is now near spent. From humble beginnings in hovels and with little more than sharp spears and wooden walls to defend themselves from the dark places of the world, the people of the Different World have now arisen into mighty polities, spanning from horizon to horizon. Armies march in conquest, armed not with bronze but keen iron, machines of war rumble across plains and along great highways, and the scepters of many halls watch over distant lands. This is no longer an age of the city, the polis, the kindred - no, now that time is at a close.

This, this is the dawn of a different time upon the Different World... a time, that is of

Imperium and Empire
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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