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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Aug 10, 2022 1:52 pm

Year 537 of the Reckoning Ends


The Folk: The outlanders are much pleased by the repairs the Folk offer for their ships, and depart before winter, leaving several charts behind of the nearby coast. These charts are quite detailed, and include shore expeditions which meticulously categorize the resources and strange things found near the lands of the Folk.

West of Vael, along the coast, they say the deep forest continues to a western sea, while to the south the forest peeters out into thick grasslands littered with copses of rich timber. These areas are rich in the saltrice with which the Folk are familiar, and lumbering sun-bears bask along the coast. Granite outcroppings make up most of the cliffs of this broken shoreline.

East of Ornmont, following the line of the eastern sea, great mountain spurs rise upward from the sea's edge. These peaks swiftly rise so high that snow tops their peaks, a formidable range which marches away southward, though to the east it subsides once more into forested hillocks. Immense twisted pines with bark the color of the dark places of the earth populate these slopes, and little grows near them - no sound of bird or bests is heard in these foreboding midnight forests, and the very stone about their roots has been drained of color. Quartz is to be found in these cliffs, of little value but perhaps betraying other rarer minerals deep below, and odd flecks of native silver wash down to the sea in the currents of the mountain streams.

The Remnants of Corvus: Emissaries return from Forgefend and Ironpeak alike - both offer different terms of trade, perhaps befitting the nature of the recipients. The Deepkin seem interested in the offer of wrought tools, proposing an exchange of a caravan of wains of the blood-red ore for one of the curious smoky metal of the dusk and one of the same in industrial goods. The Republicans of Ironpeak, on the other hand, offer a different exchange - they bind themselves to deliver a caravan of hematite every year for the next two generations, if the men of Corvus will provide them with ten thousand suits of good iron armor in return, enough to equip an army.

As for the Rebuilders, though they receive the emissaries well enough, they are leery of the offer. They have fought long and hard to be their own masters, and though the hand of friendship of Corvus is generous, their council of leaders politely state that their people do not wish to exchange of a cage of iron for a cage of gold. They are content to swear friendship to the men of the Remnant, but offer little more in way of assurances.

The Storm-Empire of Warcyfle: Efforts to extract the rich lightningstone have begun, but the industry sent for the effort have only begun to scratch the surface. Six units of Lightningstone have been extracted; greater investment could see even greater reward! There is, however, dark news. Raiders have come once more to Mauti, assailing the city and seeking to seize slaves. The brave efforts of the warriors of Lo have seen them off, but casualties were not light.

The Bacchanal Republic of Manikos: Dark tidings from the west - the caravans sent to the lands near Varra report that the outpost there has been destroyed, her burnt ruins all that remain of what was once a bustling settlement of the fair Machakan people. This disaster dampens trade, and those who remain far beyond the borders of Manikos are holding back resources to reinforce their own ambitions and homes. Trade Outposts will not produce resources until the next generation.

The Landsraad Imperium: Prospectors below Tsargrad report nothing of interest in their surveying and delving. The same is true of the miners sent into the depths of the crimson spires of Zharrdehur. Minor religious discord has occurred in the city of Forgefend, zealous agents of the Order of the Sky-Mother, a cult not yet given official sanction, petitioning the state to allow them to send missionaries to the Corvidians and Khortuun in the east. Such an action is likely to jeopardize relationships with these states, particularly the theocratic Khortuun, but a failure to act will upset the radicals.

Nordwood: There is nothing of great note this year, save quiet progress - which can be taken as a good omen after the disruptions of the past months, which are beginning to die down.

The Taiyang Dynasty: Military disaster dogs the steps of the People of Heaven. The laborers dispatched beyond the warding walls of Yuzhou this year to raise settlements in the hinterlands are ambushed by the eastern barbarians, many taken captive and others slain. Two thousand Freedmen have been lost. The enemy has marched back north in the direction of Nanzhou, apparently sated with the plunder they have extracted from the Huang. The army of the Huang which was to ambush the barbarians has reformed in Zhongdu, their casualties accounted for and their officers appropriately chastened: only six thousand and ninety eight of their wards have returned from the battle, the rest slain or deserted.

Khortuun: The cities of the Khortuun are quiet and peaceful, which is a relief. The emissaries sent to treat with the people of Ironpeak are greeted politely, but their overture rejected - the Great Republic may not be as strong as she once was, but then again, neither are the Khortuun. Bonds of blood are strong yet with distant Rivermouth, and the Republic of the River has strong commercial and financial ties to Ironpeak, the provider of the iron she uses to arm and armor her legions.
Last edited by G-Tech Corporation on Wed Aug 10, 2022 2:30 pm, edited 1 time in total.
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Lazarian
Minister
 
Posts: 2079
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Thu Aug 11, 2022 9:02 am

The Remnants of Corvus

OFFICIAL DECREE

posted in the center of the Temple, circa c. 537

FROM THE SOULAN

To our Brothers and Sisters, Family One and All,

As those of you who have heard the tales of our history know, Corvus has always had foes. Wild men from near and far, who come to our lands with spear and sword, seeking our lush lands and bountiful riches. The foremost of these in the last age were the Sea People - or, as they call themselves, the Warclyfe.

After much discussion in recent years, the Soulan has come to a conclusion: we have grown too soft and complacent.

Let us not forget our slain ancestors, who paid for our existence with their blood and tears! Let us not forget the noble defenders of Ceston! Let us not forget our brothers and sisters who were cast into bondage from innumerable raids! Let us not forget the way that our lesser brothers, the Aederfolk, were turned against us with lies and deceit, and led to the altar of slaughter and destruction for it!

This is not a declaration of war against the people of the sea. We shall honor the established pact of peace, loathsome and vile as they may be. However, this treaty is one of the Waking World - not one of the Dreaming World.

As all know, the Four fight fiercely with those who seek to destroy us in the Dreaming World, and their sustenance comes from our belief, worship, and prayer. This is true of all gods.

So therefore, we must come to the aid of our makers and protectors. Therefore, we must be vigilant, and not invite destruction into our homes once more. As is told in legend, our ancestors’ lax treatment of the worship of the Unspoken One allowed him to grow fat on sacrifices and foul rites - conducted within our own borders. We will not let this mistake occur again. The Storm Father is still our enemy. We shall not allow this foul and capricious deity to grow and prosper within our own hearts.

Therefore, the members of the Soulan, do hereby declare that worship of the Storm Father is forbidden, in all shapes and forms. The first offense is punishable by ten lashes and a doubling of the tax. Should a citizen reoffend, the second instance of this offense will be punishable by twenty lashes. Should the heretic persist in their ways, the third offense will be an official exile from the Sacred Lands.

Heed our wisdom and our words. Our people shall be stronger for it.

signed,
Secate Governor of Corvus, Juvon Stonebreaker
Secate Governor of Cavon, Ledwyan Grainguide
Secate Governor of Corvin, Lopen Tidewhisper
Pacate General of the Wolves, Caeron Sharpeye

Corvus [Capitol City] (15,000 Freedmen, 5,000 Serviles)
[Watchtowers, Garrison, Temple of a Thousand Pillars, Aqueduct, Apothecary, Treadwheel Crane, Shaduf, Sewers, Houses, Blast Furnace, Workshop, Deep Quarry] (Blast Furnace: 10 Ore to 30 Wealth conversion. Workshop: 10 Wealth to 15 Industry)
City Income: +2 Labor, +6 Wealth, +5 Industry, +5 Order, +2 Research, +1 Wealth per 10,000 population. (+1 Wealth), +1 Industry per every 20,000 population. (+1 Industry)
Buildings: Treadmill Crane: +2 Labor (base), +1 per 20,000 population (+3 Labor), Shaduf: +5 Food, Houses: negates 2 disorder from pops, Workshop: 10 Wealth to 15 Industry, Spinning House: 5 Cotton > 5 Luxuries, 10 Ore > 30 Wealth
Population
15,000 Freedmen: +3 Wealth, -3 Food, -3 Luxuries, +1 Enchantment
5,000 Serviles: 1 Labor, +1 Disorder
Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order, -1 Wealth)

Frontier Outpost I (West Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Gold Ore

Frontier Outpost II (West Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Gold Ore

Frontier Outpost III (NN Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Malachite Ore

Frontier Outpost IV (NN Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Coal

Artisan Conclave I (South Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave II (South Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Reaping Station I (SS Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury, +3 Cotton

Reaping Station II (SS Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury, +3 Cotton

Rural Community I (East Corvus): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community II (East Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community III (Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community IV (Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Start: 54 Wealth, 25 Industry, 0 Gold Ore, 18 Stone, 2 Malachite Ore, 4 Luxuries
Income from Pops: +1 Labor, +3 Wealth
Income from City: +5 Food, +5 Labor, +6 Wealth, +6 Industry, +2 Research, +15 Industry, 5 Luxuries
Income from Settlements: 30 Food, 26 Wealth, 4 Timber, 4 Stone, 4 Gold Ore, 2 Malachite Ore, 4 Labor, 2 Industry, 2 Luxury, 6 Cotton, 2 Coal
Total Income: 35 Food, 10 Labor, 35 Wealth, 4 Timber, 4 Stone, 4 Gold Ore, 2 Malachite Ore, 2 Coal, 23 Industry, 7 Luxuries, 6 Cotton
Construction:
Artisan Conclave (North Corvus) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-1 Labor]
Artisan Conclave (North Corvus) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Labor]
Land Clearance (Corvus) (5/25 Labor, 0/15 Industry) [-5 Labor]
Forged Iron Armor (1/11 Wealth, 0/6 Industry, 0/6 Iron)
Forged Iron Weapons (1/15 Wealth, 0/5 Industry, 0/4 Iron)
Mounts (3/3 Industry)
Mounts (1/3 Industry)
Itemized Expenses:
5 Food, 5 Wealth, 1 Industry (Army Upkeep)
10 Wealth (Workshop Conversion)
3 Food, 2 Luxuries (Populations)
5 Cotton (Spinning House Conversion)
9 Labor (Construction)
4 Industry (Military)
Total Expenses: 8 Food, 15 Wealth, 9 Labor, 5 Industry, 5 Cotton, 2 Luxuries
Net Income: 27 Food, 20 Wealth, net labor, 10 Industry, 1 Cotton, 5 Luxuries, 4 Gold Ore, 2 Malachite Ore, 2 Coal, 4 Timber, 12 Stone
End: 75 Wealth, 47 Industry, 4 Gold Ore, 30 Stone, 4 Timber, 4 Malachite Ore, 9 Luxuries, 1 Cotton, 2 Coal
Special Actions:
Wolf I [Forged Iron Armor, Forged Iron Weapons, Compound Bows, Horned Lords] patrols Corvus.
Bonewarping: (4/12 Enchantment, 4/4 Blood Cost (20 Surplus Food used, +1 Enchantment))


Cavon [Village] (10,000 Freedmen, 2,000 Serviles)
[Watchtowers, Grand Wall, Garrison | Monument to the Fallen | Workshop, Aqueduct, Houses]
City Income: +2 Labor, +5 Food, +3 Wealth, +1 Industry, +2 Order, +2 Luxuries
Buildings: -2 Disorder from pops (Houses), +2 Labor (Treadwheel Crane), +15 Industry (Workshop)
Population:
10,000 Freedmen: -2 Food, -2 Luxury, +3 Wealth, +1 Enchantment
Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order)

Frontier Outpost I (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Cassiterite Ore

Frontier Outpost II (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Nightmetal

Watchtower (South Cavon): (Military) +1 Food, +1 Labor, +1 Army Cap

Rural Community I (South Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community II (West Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Artisan Conclave (SW Cavon): (Artisan) +1 Food, +3 Wealth, +1 Industry

Start: 27 Wealth, 3 Stone, 1 Timber, 6 Cassiterite Ore
Income from Pops: 2 Wealth, -2 Luxuries
Income from City: 4 Labor, 5 Food, 3 Wealth, 16 Industry, 2 Order, 2 Luxuries
Income from Settlements: 14 Food, 11 Wealth, 2 Timber, 6 Stone, 3 Labor, 2 Cassiterite Ore, 2 Nightmetal, 1 Industry
Total Income: 19 Food, 7 Labor, 16 Wealth, 2 Industry, 2 Timber, 6 Stone, 2 Cassiterite Ore, 2 Nightmetal, 17 Industry
Construction:
Frontier Outpost (SW Cavon) (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-5 Labor, -5 Wealth, -2 Industry]
Rural Community (W Cavon) (3/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber) [-3 Labor, -3 Wealth, -1 Industry, -1 Timber]
Artisan Conclave (Cavon) (1/3 Labor, 0/3 Wealth, 0/3 Industry) [-1 Labor]
Artisan Conclave (Cavon) (0/3 Labor, 0/3 Wealth, 0/3 Industry)
Expenses:
2 Food, 2 Luxury (Citizens)
10 Wealth (Workshop)
5 Wealth (Citizen Scholars)
6 Labor, 6 Wealth, 4 Industry, 1 Timber (Construction)
Net Income: net Labor, 17 Food, -5 Wealth, 13 Industry,
End: 23 Wealth, 9 Stone, 2 Timber, 8 Cassiterite Ore, 2 Nightmetal, 13 Industry
Special Actions:
[Bonewarping] - (4/12 Enchantment, 3/4 Blood Cost) (1 enchantment, 10 surplus food)


Corvin [Hamlet] (7,000 Freedmen)
[Grand Wall, Garrison, Watchtowers | Aqueduct]
City Income: +1 Labor, +3 Food, +1 Order
Population:
5,000 Freedmen: -1 Food, +1 Wealth, +3 Disorder
Government: +2 Order per region, +1 Order per Settlement

Rural Community (South Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community (South Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Artisan Conclave I (Corvin): (Artisan) +1 Food, +3 Wealth, +1 Industry

Frontier Outpost I (Corvin): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Malachite Ore

Start: 25 Wealth
Income from Pops: 1 Wealth
Income from City: 3 Food, 1 Labor
Income from Settlements: 11 Food, 2 Labor, 9 Wealth, 1 Industry, 1 Timber, 3 Stone, 2 Malachite Ore
Total Income: 14 Food, 3 Labor, 10 Wealth, 1 Industry, 1 Timber, 3 Stone, 2 Malachite Ore
Construction:
Rural Community (NW Corvin) (3/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber) [-2 Labor, -3 Wealth, -1 Industry, -1 Timber]
Frontier Outpost (Corvin) (1/5 Labor, 0/5 Wealth, 0/5 Industry) [-1 Labor]
Expenses:
1 Food (Pops)
5 Wealth (Citizen Scholars)
3 Labor, 3 Wealth, 1 Industry, 1 Timber (Construction)
Net Income: 2 Wealth, net Labor, 13 Food, net Industry, net Timber, 3 Stone, 2 Malachite Ore
End: 28 Wealth, 3 Stone, 2 Malachite Ore
Special Actions: None.


Order:
Corvus: 1 Disorder from Serviles. Negated by Houses. -2 from Citizen Scholars. -2 from the Crimson Eye. +5 from Capitol City. +14 from Government. TOTAL: +17
Cavon: No Disorder. -2 from Citizen Scholars. 2 from Village. 8 from Government. TOTAL: +8
Corvin: +3 Disorder from Freedmen. 1 Order from Hamlet. +6 from Government. TOTAL: +3
Total Nationwide Order: 39 - 25 (Decay) + 28 = 42 Order (Tier 1 Bonuses next turn)

Diplomacy:
The contract with the Deepkin at Forgefend is signed, to be fulfilled in later years, as the Nightmetal supply is still scarce indeed.
The archives to Nightmetal Comprehension are open, in exchange for Firechar Comprehension - assuming, of course, that the samples provided from Cavon's settlements are indeed Firechar.
Research:
1 from Scientific Method
2 from Corvus (Capitol City)
3 from Citizen Scholars
1 from Tier 1 Culture

Fracture Mining [1/8 -> 8/8]
Last edited by Lazarian on Mon Aug 15, 2022 1:55 pm, edited 3 times in total.

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The GAmeTopians
Powerbroker
 
Posts: 9846
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Thu Aug 11, 2022 11:41 am

The Folk


The joy of labor and prosperity settled over the Forest Folk, the three peoples - disjoint in place, yet unified in spirit - each slowly accumulating the wealth and resources for their expansion. The maps of the troubled outlanders had been valuable indeed - their ships had needed costly repairs, to be certain, but knowledge was a far more valuable commodity in these uncharted lands. Indeed, the forests west of Vael looked ripe for new settlements, and eager frontiersmen. Vael itself had several citizens interested in the expansion already - Anton Sorda, the wanderer who had originally proposed the concept of Frontier Corps to the Council of Many, was nearing the end of his preparations, though he now struggled to secure funding…

“Yes, Demarch, I understand that the Western Glades no longer need to be surveyed, thanks to the outlanders. I’m requesting funds for the Southward survey, to depart as soon as possible - we could be ready by the end of next year, if the Council was prepared to fund such a venture.”

The robed bureaucrat sitting across from the burly man steepled his fingers, glancing down at a parchment with a habitual frown.
“You have the Council’s apologies, Master Sorda, but the needs of many outweigh your southward ambitions - seven score caravans of goods will be heading to the Western Glades within two years’ time, and there is little to spare for a venture of unknown value. I can perhaps secure your funding for a departure in… three years.”

Anton looked like he was about to maul the man, such was his rage, but instead he merely nodded and stormed off. The Demarchs were not worth harming - appointees of the Council held nearly as much power as their superiors, and the price for assault upon such an individual was no less severe. Three years it would be - a small price to pay, all things considered.




Starting Order: 40 (Tier 1 Culture!)
Starting Wealth: 69

Start: 14 Industry

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

Garrison: Free Army
Aqueduct: +2 Pop Growth (2 Settlements)
Houses: -2 Disorder
Workshop: Idle

Capitol City: +2 Pop Growth, +2 Labor, +6 Wealth (1 * 10,000 pop), +5 Industry, +5 Order, +2 Research

Rural Community: +4 Food, +1 Labor, +1 Wealth, +1 Pop Growth
Artisan Conclave: +1 Food, +3 Wealth, +1 Industry, +1 Pop Growth

Total: 8 Order, -2 Disorder, 3 Labor, 14 Wealth, 6 Industry, 5 Food, 2 Research, 6 Pop Growth (2F/4P)

-3 Order from Tier 1 Culture (1 City, 2 Settlements)

Freedmen want 2 Food, 2 Luxuries! (Luxuries unfulfilled) +6 Disorder

Constructing Bloomery: [9/22 Labor, 0/10 Wealth, 0/18 Industry] -> [12/22 Labor, 0/10 Wealth, 0/18 Industry]

Order = 5 Order - (6 - 2 = 4 Disorder) = 1 Order
Not a pop growth year…

End: 1 Order, 14 Wealth, 6 Industry, 2 Research

Coffers: 20 Industry


Start: 3 Stone

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

5,000 Soldiers (Iron, Iron, Composite): Patrolling

Houses: -2 Disorder

Village: +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries, +1 Pop Growth

Rural Community: +4 Food, +1 Labor, +1 Wealth, +1 Pop Growth
Frontier Outpost: +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Singing Crystals, +1 Pop Growth

Total: 5 Order, -2 Disorder, 3 Labor, 9 Wealth, 1 Industry, 11 Food, 1 Timber, 1 Stone, 1 Singing Crystals, 2 Luxuries, 3 Pop Growth (1F/2P)

-3 Order from Tier 1 Culture (1 City + 2 Settlements)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

Army wants 5 Food, 5 Wealth, 1 Industry! (Fulfilled)

Constructing Aqueducts: [9/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [12/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 2 Order
Not a pop growth year…

End: 2 Order, 4 Wealth, 1 Timber, 1 Stone, 1 Singing Crystals

Coffers: 4 Stone, 1 Timber, 1 Singing Crystals


Start: 2 Industry, 6 Stone

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

5,000 Soldiers (Iron, Iron, Composite): Patrolling

Village: +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries, +1 Pop Growth

Reaping Station: +2 Food, +2 Wealth, +3 Stone, +1 Luxury, +1 Pop Growth
Watchtower: +1 Food, +1 Labor, +1 Army Cap, Walled Fortress, +1 Pop Growth

Total: 5 Order, 3 Labor, 8 Wealth, 1 Industry, 8 Food, 3 Stone, 3 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

-3 Order from Tier 1 Culture (1 City, 2 Settlements)

Constructing Aqueducts: [9/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [12/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 2 Order
Not a pop growth year…

End: 2 Order, 8 Wealth, 1 Industry, 3 Stone

Coffers: 3 Industry, 9 Stone


Order Total: 40 + 1 + 2 + 2 = 45, 45/30 = 1.5 (Happy)
Research Total: 3 (2 from Capitol, 1 from Tier 1 Culture)
Researching Frontier Corps (6/10) -> (9/10)

Wealth Total: 69 + 14 + 4 + 8 = 95 Wealth
Last edited by The GAmeTopians on Fri Aug 12, 2022 8:00 am, edited 1 time in total.
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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 12, 2022 1:54 pm

Shadow and Flame


Lower Animunculatory, Forgefend
Fourth of Longnight, Year Five Hundred Thirtyeight of the Reckoning

He dashed a hand across his brow, knocking away the cold condensation that had formed there and wiping it carelessly on his thick apron. The Artificer grumbled in the back of his throat, not even real words, just general noises of frustration without any heat behind them. His wife barely even bothered to respond, not if you didn't count the upturn of her lips in the tiniest ghost of smile. It was more out of habit than anything else - the workshop where they had been at labor since dawn was warded and bespelled as well as almost any in the Imperium, much unlike the forges of the ancients where stifling heat oppressed the smith both day and night.

Of course, Pellinos could remember those days well, and his habits had been set in stone long before the affectations became unnecessary. He would grumble as he worked, discomfort or no discomfort. The cooling bath of air drawn down from the surface was too humid, it left a sheen on his tools. The crystal clear cage of force which enfolded the material was too opaque, it made it hard to see what he was doing. The samples sent by the magister were too impure, they didn't react as the reports said they ought to, his work was being sabotaged.

You might give an old man immortality, but that didn't make him less of an old man.

The philosophers had spent decades already debating the impact on society from the Change. Of the residual self image of the creations of the Father, why some men and women underwent the process and emerged as their hale hearty selves, while others didn't change a lick. There had even been strange cases where those of the younger generations, finally accorded the opportunity to make the choice of their own accord, had emerged from the streams of molten metal older than they have ever been - an aging not of the body, but to bring the physical in line with the spiritual, or, as cynics would derive, the prematurely crotchety and hidebound.

"Your grumbling is messing up the transcription, dear."

Celia gently chastised her husband and partner, sparing a glance for the simple blank-faced worker who was meticulously recording the sounds in the testing chamber. It was a rudimentary homonculus, little capable of choosing to discard his muttered imprecations from its record, and so it was apparent that it would already be adding the nonsense to their logs in a decidedly unhelpful manner.

His eyes shuffled up, apology in them for a moment, and then his grumbling ceased. The artificer straightened from his hunched posture, cleared his throat, and then turned toward the transcription agent, voice loud and clear.

"Sample labeled Alepha-Jules-Spinward. Weight, three and two tenths stones, displacement, one point one bushels. Note: lighter than expected for metal ore. Initial testing to be begun at eighty Caloric."

Some signs shaped against the shining plate below the sample woke the refined coils of firechar which laid below the containment chamber, and a steady cherry glow began to permeate the small stone of black metal. As the two mages observed the heating process they had to concentrate more fulsomely than usual in these experiments, which marched with the initial statements from the merchants who had brought the substance to the Everpyre. One of the qualities of the material appeared to be to draw attention away from itself, a sort of anti-memetic effect, almost as if it did not want to be seen.

"Observation follows: at sixty Caloric substance appears to be discharging a pale gray-black mist. Sublimation? No melting is evident."

Celia's soft voice chimed in.

"Sublimation possible - alternative hypothesis: impurities burning away from central material. No apparent change in incandescence of object, potentially low rate of thermal sensitivity or, conversely, high thermal capacitance."

Their observations continued in that vein for some time, merely bringing the ore up to temperature with the steadily ascending heat of the firechar. It only began to melt at a point where iron would have long ago been liquid, and the resulting molten metal had a peculiarly high surface tension, clinging to the prongs with which they attempted to gain a sample as an entire unit rather than separating.

About an hour later the round of tests concluded, and the remaining substance was carted away by a servitor, to be disposed of in a nearby rift. The husband and wife duo seated themselves at a nearby series of desk to tabulate their results. One thing was very clear from the initial trials - more samples would be needed to obtain proper outcomes.




Capitol City: 24000 Population | 4000 Golems, 1000 Gem-Mind Golems, 19000 Deepkin
+3 Food, +9 Labor, +21 Wealth, +15 Industry, +18 Order, +9 Research. +6 Wealth, +18 Industry, +7 Labor, +5 Order from Population. +5 Food, +6 Labor, +30 Wealth, +7 Industry, +2 Order, +1 Research, +2 Shadow Ash, +2 Power Stone from Constructions. +6 Wealth from Government.
Artisan's Conclave: +12 Food, +15 Wealth, +3 Industry, +3 Order.
2 Rural Community: +108 Food, +9 Labor, +18 Wealth, +9 Wool, +9 Order.
3 Reaping Station: +45 Food, +36 Wealth, +45 Resource (10 Shimmerwool, 5 Healer's Hand, 10 Copper Ore, 5 Cinnabar, 15 Cassiterite), +3 Copper, +3 Tin, +3 Shimmerwool, +9 Luxury, +9 Order
6 Frontier Outposts: +72 Food, +72 Wealth, +108 Timber, +90 Stone, +126 Ore (70 Starmetal, 20 Tanzanite, 20 Corundum, 16 Cassiterite), +18 Order
Watchtower: 3 Food, 3 Labor, 3 Order
31 Starmetal converted into 88 Wealth, 16 Industry
10 Wealth converted into 15 Industry
5 Wool converted into 5 Luxuries, 2 Wealth converted to 2 Luxuries
Hardened Army training [4/5]
Income: 236 Food, 34 Labor, 293 Wealth, 70 Industry, 6 Enchantment, 61 Order, 16 Luxuries, 12 Research, 2 Shadow Ash, 2 Power Stone, 108 Timber, 90 Stone, 4 Wool, 37 Starmetal Ore, 20 Tanzanite, 20 Corundum, 31 Cassiterite, 10 Copper Ore, 5 Cinnabar, 3 Copper, 2 Silk, 13 Shimmerwool, 5 Healer's Hand, 3 Tin
4 Luxuries used by Populace
-5 Food, -5 Wealth, -1 Industry for Army
-2 Food, -2 Stone for Constructions.
-2 Timber for Golems
Animating Gem-Mind Golems [2/12 Labor, 5/5 Iron, 25/25 Wealth, 14/14 Enchantment, 2/2 Power Gems] -> [12/12 Labor]
Animating Golems [7/7 Labor, 2/2 Iron, 15/15 Wealth, 8/8 Enchantment, 2/2 Power Gems]
Constructing Frontier Outpost [W] [5 Labor, 5 Wealth, 2 Industry]
Constructing Rural Community [S] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Conducting Land Clearance [9/25 Labor, 15/15 Industry]
1000 Wealth sent for Colonization of Farholme [1000/2100]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +3 Order from Wonders.
End: 269 Wealth, 230 Industry, 234 Order, 24 Luxuries, 424 Timber, 117 Stone, 148 Starmetal Ore, 80 Tanzanite, 80 Corundum, 94 Cassiterite, 8 Shadow Ash, 4 Power Stone, 30 Copper Ore, 15 Cinnabar, 9 Copper, 6 Silk, 26 Shimmerwool, 10 Healer's Hand, 6 Tin


Village: 18000 Population | 2000 Golems, 16000 Deepkin
+9 Labor, +27 Food, +12 Wealth, +3 Industry, +9 Order, +2 Luxuries. +12 Wealth, +6 Labor, +20 Industry, +4 Order from Population. +5 Food, +6 Labor, +29 Wealth, +7 Industry, +5 Order, +1 Research, +2 Power Stone from Constructions. +10 Wealth from Government. +5 Wealth from Wonders.
2 Rural Community: +73 Food, +6 Labor, +24 Wealth, +6 Wool, +6 Order.
Reaping Station: +15 Food, +12 Wealth, +15 Resource (Meteoric Iron), +3 Iron, +3 Luxury, +3 Order
5x Frontier Outpost: +63 Food, +60 Wealth, +90 Timber, +135 Stone, +105 Ore (50 Starmetal, 15 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt), +15 Mithril, +15 Order
33 Starmetal processed to 89 Wealth, 22 Industry
5 Wool processed to 5 Luxuries
Income: 182 Food, 27 Labor, 293 Wealth, 46 Industry, 8 Luxuries, 8 Enchantment, 1 Research, 90 Timber, 135 Stone, 1 Wool, 15 Meteoric Iron, 17 Starmetal, 15 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 15 Mithril
Expenses:
4 Luxuries for Freedmen
-1 Timber for Golems
-2 Food, -2 Stone for Constructions.
Constructing Frontier Outpost [N] [5 Labor, 5 Wealth, 2 Industry]
Constructing Frontier Outpost [S] [5 Labor, 5 Wealth, 2 Industry]
Constructing Frontier Outpost [W] [5 Labor, 5 Wealth, 2 Industry]
Constructing Watchtower [NE] [5 Labor, 2 Wealth, 2 Timber]
Constructing Reaping Station [E] [5 Labor, 1 Wealth]
Constructing Rural Community [W] [2/3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Casting Channeled Rune of Hearth on Stalheim [6 Wealth, 9 Enchantment]
1000 Wealth sent for Colonization of Farholme [2000/2100]
Bonuses: Amethysts consumed
Order: -7 Disorder, -50% Disorder from Housing. +14 Order from Constructions. 39 Order from Holdings. +2 Order from Wonders. 55. Final: 159 Order -> 214 Order.
End: 86 Wealth, 16 Luxuries, 365 Timber, 508 Stone, 2 Wool, 60 Meteoric Iron, 116 Starmetal Ore, 37 Firechar, 60 Emeralds, 50 Amethysts, 40 Basalt, 60 Mithril


Town: 27000 Population | 2000 Iron Golems, 5000 Debt Serfs, 5000 Golems, 15000 Deepkin
+12 Labor, +27 Food, +21 Wealth, +12 Industry, +9 Order, +12 Luxuries. +12 Wealth, +12 Labor, +21 Industry, +6 Order from Population. +6 Labor, +27 Wealth, +7 Industry, +2 Order, +1 Research, +2 Power Stone from Constructions. +11 Wealth from Government.
Rural Community: +66 Food, +6 Labor, +24 Wealth, +3 Amber, +6 Wool, +6 Order.
Reaping Station: +15 Food, +15 Wealth, +18 Resource (18 Hematite), +3 Luxury, +3 Order
5 Frontier Outposts: +75 Food, +60 Wealth, +93 Timber, +101 Stone, +120 Ore (29 Granite, 23 Diamonds, 20 Obsidian, 24 Coal, 24 Rubies), +9 Amber, +15 Order
33 Hematite converted to 89 Wealth, 22 Industry
10 Timber converted to 20 Industry
5 Wool: 5 Luxuries
Income: 183 Food, 36 Labor, 262 Wealth, 82 Industry, 7 Enchantment, 7 Runic Enchantment, 17 Luxuries, 1 Research, 83 Timber, 101 Stone, 1 Wool, 1 Hematite, 29 Granite, 23 Diamonds, 20 Obsidian, 24 Coal, 24 Rubies, 9 Amber, 2 Power Stone
Expenditures:
3 Luxuries for Populace, 2 sent to Kar Agala
-5 Timber for Golems
-2 Food, -2 Stone for Constructions.
Fabricating Golems [12/12 Labor, 15/15 Stone, 30 Wealth, 20/20 Enchantment, 2/2 Power Gems]
Shaduf [8/20 Labor, 20/20 Wealth, 35/35 Industry] -> [20/20 Labor] [Done]
Constructing Frontier Outpost [N] [5 Labor, 5 Wealth, 2 Industry]
Constructing Reaping Station [NW] [5 Labor, 1 Wealth]
Fabricating Golems [2/12 Labor, 15/15 Stone, 30 Wealth, 20/20 Enchantment, 2/2 Power Stones]
100 Wealth sent for the Colonization of Farholme [2100/2100]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +41 Order from Holdings. 52. End: 89 -> 141 Order
End: 663 Wealth, 144 Industry, 48 Luxuries, 248 Timber, 307 Stone, 2 Wool, 4 Hematite, 116 Granite, 92 Diamonds, 80 Obsidian, 48 Coal, 48 Rubies, 36 Amber, 1 Power Stones


Forgetown: 28,000 Population | 1000 Iron Golems, 4000 Golems, 23000 Deepkin
+12 Labor, +9 Food, +30 Wealth, +18 Industry, +6 Order. +16 Wealth, +8 Labor, +26 Industry, +6 Order from Population. +6 Labor, +25 Wealth, +7 Industry, +2 Order, +1 Research, +2 Power Stone from Constructions. +13 Wealth from Government. +11 Research from Wonders.
Rural Community: +33 Food, +9 Labor, +9 Wealth, +3 Pearls, +3 Wool, +3 Order
2 Frontier Outpost: +45 Food, +45 Wealth, +54 Timber, +114 Stone, +60 Ore (18 Native Gold Ore, 9 Hematite, 9 Rubies, 9 Shimmerstone, 9 Cassiterite), +8 Deep Ore (4 Magnetite, 4 Emeralds), +3 Gold, +3 Iron, 3 Tin, +3 Pearls, +3 Order
17 Gold Ore converted to 40 Wealth, 6 Industry
3 Wool converted to 3 Luxuries, 2 Wealth: 2 Luxuries
10 Wealth converted to 15 Industry at Workshop
Regular Army training [2/5]
Bonuses: Pearls consumed [1/5] [9 Wealth, 5 Luxuries], Shimmerstone consumed [2 Enchantment]
Income: 87 Food, 35 Labor, 166 Wealth, 72 Industry, 13 Enchantment, 5 Runic Enchantment, 7 Luxuries, 12 Research, 54 Timber, 114 Stone, 1 Gold Ore, 9 Hematite, 9 Rubies, 8 Shimmerstone, 4 Magnetite, 4 Emeralds, 3 Gold, 3 Iron, 3 Tin, 6 Pearls
Expenditures:
5 Luxuries for Populace
-5 Food, 5 Wealth, 1 Industry for Army
-3 Timber for Golems
-2 Food, -2 Stone for Constructions.
Surgery [20/50 Labor, 75 Wealth, 30 Industry] -> [50/50 Labor] [Done]
Fabricating Steel Weapons [25 Wealth, 10 Industry]
Constructing Watchtower [NW] [5 Labor, 2 Wealth, 2 Timber]
Enhancing Rural Community with Greater Rune of Growth [5 Stone, 3 Enchantment]
Enhancing Kar Agala with Channeled Rune of Fire [10 Stone, 8 Enchantment]
Enhancing Kar Agala with Channeled Rune of Preservation [6 Stone, 4 Enchantment]
Order: -7 Disorder, -50% Disorder from Housing. +13 Constructions. +2 Wonders. 20 from Holdings. 35 Total. 105 -> 140 Order.
End: 792 Wealth, 203 Industry, 2 Luxuries, 136 Timber, 255 Stone, 4 Gold Ore, 18 Hematite, 18 Rubies, 16 Shimmerstone, 7 Magnetite, 7 Emeralds, 1 Gold Ore, 13 Gold, 6 Iron, 6 Tin, 22 Pearls


Village: 21000 Population | 1000 Iron Golems, 3000 Golems, 17000 Deepkin
+9 Labor, +18 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +17 Wealth, +7 Labor, +25 Industry, +4 Order from Population. +5 Food, +6 Labor, +19 Wealth, +2 Order, +1 Research, +2 Power Stone from Constructions. +9 Wealth from Government. +12 Wealth from Wonders.
Rural Community: +60 Food, +6 Labor, +24 Wealth, +6 Wool, +6 Order
Artisan Conclave: +9 Food, +15 Wealth, +3 Industry, +3 Order
5 Frontier Outposts: +60 Food, +60 Wealth, +75 Timber, +135 Stone, +105 Ore (63 Starmetal, 11 King's Ore, 10 Sulfur, 11 Native Gold, 10 Moonstone), +12 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
17 Starmetal Ore processed to 40 Wealth, 6 Industry
5 Wool converted to 5 Luxuries at Spinning House
10 Wealth converted to 15 Industry at Workshop
Income: 152 Food, 31 Labor, 201 Wealth, 52 Industry, 11 Luxuries, 9 Enchantment, 5 Runic Enchantment, 1 Research, 75 Timber, 135 Stone, 1 Wool, 56 Starmetal Ore, 11 King's Ore, 10 Sulfur, 11 Native Gold, 10 Moonstone, 2 Power Stone
Expenditures:
5 Luxuries for Freedmen
-3 Timber for Golems
-2 Food, -2 Stone for Constructions
Fabricating Golems [8/12 Labor, 15/15 Stone, 30 Wealth, 20/20 Enchantment, 2/2 Power Gems] -> [12/12 Labor] [Done]
Constructing Frontier Outpost [W] [5 Labor, 5 Wealth, 2 Industry]
Constructing Frontier Outpost [W] [5 Labor, 5 Wealth, 2 Industry]
Constructing Frontier Outpost [5 Labor, 5 Wealth, 2 Industry]
Constructing Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Constructing Frontier Outpost [E] [5 Labor, 5 Wealth, 2 Industry]
Constructing Reaping Station [E] [4/5 Labor, 1 Wealth]
Casting Channeled Rune of Preservation on Svalheim [6 Stone, 4 Enchantment]
Mapping Power Points [2 Enchantment, 2 Wealth]
Order: -7 Disorder, -50% Disorder from Housing. +12 Order from Constructions. +2 Wonders. +33 Holdings. 47. Total: 113 -> 160.
End: 615 Wealth, 133 Industry, 22 Luxuries, 205 Timber, 355 Stone, 3 Wool, 220 Starmetal Ore, 22 King's Ore, 20 Sulfur, 11 Native Gold, 10 Moonstone, 6 Power Stone


Village: 13000 Population | 2000 Golems, 11000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Wealth, +8 Labor, +15 Industry, +4 Order from Population. +5 Food, +5 Labor, +24 Wealth, +7 Industry, +2 Power Stone from Constructions. +8 Wealth from Government.
2 Reaping Station: +30 Food, +18 Wealth, +36 Resource (14 Floatstone, 4 Native Copper, 9 Silver Timber, 9 Grapes), +3 Aetherium, +3 Silver Timber, +6 Luxury, +6 Order
Artisan Conclave: +24 Food, +24 Wealth, +6 Industry, +6 Order
2 Frontier Outpost: +24 Food, +24 Wealth, +30 Timber, +54 Stone, +42 Ore (21 Floatstone, 21 Native Copper), +6 Order
Rural Community: +30 Food, 3 Labor, 12 Wealth, 3 Wool, 3 Order
Watchtower: 3 Food, 3 Labor, 3 Order
14 Native Copper processed to 25 Wealth, 6 Industry
11 Floatstone processed to Aetherium
10 Wealth processed to 15 Industry by Workshop
3 Wool: 3 Luxuries
3x Ritualized Geokinesis: [-9 Enchantment, +12 Labor]
Militia Army training [1/5]
Income: 131 Food, 52 Labor, 120 Wealth, 46 Industry, 15 Luxuries, 3 Enchantment, 5 Runic Enchantment, 30 Timber, 54 Stone, 14 Floatstone, 11 Native Copper, 14 Aetherium, 12 Silver Timber, 9 Grapes, 2 Power Stone
Expenditures:
3 Luxuries for Freedmen
-1 Timber for Golems
-2 Food, -2 Stone for Constructions.
Electromantic Forge charging [2/2] [2.4]
Constructing Paddy [8/40 Labor, 12 Wealth] -> [40/40 Labor] [Done]
Land Clearance [20/25 Labor, 15/15 Industry]
Sensing Tertiary Powerpoints [6/6 Enchantment]
-7 Disorder, -50% Disorder from Housing. +10 Order from Constructions. +34 Holdings. Total: 44. 82 -> 126
End: 361 Wealth, 65 Industry, 39 Luxuries, 87 Timber, 108 Stone, 36 Floatstone, 33 Native Copper, 56 Aetherium, 24 Silver Timber, 18 Grapes, 8 Power Stones


Village: 9000 Deepkin
+9 Labor, +18 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +2 Labor, +6 Wealth, +6 Industry, +2 Order from Population. +5 Labor, +2 Wealth, +2 Power Stone from Constructions. +4 Wealth from Government.
2 Rural Community: +60 Food, +6 Labor, +18 Wealth, +6 Wool, +6 Order
2 Artisan Conclave: +18 Food, +24 Wealth, +6 Industry, +6 Order
Reaping Station: +15 Food, +9 Wealth, +18 Resource (5 Wool, 13 Marble), +3 Marble, +3 Luxury, +3 Order
3 Frontier Outpost: +36 Food, +36 Wealth, +45 Timber, +81 Stone, +63 Ore (21 Meteoric Iron, 21 Hematite, 11 Blackstone, 10 Amethysts), +9 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
5 Wool: 5 Luxuries at Spinning House
10 Wealth: 15 Industry at Workshop
10 Ore: 20 Wealth
6 Enchantment: 8 Labor via 2 x Ritualized Geokinesis
Bonuses: Amethyst consumed
Income: 147 Food, 33 Labor, 127 Wealth, 23 Industry, 4 Enchantment, 4 Runic Enchantment, 11 Luxuries, 45 Timber, 81 Stone, 11 Meteoric Iron, 21 Hematite, 11 Blackstone, 10 Amethysts, 6 Wool, 16 Marble, 2 Power Stones
Expenditures:
2 Luxuries for Population
-2 Stone for Constructions.
Constructing Spinning House [13/20 Labor, 25 Wealth] -> [20/20 Labor] [Done]
Constructing Bloomery [22 Labor, 10 Wealth, 18 Industry]
Constructing Frontier Outpost [E] [5 Labor, 5 Wealth, 2 Industry]
Tertiary Power Point Sensing [6/6 Enchantment]
-7 Disorder, -50% Disorder from Housing. +7 Order from Constructions. +1 Order from Wonders. +35 Holdings. 43. Total: 78 -> 78 Order
End: 276 Wealth, 36 Industry, 34 Luxuries, 72 Timber, 104 Stone, 33 Meteoric Iron, 21 Hematite, 15 Wool, 23 Marble, 11 Blackstone, 10 Amethysts, 8 Power Stones


Village: 14000 Population | 1000 Gem-Mind Golems, 13000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Wealth, +10 Labor, +15 Industry, +4 Order from Population. +5 Labor, +7 Wealth, +2 Power Stone from Constructions. +5 Wealth from Government.
Artisan Conclave: 3 Food, 12 Wealth, 3 Industry, 3 Order
Rural Community: +30 Food, +3 Labor, +9 Wealth, +3 Wool, +3 Order
Frontier Outpost: +12 Food, +9 Wealth, +12 Timber, +24 Stone, +18 Ore (12 Malachite, 6 Wyrdstone), +3 Copper, +3 Order
2 Frontier Outpost: +24 Food, +18 Wealth, +24 Timber, +48 Stone, +36 Ore (12 Diamonds, 6 Obsidian, 18 Galena), +3 Obsidian, +3 Lead, +6 Order
Reaping Station: +12 Food, +9 Wealth, +18 Resource (5 Malachite, 13 Wyrdstone), +3 Luxury, +3 Order
Watchtower: +3 Food, +3 Labor
17 Malachite: 40 Wealth, 6 Industry via Furnaces
10 Wealth: 15 Industry via Workshop
3 Wool: 3 Wealth
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 99 Food, 38 Labor, 126 Wealth, 27 Industry, 9 Luxuries, 6 Runic Enchantment, 36 Timber, 72 Stone, 19 Wyrdstone, 3 Copper, 12 Diamonds, 6 Obsidian, 18 Galena, 3 Lead, 2 Power Stones
Expenditures:
3 Luxuries for Populace
-2 Timber for Golems
-2 Stone for Constructions.
Deep Mine: [46/75 Labor, 25/25 Wealth, 11/30 Industry] -> [75/75 Labor, 30/30 Industry] [Done]
Constructing Rural Community [N] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Fabricating Golems [6/12 Labor, 15/15 Stone, 30 Wealth, 13/20 Enchantment, 2/2 Power Stones]
Prospecting taking place [100/100 Wealth, -10 Order]
-7 Disorder, -50% Disorder from Housing. +9 Order from Constructions. +28 Holdings. 37. Total: 78 -> 115
End: 49 Wealth, 24 Luxuries, 98 Timber, 170 Stone, 76 Wyrdstone, 12 Copper, 36 Diamonds, 18 Obsidian, 36 Galena, 9 Lead, 4 Power Stones


Village: 10000 Population | 1000 Golems, 9000 Deepkin
+9 Labor, +18 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +6 Wealth, +5 Labor, +6 Industry, +2 Order from Population. +5 Labor, +2 Wealth, +2 Power Stone from Constructions. +3 Wealth from Government.
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +6 Wealth, +15 Resource (15 Meteoric Iron), +3 Iron, +3 Luxury, +3 Order
2 Frontier Outpost: +24 Food, +18 Wealth, +24 Timber, +24 Stone, +16 Ore (Galena), +4 Lead, 2 Silver, +6 Order
3 Wool: 3 Luxuries
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 78 Food, 30 Labor, 77 Wealth, 15 Industry, 12 Luxuries, 24 Timber, 24 Stone, 16 Galena, 4 Lead, 2 Silver, 15 Meteoric Iron, 3 Iron, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-1 Timber for Golems
-2 Stone for Constructions.
Workshop [16/25 Industry] -> [25/25 Industry] [Done]
Constructing Reaping Station [E] [5 Labor, 1 Wealth]
Constructing Reaping Station [SE] [5 Labor, 1 Wealth]
Constructing Reaping Station [S] [5 Labor, 1 Wealth]
Constructing Watchtower [SE] [5 Labor, 2 Wealth, 2 Timber]
Constructing Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Constructing Artisan Conclave [E] [3 Labor, 3 Wealth, 3 Industry]
-2 Disorder, -25% Disorder from Housing. +2 Order from Constructions. 26 Holdings. 31. Total: 44 -> 69.
End: 116 Wealth, 37 Luxuries, 3 Wool, 70 Timber, 68 Stone, 48 Galena, 12 Lead, 6 Silver, 60 Meteoric Iron, 12 Iron, 8 Power Stones


Village: 7000 Population | 5000 Deepkin, 2000 Iron Golems
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +3 Labor, +4 Wealth, +4 Industry, +2 Order from Population. +5 Labor, +2 Power Stone from Constructions. +2 Wealth from Government.
2 Rural Community: +48 Food, +6 Labor, +12 Wealth, +6 Wool, +6 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Copper, +3 Nodules, +3 Order
3 Reaping Stations: +27 Food, +27 Wealth, +45 Resource (15 Malachite, 15 Cotton, 10 Timber, 5 Stone), +3 Copper, +3 Cotton, +3 Nodules, +9 Luxury, +9 Order
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
9 Enchantment: 12 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry via Workshop
Income: 105 Food, 35 Labor, 83 Wealth, 25 Industry, 6 Runic Enchantment, 15 Luxuries, 16 Timber, 14 Stone, 6 Wool, 18 Malachite, 18 Cotton, 6 Copper, 6 Nodules, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-2 Timber for Golems
-2 Stone for Constructions.
Aqueducts [40 Labor, 20 Wealth, 1/25 Industry, 14/25 Stone] -> [25/25 Industry, 25/25 Stone] [Done]
Rural Community [NW] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Fabricating Golems [12/12 Labor, 13/15 Stone, 30 Wealth, 6/20 Enchantment, 2/2 Power Stones]
Constructing Watchtowers [20/30 Labor, 15 Wealth, 0/20 Industry.]
-2 Disorder from Housing. +35 Holdings. 35. Total: 56 -> 93
End: 39 Wealth, 34 Luxuries, 29 Timber, 4 Stone, 6 Wool, 72 Malachite, 36 Copper, 24 Nodules, 6 Power Stones


Village: 9000 Population | 1000 Iron Golems, 1000 Golems, 7000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +7 Wealth, +5 Labor, +7 Industry, +2 Order from Population. +2 Power Stone from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +12 Wealth, +3 Industry, +3 Order
Rural Community: +20 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +9 Wealth, +18 Resource (9 Sapphire, 9 Wyrdstone), +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Cobalt), +3 Black Cotton, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Opals, +3 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
Trained Army patrolling
Income: 62 Food, 21 Labor, 70 Wealth, 16 Industry, 9 Luxuries, 12 Timber, 18 Stone, 3 Wool, 3 Cobalt, 3 Black Cotton, 3 Malachite, 3 Opals, 9 Sapphires, 9 Wyrdstone, 2 Power Stones
Expenditures:
-2 Luxuries for Populace
-5 Food, 5 Wealth, 1 Industry for Army
-3 Enchantment for Golems
-2 Stone for Constructions.
Treadwheel Crane [44/75 Labor, 110 Wealth, 33/40 Industry, 23/40 Timber] -> [65/75 Labor, 40/40 Industry, 35/40 Timber]
Prospecting [100/100 Wealth, -10 Order]
Order: +21 from Holdings. 21. Total: 59 -> 70
End: 22 Wealth, 21 Luxuries, 54 Stones, 6 Wool, 9 Cobalt, 9 Black Cotton, 9 Malachite, 9 Opals, 36 Sapphires, 36 Wyrdstone, 8 Power Stones


Village: 10000 Population | 10000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +3 Labor, +6 Wealth, +6 Industry, +2 Order from Population. +5 Labor, +2 Power Stone from Constructions. +3 Wealth from Government.
2 Rural Community: +48 Food, +6 Labor, +12 Wealth, +6 Wool, +6 Order
2 Artisan Conclave: +12 Food, +24 Wealth, +6 Industry, +6 Order
Reaping Station: +9 Food, +9 Wealth, +15 Resource (3 Timber, 3 Stone, 3 Hematite, 3 Emeralds, 3 Galena), +3 Iron, +3 Luxury, +3 Order
3 Frontier Outpost: +27 Food, +27 Wealth, +18 Timber, +18 Stone, +9 Ore (3 Emeralds, 3 Hematite, 3 Galena), +3 Emeralds, 3 Iron, 2 Lead, 1 Silver, +9 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry via Workshop
Bonuses: Amethyst consumed
Income: 111 Food, 27 Labor, 86 Wealth, 30 Industry, 2 Enchantment, 9 Luxuries, 21 Timber, 24 Stone, 6 Wool, 6 Hematite, 9 Emeralds, 6 Galena, 6 Iron, 1 Silver, 2 Power Stones
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Seat of Seeing [22/30 Labor, 15 Wealth, 6/10 Industry, 2/15 Enchantment] -> [30/30 Labor, 10/10 Industry, 15/15 Enchantment] [Done]
Rural Community [N] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Aqueducts [16/40 Labor, 20 Wealth, 14/25 Industry, 25 Stone]
35 Order from Holdings. 35. Total: 69 -> 94
Prospecting conducted [100/100 Wealth, -10 Order]
End: 52 Wealth, 28 Luxuries, 40 Timber, 45 Stone, 15 Wool, 15 Hematite, 30 Emeralds, 15 Galena, 15 Iron, 1 Silver, 8 Power Stones


Village: 10000 Population | 10000 Deepkin
+9 Labor, +15 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +3 Labor, +6 Wealth, +6 Industry, +2 Order from Population. +5 Labor, +2 Power Stone from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +9 Wealth, +3 Industry, +3 Order
Reaping Station: +6 Food, +6 Wealth, +15 Resource (3 Timber, 3 Stone, 3 Sapphires, 3 Shimmerstone, 3 Galena), +3 Lead, +1 Silver, +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Native Copper), +3 Emeralds, +3 Order
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Grapes, 6 Emeralds, 3 Chestnuts), +3 Luxury, +3 Order
6 Enchantment: 8 Labor via Ritualized Geokinesis
10 Wealth for 15 Industry at Workshop
Bonus: Shimmerstone consumed [+2 Enchantment], Amethyst consumed
Income: 63 Food, 28 Labor, 47 Wealth, 25 Industry, 5 Enchantment, 12 Luxuries, 12 Timber, 15 Stone, 3 Wool, 3 Native Copper, 9 Emeralds, 3 Sapphires, 2 Shimmerstone, 3 Galena, 3 Lead, 1 Silver, 3 Grapes, 3 Chestnuts
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Bloomery [22 Labor, 10 Wealth, 4/18 Industry] -> [18/18 Industry] [Done]
Seat of Seeing [15/30 Labor, 15 Wealth, 0/10 Industry, 5/15 Enchantment] -> [30/30 Labor, 10/10 Industry, 15/15 Enchantment] [Done]
23 Order from Holdings. 23. Total: 50 -> 73
End: 137 Wealth, 2 Industry, 34 Luxuries, 35 Timber, 41 Stone, 9 Wool, 9 Native Copper, 21 Emeralds, 12 Sapphires, 10 Shimmerstone, 12 Galena, 12 Lead, 4 Silver, 6 Grapes, 6 Chestnuts


Village: 15000 Population | 15000 Deepkin
+9 Labor, +15 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +4 Labor, +9 Wealth, +9 Industry, +4 Order from Population. +5 Labor from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +9 Wealth, +3 Industry, +3 Order
Rural Community: 24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Sunstone, 6 Obsidian, 3 Ropegrass), +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Graphite), +3 Graphite, +3 Order
6 Enchantment: 8 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry [Workshop]
Income: 57 Food, 29 Labor, 44 Wealth, 30 Industry, 2 Enchantment, 9 Luxuries, 9 Timber, 10 Stone, 3 Wool, 6 Graphite, 3 Sunstone, 6 Obsidian, 3 Ropegrass, 1 Power Stone
Expenditures:
3 Luxuries for Populace
Spinning House [19/20 Labor, 25 Wealth] -> [20/20 Labor] [Done]
Channeling Shrine of Power [0/5 Labor, 10 Wealth, 2/5 Enchantment] -> [5/5 Labor, 5/5 Enchantment] [Done]
Constructing Aqueducts [23/40 Labor, 20 Wealth, 25 Industry, 25 Stone]
23 Order from Holdings. 23. Total: 50 -> 73
End: 60 Wealth, 20 Industry, 24 Luxuries, 29 Timber, 10 Stone, 6 Wool, 18 Graphite, 12 Sunstone, 24 Obsidian, 12 Ropegrass, 2 Power Stone


28 Research (8 Bonus) - 36
2 Research to School of Outsider: Lesser Blink [6/40] -> [8/40]
Spire of the Sky researching Nightmetal Comprehension [6/38]
Local Knowledge [10 RP] [Done]
Abstract Mathematics [20 RP] [Done]
21/50 -> 27/50 Research for Ropegrass Comprehension
Last edited by G-Tech Corporation on Mon Aug 15, 2022 11:10 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.

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The Empire of Tau
Minister
 
Posts: 3401
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri Aug 12, 2022 6:32 pm

The Bacchanal Republic of Manikos - Turn 4

Empire (Early): +1 Wealth from Cities
Seed-Drill: Aqueducts grant +1 Population Growth additionally, and give +1 Food to Agriculture-type Districts
Smithing (Refined): Decreases the Wealth cost of Military Equipment that requires Metal by one

The word spreads - Manikos needs sellswords for hire! Up-front up payment and then regular deposits are guaranteed if hired. Head for Machaka for the chance of hire.

Machaka: [Capitol City] 31,000 Population | 21000 Freedmen, 6000 Serviles, 4000 Hedonists | 1 Freedmen to 1 Hedonists | Spiderlings, Moon Panthers, Native Silver, Galena

Constructions:
3 Fortresses [+6 Army Capacity]
Simple Sewers [+2 Population Growth in City]
Aqueduct [+2 Population Growth in Settlements]
Houses [-2 Disorder from Population is ignored in this City]
Deep Quarry [2 Stone from Settlements which produce Stone]
Garrison [Maintains a Free Army at Highest Level of Equipment]
Treadwheel Crane [+1 Labor from every 20,000 Population in City]
Dense Housing [25% of Disorder from Population is ignored in this Region]
Shaduf [+5 Food. All landscapes in this Region count as Riverlands for purposes of bonus Food.]
Workshop [This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down)]
Tavern [-2 Food, +2 Order, +2 Wealth]
Grand Wall [BIG W A L L]
Watchtowers [I SEE YOU]

Wonders:
The Great Bath [+4 Population Growth & +2 Wealth per other Population Growth in this City]
The House of Wisdom [Universities in this Region produce +1 Research | +2 Research to this Region if Machaka has a University]
The Manufactory [Workshops in this city may convert 5 Wealth into 15 Industry instead of the usual rate, given they are provided with an additional 4 Labor]

Settlements:
Rural Community [+4 Food, +1 Labor, +1 Wealth]
Isolated Fields [+3 Food, +6 Wealth, +8 Agricultural Resource, +4 Luxuries]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]
Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore]

Income Calculation/Processes:
14 Food [+5 Shaduf, +4 Rural Community, +3 Isolated Fields, +2 Reaping Station, +2 Frontier Outpost, +1 Seed-Drill, -2 Tarven]
8 Labor [+2 Capital City, +2 Servile Population (+2 Chattel slavery), +1 Treadwheel Crane, +1 Rural Community]
32 Wealth [+5 (+3) Capital City, +4 Freedmen Population, +3 Hedonists, +6 Isolated Fields, +2 Tavern, +1 Early Empire, +2 Great Baths, +2 Reaping Station, +2 Frontier Outpost, -5 Citizen-Scholars] [25% Merchant Republic, 7+]
6 Industry [+5 (+1) Capital City]

4 Research [+2 Capital City, +1 Hedonists Population, +1 Citizen-Scholars]
5 Luxury [+4 Isolated Fields, +1 Reaping Station]
10 Order [+5 Capitol City, +2 Tavern, +2 (+4) Republic, -2 Citizen-Scholars,-1 Hedonist]
8 Flax [+8 Isolated Fields]
4 Timber [+1 Frontier Outpost, +3 Reaping Station]
1 Stone [+1 Frontier Outpost]
1 Galena [+1 Frontier Outpost]
1 Sliver [+1 Frontier Outpost]

Budgeting, Upkeep, and Disorder:
-6 Food to feed the Population [-5 Freedmen, -1 Serviles]
-5 Luxuries to satisfy Population [-5 Freedmen]

3 Disorder [+4 Serviles, +2 Hedonists] [-2 Houses | 25% Dense Houses, -1) / 3 Disorder minus 10 Order Equals 7 Order, -1 → 6 Order Total

Frontier Outpost [2/5 L] [5/5 W] [2/2 I] + 3L → Done
Scrape Mine [0/20 L] [0/5 W] [0/5 I] + 5L, 5W, 3I → Not Done
God-Spider Recruitment [0/25 Food] + 8 Food → Not Done

Storage: 62 Wealth → 89, 10 Industry → 13, 3 Timber → 7, 0 Stone → 1, 0 Silver → 1, 0 Galena → 1, 0 Flax --> 8

Eshe: [Village] 10,000 Population | 9,000 Freedmen, 1000 Hedonists | Bighorn Sheep, Ground Squirrels, Tubers

Constructions:
Garrison [Maintains a Free Army at Highest Level of Equipment]
Reinforced Stone Wall [W A L L]
Workshop [This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down)]

Settlements:
Rural Community [+4 Food, +1 Labor, +1 Wealth]
2x Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]

Income Calculation/Processes:
13 Food [+5 Village, +4 Rural Community, +2 Artisan Conclaves, +2 Reaping Station]
3 Labor [+2 Village, +1 Rural Community]
13 Wealth [+2 Village, +2 Freedmen Population, +1 Early Empire, +6 Artisan Conclave, +3 Hedonists, +2 Reaping Station, -5 Citizen-Scholars] [25% Merchant Republic, 3+, Rounded Up from 2.25]
3 Industry [+1 Village, +2 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen Scholars]
5 Order [+2 Village, +2 (+4) Republic, -1 Hedonists, -2 Scholar-Citizens]
3 Luxuries [+2 Village, +1 Reaping Station]
3 Timber [+3 Reaping Station]

Budgeting, Upkeep, and Disorder:
-2 Food to feed the Population [-2 Freedmen]
-2 Luxuries to satisfy Population [-2 Freedmen]

2 Disorder [+2 Hedonists] / 2 Disorder minus 5 Order Equals 3 Order Total, 4 → 7 Order Total.

Frontier Outpost [1/5 L] [0/5 W] [0/2 I] + 3L → Not Done

Storage 16 Wealth → 29, 4 Industry → 7, 6 Fireclay, 6 Sphalerite, 0 Timber → 3

Nea: [Village] 10,000 Population | 7000 Freedmen, 2000 Serviles, 1000 Hedonists || Galena, Native Copper, Granite

Constructions/:
Garrison [Maintains a Free Army at Highest Level of Equipment]
Reinforced Stone Wall [W A L L]
Bloomery [5 Ore may be converted into 10 Wealth or 5 Metal every year in this Region]

Settlements:
2x Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Copper, +1 Galena, +1 Granite).
2x Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]

Income Calculation/Processes:
11 Food [+5 Village, +4 Frontier Outposts, +2 Artisan Conclaves]
6 Labor [+2 Village, +2 Servile Population (+2 Chattel Slavery)]
21 Wealth [+2 Village, +2 Freedmen Population, +3 Hedonists, +6 Artisan Conclaves, +4 Frontier Outposts] [25% Merchant Republic, 5+, rounded up from 4.25]
3 Industry [+1 Village, +2 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen-Scholars]
5 Order [+2 Village, +2 (+4) Republic, -1 Hedonists, -2 Citizen-Scholars]
2 Luxuries [+2 Village]
2 Stone [+2 Frontier Outposts]
2 Timber [+2 Frontier Outposts]
2 Copper [+2 Frontier Outposts]
2 Galena [+2 Frontier Outposts]
2 Granite [+2 Frontier Outposts]

Budgeting, Upkeep, and Disorder:
-3 Food to feed the Population [-2 Freedmen, -1 Serviles]
-2 Luxuries to satisfy Population [-2 Freedmen]

4 Disorder [+2 Hedonists, +2 Serviles] / 4 Disorder minus 5 Order Equals 1 Order, 0 → 1 Order Total.

Scrape Mine [12/20 L] [5/5 W] [5/5 I] + 6L → Not Done
Reaping Station [0/5 L] [1/1 W] → N/A

Storage 33 Wealth → 33, 6 Stone → 8, 6 Timber → 8, 6 Copper → 8, 6 Galena → 8, 6 Granite → 8, 0 Industry → 3

11 → 25 Global Order [+7 Eshe, +1 Nea, +6 Machaka]
9 Research [+4 Machaka (+1 Scientific Method), +2 Nea, +2 Eshe] goes into copying Deepkin Retinues [22/30] → [30/30] [Done] | 1 Leftover to Research Mathematics (Abstract) [0/20] → [1/20]

Trade Outposts:
[South of South of Varra (Mountains) | Seedgrass, Sphalerite, Alfalfa]
[East (Plains-River-NW) | Serviceberry Trees, Tubers, Alfalfa]

Legio XI [Tribal Army]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Legio XII [Tribal Army]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Legio XIII [Tribal Army]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Espionage:
Machaka | Spy Network ‘Sin’ - Counterespionage
Eshe | Spy Network ‘Ulm’ - Counterespionage
Nea | Spy Network ‘Abo’ - Counterespionage
Last edited by The Empire of Tau on Fri Aug 12, 2022 7:08 pm, edited 2 times in total.

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

Postby Ralnis » Sat Aug 13, 2022 3:33 pm

Imperial Palace,
Empire of Warcyfle


As the Corvian prisoner from the last raid laid at the feet of the Court of Clouds, anger rose up from all who had heard the knowledge. The Count of Matuai, who had suffered the threats of raids for the past two years, had now found the enemy. The prisoner, who had been ruthlessly interrogated and beaten, was still defiant like the Wolf he is. The Third Emperor listen with an intense scowl as he held a copy of the decree from the Hectate.

"Take him away, kill all but one. Publicly. Let everyone know what the Wolves are doing and make a promise that we will get retaliation. " The young Emperor said as the guard dragged the screaming Wolf away.

"Your Imperial Majesty, I don't think a public execution would work in our favor." The Count of Lo started to speak," even with the information that they have broken the treaty and have our people, this will only galvanize our people's against one another and will spark another war once we are ready for it. I believe we should try to broker something with them as the Deepkin as a third party to help establish peace."

"We're already at war!" The Count of Mautai slammed his fist down on the wooden table." They decided to make the first move by taking my people! To hinder the mining of Lightningstone! They know what they're doing and know that we can't stop them!"

"This means we are in a "cold war" that the admirals have coined as a way of showing our struggle with the remnants of Corvus. Though they have broken our treaty, we can't go to war with them. Let us try and do something else then try and bring the conscripts to bare. Even if we are to continue to improve them with the coilbows and the mounts. We need to be able to continue with our research into improving ourselves and to, your Imperial Majesty, to retract the order about the public execution and banned the worship of the Four in our lands." The Count of Ithoi explained.

The Court and the Third Emperor who met in the Imperial Palace had started to think on how to do this Cold War that they were on the receiving end of. The public execution was withheld to just being put to sword in secret and the news of the Corvians breaking the treaty was made manifest instead. The Storm Empire was already monotheistic but they never truly banned any religion except now. The Four were banned from the Empire and those found worshipping the gods would be met with execution for going against the Storm Father and going against the state itself.

The scholars themselves complete the reforms to their intelligence network. Long time ago they were the arm of their raiding activities and duplicity against the Corvians before the Age of Blood. However, like the religion, they needed to reform for these times and to be prepared to match their rival. The Wolves, even brought down to three cities, have still maintained a fierce competition against the Sea Peoples of the Mirror Sea, such a thing breeds adaption and innovation among those who wield Electromancy like a sword.

When it comes to trying to rebuild what they have lost, it would be for the best in order to help that they can start with that.

Current Crisis: Freedmen demand luxury products!

Lo: [Capitol City] 18000 Population: 16000 Freedmen, 2000 Serviles | Child Birds, Crocodiles, Giant Mangroves, Native Copper, Gold
Garrison, Reinforced Stone Wall | The Red Tower | Aqueduct, Electromantic Forge, Houses, Drydock, Pit Mine
Watchtower
Frontier Outpost
Trireme Fleet

Disorder(per 5000 people I think): 9(16000 Freedmen)
Ignored Order: 2(Houses), 7 Disorder
Order: +5 Order(Capital City). +1( Stalwart Defense), +1( Watchtower), +2 Order(Celestial Empire)

Order is +2(Crisi Adverted!)

Labor: +2(Capital City), +1(Watchtower)
Industry: +5(Capital City)
Wealth: +5(Capital City), +2(Frontier Outpost)
Food: +2(Frontier Outpost), +1(Watchtower)
Ore(Gold): +1 Ore(Frontier Outpost),+2 Ore(Pit Mine)


3 Labor, 5 Industry, 7 wealth, 3 food, 3 gold, 1 Timber, 1 stone this turn
All go to making a Reaping Station, which is completed

Research is into Organizing the Cult of Tes'la into a proper religion, Research Completed!


[spoiler=Aun'kal]
Current Crisis: Freedmen demand luxuries!

Aun'kal: [Hamlet] 9000 Population | 7000 Freedmen, 1000 Serviles | Native Copper, Wolves, Cassiterite, Saltrice, Horned Ones
Reinforced Stone Wall | Aqueduct, Electromantic Forge, Houses, Pit Mine
Electromantic Forge Aqueduct, Fitted Stone Wall
Watchtower
Rural Community
Reaping Station

Disorder(every 5000 Freedmen) 3(Freedmen)
Houses: 2 Disorder ignored
Order: +1 Order(Hamlet), +1 Order(Watchtower), +2 Order(Celetsial Empire),+1 Order(Stalwart Defense)
Order is a +3, Crisis has been adverted

Labor: Hamlet is a +1 Labor, +1(Watchtower), +1(Rural Community)
Industry: 0(Imports are needed)
Wealth: +1 Wealth(Rural Community), +2 Wealth(Reaping Station)
Food: +6 Food(Rural Community), +3 Food(Hamlet), +2(Reaping Station), +1 Food(Watchtower)
Timber: 2(Reaping Station)
Stone: 1(Reaping Station)
Ore(Native Copper): +2(Pit Mine)
Luxury: 1(Reaping Station)

2 Timber, 6 food, 1 stone, 2 Native copper, 1 luxury( used by the people of the region!), 0 industry, 3 wealth gathered
Freedmen have their needs met: +1 Enchantment stored for the Empire!

Another Reaping Station will be built!
[/spoiler]

Current Crisis: Freedmen demand luxuries!

[Hamlet] 8000 Population | 8000 Freedmen | Native Copper, Sheep, Cherry Trees
Reinforced Stone Wall, Garrison | Aqueduct, Electromantic Forge, Pit Mine
Rural Community
Artisan Conclave

Disorder(5000 Freedmen): 3 Disorder
Order: +1 Order(Hamlet), +2 Order(Celestial Empire),+1 Order(Stalwart Defenses)
Order is +1, Crisis is adverted

Labor: +1(Hamlet), +1(Rural Community), +1(Artisan Conclave)
Wealth: +3(Artisan Conclave), +1(Rural Community)
Industry: +1 industry(Artisan Conclave)
Food: +6(Rural Community), +3 (Hamlet), +3(Artisan Conclave)
Ore(Native Copper): +2(Pit Mine)
Timber: 0
Stone: 0

3 labor, 4 wealth, 1 industry, 12 food, 2 copper were gathered

Reaping Station is being made!


Current Crisis: Freedmen Demand Luxuries!
[Hamlet] 5000 Population | 5000 Freedmen | Bluebells, Lightning-Whales, Wheat. Heremtite
Garrison, Reinforced Stone Wall. Pit Mine| Sky Pillar Wonder
Rural Community
Reaping Station

Disorder(5000 Freedmen): 3
Order: +1(Hamlet), +2(Celestial Empire), +1 Order(Stalwart Defenses)
Order is +1, Crisi is Adverted

Labor: 1(Hamlet), 1(Rural Community)
Wealth: 1(Rural Community)
Food: 3(Hamlet), 6(Rural Community)
Industry:0
Other resources: 3 (Iron)
Reaping Station( 1 Luxury, 1 iron


Current Crisis: Freedmen demand luxuries!

[Hamlet]: 5000 Population | 3000 Freedmen | Lightningstone, Sapphires, Oranges, Apes
Reaping Station
Frontier Outpost
Watchtower

Disorder(5000 Freedmen): 3
Order: +1(Hamlet)
Disorder is +2, people are unhappy

Labor: 1(Hamlet), 1(Frontier Outpost)
Wealth:2(Frontier Outpost), 2(Reaping Station)
Food: 3(Hamlet), 2(Frontier Outpost),1 (Reaping Station)
Industry: 0
Ore(Lightiningstone): 2(Reaping Station)
Timber and stone:2(Reaping Station)
Luxury:1(Reaping Station)

2 Labor, 4 wealth, 6 food, 4 Lightningstone, 1 Luxury gathered this turn
Freedmen disorder adverted!

1 Enchantment to the Storm Empire!

Reinforced Lightingstone Mine is done

Watchtower is made!


Current Crisis: Freedmen demand luxuries!

[Hamlet] 7000 Population|7000 Freedmen| No resources
Garrison, Houses, Workshop, Bloomery
Artisan Conclave
Watchtower

Disorder (5000 Freedmen):3
Houses ignore 2 disorder
Order: +1(Hamlet), +1(Watchtower)

Order is +1, Crisis Adverted!

Labor: 1(Hamlet), 1(Watchtower)
Wealth: 3(Artisan Conclave)
Industry: 1(Artisan Conclave)
Food: 3(Hamlet),1(Watchtower), 1(Artisan Conclave)
Timber and Stone: 0
Ore: 0
Luxury: 0

2 labor, 3 wealth, 5 food, 1 industry gathered today

Local Market made
Workshop converted 10 wealth into 1 industry(2/10 industry)


13 Iron
20 Lightingstone
112 wealth
35 food(-10)
25 food surplus( too bad it all spoiled!)
15 Timber
8 Stone
5 Enchantment
3RP Mundane/6RP Electromancy

Resarch into Cohesive Networks Done!


Mounts are given to the conscript army as they are reinforced as they defend Mauti


4 Industry is sent to Matui for that Lightingstone Mine(10/10 Industry)
3 Industry sent to Deepkin for 3 iron
Last edited by Ralnis on Sat Aug 13, 2022 3:33 pm, edited 1 time in total.
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: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Aug 15, 2022 11:57 am

Year Fivehundred Thirtyeight of the Reckoning Ends
Era Four, Year Four Ends


The Remnants of Corvus: No small amount of upheaval follows the declaration forbidding worship of the Storm Father - predominantly from the slaves in their barracks, when their overseers attempt to stamp out their indigenous beliefs. It is not only from the servile that this discontent comes though; merchants and western sea-born sailors are not unknown to have adopted the worship of Tes'la, for danger of his storms upon the Mirror Sea is well known, and some protest to the Pacate that without the proper propitiations their voyages may be doomed... at any rate, the disruption will cost sweat and gold, for now. -2 Labor in Corvus until the decree is rescinded or other actions are taken. -2 Wealth in Corvin.

There is good news, though. The prospectors and miners who have been working in the frontier south and west of Cavon express cautious optimism. In burning heat the ore they have laboriously extracted appears to respond to an impetus of the same, which marches with the properties of firechar which the artificers from Forgefend have described to the Soulan Council.

The Folk: A nascent handicrafts industry is developing in Vael, the well-to-do kindreds of the capitol seeking finery to emphasize their status and fill their hours of leisure. Enterprising souls have begun woodworking and other artisanal projects, which seem likely to at least mollify this desire. Vael gains the modifier [Artisan Cadres], which decreases Wealth output by 5 but increases the production of Luxuries and Industry by 1 each.

The Landsraad Imperium: Prospecting in Clarion, Zharrdehur, and Khoramor has not yielded positive results. The new settlement of Farholme, however, is beginning to grow on the banks of the Twin Rivers. Other than that there is little news.

The Bacchanal Republic of Manikos: From the south have arrived mercenaries, men who travel in a large company, iron shod and with eyes full of wariness. Their numbers are less than one might wish, but they seem well fed and well paid. Their leader states that this host of sellsword will fight for Machaka in exchange for five caravans of wealth, for the period of four years - on the condition they be allowed to recruit reinforcements for their warbands from the ranks of the Machakim.

The Storm Empire of Warcyfle: At last the new delvings of lightningstone have been completed, and from her depths comes a steady stream of the valuable material. Lightningstone production in Mauti has been increased by two every year, at a minimal expense indeed. There is more though; several strange shards of lightningstone which glimmer with an inner fire much fiercer than that of their counterparts have been discovered deep in the mine, and the scholars wish to investigate these Shards of Tes'la.

The Republic of Nordwood: A year like any other, of growth and peace.

The Taiyang Dynasty: The barbarians have passed north, beyond the lands of the Nirari, and out of the ken of the Huang. Some princes of the lesser houses grumble against the Mandate of Heaven, quiet words behind closed doors that the Taiyang have not been favored by King Yama, that his face is turned from the Huang. +5 Disorder in Yuzhou this year.

The Khortuun of Sorrowfree: The desert sands are still, and no strife disturbs the repose of the Vale of Ustar.
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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Lazarian
Minister
 
Posts: 2079
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Aug 15, 2022 7:05 pm

The Remnants of Corvus

Chains Broken Near and Far

Laedon Breezespeech, Second Prelan, looked at his brothers of the Second Sect.

“So that’s it, then? It’s over?” he asked, looking up at the messenger. “Our Sect’s sacred duties cast away in a moment?”

“Yes,” his superior said calmly, reading down the proclamation. Telaen, First Prelan, was as ancient as the stones that surrounded them. Most of his teeth were missing, and his hair was white as the snow of the Spine. To his credit, however, he still commanded impressive acuity of mind and soul, and was allowed to continue his work. Others of his age were long retired, but Telaen insisted that he would much rather die out in the field than in some home of elders. Some found his dedication noble and commendable - others found it quite frustrating, as there were many who desired his rank and title.

“The Wards…of the State…shall be no more.” he croaked, rolling the scroll up with quivering hands. “We…shall find…other responsibilities.

Huran, an overseer notable for his harsh methods, paled.

“Surely we are not letting these uncivilized kindreds roam our lands. What if they come back to inflict vengeance upon us?” he protested, fear in his eyes.

“Then it will be well deserved, in your case.” quipped Jana Manytongues, her thin lips drawn into a judgemental line. “You shall reap what you have sown.”

It was a discordant statement, to be certain. The Second Sect of the Janyesans was divided down the middle as to the proper treatment of the Wards. Some treated their charges as servants and friends, rewarding them for a good day’s labor with coins and marks out of their own pay. Others believed in the efficacy of the rod and cane alone. Laedon himself fell into the first group - though his Wards certainly worked hard, hauling stone and timber for long hours, he did his best to ensure decent meals and a warm hearth for them.

“Silence! Silence!” ancient Telaen coughed, leaning heavily on his cane. “There…there is nothing to worry about. They…are being sent home…to their home.”

“We’re giving up these valuable hands? Surely this will be unpopular.” another of the Prelans noted, raising bushy eyebrows. “How does this fulfill the greater good of our people?”

“Because…our lost brothers…are returned.” the elder said with a joyous smile. “Blessed…blessed day.

The room burst into disbelieving gasps and whispers. The Lost of Cavon were an ancient grievance that had never been properly avenged - thousands and thousands abducted from the outlying regions of Cavon. Several generations of rural tent-clans had avoided those cursed woods. Some said that there were sons of the Beast that wandered those dark woods…but others claimed that they had been taken. It was a great tragedy that had never been solved…until now.

“Better still,” Telaen continued, “war…is avoided. The blood of innocents…will not be needlessly spilled.”

The mood turned from fearful to joyous in moments. They had all been dreading it. The prospect of another Storm War had been looming over all of their heads, ever since the fleet had been rebuffed last year. It had been a reckless action by the bloodthirty Pacates, who had sought glory and treasure. It was not widely supported amongst the Guides and their vast complexes - but tales of glory and plunder seemed to have some undeniable appeal amongst the freedmen of the cities, and none could deny the decrees of the Soulan.

“Blessed day indeed!” Laedon laughed in disbelief, forgetting his concern at losing his occupation. “Vennon’s toll avoided! How?”

“The work of wise men…from our kin…and the foreigner alike.” Telaen smiled, closing his eyes in satisfaction. His proposal of releasing the Wards had been deeply unpopular - at first. But after months of hard and long fighting in the secret meeting-rooms of the Temple, his efforts had borne fruit. Apparently, there were members of the Storm Court who had worked to put together a similar proposal. The final piece that had united the efforts of the peacemakers was his son’s journey to Forgefend, to secure the backing of the fearsome and terrible Landsraad.

Few would know his legacy - but if the treaty held…he had saved hundreds, if not thousands.

That, he thought with a smile, would last longer in the sands of time than a few bridges or roads.

Corvus [Capitol City] (15,000 Freedmen, 5,000 Serviles)
[Watchtowers, Garrison, Temple of a Thousand Pillars, Aqueduct, Apothecary, Treadwheel Crane, Shaduf, Sewers, Houses, Blast Furnace, Workshop, Deep Quarry] (Blast Furnace: 10 Ore to 30 Wealth conversion. Workshop: 10 Wealth to 15 Industry)
City Income: +2 Labor, +6 Wealth, +5 Industry, +5 Order, +2 Research, +1 Wealth per 10,000 population. (+1 Wealth), +1 Industry per every 20,000 population. (+1 Industry)
Buildings: Treadmill Crane: +2 Labor (base), +1 per 20,000 population (+3 Labor), Shaduf: +5 Food, Houses: negates 2 disorder from pops, Workshop: 10 Wealth to 15 Industry, Spinning House: 5 Cotton > 5 Luxuries, 10 Ore > 30 Wealth
Population
15,000 Freedmen: +3 Wealth, -3 Food, -3 Luxuries, +1 Enchantment
5,000 Serviles: 1 Labor, +1 Disorder
Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order, -1 Wealth)

Frontier Outpost I (West Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Gold Ore

Frontier Outpost II (West Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Gold Ore

Frontier Outpost III (NN Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Malachite Ore

Frontier Outpost IV (NN Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Coal

Artisan Conclave I (South Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave II (South Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave III (North Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave IV (North Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Reaping Station I (SS Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury, +3 Cotton

Reaping Station II (SS Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury, +3 Cotton

Rural Community I (East Corvus): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community II (East Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community III (Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community IV (Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Start: 75 Wealth, 47 Industry, 4 Gold Ore, 30 Stone, 4 Timber, 4 Malachite Ore, 9 Luxuries, 1 Cotton, 2 Coal
Income from Pops: +1 Labor, +3 Wealth
Income from City: +5 Food, +5 Labor, +6 Wealth, +6 Industry, +2 Research, +15 Industry, +30 Wealth, 5 Luxuries
Income from Settlements: 32 Food, 32 Wealth, 4 Timber, 12 Stone, 4 Gold Ore, 2 Malachite Ore, 4 Labor, 4 Industry, 2 Luxury, 6 Cotton, 2 Coal
Total Income: 37 Food, 10 Labor, 71 Wealth, 4 Timber, 12 Stone, 4 Gold Ore, 2 Malachite Ore, 2 Coal, 25 Industry, 7 Luxuries, 6 Cotton
Construction:
Artisan Conclave V (Corvus) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Wealth, -3 Labor, -3 Industry]
Artisan Conclave VI (Corvus) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Wealth, -3 Labor, -3 Industry]
Pit Mine (8/30 Labor, 0/12 Wealth, 0/10 Industry) [4 Labor from Labor Coordination, -4 Labor]
Land Clearance (Corvus) (5/25 Labor, 0/15 Industry)
Mounts (1/3 Industry)
Itemized Expenses:
5 Food, 5 Wealth, 1 Industry (Army Upkeep)
10 Wealth (Workshop Conversion)
3 Food, 2 Luxuries (Populations)
5 Cotton (Spinning House Conversion)
14 Labor, 6 Wealth, 6 Industry (Construction)
8 Gold Ore, 2 Malachite Ore (Blast Furnace Conversion)
5 Wealth (Citizen Scholars)
Total Expenses: 15 Wealth, 8 Food, 1 Industry, 2 Luxuries, 5 Cotton, 14 Labor, 8 Gold Ore, 2 Malachite Ore
Net Income: 50 Wealth, 29 Food, 18 Industry, 4 Timber, 12 Stone, -4 Gold Ore, net Malachite Ore, 3 Luxuries, 1 Cotton, 2 Coal
End: 123 Wealth, 65 Industry, 8 Timber, 42 Stone, 0 Gold Ore, 4 Malachite Ore, 12 Luxuries, 2 Cotton, 4 Coal
Special Actions:
Wolf I [Forged Iron Armor, Forged Iron Weapons, Compound Bows, Horned Lords] patrols Corvus.
Bonewarping: (5/12 Enchantment, 4/4 Blood Cost (+1 Enchantment))


Cavon [Village] (10,000 Freedmen, 2,000 Serviles)
[Watchtowers, Grand Wall, Garrison | Monument to the Fallen | Workshop, Aqueduct, Houses]
City Income: +2 Labor, +5 Food, +3 Wealth, +1 Industry, +2 Order, +2 Luxuries
Buildings: -2 Disorder from pops (Houses), +2 Labor (Treadwheel Crane), +15 Industry (Workshop)
Population:
10,000 Freedmen: -2 Food, -2 Luxury, +3 Wealth, +1 Enchantment
Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order)

Frontier Outpost I (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Cassiterite Ore

Frontier Outpost II (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Nightmetal Ore

Watchtower (South Cavon): (Military) +1 Food, +1 Labor, +1 Army Cap

Rural Community I (South Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community II (West Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community III (West Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Artisan Conclave I (SW Cavon): (Artisan) +1 Food, +3 Wealth, +1 Industry

Frontier Outpost III (SW Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Firechar

Start: 23 Wealth, 6 Stone, 2 Timber, 8 Cassiterite Ore, 2 Nightmetal Ore, 13 Industry
Income from Pops: 2 Wealth, -2 Luxuries
Income from City: 4 Labor, 5 Food, 3 Wealth, 16 Industry, 2 Order, 2 Luxuries
Income from Settlements: 20 Food, 15 Wealth, 2 Timber, 3 Stone, 4 Labor, 4 Cassiterite Ore, 1 Industry
Total Income: 25 Food, 8 Labor, 21 Wealth, 2 Industry, 2 Timber, 3 Stone, 2 Cassiterite Ore, 2 Nightmetal Ore, 18 Industry, 2 Luxuries
Construction:
Artisan Conclave in SW Cavon destroyed, replaced by Frontier Outpost IV. (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-5 Labor, -5 Wealth, -2 Industry
Artisan Conclave (Cavon) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-2 Labor, -3 Wealth, -3 Industry]
Artisan Conclave (Cavon) (1/3 Labor, 0/3 Wealth, 0/3 Industry) [-1 Labor]
Blast Furnace (0/40 Labor, 0/35 Wealth, 0/40 Industry)
Expenses:
2 Food, 2 Luxury (Citizens)
10 Wealth (Workshop)
5 Wealth (Citizen Scholars)
8 Labor, 8 Wealth, 5 Industry (Construction)
Net Income: 2 Wealth, net Labor, 12 Industry, net Luxury, 23 Food, 3 Timber, 3 Stone, 2 Cassiterite Ore, 2 Nightmetal Ore, 2 Firechar
End: 26 Wealth, 21 Industry, 9 Stone, 6 Timber, 12 Cassiterite Ore, 4 Nightmetal Ore, 2 Firechar
Special Actions:
[Bonewarping] - (5/12 Enchantment, 4/4 Blood Cost) (1 enchantment, 10 surplus food)
2,000 Freedmen move 4 Industry to Corvin, then return home.


Corvin [Hamlet] (7,000 Freedmen)
[Grand Wall, Garrison, Watchtowers | Aqueduct]
City Income: +1 Labor, +3 Food, +1 Order
Population:
5,000 Freedmen: -1 Food, +1 Wealth, +3 Disorder
Government: +2 Order per region, +1 Order per Settlement

Rural Community (South Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community (South Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community (NW Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Artisan Conclave I (Corvin): (Artisan) +1 Food, +3 Wealth, +1 Industry

Frontier Outpost I (Corvin): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Malachite Ore

Start: 28 Wealth, 3 Stone, 2 Malachite Ore
Income from Pops: 1 Wealth
Income from City: 3 Food, 1 Labor
Income from Settlements: 18 Food, 3 Labor, 11 Wealth, 1 Industry, 1 Timber, 3 Stone, 2 Malachite Ore
Total Income: 21 Food, 4 Labor, 12 Wealth, 5 Industry, 1 Timber, 3 Stone, 2 Malachite Ore
Construction:
Frontier Outpost II (Corvin) (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-4 Labor, -5 Wealth, -2 Industry]
Expenses:
1 Food (Pops)
5 Wealth (Citizen Scholars)
4 Labor, 4 Wealth, 2 Industry (Construction)
Net Income: 3 Wealth, 3 Industry, 1 Timber, net Labor, 17 Food, 3 Stone, 2 Malachite Ore
End: 32 Wealth, 3 Industry, 6 Stone, 1 Timber, 2 Malachite Ore
Special Actions: None.


Order:
Corvus: 1 Disorder from Serviles. Negated by Houses. -2 from Citizen Scholars. -2 from the Crimson Eye. +5 from Capitol City. +16 from Government. TOTAL: +17
Cavon: No Disorder. -2 from Citizen Scholars. 2 from Village. 10 from Government. TOTAL: +10
Corvin: +3 Disorder from Freedmen. 1 Order from Hamlet. +7 from Government. TOTAL: +5
Total Nationwide Order: 42 - 30 (Decay) + 32 = 44 Order (Tier 1 Bonuses next turn)

Diplomacy:
2,000 Serviles are released from Cavon and 5,000 from Corvus, returned back to the Warclyfe. In exchange, the Warclyfe shall return 3,000 men and women of Corvidian descent from Aun’kal and Lo, along with 30 Hematite.

The total ban on worship of the Storm Father is repealed - protheslyzing will be punished with a slightly higher tax rate, but personal faith is a right which all men are permitted to.

Research:
1 from Scientific Method
2 from Corvus (Capitol City)
3 from Citizen Scholars
1 from Tier 1 Culture

Firechar Comprehension [0/38 -> 7/38]
Last edited by Lazarian on Mon Aug 15, 2022 8:08 pm, edited 1 time in total.

User avatar
Piscina
Envoy
 
Posts: 228
Founded: Aug 20, 2019
Left-wing Utopia

Postby Piscina » Tue Aug 16, 2022 8:12 am

Nordwood



Machaka
Year 104 AR

(Narrative post WIP)

Haven [Capitol City]
[Garrison | Houses, Workshop, Pit MIne]
City Income: +2 Labour, +5 Wealth, +5 Industry, +5 Order, +2 Research, +1 Wealth from Population
Population: 15000 Freedmen, 1000 Peasants: -3 Food, +3 Wealth, -2 Luxury, -3 Order from unfulfilled needs, 2 of which is ignored due to Houses
Government: +2 Order, +2 Order from Settlements

Rural Community: +4 Food, +1 Labor, +1 Wealth

Frontier Outpost: +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Hematite, +2 Hematite from Pit Mine

Start: 9 Wealth, 9 Food, 3 Timber, 3 Stone, 3 Luxury, 9 Hematite, 2 Order
Income from City: +2 Labour, +6 Wealth, +5 Industry, +2 Research
Income from Pops: +3 Wealth
Income from Settlements: +6 Food, +1 Labour, +3 Wealth, +1 Timber, +1 Stone, +3 Hematite
Total Income: +12 Wealth, +3 Labour, +5 Industry, +6 Food, +1 Timber, +1 Stone, +3 Hematite, +2 Research
Construction: Bloomery (12/22 Labour, 10/10 Wealth, 18/18 Industry) [-3 Labour, -5 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 2000 Freedmen migrate to Hearthstone, taking 4 Wealth with them, 2000 Freedmen arrive from Hearthstone, carrying 1 Luxury, 1000 Peasants arrive from Dawnrise, carrying 2 Luxury
Expenses: -3 Food, -3 Labour, -9 Wealth, -5 Industry, -2 Luxury
Net Income: +3 Wealth, +3 Food, +1 Timber, +1 Stone, +1 Luxury, +3 Hematite, +2 Research
End: 12 Wealth, 12 Food, 4 Timber, 4 Stone, 4 Luxury, 12 Hematite
Order: +5 from City, +4 from Government, -1 from Pops, -2 from Citizen-Scholars, -3 from migration
Total Order: 5
Millitary: Home Guard [Forged Iron Weapons, Forged Iron Armour, Composite Bows] Patrols Haven Region


Hearthstone [Village]
City Income: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury, +2 Order
Population: 10000 Freedmen: -2 Food, -2 Luxury +2 Wealth
Government: +2 Order, +2 Order from Settlements

Reaping Station: +2 Food, +2 Wealth, +2 Timber, +1 Stone, +1 Luxury

Artisan Conclave: +1 Food, +3 Wealth, +1 Industry

Start: 21 Food, 6 Timber, 3 Stone, 9 Order
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +3 Food, +5 Wealth, +1 Industry, +2 Timber, +1 Stone, +1 Luxury
Total Income: +9 Wealth, +2 Labour, +1 Industry, +8 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary (8/25 Labour, 15/80 Wealth, 4\15 Industry) [-8 Wealth, -2 Labour, -2 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 2000 Freedmen migrate to Haven, taking 1 Luxury with them, 2000 Freedmen arrive from Haven, carrying 4 Wealth
Expenses: -2 Food, -3 Luxury, -14 Wealth, -3 Labour, -2 Industry
Net Income: +6 Food, +2 Timber, +1 Stone
End: 27 Food, 8 Timber, 4 Stone
Order: +2 from city, +4 from Government, -2 from Citizen-Scholars, -2 from migration
Total Order: 11


Dawnrise [Village]
City Income: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury, +2 Order
Population: 10000 Freedmen, 1000 Peasants: -2 Food, -2 Luxury +2 Wealth
Government: +2 Order, +2 Order from Settlements

Reaping Station: +2 Food, +2 Wealth, +2 Timber, +1 Stone, +1 Luxury

Watchtower: +1 Food, +1 Labour

Start: 18 Food, 6 Timber, 3 Stone, 2 Luxury, 12 Order
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +3 Food, +1 Labour, +2 Wealth, +2 Timber, +1 Stone, +1 Luxury
Total Income: +6 Wealth, +3 Labour, +1 Industry, +8 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary 12/25 Labour, 4/80 Wealth, 4\15 Industry) [-3 Labour, -1 Wealth, -1 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 1000 Peasants migrate to Haven, carrying 2 Luxury with them
Expenses: -2 Food, -2 Luxury, -6 Wealth, -3 Labour, -1 Industry
Net Income: +6 Food, +2 Timber, +1 Stone, -1 Luxury
End: 24 Food, 8 Timber, 4 Stone
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars
Total Order: 16
Millitary: Watchtower provides +1 Army Cap


4 produced Research is put into Creature Trapping (10/10)
Creature Trapping has been completed!
2 Produced Research is put into Abstract Mathematics (2/20)
Through diplomacy, the archives of Manikos become open to Nordwood
Last edited by Piscina on Wed Aug 17, 2022 2:36 pm, edited 3 times in total.
Voluisse Illudere (Intrigue in court)
Audax Veni (Galactic Adventures)
Hector Driscoll (Model Hogwarts(Hosted on Discord))
Lachriman Federation (The Last Stars)
Hermes R&D (SPACE)
Edward Dale (College Greymore)
Ceres Federation (Remnants of Sol)
Zik’ky’ken (Twilight of the Republic)
Edward Dale 2.0 (College Greymore reboot)
Scriniarii (Pantheon: New Creation)
Republic of Nordwood (A Different World: Age of Darkness)


My participation in most RPs tends to be short-lived, so I have less experience than the number of them listed would otherwise indicate.

User avatar
The Empire of Tau
Minister
 
Posts: 3401
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Wed Aug 17, 2022 12:30 pm

The Bacchanal Republic of Manikos - Turn 5

Empire (Early): +1 Wealth from Cities
Seed-Drill: Aqueducts grant +1 Population Growth additionally, and give +1 Food to Agriculture-type Districts
Smithing (Refined): Decreases the Wealth cost of Military Equipment that requires Metal by one

The Huang mercenaries, Hé Bīng, or very roughly translated to Soldiers of the River shall be employed by the state of Manikos. Five caravans of coin per year as payment for four years of service. And the allowance of reinforcements from the city.

Machaka: [Capitol City] 31,000 Population | 20000 Freedmen, 6000 Serviles, 5000 Hedonists | 1 Freedmen to 1 Hedonists | Spiderlings, Moon Panthers, Native Silver, Galena

Constructions:
3 Fortresses [+6 Army Capacity]
Simple Sewers [+2 Population Growth in City]
Aqueduct [+2 Population Growth in Settlements]
Houses [-2 Disorder from Population is ignored in this City]
Deep Quarry [2 Stone from Settlements which produce Stone]
Garrison [Maintains a Free Army at Highest Level of Equipment]
Treadwheel Crane [+1 Labor from every 20,000 Population in City]
Dense Housing [25% of Disorder from Population is ignored in this Region]
Shaduf [+5 Food. All landscapes in this Region count as Riverlands for purposes of bonus Food.]
Workshop [This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down)]
Tavern [-2 Food, +2 Order, +2 Wealth]
Grand Wall [BIG W A L L]
Watchtowers [I SEE YOU]

Wonders:
The Great Bath [+4 Population Growth & +2 Wealth per other Population Growth in this City]
The House of Wisdom [Universities in this Region produce +1 Research | +2 Research to this Region if Machaka has a University]
The Manufactory [Workshops in this city may convert 5 Wealth into 15 Industry instead of the usual rate, given they are provided with an additional 4 Labor]

Settlements:
Rural Community [+4 Food, +1 Labor, +1 Wealth]
Isolated Fields [+3 Food, +6 Wealth, +8 Agricultural Resource, +4 Luxuries]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]
2x Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore]

Income Calculation/Processes:
16 Food [+5 Shaduf, +4 Rural Community, +3 Isolated Fields, +2 Reaping Station, +4 Frontier Outpost, +1 Seed-Drill, -2 Tarven]
8 Labor [+2 Capital City, +2 Servile Population (+2 Chattel slavery), +1 Treadwheel Crane, +1 Rural Community]
34 Wealth [+5 (+3) Capital City, +4 Freedmen Population, +3 Hedonists, +6 Isolated Fields, +2 Tavern, +1 Early Empire, +2 Great Baths, +2 Reaping Station, +4 Frontier Outpost, -5 Citizen-Scholars] [25% Merchant Republic, 7+]
6 Industry [+5 (+1) Capital City]

4 Research [+2 Capital City, +1 Hedonists Population, +1 Citizen-Scholars]
5 Luxury [+4 Isolated Fields, +1 Reaping Station]
10 Order [+5 Capitol City, +2 Tavern, +2 (+4) Republic, -2 Citizen-Scholars,-1 Hedonist]
8 Flax [+8 Isolated Fields]
5 Timber [+2 Frontier Outpost, +3 Reaping Station]
6 Stone [+2 Frontier Outpost, +4 Deep Quarry]
2 Galena [+2 Frontier Outpost]
2 Sliver [+2 Frontier Outpost]

Budgeting, Upkeep, and Disorder:
-6 Food to feed the Population [-5 Freedmen, -1 Serviles]
-5 Luxuries to satisfy Population [-5 Freedmen]
-5 Wealth paid for the Huang mercenaries

3 Disorder [+4 Serviles, +2 Hedonists] [-2 Houses | 25% Dense Houses, -1) / 3 Disorder minus 10 Order Equals 7 Order, -1 → 6 Order Total

Scrape Mine [5/20 L] [5/5 W] [5/5 I] + 8L → Not Done
God-Spider Recruitment [8/25 Food] + 10 Food → Not Done

Storage: 89 Wealth → 118, 13 Industry → 19, 7 Timber → 12, 1 Stone → 7, 1 Silver → 1, 1 Galena → 1, 8 Flax → 16

Eshe: [Village] 10,000 Population | 9,000 Freedmen, 1000 Hedonists | Bighorn Sheep, Ground Squirrels, Tubers

Constructions:
Garrison [Maintains a Free Army at Highest Level of Equipment]
Reinforced Stone Wall [W A L L]
Workshop [This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down)]

Settlements:
Rural Community [+4 Food, +1 Labor, +1 Wealth]
2x Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]

Income Calculation/Processes:
13 Food [+5 Village, +4 Rural Community, +2 Artisan Conclaves, +2 Reaping Station]
3 Labor [+2 Village, +1 Rural Community]
13 Wealth [+2 Village, +2 Freedmen Population, +1 Early Empire, +6 Artisan Conclave, +3 Hedonists, +2 Reaping Station, -5 Citizen-Scholars] [25% Merchant Republic, 3+, Rounded Up from 2.25]
3 Industry [+1 Village, +2 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen Scholars]
5 Order [+2 Village, +2 (+4) Republic, -1 Hedonists, -2 Scholar-Citizens]
3 Luxuries [+2 Village, +1 Reaping Station]
3 Timber [+3 Reaping Station]

Budgeting, Upkeep, and Disorder:
-2 Food to feed the Population [-2 Freedmen]
-2 Luxuries to satisfy Population [-2 Freedmen]

2 Disorder [+2 Hedonists] / 2 Disorder minus 5 Order Equals 3 Order Total, 4 → 7 Order Total.

Frontier Outpost [4/5 L] [0/5 W] [0/2 I] + 1L, 5W, 2I → Done
Isolated Fields [0/12 L] [0/5 W] [0/2 I] [0/2 Timber] + 2L → Not Done

Storage 29 Wealth → 37, 7 Industry → 10, 6 Fireclay, 6 Sphalerite, 3 Timber → 6

Nea: [Village] 10,000 Population | 7000 Freedmen, 2000 Serviles, 1000 Hedonists | Galena, Native Copper, Granite

Constructions/:
Garrison [Maintains a Free Army at Highest Level of Equipment]
Reinforced Stone Wall [W A L L]
Bloomery [5 Ore may be converted into 10 Wealth or 5 Metal every year in this Region]

Settlements:
2x Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Copper, +1 Galena, +1 Granite).
2x Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]

Income Calculation/Processes:
11 Food [+5 Village, +4 Frontier Outposts, +2 Artisan Conclaves]
6 Labor [+2 Village, +2 Servile Population (+2 Chattel Slavery)]
21 Wealth [+2 Village, +2 Freedmen Population, +3 Hedonists, +6 Artisan Conclaves, +4 Frontier Outposts] [25% Merchant Republic, 5+, rounded up from 4.25]
3 Industry [+1 Village, +2 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen-Scholars]
5 Order [+2 Village, +2 (+4) Republic, -1 Hedonists, -2 Citizen-Scholars]
2 Luxuries [+2 Village]
2 Stone [+2 Frontier Outposts]
2 Timber [+2 Frontier Outposts]
2 Copper [+2 Frontier Outposts]
2 Galena [+2 Frontier Outposts]
2 Granite [+2 Frontier Outposts]

Budgeting, Upkeep, and Disorder:
-3 Food to feed the Population [-2 Freedmen, -1 Serviles]
-2 Luxuries to satisfy Population [-2 Freedmen]

4 Disorder [+2 Hedonists, +2 Serviles] / 4 Disorder minus 5 Order Equals 1 Order, 0 → 1 Order Total.

Scrape Mine [18/20 L] [5/5 W] [5/5 I] + 2L → Not Done
Rural Community [0/3 L] [0/3 W] [0/1 I] [0/1 Timber] + 3L, 3W, 1I, 1 Timber → Done
Aqueducts [1/40 L] [0/20 W] [0/25 I] [0/25 Stone] + 1L → Not Done

Storage 33 Wealth → 54, 8 Stone → 10, 8 Timber → 10, 8 Copper → 10, 8 Galena → 10, 8 Granite → 10, 3 Industry → 6

25 → 39 Global Order [+7 Eshe, +1 Nea, +6 Machaka]
9 Research [+4 Machaka (+1 Scientific Method), +2 Nea, +2 Eshe] goes into researching Abstract Mathematics [1/20] → [10/20]

Trade Outposts:
[South of South of Varra (Mountains) | Seedgrass, Sphalerite, Alfalfa]
[East (Plains-River-NW) | Serviceberry Trees, Tubers, Alfalfa]

Legio XI [Tribal Army] [Machaka]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Legio XII [Tribal Army] [Eshe]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Legio XIII [Tribal Army] [Nea]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Hé Bīng [??? Army] [Nea]
?????????????????????? → Portal
Espionage:
Machaka | Spy Network ‘Sin’ - Counterespionage
Eshe | Spy Network ‘Ulm’ - Counterespionage
Nea | Spy Network ‘Abo’ - Counterespionage
Last edited by The Empire of Tau on Sat Sep 03, 2022 5:11 pm, edited 2 times in total.

User avatar
Scornerse
Chargé d'Affaires
 
Posts: 366
Founded: Dec 06, 2019
Ex-Nation

Postby Scornerse » Thu Aug 18, 2022 4:05 pm

IC Portion WIP




Sunlion Mandate

Government: Celestial Monarchy

[Capitol City] (6,000 Freedmen)

Government:
1+ Order, +2 Wealth

Buildings:
[Garrison | Houses | Workshop]
Houses (2 Disorder from Population is ignored in this city)

City Income:
+5 Order, +5 Wealth, +2 Labor, +5 Industry, +2 Research

City Population:
6,000 Freedmen - +2 Wealth, -2 Luxuries.

Frontier Outpost [Zamin]:

Settlement Income:
+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Rubies

Settlement Population:
1,000 Peasants - +1 Labor

Watchtower [Mrakh]:

Settlement Income:
+1 Food, +1 Labor

Settlement Population:
1,000 Peasants - +1 Labor


Reserve: N/A
Region Income from Government: Order +1, Wealth +2
Region Income from Pops: +2 Wealth, +2 Labor
Region Income from City: +5 Wealth, +2 Labor, +5 Order, +2 Research
Region Income from Settlements: +3 Food, +2 Wealth, +1 Labor, +1 Timber, +1 Stone, +1 Rubies,
Total Income: +6 Order, +3 Food, +11 Wealth, +5 Labor, +2 Research, +1 Timber, +1 Stone, +1 Rubies
Movement: 1000 Freedmen from Khorshid to Tatan carrying 1 wealth, 1000 Peasants to Mshtra from Mrakh, 1000 Peasants to Mshtra from Zamin


[Hamlet] (4,000 Freedmen, 4,000 Peasants)

Government:
1+ Order, +2 Wealth

Buildings:
N/A

City Income:
+1 Order, +3 Food, +1 Labor

City Population:
4000 Freedmen - +1 Wealth
4000 Peasants - +1 Labor

Frontier Outpost [Guanamd]:

Settlement Income:
+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Rubies, +1 Diamonds

Settlement Population:
N/A

Frontier Outpost [Kealastw]:

Settlement Income:
+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Rubies, +1 Diamonds


Settlement Population:
N/A


Region Income from Government: +1 Order , +2 Wealth
Region Income from Pops: +1 Wealth, +1 Labor
Region Income from City: +1 Order, +3 Food, +1 Labor
Region Income from Settlements: +4 Food, +2 Wealth, +2 Timber, +2 Stone, +2 Rubies, +2 Diamonds
Total Income: +1 Order, +7 Food, +5 Wealth, +2 Labor, +2 Timber, +2 Stone, +2 Rubies, +2 Diamonds
Movement: 2000 Peasants to Tatan from Mshtra carrying 2 Timber, 1000 Peasants to Khorshid from Mshtra


[Hamlet] (4,000 Freedmen)

Government:
1+ Order, +2 Wealth

Buildings:
N/A

City Income:
+1 Order +3 Food, +1 Labor

City Population:
4000 Freedmen - +1 Wealth

Reaping Station [Tatan]:

Settlement Income:
+2 Food, +2 Wealth, 3+ Silverfish

Settlement Population:
1,000 Peasants - +1 Labor

Reaping Station [R'ea]:

Settlement Income:
+2 Food, +2 Wealth, +3 Silverfish

Settlement Population:
1,000 Peasants - +1 Labor

Region Income from Government: +1 Order, +2 Wealth
Region Income from Pops: +1 Wealth, +2 Labor
Region Income from City: +1 Order, +3 Food, +1 Labor
Region Income from Settlements: +4 Food, +4 Wealth, +6 Silverfish
Total Income: +1 Order, +4 Food, +7 Wealth, +2 Labor, +6 Silverfish
Movement: 3000 Freedmen from Zhl to Mshtra carrying 1 Luxury, 5 Wealth, 2 labor


Ongoing Construction:
Local Market in Khorshid (5/10 Labor, 10/20 Wealth, 5/5 Industry)
Local Market in Mshtra (4/10 Labor, 10/20 Wealth, 0/5 Industry)
Local Market in Zhl (0/10 Labor, 3/20 Wealth, 0/5 Industry)


Khorshid Food:
Produced: +3
Received: N/A
Transfered: N/A
Consumed: -2
Net: +1

Mshtra Food:
Produced: +7
Received: N/A
Transfered: N/A
Consumed: -3
Net: +4

Zhl Food:
Produced: +5
Received: N/A
Transfered: N/A
Consumed: -4
Net: +1


Luxuries;
Khorshid - 0/1
Mshtra - 1/2
Zhl 1/2

Disorder:
Khorshid - 1
Mshtra - 4
Zhl - 3

Global Order: 8

Armies:
[Iron, Iron, Composite Bows] In Khorshid Garrison

Technologies:
Refined Construction, Refined Smithing, Simple Machinery, Saddle, Governance

Researching: Urbanization (2/20)

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 19, 2022 11:09 am

A Question of Might


City Center, Farholme
Twelfth of Spring Rain, Year Five Hundred Thirtynine of the Reckoning

Men trod slowly and methodically along the slats, pushing against the central spindle with their arms. Sweat stood out on every bare patch of skin, cheeks flushed with effort and swarthy sunburnt legs rippling with effort. A slow beat came from the rear of the square, one of the overseer keeping up a steady manageable pace for the workers, who put one leg in front of the other with its unceasing rhythm.

Atop the rising walls of the garrison Flavius Varius frowned, mentally examining one of the blocks of fitted stone that was being hauled into position. The tackle team below had been sloppy with their weight distribution; the eastern half of the great slab of monolithic rock had been underpinned too close to the fulcrum point, and was gradually slipping free. As it rose slowly toward the apex of the wall he kept an eye on it, but the masons there took it in hand without more difficulty, long before it would have threatened to leap free into the void below.

He made a note on his slate to have a discussion with the foreman about the loading structures when a high pitched voice below pulled his attention away from the work of raising the new dwelling for Lord Agelmar. He cast his gaze downward, and an unabashed smile flitted across his lips. A few steps took the masonry worker to a spool of heavy cord which hung down from the parapet, and he descended at speed, his thick gloves taking the heat of the passage in stride.

Dust puffed away from his feet as he landed, the loose earth still not entirely tamped down after being level for the work to begin. One of the workmen who had been speaking to the short figure of his firstborn son pointed in Flavius' direction, and the sandy-haired boy turned, letting loose a quick shout of joy at spotting his father.

It was an idiosyncrasy of youth, the master mason reflected, to run everywhere. Gregor was no exception, though the flower of his nascent years was already beginning to fade into the uncertain gangly years before the changing of men. The lad hurried over, his heavy sandals kicking up the sand and gravel without regard for their ordering, and he veritably tackled Flavius in his gladness to see his father.

"Ah now, what's all this in aid of? You would think I hadn't made you breakfast this very morning." The mason's mock sternness for a moment made his son step back to look up at his father's face, but the youth was too good at reading Flavius' moods to be overborn for long. Uncertainty became a wry smile at the foreman's characteristic poor humor, and Gregor merely shrugged.

"Well, the crier just arrived from Forgefend, and there's interesting news. But, I suppose if you are far too busy to see your eldest son, the news can always wait until dinner."

Even as Gregor feigned to turn to leave his father laughed, and caught his arm.

"Nothing that serious. Stay, and tell me what news is so important that you came all the way here from the square. It must be curious indeed."

Like most of those of the Deepkin who had yet to abandon their mortal forms, Flavius' heart burnt with a fierce ambition which the ancient minds of his peers couldn't quite fathom. Philosophers had considered the mystery for generations, but arrived at no more insightful explanation than the bonds of onrushing death and fidelity to one's progeny weighed all the heavier in a malleable body of flesh and bone. In the case of the master mason he was all too fascinated by the ephemeral affairs of the men and women beyond the white walls of the Imperium, of the wars on the Mirror Sea and the strange sires of strange kindreds.

"Amitov said that the Storm-Emperor and the Soulan Council have agree a truce - and what's more, an exchange of slaves. He said it was a momentous occasion, perhaps the first chance for peace in a century, for the clamor for war will be much lessened when kinsmen do not labor in bonds for hated foes. The Greybeard thinks it is just a respite, a breathing period after the War of Wrath, while both contingents re-arm."

Flavius frowned. It was interesting news, indeed. Sporadic conflict on the waves of the Mirror Sea had been a constant for generations, a gradual bloodletting brought on by clashing ambitions and geopolitical interests. Fundamentally, the nations of the world were driven by an insatiable desire for manpower, and slavery was one of the easiest solutions, if you were willing to stomach the cost and black stain of enslaving another of the Firstborn of the Father. If the Corvidians and Warcyfle were not raiding eachother for captives to put to hard labor they might look elsewhere for victims.

Not that that would be an issue for Farholme. Her name was a misnomer, but one chosen by House Cordwainer to draw in migrants. The southern passages to the sea were watched by heavy defenses and the quadriremes of the White Fleet out of Forgefend, and to break those harbor chains and the Gates of Mire was not a capability the squabbling barbarians beyond the Imperium possessed. Still, there were other nascent settlements - Weft foremost - whose existence might become precarious...

"And that's not all. It isn't official, but the rumor is that the Emperor has put his seal to the pact, promising to extract a price in blood from any who choose to violate the accord. The Landsraad has been silent about any negotiations, which Maude says means they are true."

The mason's frown only deepened. It would be unprecedented if the Emperor had bound himself by treaty to any of the rabbles beyond the borders of the Imperium - why, you might as well acknowledge them as kinsmen and thus deserving of a seat in the Conclave of Stars! Ridiculous, on the face of it. Just the gossip of idle wives, to be sure, or another play in the Great Game by some house with delusions of imperial glory if only they could undermine the Carnelian Throne. Flavius dismissed the idea out of hand, a smile returning to his face as he ruffled his son's hair, producing a myriad of protests.




Capitol City: 26000 Population | 5000 Golems, 2000 Gem-Mind Golems, 19000 Deepkin
+3 Food, +9 Labor, +21 Wealth, +15 Industry, +18 Order, +9 Research. +6 Wealth, +18 Industry, +7 Labor, +5 Order from Population. +5 Food, +6 Labor, +30 Wealth, +7 Industry, +2 Order, +1 Research, +2 Shadow Ash, +2 Power Stone from Constructions. +6 Wealth from Government.
Artisan's Conclave: +12 Food, +15 Wealth, +3 Industry, +3 Order.
3 Rural Community: +162 Food, +15 Labor, +27 Wealth, +12 Wool, +9 Order.
3 Reaping Station: +45 Food, +36 Wealth, +45 Resource (10 Shimmerwool, 5 Healer's Hand, 10 Copper Ore, 5 Cinnabar, 15 Cassiterite), +3 Copper, +3 Tin, +3 Shimmerwool, +9 Luxury, +9 Order
7 Frontier Outposts: +84 Food, +84 Wealth, +126 Timber, +105 Stone, +147 Ore (70 Starmetal, 20 Tanzanite, 20 Corundum, 16 Cassiterite, 21 Native Copper), +21 Order
Watchtower: 3 Food, 3 Labor, 3 Order
31 Starmetal converted into 88 Wealth, 16 Industry
10 Wealth converted into 15 Industry
5 Wool converted into 5 Luxuries, 2 Wealth converted to 2 Luxuries
Hardened Army training [5/5]
Bonuses: +Order from Silk [2/5], +Growth from Amethysts,
Income: 299 Food, 40 Labor, 314 Wealth, 70 Industry, 7 Enchantment, 64 Order, 16 Luxuries, 12 Research, 2 Shadow Ash, 2 Power Stone, 126 Timber, 105 Stone, 7 Wool, 37 Starmetal Ore, 20 Tanzanite, 20 Corundum, 31 Cassiterite, 31 Copper Ore, 5 Cinnabar, 3 Copper, 2 Silk, 13 Shimmerwool, 5 Healer's Hand, 3 Tin
4 Luxuries used by Populace
-5 Food, -5 Wealth, -1 Industry for Army
-2 Food, -2 Stone for Constructions.
-4 Timber for Golems
Animating Golems [7/7 Labor, 2/2 Iron, 15/15 Wealth, 8/8 Enchantment, 2/2 Power Gems]
Constructing Hermitage [N] [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Conducting Land Clearance [9/25 Labor, 15/15 Industry] -> [25/25 Labor] [Done]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +3 Order from Wonders.
End: 538 Wealth, 294 Industry, 298 Order, 26 Luxuries, 546 Timber, 222 Stone, 11 Wool, 185 Starmetal Ore, 100 Tanzanite, 100 Corundum, 125 Cassiterite, 10 Shadow Ash, 4 Power Stone, 61 Copper Ore, 20 Cinnabar, 12 Copper, 8 Silk, 26 Shimmerwool, 10 Healer's Hand, 6 Tin


Village: 18000 Population | 2000 Golems, 16000 Deepkin
+9 Labor, +27 Food, +12 Wealth, +3 Industry, +14 Order, +2 Luxuries. +12 Wealth, +6 Labor, +20 Industry, +4 Order from Population. +5 Food, +6 Labor, +29 Wealth, +7 Industry, +5 Order, +1 Research, +2 Power Stone from Constructions. +10 Wealth from Government. +5 Wealth from Wonders.
3 Rural Community: +111 Food, +9 Labor, +36 Wealth, +9 Wool, +9 Order.
2 Reaping Station: +30 Food, +24 Wealth, +30 Resource (15 Meteoric Iron,15 Emeralds), +3 Iron, 3 Emeralds, +6 Luxury, +6 Order
8x Frontier Outpost: +105 Food, +96 Wealth, +125 Timber, +216 Stone, +168 Ore (71 Starmetal, 36 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 21 Meteoric Iron), +18 Mithril, 3 Iron, +24 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
33 Starmetal processed to 89 Wealth, 22 Industry
5 Wool processed to 5 Luxuries
Income: 276 Food, 33 Labor, 356 Wealth, 46 Industry, 11 Luxuries, 8 Enchantment, 1 Research, 125 Timber, 216 Stone, 4 Wool, 36 Meteoric Iron, 38 Starmetal, 36 Firechar, 33 Emeralds, 15 Amethysts, 10 Basalt, 18 Mithril, 3 Iron
Expenses:
4 Luxuries for Freedmen
-1 Timber for Golems
-2 Food, -2 Stone for Constructions.
Quadrireme Fleet sailing for Forgefend
Animating Iron Golems [7/7 Labor, 4/4 Iron, 15/15 Wealth, 12/12 Enchantment, 2/2 Power Gems]
Constructing Hermitage [S] [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Constructing Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Constructing Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Specializing Frontier Outpost [N] via Sericulture
Bonuses: Amethysts consumed
Order: -7 Disorder, -50% Disorder from Housing. +14 Order from Constructions. 62 Order from Holdings. +2 Order from Wonders. 78. Final: 214 Order -> 292 Order.
End: 381 Wealth, 13 Luxuries, 490 Timber, 722 Stone, 6 Wool, 96 Meteoric Iron, 154 Starmetal Ore, 73 Firechar, 93 Emeralds, 65 Amethysts, 50 Basalt, 78 Mithril, 3 Iron


Town: 27000 Population | 2000 Iron Golems, 5000 Debt Serfs, 6000 Golems, 15000 Deepkin
+12 Labor, +27 Food, +21 Wealth, +12 Industry, +9 Order, +12 Luxuries. +12 Wealth, +14 Labor, +21 Industry, +6 Order from Population. +6 Labor, +27 Wealth, +7 Industry, +2 Order, +1 Research, +2 Power Stone from Constructions. +11 Wealth from Government.
Rural Community: +66 Food, +6 Labor, +24 Wealth, +3 Amber, +6 Wool, +6 Order.
2 Reaping Station: +30 Food, +30 Wealth, +36 Resource (18 Hematite, 18 Cotton), +6 Luxury, +6 Order
6 Frontier Outposts: +90 Food, +72 Wealth, +114 Timber, +120 Stone, +144 Ore (29 Granite, 23 Diamonds, 20 Obsidian, 48 Coal, 24 Rubies), +9 Amber, +18 Order
33 Hematite converted to 89 Wealth, 22 Industry
10 Timber converted to 20 Industry
5 Wool: 5 Luxuries
Income: 213 Food, 38 Labor, 289 Wealth, 82 Industry, 7 Enchantment, 7 Runic Enchantment, 20 Luxuries, 1 Research, 104 Timber, 120 Stone, 1 Wool, 1 Hematite, 29 Granite, 23 Diamonds, 20 Obsidian, 48 Coal, 24 Rubies, 9 Amber, 18 Cotton, 2 Power Stone
Expenditures:
3 Luxuries for Populace, 2 sent to Kar Agala
-5 Timber for Golems
-2 Food, -2 Stone for Constructions.
Fabricating Golems [2/12 Labor, 15/15 Stone, 30 Wealth, 20/20 Enchantment, 2/2 Power Stones] -> [12/12 Labor] [Done]
Constructing Hermitage [NE] [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Constructing Hermitage [E] [8/20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Casting Channeled Rune of Siphoning on Imperial Wall [12 Stone, 6 Enchantment]
Casting Channeled Rune of Growth on Rural Community [5 Stone, 4 Enchantment]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +47 Order from Holdings. 58. End: 141 -> 199 Order
End: 872 Wealth, 213 Industry, 43 Luxuries, 347 Timber, 408 Stone, 3 Wool, 5 Hematite, 145 Granite, 115 Diamonds, 100 Obsidian, 96 Coal, 72 Rubies, 45 Amber, 3 Power Stones


Forgetown: 28,000 Population | 1000 Iron Golems, 4000 Golems, 23000 Deepkin
+12 Labor, +16 Food, +30 Wealth, +18 Industry, +6 Order. +16 Wealth, +8 Labor, +26 Industry, +6 Order from Population. +6 Labor, +25 Wealth, +7 Industry, +2 Order, +1 Research, +2 Power Stone from Constructions. +13 Wealth from Government. +11 Research from Wonders.
Rural Community: +36 Food, +9 Labor, +9 Wealth, +3 Pearls, +3 Wool, +3 Order
2 Frontier Outpost: +45 Food, +45 Wealth, +54 Timber, +114 Stone, +60 Ore (18 Native Gold Ore, 9 Hematite, 9 Rubies, 9 Shimmerstone, 9 Cassiterite), +8 Deep Ore (4 Magnetite, 4 Emeralds), +3 Gold, +3 Iron, 3 Tin, +3 Pearls, +3 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
18 Gold Ore, 1 Hematite converted to 44 Wealth, 6 Industry
3 Wool converted to 3 Luxuries, 2 Wealth: 2 Luxuries
10 Wealth converted to 15 Industry at Workshop
Regular Army training [3/5]
Bonuses: Pearls consumed [1/5] [9 Wealth, 5 Luxuries], Shimmerstone consumed [2 Enchantment]
Income: 97 Food, 38 Labor, 173 Wealth, 72 Industry, 13 Enchantment, 5 Runic Enchantment, 7 Luxuries, 12 Research, 54 Timber, 114 Stone, 8 Hematite, 9 Rubies, 8 Shimmerstone, 4 Magnetite, 4 Emeralds, 3 Gold, 3 Iron, 3 Tin, 6 Pearls
Expenditures:
5 Luxuries for Populace
-5 Food, 5 Wealth, 1 Industry for Army
-3 Timber for Golems
-2 Food, -2 Stone for Constructions.
Truesilver Shaping Army [1/8 Blood Magic, 20 Enchantment, 4 Starmetal]
Constructing Frontier Outpost [W] [5 Labor, 5 Wealth, 2 Industry]
Constructing Hermitage [W] [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Constructing Hermitage [SW] [13/20 Labor, 40 Wealth, 5 Industry, 7/10 Luxuries]
Forging Fiery King's Steel Armor [5/5 Cinnabar, 5/5 King's Ore, 25/25 Wealth, 7 Industry]
Order: -7 Disorder, -50% Disorder from Housing. +13 Constructions. +2 Wonders. 23 from Holdings. 38 Total. 140 -> 178 Order.
End: 850 Wealth, 256 Industry, 1 Luxuries, 187 Timber, 367 Stone, 4 Gold Ore, 26 Hematite, 27 Rubies, 24 Shimmerstone, 11 Magnetite, 11 Emeralds, 1 Gold Ore, 16 Gold, 9 Iron, 9 Tin, 28 Pearls


Village: 21000 Population | 1000 Iron Golems, 4000 Golems, 17000 Deepkin
+9 Labor, +32 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +17 Wealth, +7 Labor, +25 Industry, +4 Order from Population. +5 Food, +6 Labor, +19 Wealth, +2 Order, +1 Research, +2 Power Stone from Constructions. +9 Wealth from Government. +12 Wealth from Wonders.
Rural Community: +60 Food, +6 Labor, +24 Wealth, +6 Wool, +6 Order
2 Artisan Conclave: +18 Food, +30 Wealth, +6 Industry, +6 Order
9 Frontier Outposts: +108 Food, +108 Wealth, +135 Timber, +243 Stone, +189 Ore (63 Starmetal, 32 King's Ore, 31 Sulfur, 18 Native Gold, 10 Moonstone, 28 Brightstone, 5 Hematite, 2 Obsidian), +24 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
17 Starmetal Ore processed to 40 Wealth, 6 Industry
5 Wool converted to 5 Luxuries at Spinning House
10 Wealth converted to 15 Industry at Workshop
Income: 223 Food, 31 Labor, 264 Wealth, 55 Industry, 11 Luxuries, 9 Enchantment, 5 Runic Enchantment, 1 Research, 135 Timber, 243 Stone, 1 Wool, 56 Starmetal Ore, 32 King's Ore, 31 Sulfur, 18 Native Gold, 10 Moonstone, 28 Brightstone, 5 Hematite, 2 Obsidian, 2 Power Stone
Expenditures:
5 Luxuries for Freedmen
-4 Timber for Golems
-2 Food, -2 Stone for Constructions
Constructing Reaping Station [E] [4/5 Labor, 1 Wealth] -> [5/5 Labor] [Done]
Mapping Secondary Power Points [6/6 Enchantment]
Constructing Hermitage [SE] [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Constructing Hermitage [S] [10/20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Order: -7 Disorder, -50% Disorder from Housing. +12 Order from Constructions. +2 Wonders. +48 Holdings. 62. Total: 160 -> 222.
End: 899 Wealth, 178 Industry, 8 Luxuries, 366 Timber, 596 Stone, 4 Wool, 276 Starmetal Ore, 54 King's Ore, 51 Sulfur, 29 Native Gold, 20 Moonstone, 28 Brightstone, 5 Hematite, 2 Obsidian, 8 Power Stone


Village: 13000 Population | 2000 Golems, 11000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Wealth, +8 Labor, +15 Industry, +4 Order from Population. +5 Food, +5 Labor, +24 Wealth, +7 Industry, +2 Power Stone from Constructions. +8 Wealth from Government.
2 Reaping Station: +36 Food, +18 Wealth, +36 Resource (14 Floatstone, 4 Native Copper, 9 Silver Timber, 9 Grapes), +3 Aetherium, +3 Silver Timber, +6 Luxury, +6 Order
Artisan Conclave: +27 Food, +24 Wealth, +6 Industry, +6 Order
2 Frontier Outpost: +30 Food, +24 Wealth, +30 Timber, +54 Stone, +42 Ore (21 Floatstone, 21 Native Copper), +6 Order
Rural Community: +33 Food, 3 Labor, 12 Wealth, 3 Wool, 3 Order
Watchtower: 6 Food, 3 Labor, 3 Order
14 Native Copper processed to 25 Wealth, 6 Industry
11 Floatstone processed to Aetherium
10 Wealth processed to 15 Industry by Workshop
3 Wool: 3 Luxuries
3x Ritualized Geokinesis: [-9 Enchantment, +12 Labor]
Militia Army training [2/5]
Income: 152 Food, 52 Labor, 120 Wealth, 46 Industry, 15 Luxuries, 3 Enchantment, 5 Runic Enchantment, 30 Timber, 54 Stone, 14 Floatstone, 11 Native Copper, 14 Aetherium, 12 Silver Timber, 9 Grapes, 2 Power Stone
Expenditures:
3 Luxuries for Freedmen
-1 Timber for Golems
-2 Food, -2 Stone for Constructions.
Electromantic Forge charging [1/2] [2.4]
Land Clearance [20/25 Labor, 15/15 Industry] -> [25/25 Labor] [Done]
Constructing Hermitage [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Land Clearance [E] [25 Labor, 15 Industry]
Land Clearance [S] [5/25 Labor, 15 Industry]
-7 Disorder, -50% Disorder from Housing. +10 Order from Constructions. +34 Holdings. Total: 44. 126 -> 170
End: 441 Wealth, 76 Industry, 41 Luxuries, 116 Timber, 160 Stone, 50 Floatstone, 44 Native Copper, 70 Aetherium, 36 Silver Timber, 27 Grapes, 10 Power Stones


Village: 9000 Deepkin
+9 Labor, +18 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +2 Labor, +6 Wealth, +6 Industry, +2 Order from Population. +5 Labor, +2 Wealth, +2 Power Stone from Constructions. +4 Wealth from Government.
2 Rural Community: +60 Food, +6 Labor, +18 Wealth, +6 Wool, +6 Order
2 Artisan Conclave: +18 Food, +24 Wealth, +6 Industry, +6 Order
Reaping Station: +15 Food, +9 Wealth, +18 Resource (5 Wool, 13 Marble), +3 Marble, +3 Luxury, +3 Order
4 Frontier Outpost: +48 Food, +48 Wealth, +60 Timber, +108 Stone, +84 Ore (21 Meteoric Iron, 21 Hematite, 11 Blackstone, 10 Amethysts, 21 Marble), +12 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
5 Wool: 5 Luxuries at Spinning House
10 Wealth: 15 Industry at Workshop
15 Ore: 30 Wealth
6 Enchantment: 8 Labor via 2 x Ritualized Geokinesis
Bonuses: Amethyst consumed
Income: 159 Food, 33 Labor, 139 Wealth, 23 Industry, 4 Enchantment, 4 Runic Enchantment, 11 Luxuries, 60 Timber, 108 Stone, 6 Meteoric Iron, 21 Hematite, 11 Blackstone, 10 Amethysts, 6 Wool, 28 Marble, 2 Power Stones
Expenditures:
2 Luxuries for Population
-2 Stone for Constructions.
Channeled Runic Obelisk of Health [25 Labor, 40 Stone, 30 Wealth, 10 Enchantment]
Land Clearance [Central] [8/25 Labor, 15/15 Industry]
-7 Disorder, -50% Disorder from Housing. +7 Order from Constructions. +1 Order from Wonders. +38 Holdings. 46. Total: 78 -> 124 Order
End: 385 Wealth, 44 Industry, 43 Luxuries, 132 Timber, 172 Stone, 39 Meteoric Iron, 42 Hematite, 21 Wool, 51 Marble, 22 Blackstone, 20 Amethysts, 10 Power Stones


Village: 14000 Population | 1000 Gem-Mind Golems, 13000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Wealth, +10 Labor, +15 Industry, +4 Order from Population. +5 Labor, +7 Wealth, +2 Power Stone from Constructions. +5 Wealth from Government.
Artisan Conclave: 3 Food, 12 Wealth, 3 Industry, 3 Order
2 Rural Community: +60 Food, +6 Labor, +18 Wealth, +6 Wool, +3 Order
Frontier Outpost: +12 Food, +9 Wealth, +12 Timber, +27 Stone, +21 Ore (12 Malachite, 9 Wyrdstone), +3 Copper, +3 Order
2 Frontier Outpost: +24 Food, +18 Wealth, +24 Timber, +54 Stone, +42 Ore (16 Diamonds, 6 Obsidian, 15 Galena, 5 Platinum), +3 Obsidian, +3 Lead, +6 Order
Reaping Station: +12 Food, +9 Wealth, +18 Resource (5 Malachite, 13 Wyrdstone), +3 Luxury, +3 Order
Watchtower: +3 Food, +3 Labor
17 Malachite: 40 Wealth, 6 Industry via Furnaces
10 Wealth: 15 Industry via Workshop
5 Wool: 5 Luxuries
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 129 Food, 41 Labor, 132 Wealth, 27 Industry, 14 Luxuries, 6 Runic Enchantment, 36 Timber, 81 Stone, 1 Wool, 22 Wyrdstone, 3 Copper, 16 Diamonds, 6 Obsidian, 15 Galena, 3 Lead, 5 Platinum, 2 Power Stones
Expenditures:
3 Luxuries for Populace
-2 Timber for Golems
-2 Stone for Constructions.
Fabricating Golems [6/12 Labor, 15/15 Stone, 30 Wealth, 13/20 Enchantment, 2/2 Power Stones] -> [12/12 Labor, 20/20 Enchantment] [Done]
Constructing Hermitage [S] [20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Constructing Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Constructing Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Constructing Apothecary [11/25 Labor, 80 Wealth, 15 Industry]
-7 Disorder, -50% Disorder from Housing. +9 Order from Constructions. +28 Holdings. 37. Total: 115 -> 152
End: 55 Wealth, 1 Industry, 25 Luxuries, 122 Timber, 249 Stone, 98 Wyrdstone, 15 Copper, 52 Diamonds, 24 Obsidian, 51 Galena, 12 Lead, 5 Platinum, 6 Power Stones


Village: 10000 Population | 1000 Golems, 9000 Deepkin
+9 Labor, +18 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +6 Wealth, +5 Labor, +6 Industry, +2 Order from Population. +5 Labor, +2 Wealth, +2 Power Stone from Constructions. +3 Wealth from Government.
4 Artisan Conclave: +12 Food, +48 Wealth, +12 Industry, +12 Order
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
4 Reaping Station: +24 Food, +24 Wealth, +60 Resource (15 Meteoric Iron, 17 Wool, 28 Galena), +3 Iron, 4 Lead, 2 Silver, +12 Luxury, +12 Order
2 Frontier Outpost: +24 Food, +18 Wealth, +24 Timber, +24 Stone, +16 Ore (Galena), +4 Lead, 2 Silver, +6 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
5 Wool: 5 Luxuries
10 Wealth: 15 Industry at Workshop
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 102 Food, 33 Labor, 112 Wealth, 36 Industry, 23 Luxuries, 24 Timber, 24 Stone, 15 Wool, 44 Galena, 8 Lead, 4 Silver, 15 Meteoric Iron, 3 Iron, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-1 Timber for Golems
-2 Stone for Constructions.
Artisan Conclave [SE] [3 Labor, 3 Wealth, 3 Industry]
Artisan Conclave [S] [3 Labor, 3 Wealth, 3 Industry]
Aqueducts [20 Labor, 10 Wealth, 13 Industry, 13 Stone, 12 Lead]
Sensing Tertiary Power Points [6/6 Enchantment]
Bloomery [7/22 Labor, 10 Wealth, 11/18 Industry]
-2 Disorder, -25% Disorder from Housing. +2 Order from Constructions. 44 Holdings. 49. Total: 69 -> 69.
End: 202 Wealth, 58 Luxuries, 18 Wool, 93 Timber, 90 Stone, 92 Galena, 8 Lead, 10 Silver, 75 Meteoric Iron, 15 Iron, 10 Power Stones


Village: 7000 Population | 5000 Deepkin, 2000 Iron Golems
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +3 Labor, +4 Wealth, +4 Industry, +2 Order from Population. +5 Labor, +2 Power Stone from Constructions. +2 Wealth from Government.
3 Rural Community: +72 Food, +9 Labor, +18 Wealth, +9 Wool, +9 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Copper, +3 Nodules, +3 Order
3 Reaping Stations: +27 Food, +27 Wealth, +45 Resource (15 Malachite, 15 Cotton, 10 Timber, 5 Stone), +3 Copper, +3 Cotton, +3 Nodules, +9 Luxury, +9 Order
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
9 Enchantment: 12 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry via Workshop
Income: 129 Food, 38 Labor, 89 Wealth, 25 Industry, 6 Runic Enchantment, 15 Luxuries, 16 Timber, 14 Stone, 9 Wool, 18 Malachite, 18 Cotton, 6 Copper, 6 Nodules, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-2 Timber for Golems
-2 Stone for Constructions.
Fabricating Golems [12/12 Labor, 13/15 Stone, 30 Wealth, 6/20 Enchantment, 2/2 Power Stones] -> [15/15 Stone, 20/20 Enchantment] [Done]
Constructing Watchtowers [20/30 Labor, 15 Wealth, 0/20 Industry] -> [30/30 Labor, 20/20 Industry] [Done]
Constructing Reaping Station [W] [5 Labor, 1 Wealth]
Constructing Frontier Outpost [NW] [5 Labor, 5 Wealth, 2 Industry]
Constructing Pit Mine [18/30 Labor, 12 Wealth, 0/10 Industry]
-2 Disorder from Housing. +38 Holdings. 35. Total: 93 -> 128
End: 108 Wealth, 47 Luxuries, 43 Timber, 14 Stone, 15 Wool, 90 Malachite, 36 Cotton, 42 Copper, 30 Nodules, 8 Power Stones


Village: 9000 Population | 1000 Iron Golems, 1000 Golems, 7000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +7 Wealth, +5 Labor, +7 Industry, +2 Order from Population. +2 Power Stone from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +12 Wealth, +3 Industry, +3 Order
Rural Community: +20 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +9 Wealth, +18 Resource (9 Sapphire, 9 Wyrdstone), +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Cobalt), +3 Black Cotton, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Opals, +3 Order
6 Enchantment: 8 Labor via Ritualized Geokinesis
Trained Army patrolling
Income: 62 Food, 24 Labor, 70 Wealth, 16 Industry, 6 Runic Enchantment, 9 Luxuries, 12 Timber, 18 Stone, 3 Wool, 3 Cobalt, 3 Black Cotton, 3 Malachite, 3 Opals, 9 Sapphires, 9 Wyrdstone, 2 Power Stones
Expenditures:
-2 Luxuries for Populace
-5 Food, 5 Wealth, 1 Industry for Army
-3 Timber for Golems
-2 Stone for Constructions.
Treadwheel Crane [65/75 Labor, 110 Wealth, 40 Industry, 35/40 Timber] -> [75/75 Labor, 40/40 Timber] [Done]
Reaping Station [NE] [5 Labor, 1 Wealth]
Reaping Station [N] [5 Labor, 1 Wealth]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Order: +21 from Holdings. 21. Total: 70 -> 91
End: 87 Wealth, 28 Luxuries, 4 Timber, 70 Stones, 9 Wool, 12 Cobalt, 12 Black Cotton, 12 Malachite, 12 Opals, 45 Sapphires, 45 Wyrdstone, 10 Power Stones


Village: 10000 Population | 10000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +3 Labor, +6 Wealth, +6 Industry, +2 Order from Population. +5 Labor, +2 Power Stone, +2 Order, +1 Research from Constructions. +3 Wealth from Government.
3 Rural Community: +72 Food, +9 Labor, +18 Wealth, +9 Wool, +9 Order
2 Artisan Conclave: +12 Food, +24 Wealth, +6 Industry, +6 Order
Reaping Station: +9 Food, +9 Wealth, +15 Resource (3 Timber, 3 Stone, 3 Hematite, 3 Emeralds, 3 Galena), +3 Iron, +3 Luxury, +3 Order
3 Frontier Outpost: +27 Food, +27 Wealth, +18 Timber, +18 Stone, +9 Ore (3 Emeralds, 3 Hematite, 3 Galena), +3 Emeralds, 3 Iron, 2 Lead, 1 Silver, +9 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry via Workshop
Bonuses: Amethyst consumed
Income: 135 Food, 30 Labor, 92 Wealth, 30 Industry, 1 Research, 2 Enchantment, 9 Luxuries, 21 Timber, 24 Stone, 9 Wool, 6 Hematite, 9 Emeralds, 6 Galena, 6 Iron, 1 Silver, 2 Power Stones
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Aqueducts [16/40 Labor, 20 Wealth, 14/25 Industry, 25 Stone] -> [40/40 Labor, 25/25 Industry] [Done]
Frontier Outpost [SE] [5 Labor, 5 Wealth, 2 Industry]
Rural Community [SE] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
38 Order from Holdings. 2 from Constructions. 40. Total: 94 -> 124
Prospecting conducted [100/100 Wealth, -10 Order]
End: 38 Wealth, 16 Industry, 35 Luxuries, 61 Timber, 67 Stone, 24 Wool, 21 Hematite, 39 Emeralds, 21 Galena, 21 Iron, 2 Silver, 10 Power Stones


Village: 10000 Population | 10000 Deepkin
+9 Labor, +15 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +3 Labor, +6 Wealth, +6 Industry, +2 Order from Population. +5 Labor, +2 Power Stone from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +9 Wealth, +3 Industry, +3 Order
Reaping Station: +6 Food, +6 Wealth, +15 Resource (3 Timber, 3 Stone, 3 Sapphires, 3 Shimmerstone, 3 Galena), +3 Lead, +1 Silver, +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Native Copper), +3 Emeralds, +3 Order
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Grapes, 6 Emeralds, 3 Chestnuts), +3 Luxury, +3 Order
6 Enchantment: 8 Labor via Ritualized Geokinesis
3 Native Copper, 2 Galena converted to 10 Wealth at Bloomery
10 Wealth for 15 Industry at Workshop
Bonus: Shimmerstone consumed [+2 Enchantment], Amethyst consumed
Income: 63 Food, 28 Labor, 57 Wealth, 25 Industry, 5 Enchantment, 1 Research, 12 Luxuries, 12 Timber, 15 Stone, 3 Wool, 9 Emeralds, 3 Sapphires, 2 Shimmerstone, 1 Galena, 3 Lead, 1 Silver, 3 Grapes, 3 Chestnuts
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Conducting Secondary Power Point Sensing [6/6 Enchantment]
Constructing Frontier Outpost [5 Labor, 5 Wealth, 2 Industry]
Constructing Aqueducts [20 Labor, 10 Wealth, 12 Industry, 12 Stone, 12 Lead]
Constructing Local Market [3/10 Labor, 20 Wealth, 5 Industry]
23 Order from Holdings. 2 from Constructions. 25. Total: 73 -> 73
End: 59 Wealth, 8 Industry, 44 Luxuries, 47 Timber, 42 Stone, 12 Wool, 9 Native Copper, 30 Emeralds, 15 Sapphires, 12 Shimmerstone, 13 Galena, 3 Lead, 5 Silver, 9 Grapes, 9 Chestnuts


Village: 15000 Population | 15000 Deepkin
+9 Labor, +15 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +4 Labor, +9 Wealth, +9 Industry, +4 Order from Population. +5 Labor from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +9 Wealth, +3 Industry, +3 Order
Rural Community: 24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Sunstone, 6 Obsidian, 3 Ropegrass), +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Graphite), +3 Graphite, +3 Order
6 Enchantment: 8 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry [Workshop]
5 Wool: 5 Luxuries at Spinning House
Income: 57 Food, 29 Labor, 44 Wealth, 30 Industry, 2 Enchantment, 14 Luxuries, 9 Timber, 9 Stone, 6 Graphite, 3 Sunstone, 6 Obsidian, 3 Ropegrass, 2 Power Stone
Expenditures:
3 Luxuries for Populace
-2 Stone for Constructions
Constructing Aqueducts [23/40 Labor, 20 Wealth, 25 Industry, 25 Stone] -> [40/40 Labor] [Done]
Constructing Seat of Seeing [12/30 Labor, 15 Wealth, 10 Industry, 15 Enchantment]
23 Order from Holdings. 23. Total: 73 -> 96
End: 89 Wealth, 27 Industry, 35 Luxuries, 38 Timber, 19 Stone, 4 Wool, 24 Graphite, 15 Sunstone, 30 Obsidian, 0 Ropegrass, 4 Power Stone


Prospecting being done in Aetharn
Farholme developing [3/60]
32 Research
2 Research to School of Outsider: Lesser Blink [8/40] -> [10/40]
Spire of the Sky researching Nightmetal Comprehension [9/38]
Researching Rune of Trammeled Earth [32/70 Research]
27/50 Research for Ropegrass Comprehension accelerated by 15 Ropegrass: 42/50 Research done
Last edited by G-Tech Corporation on Sun Aug 21, 2022 12:24 pm, edited 4 times in total.
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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Piscina
Envoy
 
Posts: 228
Founded: Aug 20, 2019
Left-wing Utopia

Postby Piscina » Fri Aug 19, 2022 8:07 pm

Nordwood



Haven
Year 105 AR

(Narrative post WIP)

Haven [Capitol City]
[Garrison | Houses, Workshop, Pit MIne]
City Income: +2 Labour, +5 Wealth, +5 Industry, +5 Order, +2 Research, +1 Wealth from Population, +1 Research from Scientific Method
Population: 18000: 17000 Freedmen, 1000 Peasants: -3 Food, +3 Wealth, -2 Luxury, -3 Order from unfulfilled needs, 2 of which is ignored due to Houses.
Government: +2 Order, +2 Order from Settlements

Rural Community: 1000 Peasants: +4 Food, +1 Labor, +1 Wealth

Frontier Outpost: 2000 Peasants: +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Hematite, +2 Hematite from Pit Mine


Pop Growth: 1000 Peasants base in Rural Community, 1000 Peasants base in Frontier Outpost, 1000 Freedmen base (x2 from Capitol) in Haven
Start: 12 Wealth, 12 Food, 4 Timber, 4 Stone, 4 Luxury, 12 Hematite, 5 Order
Income from City: +2 Labour, +6 Wealth, +5 Industry, +3 Research
Income from Pops: +3 Wealth
Income from Settlements: +6 Food, +1 Labour, +3 Wealth, +1 Timber, +1 Stone, +3 Hematite
Total Income: +12 Wealth, +3 Labour, +5 Industry, +6 Food, +1 Timber, +1 Stone, +3 Hematite, +3 Research
Construction: Bloomery (15/22 Labour, 10/10 Wealth, 18/18 Industry) [-3 Labour]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 2000 Freedmen migrate to Hearthstone, taking 4 Wealth with them, 2000 Freedmen arrive from Hearthstone, carrying 1 Luxury
Expenses: -3 Food, -3 Labour, -9 Wealth, -2 Luxury
Net Income: +3 Wealth, +3 Food, +1 Timber, +1 Stone, -1 Luxury, +3 Hematite, +2 Research
End: 15 Wealth, 15 Food, 5 Timber, 5 Stone, 5 Industry, 3 Luxury, 15 Hematite
Order: +5 from City, +4 from Government, -1 from Pops, -2 from Citizen-Scholars, -2 from migration
Total Order: 9
Millitary: Home Guard [Forged Iron Weapons, Forged Iron Armour, Composite Bows] Patrols Haven Region


Hearthstone [Village]
City Income: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury, +2 Order
Population: 11000 Freedmen: -2 Food, -2 Luxury +2 Wealth
Government: +2 Order, +2 Order from Settlements

Reaping Station: 1000 Peasants: +2 Food, +2 Wealth, +2 Timber, +1 Stone, +1 Luxury

Artisan Conclave: 1000 Peasants: +1 Food, +3 Wealth, +1 Industry

Pop Growth: 1000 Peasants base in Reaping Station, 1000 Peasants base in Artisan Conclave, 1000 Freedmen base in Hearthstone
Start: 27 Food, 8 Timber, 4 Stone, 11 Order
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +3 Food, +5 Wealth, +1 Industry, +2 Timber, +1 Stone, +1 Luxury
Total Income: +9 Wealth, +2 Labour, +1 Industry, +8 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary (10/25 Labour, 23/80 Wealth, 6\15 Industry) [-8 Wealth, -2 Labour, -2 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 2000 Freedmen migrate to Haven, taking 1 Luxury with them, 2000 Freedmen arrive from Haven, carrying 4 Wealth
Expenses: -2 Food, -3 Luxury, -14 Wealth, -3 Labour, -2 Industry
Net Income: +6 Food, +2 Timber, +1 Stone
End: 33 Food, 10 Timber, 5 Stone
Order: +2 from city, +4 from Government, -2 from Citizen-Scholars, -2 from migration
Total Order: 13


Dawnrise [Village]
City Income: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury, +2 Order
Population: 11000 Freedmen: -2 Food, -2 Luxury +2 Wealth
Government: +2 Order, +2 Order from Settlements

Reaping Station: 1000 Peasants: +2 Food, +2 Wealth, +2 Timber, +1 Stone, +1 Luxury

Watchtower: 1000 Peasants: +1 Food, +1 Labour

Pop Growth: 1000 Peasants base in Reaping Station, 1000 Peasants base in Watchtower, 1000 Freedmen base in Dawnrise
Start: 24 Food, 8 Timber, 4 Stone, 16 Order
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +3 Food, +1 Labour, +2 Wealth, +2 Timber, +1 Stone, +1 Luxury
Total Income: +6 Wealth, +3 Labour, +1 Industry, +8 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary 12/25 Labour, 4/80 Wealth, 4\15 Industry) [-3 Labour, -1 Wealth, -1 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth
Expenses: -2 Food, -2 Luxury, -6 Wealth, -3 Labour, -1 Industry
Net Income: +6 Food, +2 Timber, +1 Stone, -1 Luxury
End: 30 Food, 10 Timber, 5 Stone, 1 Luxury
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars
Total Order: 20
Millitary: Watchtower provides +1 Army Cap


6 produced Research is put towards Abstract Mathematics (8/20)
Last edited by Piscina on Sat Aug 20, 2022 11:50 am, edited 1 time in total.
Voluisse Illudere (Intrigue in court)
Audax Veni (Galactic Adventures)
Hector Driscoll (Model Hogwarts(Hosted on Discord))
Lachriman Federation (The Last Stars)
Hermes R&D (SPACE)
Edward Dale (College Greymore)
Ceres Federation (Remnants of Sol)
Zik’ky’ken (Twilight of the Republic)
Edward Dale 2.0 (College Greymore reboot)
Scriniarii (Pantheon: New Creation)
Republic of Nordwood (A Different World: Age of Darkness)


My participation in most RPs tends to be short-lived, so I have less experience than the number of them listed would otherwise indicate.

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

Postby Ralnis » Sat Aug 20, 2022 7:57 am

The Empire of Warcyfle In Hindsight


It was one of the greatest celebrations that had happened in the last five years in the Age of Darkness. Many people feared a rising war between them and the Sons of Corvus. They knew that they were both weakened by the undead forces of the Lord of Lead and to start a new feud after the stealing from the people of Mauti and the rebuff of their small navy meant that the Warcyfle would have to raise their military instead of trying to raise their economy.

An emissary, a second brother of the Third Storm Emperor, was sent to Forgefiend to complete the new accords. That was the very need for both nations and the population to recovered from the Sunrise Invasion and the Age of Blood. While the Warcyfle weren't a peaceful sort anymore, they were far from the warlike peoples a hundred years ago.

On the other hand of the Empire, a new discovery has been found in the mines of the Mauti. With the extra Lightingstone was always a boon, there was something more than came from the bounties of the Blessed Peninsula. These powerful shards, glowing energies of Tes'la's energy were dubbed his Shards by the miners. Many scholars and Mages of the Red Tower were sent to the Blessed Peninsula to study this new divine resource sent by the Storm Father. It would hopefully give them a boon needed in a world being made of steel.

Current Crisis: Freedmen demand luxury products!

Lo: [Capitol City] 18000 Population: 16000 Freedmen, 2000 Serviles | Child Birds, Crocodiles, Giant Mangroves, Native Copper, Gold
Garrison, Reinforced Stone Wall | The Red Tower | Aqueduct, Electromantic Forge, Houses, Drydock, Pit Mine
Watchtower
Frontier Outpost
Trireme Fleet

Disorder(per 5000 people I think): 9(16000 Freedmen)
Ignored Order: 2(Houses), 7 Disorder
Order: +5 Order(Capital City). +1( Stalwart Defense), +1( Watchtower), +2 Order(Celestial Empire)

Order is +2(Crisi Adverted!)

Labor: +2(Capital City), +1(Watchtower)
Industry: +5(Capital City)
Wealth: +5(Capital City), +2(Frontier Outpost)
Food: +2(Frontier Outpost), +1(Watchtower)
Ore(Gold): +1 Ore(Frontier Outpost),+2 Ore(Pit Mine)


3 Labor, 5 Industry, 7 wealth, 3 food, 3 gold, 1 Timber, 1 stone this turn
All go to making a Reaping Station, which is completed

Research is into the Shards of Tes'la


[spoiler=Aun'kal]
Current Crisis: Freedmen demand luxuries!

Aun'kal: [Hamlet] 9000 Population | 7000 Freedmen, 1000 Serviles | Native Copper, Wolves, Cassiterite, Saltrice, Horned Ones
Reinforced Stone Wall | Aqueduct, Electromantic Forge, Houses, Pit Mine
Electromantic Forge Aqueduct, Fitted Stone Wall
Watchtower
Rural Community
Reaping Station

Disorder(every 5000 Freedmen) 3(Freedmen)
Houses: 2 Disorder ignored
Order: +1 Order(Hamlet), +1 Order(Watchtower), +2 Order(Celetsial Empire),+1 Order(Stalwart Defense)
Order is a +3, Crisis has been adverted

Labor: Hamlet is a +1 Labor, +1(Watchtower), +1(Rural Community)
Industry: 0(Imports are needed)
Wealth: +1 Wealth(Rural Community), +2 Wealth(Reaping Station)
Food: +6 Food(Rural Community), +3 Food(Hamlet), +2(Reaping Station), +1 Food(Watchtower)
Timber: 2(Reaping Station)
Stone: 1(Reaping Station)
Ore(Native Copper): +2(Pit Mine)
Luxury: 1(Reaping Station)

2 Timber, 6 food, 1 stone, 2 Native copper, 1 luxury( used by the people of the region!), 0 industry, 3 wealth gathered
Freedmen have their needs met: +1 Enchantment stored for the Empire!

Another Reaping Station will be built!
[/spoiler]

Current Crisis: Freedmen demand luxuries!

[Hamlet] 8000 Population | 8000 Freedmen | Native Copper, Sheep, Cherry Trees
Reinforced Stone Wall, Garrison | Aqueduct, Electromantic Forge, Pit Mine
Rural Community
Artisan Conclave

Disorder(5000 Freedmen): 3 Disorder
Order: +1 Order(Hamlet), +2 Order(Celestial Empire),+1 Order(Stalwart Defenses)
Order is +1, Crisis is adverted

Labor: +1(Hamlet), +1(Rural Community), +1(Artisan Conclave)
Wealth: +3(Artisan Conclave), +1(Rural Community)
Industry: +1 industry(Artisan Conclave)
Food: +6(Rural Community), +3 (Hamlet), +3(Artisan Conclave)
Ore(Native Copper): +2(Pit Mine)
Timber: 0
Stone: 0

3 labor, 4 wealth, 1 industry, 12 food, 2 copper were gathered

Reaping Station is being made!


Current Crisis: Freedmen Demand Luxuries!
[Hamlet] 5000 Population | 5000 Freedmen | Bluebells, Lightning-Whales, Wheat. Heremtite
Garrison, Reinforced Stone Wall. Pit Mine| Sky Pillar Wonder
Rural Community
Reaping Station

Disorder(5000 Freedmen): 3
Order: +1(Hamlet), +2(Celestial Empire), +1 Order(Stalwart Defenses)
Order is +1, Crisi is Adverted

Labor: 1(Hamlet), 1(Rural Community)
Wealth: 1(Rural Community)
Food: 3(Hamlet), 6(Rural Community)
Industry:0
Other resources: 3 (Iron)
Reaping Station( 1 Luxury, 1 iron


Current Crisis: Freedmen demand luxuries!

[Hamlet]: 5000 Population | 3000 Freedmen | Lightningstone, Sapphires, Oranges, Apes
Reaping Station
Frontier Outpost
Watchtower

Disorder(5000 Freedmen): 3
Order: +1(Hamlet)
Disorder is +2, people are unhappy

Labor: 1(Hamlet), 1(Frontier Outpost)
Wealth:2(Frontier Outpost), 2(Reaping Station)
Food: 3(Hamlet), 2(Frontier Outpost),1 (Reaping Station)
Industry: 0
Ore(Lightiningstone): 2(Reaping Station)
Timber and stone:2(Reaping Station)
Luxury:1(Reaping Station)

2 Labor, 4 wealth, 6 food, 4 Lightningstone, 1 Luxury gathered this turn
Freedmen disorder adverted!

1 Enchantment to the Storm Empire!

Reinforced Lightingstone Mine is done

Watchtower is made!


Current Crisis: Freedmen demand luxuries!

[Hamlet] 7000 Population|7000 Freedmen| No resources
Garrison, Houses, Workshop, Bloomery
Artisan Conclave
Watchtower

Disorder (5000 Freedmen):3
Houses ignore 2 disorder
Order: +1(Hamlet), +1(Watchtower)

Order is +1, Crisis Adverted!

Labor: 1(Hamlet), 1(Watchtower)
Wealth: 3(Artisan Conclave)
Industry: 1(Artisan Conclave)
Food: 3(Hamlet),1(Watchtower), 1(Artisan Conclave)
Timber and Stone: 0
Ore: 0
Luxury: 0

2 labor, 3 wealth, 5 food, 1 industry gathered today

Local Market made
Workshop converted 10 wealth into 1 industry(2/10 industry)


13 Iron
20 Lightingstone
112 wealth
35 food(-10)
25 food surplus( too bad it all spoiled!)
15 Timber
8 Stone
5 Enchantment
3RP Mundane/6RP Electromancy

Resarch into the Shards of Tes'la


Mounts are given to the conscript army as they are reinforced as they defend Mauti


Scholars sent to Mauti to study the Shards of Tes'la
30 Iron and all the slaves are sent to Corvus in exchange for the 7000 people to be liberated for the glory of the Storm Father.
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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Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Sat Aug 20, 2022 9:28 am

Duskmire

A curse born from blessings


The chirps of insects filled the danky air of the great swamp. Cracking flames and candle lights can be seen from the heart of the swamp. On bonfires made on stone foundations in the muddy islands to the lights of candles behind grimy windows, they all brought sparkles of light in this dark and misty place. Down on one of the islands a conical tent with many circle sigils with wings at the side can be seen. Inside the tent a lone crone attended an injured hunter. An accident occurred during a hunting expedition and the poor boy was injured when one of the hunters fired his arrow at him.

"What misfortune to befall you." she coed as she rubbed a wet ragged on his forehead. The injury somehow became infected when they arrived and now she was working hard to help the boy fight off his infection as well as ease the pain of his injuries.

The crone would move away from the boy as she walked over to her table. She gazed upon the bloody arrow that caused the injuries. The other hunters gave it to her knowing that she could use it to heal their fallen friend.

She would grab a clay bow and bring it at the center of the table were a magic circle was carved on to it. She would take a bag and pour water over it. She would reach over and grab some herbs and begin to sprinkle them into the water. She even sprinkle in some salt into the concoction. She would grab some course bandages with strange sigils drawn on them and warp it around the bowl, these bandages were the same as the ones warp around the hunter.

She would grab a knife and walk to the hunter. With the man still asleep she would effortlessly cut a lock of his hair and return to her workbench, adding the locks of hair into the bowl. She began to strew the bowl while reciting an incantation. She would do this for several minutes until she stopped. She would take the arrow, the tip still covered in blood, and place it within the blow, strewing it once more to have the blood mix in before she stopped.

She would grab the bowl and slowly walk over to wooden box at the corner of the tent. She would place the bowl inside the tent and close it. The crone look down and new that now she needs to wait for the magic to work. So long as the arrow remains in the cold water the pain of the hunter should be soothe and his healing will begin.

The old crone would hear the flaps of her tent being opened as she turned to see another young soul entering her humble abode, he looked identical to the hunter under her care. She gave the man a smile. "Please dear. Make yourself comfortable. I will get to you shortly." she asked him as she walked over to the hunter. She would look over and saw that he would need new bandages. She began to slowly remove the old bandages but deciding that making her new guests wait for news on his brother.

"He is stable now. I'm just changing the bandages. I'm glad you decided to take the arrow back with you. It would make the healing much more effective." she gestured at the box. "It's already locked inside. I suggest giving him plenty of time to rest." she explained as she removed the bandages. "Your mother can rest easily knowing that." she heard the young man let out a sigh.

"Thank you, Agatha." she heard the young man say. As she went over to get new bandages she noticed that he was holding a hammer. As she returned to the hunter to apply the new bandages she would ask. "Dolven, why are you carrying that hammer." The young man was silent.

"It belong to Genrey." the old woman stiffen. That was the name of the man who accidentally shot Dolven's brother. "He was fixing a hole in his home and he hit his thumb with his hammer. He dropped it when he came down and while he was taken to another witch to be healed I manage to steal his hammer." he explained. "I did it so maybe his healing won't be as fast as my brother but a new thought came to me." he explained as Agatha was done dressing down his brother and turned to face the young man.

"What are you planning, Dolven. I hope you aren't planning on bashing Genrey's head open with his own hammer?" The man shook his head. "No! I would never do that. But I need to ask a big favour of you Agatha." he would walk close to the crone and bring the hammer forward.

"You can use your magic to treat people's injuries by using the item that harm them. But can the opposite be down? Can you make their injuries worse?" he asked. The old crone was silent after hearing what Dolven suggested.

"You're sure you don't want to kill Genrey?" the crone asked again, feeling suspicious about the request.

"I promise you. My intent is not to kill him. I just want Genrey to pay for almost killing my brother." the furious man almost shouted but stopped himself as he knew he couldn't be overheard nor scare off his only source of help. "Please. I will do anything you want if you just do this for me." the man begged.

The old crone was feeling hesitant on doing this request. Feeding into feelings of vengeance and other dark intents can lead down to a dangerous path. But she feared what Dolven may do if his arcane solution to find justice was turned down. At least to stop one potential evil from occurring the witch knew what she must do, even if she hated it.

With a heavy sigh she would say. "I will see what I can do. Just leave the hammer by the table." Dolven thanked her as he did as instructed and place the hammer by the door. He would suddenly see the crone's hands grab his wrist and he would turn to see her glaring at him.

"You must not tell anyone one what is transpiring in here. This stays between us." the frieghten man shakily nodded. "Now. For one of my favours for agreeing to this I want you to let go of your anger towards Genrey and any thoughts of revenge. I will handle him. You no longer need to make yourself sick with such negative thoughts. Just live your life." she instructed as she let go of his hand, her tone now softer, almost grandmotherly.

"I will." he told her, a bit shaken but taking her words seriously. Dolven would walk out of the tent after thanking the witch as she waved at him. Now left alone she would look down at the hammer and grabbed it. It's body was made of wood and it's head was iron. She recalled a time when they had to use stone for the hammer head when she was just a little thing.

"A ritual to harm. This will be tricky. Blood would an easy trick but I can't do that. I need a way to inflect harm without being seen." she thought. As she turned around to look at her room she would spot the small fire at the center of her tent. In her mind an idea flashed before her.

"I think I found a way to inflect harm without having to risk exposing myself." she tried not to smile but it still appeared. She may not like the dark process she was doing but a part of her still felt some excitement on inventing a new ritual for a new spell. She can use her fire to inflame the injury. Now she just needs to construct the other parts to the ritual.

"Perhaps I can add a pinch of salt to bring forth discomfort but also to ease the malice behind the action?" she asked herself as she began to search through her little tent to find the right items for her new ritual.





Duskmire:

[Duskmire]: 25000 Population | 25000 Freedmen | Cassiterite, Saltrice, Flax
Garrison, Reinforced Stone Wall | Houses, Dense Housing, Workshop, Pit Mine, Local Market, Paddy
Rural Community: 5000 Peasants
Frontier Outpost: 5000 Peasants
1 Army [Iron, Iron, Composite Bows]
Technology:
Refined Construction, Refined Smithing, Refined Shipmaking, Simple Machinery, Paddy Agriculture, Brewing, Governance
Arcana: School of Sympathy

Domestic Crops: Saltrice
3 Civic Points available (Governance included)
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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The GAmeTopians
Powerbroker
 
Posts: 9846
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Sat Aug 20, 2022 10:48 am

The Folk


“Those opportunistic BASTARDS!” The thick wood of the demarch’s desk trembled slightly at the impact of his palm, his deep scowl only accenting his anger.

“All they had to do was wait a few years, a few paltry years, and there would have been plenty of luxury goods to go around! But no, better to make a quick buck now and set back our advancement into the Western Glades by an entire YEAR.”

A few members of Demarch Parthus’ staff stood awkwardly near the entrance of his office, waiting for the outburst to conclude - the messenger who had borne the new revenue estimates for the next five years had long since fled. Several minutes later, a long sigh filled the room.

“We’ll deal with it. A year is nothing in the scale of the Great Game. But draft a Luxuries Development bill for the Council - I want those riverbed scum-suckers bankrupt within the decade. Long-term solutions for short-term opportunists.”

With a smattering of “Yes, Demarch”s from the bunch, the surrounding halls burst into action. Long had short and sudden bursts of activity become the norm in this government - and that trend was not likely to change any time soon.




Bug fixes: Aqueduct construction should have been receiving Labor Coordination bonuses. Luxuries should have been accumulating as a resource. These adjustments have been made.

Starting Order: 45 (Tier 1 Culture!)
Starting Wealth: 95

Start: 20 Industry

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

Garrison: Free Army
Aqueduct: +2 Pop Growth (2 Settlements)
Houses: -2 Disorder
Workshop: Idle

Capitol City: +2 Pop Growth, +2 Labor, +6 Wealth (1 * 10,000 pop), +5 Industry, +5 Order, +2 Research

Rural Community: +4 Food, +1 Labor, +1 Wealth, +1 Pop Growth
Artisan Conclave: +1 Food, +3 Wealth, +1 Industry, +1 Pop Growth

ARTISAN CADRES: -5 Wealth, +1 Luxury, +1 Industry

Total: 8 Order, -2 Disorder, 3 Labor, 9 Wealth, 7 Industry, 1 Luxury, 5 Food, 2 Research, 6 Pop Growth (2F/4P)

-3 Order from Tier 1 Culture (1 City, 2 Settlements)

Freedmen want 2 Food, 2 Luxuries! (1 Luxury unfulfilled) +3 Disorder

4,000 Freedmen carry 8 Industry to Ornmount, +4 Disorder

Constructing Bloomery: [12/22 Labor, 0/10 Wealth, 0/18 Industry] -> [15/22 Labor, 0/10 Wealth, 0/18 Industry]

Order = 5 Order - (7 - 2 = 5 Disorder) = 0 Order
Not a pop growth year…

End: 0 Order, 9 Wealth, -1 Industry, 2 Research

Coffers: 19 Industry


Start: 4 Stone, 1 Timber, 1 Singing Crystals

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

5,000 Soldiers (Iron, Iron, Composite): Patrolling

Houses: -2 Disorder

Village: +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries, +1 Pop Growth

Rural Community: +4 Food, +1 Labor, +1 Wealth, +1 Pop Growth
Frontier Outpost: +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Singing Crystals, +1 Pop Growth

Total: 5 Order, -2 Disorder, 3 Labor, 9 Wealth, 1 Industry, 11 Food, 1 Timber, 1 Stone, 1 Singing Crystals, 2 Luxuries, 3 Pop Growth (1F/2P)

-3 Order from Tier 1 Culture (1 City + 2 Settlements)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

Army wants 5 Food, 5 Wealth, 1 Industry! (Fulfilled)

Constructing Aqueducts: [20/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [25/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 2 Order
Not a pop growth year…

End: 2 Order, 4 Wealth, 1 Timber, 1 Stone, 1 Singing Crystals

Coffers: 5 Stone, 2 Timber, 2 Singing Crystals


Start: 3 Industry, 9 Stone, 4 Luxuries

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

5,000 Soldiers (Iron, Iron, Composite): Escorting Freedmen from Vael and back

Village: +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries, +1 Pop Growth

Reaping Station: +2 Food, +2 Wealth, +3 Stone, +1 Luxury, +1 Pop Growth
Watchtower: +1 Food, +1 Labor, +1 Army Cap, Walled Fortress, +1 Pop Growth

Total: 5 Order, 3 Labor, 8 Wealth, 1 Industry, 8 Food, 3 Stone, 3 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

-3 Order from Tier 1 Culture (1 City, 2 Settlements)

Constructing Aqueducts: [20/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [25/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Receiving 8 Industry from Vael

Order = 2 Order
Not a pop growth year…

End: 2 Order, 8 Wealth, 1 Industry, 3 Stone

Coffers: 12 Industry, 12 Stone, 5 Luxuries


Order Total: 45 + 0 + 2 + 2 = 45, 49/30 = 1.63 (Happy)
Research Total: 3 (2 from Capitol, 1 from Tier 1 Culture)
Researching Frontier Corps (9/10) -> (10/10) Complete!
Researching Garrison (2/10)

Wealth Total: 95 + 9 + 4 + 8 = 116 Wealth
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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

Postby Olthenia » Sun Aug 21, 2022 4:45 am

K H O R T U U N
Image

Lᴏᴠᴇ ᴀɴᴅ ᴘᴀssɪᴏɴ
Bᴏᴛʜ ᴅʀᴜɢs ᴏғ ʀᴇᴄʀᴇᴀᴛɪᴏɴ
Bᴏᴛʜ ᴄᴏᴍᴘᴜʟsɪᴏɴs


In the Vale of Ustar:
Sorrowfree [Capitol City] (22,000 Freedmen, 2,000 Serviles)
[Garrison | Prophet’s Retreat | Aqueduct, Grand Temple, Houses, Central Granary, Dense Housing]
City Income: +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research. | +1 Wealth per 10,000 population. (+3 Wealth), +1 Industry per every 20,000 population. (+2 Industry)
Buildings: Houses (2 Disorder from Population is ignored in this city), Dense Housing (25% of Disorder from Population is ignored in this region), Grand Temple (+3 Order w/Theocracy, +2 Wealth, +1 Order w/Sacred Crafts), Central Granaries (+1 Food from all Food-producing Settlements).
Population
22,000 Freedmen: +5 Wealth, -5 Food, -5 Luxuries, +2 (Potential) Enchantment
1,000 Serviles: 1 Labor, +1 Disorder
Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+3), +3 Order from Grand Temple.

Reaping Station I (E Sorrowfree) +3 Food, +2 Wealth, +3 Resource, +1 Luxury

Rural Community I (E Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community II (W Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community III (W Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community IV (N Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Artisan Conclave I (N Sorrowfree) +2 Food, +3 Wealth, +1 Industry.

Start: 0 Wealth, 0 Industry, 9 Obsidian, 2 Timber, 0 Stone.
Income from Pops: +3 Labor, +5 Wealth, +2 Industry.
Income from City: +0 Food, +2 Labor, +7 Wealth, +5 Industry, +2 Research.
Income from Settlements: 25 Food, 9 Wealth, 4 Timber, 3 Obsidian, 4 Labor, 1 Industry, 1 Luxury.
Total Income: 33 Food, 9 Labor, 22 Wealth, 7 Industry, 1 Luxuries, 3 Timber.
Construction:
Workshop (Sorrowfree): +9 Labour, +7 Industry = 12/30 Labour, 30/30 Wealth, 15/25 Industry. Work in progress!
Expenses:
5 Food, 5 Luxuries (Populations)
9 Labour, 0 Wealth, 7 Industry, 0 Timber (Construction).
Net Income: +22 Wealth, 0 Labor, +3 Timber, 0 Industry, -4 Luxuries, +6 Disorder.
End: 32 Wealth, 0 Industry, 0 Luxuries.
Special Actions:

Bonadar [Copper Armor, Copper Weapons, Compound Bows] patrols Sorrowfree.
1000 Serviles arrive in Sorrowfree, courtesy of the Sky-Children.


In the depths of the Neverwood:
Kura Kumbe [Hamlet]: (7000 Population | 6000 Freedmen, 1000 Serviles)
[No buildings worthy of note. But where did they go?!]
City Income: +1 Labour, +3 Food, +1 Order.

Buildings: (N/A)

Population:
6000 Freedmen: +2 Wealth, -2 Luxuries
1000 Serviles: +1 Labour, +1 Disorder
Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+2).
Rural Community I (Kura Kumbe): +4 Food, +1 Labour, +1 Wealth. (+1 Bonus Food for every three types of Domestic Crop.)

Reaping Station I (E Kura Kumbe): +3 Food, +2 Wealth, +3 Red Gems, +1 Luxury.

Artisan Conclave I (E Kura Kumbe) +2 Food, +3 Wealth, +1 Industry.

Start: 0 Wealth, 0 Industry, 0 Red Gems, 0 Timber, 0 Stone.
Income from Pops: +1 Labor, +2 Wealth, +0 Industry.
Income from City: +3 Food, +1 Labor.
Income from Settlements: +9 Food, +6 Wealth, +1 Industry, +3 Red Gems, +1 Labor, +1 Luxury.
[b]Total Income
: 10 Food, 3 Labor, 5 Wealth, 1 Luxuries, 3 Red Gems.
Construction:
Artisan Conclave: 3/3 Labour, 3/3 Wealth, 3/3 Industry. (+1 Industry) = Completed!
Frontier Outpost: 2/5 Labor, 5/5 Wealth, 0/2 Industry. (+2 Labour, +5 Wealth) = Work in progress!
Isolated Fields: 1/12 Labor, 1/5 Wealth, 0/2 Industry, 0/2 Timber. (+1 Labour) = Work in progress!
Expenses:
2 Food, 2 Luxuries (Populations)
3 Labour, 6 Wealth, 1 Industry (Construction).
Net Income: +0 Wealth, 0 Labor, 0 Industry, -1 Luxuries, +2 Disorder.
End: 0 Wealth, 0 Industry, 0 Luxuries.
Special Actions: N/A.


On the shores of the Mirror Sea
Fastaqui [Hamlet]: (5000 Population | 5000 Freedmen)
[No buildings worthy of note.]
City Income: +1 Labour, +3 Food, +1 Order.

Buildings: (N/A)

Population:
5000 Freedmen: +1 Wealth, -1 Luxuries

Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+1).

Frontier Outpost (S Fastaqui): +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (if available. There isn’t).

Start: 0 Wealth, 0 Industry, 2 Timber, 2 Stone.
Income from Pops: +1 Wealth.
Income from City: +3 Food, +1 Labor.
Income from Settlements: +2 Food, +2 Wealth, +1 Timber, +1 Stone.
Total Income: 5 Food, 1 Labor, 3 Wealth, 1 Timber, 1 Stone.
Construction:
Artisan Conclave: 3/3 Labour, 3/3 Wealth, 3/3 Industry. (+1 Labour) = Complete!
Rural Community (Fastaqui): 0/3 Labor, 3/3 Wealth, 0/1 Industry, 1/1 Timber. (+3 Wealth, +1 Timber) = Work in progress.
Expenses:
1 Food, 1 Luxuries (Populations)
1 Labour, 3 Wealth, 1 Industry (Construction).
Net Income: 0 Wealth, 0 Labour, 0 Industry, -1 Luxuries, +2 Disorder.
End: 3 Wealth, 0 Industry, -1 Luxuries, 2 Timber, 3 Stone.
Special Actions: N/A.


Order:
Sorrowfree: No Disorder. (2 Disorder from Serviles, 9 Disorder from Luxuries deficit. -2 Disorder from Houses, -1 Disorder from Dense Housing. +5 Order from Capitol City, +3 Order from Grand Temple, +1 Order from Sacred Crafts. +7 Order from Government.) TOTAL: +8 Order.
Kura Kumbe: No Disorder. (+3 Disorder from Luxuries deficit, +1 Disorder from Serviles. -1 Disorder from from Hamlet. -3 Disorder from Government). TOTAL: +0 Order.
Fastaqui: No Disorder. (+3 Disorder from Luxuries deficit. -1 Disorder from Hamlet. -2 Disorder from Government.) TOTAL: +0 Order.
Total Nationwide Order: 35/35. Tier 1 bonuses next turn.

Diplomacy:
Word of Sorrowfree's exact dealings this year are, unfortunately, lost to the mists of time.

Research:
2 from Sorrowfree (Capitol City)
2 from Prophet’s Retreat
1 from Temple School
Agents (Intelligence) [12/15] (Copied from Deepkin)




In the Vale of Ustar:
Sorrowfree [Capitol City] (22,000 Freedmen, 3,000 Serviles)
[Garrison | Prophet’s Retreat | Aqueduct, Grand Temple, Houses, Central Granary, Dense Housing]
City Income: +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research. | +1 Wealth per 10,000 population. (+3 Wealth), +1 Industry per every 20,000 population. (+2 Industry)
Buildings: Houses (2 Disorder from Population is ignored in this city), Dense Housing (25% of Disorder from Population is ignored in this region), Grand Temple (+3 Order w/Theocracy, +2 Wealth, +1 Order w/Sacred Crafts), Central Granaries (+1 Food from all Food-producing Settlements).
Population
22,000 Freedmen: +5 Wealth, -5 Food, -5 Luxuries, +2 (Potential) Enchantment
1,000 Serviles: 1 Labor, +1 Disorder
Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+3), +3 Order from Grand Temple.

Reaping Station I (E Sorrowfree) +3 Food, +2 Wealth, +3 Resource, +1 Luxury

Rural Community I (E Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community II (W Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community III (W Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community IV (N Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Artisan Conclave I (N Sorrowfree) +2 Food, +3 Wealth, +1 Industry.

Start: 0 Wealth, 0 Industry, 9 Obsidian, 2 Timber, 0 Stone.
Income from Pops: +3 Labor, +5 Wealth, +2 Industry.
Income from City: +0 Food, +2 Labor, +8 Wealth (5 + 2 Sacred Crafts +1 Order), +5 Industry, +2 Research.
Income from Settlements: 25 Food, 9 Wealth, 4 Timber, 3 Obsidian, 4 Labor, 1 Industry, 1 Luxury.
[b]Total Income
: 33 Food, 9 Labor, 22 Wealth, 7 Industry, 1 Luxuries, 3 Timber.
Construction:
Workshop (Sorrowfree): +9 Labour, +7 Industry = 21/30 Labour, 30/30 Wealth, 22/25 Industry.
Expenses:
5 Food, 5 Luxuries (Populations)
9 Labour, 0 Wealth, 7 Industry, 0 Timber (Construction).
Net Income: +23 Wealth, 0 Labor, +3 Timber, 0 Industry, -4 Luxuries, +6 Disorder.
End: 55 Wealth, 0 Industry, 0 Luxuries, 6 Timber.
Special Actions: N/A.

Bonadar [Copper Armor, Copper Weapons, Compound Bows] patrols Sorrowfree.
1000 Serviles arrive in Sorrowfree, courtesy of the Sky-Children.


In the depths of the Neverwood:
Kura Kumbe [Hamlet]: (7000 Population | 6000 Freedmen, 1000 Serviles)
[No buildings worthy of note. But where did they go?!]
City Income: +1 Labour, +3 Food, +1 Order.

Buildings: (N/A)

Population:
6000 Freedmen: +2 Wealth, -2 Luxuries
1000 Serviles: +1 Labour, +1 Disorder
Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+2).
Rural Community I (Kura Kumbe): +4 Food, +1 Labour, +1 Wealth. (+1 Bonus Food for every three types of Domestic Crop.)

Reaping Station I (E Kura Kumbe): +3 Food, +2 Wealth, +3 Red Gems, +1 Luxury.

Artisan Conclave I (E Kura Kumbe) +2 Food, +3 Wealth, +1 Industry.

Artisan Conclave I (Kura Kumbe) +2 Food, +3 Wealth, +1 Industry.

Start: 0 Wealth, 0 Industry, 0 Red Gems, 0 Timber, 0 Stone.
Income from Pops: +1 Labor, +2 Wealth, +0 Industry.
Income from City: +3 Food, +1 Labor, +1 Wealth (Order).
Income from Settlements: +11 Food, +9 Wealth, +2 Industry, +3 Red Gems, +1 Labor, +1 Luxury.
[b]Total Income
: 12 Food, 3 Labor, 8 Wealth, 1 Luxuries, 3 Red Gems, 2 Industry.
Construction:
Frontier Outpost: 5/5 Labor, 5/5 Wealth, 2/2 Industry. (+2 Industry) = Complete!
Isolated Fields: 4/12 Labor, 5/5 Wealth, 0/2 Industry, 0/2 Timber. (+3 Labour, +4 Wealth) = Work in progress!
Expenses:
2 Food, 2 Luxuries (Populations)
3 Labour, 6 Wealth, 1 Industry (Construction).
Net Income: +1 Wealth, 0 Labor, 0 Industry, -1 Luxuries, +2 Disorder.
End: 1 Wealth, 0 Industry, 0 Luxuries.
Special Actions: N/A.


On the shores of the Mirror Sea
Fastaqui [Hamlet]: (5000 Population | 5000 Freedmen)
[No buildings worthy of note.]
City Income: +1 Labour, +3 Food, +1 Order.

Buildings: (N/A)

Population:
5000 Freedmen: +1 Wealth, -1 Luxuries

Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+1).

Frontier Outpost (S Fastaqui): +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (if available. There isn’t).

Start: 0 Wealth, 0 Industry, 2 Timber, 2 Stone.
Income from Pops: +1 Wealth.
Income from City: +3 Food, +1 Labor, +1 Wealth (Order).
Income from Settlements: +2 Food, +2 Wealth, +1 Timber, +1 Stone.
Total Income: 5 Food, 1 Labor, 3 Wealth, 1 Timber, 1 Stone.
Construction:
Artisan Conclave: 3/3 Labour, 3/3 Wealth, 3/3 Industry. (+1 Labour) = Complete!
Rural Community (Fastaqui): 0/3 Labor, 3/3 Wealth, 0/1 Industry, 1/1 Timber. (+3 Wealth, +1 Timber) = Work in progress.
Expenses:
1 Food, 1 Luxuries (Populations)
1 Labour, 3 Wealth, 1 Industry (Construction).
Net Income: 1 Wealth, 0 Labour, 0 Industry, -1 Luxuries, +2 Disorder.
End: 4 Wealth, 0 Industry, -1 Luxuries, 2 Timber, 3 Stone.
Special Actions: N/A.


Order:
Sorrowfree: No Disorder. (2 Disorder from Serviles, 9 Disorder from Luxuries deficit. -2 Disorder from Houses, -1 Disorder from Dense Housing. +5 Order from Capitol City, +3 Order from Grand Temple, +1 Order from Sacred Crafts. +7 Order from Government.) TOTAL: +7 Order.
Kura Kumbe: No Disorder. (+3 Disorder from Luxuries deficit, +1 Disorder from Serviles. -1 Disorder from from Hamlet. -3 Disorder from Government). TOTAL: +0 Order.
Fastaqui: No Disorder. (+3 Disorder from Luxuries deficit. -1 Disorder from Hamlet. -2 Disorder from Government.) TOTAL: +0 Order.
Total Nationwide Order: 43/36 = 1.19 = Tier 1 bonuses next turn.

Diplomacy:
- Emissaries are dispatched to the Sky-Children this year, to extend to them a most formal offer in the spirit of friendship. Next springtime, the wise Mothers of Sorrowfree mean to celebrate a grand harvest festival – that all might bask in the love and grandeur of the Mother Moon. They would count themselves honored and well pleased if the Sky-Children would join them in this celebration – and urge them to send emissaries to join in a week of pomp and pleasantry. On the Mothers’ expense, of course.

- Similar offers are likewise dispatched to the forge-fathers of Ironpeak. In years and decades past, missionaries and preachers carried word of the Mothers’ Love far and wide across the land. Should their efforts have taken root amidst the good folk of Ironpeak – if there are faithful hearts found amongst their lot – let them come to Sorrowfree. Let them celebrate the coming of the springtide. Let them of love sing, and in singing, be beloved.

- Polite messages are sent to the court of Painted King. Come spring next year – wise Mothers of Sorrowfree mean to hold a week’s worth of celebrations in honor of the Moter-Moon’s love at the Grand Temple in Sorrowfree. And truly – most truly – such an occasion would be all the more glorious if the Painted King and his courtiers would deign to attend. Birds of a feather do, after all, flock together – and the Painted King is great bird indeed.

Research:
2 from Sorrowfree (Capitol City)
2 from Prophet’s Retreat
1 from Temple School
1 from Tier 1 Order.
Agents (Intelligence) [15/15] (Copied from Deepkin)
Urbanization [3/20]


Last edited by Olthenia on Sun Aug 21, 2022 6:30 am, edited 6 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Aug 21, 2022 1:08 pm

Year Fivehundred Thirtynine of the Reckoning Ends
Era Four, Year Five Ends


The Remnants of Corvus: Some men grumble at the new treaty, dreaming of a new age of wolves and spears. Some men mutter into their beer that the sweat of the thralls was theirs, to do with as they wished. But they grumble and mutter quietly, for there are more who are relieved at the passing of the cup of war from the lips of the sons of Corvus.

The Republic of Nordwood: The negotiations with the Machakim have been fruitful and, barring a few misfortunes, the diplomatic and scholarly accord with the men of the south and west has been concluded without incident. There have been a few rumblings of displeasure from the Republic of the Great River that their ally will share knowledge with the men of Nordwood, some of which come from the ancient families of the Republic and who are considered traitors - but rumors from merchants deserve little mention in the annals of kings.

The Taiyang Dynasty: Agents of the court in Yuzhou have reported a particularly good year of crops in the vale of the Jade River; the peasantry have been able to fulfill their tithes and more, and the midwives have anecdotally suggested that the numbers of new children are prodigious. 1000 Peasants born in Zhai Cheng.

The Bacchanal Republic of Manikos: The Soldiers of the River have entered service with the Republic, but not without incident - it soon becomes clear that the methods of the Soldiers are not like those of Manikos, and several press gangs are run out of the city by angered citizens before it is made clear to the mercenaries that the methods they employ to fill their ranks cannot be accepted by the Republic. Though they agree to limit their recruitment to the willing, no small amount of civil ire has been produced by this faux paus. +6 Disorder in Machaka

The Sunlion Mandate: Good news for the people of the Moon and the Sun - some washer women working with household chore near the river which flows down from the southern mountains have reported sightings of gold in the waters of the river of Khorshid. It may be that further prospecting will reveal the source of this lucre, or expeditions into the unexplored southern mountains will discover the origin of the bounty! +5 Wealth

The Landsraad Imperium: A cup of mixed blessings this year. Sickness stalks the land in Stalheim, a pox that produces lesions in the throat which has afflicted the mortal denizens of the City of Iron. The apothecaries and healers have limited the most fulsome effects, but the very young and very old perished in numbers regardless, the Father calling them inexorably home... -2 Population Growth in Stalheim. The attempts to prospect for new resources in Aetharn have also proven fruitless.

The Storm-Empire of Warcyfle: The inspection of the Shards of Tes'la by the scholars has been fruitful - they are now convinced that these are particular specimens of the Lightningstone which was the reason for the settlement of the Blessed Continent, formed in peculiar conditions and likely in possession of superior qualities. How they were created, and what exactly those superior qualities may be, is a matter of debate. [Invested Research: 2/??]

The Folk: Concerning reports have come in from Dale, of a wasting illness afflicting some of the people, seemingly at random. Fatalities are rare, but those who pass through the wasting and survive do not emerge unscathed, and the medicines of the Folk have but little power to alleviate their suffering. Natural philosophers who are treating the ill are at a loss for the origin of the plague, and have sent a request to the Demarchs for resources to investigate the phenomenon. +2 Disorder, -1 Population Growth in City.

That is not all though. The reports of the naval travelers have caused a stirring in the ranks of the people of the capitol, and concerns that the dangers of the old world are not as far afield as has been thought are troubling many. A redoubling of efforts to formalize a system of Garrisons to defend the outer villages has born fruit fueled by these fears, generating two bonus Research.

Duskmire: Architects and scholars have finished sorting the affairs of the Great Tower, and should be presenting a report on opportunities to the Council and the Foremost in the coming year. Pray for wisdom, pray for prosperity, for neither are assured.

The Khortuun of Sorrowfree: Happy day! A survey of the buildings and ruins of Kura Kumbe has revealed many constructions neglected in former years, which can easily be returned to functionality with minimal effort. As for the invitations dispatched to foreign lands for the spring revels, sons and daughters of the Sky-Children have descended from the north with happy abandon to join the throng, and a few staid diplomats from the King Under the Mountain, but only a polite negation from Ironpeak. It seems the Riverlanders fear to associate to closely with the Khortuun, for of old the daughters of Sorrowfree were enemies of the Huang, and the Taiyang Dynasty is the most dangerous bear in the garden of the Great Republic.
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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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sat Aug 27, 2022 6:38 am

K H O R T U U N
Image


The Artisan Quarter, Sorrowfree
Twenty-Seventh Day of the Arch of Wandering Wines, 540th Year of the Star-Count

Calen mo Agornam clicked his tongue against the back of his teeth, shaded a hand above his bushy brow – and scanned his lively eyes above the roofs of the Atelye. And he, like any successful architect should, felt pleased.

The Atelye, after all, was his brain-child. And with his child, Calen mo Agornam was satisfied.

The gaggle of workshops, smith-houses, joineries and carpenter halls all had flat, uniform roofs – sloped to one side, the better to catch cool easterly breezes. They milled like a sea of tiny roof-waves around the domed cupola around which they all stood. The Atelye’s heart – where artisans and craft-mothers of all stripes and colors spoke, gossiped, sang and bartered.

Compared to the great and grand cities of the Wolf-Brothers of distant Corvus, or the western mage-kings of the Deepkin – or was that the Eleskar? – why, the workshops of the Atelye probably didn’t count as much. But what did that matter? Sorrowfree was neither Corus nor Kharbarinth; nor Eleskar, for that matter. Here, in the arguable heart of the Vale of Ustar, the Mother-Moon’s chosen people sang and danced and loved. And now, under the Atelye’s domed cupola and the workshops of her many vaulted alleys – they would make wonders too. Wonders of sweat and toil and man-made craft.

Industry, the Mothers called it – and they were not wrong.

The sound of footsteps behind him drew Calen from his reverie. A half-turn later, and-

“Uncle?”

His nephew’s face had always had a certain, pensive something to it, Calen thought. Never mind why. Perhaps it was because the young boy with more freckles than sense was not yet used to the idea of being an apprentice? To be sure, his nephew still had something of the child about him – from his wide eyes to his beardless cheeks. To his clumsy movement and tendency to stutter.

“Yes, Edirne?”

Edirne, god help him, was a boy. And as any boy with more wits than sense – he was unsure of himself in his new ‘apprenticeship’.

That was fair, as far as Calen mo Agornam was concerned. Having an apprentice was just as new to him, too. Ah, well. He’d never tell the boy’s mother, of course – his older sister was haughty enough as it was; and might well take Calen’s confession as some insult in disguise.

“Mo- Ah, I mean-“ Edirne began, but stopped himself midway through ‘Mother’. “Your sister requests the pleasure of your company. For dinner.”

Calen fixed his nephew with a wall-eyed stare. For a split-second, at least. Then his face split in a wide camel’s grin. “Then tell her I’ll be there in two shakes of a goat’s tail-“ he drawled. “Ah, and nephew?”

Edirne – who’d been halfway down the stairs to the yard again, froze mid-step and turned wide, pensive eyes at him. Had he done something wrong?

“Just call me Calen.”



Turn 6
In the Vale of Ustar:
Sorrowfree [Capitol City] (50,000 Population | 28,000 Freedmen, 12,000 Peasants, 4,000 Serviles)
[Garrison | Prophet’s Retreat | Aqueduct, Grand Temple, Houses, Central Granary, Dense Housing]
City Income: +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research. | +1 Wealth per 10,000 population. (+5 Wealth), +1 Industry per every 20,000 population. (+3 Industry) TOTAL: +10 Wealth, +8 Industry, +2 Labor
Buildings: Houses (2 Disorder from Population is ignored in this city), Dense Housing (25% of Disorder from Population is ignored in this region), Grand Temple (+3 Order w/Theocracy, +2 Wealth, +1 Order w/Sacred Crafts), Central Granaries (+1 Food from all Food-producing Settlements).
Population
25,000 Freedmen: +5 Wealth, -5 Food, -5 Luxuries, +3 (Potential) Enchantment
4,000 Serviles: +1 Labor, +4 Disorder, -1 Food
12,000 Peasants: +2 Labor, -2 Food
Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+6), +3 Order from Grand Temple. = 12

Reaping Station I (E Sorrowfree) +3 Food, +2 Wealth, +3 Resource, +1 Luxury

Rural Community I (E Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community II (W Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community III (W Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Rural Community IV (N Sorrowfree) +5 Food, +1 Labour, +1 Wealth, +1 Timber. (+1 Bonus Food for every three types of Domestic Crop.)

Artisan Conclave I (N Sorrowfree) +2 Food, +3 Wealth, +1 Industry.

Start: 55 Wealth, 0 Industry, 9 Obsidian, 0 Flax, 6 Timber, 0 Stone.
Income from Pops: +3 Labor, +5 Wealth, +3 Industry.
Income from City: +0 Food, +2 Labor, +8 Wealth (5 + 2 Sacred Crafts +1 w/Tier 1 Order), +5 Industry, +2 Research.
Income from Settlements: 25 Food, 9 Wealth, 4 Timber, 3 Obsidian, 4 Labor, 1 Industry, 1 Luxury.
Total Income: Food, 9 Labor, 22 Wealth, 9 Industry, 1 Luxuries, 3 Timber.
Construction:
Workshop (Sorrowfree): +9 Labour, +7 Industry = 30/30 Labour, 30/30 Wealth, 25/25 Industry.
Frontier Outpost: 0/5 Labor, 5/5 Wealth, 2/2 Industry.
Isolated Fields (Upgrade E Sorrowfree) : 0/12 Labor, 5/5 Wealth, 2/2 Industry, 2/2 Timber.

Expenses:
8 Food, 6 Luxuries (Populations)
9 Labour, 10 Wealth, 4 Industry, 2 Timber (Construction), 4 Wealth (Other expenses).
Net Income: +8 Wealth, 0 Labor, +2 Timber, 0 Industry, -6 Luxuries, +6 Disorder.
End: 63 Wealth, 4 Industry, 0 Luxuries, 8 Timber, 9 Obsidian, 3 Flax.
Special Actions: N/A.

Bonadar [Copper Armor, Copper Weapons, Compound Bows] patrols Sorrowfree.
1000 Serviles arrive in Sorrowfree, courtesy of the Sky-Children.


In the depths of the Neverwood:
Kura Kumbe [Hamlet]: (12000 Population | 7000 Freedmen, 4000 Peasants, 1000 Serviles)
[Garrison, Reinforced Stone Wall, Watchtowers, Dense Housing, Grand Temple w/Temple School.]
City Income: +1 Labor, +3 Food, +1 Order.

Buildings: (N/A)

Population:
8000 Freedmen: +2 Wealth, -2 Luxuries, -1 Food
4000 Peasants: +1 Labor, -1 Food
1000 Serviles: +1 Labor, +1 Disorder, -1 Food
Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+4).
Rural Community I (Kura Kumbe): +4 Food, +1 Labour, +1 Wealth. (+1 Bonus Food for every three types of Domestic Crop.)

Reaping Station I (E Kura Kumbe): +3 Food, +2 Wealth, +3 Red Gems, +1 Luxury.

Artisan Conclave I (E Kura Kumbe) +2 Food, +3 Wealth, +1 Industry.

Artisan Conclave I (Kura Kumbe) +2 Food, +3 Wealth, +1 Industry.

Frontier Outpost I (NE Kura Kumbe) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (Sapphires).

Start: 0 Wealth, 0 Industry, 0 Red Gems, 0 Timber, 0 Stone.
Income from Pops: +2 Labor, +2 Wealth, +0 Industry.
Income from City: +3 Food, +1 Labor, +1 Wealth (Order).
Income from Settlements: +13 Food, +11 Wealth, +2 Industry, +3 Red Gems, +1 Labor, +1 Luxury, +1 Stone, +1 Timber, +1 Sapphires.
Total Income: 16 Food, 4 Labor, 13 Wealth, 1 Luxuries, 1 Timber, 1 Stone, 3 Red Gems, 2 Industry, 1 Sapphires.
Construction:
Isolated Fields: 8/12 Labor, 5/5 Wealth, 2/2 Industry, 1/2 Timber. (+4 Labour, +1 Timber, +2 Industry) = Work in progress!
Expenses:
2 Food, 2 Luxuries (Populations)
4 Labour, 2 Industry, 1 Timber (Construction).
Net Income: +13 Wealth, 0 Labor, 0 Industry, -1 Luxuries, 1 Stone, 3 Gems, +2 Disorder.
End: 14 Wealth, 0 Industry, 0 Luxuries, 3 Red Gems, 1 Stone.
Special Actions: N/A.


On the shores of the Mirror Sea
Fastaqui [Hamlet]: (7000 Population | 6000 Freedmen, 1000 Peasants)
[No buildings worthy of note.]
City Income: +1 Labour, +3 Food, +1 Order.

Buildings: (N/A)

Population:
6000 Freedmen: +1 Wealth, -1 Luxuries
1000 Peasants: +1 Labour, -1 Food

Government: +1 Order per Region Total (+3), +1 Order per Settlement in Local Region (+1).

Frontier Outpost (S Fastaqui): +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (if available. There isn’t).

Artisan Conclave (Fastaqui): +2 Food, +3 Wealth, +1 Industry.

Start: 0 Wealth, 0 Industry, 2 Timber, 2 Stone.
Income from Pops: +1 Wealth.
Income from City: +3 Food, +1 Labor, +1 Wealth (Order).
Income from Settlements: +4 Food, +5 Wealth, +1 Industry, +1 Timber, +1 Stone.
Total Income: 7 Food, 2 Labor, 6 Wealth, 1 Industry, 1 Timber, 1 Stone.
Construction:
Rural Community (Fastaqui): 2/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber. (+1 Labor, +1 Industry) = Work in progress.
Expenses:
2 Food, 1 Luxuries (Populations)
1 Labor, 6 Wealth, 1 Industry.
Net Income: 6 Wealth, 0 Labour, 0 Industry, 1 Stone, -1 Luxuries, +2 Disorder.
End: 10 Wealth, 0 Industry, -1 Luxuries, 2 Timber, 4 Stone.
Special Actions: N/A.


Order:
Sorrowfree: No Disorder. (4 Disorder from Serviles, 12 Disorder from Luxuries deficit. -2 Disorder from Houses, -1 Disorder from Dense Housing. +5 Order from Capitol City, +3 Order from Grand Temple, +1 Order from Sacred Crafts. +7 Order from Government.) TOTAL: +3 Order.
Kura Kumbe: No Disorder. (+3 Disorder from Luxuries deficit, +1 Disorder from Serviles. -1 Disorder from Hamlet, -1 Disorder from Dense Housing. -7 Disorder from Government, -3 Disorder from Grand Temple). TOTAL: +8 Order.
Fastaqui: No Disorder. (+3 Disorder from Luxuries deficit. -1 Disorder from Hamlet. -2 Disorder from Government.) TOTAL: +0 Order.
Total Nationwide Order: 54-19/69 = 0.5 = Tier 0 bonuses next turn.

Diplomacy:
-Emissaries are dispatched to the court of the Painted King this year - to request a small favour. They explain that the priestly matrons of the Khortuun were so impressed with the cut and fashion of the Painted King's diplomats at last year's Spring Festival. To this end, the Crones of fair Sorrowfree now desire something similar. Something that reflects the suave, fashionable flair of the Painted King's court - and the luxury so evident therein. Should His Highness be so inclined, the Crones of fair Sorrwofree are willing to offer generous payment in return for up to ten cartloads of Luxuries - preferably delivered over the next two years. In return for this, Sorrowfree's envoys request the Painted King name his price.

-The Forge-Fathers of Ironpeak likewise receive a visit from Sorrwofree's diplomatic envoys this year. Wise Crones have a need of iron ore - preferably at least five caravans. Could a deal like the one made in previous years be agreed upon again? If so, the Matrons of the Great Temple are more than willing to provide prompt payment - perhaps three caravans of wealth in return for one of iron ore?

Research:
2 from Sorrowfree (Capitol City)
2 from Prophet’s Retreat
2 from Temple Schools
0 from Tier 0 Order.
Urbanization [10/20]
Last edited by Olthenia on Tue Aug 30, 2022 2:37 pm, edited 2 times in total.

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Pentapolitan Kyrene
Envoy
 
Posts: 207
Founded: Oct 24, 2017
Ex-Nation

Postby Pentapolitan Kyrene » Sun Aug 28, 2022 12:45 pm

The bar-Ayyat


Noon – the brickmaker’s hour. The howling sun turned its gaze straight upon the land and those that walked it at noon-time, and no glare could be fouler to face. Before the scorching glare of noon-day sun, none could stand, and none but foreigners, fools and the desperate bothered to try. The wealthiest and the poorest, from steely-eyed dhow-men upon the water to the richest men in their estates, all men took rest in the shade in this hour. The Ayyati had learned quickly to build homes with shaded courtyards, to rest beneath the gentle shade of tamarisk and palm, to smell the sea-wind and dream, before doing.

Only two among the myriad labouring castes of mankind were undaunted in the heat. Though their skin might burn and their eyes flash and blink all their lives through, the sand-saints and the brickworks took communion under heaven’s unblinking eye. The saint sat amidst the scalding sand, skin long red-brown and dotted with burns still forming, and at once the brick-man turned his mould to new earth, only his hands spared, by the intervention of the cooling mud of the clay-pit. Set in yards and upon terraces, the clay hardened in the sunlight – as the saint did.

Brickmen, as they walked between shade-patches, hods of brick upon their backs, pitied the sand-saints perched on the dunes, almost so dearly as they revered them. They looked at burning skin, at the unceasing brightness of the dunes, and grimaced for the bodies they saw there – they who could still care to see the bleached bones buried there, and who could at least take shelter in the pits. This pity, as they passed to their toil despite nether-heat, bore them higher, and made them nobler. They did not think, as the saints in turn reflected, to pity themselves.

Younger men upon the sand humbled themselves at the sight of the brick-men, many missing fingers or hands from errant chisel-work, struggling to feed themselves, struggling merely to live – caught like fish in a weir. They reflected on their own luck, in part to numb the insistence of the sand as it reached for their gasping lungs on days where the wind turned. They suffered, certainly, but what did they lose? They did not fear for starving kin, did not race to work, suffer to eat, burn in the sunlight to cool themselves in the clay. No – they raced nowhere, wanted for nothing – simply burned, as the world did.

The brick-men were swiftly too busy hauling and shaping clay to think much more of it, and all else rested in the shade, whatever the poor fools wasting their time under heaven melting in its sight.

Image
+0 Disorder, +14 Order, +4 Research, +3 Enchantment
Materiele; 0 Wealth, 5 Luxuries, 2 Stone, 2 Timber
Research: Towards Labour Co-ordination (4/10)
Governance: Tribal Despotism
Last edited by Pentapolitan Kyrene on Sun Aug 28, 2022 3:33 pm, edited 5 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Aug 28, 2022 2:24 pm

The Edge of the World


Shores of the Endless Ocean, Isle of Beasts
Fifth of Longnight, Year Five Hundred Forty of the Reckoning

A man stood on the cliffs overlooking the sea, the cold winter wind cutting at his thick shepherd's cloak.

A great whale upon the azure sea unfurled the plume that marked it out from its lesser kin, letting that winter wind pull it along, pursuing the immense shoals of baitfish for which it had come to this lonely island.

A new seal pup looked out at the crashing waves with eyes newly opened, white skin dappled in black spots starkly unlike that of its immense dark gray mother and the rest of the squalling colony.

A woman carefully cuts the pods off of the pungent plants that nestle in the crags here - the pods will open once roasted, revealing a hearty robust seed which flavors bitter drinks much in demand in the east.

A city sits alone, isolated, the last redoubt of the sons of the Father before the endless deeps, windswept and quiet.




Capitol City: 30000 Population | 6000 Golems, 2000 Gem-Mind Golems, 22000 Deepkin
+3 Food, +9 Labor, +24 Wealth, +17 Industry, +18 Order, +9 Research. +18 Wealth, +18 Industry, +14 Labor, +5 Order from Population. +5 Food, +6 Labor, +30 Wealth, +7 Industry, +2 Order, +1 Research, +2 Shadow Ash, +2 Power Stone from Constructions. +6 Wealth from Government.
Artisan's Conclave: +12 Food, +15 Wealth, +3 Industry, +3 Order.
3 Rural Community: +162 Food, +15 Labor, +27 Wealth, +12 Wool, +9 Order.
3 Reaping Station: +45 Food, +36 Wealth, +45 Resource (10 Shimmerwool, 5 Healer's Hand, 10 Copper Ore, 5 Cinnabar, 15 Cassiterite), +3 Copper, +3 Tin, +3 Shimmerwool, +9 Luxury, +9 Order
7 Frontier Outposts: +84 Food, +84 Wealth, +126 Timber, +105 Stone, +147 Ore (70 Starmetal, 20 Tanzanite, 20 Corundum, 16 Cassiterite, 21 Native Copper), +21 Order
Watchtower: 3 Food, 3 Labor, 3 Order
31 Starmetal converted into 88 Wealth, 16 Industry
10 Wealth converted into 15 Industry
5 Wool converted into 5 Luxuries, 2 Wealth converted to 2 Luxuries
Veteran Army training [1/5]
Amethysts consumed [+4 Wealth]
Bonuses: +Order from Silk [3/5], +Growth from Amethysts
Income: 299 Food, 47 Labor, 332 Wealth, 72 Industry, 8 Enchantment, 4 Runic Enchantment, 64 Order, 16 Luxuries, 12 Research, 2 Shadow Ash, 2 Power Stone, 126 Timber, 105 Stone, 7 Wool, 37 Starmetal Ore, 20 Tanzanite, 20 Corundum, 31 Cassiterite, 31 Copper Ore, 5 Cinnabar, 3 Copper, 2 Silk, 13 Shimmerwool, 5 Healer's Hand, 3 Tin
8 Luxuries used by Populace
-5 Food, -5 Wealth, -1 Industry for Army
-2 Food, -2 Stone for Constructions.
-5 Timber for Golems
Constructing Frontier Outpost [5 Labor, 5 Wealth, 2 Industry]
Consolidating 4000 Deepkin to Hermitage [+4 Disorder]
Consolidating 4000 Deepkin to central Frontier Outpost [+4 Disorder]
Consolidating 4000 Deepkin to north Reaping Station [+4 Disorder]
Upgrading Reaping Station to Isolated Fields [12 Labor, 5 Wealth, 2 Industry, 2 Timber]
Upgrading Frontier Outpost to Scrape Mine [20 Labor, 5 Wealth, 5 Industry]
Conducting Land Clearance (E) [10/25 Labor, 15 Industry]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +3 Order from Wonders.
End: 855 Wealth, 351 Industry, 204 Order, 34 Luxuries, 675 Timber, 325 Stone, 18 Wool, 229 Starmetal Ore, 120 Tanzanite, 120 Corundum, 156 Cassiterite, 12 Shadow Ash, 6 Power Stone, 92 Copper Ore, 25 Cinnabar, 15 Copper, 10 Silk, 39 Shimmerwool, 15 Healer's Hand, 9 Tin


Village: 22000 Population | 2000 Golems, 1000 Iron Golems, 19000 Deepkin
+9 Labor, +27 Food, +12 Wealth, +3 Industry, +14 Order, +2 Luxuries. +30 Wealth, +12 Labor, +20 Industry, +4 Order from Population. +5 Food, +6 Labor, +29 Wealth, +7 Industry, +5 Order, +1 Research, +2 Power Stone from Constructions. +10 Wealth from Government. +5 Wealth from Wonders.
2 Artisan Conclaves: +24 Food, +30 Wealth, +6 Industry, +6 Order.
3 Rural Community: +111 Food, +9 Labor, +36 Wealth, +9 Wool, +9 Order.
2 Reaping Station: +30 Food, +24 Wealth, +30 Resource (15 Meteoric Iron,15 Emeralds), +3 Iron, 3 Emeralds, +6 Luxury, +6 Order
8x Frontier Outpost: +105 Food, +96 Wealth, +125 Timber, +216 Stone, +168 Ore (71 Starmetal, 36 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 21 Meteoric Iron), +18 Mithril, 3 Iron, +24 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
33 Starmetal processed to 89 Wealth, 22 Industry
5 Wool processed to 5 Luxuries
Bonuses: Amethysts, Silk [1/5]
Income: 300 Food, 39 Labor, 414 Wealth, 52 Industry, 11 Luxuries, 8 Enchantment, 1 Research, 125 Timber, 216 Stone, 4 Wool, 36 Meteoric Iron, 38 Starmetal Ore, 36 Firechar, 33 Emeralds, 15 Amethysts, 10 Basalt, 18 Mithril, 3 Iron, 3 Silk
Expenses:
4 Luxuries for Freedmen
-4 Timber for Golems
-2 Food, -2 Stone for Constructions.
4000 Deepkin consolidating to Hermitage
2000 Deepkin consolidating to Reaping Station (Central)
2000 Deepkin consolidating to Reaping Station (E)
4000 Deepkin consolidating to Frontier Outpost (N)
Upgrading Stalheim [Village] to Town: 14 Labor, 20 Wealth, 10 Industry, 20 Timber, 10 Stone
Upgrading Reaping Station to Isolated Fields (E): 5/12 Labor, 5 Wealth, 2 Industry, 2 Timber
Upgrading Frontier Outpost to Scrape Mine (N): 20 Labor, 5 Wealth, 5 Industry
Channeling Rune of Preservation [4 Enchantment]
Order: -7 Disorder, -50% Disorder from Housing. -22 Order from Populace. +14 Order from Constructions. 69 Order from Holdings. +2 Order from Wonders. 61. Final: 292 Order -> 353 Order.
End: 770 Wealth, 20 Luxuries, 589 Timber, 926 Stone, 10 Wool, 132 Meteoric Iron, 194 Starmetal Ore, 109 Firechar, 126 Emeralds, 80 Amethysts, 60 Basalt, 96 Mithril, 6 Iron, 3 Silk


Town: 31000 Population | 2000 Iron Golems, 5000 Debt Serfs, 7000 Golems, 18000 Deepkin
+12 Labor, +27 Food, +21 Wealth, +12 Industry, +9 Order, +12 Luxuries. +27 Wealth, +17 Labor, +21 Industry, +6 Order from Population. +6 Labor, +27 Wealth, +7 Industry, +2 Order, +1 Research, +2 Power Stone from Constructions. +11 Wealth from Government.
2 Rural Community: +69 Food, +6 Labor, +24 Wealth, +3 Amber, +6 Wool, +6 Order.
2 Reaping Station: +30 Food, +30 Wealth, +36 Resource (18 Hematite, 18 Cotton), +6 Luxury, +6 Order
6 Frontier Outposts: +90 Food, +72 Wealth, +114 Timber, +120 Stone, +144 Ore (29 Granite, 23 Diamonds, 20 Obsidian, 48 Coal, 24 Rubies), +9 Amber, +18 Order
33 Hematite converted to 89 Wealth, 22 Industry
10 Timber converted to 20 Industry
5 Wool: 5 Luxuries
Bonuses: Diamonds consumed [-3 Disorder]
Income: 213 Food, 41 Labor, 307 Wealth, 82 Industry, 8 Enchantment, 8 Runic Enchantment, 20 Luxuries, 1 Research, 104 Timber, 120 Stone, 1 Wool, 1 Hematite, 29 Granite, 22 Diamonds, 20 Obsidian, 48 Coal, 24 Rubies, 9 Amber, 18 Cotton, 2 Power Stone
Expenditures:
6 Luxuries for Populace, 2 sent to Kar Agala
-6 Timber for Golems
-2 Food, -2 Stone for Constructions.
1000 Debt-Serfs being dispatched to Weft
4000 Deepkin being consolidated to Hermitage (E)
4000 Deepkin being consolidated to Hermitage (NE)
Upgrading Forgefend (Town) to (City): 15 Labor, 15 Wealth, 10 Industry, 25 Timber, 10 Stone
Training Army via Retinues [15 Wealth, 15 Industry]
Constructing 3 Artisan Conclaves in Central [9 Labor, 9 Wealth, 9 Industry]
Constructing Artisan Conclaves in E, NE, NW, W [12 Labor, 12 Wealth, 12 Industry]
Land Clearance in Central [6/25 Labor, 15 Industry]
Secondary Power Point Sensing [6 Enchantment]
+43 Disorder from Populace, -7 Disorder, -3 Disorder from Luxuries, -50% Disorder from Housing. +11 Order from Constructions. +47 Order from Holdings. 43. End: 199 -> 242 Order
End: 1128 Wealth, 238 Industry, 57 Luxuries, 420 Timber, 516 Stone, 4 Wool, 6 Hematite, 174 Granite, 137 Diamonds, 120 Obsidian, 144 Coal, 96 Rubies, 54 Amber, 18 Cotton, 5 Power Stones


Forgetown: 31,000 Population | 1000 Iron Golems, 4000 Golems, 26000 Deepkin
+12 Labor, +16 Food, +30 Wealth, +18 Industry, +6 Order. +38 Wealth, +11 Labor, +28 Industry, +6 Order from Population. +6 Labor, +25 Wealth, +7 Industry, +2 Order, +1 Research, +2 Power Stone from Constructions. +13 Wealth from Government. +11 Research from Wonders.
Rural Community: +36 Food, +9 Labor, +9 Wealth, +3 Pearls, +3 Wool, +3 Order
4 Frontier Outpost: +60 Food, +60 Wealth, +72 Timber, +152 Stone, +20 Ore (18 Native Gold Ore, 9 Hematite, 9 Rubies, 9 Shimmerstone, 29 Cassiterite), +8 Deep Ore (4 Magnetite, 4 Emeralds), +3 Gold, +3 Iron, 6 Tin, +3 Pearls, +12 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
18 Gold Ore, 1 Hematite converted to 44 Wealth, 6 Industry
3 Wool converted to 3 Luxuries, 2 Wealth: 2 Luxuries
10 Wealth converted to 15 Industry at Workshop
Regular Army training [4/5]
Bonuses: Pearls consumed [2/5] [9 Wealth, 5 Luxuries], Shimmerstone consumed [2 Enchantment]
Income: 112 Food, 41 Labor, 208 Wealth, 74 Industry, 13 Enchantment, 5 Runic Enchantment, 7 Luxuries, 12 Research, 72 Timber, 152 Stone, 8 Hematite, 9 Rubies, 8 Shimmerstone, 4 Magnetite, 29 Cassiterite, 4 Emeralds, 3 Gold, 3 Iron, 6 Tin, 6 Pearls
Expenditures:
5 Luxuries for Populace
-5 Food, 5 Wealth, 1 Industry for Army
-3 Timber for Golems
-2 Food, -2 Stone for Constructions.
4000 Deepkin consolidating to Hermitage [W]
4000 Deepkin consolidating to Hermitage [NW]
Truesilver Shaping Army [2/8 Blood Magic]
Constructing Hermitage [SW] [13/20 Labor, 40 Wealth, 5 Industry, 7/10 Luxuries] -> [20/20 Labor, 10/10 Luxuries] [Done]
Constructing Rural Community [SW] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Constructing 3 Artisan Conclaves [C] [9 Labor, 9 Wealth, 9 Industry]
Constructing Artisan Conclaves [W, NW, SW, S] [12 Labor, 12 Wealth, 12 Industry]
Constructing Eternity Forge [10/75 Labor, 100 Wealth, 65 Industry, 5 Enchantment, 12 Firechar]
Prospecting [100 Wealth, 10 Order]
Order: +40 Disorder from Populace, -7 Disorder, -50% Disorder from Housing. +13 Constructions. +2 Wonders. 32 from Holdings. 32 Total. 178 -> 210 Order.
End: 829 Wealth, 256 Industry, 1 Luxuries, 258 Timber, 517 Stone, 4 Gold Ore, 34 Hematite, 36 Rubies, 32 Shimmerstone, 15 Magnetite, 15 Emeralds, 1 Gold Ore, 19 Gold, 12 Iron, 15 Tin, 34 Pearls


Village: 24000 Population | 1000 Iron Golems, 4000 Golems, 20000 Deepkin
+9 Labor, +32 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +40 Wealth, +10 Labor, +25 Industry, +4 Order from Population. +5 Food, +6 Labor, +19 Wealth, +2 Order, +1 Research, +2 Power Stone from Constructions. +9 Wealth from Government. +12 Wealth from Wonders.
Rural Community: +60 Food, +6 Labor, +24 Wealth, +6 Wool, +6 Order
2 Artisan Conclave: +18 Food, +30 Wealth, +6 Industry, +6 Order
9 Frontier Outposts: +108 Food, +108 Wealth, +135 Timber, +243 Stone, +189 Ore (63 Starmetal, 32 King's Ore, 31 Sulfur, 18 Native Gold, 10 Moonstone, 28 Brightstone, 5 Hematite, 2 Obsidian), +24 Order
Reaping Station: +18 Food, +9 Wealth, +18 Resource (18 Timber), +3 Luxury, +3 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
17 Starmetal Ore processed to 40 Wealth, 6 Industry
5 Wool converted to 5 Luxuries at Spinning House
10 Wealth converted to 15 Industry at Workshop
9 Enchantment: 12 Labor via Ritualized Geokinesis
Income: 241 Food, 46 Labor, 296 Wealth, 55 Industry, 14 Luxuries, 5 Enchantment, 1 Research, 153 Timber, 243 Stone, 1 Wool, 56 Starmetal Ore, 32 King's Ore, 31 Sulfur, 18 Native Gold, 10 Moonstone, 28 Brightstone, 5 Hematite, 2 Obsidian, 2 Power Stone
Expenditures:
6 Luxuries for Freedmen
-4 Timber for Golems
-2 Food, -2 Stone for Constructions
Consolidating 4000 Deepkin to Hermitage [SE]
Consolidating 4000 Deepkin to Hermitage [S]
Consolidating 4000 Deepkin to Frontier Outpost [N]
Constructing Hermitage [S] [10/20 Labor, 40 Wealth, 5 Industry, 10 Luxuries] -> [20/20 Labor] [Done]
Upgrading Svalheim to Forgetown: 25 Labor, 25 Wealth, 10 Industry, 10 Timber, 10 Stone
Upgrading Frontier Outpost [N] to Scrape Mine: 20 Labor, 5 Wealth, 5 Industry
Mapping Tertiary Power Points [6/6 Enchantment]
Conducting Prospecting [100 Wealth, 10 Order]
Order: +34 Disorder from Populace, -7 Disorder, -50% Disorder from Housing. +12 Order from Constructions. +2 Wonders. +51 Holdings. 51. Total: 222 -> 273.
End: 1060 Wealth, 218 Industry, 16 Luxuries, 508 Timber, 826 Stone, 5 Wool, 322 Starmetal Ore, 86 King's Ore, 82 Sulfur, 47 Native Gold, 30 Moonstone, 56 Brightstone, 10 Hematite, 4 Obsidian, 10 Power Stone


Village: 16000 Population | 2000 Golems, 14000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +30 Wealth, +14 Labor, +20 Industry, +4 Order from Population. +5 Food, +5 Labor, +24 Wealth, +7 Industry, +2 Power Stone from Constructions. +8 Wealth from Government.
2 Reaping Station: +36 Food, +18 Wealth, +36 Resource (14 Floatstone, 4 Native Copper, 9 Silver Timber, 9 Grapes), +3 Aetherium, +3 Silver Timber, +6 Luxury, +6 Order
Artisan Conclave: +27 Food, +24 Wealth, +6 Industry, +6 Order
2 Frontier Outpost: +30 Food, +24 Wealth, +30 Timber, +54 Stone, +42 Ore (21 Floatstone, 21 Native Copper), +6 Order
Rural Community: +33 Food, 3 Labor, 12 Wealth, 3 Wool, 3 Order
Watchtower: 6 Food, 3 Labor, 3 Order
14 Native Copper processed to 25 Wealth, 6 Industry
11 Floatstone processed to Aetherium
10 Wealth processed to 15 Industry by Workshop
3 Wool: 3 Luxuries
3x Ritualized Geokinesis: [-9 Enchantment, +12 Labor]
Militia Army training [3/5]
Income: 152 Food, 58 Labor, 141 Wealth, 51 Industry, 15 Luxuries, 3 Enchantment, 5 Runic Enchantment, 30 Timber, 54 Stone, 14 Floatstone, 11 Native Copper, 14 Aetherium, 12 Silver Timber, 9 Grapes, 2 Power Stone
Expenditures:
5 Luxuries for Freedmen, -1 Timber for Golems, -2 Food, -2 Stone for Constructions.
Electromantic Forge charging [1/2] [3.4]
4000 Deepkin consolidating to Hermitage
4000 Deepkin consolidating to Frontier Outpost
Upgrading Frontier Outpost to Scrape Mine: 20 Labor, 5 Wealth, 5 Industry
Land Clearance [S] [5/25 Labor, 15 Industry] -> [25/25 Labor]
Constructing Artisan Conclave x3 [C, E, S] [9 Labor, 9 Wealth, 9 Industry]
Constructing Frontier Outpost [S] [5 Labor, 5 Wealth, 2 Industry]
Prospecting [100 Wealth, 10 Disorder]
+33 Disorder from Populace, -7 Disorder, -50% Disorder from Housing. +10 Order from Constructions. +34 Holdings. Total: 31. 170 -> 201
End: 464 Wealth, 111 Industry, 51 Luxuries, 135 Timber, 214 Stone, 64 Floatstone, 55 Native Copper, 84 Aetherium, 48 Silver Timber, 36 Grapes, 12 Power Stones


Village: 12000 Deepkin
+9 Labor, +18 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +8 Labor, +24 Wealth, +12 Industry, +2 Order from Population. +5 Labor, +2 Wealth, +2 Power Stone from Constructions. +4 Wealth from Government.
2 Rural Community: +60 Food, +6 Labor, +18 Wealth, +6 Wool, +6 Order
2 Artisan Conclave: +18 Food, +24 Wealth, +6 Industry, +6 Order
Reaping Station: +15 Food, +9 Wealth, +18 Resource (5 Wool, 13 Marble), +3 Marble, +3 Luxury, +3 Order
4 Frontier Outpost: +48 Food, +48 Wealth, +60 Timber, +108 Stone, +84 Ore (21 Meteoric Iron, 21 Hematite, 11 Blackstone, 10 Amethysts, 21 Marble), +12 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
5 Wool: 5 Luxuries at Spinning House
10 Wealth: 15 Industry at Workshop
15 Ore: 30 Wealth
9 Enchantment: 12 Labor via 2 x Ritualized Geokinesis
Bonuses: Amethyst consumed
Income: 159 Food, 43 Labor, 154 Wealth, 29 Industry, 7 Enchantment, 11 Luxuries, 60 Timber, 108 Stone, 6 Meteoric Iron, 21 Hematite, 11 Blackstone, 10 Amethysts, 6 Wool, 28 Marble, 2 Power Stones
Expenditures:
5 Luxuries for Population, -2 Stone for Constructions.
Land Clearance [Central] [8/25 Labor, 15/15 Industry] -> [25/25 Labor] [Done]
Consolidating 8000 Deepkin to Tenebris
Upgrading Tenebris to Forgetown: 25 Labor, 25 Wealth, 10 Industry, 10 Timber, 10 Stone
Channeling Rune of Hearth [12 Enchantment]
Prospecting being conducted [100 Wealth]
+28 Disorder from Populace, -7 Disorder, -50% Disorder from Housing. +7 Order from Constructions. +1 Order from Wonders. +38 Holdings. 36. Total: 124 -> 150 Order
End: 410 Wealth, 48 Industry, 49 Luxuries, 190 Timber, 278 Stone, 45 Meteoric Iron, 63 Hematite, 27 Wool, 79 Marble, 33 Blackstone, 24 Amethysts, 12 Power Stones


Village: 14000 Population | 1000 Gem-Mind Golems, 1000 Golems, 13000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +24 Wealth, +18 Labor, +20 Industry, +6 Order from Population. +5 Labor, +7 Wealth, +2 Power Stone from Constructions. +5 Wealth from Government.
3 Artisan Conclave: 9 Food, 36 Wealth, 9 Industry, 9 Order
2 Rural Community: +60 Food, +6 Labor, +18 Wealth, +6 Wool, +3 Order
Frontier Outpost: +12 Food, +9 Wealth, +12 Timber, +27 Stone, +21 Ore (12 Malachite, 9 Wyrdstone), +3 Copper, +3 Order
2 Frontier Outpost: +24 Food, +18 Wealth, +24 Timber, +54 Stone, +42 Ore (16 Diamonds, 6 Obsidian, 15 Galena, 5 Platinum), +3 Obsidian, +3 Lead, +6 Order
Reaping Station: +12 Food, +9 Wealth, +18 Resource (5 Malachite, 13 Wyrdstone), +3 Luxury, +3 Order
Watchtower: +3 Food, +3 Labor
17 Malachite: 40 Wealth, 6 Industry via Furnaces
10 Wealth: 15 Industry via Workshop
5 Wool: 5 Luxuries
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 135 Food, 49 Labor, 171 Wealth, 38 Industry, 14 Luxuries, 6 Enchantment, 36 Timber, 81 Stone, 1 Wool, 22 Wyrdstone, 3 Copper, 16 Diamonds, 6 Obsidian, 15 Galena, 3 Lead, 5 Platinum, 2 Power Stones
Expenditures:
5 Luxuries for Populace, -3 Timber for Golems, -2 Stone for Constructions.
Consolidating 4000 Deepkin to Hermitage
Consolidating 4000 Deepkin to Frontier Outpost [C]
Constructing Apothecary [11/25 Labor, 80 Wealth, 15 Industry] -> [25/25 Labor] [Done]
Constructing Artisan Conclaves x3 [N, NW, S] [9 Labor, 9 Wealth, 9 Industry]
Upgrading Frontier Outpost [C] to Scrape Mine [20 Labor, 5 Wealth, 5 Industry]
Conducting Land Clearance [S] [8/25 Labor, 15 Industry]
Casting Rune of Hearth on Khoramor [12 Stone, 6 Enchantment]
Prospecting Khoramor
+27 Disorder from Populace, -7 Disorder, -50% Disorder from Housing. +9 Order from Constructions, +6 from Populace. +34 Holdings. 40. Total: 152 -> 192
End: 112 Wealth, 10 Industry, 34 Luxuries, 155 Timber, 317 Stone, 120 Wyrdstone, 18 Copper, 68 Diamonds, 30 Obsidian, 66 Galena, 15 Lead, 10 Platinum, 8 Power Stones


Village: 10000 Population | 1000 Golems, 9000 Deepkin
+9 Labor, +18 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +60 Wealth, +25 Labor, +30 Industry, +10 Order from Population. +5 Labor, +2 Wealth, +2 Power Stone from Constructions. +3 Wealth from Government.
6 Artisan Conclave: +18 Food, +72 Wealth, +18 Industry, +18 Order
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
4 Reaping Station: +24 Food, +24 Wealth, +60 Resource (15 Meteoric Iron, 17 Wool, 28 Galena), +3 Iron, 4 Lead, 2 Silver, +12 Luxury, +12 Order
2 Frontier Outpost: +24 Food, +18 Wealth, +24 Timber, +24 Stone, +16 Ore (Galena), +4 Lead, 2 Silver, +6 Order
Watchtower: 3 Labor, 3 Wealth, 3 Order
5 Wool: 5 Luxuries
10 Wealth: 15 Industry at Workshop
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 108 Food, 53 Labor, 190 Wealth, 62 Industry, 23 Luxuries, 24 Timber, 24 Stone, 15 Wool, 44 Galena, 8 Lead, 4 Silver, 15 Meteoric Iron, 3 Iron, 2 Power Stone
Expenditures:
7 Luxuries for Populace, -1 Timber for Golems, -2 Stone for Constructions.
Bloomery [7/22 Labor, 10 Wealth, 11/18 Industry] -> [22/22 Labor, 18/18 Industry] [Done]
Constructing Blast Furnace [40 Labor, 35 Wealth, 40 Industry]
Constructing Spire [9/35 Labor, 35 Wealth, 15 Industry, 12 Stone, 5 Aetherium]
Prospecting Nerroth
+31 Disorder from Populace, -2 Disorder, -25% Disorder from Housing. +2 Order from Constructions, +8 from Population, +70 Holdings. 57. Total: 69 -> 116.
End: 222 Wealth, 74 Luxuries, 18 Wool, 116 Timber, 102 Stone, 15 Wool, 136 Galena, 16 Lead, 14 Silver, 90 Meteoric Iron, 18 Iron, 12 Power Stones


Village: 9000 Population | 6000 Deepkin, 2000 Iron Golems, 1000 Golems
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Labor, +24 Wealth, +12 Industry, +6 Order from Population. +5 Labor, +2 Power Stone from Constructions. +2 Wealth from Government.
3 Rural Community: +72 Food, +9 Labor, +18 Wealth, +9 Wool, +9 Order
2 Frontier Outpost: +18 Food, +18 Wealth, +12 Timber, +29 Stone, +3 Ore (3 Malachite), +3 Copper, +3 Nodules, +6 Order
4 Reaping Stations: +36 Food, +36 Wealth, +60 Resource (15 Malachite, 15 Cotton, 10 Timber, 5 Stone, 15 Coffee), +3 Copper, +3 Cotton, +3 Nodules, +12 Luxury, +12 Order
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
9 Enchantment: 12 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry via Workshop
Income: 150 Food, 44 Labor, 130 Wealth, 33 Industry, 6 Enchantment, 18 Luxuries, 28 Timber, 34 Stone, 9 Wool, 18 Malachite, 18 Cotton, 6 Copper, 6 Nodules, 15 Coffee, 2 Power Stone
Expenditures:
4 Luxuries for Populace, -2 Timber for Golems, -2 Stone for Constructions.
11000 Deepkin consolidating to Tsargrad
Upgrading Tsargrad to Town [14 Labor, 20 Wealth, 10 Industry, 20 Timber, 10 Stone]
Constructing Pit Mine [18/30 Labor, 12 Wealth, 0/10 Industry] -> [30/30 Labor, 10/10 Industry] [Done]
Constructing Bloomery [18/22 Labor, 10 Wealth, 18 Industry]
+20 Disorder from Populace, -2 Disorder from Housing. +6 from Populace, +44 Holdings. 32. Total: 128 -> 160
End: 208 Wealth, 5 Industry, 61 Luxuries, 49 Timber, 36 Stone, 24 Wool, 108 Malachite, 54 Cotton, 48 Copper, 36 Nodules, 15 Coffee, 10 Power Stones


Village: 9000 Population | 1000 Iron Golems, 1000 Golems, 7000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +28 Wealth, +11 Labor, +12 Industry, +6 Order from Population. +6 Labor, 2 Power Stone from Constructions. +3 Wealth from Government.
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
Rural Community: +20 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
3 Reaping Station: +18 Food, +27 Wealth, +54 Resource (9 Sapphire, 9 Wyrdstone, 12 Granite, 6 Tinderflower, 9 Black Cotton, 9 Cobalt), +9 Luxury, +9 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Cobalt), +3 Black Cotton, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Opals, +3 Order
12 Enchantment: 16 Labor via Ritualized Geokinesis
Trained Army patrolling
Income: 77 Food, 44 Labor, 123 Wealth, 25 Industry, 6 Enchantment, 15 Luxuries, 12 Timber, 18 Stone, 3 Wool, 12 Cobalt, 12 Black Cotton, 3 Malachite, 3 Opals, 9 Sapphires, 9 Wyrdstone, 12 Granite, 6 Tinderflower, 2 Power Stones
Expenditures:
-5 Luxuries for Populace, -5 Food, 5 Wealth, 1 Industry for Army, -3 Timber for Golems, -2 Stone for Constructions.
Constructing Workshop [30 Labor, 30 Wealth, 25 Industry]
Constructing Aqueducts [14/40 Labor, 20 Wealth, 0/25 Industry, 25 Stone]
Sensing Tertiary Powerpoints [6/6 Enchantment]
Order: +18 Disorder from Populace, +6 Order from Population, +27 from Holdings. 15. Total: 91 -> 106
End: 160 Wealth, 38 Luxuries, 13 Timber, 60 Stones, 12 Wool, 24 Cobalt, 24 Black Cotton, 15 Malachite, 15 Opals, 54 Sapphires, 54 Wyrdstone, 12 Granite, 6 Tinderflower, 12 Power Stones


Village: 10000 Population | 10000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Labor, +24 Wealth, +12 Industry, +6 Order from Population. +5 Labor, +2 Power Stone, +2 Order, +1 Research from Constructions. +3 Wealth from Government.
4 Rural Community: +96 Food, +12 Labor, +24 Wealth, +12 Wool, +12 Flax, +12 Order
2 Artisan Conclave: +12 Food, +24 Wealth, +6 Industry, +6 Order
Reaping Station: +9 Food, +9 Wealth, +15 Resource (3 Timber, 3 Stone, 3 Hematite, 3 Emeralds, 3 Galena), +3 Iron, +3 Luxury, +3 Order
4 Frontier Outpost: +36 Food, +36 Wealth, +24 Timber, +24 Stone, +12 Ore (3 Emeralds, 3 Hematite, 6 Galena), +3 Emeralds, 3 Iron, 4 Lead, 2 Silver, +9 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry via Workshop
Bonuses: Amethyst consumed
Income: 168 Food, 39 Labor, 125 Wealth, 36 Industry, 1 Research, 10 Enchantment, 9 Luxuries, 27 Timber, 30 Stone, 12 Wool, 12 Flax, 6 Hematite, 9 Emeralds, 9 Galena, 6 Iron, 4 Lead, 2 Silver, 2 Power Stones
Expenditures:
5 Luxuries for Populace, -2 Stone for Constructions
Constructing Bloomery [22 Labor, 10 Wealth, 18 Industry]
Constructing Hermitage [S] [17/20 Labor, 40 Wealth, 5 Industry, 10 Luxuries]
Sensing Secondary Powerpoints [6/6 Enchantment]
+21 Disorder from Populace, +12 Order from Populace, 41 Order from Holdings. 2 from Constructions. 34. Total: 124 -> 158
Prospecting conducted [100/100 Wealth, -10 Order]
Order: +20 Disorder from Population. +6 Order from Population, +27 Holdings. 13. 45 -> 58.
End: 106 Wealth, 29 Industry, 39 Luxuries, 88 Timber, 95 Stone, 36 Wool, 12 Flax, 27 Hematite, 48 Emeralds, 30 Galena, 27 Iron, 1 Lead, 4 Silver, 12 Power Stones


Village: 11000 Population | 11000 Deepkin
+9 Labor, +15 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +6 Labor, +24 Wealth, +12 Industry, +6 Order from Population. +5 Labor, +2 Power Stone from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +9 Wealth, +3 Industry, +3 Order
Reaping Station: +6 Food, +6 Wealth, +15 Resource (3 Timber, 3 Stone, 3 Sapphires, 3 Shimmerstone, 3 Galena), +3 Lead, +1 Silver, +3 Luxury, +3 Order
3 Frontier Outpost: +27 Food, +27 Wealth, +18 Timber, +27 Stone, +9 Ore (3 Native Copper, 3 Shimmerstone, 3 Sapphires), +3 Emeralds, +3 Shimmerstone, +3 Galena, +9 Order
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Flax, +3 Order
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Grapes, 6 Emeralds, 3 Chestnuts), +3 Luxury, +3 Order
12 Enchantment: 16 Labor via Ritualized Geokinesis
3 Native Copper, 2 Galena converted to 10 Wealth at Bloomery
10 Wealth for 15 Industry at Workshop
Bonus: Shimmerstone consumed [+2 Enchantment], Amethyst consumed
Income: 81 Food, 39 Labor, 93 Wealth, 34 Industry, 5 Enchantment, 1 Research, 12 Luxuries, 24 Timber, 33 Stone, 3 Wool, 3 Flax, 9 Emeralds, 6 Sapphires, 8 Shimmerstone, 4 Galena, 3 Lead, 1 Silver, 3 Grapes, 3 Chestnuts
Expenditures:
5 Luxuries for Populace, -2 Stone for Constructions
Constructing Local Market [3/10 Labor, 20 Wealth, 5 Industry] -> [10/10 Labor] [Done]
Constructing Forum [30 Labor, 20 Wealth, 20 Industry]
Tertiary Powerpoint Sensing [6/6 Enchantment]
+17 Disorder from Populace, +6 Order from Populace, 29 Order from Holdings. 2 from Constructions. 25. Total: 73 -> 73
End: 132 Wealth, 22 Industry, 51 Luxuries, 71 Timber, 73 Stone, 15 Wool, 9 Native Copper, 39 Emeralds, 21 Sapphires, 20 Shimmerstone, 17 Galena, 1 Lead, 6 Silver, 12 Grapes, 12 Chestnuts


Village: 15000 Population | 15000 Deepkin
+9 Labor, +15 Food, +12 Wealth, +3 Industry, +9 Order, +6 Luxuries. +5 Labor, +24 Wealth, +11 Industry, +4 Order from Population. +5 Labor from Constructions. +3 Wealth from Government.
Artisan Conclave: +3 Food, +9 Wealth, +3 Industry, +3 Order
Rural Community: 27 Food, +3 Labor, +6 Wealth, +3 Wool, 3 Flax, +3 Order
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Sunstone, 6 Obsidian, 3 Ropegrass), +3 Luxury, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Graphite), +3 Graphite, +3 Order
6 Enchantment: 8 Labor via Ritualized Geokinesis
10 Wealth: 15 Industry [Workshop]
5 Wool: 5 Luxuries at Spinning House
Income: 60 Food, 30 Labor, 59 Wealth, 32 Industry, 4 Enchantment, 14 Luxuries, 9 Timber, 9 Stone, 3 Flax, 6 Graphite, 3 Sunstone, 6 Obsidian, 3 Ropegrass, 2 Power Stone
Expenditures:
4 Luxuries for Populace, -2 Stone for Constructions
Constructing Seat of Seeing [12/30 Labor, 15 Wealth, 10 Industry, 15 Enchantment] -> [30/30 Labor] [Done]
Constructing Artisan Conclaves x 3 [9 Labor, 9 Wealth, 9 Industry]
Constructing Simple Sewers [3/25 Labor, 8 Wealth, 8 Industry, 12 Lead]
Prospecting
Secondary Powerpoint Sensing [6/6 Enchantment]
+20 Disorder from Populace. +4 Populace, 23 Order from Holdings. 7. Total: 96 -> 103
End: 31 Wealth, 40 Industry, 45 Luxuries, 47 Timber, 26 Stone, 4 Wool, 3 Flax, 30 Graphite, 18 Sunstone, 36 Obsidian, 0 Ropegrass, 6 Power Stone


Expedition launched to north of Aetharn
Prospecting being done in Kar Agala, Svalheim, Unrolvelith, Khoramor, Nerroth, Weft
Farholme developing [3/60] [0/5] Serviles taken, sent to Weft
32 Research
2 Research to School of Outsider: Lesser Blink [10/40] -> [12/40]
Spire of the Sky researching Nightmetal Comprehension [9/38] -> [12/38]
Researching Rune of Trammeled Earth [32/70 Research] -> [64/70 Research]
42/50 Research for Ropegrass Comprehension accelerated by 3 Ropegrass: 45/50 Research done
Last edited by G-Tech Corporation on Wed Aug 31, 2022 4:32 pm, 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
The Empire of Tau
Minister
 
Posts: 3401
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Aug 28, 2022 6:17 pm

The Bacchanal Republic of Manikos - Turn 6

Empire (Early): +1 Wealth from Cities
Seed-Drill: Aqueducts grant +1 Population Growth additionally, and give +1 Food to Agriculture-type Districts
Smithing (Refined): Decreases the Wealth cost of Military Equipment that requires Metal by one

Home to the largest slave guilds on the continent, Manikos has announced its willingness to process foreign men, women, and children into bondage. In exchange, Manikos seeks luxuries for its services. To attract more customers, Manikos will take all financial responsibility for slave processing. What's more, Manikos Laws categorize slaves as chattel - if there is worth anything to the incoming wanna-be slave owners.

Machaka: [Capitol City] 60,000 Population | 34,000 Freedmen, 14,000 Peasants, 7,000 Serviles, 5,000 Hedonists | 14k Freemen & 15k Peasants Added | Spiderlings, Moon Panthers, Native Silver, Galena

Constructions:
3 Fortresses [+6 Army Capacity]
Simple Sewers [+2 Population Growth in City]
Aqueduct [+2 Population Growth in Settlements]
Houses [-2 Disorder from Population is ignored in this City]
Deep Quarry [2 Stone from Settlements which produce Stone]
Garrison [Maintains a Free Army at Highest Level of Equipment]
Treadwheel Crane [+1 Labor from every 20,000 Population in City]
Dense Housing [25% of Disorder from Population is ignored in this Region]
Shaduf [+5 Food. All landscapes in this Region count as Riverlands for purposes of bonus Food.]
Workshop [This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down)]
Tavern [-2 Food, +2 Order, +2 Wealth]
Grand Wall [BIG W A L L]
Watchtowers [I SEE YOU]

Wonders:
The Great Bath [+4 Population Growth & +2 Wealth per other Population Growth in this City]
The House of Wisdom [Universities in this Region produce +1 Research | +2 Research to this Region if Machaka has a University]
The Manufactory [Workshops in this city may convert 5 Wealth into 15 Industry instead of the usual rate, given they are provided with an additional 4 Labor]

Settlements:
Rural Community [+4 Food, +1 Labor, +1 Wealth]
Isolated Fields [+3 Food, +6 Wealth, +8 Agricultural Resource, +4 Luxuries]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]
2x Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore]

Income Calculation/Processes:
16 Food [+5 Shaduf, +4 Rural Community, +3 Isolated Fields, +2 Reaping Station, +4 Frontier Outpost, +1 Seed-Drill, -2 Tarven]
10 Labor [+2 Capital City, +2 Servile Population (+2 Chattel slavery), +1 Treadwheel Crane, +1 Rural Community, +2 Peasants]
37 Wealth [+5 (+3) Capital City, +7 Freedmen Population, +3 Hedonists, +6 Isolated Fields, +2 Tavern, +1 Early Empire, +2 Great Baths, +2 Reaping Station, +4 Frontier Outpost, -5 Citizen-Scholars] [25% Merchant Republic, 7+]
6 Industry [+5 (+1) Capital City]

4 Research [+2 Capital City, +1 Hedonists Population, +1 Citizen-Scholars]
5 Luxury [+4 Isolated Fields, +1 Reaping Station]
10 Order [+5 Capitol City, +2 Tavern, +2 (+4) Republic, -2 Citizen-Scholars,-1 Hedonist]
8 Flax [+8 Isolated Fields]
5 Timber [+2 Frontier Outpost, +3 Reaping Station]
6 Stone [+2 Frontier Outpost, +4 Deep Quarry]
2 Galena [+2 Frontier Outpost]
2 Sliver [+2 Frontier Outpost]

Budgeting, Upkeep, and Disorder:
-10 Food to feed the Population [-8 Freedmen, -1 Serviles, -1 Peasants]
-7 Luxuries to satisfy Population [-7 Freedmen] | Shortage of 2 Luxuries
-5 Wealth Payment to the Huang Mercenaries
-7 Wealth for the Enslavement of Peasants

15 Disorder [+4 Serviles, +2 Hedonists, +6 Luxury Shortage, +3 Enslavement, +6 Huang Event, +2 Peasant Rabble] [-2 Houses | 25% Dense Houses, -1) / 15 Disorder minus 10 Order Equals -5 Disorder, 6 → 3 Order Total

Scrape Mine [13/20 L] [5/5 W] [5/5 I] + 7L → Done
Isolated Fields [0/12 L] [0/5 W] [0/2 I] [2 Timber] + 3L, 5W, 2I, 2 Timber → Not Done

God-Spider Recruitment [18/25 Food] + 6 Food → Not Done

Storage: 118 Wealth → 133, 19 Industry → 23, 12 Timber → 15, 7 Stone → 13, 2 Silver → 3, 2 Galena → 3, 16 Flax → 21

Eshe: [Village] 15,000 Population | 10,000 Freedmen, 4,000 Peasants, 1000 Hedonists | 1k Freedmen, 4k Peasants Added | Bighorn Sheep, Ground Squirrels, Tubers

Constructions:
Garrison [Maintains a Free Army at Highest Level of Equipment]
Reinforced Stone Wall [W A L L]
Workshop [This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down)]

Settlements:
Rural Community [+4 Food, +1 Labor, +1 Wealth]
2x Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]
Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore]

Income Calculation/Processes:
15 Food [+5 Village, +4 Rural Community, +2 Artisan Conclaves, +2 Reaping Station, +2 Frontier Outpost]
4 Labor [+2 Village, +1 Rural Community, +1 Peasants]
17 Wealth [+2 Village, +2 Freedmen Population, +1 Early Empire, +6 Artisan Conclave, +3 Hedonists, +2 Reaping Station, +2 Frontier Outpost, -5 Citizen-Scholars] [25% Merchant Republic, 4+, Rounded Up from 3.25]
3 Industry [+1 Village, +2 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen Scholars]
6 Order [+2 Village, +2 (+5) Republic, -1 Hedonists, -2 Scholar-Citizens]
3 Luxuries [+2 Village, +1 Reaping Station]
4 Timber [+3 Reaping Station, +1 Frontier Outpost]
1 Stone [+1 Frontier Outpost]

Budgeting, Upkeep, and Disorder:
-3 Food to feed the Population [-2 Freedmen, -1 Peasants]
-2 Luxuries to satisfy Population [-2 Freedmen]

3 Disorder [+2 Hedonists, +1 Peasant Rabble] / 3 Disorder minus 6 Order Equals 3 Order Total, +3 Order Total.

Isolated Fields [2/12 L] [0/5 W] [0/2 I] [0/2 Timber] + 4L → Not Done

Storage 37 Wealth → 54, 10 Industry → 13, 9 Fireclay, 9 Sphalerite → 11, 6 Timber → 10

Nea: [Village] 15,000 Population | 8000 Freedmen, 4,000 Peasants, 2000 Serviles, 1000 Hedonists | 1k Freedmen, 4k Peasants Added |Galena, Native Copper, Granite

Constructions/:
Garrison [Maintains a Free Army at Highest Level of Equipment]
Reinforced Stone Wall [W A L L]
Bloomery [5 Ore may be converted into 10 Wealth or 5 Metal every year in this Region]

Settlements:
1x Frontier Outpost [+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Copper, +1 Galena, +1 Granite].
2x Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]
Rural Community [+4 Food, +1 Labor, +1 Wealth]
Scrape Mine [+2 Labor, +2 Wealth, +3 Stone, +3 Ore]

Income Calculation/Processes:
9 Food [+5 Village, +2 Frontier Outposts, +2 Artisan Conclaves]
10 Labor [+2 Village, +2 Servile Population (+2 Chattel Slavery), +2 Scrape Mine, +1 Peasants, +1 Rural Community]
21 Wealth [+2 Village, +2 Freedmen Population, +3 Hedonists, +6 Artisan Conclaves, +2 Frontier Outposts +2 Scrape Mine] [25% Merchant Republic, 5+, rounded up from 4.25]
3 Industry [+1 Village, +2 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen-Scholars]
5 Order [+2 Village, +2 (+4) Republic, -1 Hedonists, -2 Citizen-Scholars]
2 Luxuries [+2 Village]
4 Stone [+1 Frontier Outposts, +3 Scrape Mine]
1 Timber [+1 Frontier Outposts]
4 Copper [+1 Frontier Outposts, +3 Scrape Mine]
4 Galena [+1 Frontier Outposts, +3 Scrape Mine]
4 Granite [+1 Frontier Outposts, +3 Scrape Mine]

Budgeting, Upkeep, and Disorder:
-3 Food to feed the Population [-2 Freedmen, -1 Serviles]
-2 Luxuries to satisfy Population [-2 Freedmen]

5 Disorder [+2 Hedonists, +2 Serviles, +1 Peasant Rabble] / 5 Disorder minus 5 Order Equals 0 Order, 1 → 1 Order Total.

Aqueducts [1/40 L] [0/20 W] [0/25 I] [0/25 Stone] + 10L, 8I → Not Done

Storage 54 Wealth → 70, 10 Stone → 14, 10 Timber → 11, 10 Copper → 14, 10 Galena → 14, 10 Granite → 14, 5 Industry → 0

25 → 39 Global Order [+7 Eshe, +1 Nea, +6 Machaka]
9 Research [+4 Machaka (+1 Scientific Method), +2 Nea, +2 Eshe] goes into researching Abstract Mathematics [10/20] → [19/20]

Trade Outposts:
[South of South of Varra (Mountains) | Seedgrass, Sphalerite, Alfalfa]
[East (Plains-River-NW) | Serviceberry Trees, Tubers, Alfalfa]

Legio XI [Tribal Army] [Machaka]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Legio XII [Tribal Army] [Eshe]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Portal

Legio XIII [Tribal Army] [Nea]
10,000 Legionaries [Bronze Gladius & Scutum | Bronze Armor] - Train [1/5]

Legio I [Tribal Army] [Nea] [Raised from Retinues]
10,000 Legionaries [Basic Gladius & Scutum | Basic Armor] - Train [1/5]

Hé Bīng [Trained Army] [Nea]
9,300 Legionaries [Composite Bows and Metal (?) Maces | Heavy Metal-Armor (?)] - Recovering
Espionage:
Machaka | Spy Network ‘Sin’ - Counterespionage
Eshe | Spy Network ‘Ulm’ - Counterespionage
Nea | Spy Network ‘Abo’ - Counterespionage
Last edited by The Empire of Tau on Sat Sep 03, 2022 5:14 pm, edited 3 times in total.

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The GAmeTopians
Powerbroker
 
Posts: 9846
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Tue Aug 30, 2022 10:33 am

The Folk


“Ho the Visitors, from Northward Home!”

“Ho the Needy, in Forest and Gloam!”

Two groups of kinsmen called to each other across a broad plain, their call and response fulfilled in turn. There may not have been any sign of other men in these lands beyond strife, apart from the outlanders of years prior, but there was no harm in being careful. At a quiet order from a robed figure, the group to the north rolled carts of goods and food into the open field, As they did so, a few of the robed men - Demarchs from both Vael and Dale - shouted across the plain to each other, discussing a variety of subjects despite the dozens of lengths that separated them. They certainly could not discuss any matters that required secrecy - however, given the plague that had stricken Dale’s people in the past months, this was the best that the historians could come up with on short notice. It was well known that these strange illnesses passed from man to man, so naturally Dale would be placed under lockdown - a “quarantine”, the scholars called it - and information and goods from the capital would only be passed off at a distance, to prevent spread to the other cities of the Folk.

As the last of the carts reached the center of the grassland, the laborers of Vael retreated back to their group, and only once they had fully departed did the men of Dale retrieve their prize - the Council’s order was not to be taken lightly, after all.

Such is the word of the Council of Many. Such is the lot of the Eastern Folk.




Event: The Wasting - +2 Disorder in Dale, -1 Pop Growth in City of Dale
Event: What Lurks Beyond The Dark - +2 Research to Tech: Garrison

POP GROWTH:
Vael: Generating 2000 Freedmen, 4000 Peasants
Freedom’s Sprawl: Consuming all 6000 pop growth in Vael! Vael has -60% to next tile expansion.

Dale: Generating 2000 Peasants
Freedom’s Sprawl: Consuming all 2000 pop growth in Dale! Dale has -20% to next tile expansion.

Ornmount: Generating 1000 Freedmen, 2000 Peasants
Freedom’s Sprawl: Consuming all 3000 pop growth in Ornmount! Ornmount has -30% to next tile expansion.
EVENT RESPONSE: The Wasting
Dale has been placed under city-wide quarantine in response to the outbreak of plague, with strict restrictions placed on the activities of the citizens, and careful aid provided by the Council as the Demarchs begin to search for the cause.
Effects: -100% Labor Generation in Dale this turn, all excess Food in Dale consumed by isolated populace (4 excess Food), 3 Wealth and 3 Industry transported by Vael (reflected in actions)

Starting Order: 49 (Tier 1 Culture!)
Starting Wealth: 116

Start: 19 Industry

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

Garrison: Free Army
Aqueduct: +2 Pop Growth (2 Settlements)
Houses: -2 Disorder
Workshop: Idle

Capitol City: +2 Pop Growth, +2 Labor, +6 Wealth (1 * 10,000 pop), +5 Industry, +5 Order, +2 Research

Rural Community: +4 Food, +1 Labor, +1 Wealth, +1 Pop Growth
Artisan Conclave: +1 Food, +3 Wealth, +1 Industry, +1 Pop Growth

ARTISAN CADRES: -5 Wealth, +1 Luxury, +1 Industry

Total: 8 Order, -2 Disorder, 3 Labor, 9 Wealth, 7 Industry, 1 Luxury, 5 Food, 2 Research, 6 Pop Growth (2F/4P)

-3 Order from Tier 1 Culture (1 City, 2 Settlements)

Freedmen want 2 Food, 2 Luxuries! (1 Luxury unfulfilled) +3 Disorder

2,000 Freedmen carry 3 Industry to Ornmount, +2 Disorder

Constructing Bloomery: [15/22 Labor, 0/10 Wealth, 0/18 Industry] -> [18/22 Labor, 0/10 Wealth, 0/18 Industry]

Order = 5 Order - (5 - 2 = 3 Disorder) = 2 Order
Not a pop growth year…

End: 2 Order, 9 Wealth, 4 Industry, 2 Research

Coffers: 23 Industry


Start: 5 Stone, 2 Timber, 2 Singing Crystals

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

5,000 Soldiers (Iron, Iron, Composite): Enforcing Quarantine

Houses: -2 Disorder

Village: +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries, +1 Pop Growth

Rural Community: +4 Food, +1 Labor, +1 Wealth, +1 Pop Growth
Frontier Outpost: +2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Singing Crystals, +1 Pop Growth

Total: 5 Order, -2 Disorder, 3 Labor, 9 Wealth, 1 Industry, 11 Food, 1 Timber, 1 Stone, 1 Singing Crystals, 2 Luxuries, 3 Pop Growth (1F/2P)

-3 Order from Tier 1 Culture (1 City + 2 Settlements)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

Army wants 5 Food, 5 Wealth, 1 Industry! (Fulfilled)

+3 Industry from Vael
QUARANTINE: -3 Wealth, -3 Industry, -4 Food, -3 Labor, +2 Disorder

Constructing Aqueducts: [25/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] <INACTIVE>

Order = 2 Order
Not a pop growth year…

End: 2 Order, 1 Wealth, 1 Timber, 1 Stone, 1 Singing Crystals

Coffers: 6 Stone, 3 Timber, 3 Singing Crystals


Start: 12 Industry, 12 Stone, 5 Luxuries

Demarchy: +2 Order
Early Empire: +1 Wealth
Tier 1 Culture: +1 Wealth

10,000 Freedmen: +2 Wealth, +1 Order (Demarchy)

5,000 Soldiers (Iron, Iron, Composite): Patrolling

Village: +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries, +1 Pop Growth

Reaping Station: +2 Food, +2 Wealth, +3 Stone, +1 Luxury, +1 Pop Growth
Watchtower: +1 Food, +1 Labor, +1 Army Cap, Walled Fortress, +1 Pop Growth

Total: 5 Order, 3 Labor, 8 Wealth, 1 Industry, 8 Food, 3 Stone, 3 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

-3 Order from Tier 1 Culture (1 City, 2 Settlements)

Constructing Aqueducts: [25/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [30/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 2 Order
Not a pop growth year…

End: 2 Order, 8 Wealth, 1 Industry, 3 Stone, 1 Luxury

Coffers: 13 Industry, 15 Stone, 6 Luxuries


Order Total: 45 + 0 + 2 + 2 = 45, 49/30 = 1.63 (Happy)
Research Total: 3 (2 from Capitol, 1 from Tier 1 Culture)
Researching Garrison (2/10) -> (7/10) (2 from event +3)

Wealth Total: 116 + 9 + 1 + 8 = 134 Wealth
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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Lazarian
Minister
 
Posts: 2079
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Tue Aug 30, 2022 10:36 am

Blank Slate

Little Caervin, Southern Corvus Region

Seventh of Greengrowth

Parun smiled as he examined the apprentice’s work closely, turning it in his hand.

“Very good.” he said softly. He raised his arm, holding it up to the sun. The motion made Taelkon (formerly Tal'ko) flinch, cowering away from Parun for a moment. Twenty years of blows certainly had such an imprint upon a man’s soul.

But no strike followed, and Taelkon quickly recovered. The two looked keenly at the creation, which glimmered and shined in the sun. Four circles of gold, fused together at the edges, wide enough for a man’s fingers to wrap through. These creations had been growing increasingly popular in Corvus as of late. An ostentatious display of wealth, combined with sensible masculine practicality.

Parun personally found the "goldfists", as they were called, rather ridiculous. They lacked both the beauty of true jewelry and the practicality of a real weapon. But they sold marvelously, and so his little workshop forged them by the dozens. It had been a splendid year for trade. Little Caervin’s luxury workshops had swelled with business and activity, and there was talk of the city nearly having doubled in size. At this rate, they’d qualify for the next level of government infrastructure. Some even spoke of rumors of a two-laned stone road being proposed in the bureaucratic complexes of the Soulan!

It was because of the peace, Parun thought. The announcement had done wonders for his business. War was not only costly in blood and souls, but on the economy as well! Food was redirected to soldiers. Youths meant to work the farms and shops took up arms in Cavon instead. Workshops switched from making pitchforks and tools to spears and shields. War, despite the Corvidian glorification of it, drew the purse-strings quite tight.

Parun wrapped the goldfist carefully in goat-leather, and then set it into the crate. He’d hand this off to his second apprentice Turin later, who would ride their camels into the marketplace with a cart full of fine goods. Soft carpets, woven baskets, sturdy wooden furniture, and all manner of little iron trinkets. Little Caervin was beginning to be quite well known for their luxury goods these days.

“You wouldn’t believe what those fools in the city would pay for this.” he joked, patting the lad on the back. "Keep this up, and you'll inherit my workshop!"

Despite the casual nature of the comment, it was quite a real possibility. Parun, sadly, had borne no sons. Four daughters, who were his pride and joy - but alas, no sons of his own. And while women could own property and qualify to vote, it went against good Corvan values to pass your business down a woman. Even if Parun was willing to defy tradition, none of his daughters had expressed much interest in his trade - goldsmithing was painstakingly tedious and slow, in their opinions.

“Am glading for the approval, master.” Taelkon said cheerfully, hefting the box over his broad shoulders. Parun raised an eyebrow - that speech would have to get better before the lad could run the place. But it had only been a year - these things took time to change.

The lad had arrived with his family in the last year, along with the others. Many of the Returned had gone back to their family clans and villages. The ones who still remained, anyways. There had been several lineages and settlements that had been wiped completely out during the Desolation. Their descendents, freed from captivity, had nothing to return to.

But Tal’ko didn’t seem to mind. Apparently, the blank slate of nothing was much preferable to the existence he had known before.

Corvus [Capitol City] (23,000 Freedmen)
[Watchtowers, Garrison, Temple of a Thousand Pillars, Aqueduct, Apothecary, Treadwheel Crane, Shaduf, Sewers, Houses, Blast Furnace, Workshop, Deep Quarry] (Blast Furnace: 10 Ore to 30 Wealth conversion. Workshop: 10 Wealth to 15 Industry)
City Income: +2 Labor, +6 Wealth, +5 Industry, +5 Order, +2 Research, +1 Wealth per 10,000 population. (+2 Wealth), +1 Industry per every 20,000 population. (+1 Industry)
Buildings: Treadmill Crane: +2 Labor (base), +1 per 20,000 population (+3 Labor), Shaduf: +5 Food, Houses: negates 2 disorder from pops, Workshop: 10 Wealth to 15 Industry, Spinning House: 5 Cotton > 5 Luxuries, 10 Ore > 30 Wealth
Population
23,000 Freedmen: +5 Wealth, -5 Food, -5 Luxuries, +2 Enchantment
51,000 Peasants: -5 Food, +5 Labor, +5 Disorder

Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order, -1 Wealth)

Frontier Outpost I (3,000) (West Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Gold Ore

Frontier Outpost II (3,000) (West Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Gold Ore

Frontier Outpost III (3,000) (NN Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Malachite Ore

Frontier Outpost IV (3,000) (NN Corvus): (Resource) +2 Food, +2 Wealth, +1 Timber, +3 Stone, +2 Coal

Artisan Conclave I (3,000) (South Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave II (3,000) (South Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave III (3,000) (North Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave IV (3,000) (North Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave III (3,000) (Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Artisan Conclave IV (3,000) (Corvus): (Artisan) +1 Food, +3 Wealth, +1 Industry

Reaping Station I (3,000) (SS Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury, +3 Cotton

Little Caervin [Reaping Station II] (7,000) (SS Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury, +3 Cotton

Rural Community I (3,000) (East Corvus): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community II (3,000) (East Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community III (3,000) (Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community IV (3,000) (Corvus) (Agricultural) +5 Food, +1 Labor, +2 Wealth

Start: 123 Wealth, 65 Industry, 8 Timber, 42 Stone, 0 Gold Ore, 4 Malachite Ore, 12 Luxuries, 2 Cotton, 4 Coal
Income from Pops: +5 Labor, +5 Wealth
Income from City: +5 Food, +7 Labor, +8 Wealth, +6 Industry, +2 Research, +15 Industry, 5 Luxuries
Income from Settlements: 34 Food, 38 Wealth, 4 Timber, 12 Stone, 4 Gold Ore, 2 Malachite Ore, 4 Labor, 6 Industry, 2 Luxury, 6 Cotton, 2 Coal
Total Income: 37 Food, 16 Labor, 51 Wealth, 4 Timber, 12 Stone, 4 Gold Ore, 2 Malachite Ore, 2 Coal, 27 Industry, 7 Luxuries, 6 Cotton
Construction:
Pit Mine (26/30 Labor, 0/12 Wealth, 0/10 Industry) [4 Labor from Labor Coordination, 16 Labor]
Land Clearance (West Corvus) (7/25 Labor, 0/15 Industry) [-2 Labor]
Mounts (1/3 Industry)
Itemized Expenses:
5 Food, 5 Wealth, 1 Industry (Army Upkeep)
10 Wealth (Workshop Conversion)
8 Food, 4 Luxuries (Populations)
5 Cotton (Spinning House Conversion)
5 Wealth (Citizen Scholars)
Total Expenses: 20 Wealth, 12 Food, 1 Industry, 4 Luxuries, 5 Cotton, 14 Labor
Net Income: 31 Wealth, 26 Industry, 2 Luxuries, 1 Cotton, 4 Timber, 12 Stone, 4 Gold Ore, 2 Malachite Ore, 2 Coal
End: 154 Wealth, 91 Industry, 12 Timber, 54 Stone, 4 Gold Ore, 6 Malachite Ore, 14 Luxuries, 3 Cotton, 6 Coal
Special Actions:
Wolf I [Forged Iron Armor, Forged Iron Weapons, Compound Bows, Horned Lords] trains for battle. [2/5]
Bonewarping: (7/12 Enchantment, 4/4 Blood Cost (+2 Enchantment))
1,000 Peasants from Rural Community IV are educated into Freedmen.
2,000 Peasants moved from Rural Community IV to Reaping Station I. [+2 Discontent]
4,000 Freed Serviles (Peasants) were placed in Reaping Station II upon their return.


Cavon [Village] (11,000 Freedmen, 27,000 Peasants)
[Watchtowers, Grand Wall, Garrison | Monument to the Fallen | Workshop, Aqueduct, Houses]
City Income: +2 Labor, +5 Food, +3 Wealth, +1 Industry, +2 Order, +2 Luxuries
Buildings: -2 Disorder from pops (Houses), +2 Labor (Treadwheel Crane), +15 Industry (Workshop)
Population:
11,000 Freedmen: -2 Food, -2 Luxury, +2 Wealth, +1 Enchantment
27,000 Peasants: -3 Food, +3 Disorder, +3 Labor
Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order)

Frontier Outpost I (3,000) (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Cassiterite Ore

Frontier Outpost II (3,000) (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Nightmetal Ore

Frontier Outpost III (3,000) (SW Cavon): (Artisan) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Firechar

Frontier Outpost IV (3,000) (SW Cavon): (Artisan) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Firechar

Watchtower (3,000) (South Cavon): (Military) +1 Food, +1 Labor, +1 Army Cap

Rural Community I (3,000) (South Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community II (3,000) (West Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community III (3,000) (West Cavon): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Artisan Conclave I (3,000) (Cavon): (Artisan) +1 Food, +3 Wealth, +1 Industry

Start: 26 Wealth, 21 Industry, 9 Stone, 4 Timber, 12 Cassiterite Ore, 4 Nightmetal Ore, 2 Firechar
Income from Pops: 2 Wealth, 3 Labor
Income from City: 4 Labor, 5 Food, 3 Wealth, 16 Industry, 2 Order, 2 Luxuries
Income from Settlements: 25 Food, 17 Wealth, 2 Timber, 4 Stone, 4 Labor, 2 Cassiterite Ore, 2 Nightmetal Ore, 1 Industry, 4 Firechar
Total Income: 27 Food, 11 Labor, 27 Wealth, 2 Timber, 6 Stone, 4 Cassiterite Ore, 20 Industry, 2 Luxuries
Construction:
Artisan Conclave II (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-2 Labor, -3 Wealth, -3 Industry)
Blast Furnace (9/40 Labor, 0/35 Wealth, 0/40 Industry) [-9 Labor]
Expenses:
5 Food, 2 Luxury (Citizens)
10 Wealth (Workshop)
5 Wealth (Citizen Scholars)
3 Wealth, 3 Industry (Construction)
Net Income: 9 Wealth, net Labor, 17 Industry, 4 Timber, 4 Stone, 2 Cassiterite Ore, 6 Firechar, 2 Nightmetal Ore, net Luxuries
End: 35 Wealth, 38 Industry, 8 Timber, 13 Stone, 14 Cassiterite Ore, 6 Nightmetal Ore, 6 Firechar
Special Actions:
[Bonewarping] - (6/12 Enchantment, 4/4 Blood Cost) (1 enchantment, 10 surplus food)


Corvin [Hamlet] (7,000 Freedmen)
[Grand Wall, Garrison, Watchtowers | Aqueduct]
City Income: +1 Labor, +3 Food, +1 Order
Population:
7,000 Freedmen: -2 Food, +2 Wealth, +6 Disorder
18,000 Peasants: 2 Labor, -2 Food
Government: +2 Order per region, +1 Order per Settlement

Rural Community (3,000) (South Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community (3,000) (South Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Rural Community (3,000) (NW Corvin): (Agricultural) +5 Food, +1 Labor, +2 Wealth

Artisan Conclave I (3,000) (Corvin): (Artisan) +1 Food, +3 Wealth, +1 Industry

Frontier Outpost I (3,000) (Corvin): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Malachite Ore

Frontier Outpost II (3,000) (Corvin): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Malachite Ore

Start: 32 Wealth, 3 Industry, 6 Stone, 1 Timber, 2 Malachite Ore
Income from Pops: 2 Wealth, 2 Labor
Income from City: 3 Food, 1 Labor
Income from Settlements: 20 Food, 3 Labor, 13 Wealth, 1 Industry, 2 Timber, 2 Stone, 4 Malachite Ore
Total Income: 24 Food, 6 Labor, 15 Wealth, 1 Industry, 2 Timber, 2 Stone, 4 Malachite Ore
Construction:
Artisan Conclave II (Corvin) (1/3 Labor, 0/3 Wealth, 0/3 Industry) [-1 Labor]
Reaping Station (NW Corvin) (5/5 Labor, 1/1 Wealth) [-5 Labor, -1 Wealth]
Expenses:
4 Food (Pops)
5 Wealth (Citizen Scholars)
1 Wealth (Construction)
Net Income: 11 Wealth, 1 Industry, 2 Timber, net Labor, 20 Food, 2 Stone, 4 Malachite Ore
End: 43 Wealth, 4 Industry, 8 Stone, 3 Timber, 6 Malachite Ore
Special Actions: None.


Order:
Corvus: -2 from Citizen Scholars. -5 from Peasants. -2 from Movement. +2 from Houses. +5 from Capitol City. +18 from Government. Net 18.
Cavon: -2 from Citizen Scholars. -3 from Peasants. +2 from Houses. +2 from Village. +11 from Government. Net 10.
Corvin: = -2 from Citizen Scholars. -2 from Peasants. +1 from Hamlet. +8 from Government. Net 5.
Total Nationwide Order: 44 Order - 34 Holdings + 33 Order = 43/133. Neutral next turn.

Research: [7/38 -> 13/38 Firechar Comprehension]

Pop Growth:
Corvus (Region):
Corvus (City): +1 Base, +1 from Apothecary, +2 from Simple Sewers. Capitol bonus x2 = 8
Corvus (Settlements): 16 Settlements x 3 (base + aqueduct + seed drill) = 48
Total Growth: 48,000 Peasants, 8,000 Freedmen

Cavon (Region):
Cavon (City) +1 Base
Cavon (Settlement) 10 settlements x 3 = 15
Total Growth: 27,000 Peasants, 1,000 Freedmen

Corvin (Region)
Corvin (City): +1 Base
Corvin (Settlement) 6 settlements x3 = 18
Total Growth = 18,000 Peasants, 1,000 Freedmen
Last edited by Lazarian on Tue Aug 30, 2022 12:57 pm, edited 4 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Aug 31, 2022 5:22 pm

Year Fivehundred Forty of the Reckoning Ends
Era Four, Year Six Ends


The Khortuun of Sorrowfree: The emissaries to the Painted King are well recieved, and allowed to pass the Wall of the Peaks to have an audience with representatives of the King under the Mountain, a rare honor. The representatives agree to provide the Khortuun with examples of their gossamer robes for nominal fee, as a gesture of goodwill. Upon returning to Sorrowfree with these lightweight prismatic garments in tow a minor fad is started amongst the well-to-do of the capitol of the Khortuun. +2 Order every year this generation.

The crones sent to Ironpeak, on the other hand, find their offer considered gravely and - while not exactly rejected - demurred. The sons of the Republic have been flourishing, and find their coffers full enough with lucre. A trade could be made for bloody hematite, to be sure, but the Republicans seek implements of craft, or men to shape them. A caravan of ore for two caravans of tools and other goods of industry, this could be done, but simple gold and silver will not suffice in the quantity offered.

The bar-Ayyat: The year dawns bright and free, and a bounty has been borne on the waves to the shoals and beaches of Uyyun; great ships have been wrecked not far off shore by some sudden storm, a tragedy for men of foreign climes, but an opportunity for the salt-saints. The ships are of a make unfamiliar, their boards laid edgewise and overlapping, light and with shallow keels - skiffs, by the words of the old sailors. Enough for a fleet! Though, perhaps repairs might be wise before taking to the sea with them... five caravans of timber may be enough to refurbish the hulls.

The Landsraad Imperium: The lands north of Aetharn are fertile, if arid, but not yet the sand of the northern and eastern deserts. West the rolling plains continue, leading back to the deep forests and high peaks of the homelands of the Deepkin. Wolves stalk these plains, pursuing herds of grazing horses. Marble outcroppings are notable. No prospecting has yielded any promising results. There is little else to tell about the passage of this year.

The Bacchanal Republic of Manikos: This year is a year of peace and prosperity, broken only by the cries of the men and women pressed into bondage from the teeming throngs.

The Storm Empire of Warcyfle: The strange shards of Tes'la have been carefully transferred aboard special cargo courier back to the Red Tower, where the finest electromancers and most pious priests are inspecting their burden...

The Folk: A strict quarantine is seeing some success - at the very least, the Wasting has yet to spread beyond the confines of Dale, which is no small mercy indeed. However casualties are beginning to mount within the region itself, which the physicians of the community note are most heavily concentrated in the outlying settlements. Nearly a thousand Peasants have perished now, and the rate of deaths is increasing.

There is, however, not only dark news. A wanderer scholar of the Huang has arrived in Ornmount - none know how he knew of their distress, but he speaks of a cure that can be effected by the Divine King Yama, if the people will turn to him. The secret sorceries of the Taiyang Princes which enhance their lives he has turned, he says, to the curing of many diseases, and if allowed into Dale he believes he can cure the afflicted who have faith.

The Remnants of Corvus: All is well in the lands of Corvus - indeed better than well. Scholars working with the samples of Firechar from the south have made a breakthrough in their comprehension of the properties of the material, significantly enhancing their progress in understanding the flaming stone. The head of research in Corvus estimates that they have effectively doubled last year's contribution to the solution to this mystery, a boon from the Crow which is not to be despised.
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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