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A Different World: Age of Darkness [IC|Closed]

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G-Tech Corporation
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Inoffensive Centrist Democracy

A Different World: Age of Darkness [IC|Closed]

Postby G-Tech Corporation » Tue Jul 26, 2022 8:14 am

Age of Darkness


Image




The sun rises on a new world- a world not like that you may know. Shattered by a catastrophic impact not long after the extinction of the dinosaurs, Earth is not as it should be. This impact, a star falling to earth, changed not only the shape of the world, but also her content; this star bore strange light and eldritch crystals, warping and altering the planet where humanity slowly arose. Continents were broken, minds shattered, even animals and plants twisted and changed. It is a different world, one in many ways hostile to humanity- but in the end, it is your world.

You stand forward as one of the leaders of a kingdom of survivors, a lord of a people amongst many. It has been over a thousand years now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now from those first few tribes and city-states immense nations and countries have emerged, shaping the world about them. Men built great wonders, forged empires, and in that grandeur brought ruin upon themselves. Walking demons of the unquiet dead and cultists of mad gods descended upon civilization, exploiting the hubris of settled peoples, and untold thousands perished in the slaughter of that Time of Blood.

It is now nearly a century since the last adherents of the cults and dark practitioners were hunted down. The shattered remnants of society have begun to rebuild, remember forgotten secrets, and look beyond mere safety for meaning once more.

To be a leader in such times is to be given a solemn charge, that of your people's perseverance. Civilization is fragile, and your civilization the most vulnerable - your enemies many, potential or otherwise. Dark thing lurk in the wild places of the world, and the graves of the dead outnumber the homes of the living. Will you rise to cradle the light of civilization alongside your kinsmen, or will you falter and become another forgotten people, tombs to litter quiet hillsides? Come, and tell the tale of the Age of Darkness.




The line of a dozen men were coated in dust, their masks of dun-colored fabric pulled up to cover their faces. Cloaks in diffident mottled shades of gray, biege, and pale green swathed their forms, only the tiny glints of silver and shimmering steel betraying their military origin. Those cloaks might have once been a uniform color, but the clouds of choking ash and soot which rose sudden out here had steadily turned the plumage of the men on patrol into uniform patterns of grime and wear.

Behind the visor of crystal glass the force-captain scanned the horizon. This was still the edge of the devastation that had been wrought by the War of Wrath, but you had to be careful nonetheless. Fades, lurks, rogue animuculi, all were known to stray out of the deep desert upon occasion. Sometimes patrols went out and didn't come back. A dangerous assignment, to ward the beleaguer of the blasted wastes, but someone had to do it. And advancement came quickly, if you survived. Experienced wardens were in high demand as trainers, swordmasters, and mercenaries in the Twilight Cities, not to mention the Guard was always looking for more men to staff her fleets and boarding elements.

"Captain, we're at the apex of the route. Shall we turn north and west, for the ruins of Varra?"

The voice was muffled, but clear enough after the practice of listening to words filtered through dust-masks which the patrolling soldiers wore constantly. A shrug obscured by his garments was enough agreement from the captain for his second to turn his horse back toward the rising sun, and the others slowly followed suit, scanning for danger even as they did so. No greatwolf or horned lord would have survived on the hardscrabble waterless expanses which the team had traversed recently; only the sturdy steppe ponies were equal to the task.

It was as they were turning from east to west that a figure loomed up out of the shadow of the ancient road they had been following, an inky darkness which had been tracking them since the dawn of the day, ever concealed in the lee of the derelict track. It towered over them, a vague gloom which even the light of near-noon could not dispel, vast and terrible and only slightly resembling the garb of a man. They did not perceive it with their eyes, only with the jangling of wrongness at the edge of their senses which suddenly leapt into sickening horror.

Two of the men disappeared almost instantly, their screams cut off in death as it plucked them from their saddles and the horses ran wild in madness. Their cloaked forms disappeared into the diaphanous gloam in a span of breaths, the fade devouring them bodily in its voracious hunger for the beating blood of the creations of the Father. It loomed upward, more solid for having been sated in its eternal quest for destruction. Men shouted, and two of them shaped complex runes in burning light which hung in the air. The beast shrieked, blue-white arrows ensorceled for the hunt cutting into its insubstantial flesh before gouts of cleansing white flame sputtered forth like an inferno.

In a span of moments it was gone, the ache in their teeth and sense of foul magick ebbing away with it. With a sigh the captain dismounted, and other men clambered down off of their horses with swords drawn and spears at the ready to cover him. He stooped low, reading the signs, while other men went to grab the horses.

"No residue, worse luck. It got away."

Damnation. There were too many shadow fiends out here, and too few bodies to hunt them all. Shaking his head the force-captain swung back into the shadow, and the squad set off at a trot, eager to leave the accursed site behind them.
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Novas Arcanum
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Ex-Nation

Postby Novas Arcanum » Tue Jul 26, 2022 9:04 am

The Warring States Era


The Warring States Era the second bloodiest event in the history of Huang civilization second only to the Demon Wars, more commonly known as the Time of Blood. Before the Demon Wars the Imperial Court was already marred by internal division, famously known as the War of Knives, as Yu princes waged secret wars against each other in the halls of the Jade Palace at the cover of night.

This war would soon emerge from the shadows and into the light,but only after the culmination of the Demon Wars, where foreign cultists revolted in cities across the Yu Empire. The Demon Wars would put a temporary stop to this petty feuding and the princes would put aside their differences to deal with this gravest of threats to the Middle Kingdom. Everywhere demons invaded the lands of the Middle Kingdom nightmarish abominations, an affront to Heaven itself.

Gaoling, Huangzhou and Hou Cheng were destroyed in the fires of this war, but compared to other civilizations like the Aederfolk or Pennethelli, the Huang came out relatively unscathed. The cultists were declared barbarians and hunted down by decree of the Emperor and destroyed. Afterwards bands of landless peasants called the Red Turbans named that way for the iconic red turbans they wore roamed the land driven from their farms by the hordes of undead. Unlike the cultists, these peasants were native Daoists, followers of the Way, and preached the return of balance to the world and the virtues of a glorious past. Having nothing to lose they pillaged and ravaged the countryside.

The Red Turbans would be destroyed by forces of the Yu dynasty but the damage was already done and the Yu had lost the Mandate of Heaven from repeated barbarian invasions, famine and natural disasters. The scheming of the princes and the hedonism and pleasure seeking in the Imperial Court, a direct mockery of the traditional Laoist beliefs of humility, self-restraint, and selfless duty only served to hasten the inevitable collapse of the Yu dynasty. The Yu dynasty would split into Three Kingdoms the Wei,Wu and Jin.

The Wei Kingdom would be comprised of Yuzhou and Zhongdu. The Wu Kingdom would be comprised of Zhai Cheng. The remaining northern lands would become the Jin Kingdom.

On paper the Wu Kingdom looked to be the strongest. Indeed after the Demon Wars, the Wu Kingdom was the wealthiest of the Three Kingdoms. However the southern Huang were more mercantile in nature preferring trade and commerce. The martial northern Huang of the Jin Kingdom, horned lord riders, trained since childhood on how to wield a bow were used to war from constant invasions from the Qiang and other barbarians were more battle-hardened. The people of the Jin Kingdom made up of Niari-Huang stock rallied and over the next century conquered the two rival kingdoms.

The Wei Kingdom fell easily in a series of lightning attacks. The Jin Kingdom then spent the remainder of the century striking at the Wu Kingdom. Slowly the Wu were defeated in a series of decisive battles until finally the armies of Jin marched on the crown jewel itself Zhai Cheng. The great walls of Zhai Cheng meant that the city would stand resolute. Zhao Li a descendant of both the great general Zhao Zhao and the High Priestess of the Niari led the One Thousand Day Siege of the Indomitable City. The warlord would conquer the city starving it out rather then through a epic battle as was the case with other cities. Showing respect and filial piety to the ancestors the city was spared destruction. Zhao Li would be crowned Emperor in the Forbidden Palace for the first time in centuries since the days of the ancient Shao Dynasty a largely symbolic gesture to show respect and a return to the virtues of the ancients. For a short period Zhai Cheng renamed to Nanzhou meaning "South City" would be the capitol before the Imperial Court would move to Hou Cheng showing a geostrategic pivot to the north.

Hou Cheng would be renamed to Jingshi meaning "Capital" a fitting name for the northern city.



Nanzhou

City Layout
22,000 Population |22,000 Freedmen
5 Catapults
Infrastructure:
Grand Wall [Siphoning], Garrison | Forbidden Palace, Great Canal | Aqueduct, Houses, Dense Housing, Spinning House , Workshop, Paddy, Bloomery
Rural Community [+4 Food, +1 Labor, +1 Wealth. +1 Bonus Food]
Reaping Station[+2 Food,+3 Wealth,+1 Luxury,3 Silk]
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Workshop → -8 Wealth,+ 12 Industry
Total Wealth Output
16 Wealth
Population Actions:
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → + (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → + (+1 Wealth|1/1 Food| 1/1 Luxury)
1000 Freedmen → Studying the Laoist classics.
1000 Freedmen → (Taking excess silk to Qindao)
Construction:
Rural Community → [3/3 Wealth |3/3 Labor|1/1 Industry]
Artisan Conclave → [3/3 Wealth|0/3 Labor|1/1 Industry]
Treadwheel Crane → 0/75 Labor, 110 Wealth, 10/40 Industry|0/ 40 Timber
Military Actions
Garrison Army[Iron,Iron] → Escorting Mission
Galley Squadron → Patrols on the Yu River
[1 Defensive Army is Recruited]
Government/Civics
+3 Order,+1 Wealth


Yuzhou

City Layout
18,000 Population|13,000 Freedmen. 5,000 Bureaucrats.
Infrastructure: Reinforced Stone Wall, Garrison | Temple of Heaven, The Long Wall | Aqueduct, Simple Sewers, Dense Housing, Deep Quarry
Rural Community[+4 Food, +1 Labor, +1 Wealth, +1 Bonus Food,+1 Stone,+2 Timber]
Frontier Outpost[+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Hematite Ore]
Deep Quarry → +2 Stone
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Total Wealth Output:
+6 Wealth
Population Actions:
5000 Bureaucrats → (+1 Wealth|1/1 Food| +1 Order|1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| Demands I Luxury|2 Disorder (25% Disorder Ignored from Housing) )
3000 Freedmen → Studying the Laoist Classics.
Construction:
Watchtower[3/5 Labor| 2/2 Wealth|3/3 Timber]
Military Actions
Garrison Army [Iron, Iron] → Patrols
[1 Defensive Army is Recruited]
Government/Civics
+3 Order,+1 Wealth


Zhongdu:

City Layout
Population 11,000 |11,000 Freedmen
Infrastructure
Garrison | Dense Housing
Artisan Conclave → (+1 Food, +3 Wealth, +1 Industry )
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Total Wealth Output
9 Wealth
Population Actions:
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
1000 Freedmen → (Studying the Laoist Classics)
Construction
Reaping Station → [3/5 Labor| 1/1 Wealth]
Watchtowers → [0/5 Labor|2/ 2 Wealth|0/ 2 Timber]
Military Actions
Garrison Army[Iron,Iron] → Patrols
[Defensive Army is Recruited]
Government/Civics
+3 Order,+1 Wealth


Qindao:

City Layout
5,000 Population | 5,000 Freedmen
Infrastructure
Hamlet Output → +1 Labor, +3 Food, +1 Order.
Garrison
Total Wealth Output
3
Population Actions
5000 Freedmen → (+1 Wealth|1/1 Food| 0/1 Luxury) (-6 Disorder + 3 Order = -3 Disorder)
Military Actions
Garrison Army [Iron, Iron] → Patrols
[Defensive Army is Recruited]
Construction
Watchtowers → [0/5 Labor|2/ 2 Wealth|0/ 2 Timber]
Reaping Station → [1/5 Labor|1/ 1 Wealth]
Trade
+3 Silk
Government/Civics
+3 Order,+1 Wealth



Jingshi:


City Layout
5,000 Population | 5,000 Freedmen
Infrastructure
Reinforced Stone Wall | Jiayuguan Fortress (Ruins) | Houses
Capitol City Output →[ +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research]
Frontier Outpost → (+2 Food, +2 Wealth, +1 Timber, +1 Stone)
Total Wealth Output
9
Population Actions
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
Construction
Reaping Station → [0/ 5 Labor|1/ 1 Wealth.
Watchtowers → [2/5 Labor|2/ 2 Wealth|1/ 2 Timber]
Treadwheel Crane →[0/75 Labor| 7/110 Wealth |5/40 Industry|0/ 40 Timber ]
Military Actions
Army [Iron, Iron, Unicorns, Composites] → Patrols
[Defensive Army is Recruited]
Government/Civics
+3 Order,+1 Wealth


Imperial Ledger

Research: Copying from the Republic of Manikos[ 2/8 Scientific Method]
Golden Age Score: 23/???
Last edited by Novas Arcanum on Sat Jul 30, 2022 4:55 am, edited 10 times in total.

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The GAmeTopians
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Democratic Socialists

Postby The GAmeTopians » Tue Jul 26, 2022 9:07 am

The Folk


From one river mouth to another, it seemed. The wayward Folk of the east - a good portion Rivermen and Penithelli, to be certain, though no small number of Huang and Khortuuni descendants joined their number - had made their journey across the sea barely a century ago, sailing for months into the endless blue. For the better part of a year they traveled eastward.

Ever eastward.

The occasional island had been the source of their survival - no man could ever predict that the sea would stretch on for so long, even with the vastness of it that was already known. One could only hope that they would encounter those same islands on a return trip. Nevertheless, the Folk survived - and came upon a heavily forested coast, mountains peeking over the tops of oaks and redwoods off in the horizon. A broad river mouth greeted them - and seemed as logical a place to set down their roots as any.

To new beginnings - may the New Lands be more prosperous than the Old.




One hundred years later

“The Council of Many will now convene.”

In the small but thriving city of Vael, a large meeting hall served as the center of government - not just for the city, but for its two siblings to the north and south as well. It was not a gaudy building; there was not much room for luxury in Vael, but they got by just fine all the same. Practical oak planks and stone were the building materials of choice in these lands… you worked with what you had, or you starved. Though it was the Council’s job to make sure everyone had what they needed to succeed.

In simple wooden chairs behind broad tables, the Council of Many sat in a loosely formed circle of several layers. They numbered just shy of a hundred - some young, barely past their rite of adulthood, others clearly elders in their respective communities. Men and women numbered roughly equal - the variance of randomness accounting for the difference. Such was the beauty of Demarchy…

For in the Demarchy, only Random Rules.

“Our first order of business is a presentation by frontiersman Anton Sorda. He seeks funding and organization for preliminary expeditions into the unknown wilds that surround us.”

In earnest the council began their proceedings. On occasion, figures like Anton would enter or leave the hall, but for the most part they were left to their own devices - discussing and voting upon countless matters relevant to a budding empire. Each and every one of their number served with pleasure and honor in their task; to serve in the Council of Many was to bring honor to your family, your community, and The Folk as a whole.

The Folk would rule this new continent. And the Council would rule The Folk. The lots had already been drawn - even if no one living could see them yet.




Demarchy: +2 Order
Early Empire: +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, 13 Wealth, 6 Industry, 5 Food, 2 Research, 6 Pop Growth (2F/4P)

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

Constructing Bloomery: [3/22 Labor, 0/10 Wealth, 0/18 Industry]

Order = 8 Order - (6 - 2 = 4 Disorder) = 4 Order
Not a pop growth year…

End: 4 Order, 13 Wealth, 6 Industry, 2 Research


Demarchy: +2 Order
Early Empire: +1 Wealth

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

10,000 Soldiers (Iron, Iron, Composite): 5,000 Move to Ornmount, 5,000 Patrol Dale

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 Pop Growth

Total: 5 Order, -2 Disorder, 3 Labor, 8 Wealth, 1 Industry, 11 Food, 1 Timber, 1 Stone, 2 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

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

Constructing Aqueducts: [3/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 5 Order
Not a pop growth year…

End: 5 Order, 3 Wealth, 1 Timber, 1 Stone


Demarchy: +2 Order
Early Empire: +1 Wealth

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

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, 7 Wealth, 1 Industry, 8 Food, 3 Stone, 3 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

Constructing Aqueducts: [3/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 5 Order
Not a pop growth year…

End: 5 Order, 7 Wealth, 1 Industry, 3 Stone


Order Total: 4 + 5 + 5 = 14, 14/30 = 0.47 (Neutral)
Research Total: 2
Researching Frontier Corps (2/10)

Wealth Total: 13 + 3 + 7 = 23 Wealth
Last edited by The GAmeTopians on Tue Jul 26, 2022 9:40 am, edited 1 time in total.
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Lazarian
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Capitalist Paradise

Postby Lazarian » Tue Jul 26, 2022 11:19 am

THE REMNANTS OF CORVUS

Birchtown, Tenth of Fallingleaves

As the patrol slowly came to a halt, Taran, Chosen-Speaker of Birchtown, saluted the patrol-captain, putting his fist to his heart.

“Thank the Four you’re here.” the shepard said with relief, bowing to the ground. “Thank the Four. Oh, blessed day. I didn’t think you’d come.”

Tecate Caladon, the captain of the men, looked around the frontier outpost, judging it. The sight brought some mixture of amusement and irritation alike to his stern features, and his brow furrowed.

These lands had been glorious, once. Their empire had been one of grand cities, filled to the brim with hearty lads and clever women. The outskirts had been productive and hale, filled with wealthy herder-clans and their magnificent many-colored tents. Fields had stretched far and wide across the land, separated by well-kept roads and solid fences. It had been a land of plenty, filled with riches and splendor alike.

Once. But no more. The village was little more than a smattering of dugout-huts in a circle, surrounded by a few pens and fields. A few goats dotted the horizon, nibbling long strands of grass. Nearby, a small stream burbled and bubbled across the landscape - the lifeblood of the town, as meager as it was. Fewer than three hundred lived in this town - not even enough to warrant a seat in the Soulan.

Taran looked up at the patrol with disappointment as well, although he would be a fool to express such a thing.

They had been glorious, once. Legends spoke of men who stood like giants, with skin like armor and the ferocity of lions. A mighty host, bearing thousand crimson banners that struck fear into their foes by their mere sight. Heroes who fought with axes and hammers that normal men could not wield, who shrugged off fatal wounds like scratches! Men who had stood in defiance of the Dark and who had given their lives in the thousands to protect their home, shedding seas of blood for every inch taken.

Once. But no more. The patrol that had wandered into the city was not those men of legend. It was a small group - perhaps thirty in number. A few bore sets of armor from before the Fall, but most were padded in gambesons of leather and common trousers. Most carried spears of varying lengths and tips - some of stone, some of bronze, and a few of iron. Some bore common recurve bows, made from sculpted horns and glue. In their center, a small red banner waved from a four-pronged standard, with the numbers “IX” painted in white upon the banner.

Their leader, presumably a Tecate, rode upon a Horned Lord, with a tattered and faded cloak flapping behind him in the breeze. He held a sword in his right hand, designating him as the most important man amongst this small crew. His muscled frame was wrapped in sturdy lamellar, with a layer of chainmail underneath. It was likely that this man was the only true professional amongst them - a Wolf of Corvus. The others were likely simple rural guardsmen - a step up from the brigands they fought and little more.

“Spare me the pleasantries, farmer.” Caladon said from his mount, cutting the peasant’s babbling off. “Where are the Gravewalkers? Who saw them?”

“Well, see, the goats have been going missin-” Taran said, before being immediately cut off again.

“Missing goats?” the Tecate replied, his left eyebrow twitching. “That’s why you called out our patrol? We’re shortmanned, damn it, and you’ve called us for goats?”

“No, no! There’s more! I wouldn’t have sent a messenger for that.” the mayor protested. “After the goats went missing, the lads and I went out and searched. And we spotted ‘em. Two figures, just sitting out there, chewing on our stolen livestock. But here’s the thing - there wasn’t a fire. They were eating it raw. Even wildmen know you don’t eat goats raw. It’ll give you the bad spirits, everyone knows that. And I didn’t dare get close enough to see this, but Ralan says they’ve got skulls for faces. He’s our watchman. Janon the Maker gave him the best eyes in the town when ‘e was sculpted.” Taran shot off in a quick ramble, speaking so quickly the words seemed to blend together.

“Raw food and painted faces do not mean you’ve seen a gravewalker. I swear, if this turns out to be just a few wildmen again, I’ll remove this place from the patrol-ledger. It barely deserves to be on here in the first place.” Caladon spat, looking at the hovels.

“Ah.” Taran said, wincing. “No, these aren’t just wildmen. I promise. May Vennon spear me right through and my soul be devoured if I lie. I swear on it!”

Caladon raised an eyebrow. That was quite a strong oath. Men didn’t swear to Vennon for nothing. Perhaps there was some truth to the story.

“Very well, citizen.” he replied, with a calmer tone. “We’ll go out and take a look. Have there been any additional sightings of these men?”

“See, sir, that’s the thing. They’ve been sitting in that same field for weeks. Just sitting there. Waiting for something.” Taran said, visibly disturbed by his own words.

A chill ran down Caladon’s spine.



“You think they really saw a gravewalker?” Talon Stonebreaker, Caladon’s deputy, asked. The patrol was in the midst of walking to the field, led by Taran and a few other villagers. About twelve hunters with spears and slings had joined them - but unarmored and untrained, they would be little help.

The other men were hushed and quiet, and Caladon knew they were waiting to hear what he said next.

“Wildmen don’t sit in one spot for weeks.” he said gruffly, shaking his head. “I would prepare your nerves.”

A few of the men had been laughing and joking. These words killed their laughter in a single strike. Few amongst them had truly seen a gravewalker. Most of the foul creatures had been slain in the Great Resurgence, the reclamation of the lands after the battle of Corvus. It was said that even children took up the sword and fought to purge the remnants of the foul creatures. Some dismissed this as legend and folklore - but myth or truth regardless, there were few foul creatures in the Sacred Lands.

But every once in a while, a few of the creatures would crawl out from some hidden burrow, or stumble through the deserts and over frozen mountain passes into their lands. There was a reason that the Wolves of Corvus still patrolled. After all - even a handful of the creatures could wipe out an unprepared village. They did not age. They did not grow hungry. They saw with blind eyes and walked with legs of little more than bones, fueled by foul sorcery alone.

“There.” Taran said, halting, and gesturing to a field. “They’re in there.”

The farmer hadn’t been lying. Unfortunately. Two figures sat in the field - still and completely unmoving. But they stared with eyes that lived, their heads slowly turning to face the group. There was no skin on their faces - no noses, no lips. Just rotten dried flesh akin to jerky loosely plastered over exposed bone. Hideous and vile - and all-too-familiar. As he drew his sword, Caladon wished that it had been yet another false alarm.

“Prepare yourselves!” he shouted, pulling the horn from his belt. They had discussed tactics on the ride out to Birchtown, just in case of this scenario. Men with armor hurried to the front, bracing themselves, and stancing with shortspears and longspears interspersed. They spread in wide ranks, preparing to flank and wrap around the creatures. Behind them, men prepared throwing nets, ready to entangle and trip the creatures. The hunters and archers stood in the gaps between ranks, drawing their bows tight. Hearts raced and pounded, and sweat began to form on foreheads. The untried amongst them shook and quivered, on the verge of breaking at the very sight.

Caladon blew into the horn, and a long wailing call echoed across the valley. Birds burst from trees, goats bleated in protest, and…the gravewalkers began to shamble towards them. They moved with surprising speed, despite their state of decay, sprinting towards the men with arms outstretched and jaws unhinged. The archers unleashed their arrows, which whistled as they flew. Most missed their targets - but a few hit with resounding thumps. Three scored hits - one in an arm, one in a torso, and one right through the head. That last shot would have killed a regular man.

The gravewalkers did not slow down in the slightest. The archers loosed another volley, and more struck this time - to no avail, yet again. And then the creatures were upon them.

The first creature crashed upon the spearwall with fury, shortly followed by the second. Men were thrown backwards from the impact, their spears coming loose from their hands. The gravewalkers thrashed and writhed, snapping embedded spears left and right with unnatural strength. Men shouted and screamed and the creatures roared, the typical chaos of battle. Several men lost their nerve and routed on the spot, flinging their weapons to the ground in flight. They surrounded the creatures, forming a circle around them, stabbing and stabbing and stabbing. One of the two had been knocked to the ground and entangled in the nets they had brought - it thrashed and wailed fruitlessly as it tried to escape. Things seemed to be going well, Caladon thought - and then Duron’s spear snapped, and the gravewalker he had been holding at bay fell forwards onto him. Unlucky bastard.

Blood splattered everywhere as the creature clawed and bit and chewed, the other men beating and stabbing it relentlessly as it did so.

“THE HEAD!” Caladon shouted, attempting to be heard over the chaos of battle. “DESTROY THE HEAD!”

The creature stood after a few seconds, its skull face dripping with blood, both red and brown intermixed. It shrugged off stab after stab, surging forward towards its next target. There was little left of Duron’s face - the man was surely dead. More and more of the patrol lost their nerve - the archers had fled, their weapons useless in this first, and all the countryfolk were gone. With the exception of Taran, the village leader - who stood in the back, pale-faced and shaking. Piss dripped down his britches, but he did not flee - either frozen in shock, or made of sterner stuff than the others. There were perhaps twenty of their original fifty remaining. Two bodies laid upon the ground, and young Gerron held a broken arm, staring at it in shock. The others had fled.

As the creature ripped out Saedon’s throat, Caladon shouted a battle-cry and charged the beast, slamming into it with his body and his shield held tight. It fell to the ground, but Caladon fell with it, tripping and stumbling in the long grass! It grabbed at him with clawlike fingers, attempting to stab and pierce him - but iron was stronger than leather, and his armor held true. The gravewalker attempted to bite his face off, its unhinged jaw snapping wildly, but Caladon grabbed its shoulders and held it at bay as they rolled around upon the ground, inches away from an untimely death. Four, it was strong. It weighed much more than a corpse should. Talon and the others scattered out of the way and held their spears at the creature - but they did not strike, afraid to slay their own Tecate.

In the background, screams and shouts abounded. The other ten men were engaged in an unexpected fight - the second one had escaped from the netting, ripping it to shreds and pieces. Their attempts to put it down had been unsuccessful. A spear dangled loosely from its skull, and brown ichor dripped from the head. It would not be long for this world, but it still presented a lethal threat in the time it had remaining. The men panicked, backing away from it with spears at bay. They would be picked off one-by-one - but rational thought was gone, replaced by survival instinct.

Taran turned, clutching his quarterstaff with white knuckles, watching in terror as the thing-that-should-not-be stabbed through a soldier’s gambeson with a jagged fist, sending the man to the ground. He writhed, injured but not dead - but not for long. The thing staggered towards the wounded soldier, and Taran swore that it was smiling. Despite his terror, he swung at it. The quarterstaff landed upon the creature’s back, a hefty blow that would have knocked the wind out of a living man. And for a brief moment, Taran’s heart sung with joy and triumph.

The creature was not a living man. The blow bounced off, inflicting nothing. It turned towards him, enraged, if it could be such a thing, with slavering jaw and hateful half-rotted eyes, and stumbled towards the shepherd with a scream. Taran stood, in shock, frozen in place. He wished to run with his entire soul, but his arms and legs disobeyed, stuck in place.

It stepped closer. And closer. And closer. And it plunged forwards, fangs beared, ready to kill -

and then a flash of red and iron swung into Taran’s view, and the beast’s head toppled to the ground. Caladon finished the broad swing, a cleaving motion that went above his head - and then flicked his sword downwards in a sharp motion, spattering brown blood onto the ground.

“You’ve got a brave soul for a farmer. You should be proud.” the captain said, wiping blood from a large scratch on his cheek.

Taran said nothing, too overwhelmed to speak. He stared in disbelief, rejoicing in his unexpected survival. Placing his hands on his knees, he gasped for air, breathing deeply in and out. Behind him, the body of the other gravewalker laid on the ground, a speartip poking through its face. Second in command Talon stood over the body, looking proud. Evidently, he had taken the shot after all - and it had been precise and true. Vennon had been with him.

“Well...if you ever grow tired of this little town, I have a few openings.” Caladon said firmly, gazing upon the battlefield and the four slain men who laid upon it. Duron. Saedon. Joven. Aeron. It was a damn shame. But such was the life of a soldier. Such an end would come for them all eventually. They would fight on in the afterlife, reclaiming the halls of the Four.

Taran finally found his voice.

“I think I’ve had enough for one lifetime, but thank you.”

Caladon laughed boisterously, exhilarated by the joy of triumph, and the men around him cheered and shouted in praise to wolf-headed Vennon, who had gifted them victory and preserved their lives. They would fight another day. Taran joined them, and they sang as they returned, carrying both the bodies of the noble dead and the foul creatures with them.

Despite the fall of everything that had once been…glimmers of glory still remained, if ever so small.



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
Population
15,000 Freedmen: +3 Wealth, -3 Food, +9 Disorder! (No luxuries.)
5,000 Serviles: 1 Labor
Government: +2 Order per region, +1 Order per Settlement, +1 Order for 15,000 Freedmen, -1 Wealth (+4 Order, -1 Wealth)

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

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

Start: 20 Labor in Corvus, 109 Wealth
Income from Pops: +1 Labor, +3 Wealth
Income from City: +5 Food, +5 Labor, +6 Wealth, +6 Industry, +2 Research, +15 Industry
Income from Settlements: +3 Food, +5 Wealth, +1 Timber, +1 Stone
Total Income: 8 Food, 26 Labor, 17 Wealth, 21 Industry, 1 Timber, 1 Stone
Construction:
Frontier Outpost (West of Corvus) [-5 Labor, -5 Wealth, -2 Industry]
Artisan Conclave (South of Corvus) [-3 Labor, -3 Wealth, -3 Industry]
Reaping Station (North of Corvus) [-5 Labor, -1 Wealth]
Reaping Station (North of Corvus) [-5 Labor, -1 Wealth]
Rural Community (East of Corvus) [-3 Labor, -3 Wealth, -1 Industry, -1 Timber]
Rural Community (3/3 Labor, 3/3 Wealth, 1/1 Industry, 0/1 Timber) [-3 Labor, -3 Wealth, -1 Industry]
Rural Community (2/3 Labor, 3/3 Wealth, 1/1 Industry, 0/1 Timber) [-2 Labor, -3 Wealth, -1 Industry]
Expenses:
5 Food, 5 Wealth, 1 Industry (Army Upkeep)
10 Wealth (Workshop Conversion)
26 Labor, 27 Wealth, 12 Industry, 1 Timber (Construction)
3 Food (Population)
Net Income: 5 Food, -17 Wealth, +12 Industry, net Timber, net Labor
End: 22 Wealth, 12 Industry, 2 Gold Ore, 1 Stone
Special Actions:
Wolf I [Forged Iron Armor, Forged Iron Weapons, Compound Bows] patrols the Corvus region.
South of South Corvus tile is reassigned to Corvus. [-35 Wealth]
North of North Corvus tile is reassigned to Corvus. [-35 Wealth]


Cavon [Village] (12,000 Freedmen)
[Grand Wall, Garrison | Monument to the Fallen | 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)
Population:
12,000 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 (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Cassiterite Ore

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

Start: 16 Wealth
Income from Pops: 2 Wealth, -2 Luxuries
Income from City: 2 Labor, 5 Food, 3 Wealth, 1 Industry, 2 Order, 2 Luxuries
Income from Settlements: 3 Food, 2 Wealth, 1 Timber, 1 Stone, 1 Labor, 2 Cassiterite Ore
Total Income: 8 Food, 3 Labor, 7 Wealth, 1 Industry, 1 Timber, 1 Stone, 2 Cassiterite Ore
Construction:
Rural Community [-3 Labor, -3 Wealth, -1 Industry, -1 Timber]
Expenses: 3 Labor, 3 Wealth, 1 Industry, 1 Timber
Net Income: net Labor, 4 Wealth, 1 Stone, 2 Cassiterite Ore
End: 20 Wealth, 1 Stone, 2 Cassiterite Ore
Special Actions: 1 Enchantment put towards Bonewarping.


Corvin [Hamlet] (5,000 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 (4 Order)

Rural Community (South Corvin): (Resource) +4 Food, +1 Labor, +2 Wealth

Rural Community (South Corvin): (Resource) +4 Food, +1 Labor, +2 Wealth

Start: 25 Wealth
Income from Pops: 1 Wealth
Income from City: 3 Food, 1 Labor
Income from Settlements: 8 Food, 2 Labor, 4 Wealth
Total Income: 11 Food, 3 Labor, 5 Wealth
Construction:
Reaping Station (East Corvin) (3/5 Labor, 1/1 Wealth) [-3 Labor, -1 Wealth]
Expenses: 3 Labor, 1 Wealth
Net Income: 4 Wealth
End: 29 Wealth
Special Actions: None.


Order:
Corvus: 9 Disorder from dissatisfied Freemen, 1 Disorder from Serviles. 2 negated by Houses. +4 Order from Government. +5 from Capitol City. TOTAL: 1 Order.
Cavon: No disorder. 4 Order from Government. TOTAL: 4 Order
Corvin: +3 Disorder. 4 Order from Government. TOTAL: 1 Order
6/37 = Tier 0

Research:
2 Research from Corvus (Capitol City)

Scientific Method: (2/10)
Last edited by Lazarian on Fri Jul 29, 2022 10:42 am, edited 6 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 61328
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jul 26, 2022 12:07 pm

Relics of Might


Aetharn Southmarches
Eighteenth of Winter's Breath, Year Five Hundred Thirtyfive of the Reckoning

A deep breath filled her lungs. Lydia tried to calm the nervous feeling in her breast. If she had a heart it would be pounding. She hated this part of the job. But you couldn't say that. Everyone in aboard the Lord of Fundament was hand-picked for their aptitude from the Guard, and even the merest hint of hesitation or unsuitability would see you replaced very happily by another acolyte looking for advancement.

With step deliberately calibrated to be as casual as a workman descending a ladder on some mundane home-building project, she began to clamber down the maintenance walkway. As soon as she left the protective wards the winds began to tear at her viscerally, and the air immediately chilled to the temperature that saw ice crystals begin to form on the peripheries of her goggles. The cuttings set in the side of the metal obelisk were little more than slippery nooks, slick with condensation from the bank of nascent stormclouds that the Sky-Citadel had just cut through.

Gar, but they didn't pay her enough for this.

A lesser individual, flesh and blood, would have probably died within a minute doing the work of the acolyte. Only Lydia's bone-crushing strength allowed her to grip the notches with enough force to prevent the complete lack of friction from sending her hurtling out into the void. The series of grapple-anchors she set as she descended the hull of the great vessel didn't hurt either. Some of the design features of the works of the old masters were unnecessarily cavalier, but even they had appreciated that the ladder cut into the shimmering starmetal hull wouldn't be enough for the task of those who had to monitor the integrity of their vessel.

Cold seeped into her hands and feet; a few quick runes of heat would be enough to drive back the chill, but spending sorcerous energy to that end would just make her job longer, and the acolyte had no desire to spend more time hanging from the artificial island suspended above the fields and forests far below than was absolutely necessary.

Scribed sentences glinted at the edge of her awareness, the goggles she had been provided with doing their work. Layered runes, laid down over generations and years of forging, shone at various bands of luminescence in her vision as she descended the ship's length. As she went she worked almost unconsciously, pouring strength into scripts of angular letters where they were growing dun, instinctively retracing the lines of power which enfolded the aership and gave her her power. A regular process, necessary to keep the relic aloft, it had no doubt been conducted thousands of times since the Lord of Fundament first took to the skies over the Emperor's domain. By all appearances it would go right on being conducted until the stars fell and the seas boiled away.

For the better part of an hour she worked, roaming up and down the hull, rappeling out to the side of the ladder at vital sections to ensure everything was reinforced after the fashion her master had taught her. By the end of only fifty or sixty minutes she was trembling with fatigue, and only too happy to speak the words of command to the ascender - the length of floatstone which dragged her back up the ladder where friendly hands pulled her back into the enfolding wards and fragrant heat of the liveable quarters upon the stone palace in the sky.

Another day in paradise.




Capitol City: 23000 Population | 4000 Golems, 19000 Deepkin
+3 Food, +9 Labor, +21 Wealth, +15 Industry, +18 Order, +9 Research. +6 Wealth, +17 Industry, +7 Labor, +4 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.
Rural Community: +36 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order.
6 Frontier Outposts: +72 Food, +72 Wealth, +108 Timber, +90 Stone, +126 Ore (70 Starmetal, 20 Tanzanite, 20 Corundum, 16 Cassiterite), +18 Order
31 Starmetal converted into 88 Wealth, 16 Industry
10 Wealth converted into 15 Industry
3 Wool converted into 3 Luxuries
Income: 123 Food, 25 Labor, 234 Wealth, 69 Industry, 6 Enchantment, 42 Order, 3 Luxuries, 10 Research, 2 Shadow Ash, 2 Power Stone, 108 Timber, 90 Stone, 37 Starmetal Ore, 20 Tanzanite, 20 Corundum, 16 Cassiterite
Lacking 1 Luxuries: +3 Disorder
-5 Food, -5 Wealth, -1 Industry for Army
-2 Food, -2 Stone for Constructions.
-1 Enchantment for Golems
Constructing Local Market [10 Labor, 20 Wealth, 5 Industry]
Constructing Reaping Station [5 Labor, 1 Wealth]
Constructing Watchtower [5 Labor, 2 Wealth, 2 Timber]
Constructing Rural Community [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Constructing Rural Community [2/3 Labor, 3 Wealth, 1 Industry, 1 Timber]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +3 Order from Wonders.
End: 550 Wealth, 61 Industry, 56 Order, 104 Timber, 90 stone, 37 Starmetal Ore, 20 Tanzanite, 20 Corundum, 16 Cassiterite, 2 Shadow Ash, 2 Power Stone


Village: 18000 Population | 2000 Golems, 16000 Deepkin
+9 Labor, +18 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, +2 Order, +1 Research, +2 Power Stone from Constructions. +10 Wealth from Government. +5 Wealth from Wonders.
Rural Community: +33 Food, +3 Labor, +12 Wealth, +3 Wool, +3 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
17 Starmetal processed to 40 Wealth, 6 Industry
3 Wool processed to 3 Luxuries
Income: 134 Food, 24 Labor, 232 Wealth, 30 Industry, 8 Luxuries, 8 Enchantment, 1 Research, 90 Timber, 135 Stone, 15 Meteoric Iron, 33 Starmetal, 15 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 15 Mithril
Expenses:
4 Luxuries for Freedmen
-1 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Rural Community [N] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Eternity Forge [21/75 Labor, 100 Wealth, 30/65 Industry, 5 Enchantment, 12 Firechar]
Order: -7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. 36 Order from Holdings. +2 Order from Wonders. Final: 49 Order.
End: 430 Wealth, 4 Luxuries, 89 Timber, 135 Stone, 15 Meteoric Iron, 33 Starmetal Ore, 3 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 15 Mithril


Town: 26000 Population | 2000 Iron Golems, 5000 Debt Serfs, 4000 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: +33 Food, +3 Labor, +12 Wealth, +3 Amber, +3 Wool, +3 Order.
Reaping Station: +15 Food, +15 Wealth, +18 Resource (18 Hematite), +3 Luxury, +3 Order
3 Frontier Outposts: +45 Food, +36 Wealth, +54 Timber, +61 Stone, +72 Ore (29 Granite, 23 Diamonds, 20 Obsidian), +9 Amber, +9 Order
17 Hematite converted to 40 Wealth, 6 Industry
10 Timber converted to 20 Industry
Income: 120 Food, 33 Labor, 174 Wealth, 66 Industry, 7 Enchantment, 15 Luxuries, 1 Research, 44 Timber, 61 Stone, 1 Hematite, 29 Granite, 23 Diamonds, 20 Obsidian, 9 Amber, 2 Power Stone
Expenditures:
3 Luxuries for Populace, 2 sent to Kar Agala
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Rural Community [N] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Eternity Forge [33/75 Labor, 100 Wealth, 65 Industry, 5 Enchantment, 0/12 Firechar]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +32 Order from Holdings. End: 43 Order
End: 328 Wealth, 1 Industry, 10 Luxuries, 43 Timber, 61 Stone, 1 Hematite, 29 Granite, 23 Diamonds, 20 Obsidian, 9 Amber, 2 Power Stone


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, +24 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
Frontier Outpost: +15 Food, +15 Wealth, +18 Timber, +34 Stone, +18 Ore (18 Native Gold Ore), +2 Deep Ore (1 Magnetite, 1 Emeralds) +3 Gold, +3 Pearls, +3 Order
17 Gold Ore converted to 40 Wealth, 6 Industry
3 Wool converted to 3 Luxuries
10 Wealth converted to 15 Industry at Workshop
Income: 57 Food, 35 Labor, 137 Wealth, 72 Industry, 11 Enchantment, 12 Research, 18 Timber, 34 Stone, 1 Gold Ore, 1 Magnetite, 1 Emeralds, 3 Gold, 6 Pearls
Expenditures:
-5 Food, 5 Wealth, 1 Industry for Army
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Local Market [10 Labor, 20 Wealth, 5 Industry]
Deep Mine [35/75 Labor, 25 Wealth, 30 Industry]
Order: -7 Disorder, -50% Disorder from Housing. +13 Constructions. +2 Wonders. 20 from Holdings. 35 Total.
End: 452 Wealth, 36 Industry, 18 Timber, 34 Stone, 1 Gold Ore, 1 Magnetite, 1 Emeralds, 3 Gold, 6 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: +30 Food, +3 Labor, +12 Wealth, +3 Wool, +3 Order
Artisan Conclave: +9 Food, +15 Wealth, +3 Industry, +3 Order
2 Frontier Outposts: +24 Food, +24 Wealth, +30 Timber, +54 Stone, +42 Ore (Starmetal), +6 Order
17 Starmetal Ore processed to 40 Wealth, 6 Industry
3 Wool converted to 3 Luxuries at Spinning House
10 Wealth converted to 15 Industry at Workshop
Income: 86 Food, 25 Labor, 150 Wealth, 52 Industry, 9 Luxuries, 9 Enchantment, 1 Research, 30 Timber, 54 Stone, 25 Starmetal Ore, 2 Power Stone
Expenditures:
5 Luxuries for Freedmen
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions
Rural Community [SW] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Frontier Outpost [SW] [5 Labor, 5 Wealth, 2 Industry]
Surgery [17/50 Labor, 75 Wealth, 30 Industry, 20 Mithril] (10 Wealth: 20 Mithril)
Order: -7 Disorder, -50% Disorder from Housing. +12 Order from Constructions. +2 Wonders. +21 Holdings. Total: 35.
End: 137 Wealth, 9 Industry, 4 Luxuries, 29 Timber, 54 Stone, 25 Starmetal Ore, 2 Power Stone


Village: 13000 Population | 2000 Golems, 11000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Wealth, +5 Labor, +15 Industry, +4 Order from Population. +5 Food, +5 Labor, +24 Wealth, +7 Industry, +2 Power Stone from Constructions. +8 Wealth from Government.
Reaping Station: +15 Food, +9 Wealth, +18 Resource (14 Floatstone, 4 Native Copper), +3 Aetherium, +3 Luxury, +3 Order
Artisan Conclave: +12 Food, +12 Wealth, +3 Industry, +3 Order
4 Native Copper processed to 8 Wealth
11 Floatstone processed to Aetherium
10 Wealth processed to 15 Industry by Workshop
2x Ritualized Geokinesis: [-6 Enchantment, +8 Labor]
Income: 47 Food, 27 Labor, 75 Wealth, 37 Industry, 9 Luxuries, 6 Enchantment, 14 Aetherium, 2 Power Stone
Expenditures:
3 Luxuries for Freedmen
-1 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Frontier Outpost [5 Labor, 5 Wealth, 2 Industry]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Frontier Outpost [E] [5 Labor, 5 Wealth, 2 Industry]
Rural Community [E] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Obelisk of Vigor [9/40 Labor, 25 Wealth, 10 Industry, 6/20 Enchantment]
-7 Disorder, -50% Disorder from Housing. +10 Order from Constructions. +19 Holdings. Total: 29
End: 91 Wealth, 21 Industry, 6 Luxuries, 14 Aetherium, 2 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.
Rural Community: +30 Food, +3 Labor, +9 Wealth, +3 Wool, +3 Order
Artisan Conclave: +9 Food, +12 Wealth, +3 Industry, +3 Order
3 Wool: 3 Luxuries at Spinning House
10 Wealth: 15 Industry at Workshop
6 Enchantment: 8 Labor via 2 x Ritualized Geokinesis
Income: 57 Food, 27 Labor, 38 Wealth, 20 Industry, 4 Enchantment, 9 Luxuries, 2 Power Stones
Expenditures:
2 Luxuries for Population
-2 Stone for Constructions.
Frontier Outpost [SE] [5 Labor, 5 Wealth, 2 Industry]
Reaping Station [E] [5 Labor, 1 Wealth]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Aqueducts [14/40 Labor, 20 Wealth, 19/25 Industry, 0/25 Stone]
-7 Disorder, -50% Disorder from Housing. +2 Order from Constructions. +1 Order from Wonders. +17 Holdings. Total: 20 Order
End: 9 Wealth, 7 Luxuries, 2 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.
Frontier Outpost: +12 Food, +9 Wealth, +12 Timber, +24 Stone, +18 Ore (12 Malachite, 6 Wyrdstone), +3 Copper, +3 Order
Reaping Station: +12 Food, +9 Wealth, +18 Resource (5 Malachite, 13 Wyrdstone), +3 Luxury, +3 Order
17 Malachite: 40 Wealth, 6 Industry via Furnaces
10 Wealth: 15 Industry via Workshop
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 39 Food, 32 Labor, 84 Wealth, 24 Industry, 9 Luxuries, 12 Timber, 24 Stone, 19 Wyrdstone, 3 Copper, 2 Power Stones
Expendtures:
3 Luxuries for Populace
-2 Enchantment for Golems
-2 Stone for Constructions.
Rural Community [NW] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Watchtower [S] [5 Labor, 2 Wealth, 2 Timber]
Frontier Outpost [N] [5 Labor, 5 Wealth, 2 Industry]
Aqueducts [19/40 Labor, 20 Wealth, 19/25 Industry, 20/25 Stone]
-7 Disorder, -50% Disorder from Housing. +9 Order from Constructions. +19 Holdings. Total: 28
End: 54 Wealth, 6 Luxuries, 7 Timber, 19 Wyrdstone, 3 Copper, 2 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.
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
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 48 Food, 30 Labor, 35 Wealth, 9 Industry, 9 Luxuries, 3 Wool, 15 Meteoric Iron, 3 Iron, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-1 Enchantment for Golems
-2 Stone for Constructions.
Spinning House [20 Labor, 25 Wealth]
Frontier Outpost [E] [5 Labor, 5 Wealth, 2 Industry]
Frontier Outpost [S] [5 Labor, 5 Wealth, 2 Industry]
-2 Disorder, -25% Disorder from Housing. +2 Order from Constructions. 17 Holdings. Total: 19
End: 4 Industry, 7 Luxuries, 3 Wool, 15 Meteoric Iron, 3 Iron, 2 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.
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Copper, +3 Nodules, +3 Order
Reaping Station: +9 Food, +9 Wealth, +15 Resource (15 Malachite), +3 Copper, +3 Nodules, +3 Luxury, +3 Order
9 Enchantment: 12 Labor via Ritualized Geokinesis
Income: 33 Food, 29 Labor, 39 Wealth, 4 Industry, 9 Luxuries, 6 Timber, 9 Stone, 18 Malachite, 6 Copper, 6 Nodules, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-2 Enchantment for Golems
-2 Stone for Constructions.
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Workshop [23/30 Labor, 30 Wealth, 8/25 Industry]
-2 Disorder from Housing. +17 Holdings. Total: 17
End: 3 Wealth, 7 Luxuries, 6 Timber, 7 Stone, 18 Malachite, 6 Copper, 6 Nodules, 2 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
Reaping Station: +6 Food, +9 Wealth, +18 Resource (9 Sapphire, 9 Wyrdstone), +3 Luxury, +3 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
Income: 24 Food, 18 Labor, 46 Wealth, 13 Industry, 9 Luxuries, 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.
Fronter Outpost [N] [5 Labor, 5 Wealth, 2 Industry]
Frontier Outpost [NW] [5 Labor, 5 Wealth, 2 Industry]
Treadwheel Crane [8/75 Labor, 31/110 Wealth, 5/40 Industry, 0/40 Timber]


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.
Artisan Conclave: +6 Food, +12 Wealth, +3 Industry, +3 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 Enchantment: 4 Labor via Ritualized Geokinesis
Income: 30 Food, 21 Labor, 45 Wealth, 12 Industry, 9 Luxuries, 3 Timber, 3 Stone, 3 Hematite, 3 Emeralds, 3 Galena, 3 Iron, 2 Power Stones
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Fronter Outpost [N] [5 Labor, 5 Wealth, 2 Industry]
Rural Community [E] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Workshop [13/30 Labor, 30 Wealth, 9/25 Industry]
17 Order from Holdings. Total: 17
End: 7 Wealth, 7 Luxuries, 2 Timber, 1 Stone, 3 Hematite, 3 Emeralds, 3 Galena, 3 Iron, 2 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
Income: 24 Food, 17 Labor, 36 Wealth, 12 Industry, 4 Enchantment, 9 Luxuries, 3 Timber, 3 Stone, 3 Sapphires, 3 Shimmerstone, 3 Galena, 3 Lead, 1 Silver
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Powerpoint Sensing Tier I [2 Wealth, 2 Enchantment]
Fronter Outpost [E] [5 Labor, 5 Wealth, 2 Industry]
Rural Community [E] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Workshop [9/30 Labor, 26/30 Wealth, 9/25 Industry]
17 Order from Holdings. Total: 17
End: 7 Luxuries, 2 Timber, 1 Stone, 3 Sapphires, 3 Shimmerstone, 3 Galena, 3 Lead, 1 Silver


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
Reaping Station: +6 Food, +6 Wealth, +18 Resource (3 Timber, 3 Stone, 3 Sunstone, 6 Obsidian, 3 Ropegrass), +3 Luxury, +3 Order
Income: 24 Food, 18 Labor, 39 Wealth, 15 Industry, 6 Enchantment, 9 Luxuries, 3 Timber, 3 Stone, 3 Sunstone, 6 Obsidian, 3 Ropegrass
Expenditures:
3 Luxuries for Populace
Powerpoint Sensing Tier I [2 Wealth, 2 Enchantment]
Shrine of Power [13/16 Labor, 30 Wealth, 15 Enchantment]
Frontier Outpost [S] [5 Labor, 5 Wealth, 2 Industry]
17 Order from Holdings. Total: 17
End: 2 Wealth, 2 Industry, 6 Luxuries, 3 Timber, 3 Stone, 3 Sunstone, 6 Obsidian, 3 Ropegrass


2 Research to School of Outsider
25/50 Research to Flax Domestication
Last edited by G-Tech Corporation on Fri Jul 29, 2022 11:31 am, edited 10 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Piscina
Envoy
 
Posts: 222
Founded: Aug 20, 2019
Left-wing Utopia

Postby Piscina » Wed Jul 27, 2022 4:00 pm

Nordwood


Haven
Year 101 AR

For a room of such importance, the parliament chamber was surprisingly austere. The bulk of the room was taken up by a large, round wooden table, well made but devoid of ornamentation or embellishment, around which thirty-one chairs were present. In each of those chairs sat a man of great influence. Or at least, what passed for influence in this miniscule republic in the northernmost reaches of the world. Shafts of afternoon sunlight, drifting in through the open shutters that stood in for windows due to the lack of a significant glassmaking industry, illuminated the room, thoroughly outperforming the light cast by the torches mounted in regular sconces along the walls. Those same torches guttered in the warm, or at least, what passed for warm, summer breeze that made its way through the windows and into the room, making the light they cast flicker and jump with every eddy and gust.

These were the thoughts of the MP Tristan Evans, as he cast his gaze across the room for what seemed like the thousandth time in his career. Though, he reminded himself, his assessment was perhaps a tad harsh. Yes, the small size of the nascent republic might mean that some of the amenities found in more established nations were absent, but the people of Nordwood were well fed, secure, and most importantly of all, alive. The republic’s humble origins and remote location may indeed cause its share of discomfort on occasion, but it was more than worth it, given that they and their ancestors had escaped the slaughter and carnage that had crashed over the old world like a tidal wave. That, at least, was something to be thankful for. Though that still didn’t prevent him from feeling the occasional rush of envy towards his colleagues from the outer villages that somehow had more developed luxury goods industries than the capital city. Or at least, he thought to himself with a wry smile, what passed for a city here.

“Thinking about something amusing?” The man seated next to him asked. Tristan, shaking his head as he turned to the man, one of his long-time colleagues named Elliot, answered the question with a deflection.

“Nothing much. Simply an old man musing about his follies.” In response, Elliot raised an eyebrow.

“I can see why. You must have an awful lot of follies to muse about!”

Casting a mock-annoyed glare at Elliot, Tristan was about to voice a reply, when he was interrupted by a polite cough. Looking around, he saw that the cough originated from the Speaker, the thirty-first out of the thirty politicians present. Bowing his head politely, Tristan fell silent and waited for him to speak. Promptly, the speaker began to go through the traditional ceremonies for opening the day’s affairs, and Tristan, having heard it all before, took the time to mentally rehearse his position and planned statements. Not that it would be necessary, given that the main vote to be taken today was in no danger of failing, but in his experience it had never hurt to keep habits like that sharp.

The Speaker, having finished the opening ceremony, cleared his throat and addressed the assembled MPs once more. “Esteemed gentlemen, I’m sure that you’re all well aware of the first item on the agenda, given how long it has been a matter of discussion among us. Without further ado, I give the floor to mister Evans.”

Tristan took a deep breath, stood up, and began to speak, outlining his case, the supporting arguments, and the necessity of the project to be conducted. After that the discussion passed to the other MPs, but the outcome was never really in doubt. After nearly an hour, the vote passed in favour. Hardly the sort of things that great songs were written about, but that didn’t make it any less necessary for the administration of a state.

Later that week, the first touches were made on the project that had been discussed: A major bloomery, of the sort that could be found in the old forge cities of the south, that would facilitate the smelting of ore from the republic’s nascent mining industry and bring in great wealth for the city. Again, not the sort of thing that songs were written about, but no less necessary for that.




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: -3 Food, +3 Wealth, -9 Order from unfulfilled needs, 2 of which is ignored due to Houses
Government: +2 Order, +2 Order from Settlements

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

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

Start:
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 (3/22 Labour, 7/10 Wealth, 5/18 Industry) [-3 Labour, -7 Wealth, -5 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth
Expenses: -3 Food, -3 Labour, -12 Wealth, -5 Industry
Net Income: +3 Food, +1 Timber, +1 Stone, +3 Hematite, +2 Research
End: 3 Food, 1 Timber, 1 Stone, 3 Hematite
Order: +5 from City, +4 from Government, -7 from Pops, -2 from Citizen-Scholars
Total Order: 0
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

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

Start:
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +6 Food, +1 Labour, +3 Wealth, +2 Timber, +1 Stone, +1 Luxury
Total Income: +7 Wealth, +3 Labour, +1 Industry, +9 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary (3/25 Labour, 2/80 Wealth, 1\15 Industry) [-3 Labour, -2 Wealth, -1 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth
Expenses: -2 Food, -2 Luxury, -7 Wealth, -3 Labour, -1 Industry
Net Income: +7 Food, +1 Luxury
End: 7 Food, 1 Luxury
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars,
Total Order: 4


Dawnrise [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

Watchtower: +1 Food, +1 Labour

Start:
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: +7 Wealth, +3 Labour, +1 Industry, +7 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary (3/25 Labour, 1/80 Wealth, 1\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, +1 Luxury
End: 6 Food, 1 Luxury
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars
Total Order: 4
Millitary: Watchtower provides +1 Army Cap



5 produced Research is put into Method (Scientific) (5/10)
Last edited by Piscina on Fri Jul 29, 2022 2:58 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: 2870
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Jul 28, 2022 1:03 am

The Bacchanal Republic of Manikos - Turn 1

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

Upheaval! The government of Manikos announces changes to the law. Switches out [Civic Patronage] for [Citizen-Scholars] | -1 Discontent & Wealth for Every Freedmen

Machaka: [Capitol City] 31,000 Population | 24000 Freedmen, 6000 Serviles, 1000 Hedonists

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]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]

Income Calculation/Processes:
9 Food [+5 Shaduf, +4 Rural Community, +2 Reaping Station, +1 Seed-Drill, -2 Tarven]
8 Labor [+2 Capital City, +2 Servile Population (+2 Chattel slavery), +1 Reaping Station, +1 Treadwheel Crane]
20 Wealth [+5 (+3) Capital City, +4 Freedmen Population, 3+ Hedonists, +2 Reaping Station, +2 Tavern, +1 Reaping Station, +1 Early Empire, -5 Upheaveal] [25% Merchant Republic, 4+]
6 Industry [+5 (+1) Capital City]

3 Research [+2 Capital City, +1 Hedonists Population]
1 Luxury [+1 Reaping Station]
10 Order [+5 Capitol City, +2 Tavern, +2 (+2) Republic, -1 Hedonist]
2 Timber [+3 Reaping Station]

Budgeting, Upkeep, and Disorder:
-6 Food to feed the Population [-5 Freedmen, -1 Serviles]
-1 Luxuries to satisfy Population [-5 Freedmen] | Shortage of 4 Luxuries

15 Disorder [+12 Unmet Freedmen Demand, +4 Serviles, +2 Hedonists, +5 Upheaveal] [-2 Houses | 25% Dense Houses, -4) / 15 Disorder minus 10 Order Equals 5 Disorder Total.

Isolated Fields [0/12 L] [0/5 W] [0/2 I] [0/2 Timber] + 8L, 5W, 2I, 2 Timber → Not Done

Storage: 0 Wealth → 15, 0 Industry → 4, 0 Timber → 1

Eshe: [Village] 10,000 Population | 9,000 Freedmen, 1000 Hedonists | 1 Freemen to 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]
Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]

Income Calculation/Processes:
10 Food [+5 Village. +4 Rural Community, +1 Artisan Conclave]
3 Labor [+2 Village, +1 Labor]
1 Wealth [+2 Village, +2 Freedmen Population, +1 Early Empire, +3 Artisan Conclave, +3 Hedonists, -5 Upheaval, -5 Citizen-Scholars] [25% Merchant Republic, 1+, Rounded Up from 0.25]
2 Industry [+1 Village, +1 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen Scholars]
5 Order [+2 Village, +2 (+2) Republic, -1 Hedonists]
2 Luxuries [+2 Village]

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

6 Disorder [+2 Hedonists, +2 Upheveal, +2 Citizen Scholars] / 6 Disorder minus 5 Order Equals 1 Disorder Total

Artisan Conclave [0/3 L] [0/3 W] [0/3 I] + 3L, 1W, 2I → Not Done

Storage 0 Wealth, 0 Industry, 0 Fireclay --> 2, 0 Sphalerite --> 2

Nea: [Village] 10,000 Population | 7000 Freedmen, 2000 Serviles, 1000 Hedonists | 1 Hedonists from Capital |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).

Income Calculation/Processes:
9 Food [+5 Village, +4 Frontier Outposts]
6 Labor [+2 Village, +2 Servile Population (+2 Chattel Slavery)]
10 Wealth [+2 Village, +2 Freedmen Population, +3 Hedonists, +4 Frontier Outposts, -5 Upheveal] [25% Merchant Republic, 2+]
3 Industry [+1 Village, +2 from Moving Pop]

1 Research [+1 Hedonists Population]
6 Order [+2 Village, +2 (+2) Republic, -1 Hedonists]
2 Luxuries [+2 Village]
2 Stone [+2 Frontier Outposts]
2 Timber [+2 Frontier Outposts]
2 Copper [+2 Frontier Outposts]
2 Galena [+2 Frontier Outposts]

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

8 Disorder [+2 Hedonists, +2 Serviles, +2 Pop Moving, +2 Upheavel] / 8 Disorder minus 5 Order Equals 3 Disorder Total

Artisan Conclave [0/3 L] [0/3 W] [0/3 I] + 3L, 3W, 3I → Done
Artisan Conclave [0/3 L] [0/3 W] [0/3 I] + 3L, 3W → Not Done

Storage 0 Wealth → 3, 0 Stone → 2, 0 Timber → 2, 0 Copper → 2, 0 Galena → 2, 0 Industry

5 Global Order [+3 Eshe]
7 Research [+3 Machaka (+1 Scientific Method), +1 Nea, +2 Eshe] goes into copying Deepkin Retinues [7/30]

Trade Outposts:
[Southeast of Varra (Plains) | Blackberries, Pigs, Fireclay]
[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] - Ensure any Disorder is Kept in Check.

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:
Agents are sent out to scout out any threats around Manikos
Last edited by The Empire of Tau on Fri Jul 29, 2022 11:52 pm, edited 21 times in total.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 27988
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Thu Jul 28, 2022 2:49 pm

A Broken Storm Age


In the Dark Ages, the Storm Empire had tried it's best to consolidate what territory it had left after all this time. From their mighty expansionistic empire laid only six cities. Two of them were on the Dreaded Mainland while the four were protected so far. Their army had become nothing but a defensive force, a paltry force from the great navy that appeared to fight the Sunrise/Sunset Invasion. However, the Third Emperor and his people that were overseen by the Court of Clouds knew better.

The reports yearly reports came in from the Imperial scholars, the people were still angry at the lack of luxuries that came from the gold mines not producing the luxuries of the populace and the Court of Clouds had kept debating on the civics of the Empire for nearly five years in order to handle the Freedmen Question. Much of the power of the Divine Contract with the Lord of Tempest had gone away since the Age of Blood, with only 52,000 people believing in him. It would take generations to renew the contract with the Storm Father while they're on the defensive until they can manage to get something substantial to fight against the darkness.

One of the major movements have been to reform the Explorator Corps to become something that can help them actually figure out what had happened in the Dreaded Mainland. Another thing was to try and finally extend a hand to the Corvians to try and make some sort of peace deal. It was a hard sell but the Warcyfle have been heavily blunted by the Lord of Lead and their people. It could also help with the idea of massive number of markets in order to try and give the freedmen what they want. However there will be riots, protests, and enough problems to cause a headache for the new Storm Emperor.

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( 3/5 Labor, 1 wealth)

Research is into Organizing the Cult of Tes'la into a proper religion(2/10 RP, 3 Turns left 1.5x for copying from other nations)


[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(3/5 labor, 1 wealth)
[/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(3/5 labor, 1 wealth)


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

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: 0

Reaping Station is being made: (2/5 labor, 1/1 wealth)


Current Crisis: Freedmen demand luxuries!

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

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, 2 Lightningstone, 2 Timber, 1 Luxury gathered this turn
Freedmen disorder adverted!

1 Enchantment to the Storm Empire!

Watchtower is being made(2/5 labor, 2/2 wealth, 2/2 Timber)


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 being made(2/10 labor, 20/20 wealth, 1/10 industry)
Workshop converted 10 wealth into 1 industry(2/10 industry)


61 wealth
35 food(-10)
25 food surplus( too bad it all spoiled!)

Resarch into Organized Religion( 2/4, 2 turns)

Special actions: Tries to cower in fear of the Freedmen and their need for shiny things
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: 61328
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Jul 29, 2022 11:45 am

Year 535 of the Reckoning Ends


The Taiyang Dynasty: There is little to report this year - though not nothing. A company of freeswords have come out of the east, offering their service to the Huang at a nominal cost of ten cartloads of wealth to be paid with each passing of the new year, for a five year contract. These are uncertain times, and the captain of the host seems to indicate that a failure to employ the legion of sellswords may see them turn on the Taiyang...

The Folk: A quiet year of industry and solace is all the Folk know. A fitting year to add to the record of the years of peace since their flight from the Dark West.

The Remnants of Corvus: News from Cavon - scouts have sighted bivouacs rising in the ruins of the citadel to the southwest, and the smoke of campfires. No doubt outlanders, survivors of the Time of Blood, have found these ruins of the one-time foes of Corvus a convenient place to shelter from the elements. Of course, this land is nominally claimed by the Remnants, a slight difficulty.

The Landsraad Imperium: There is no news of import this year, save the usual news of patrols along the frontier and the losses and fortunes of merchants.

The Republic of Nordwood: This year has been a profitable one for the Republic - refugees fleeing the troubles in the south have come to the gates of Dawnrise, requesting sanctuary. They are poor, and malnourished, and may cause difficulty with our locals if given homes. But two thousand ripe souls to work the fields and tend the forests are many hands indeed.

The Bacchanal Republic of Manikos: There have been disorders in Machaka, minor rock throwing incidents and some protests outside of the Senate, men and women demanding more from their representatives. Cries of 'corruption' and 'waste and greed' billow loudly through the halls of the storied institution - but thus far these political stirrings are the only signs of discontent.

The Storm Empire of Warcyfle: Workers at Mauti have struck a particularly rich vein of Lightningstone, one which promises to enrich the empire. Enhanced work shifts can be established to extract this valuable deposit, which will no doubt yield both riches and power - however the workers are demanding better safety equipment to operate so close to a deposit of this fecundity, for the bolts of Tes'la strike the site with alarming regularity. 10 Industry will need to be invested if we wish to exploit this deposit in full.

All is not well, however. Raiders out of the north, white faced and terrible, have descended from a great fleet to maraud along the coast of the Haunted Continent. Two thousand Freedmen of Mauti failed to escape the clutches of the brigands, husbands and wives hauled screaming and crying back to the slaving-ships...

The Khortuun of Sorrowfree: Times are good in the vale of Ustar - her enemies vanquished, but her friends sadly likewise lacking. Agents from a kingdom claiming the name of the Sky-Children have come down out of the north, offering slaves for sale, as, they say, their ancestors once dealt with the Khortuun. They ask a simple price - ten thousand suits of good iron, in exchange for five thousand Serviles to be driven down out of the north over the next generation. A great opportunity indeed!
Last edited by G-Tech Corporation on Fri Jul 29, 2022 11:46 am, edited 1 time in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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The Empire of Tau
Minister
 
Posts: 2870
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sat Jul 30, 2022 12:13 am

The Bacchanal Republic of Manikos - Turn 2

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

Machaka: [Capitol City] 31,000 Population | 23000 Freedmen, 6000 Serviles, 2000 Hedonists | 1 Freedmen to 1 Hedonists

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]
Reaping Station [+2 Food, +2 Wealth, +3 Resource, +1 Luxury]

Income Calculation/Processes:
9 Food [+5 Shaduf, +4 Rural Community, +2 Reaping Station, +1 Seed-Drill, -2 Tarven]
8 Labor [+2 Capital City, +2 Servile Population (+2 Chattel slavery), +1 Reaping Station, +1 Treadwheel Crane]
26 Wealth [+5 (+3) Capital City, +4 Freedmen Population, +3 Hedonists, +2 Reaping Station, +2 Tavern, +1 Reaping Station, +1 Early Empire] [25% Merchant Republic, 5+]
6 Industry [+5 (+1) Capital City]

3 Research [+2 Capital City, +1 Hedonists Population]
1 Luxury [+1 Reaping Station]
10 Order [+5 Capitol City, +2 Tavern, +2 (+2) Republic, -1 Hedonist]
2 Timber [+3 Reaping Station]

Budgeting, Upkeep, and Disorder:
-6 Food to feed the Population [-5 Freedmen, -1 Serviles]
-1 Luxuries to satisfy Population [-5 Freedmen] | Shortage of 4 Luxuries

12 Disorder [+12 Unmet Freedmen Demand, +4 Serviles, +2 Hedonists] [-2 Houses | 25% Dense Houses, -4) / 12 Disorder minus 10 Order Equals 2 Disorder, -5 → -7 Disorder Total (7 divided by 31 = 0.22).

Isolated Fields [8/12 L] [5/5 W] [2/2 I] [2/2 Timber] + 4L→ Done
Reaping Station [0/5 L] [0/1 W] + 4L, 1W → Not Done

Storage: 15 Wealth → 40, 2 Industry → 8, 1 Timber → 3

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]
Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]

Income Calculation/Processes:
10 Food [+5 Village. +4 Rural Community, +1 Artisan Conclave]
3 Labor [+2 Village, +1 Labor]
8 Wealth [+2 Village, +2 Freedmen Population, +1 Early Empire, +3 Artisan Conclave, +3 Hedonists, -5 Citizen-Scholars] [25% Merchant Republic, 2+, Rounded Up from 1.5]
2 Industry [+1 Village, +1 Artisan Conclave]

2 Research [+1 Hedonists Population, +1 Citizen Scholars]
5 Order [+2 Village, +2 (+2) Republic, -1 Hedonists]
2 Luxuries [+2 Village]

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, -1 → 2 Order Total.

Positive Order. Citizen-Scholars activated, -2 Order. New Order Total is 0. +1 Research

Artisan Conclave [3/3 L] [1/3 W] [2/3 I] + 2W, 1I → Done
Reaping Station [0/5 L] [0/1 W] + 3L, 1W → Not Done

Storage 0 Wealth → 5, 0 Industry → 1, 2 Fireclay → 4, 2 Sphalerite → 4

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).
Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]

Income Calculation/Processes:
10 Food [+5 Village, +4 Frontier Outposts, +1 Artisan Conclave]
6 Labor [+2 Village, +2 Servile Population (+2 Chattel Slavery)]
18 Wealth [+2 Village, +2 Freedmen Population, +3 Hedonists, +3 Artisan Conclave, +4 Frontier Outposts] [25% Merchant Republic, 4+, rounded up from 3.5]
2 Industry [+1 Village, +1 Artisan Conclave]

1 Research [+1 Hedonists Population]
6 Order [+2 Village, +2 (+3) Republic, -1 Hedonists]
2 Luxuries [+2 Village]
2 Stone [+2 Frontier Outposts]
2 Timber [+2 Frontier Outposts]
2 Copper [+2 Frontier Outposts]
2 Galena [+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 6 Order Equals 2 Order, -3 → -1 Disorder Total. (1 divided by 10 = 0.1)

Artisan Conclave [3/3 L] [3/3 W] [0/3 I] + 3I→ Done
Scrape Mine [0/20 L] [0/5 W] [0/5 I] + 6L, 5W, 2I → Not Done

Storage 3 Wealth →1 3, 0 Stone → 4, 0 Timber → 4, 2 Copper → 4, 2 Galena → 4, 0 Industry

5 → 7 Global Order [+2 Eshe]
7 Research [+3 Machaka (+1 Scientific Method), +1 Nea, +2 Eshe] goes into copying Deepkin Retinues [7/30] → [14/30]

Trade Outposts:
[Southeast of Varra (Plains) | Blackberries, Pigs, Fireclay]
[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:
Find any Wildmen camps/tribes around Nea and Eshe
Last edited by The Empire of Tau on Sat Jul 30, 2022 4:46 pm, edited 1 time in total.

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Novas Arcanum
Negotiator
 
Posts: 5491
Founded: Oct 14, 2016
Ex-Nation

Postby Novas Arcanum » Sat Jul 30, 2022 4:55 am

The banners fluttered in the eastern wind, behind them an entire army of barbarians. The captain presented himself in Huang custom bowing low to the representative of the Celestial Emperor.

"We only wish to serve the Emperor of the Kingdom of Forever" The man said in a rough, guttural tongue.

Yu Jian raised an eyebrow at the strange choice of words the captain had used to convince him.

"This world is dangerous, today your fields may be untrampled, your walls unmolested but what of tomorrow? " The captain said grabbing his weapon and raising an eyebrow. Yu Jian looked at the wickedly sharp sword, and the lamellar armor favored by the Huang and men of the East. It was clear this man had seen many battles.

"The Emperor would be honored to have such brave men to serve him, what is your name again?" Yu Jian asked.

"Xiao Xin" The man said bowing. The man looked to be of Yue descent but Yu Jian could not be certain that was the case. There were many nations and tribes to the east of the Middle Kingdom.

"Xiao Xin, the Emperor would like to host a feast for you and your men in the great city of Nanzhou, at the Forbidden Palace we would be honored to have you" Yu Jian said bowing.

"I would be honored to attend this feast" The captain said. For foreigners to be invited to the Forbidden Palace was indeed unheard of in the entirety of Huang history it was honestly exciting for the barbarian had never experienced the type of luxury and sophistication that could be enjoyed at the Forbidden Palace. The rough, battle hardened man could only dream of the incredibly delicious Huang food that would be served and even better the beautiful Huang women that would be in his arms.

Yu Jian smiled as well." Very well, follow me I will give you your payment and begin preparations to escort you and your men to the feast in Nanzhou..."


Nanzhou

City Layout
22,000 Population |22,000 Freedmen
5 Catapults
Infrastructure:
Grand Wall [Siphoning], Garrison | Forbidden Palace, Great Canal | Aqueduct, Houses, Dense Housing, Spinning House , Workshop, Paddy, Bloomery
Rural Community [+4 Food, +1 Labor, +1 Wealth. +1 Bonus Food]
Rural Community [+4 Food, +1 Labor, +1 Wealth. +1 Bonus Food]
Reaping Station[+2 Food,+3 Wealth,+1 Luxury,3 Silk]
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Workshop → -8 Wealth,+ 12 Industry
Spinning House → - 3 Silk, +3 Wealth
Total Wealth Output
16 Wealth
Population Actions:
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → + (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → + (+1 Wealth|1/1 Food| 1/1 Luxury)
2000 Freedmen → Studying the Laoist classics.
Construction:
Artisan Conclave → [3/3 Wealth|3/3 Labor|1/1 Industry]
Farming Estates [0/10 Labor, 5/5 Wealth, 2/2 Industry | 3/5 Timber]
Simple Sewers → 0/50 Labor|15/15 Wealth|15/ 15 Industry.
Military Actions
Garrison Army[Iron,Iron] → Escorting Mission
Galley Squadron → Patrols on the Yu River
Defensive Army (Conscripts) [ ] → Patrols
Government/Civics
+3 Order,+1 Wealth


Yuzhou

City Layout
18,000 Population|13,000 Freedmen. 5,000 Bureaucrats.
Infrastructure: Reinforced Stone Wall, Garrison | Temple of Heaven, The Long Wall | Aqueduct, Simple Sewers, Dense Housing, Deep Quarry
Rural Community[+4 Food, +1 Labor, +1 Wealth, +1 Bonus Food,+1 Stone,+2 Timber]
Frontier Outpost[+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Hematite Ore]
Deep Quarry → +2 Stone
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Total Wealth Output:
+9 Wealth
Population Actions:
5000 Bureaucrats → (+1 Wealth|1/1 Food| +1 Order|1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| Demands I Luxury|2 Disorder (25% Disorder Ignored from Housing) )
3000 Freedmen → Studying the Laoist Classics.
Construction:
Watchtower[5/5 Labor| 2/2 Wealth|3/3 Timber]
Military Actions
Garrison Army [Iron, Iron] → Patrols
Defensive Army (Conscripts) [ ] → Patrols
Government/Civics
+3 Order,+1 Wealth


Zhongdu:

City Layout
Population 11,000 |11,000 Freedmen
Infrastructure
Garrison | Dense Housing
Artisan Conclave → (+1 Food, +3 Wealth, +1 Industry )
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Total Wealth Output
9 Wealth
Population Actions:
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
1000 Freedmen → (Studying the Laoist Classics)
Construction
Reaping Station → [5/5 Labor| 1/1 Wealth]
Watchtowers → [0/5 Labor|2/ 2 Wealth|0/ 2 Timber]
Military Actions
Garrison Army[Iron,Iron] → Patrols
Defensive Army (Conscripts) [ ] → Patrols
Government/Civics
+3 Order,+1 Wealth


Qindao:

City Layout
5,000 Population | 5,000 Freedmen
Infrastructure
Hamlet Output → +1 Labor, +3 Food, +1 Order.
Garrison
Total Wealth Output
3
Population Actions
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury(1 Silk is consumed +1 Order for 5 Years,+5 Luxuries)
Garrison Army [Iron, Iron] → Patrols
Defensive Army (Conscripts) [ ] → Patrols
Construction
Watchtowers → [0/5 Labor|2/ 2 Wealth|0/ 2 Timber]
Reaping Station → [2/5 Labor|1/ 1 Wealth]
Government/Civics
+3 Order,+1 Wealth
Stockpile
2 Silk



Jingshi:


City Layout
5,000 Population | 5,000 Freedmen
Infrastructure
Reinforced Stone Wall | Jiayuguan Fortress (Ruins) | Houses
Capitol City Output →[ +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research]
Frontier Outpost → (+2 Food, +2 Wealth, +1 Timber, +1 Stone)
Total Wealth Output
9
Population Actions
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
Construction
Reaping Station → [0/ 5 Labor|1/ 1 Wealth.
Watchtowers → [4/5 Labor|2/ 2 Wealth|2/ 2 Timber]
Military Actions
Army [Iron, Iron, Unicorns, Composites] → Patrols
Defensive Army (Conscripts) [ ] → Patrols
Government/Civics
+3 Order,+1 Wealth


[box]
Imperial Ledger

Research: Copying from the Republic of Manikos[ 4/8 Scientific Method]
Golden Age Score: 46/122
Last edited by Novas Arcanum on Mon Aug 08, 2022 6:45 am, edited 13 times in total.

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Olthenia
Senator
 
Posts: 4021
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sat Jul 30, 2022 1:27 pm

The Khortuun


Sorrowfree's Grand Temple, Assembly of the Faithful
Thirtieth Day of the Arc of Many Mouths, the 535th Year of the Star-Count

«Gentle Mothers – you are called to order!”

Across the din of the Grand Temple’s hall – the First Speaker’s voice rang as clear as the dawn’s first light. And unlike the first word she spoke, its tone was anything but. Order. Now. At its call, the titter and chatter of priestesses great and small gradually subsided. Laughter was cut short and arguments ended; or at least hastily post-phoned. And from her seat upon the main dais, the First Speaker cast her gimlet eyes upon those assembled. And knew silence.

“Have you formed amongst yourselves an understanding of the issue at hand?”

Her tone was wary as she recited the required phrase – but stilted and awkward though it was, her tone was crisp. For this was the way of it in old Sorrowfree. Tradition and form dictated the way of life in the Grand Temple. The lamentation-song of the Suns Greeting begat the chants of the Midday Prayer, which in turn gave way to the Evening Sermon. The ‘Call to Order’ begat the ‘Understanding of the Issue’. Birth followed Naming followed Mating follow Burning. Such was life in old Sorrowfree and – as day followed night and summer followed winter – so it ever was, and ever would be.

For this was old Sorrowfree, and here sang the faithful of the Mother-Moon.

“We have, First Speaker.” From her designated seat on the Dawn Dias, Monah mo Neynag’s voice trilled – as somber as a sermon-giver’s.

“We have also, First Speaker.” Hot on her colleague’s heels, Anro mo Seyn’s voice from over on the Evening Dias was… gruffer. Wearier, even. But then the speakers of the Dawn and Evening – the two traditional voices of the Priestesses’ Assembly – had always been markedly different. You had to tell them apart somehow, after all.

“This pleases us,” intoned the First Speaker, “-as it surely pleases the Mother. Dawn and Evening – what are your thoughts?”

And so it began. With the formalities dealt with – with the issue declared and Dawn and Evening ready to debate – the Grand Temple’s great assembly truly sprang to life. And, like trained camels at the Racing Days, Dawn and Evening rose in turn to voice, argue, heckle and cajole. It was said that in distant Corvus, amongst that distant kin-folk of the Many Mothers, the people entertained one another with shows of coarse and violent wrestling. Farther east, beyond the Spine and the Huang’s wall, girls and women in flowery costumes danced pagan dances of unearthly beauty – and farther west, beyond the horizon where the Sun Lord travelled – the servants of the Hegemon sang songs of praise to great machines.

In Sorrowfree – simple, pious Sorrowfree – mothers amused themselves not with such trivialities. No, here - mothers of faith and daring brandished words in civilized debate. And to watch the Speakers of Dawn and Evening contest an issue before an open Assembly was, in its way, like watching Corvidian knuckle-boxers of Huang flower-dancers display their craft. Not as beautiful, perhaps – nor as violent. But wordy, to be sure – and exciting. That too.

And double exciting today, of all days – because on this late afternoon? Oh, the Assembly was actually debating a proposition of note! Not so, of course, that all propositions Dawn and Evening spoke on were not equally important to Sorrowfree’s well-being. But damn it – the price of grain and the dowry from the pubic treasures were so-so, daily and hum-drum. Now? Today? By the Mother, actual true-and-proper envoys from another people had brought a matter for the Assembly to consider. The ‘Sky-Children’ – Mother, what a name – had requested from Sorrowfree’s forge-mothers and spear-sons the following: arms and armor.

And no mere caravan’s worth of spears and daggers either. Oh, no.

“The Sky-Children had requested enough weapons to arm an army. Ten thousand spears. Ten thousand suits of armor.” Monah mo Neynag’s tone was not shrill – not quite. But it carried gravity all the same, and none in the Assembly was deaf to it. Unless they were somehow asleep; in which case the First Speaker would have very sharp words for them later on.

“An army, dear sisters. And so – before we ask ourselves whether we should accept this offer – we must first ask ourselves whether we are prepared to help create this army!” It was, to be fair, not a foolish question. For the neighbor your armed today could well be your enemy tomorrow. And had not the Khortuun, as a people, known its fair share of enemies?

“My colleague of the Dawn-“ Anro mo Seyn began – but cut short her reply when mo Neynag’s supporters threw a smatter of applause behind their speaker’s warning. Words of warnings were ever popular in the Assembly – perhaps because bored mothers tended to enjoy a good conspiracy. And also because they had a point – but never mind that.

“My colleague of the dawn warns us to be wary,” mo Seyn went on – once silence had resumed. “But truly – is this an opportunity we can afford to pass on? The envoys of the Sky-Children had spoken of commerce and friendship from ages past. And the price they offer in exchange for our weapons – weapons, we must add, any mother that hold love for her children would need to defend her home – is five thousand servile souls in bondage. Five. Thousand.”

‘Servile souls’. A flowery euphemism for sandy, sweaty bound and bonded… slaves.

What on the Mother’s green Earth could Sorrowfree possibly need – let alone want – with five thousand slaves? When last the Assembly had gathered – in the Arc of Rain – Sorrowfree’s people had been free. Free citizens. Free folks. Mothers, daughters, fathers and sons who owned no particular debt or fealty to any rule or oath beyond their city and people. Twenty thousands, more or less. To add five thousand serviles to this mix would effectively make a very, very sizeable chunk of Sorrowfree’s people, well…

Slaves.

“Is this-“ the Evening continued, “-truly a future we can want for Sorrowfree?”

Well, maybe not. Slavery, after all, was an ugly business - and not one unfamiliar to the Khortuun. A tacit population of servile souls bonded to the temple in Sorrowfree did live on the coast of the Mirrorshore. A mere thousand was not, however, five thousand. Five thousand was an entire people!

Could Sorrowfree truly afford to open its proverbial door to such as them – and arm an unknown neighbor in the process?

Better yet – could Sorrowfree truly afford not to?




The Vale of Ustar
Sorrowfree: [Capitol City] 22000 Population | 22000 Freedmen
Garrison | Prophet’s Retreat | Aqueduct, Cult Temple, Houses, Central Granary, Dense Housing
+2 Labour, +9 Wealth, +6 Industry, +6 Order, +2 Research. 1000 Peasants may be promoted to Freedmen here every year. (+1 Wealth per every 10,000 Population. +1 Industry per every 20,000 Population.)
Reaping Station
+2 Food, +2 Wealth, +3 Resource, +1 Luxury
Rural Community
+4 Food, +1 Labour, +1 Wealth. +1 Bonus Food for every three types of Domestic Crop.

Construction:
Workshop: 0/30 Labour, 9/30 Wealth, 3/25 Industry.
Artisan Conclave: 3/3 Labour, 3/3 Wealth, 3/3 Industry.

Total:
Labour: 3, Wealth: 12, Industry: 6, Obsidian: 3, Food Surplus: 1, Research: 2.


The Neverwood
Kura Kumbe: [Hamlet] 7000 Population | 6000 Freedmen, 1000 Serviles
+1 Labour, +3 Food, +1 Order.
Rural Community
+4 Food, +1 Labour, +1 Wealth. +1 Bonus Food for every three types of Domestic Crop.

Construction:
Artisan Conclave: 3/3 Labour, 1/3 Wealth, 0/3 Industry.
Reaping Station: 1/5 Labour, 0/1 Wealth.

Total:
Labour: 4, Wealth: 1, Food Surplus: 2.


The Mirrorshore
Fastaqui: [Hamlet] 5000 Freedmen
+1 Labour, +3 Food, +1 Order.
Frontier Outpost
+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (if available).

Construction:
Artisan Conclave: 1/3 Labour, 2/3 Wealth, 0/3 Industry.

Total:
Labour: 1, Wealth: 2, Timber: 1, Stone: 1.


The Vale of Ustar
Sorrowfree: [Capitol City] 22000 Population | 22000 Freedmen
Garrison | Prophet’s Retreat | Aqueduct, Cult Temple, Houses, Central Granary, Dense Housing
+2 Labour, +9 Wealth, +6 Industry, +6 Order, +2 Research. 1000 Peasants may be promoted to Freedmen here every year. (+1 Wealth per every 10,000 Population. +1 Industry per every 20,000 Population.)
Reaping Station
+2 Food, +2 Wealth, +3 Resource, +1 Luxury
Rural Community
+4 Food, +1 Labour, +1 Wealth. +1 Bonus Food for every three types of Domestic Crop.
Artisan Conclave
+1 Food, +3 Wealth, +1 Industry.

Construction:
Workshop: 3/30 Labour, 24/30 Wealth, 7/25 Industry.

1000 Freedmen transports 2 Industry to the Neverwood, then returns.
1000 Freedmen transports 2 Industry to the Mirrorshore, then returns.

Total:
Labour: 3, Wealth: 15, Industry: 7, Obsidian: 3, Food Surplus: 2, Research: 2.


The Neverwood
Kura Kumbe: [Hamlet] 7000 Population | 6000 Freedmen, 1000 Serviles
+1 Labour, +3 Food, +1 Order.
Rural Community
+4 Food, +1 Labour, +1 Wealth. +1 Bonus Food for every three types of Domestic Crop.

Construction:
Artisan Conclave: 3/3 Labour, 1/3 Wealth, 2/3 Industry.
Reaping Station: 5/5 Labour, 1/1 Wealth.

2 Industry arrives from Sorrowfree.

Total:
Labour: 4, Wealth: 1, Food Surplus: 2.


The Mirrorshore
Fastaqui: [Hamlet] 5000 Freedmen
+1 Labour, +3 Food, +1 Order.
Frontier Outpost
+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (if available).

Construction:
Artisan Conclave: 1/3 Labour, 2/3 Wealth, 2/3 Industry.

2 Industry arrives from Sorrowfree.
Total:
Labour: 1, Wealth: 2, Timber: 2, Stone: 2.
Last edited by Olthenia on Sun Jul 31, 2022 4:22 pm, edited 2 times in total.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 61328
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Jul 31, 2022 2:47 pm

Eastern Wisdom


Clarion Outskirts
Second of First Seed, Year Five Hundred Thirtysix of the Reckoning

It was fortunate the summer's sun was not yet come to the garth of the Spine of the World. The farmers who worked in the shallow soil south of the city center were already soaked with sweat before noonmeal, and a more ferocious sun would have meant that he felt bad for the men, perhaps that his gentle soul might allow them a break to shelter from the heat. Asmadas was not normally one of the scions of a house known for compassion, but Firetamers didn't always live up to their reputations, luckily for the thralls who worked these mudflats near the coast.

Rivulets out of the eastern hills and from the clay pits meandered down to the Endless, and it was for that reason that Asmadas' grandfather, Iarrun Firetamer, had chosen this site for his parsimony when the Landsraad elevated him to the rank of a minor noble for his service against the Tower of Swords. Not many men had seen the value in such land, despite proximity to the burgeoning heart of the Imperium's holding furthest north into the ancient Saladonian plains, but Iarrun had planned to make a pottery business, to utilize his skills with the shaping of runes of heat and light.

Firetamer Kilns did a steady profit, to be sure. But Asmadas had more ambition. And you didn't get out from under fealty to one of the Great Houses without enough nobles to sink a warship. Pottery would never get you there, not if you dug clay and shaped humble vessels for goodwives and granaries until the stars grew cold and the sky fell.

Thus this investment in the strange plants from the Vale of the Star, and the distant Khortuun. One of the honored Mothers, a woman named Kothoi Moi Sizan, had been lured north by his coin to instruct his farmers in the care and keeping of the small blue-flowered seedlings which he had purchased at no small expense from Kura Kumbe. Men of the capitol and the other Noble Cities wore garbs of silk, if they were fabulously wealthy, or humble cotton or wool if they had less to their name. They were hot in summer, not hot enough in winter, and moreover commonplace. There was profit to be had in the spinning of wool and the gathering in of cloth from a artisans, to be sure, but anyone could make that profit. And even a poor laborer did not struggle to afford a new set of clothes every few cycles of the moon, so little did the large weaving guilds charge for the products of their labor.

Linen though, the daughter of flax... ah, that Asmadas would charge for. Not too much. It wasn't silk, after all. But cool in summer, and yet warm enough for autumn evenings and spring rains - such a fabric would take the fashionable halls and estates by storm, of that he was certain. It had better. He wasn't out here sweating in the gathering heat of the sun on the shores of the Endless watching these farmers hand-plant the blue-flowered seedlings for no reason, after all.




Capitol City: 23000 Population | 4000 Golems, 19000 Deepkin
+3 Food, +9 Labor, +21 Wealth, +15 Industry, +18 Order, +9 Research. +6 Wealth, +17 Industry, +7 Labor, +4 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: +72 Food, +6 Labor, +12 Wealth, +6 Wool, +6 Order.
Reaping Station: +15 Food, +12 Wealth, +15 Resource (10 Copper Ore, 5 Cinnabar), +3 Copper, +3 Luxury, +3 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 [2/5]
Income: 177 Food, 31 Labor, 251 Wealth, 69 Industry, 6 Enchantment, 51 Order, 10 Luxuries, 12 Research, 2 Shadow Ash, 2 Power Stone, 108 Timber, 90 Stone, 1 Wool, 37 Starmetal Ore, 20 Tanzanite, 20 Corundum, 16 Cassiterite, 10 Copper Ore, 5 Cinnabar, 3 Copper, 2 Silk
4 Luxuries used by Populace
-5 Food, -5 Wealth, -1 Industry for Army
-2 Food, -2 Stone for Constructions.
-1 Enchantment for Golems
Constructing Rural Community [2/3 Labor, 3 Wealth, 1 Industry, 1 Timber] -> [3/3 Labor]
Constructing Reaping Station [N] [5 Labor, 1 Wealth]
Constructing Reaping Station [NE] [5 Labor, 1 Wealth]
Artificer Guilds [20/20 Labor, 20/20 Wealth] [+1 Research]
Tertiary Powerpoint Sensing [6/6 Enchantment]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +3 Order from Wonders.
End: 776 Wealth, 129 Industry, 107 Order, 211 Timber, 180 Stone, 74 Starmetal Ore, 40 Tanzanite, 40 Corundum, 32 Cassiterite, 4 Shadow Ash, 4 Power Stone, 10 Copper Ore, 5 Cinnabar, 3 Copper, 2 Silk


Village: 18000 Population | 2000 Golems, 16000 Deepkin
+9 Labor, +18 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, +2 Order, +1 Research, +2 Power Stone from Constructions. +10 Wealth from Government. +5 Wealth from Wonders.
2 Rural Community: +66 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
17 Starmetal processed to 40 Wealth, 6 Industry
5 Wool processed to 5 Luxuries
Income: 167 Food, 27 Labor, 244 Wealth, 30 Industry, 8 Luxuries, 8 Enchantment, 1 Research, 90 Timber, 135 Stone, 1 Wool, 15 Meteoric Iron, 33 Starmetal, 15 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 15 Mithril
Expenses:
4 Luxuries for Freedmen
-1 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Eternity Forge [21/75 Labor, 100 Wealth, 30/65 Industry, 5 Enchantment, 12 Firechar] -> [48/75 Labor, 60/65 Industry]
Casting Rune of Preservation [6 Stone, 2 Enchantment]
Casting Rune of the Hearth [12 Stone, 6 Enchantment]
Bonuses: Amethysts consumed
Order: -7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. 39 Order from Holdings. +2 Order from Wonders. Final: 52 Order -> 104 Order.
End: 674 Wealth, 8 Luxuries, 189 Timber, 252 Stone, 30 Meteoric Iron, 66 Starmetal Ore, 8 Firechar, 30 Emeralds, 20 Amethysts, 20 Basalt, 30 Mithril


Town: 26000 Population | 2000 Iron Golems, 5000 Debt Serfs, 4000 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
3 Frontier Outposts: +45 Food, +36 Wealth, +54 Timber, +61 Stone, +72 Ore (29 Granite, 23 Diamonds, 20 Obsidian), +9 Amber, +9 Order
17 Hematite converted to 40 Wealth, 6 Industry
10 Timber converted to 20 Industry
5 Wool: 5 Luxuries
Income: 153 Food, 36 Labor, 186 Wealth, 66 Industry, 7 Enchantment, 17 Luxuries, 1 Research, 44 Timber, 61 Stone, 1 Wool, 1 Hematite, 29 Granite, 23 Diamonds, 20 Obsidian, 9 Amber, 2 Power Stone
Expenditures:
3 Luxuries for Populace, 2 sent to Kar Agala
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Frontier Outpost [E] [5 Labor, 5 Wealth, 2 Industry]
Frontier Outpost [NE] [5 Labor, 5 Wealth, 2 Industry]
Eternity Forge [33/75 Labor, 100 Wealth, 65 Industry, 5 Enchantment, 0/12 Firechar] -> [59/75 Labor, 10/12 Firechar]
Fabricting Golems [0/12 Labor, 15/15 Stone, 30 Wealth, 7/16 Enchantment, 3/3 Power Stones]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +35 Order from Holdings. 46. End: 43 -> 89 Order
End: 374 Wealth, 63 Industry, 24 Luxuries, 87 Timber, 107 Stone, 2 Hematite, 58 Granite, 46 Diamonds, 40 Obsidian, 18 Amber, 1 Power Stone


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
Frontier Outpost: +15 Food, +15 Wealth, +18 Timber, +34 Stone, +18 Ore (18 Native Gold Ore), +2 Deep Ore (1 Magnetite, 1 Emeralds) +3 Gold, +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
Bonuses: Pearls consumed [9 Wealth, 5 Luxuries]
Income: 57 Food, 35 Labor, 145 Wealth, 72 Industry, 11 Enchantment, 12 Research, 18 Timber, 34 Stone, 1 Gold Ore, 1 Magnetite, 1 Emeralds, 3 Gold, 6 Pearls
Expenditures:
-5 Food, 5 Wealth, 1 Industry for Army
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Frontier Outpost [NW] [5 Labor, 5 Wealth, 2 Industry]
Frontier Outpost [SE] [5 Labor, 5 Wealth, 2 Industry]
Deep Mine [60/75 Labor, 25 Wealth, 30 Industry]
Order: -7 Disorder, -50% Disorder from Housing. +13 Constructions. +2 Wonders. 20 from Holdings. 35 Total.
End: 587 Wealth, 104 Industry, 36 Timber, 68 Stone, 2 Gold Ore, 2 Magnetite, 2 Emeralds, 6 Gold, 11 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
3 Frontier Outposts: +36 Food, +36 Wealth, +45 Timber, +81 Stone, +63 Ore (Starmetal), +9 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: 128 Food, 28 Labor, 174 Wealth, 52 Industry, 11 Luxuries, 9 Enchantment, 1 Research, 45 Timber, 81 Stone, 1 Wool, 56 Starmetal Ore, 2 Power Stone
Expenditures:
5 Luxuries for Freedmen
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions
Frontier Outpost [S] [5 Labor, 5 Wealth, 2 Industry]
Surgery [17/50 Labor] -> 40/50 Labor
Order: -7 Disorder, -50% Disorder from Housing. +12 Order from Constructions. +2 Wonders. +27 Holdings. 41. Total: 35 -> 76.
End: 296 Wealth, 59 Industry, 10 Luxuries, 78 Timber, 135 Stone, 1 Wool, 108 Starmetal Ore, 4 Power Stone


Village: 13000 Population | 2000 Golems, 11000 Deepkin
+9 Labor, +15 Food, +15 Wealth, +3 Industry, +9 Order, +6 Luxuries. +9 Wealth, +5 Labor, +15 Industry, +4 Order from Population. +5 Food, +5 Labor, +24 Wealth, +7 Industry, +2 Power Stone from Constructions. +8 Wealth from Government.
Reaping Station: +15 Food, +9 Wealth, +18 Resource (14 Floatstone, 4 Native Copper), +3 Aetherium, +3 Luxury, +3 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
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
2x Ritualized Geokinesis: [-6 Enchantment, +8 Labor]
Income: 113 Food, 42 Labor, 111 Wealth, 46 Industry, 12 Luxuries, 6 Enchantment, 30 Timber, 54 Stone, 11 Floatstone, 11 Native Copper, 14 Aetherium, 2 Power Stone
Expenditures:
3 Luxuries for Freedmen
-1 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Obelisk of Vigor [9/40 Labor, 25 Wealth, 10 Industry, 6/20 Enchantment] -> [40/40 Labor, 20/20 Enchantment]
Reaping Station [S] [5 Labor, 1 Wealth]
Watchtower [S] [5 Labor, 2 Wealth, 2 Timber]
-7 Disorder, -50% Disorder from Housing. +10 Order from Constructions. +28 Holdings. Total: 38
End: 198 Wealth, 55 Industry, 15 Luxuries, 30 Timber, 54 Stone, 11 Floatstone, 11 Native Copper, 28 Aetherium, 4 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.
Rural Community: +30 Food, +3 Labor, +9 Wealth, +3 Wool, +3 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
Frontier Outpost: +12 Food, +12 Wealth, +15 Timber, +27 Stone, +21 Ore (Meteoric Iron), +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
Income: 93 Food, 27 Labor, 91 Wealth, 23 Industry, 4 Enchantment, 11 Luxuries, 15 Timber, 27 Stone, 11 Meteoric Iron, 3 Wool, 16 Marble, 2 Power Stones
Expenditures:
2 Luxuries for Population
-2 Stone for Constructions.
Rural Community [SE] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Aqueducts [14/40 Labor, 20 Wealth, 19/25 Industry, 0/25 Stone] -> [38/40 Labor, 25/25 Industry, 25/25 Stone]
Casting Rune of the Hearth [2 Stone, 6 Enchantment]
-7 Disorder, -50% Disorder from Housing. +2 Order from Constructions. +1 Order from Wonders. +23 Holdings. 26. Total: 20 -> 46 Order
End: 97 Wealth, 14 Industry, 16 Luxuries, 14 Timber, 11 Meteoric Iron, 3 Wool, 16 Marble, 4 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.
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
Frontier Outpost: +12 Food, +9 Wealth, +12 Timber, +24 Stone, +18 Ore (12 Diamonds, 6 Obsidian), +3 Obsidian, +3 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: 84 Food, 38 Labor, 105 Wealth, 24 Industry, 9 Luxuries, 24 Timber, 48 Stone, 19 Wyrdstone, 3 Copper, 12 Diamonds, 6 Obsidian, 2 Power Stones
Expenditures:
3 Luxuries for Populace
-2 Enchantment for Golems
-2 Stone for Constructions.
Frontier Outpost [NW] [5 Labor, 5 Wealth, 2 Industry]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Aqueducts [19/40 Labor, 20 Wealth, 19/25 Industry, 20/25 Stone] -> [40/40 Labor, 25/25 Industry, 25/25 Stone] [Done]
Deep Mine: [8/75 Labor, 25/25 Wealth, 11/30 Industry]
Prospecting taking place [100/100 Wealth, -10 Order]
-7 Disorder, -50% Disorder from Housing. +9 Order from Constructions. +22 Holdings. 31. Total: 28 -> 49
End: 26 Wealth, 12 Luxuries, 31 Timber, 43 Stone, 38 Wyrdstone, 6 Copper, 12 Diamonds, 6 Obsidian, 2 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.
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: 72 Food, 30 Labor, 53 Wealth, 9 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 Enchantment for Golems
-2 Stone for Constructions.
Workshop [30 Labor, 30 Wealth, 13/25 Industry]
-2 Disorder, -25% Disorder from Housing. +2 Order from Constructions. 20 Holdings. 25. Total: 19 -> 44.
End: 23 Wealth, 17 Luxuries, 3 Wool, 24 Timber, 24 Stone, 16 Galena, 4 Lead, 2 Silver, 30 Meteoric Iron, 6 Iron, 4 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.
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Copper, +3 Nodules, +3 Order
Reaping Station: +9 Food, +9 Wealth, +15 Resource (15 Malachite), +3 Copper, +3 Nodules, +3 Luxury, +3 Order
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
9 Enchantment: 12 Labor via Ritualized Geokinesis
Income: 39 Food, 29 Labor, 63 Wealth, 10 Industry, 9 Luxuries, 6 Timber, 9 Stone, 18 Malachite, 6 Copper, 6 Nodules, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-2 Enchantment for Golems
-2 Stone for Constructions.
Rural Community [N] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Workshop [23/30 Labor, 30 Wealth, 8/25 Industry] -> [30/30 Labor, 17/25 Industry]
Aqueducts [19/40 Labor, 20 Wealth, 0/25 Industry, 7/25 Stone]
-2 Disorder from Housing. +23 Holdings. 23. Total: 17 -> 40
End: 43 Wealth, 14 Luxuries, 11 Timber, 7 Stone, 36 Malachite, 12 Copper, 12 Nodules, 4 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
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: 42 Food, 18 Labor, 64 Wealth, 13 Industry, 9 Luxuries, 12 Timber, 18 Stone, 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.
Rural Community [NE] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Treadwheel Crane [23/75 Labor, 92/110 Wealth, 17/40 Industry, 11/40 Timber]
Order: +19 from Holdings. 19. Total: 19 -> 38
End: 18 Stones, 3 Cobalt, 3 Black Cotton, 3 Malachite, 3 Opals, 18 Sapphires, 18 Wyrdstone, 4 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.
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Artisan Conclave: +6 Food, +12 Wealth, +3 Industry, +3 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
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Emeralds), +3 Emeralds, +3 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
Income: 63 Food, 24 Labor, 60 Wealth, 12 Industry, 9 Luxuries, 9 Timber, 12 Stone, 3 Wool, 3 Hematite, 9 Emeralds, 3 Galena, 3 Iron, 2 Power Stones
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Rural Community [E] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Workshop [13/30 Labor, 30 Wealth, 9/25 Industry] -> [30/30 Labor, 18/25 Industry]
23 Order from Holdings. 20. Total: 17 -> 40
End: 31 Wealth, 14 Luxuries, 10 Timber, 13 Stone, 3 Wool, 6 Hematite, 12 Emeralds, 6 Galena, 6 Iron, 4 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
6 Enchantment: 8 Labor via Ritualized Geokinesis
Income: 57 Food, 28 Labor, 51 Wealth, 10 Industry, 9 Luxuries, 9 Timber, 12 Stone, 3 Wool, 3 Native Copper, 3 Emeralds, 3 Sapphires, 3 Shimmerstone, 3 Galena, 3 Lead, 1 Silver
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Reaping Station [S] [5 Labor, 1 Wealth]
Workshop [30 Labor, 30 Wealth, 19/25 Industry]
Bloomery [9/22 Labor, 10 Wealth, 0/18 Industry]
20 Order from Holdings. 20. Total: 17 -> 37
End: 44 Wealth, 14 Luxuries, 11 Timber, 13 Stone, 3 Wool, 3 Native Copper, 3 Emeralds, 6 Sapphires, 6 Shimmerstone, 6 Galena, 6 Lead, 2 Silver


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
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
Income: 33 Food, 26 Labor, 48 Wealth, 15 Industry, 9 Luxuries, 9 Timber, 12 Stone, 6 Graphite, 3 Sunstone, 6 Obsidian, 3 Ropegrass
Expenditures:
3 Luxuries for Populace
Rural Community [S] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Shrine of Power [13/16 Labor, 30 Wealth, 15 Enchantment] -> [16/16 Labor] [Done]
Workshop [20/30 Labor, 30 Wealth, 14/25 Industry]
20 Order from Holdings. 20. Total: 17 -> 37
End: 17 Wealth, 2 Industry, 12 Luxuries, 11 Timber, 15 Stone, 6 Graphite, 6 Sunstone, 12 Obsidian, 6 Ropegrass


28 Research
2 Research to School of Outsider: Lesser Blink [4/40]
25/38 -> 38/38 Research to Flax Domestication
15/23 Research for Scutching
Last edited by G-Tech Corporation on Mon Aug 01, 2022 3:34 pm, edited 1 time in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Lazarian
Ambassador
 
Posts: 1619
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Aug 01, 2022 12:14 pm

The Remnants of Corvus

Ill-Gotten Gains

Laedon Breezespeech knocked roughly on the door yet again. And once more, he was answered by silence.

The Spirit-Guide was hardly an imposing figure. A man of average height and width, with a large crooked nose and a wispy beard. Grey robes interlaid with complex lines and patterns of crimson thread hung from his shoulders, designating his station and rank in the labyrinthian bureaucracy that kept the Corvan cities functioning. It was a surprisingly complicated system of symbols and runes, although one that any Spirit-Guide acolyte would be able to read proficiently by his first month of study. There were Four Orders, Four Sects within each Order, and Four Ranks within each Sect. The orders were the Janyesan, the Venyan, the Caraya, and the Many-Colored.

Three lines, wrapped around the collar, with two diamonds sewn within, indicated his rank - a Third Prelan, of the Second Sect. The hammer, embroidered in the center, designated him as a guide of the Janyesan Order. Within the hammer was sewn another rune, indicating his role within the Second Sect. The symbols of the other three Orders were stitched beneath the hammer - a feather, a spear, and a scroll. Beneath these symbols was stitched the sun, and the crescent moon interlaid within - the Mother-Moon and the Father, the progenitors of the Four Aspects. Several runes, designating his building and office, were located beneath these. And at the bottom of the robe, seventeen lines were hemmed, noting his years of service.

The largest of the four Orders and the most important was the Caraya, who accounted for nearly half the Spirit-Guides. These guides were the priests of Cara, the goddess of wisdom and knowledge. The First Sect of Carayans oversaw admittance to the Spirit-Guides, administration of the ranks and orders, and the operation of the Grand Scriptorum. The Second Sect of the Carayans oversaw the implementation of law and the courts, resolving disputes between citizens. The Third Sect was composed entirely of researchers, scholars, engineers and mathematicians - clever men sponsored by the state to study and innovate new creations. The Fourth Sect was composed of priests, who collected offerings, conducted ceremonies, organized festivals, and spread teachings.

After the Caraya were the Janyesans, the priests of Janon the Maker. These men composed approximately forty-five percent of the guides, and were the other primary wing of the administrative complexe. The Janyesans oversaw public works and infrastructure. The First Sect was in charge of all matters of infrastructure - road maintenance, aqueduct repairs, property ownership records, shrine cleaning, and sewer maintenance. The Second Sect was in charge of both the Corvee and the Wards of the State. The Second Sect was particularly loathed - both by the common citizens, who hated the mandatory labor proclaimed by the sect, and their wards - lesser men who earned no pay and deserved no rights. The Third Sect oversaw ledgers of public accounting, tax collecting, and the census. The Fourth Sect was involved in the organization, upkeep, and construction of new outlying settlements. They worked closely with the Secate governors of each town, allocating resources from the largest of cities to the smallest of hamlets - and vice versa.

The third order was the Venyan - the Spear-Priests. In comparison to the Caraya and Janyesans, this order was small, composing perhaps five percent of the Spirit-Guides in any given year. These warrior priests went through the arduous training of the Wolves in Cavon for two years, and then through the Scriptorum for two more. It required an exceptionally talented man to possess the strength of will and body to pass both the training of the Wolves and the mental acuity required by the Guides - and thus they were few and far between. Most Tecates were Spear-Priests.

The First Sect was in charge of military orders and strategy, the Second responsible for training and upkeep, the Third in charge of patrols, and the Fourth responsible for The Rite of Change. The First Sect was the smallest Order in the entire system, composed of ten Pacates, which oversaw approximately a thousand men. The Second Sect was entirely composed of old veterans - men who were too old or injured to fight, who were forcibly retired from the ranks. These men's experience was valued, and they were paid well to beat recruits into shape and maintain the armories. Third Sect was by far the largest, composed of a few hundred Tecates - captains in charge of roughly forty men. The Fourth Sect was reclusive, composed of few men, and the most secretive of any sect. They were true sorcerers - an extreme rarity for the Corvidians.

The last of the Orders was the Many-Colored. Shamans and mystics, explorers and diplomats, grave-tenders and storytellers, agents and spies. These widely varying roles and responsibilities were gathered under the Crow, who wore many masks and had many names. There were technically four sects - the First for the evaluation of other religions, the Second for foreign affairs, the Third for sacred rites, and the Fourth for spies and counterspies. But these were loose recommendations at best - the Many-Colored often operated in multiple different roles in their order. There were few men of this order, and they followed their own paths.

Technically, the Chosen Speakers which composed the Soulan Council ruled Corvus - but their decrees and rulings were implemented through the vast complex of the Spirit-Guides. Though the Guides did not technically write the law or choose the path of fate, they were the acting government in Corvus for all intents and purposes. It was an honor to serve in the priesthood - but also a sacrifice. The Guides were condemned to a life of medium means. They would never live in destitute poverty - but they would never enjoy the excess of wealth and splendor that many artisans and merchants in Corvus did.

"Open up!" barked Merran Sharpeye, kicking the wooden door with a thick boot. Merran was a Third Prelan Spear-Priest of the Second Sect - an elderly man with a missing arm. He had been a soldier, once. But those days were long gone. He walked with a limp, and his robes were unkempt and dirty. A short whip of two to three feet hung at his side, coiled tightly. The man was an unpleasant fellow, through and through - but good to have at one's side when things didn't go as planned.

The door finally creaked open, revealing a young man in a cor'tan, the tunic-like garb which most citizens wore. He squinted at the two of them, feigning ignorance. The Guides knew better, of course. The ledgers didn't lie.

"Good morning, honorable Guides. May the Four smile upon you. What brings you to my humble abode today?" he drawled, attempting to act as if nothing was amiss. But Merran and Laedon had been doing this for a long, long time. Laedon shook his head.

"You know as well as I do why we're here, Jonaran. Let's get to the truth of the matter and not waste either of our time today, yes?" the Guide said. He spoke in a friendly manner, but with the firmness and authority that he rightfully held.

"I don't know what you're talking about." Jonaran said, though his eyes betrayed the lie.

"Please. You think we don't know how to count?" snarled Merran, pointing accusatorily at the Laedon's ledger with his one remaining arm. "We're missing one. Twenty two in and twenty one accounted for."

"Oh! So that's what this is about? Well, piss off! I didn't take any captives home!" Jonaran protested, crossing his arms and visibly angry. "What right do you have to accuse me? Even if your numbers are wrong, you're looking at the wrong man. You're hunting in barren lands. And if you heard this from Caeldan, he's had it out for me for months. If you're going to find your missing man, you'll find it with him." he finished, blustering and red-faced.

Laedon smirked. This had been easier than he would have expected. The Guides didn't have a legal right to invade one's home without prior approval, and as a Third Prelan, he didn't have authority to grant himself such access. But those words were enough.

"You know, lad...Merran didn't say anything about what we were missing. This is an equipment ledger."

Jonaran's defiance crumbled in an instant, the color slowly draining from his face. Merran grinned fiendishly, his hand reaching towards the lashing whip affixed to his belt.

"Please, don't. I...I fought hard for this one. It's not right that I can't keep the fruits of my own triumph." the young soldier stammered, taking a step back.

"You know the law." Laedon said coldly, pushing open the door, revealing a young woman cowering in the corner of the dugout home. "Slavery in Corvus is forbidden. No man can own another man. It is a sin against our nature. Only the State deserves to oversee those who cannot rule themselves."

"A hundred lashes! And twenty more for lying to the authorities!" Merran interjected with glee, cracking the whip. Jonaran paled even more, and Laedon turned to Merran with a scowl. The former Wolf was always a little too eager to inflict violence.

"Please!" Jonaran pleaded, falling to his knees in despair. A hundred lashes would be too much to bear for even a hardened soldier - and the wounds would often kill a man. "I repent! Anything but the lashes! I'll give her right over, I swear, and I'll never do it again!"

"Greed is a sin, child. You must pay appropriately for what you have done." Laedon said, stonefaced and harsh.

"A hundred and twenty lashes!" Merran repeated jubilantly, with a vicious and snaggle-toothed grin.

"Or twenty-eight marks." Laedon whispered. He looked around discreetly, checking that nobody else was around to listen. He took a step into the home, deftly handing the soldier a small sack. "Fill my purse and I'll let you get away. This time. But never again."

A month's salary. A cruel punishment, but one that would not remove a fighting man from the armies of Corvus - and one that would line Laedon's pockets. It was best for everyone, really. Merran looked at his peer with disappointment, the whip flopping sadly to his side.

"You always do this, Laedon." he grumbled, watching the soldier scramble around his dwelling to gather the coins from their hiding places. "You always deny proper justice. I'll report you one of these days, you know that?"

"Hush." the honorable Spirit-Guide said, handing Merran a tenner. "You won't."

And so justice was fulfilled in the lands of Corvus.

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
Population
15,000 Freedmen: +3 Wealth, -3 Food, +3 Disorder, +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, +1 Stone, +2 Gold Ore

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

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 (North Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury

Reaping Station II (North Corvus): (Luxury) +2 Food, +2 Wealth, +1 Luxury

Rural Community I (East Corvus): (Agricultural) +4 Food, +1 Labor, +2 Wealth

Start: 22 Wealth, 12 Industry, 2 Gold Ore, 1 Stone
Income from Pops: +1 Labor, +3 Wealth
Income from City: +5 Food, +5 Labor, +6 Wealth, +6 Industry, +2 Research, +15 Industry
Income from Settlements: 14 Food, 16 Wealth, 2 Timber, 2 Stone, 4 Gold Ore, 1 Labor, 2 Industry, 2 Luxury
Total Income: 19 Food, 7 Labor, 25 Wealth, 2 Timber, 2 Stone, 4 Gold Ore, 17 Industry, 2 Luxuries
Construction:
Rural Community (East Corvus) (3/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber) [-1 Timber]
Rural Community (Corvus) (3/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber) [-1 Timber, -1 Labor]
Rural Community (Corvus) (0/3 Labor, 3/3 Wealth, 1/1 Industry, 0/1 Timber) [-3 Wealth, -1 Industry]
Frontier Outpost (SS Corvus) (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-5 Labor, -5 Wealth, -2 Industry)
Frontier Outpost (SS Corvus) (1/5 Labor, 5/5 Wealth, 2/2 Industry) [-1 Labor, -5 Wealth, -2 Industry)
Expenses:
5 Food, 5 Wealth, 1 Industry (Army Upkeep)
10 Wealth (Workshop Conversion)
3 Food, 2 Luxuries (Populations)
2 Timber, 13 Wealth, 5 Industry (Construction)
4 Industry given to Corvin
Net Income: 11 Food, -3 Wealth, +11 Industry, net timber, net labor, 4 Gold Ore, 2 Stone
End: 14 Wealth, 19 Industry, 6 Gold Ore, 3 Stone
Special Actions:
Wolf I [Forged Iron Armor, Forged Iron Weapons, Compound Bows] sieges the stronghold in Southwest Cavon.
Bonewarping: (1/12 Enchantment, 1/4 Blood Cost (10 Surplus Food used))

Cavon [Village] (12,000 Freedmen)
[Grand Wall, Garrison | Monument to the Fallen | 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)
Population:
12,000 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 (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Cassiterite Ore

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

Rural Community I (South Cavon): (Agricultural) +4 Food, +1 Labor, +2 Wealth

Start: 20 Wealth, 1 Stone, 2 Cassiterite Ore
Income from Pops: 2 Wealth, -2 Luxuries
Income from City: 2 Labor, 5 Food, 3 Wealth, 1 Industry, 2 Order, 2 Luxuries
Income from Settlements: 7 Food, 4 Wealth, 1 Timber, 1 Stone, 2 Labor, 2 Cassiterite Ore
Total Income: 12 Food, 4 Labor, 9 Wealth, 1 Industry, 1 Timber, 1 Stone, 2 Cassiterite Ore
Construction:
Rural Community (West Cavon) [-3 Labor, -3 Wealth, -1 Industry, -1 Timber]
Reaping Station (Cavon) (1/5 Labor, 1/1 Wealth) [-1 Labor, -1 Wealth]
Expenses: 4 Labor, 4 Wealth, 1 Industry, 1 Timber
Net Income: net Labor, 5 Wealth, net Industry, net Timber, 1 Stone, 2 Cassiterite Ore
End: 20 Wealth, 2 Stone, 4 Cassiterite Ore
Special Actions:
[Bonewarping] - (2/12 Enchantment, 1/4 Blood Cost) (1 enchantment, 10 surplus food)
2000 Freedmen moved to Corvin, taking 4 Industry from Corvus. +2 Discontent.

Corvin [Hamlet] (5,000 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) +4 Food, +1 Labor, +2 Wealth

Rural Community (South Corvin): (Agricultural) +4 Food, +1 Labor, +2 Wealth

Start: 29 Wealth
Income from Pops: 1 Wealth
Income from City: 3 Food, 1 Labor
Income from Settlements: 8 Food, 2 Labor, 4 Wealth
Total Income: 11 Food, 3 Labor, 5 Wealth, 4 Industry
Construction:
Frontier Outpost (Corvin) (3/5 Labor, 1/5 Wealth, 1/2 Industry) [-1 Industry]
Artisan Conclave (NW Corvin) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Labor, -3 Wealth, -3 Industry]
Expenses: 3 Labor, 3 Wealth, 4 Industry
Net Income: 2 Wealth
End: 26 Wealth
Special Actions: None.

Order:
Corvus: 3 Disorder from dissatisfied Freemen, 1 Disorder from Serviles. 2 negated by Houses. +9 Order from Government. +5 from Capitol City. TOTAL: 12 Order. 2 consumed from Citizen-Scholars.
Cavon: No disorder. 5 Order from Government. TOTAL: 5 Order. 2 consumed from Citizen-Scholars.
Corvin: +3 Disorder. 4 Order from Government. TOTAL: 1 Order. 2 consumed from Citizen-Scholars.
20/39 = Tier 0

Research:
2 Research from Corvus (Capitol City)
3 from Citizen Scholars
Scientific Method: (6/6) [Learned from Machaka]
Cohesive Networks: (1/6) [Studying from Khortuun]
Military/Outlander Emissaries:
Outlander Emissaries are sent to inquire with the men who have settled in the ruins. If they are civilized to some extent, negotiations about assimilation are started. In the more likely case that they're vile barbarians, Wolf I is sent to begin a siege.
Last edited by Lazarian on Tue Aug 09, 2022 10:05 am, edited 7 times in total.

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Piscina
Envoy
 
Posts: 222
Founded: Aug 20, 2019
Left-wing Utopia

Postby Piscina » Mon Aug 01, 2022 7:12 pm

Nordwood


Dawnrise
Year 102 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: -3 Food, +3 Wealth, -9 Order from unfulfilled needs, 2 of which is ignored due to Houses
Government: +2 Order, +2 Order from Settlements

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

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

Start: 3 Food, 1 Timber, 1 Stone, 3 Hematite
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 (6/22 Labour, 10/10 Wealth, 10/18 Industry) [-3 Labour, -3 Wealth, -5 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 1000 Freedmen migrate to Hearthstone, taking 2 Wealth with them, 1000 Freedmen arrive from Hearthstone, carrying 2 Luxury, 1000 Peasants arrive from Dawnrise, carrying 2 Luxury
Expenses: -3 Food, -3 Labour, -11 Wealth, -5 Industry
Net Income: +3 Wealth, +3 Food, +1 Timber, +1 Stone, +3 Hematite, +2 Research
End: 4 Wealth, 6 Food, 2 Timber, 2 Stone, 4 Luxury, 6 Hematite
Order: +5 from City, +4 from Government, -7 from Pops, -2 from Citizen-Scholars, -2 from migration
Total Order: -2
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

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

Start: 7 Food, 1 Luxury, 2 Timber, 1 Stone, 4 Order
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +6 Food, +1 Labour, +3 Wealth, +2 Timber, +1 Stone, +1 Luxury
Total Income: +7 Wealth, +3 Labour, +1 Industry, +9 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary (6/25 Labour, 6/80 Wealth, 2\15 Industry) [-3 Labour, -4 Wealth, -1 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 1000 Freedmen migrate to Haven, taking 2 Luxury with them, 1000 Freedmen arrive from Haven, carrying 2 Wealth
Expenses: -2 Food, -4 Luxury, -9 Wealth, -3 Labour, -1 Industry
Net Income: +7 Food, -1 Luxury
End: 14 Food, 4 Timber, 2 Stone
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars, -1 from migration
Total Order: 7


Dawnrise [Village]
City Income: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury, +2 Order
Population: 10000 Freedmen, 2000 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: 6 Food, 1 Luxury, 2 Timber, 1 Stone, 4 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: +7 Wealth, +3 Labour, +1 Industry, +7 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary 6/25 Labour, 2/80 Wealth, 2\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, taking 2 Luxury with them
Expenses: -2 Food, -4 Luxury, -6 Wealth, -3 Labour, -1 Industry
Net Income: +6 Food, -1 Luxury
End: 12 Food, 4 Timber, 2 Stone
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars
Total Order: 8
Millitary: Watchtower provides +1 Army Cap



5 produced Research is put into Method (Scientific) (10/10)
Method (Scientific) research has been completed!
Last edited by Piscina on Tue Aug 02, 2022 6:53 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.

User avatar
The GAmeTopians
Powerbroker
 
Posts: 9355
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Tue Aug 02, 2022 9:03 am

The Folk


The sun rose upon the Folk of the eastern continent. Night still cloaked the Old Lands, if the bare musings of some scholars were to be believed... and their hourglasses to be trusted. But here, dawn shone its lustrous tones. It was a sign of another day of life in the aftermath of the Fall - another blessed day in the Forest's grace.

The people of Dale were a hardy lot - as the farthest flung edge of their people's fledgling dominion, they would be the first to fall if some strange danger emerged from the dark. Their bodies strewn in blood and gore, a testament to the weakness of humanity and the inevitability of darkness.

Well. Somebody had to do it.

"You're going to drive yourself insane with that poetry nonsense, Corin," my patrol partner called back as he strode ahead of me along the First Trail. His dull iron armor clanked quietly in chorus with my own, worn with age but maintained as best we could - we hardly had the facilities to replace much, so maintenance was essential. Unlike these patrols, which hadn't found anything in years.

"I'm going to go insane if I don't do something, Petyr... endless green for miles and miles... when will they let us see what lays beyond?"

"We can't spare the people. You know that. Food may be plentiful, for now, but there simply aren't enough hands!" He gesticulated vaguely with his sword, the tip brushing the canopy above. "Maybe those organized groups will get tired of waiting and journey out on their own, but I imagine the Council will be able to hold them back for at least a few more years. Even when they do, I suspect we won't be the first frontier - too much land behind us ripe for the taking."

"Well I hope it's soon. It always feels like the trees are staring back."




Starting Order: 14
Starting Wealth: 23

Start: 6 Industry

Demarchy: +2 Order
Early Empire: +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, 13 Wealth, 6 Industry, 5 Food, 2 Research, 6 Pop Growth (2F/4P)

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

Constructing Bloomery: [3/22 Labor, 0/10 Wealth, 0/18 Industry] -> [6/22 Labor, 0/10 Wealth, 0/18 Industry]

Order = 8 Order - (6 - 2 = 4 Disorder) = 4 Order
Not a pop growth year…

End: 4 Order, 13 Wealth, 6 Industry, 2 Research

Coffers: 12 Industry


Start: 1 Timber, 1 Stone

Demarchy: +2 Order
Early Empire: +1 Wealth

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

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

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 Pop Growth

Total: 5 Order, -2 Disorder, 3 Labor, 8 Wealth, 1 Industry, 11 Food, 1 Timber, 1 Stone, 2 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

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

Constructing Aqueducts: [3/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [6/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 5 Order
Not a pop growth year…

End: 5 Order, 3 Wealth, 1 Timber, 1 Stone

Coffers: 2 Timber, 2 Stone


Start: 1 Industry, 3 Stone

Demarchy: +2 Order
Early Empire: +1 Wealth

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

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

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, 7 Wealth, 1 Industry, 8 Food, 3 Stone, 3 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

Constructing Aqueducts: [3/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [6/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 5 Order
Not a pop growth year…

End: 5 Order, 7 Wealth, 1 Industry, 3 Stone

Coffers: 2 Industry, 6 Stone


Order Total: 14 + 4 + 5 + 5 = 14, 28/30 = 0.93 (Neutral)
Research Total: 2
Researching Frontier Corps (2/10) -> (4/10)

Wealth Total: 23 + 13 + 3 + 7 = 46 Wealth
Last edited by The GAmeTopians on Tue Aug 02, 2022 8:46 pm, edited 1 time in total.
Empire of Donner land wrote:EHEG don't stop for no one.
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Ralnis
Postmaster of the Fleet
 
Posts: 27988
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Tue Aug 02, 2022 10:22 am

The Storm Empire of Warcyfle


Fortune and bane are the part and parcel of a civilization. The Lord of Tempest had saw fit to try and test them by sending them new heretics to raid them and take people from the Blessed Mines of Mautai right when they found a particular rich vein of Lightingstone. With the religion going through massive reforms in order to better keep the people from straying from the Path of Storms, the teachings of Tes'la brought through the words of the Shamans that commune with him at the Sky Pillar.

Already the Court of Clouds wanted to send any explorers or agents that were willing to track down the raider navy and a draft to be called for everyone to be armed and sent to war as a means of retrieving their brothers and sisters. To the Third Storm Emperor, he didn't want to go on the offensive and even hesitated to send some many people to become nothing more but militia and fodder against the Darkness. However, they were still mighty even in this broken state. They still had 50,000 people, but they will need to make sure that they can field the army with everything that they can craft.

Teslanite was always as strong as bronze and the Forges have been able to gather enough Charge to give them more magical items. The use of Lightinstone bypassed the need to do a lot of Tesla Forging so Weapons and Armor was easily made for the new marines. When it comes to magical items, only the coilbows managed to be afforded to be made. It took all the Empire's charge to craft them, but it will mean that the troops will have arms, armor, and range units. However, the conscripts will be powerful enough to handle whatever the raiders have.

But the Court of Clouds wanted to try and recruit horsemen in order to help with the conscripts even more. They didn't know where they may fight but the idea of getting horses for the army would be a Father's Blessing. However, the alloted time but, if the army succeeds, then they should be able to be outfitted with the best in order to not have this happen again.

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
Garrison, Reinforced Stone Wall| Sky Pillar Wonder
Rural Community

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: 0

Reaping Station is being made!


Current Crisis: Freedmen demand luxuries!

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

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!

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 being made(2/10 labor, 20/20 wealth, 1/10 industry)
Workshop converted 10 wealth into 1 industry(2/10 industry)


61 wealth
35 food(-10)
25 food surplus( too bad it all spoiled!)

Resarch into Organized Religion( 5/5, 0 turns, research done!)


Agents are employed to go track down raider fleet, as best they can.


By the Conscription(II) Civic, the Empire raises a force of 10,000 peasants for the navy
Using Lightningstone, Teslanite Arms and Armor are made at the same turn
Using all charge and enchantment, Coilbows are crafted and primed
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: 61328
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 02, 2022 7:29 pm

Year 536 of the Reckoning Ends


The Bacchanal Republic of Manikos: Times are not as fair as they could be in Manikos - word has come from the trade outpost southeast of Varra of large bands of nomads passing near the fragile facility, armed and armored for war. If these brigands choose to turn their gaze on these isolated traders there is little they can do to survive. They appeal for reinforcements from the capitol.

The Taiyang Dynasty: The news is dark. The attempt to ambush the sellswords out of the west as they enter the narrow passes of the Barrier Mountains has been rebuffed, with heavy losses. The host of Jingshi has been scattered, and it may take some months before she can reform as an effective fighting unit. Though the foe no doubt suffered losses, their heavy armor seemed able to ward the light arrows of the Huang, and they have now descended from the north towards Yuzhou, looting and burning. No doubt it will be difficult for them to breach the high walls of the ancient capitol of the Yu, but the smoke of the fires they set is causing nervousness in the city, and the outlying Frontier Outpost has been devastated, her supply of precious hematite and timber to Yuzhou interrupted.

The Khortuun of Sorrowfree: In trade the crafty mothers of Sorrowfree have few equals - their lands stand at the crossroads of many kingdoms, and their coffers swell with commerce. This is seen once more as careful dealings with the Republican Remnants of Ironpeak allow them to fulfill the deal made with the Sky-Children, thralls descending in long chained lines from the north to swell the workforce of the Vale of Ustar. A debate about the ultimate good of this slavery there may be, but for now the sweat and toil of these servile souls will be put to fine use, no doubt.

The Landsraad Imperium: There is little to report this year in the lands of the Emperor-in-White, which is both good and ill. Efforts to ascertain new sources of mineral wealth below has yielded impressive deposits of some new orange-green metal, harder than the malachite the miners first assumed it to be. Smelting and studying this ore will be of great importance.

The Remnants of Corvus: The sojourners who have made their homes within the ancient fastness near Corvan seem civilized enough, and greet the emissaries from Corvus warily, if not overly suspiciously. When questioned about their past they mention that they are a wandering folk, survivors of what they term the "Black Time" from cities in the deserts of the south, and they seek only a good home where the danger that stalks them may be held at bay. What this danger is, of that they seem loathe to speak, at least to strangers. They have already begun making repairs on the old walls, and seem decently armed, if not overly numerous at a second glance.

There is news also out of the east of Corvus - a great fireball has been seen in the night sky, descending from north to south across the beleaguer of the city in the direction of the Khortuun and the Huang. What this portent means is unclear at present to the Spirit-Guides. Some men take it as a harbinger of doom and war, a great red eye of the Beast seeking for prey. Some call it a simple celestial phenomenon. Unfortunately the foremost view is more attractive to most of the superstitious builders and artisans of Corvus, and they are agitated by the sight. -2 Order in Corvus for the next three years.

Nordwood: Bringing in the outlanders is a work of charity and compassion - but strangers are not necessarily as welcome in Nordwood as might once have been the case. Though she was founded in diversity, and grew in exile, there are men in the halls of the Republic who say that the odd ways and savage customs of these outlanders are not to be accepted, that they should treated as a poisoned chalice and expelled. There may be more cogency in these demands than mere xenophobia - most of the southerners appear to worship their ancestors instead of more civilized gods, and honor them by making blood vows and practicing ritual scarification. Already mobs have formed in some quarters of Dawnrise, demonstrating nightly against allowing the foreigners to stay.

The Folk: Wandering folk have come to the shores of Ornmount, sailors in a fleet of tall ships with tattered sails and battered hulls. They plead for succor and provisions, claiming to have narrowly escaped a great typhoon on the narrow sea, and offering charts of the coastline in exchange for food and tools to repair their vessels. They seek three Food and five Industry for their ships, and promise more if three caravans of timber can be supplied to the site where their fleet lies anchored.

The Storm Empire of Warcyfle: It is a strange thing, the mass arming of levies compelled at the point of a sword to take up swords themselves to defend the state. But conscription is hardly a strange thing to the people of Lo, and to defend one's home is not a thing to bear with grudge or resentment. The seas are quiet this year, the raiders not choosing to return for more thralls, if they are still out there...
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The GAmeTopians
Powerbroker
 
Posts: 9355
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Wed Aug 03, 2022 8:21 am

The Folk


The hills of Ornmount sloped down gently to the sea, foamy water lapping upon jagged rocks as great waves broke into scattered eddies. In any normal year, this repetitive pattern was all that could be seen for miles and miles of shoreline.

This was not a normal year.

A great fleet of surely once-mighty ships lay anchored along Ornmount’s coast, battered and beaten by some unknown cause - a storm, if their leader could be trusted. But either way - for better or worse, the Folk had gotten along by helping people, and they weren’t about to turn away folks in need.

Great tents had been cast in the fields of Ornmount proper, where the smell of stews, bread, and other fresh cooking filled the air. The worn men of this wandering fleet filed in and out, filling their bellies and chatting merrily - solid ground, a good meal, and shelter from the elements were all things that these men had not had in quite a long time. Across the way, their captain sat with some of the town’s leaders, sitting across from each other on a broad picnic table. It was far too nice a day to hide from the sun and the breeze, by the Folk’s standards.

The Fleet’s leader was a dark man with even darker hair, both marred from the heat of day and the salt of the sea. Demarch Kallus, one of the younger additions to the Council’s bureaucratic arm, mused to himself that the man had likely seen no shortage of combat in the wilds beyond, as well. Not that it mattered - the Folk had enough soldiers of their own to remain safe enough - and replacing generosity with cowardice was the greatest of dishonors.

“Captain Jak, I’m pleased to report that the Council of Many has approved your request for aid. The relevant supplies and timber should be arriving from our sister cities of Vael and Dale respectively in the coming weeks, and we can begin repairs as soon as the first of them arrive.”

The man waved his hand, allowing a smile to grace his hardened features. “No need for that - my men are hardy enough to do the repairs ourselves. We are already in your debt for the warm food in our bellies and the aid for our ships, if ye speak true. ‘Tis truly a strange thing to find a folk so generous in these times.”

“It is the mission of the Folk to stand in the light, though darkness may have fallen over the Old Lands.” Kallus might have been a cynical young man, but the Council’s Mandate had no other reading - on this, the ancestors were clear.

“Well I commend ye on that strength, and ye have my thanks once again - a safe harbor is a welcome sight indeed, especially in untamed lands.”

The two men spoke long into the evening, trading tales of lands both old and new. A small part of Demarch Kallus hoped that these men would stay, despite their wanderlust - the Forest knew that there were enough lands even near to the Folk that had yet to be properly explored, and perhaps these wanderers would take up the task.




Starting Order: 28
Starting Wealth: 46

Start: 12 Industry

Demarchy: +2 Order
Early Empire: +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, 13 Wealth, 6 Industry, 5 Food, 2 Research, 6 Pop Growth (2F/4P)

2000 Freedmen carry 4 Industry to Ornmount (Escorted by Ornmount Soldiers): -4 Industry, +2 Disorder

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

Constructing Bloomery: [6/22 Labor, 0/10 Wealth, 0/18 Industry] -> [9/22 Labor, 0/10 Wealth, 0/18 Industry]

Order = 8 Order - (8 - 2 = 6 Disorder) = 2 Order
Not a pop growth year…

End: 4 Order, 13 Wealth, 2 Industry, 2 Research

Coffers: 14 Industry


Start: 2 Timber, 2 Stone

Demarchy: +2 Order
Early Empire: +1 Wealth

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

5,000 Soldiers (Iron, Iron, Composite): Escorting Freedmen

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 Pop Growth

Total: 5 Order, -2 Disorder, 3 Labor, 8 Wealth, 1 Industry, 11 Food, 1 Timber, 1 Stone, 2 Luxuries, 3 Pop Growth (1F/2P)

2000 Freedmen carry 3 Timber to Ornmount/Fleet Location (Escorted): -3 Timber, +2 Disorder

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

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

Constructing Aqueducts: [6/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [9/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 5 Order
Not a pop growth year…

End: 5 Order, 3 Wealth, 1 Stone

Coffers: 3 Stone


Start: 1 Industry, 3 Stone

Demarchy: +2 Order
Early Empire: +1 Wealth

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

5,000 Soldiers (Iron, Iron, Composite): Escorting Freedmen to and from Ornmount/Fleet Location

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, 7 Wealth, 1 Industry, 8 Food, 3 Stone, 3 Luxuries, 3 Pop Growth (1F/2P)

Freedmen want 2 Food, 2 Luxuries! (Fulfilled)

Fleet wants 3 Food! (Fulfilled)

Constructing Aqueducts: [6/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone] -> [9/40 Labor, 0/20 Wealth, 0/25 Industry, 0/25 Stone]

Order = 5 Order
Not a pop growth year…

End: 5 Order, 7 Wealth, 1 Industry, 3 Stone

Coffers: 2 Industry, 6 Stone


Order Total: 28 + 2 + 5 + 5 = 40, 40/30 = 1.33 (Happy)
Research Total: 2
Researching Frontier Corps (4/10) -> (6/10)

Wealth Total: 46 + 13 + 3 + 7 = 69 Wealth
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Lazarian
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Posts: 1619
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Thu Aug 04, 2022 8:52 pm

The Remnants of Corvus

The Crimson Eye

The Marketplaces of Corvus
18th of Greengrowth

“Doom! Doom! Doom!” the beggar wailed, staring up at Laedon with milky-white eyes that no longer saw. “It comes again! It comes again! Punishment for our misdeeds!”

Laedon did not look at the vagrant, hurriedly shoving past him and through the crowd that had assembled around their “prophet”. Behind him, the town guard attempted to disperse the crowd, shoving and prodding them with poles and blunt staves. It did no use - the crowd was far too large for the few guards present to disperse at this point.

“The Beast is watching us! Evil spirits surround us! I see them!” the man howled through broken teeth, scraping the cobblestones with dirty fingernails.

Technically, the man had the right to say whatever he pleased, as long as it wasn’t directly heretical. Debate was an important part of Corvan society. Men could be challenged. Laws could be challenged. Ideas could be challenged. Conflict brought strength - iron met iron, and the winner would grow stronger for it.

But on the other hand, the freedom of words came with a price. The order and a framework of society could only be tested so much before the cracks would show. There were limits on what the Spirit-Guides could permit - for the good of the many, of course.

Thrice-damned omen. It had blazed through the sky in the dead of night, and the watchmen had panicked and shouted to such an extent that nearly the entire city had awoken. The Spirit-Guides had chosen to deliberate and study before making a proclamation of what the omen meant - and in this time of deliberation, the fear and panic of the populace had run amok with their own theories and prophecies. By the time the Spirit-Guides had come to a decision, the meaning was already essentially writ in stone by the common folk. The Crimson Eye, they called it - a portion of the Beast’s spirit that had broken the barrier between the Waking and Dreaming Worlds once again.

That was what had caused the Desolation, after all - breaching the barrier between life and death. Spirits were not meant to stay in the Waking World longer than their destined time. Forcibly dragging a soul back up the river created monsters - and both creation and creator were irreparably marred in the act.

Did Laedon think that the fireball in the sky was a portion of an evil deity, seeking to befoul mankind once again? Not necessarily. Not everything that was not understood by man was an act of the supernatural. Perhaps it was simply a rock, falling from the sky. Such things had happened before. Perhaps it was a demon, and the commoners were right. The Spirit-Guides tended to err on the side of caution - they had released an official proclamation that held more questions than answers.

Needless to say, it hadn’t exactly quelled the mass unrest in the city.

“The time of blood returns! It returns! Rivers of blood will run in the gutters! Children torn asunder! Elders heads crushed against the walls! The Beast comes to devour! He devours!” the disheveled man continued to rant and rave, working himself - and by extension, the crowd - into a frenzy.

“That’s enough!” the Tecate of the watchmen present barked, grabbing the madman angrily by the wrist. “The Beast is held at bay by Vennon and our noble dead. Silence your lies, false prophet!”

“The gods are dead! Dead! They do not speak and do not breathe! Statues and stone! Statues and stone! Slain and dead, at the hands of the Lord of Lead!”

This was too profane to be allowed, and the mere mention of the Unspoken One turned the crowd against him. They turned from intrigued to furious, and stones and rubbish began to pelt the man. This was as good an opening as any - the guards quickly shoved through the crowd and violently hurled the raving lunatic to the ground. It was not long before he was bound and muffled, cloth tied over his lying lips.

Even as he was dragged away, the prophet continued to screech and laugh, lost in his madness.

These were concerning times indeed, Laedon thought, shivering and moving on his way.

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, +1 Stone, +2 Gold Ore

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

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

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) +4 Food, +1 Labor, +2 Wealth

Rural Community II (East Corvus) (Agricultural) +4 Food, +1 Labor, +2 Wealth

Rural Community III (Corvus) (Agricultural) +4 Food, +1 Labor, +2 Wealth

Start: 14 Wealth, 19 Industry, 6 Gold Ore, 3 Stone
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: 24 Food, 22 Wealth, 3 Timber, 3 Stone, 4 Gold Ore, 2 Malachite Ore, 3 Labor, 2 Industry, 2 Luxury, 6 Cotton
Total Income: 29 Food, 9 Labor, 61 Wealth, 3 Timber, 3 Stone, 4 Gold Ore, 2 Malachite Ore, 17 Industry, 7 Luxuries
Construction:
Rural Community (Corvus) (3/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber) [-3 Labor, -1 Timber]
Frontier Outpost (NN Corvus) (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-4 Labor]
Artisan Conclave (North Corvus) (2/3 Labor, 3/3 Wealth, 3/3 Industry) [-2 Labor, -3 Wealth, -3 Industry]
Artisan Conclave (North Corvus) (0/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Wealth, -3 Industry]
Forged Iron Armor (1/12 Wealth, 0/6 Industry, 0/6 Iron) [-1 Wealth]
Forged Iron Weapons (1/16 Wealth, 0/5 Industry, 0/4 Iron) [-1 Wealth]
Expenses:
5 Food, 5 Wealth, 1 Industry (Army Upkeep)
10 Wealth (Workshop Conversion)
10 Gold Ore (Blast Furnace Conversion)
3 Food, 2 Luxuries (Populations)
5 Cotton (Spinning House Conversion)
1 Timber, 8 Wealth, 6 Industry (Constructions)
Net Income: +40 Wealth, net labor, +2 Timber, +3 Stone, -6 Gold Ore, 2 Malachite Ore, +10 Industry, +4 Luxuries
End: 52 Wealth, 25 Industry, 0 Gold Ore, 6 Stone, 2 Malachite Ore, 4 Luxuries
Special Actions:
Wolf I [Forged Iron Armor, Forged Iron Weapons, Compound Bows] patrols Corvus.
Bonewarping: (2/12 Enchantment, 3/4 Blood Cost (20 Surplus Food used, +1 Enchantment))
2,000 Serviles move to Cavon bearing 4 Industry. [+2 Disorder]


Cavon [Village] (10,000 Freedmen)
[Grand Wall, Garrison | Monument to the Fallen | 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)
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 (Cavon): (Resource) +2 Food, +2 Wealth, +1 Timber, +1 Stone, +2 Cassiterite Ore

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

Rural Community I (South Cavon): (Agricultural) +4 Food, +1 Labor, +2 Wealth

Rural Community II (West Cavon): (Agricultural) +4 Food, +1 Labor, +2 Wealth

Start: 25 Wealth, 2 Stone, 4 Cassiterite Ore
Income from Pops: 2 Wealth, -2 Luxuries
Income from City: 4 Labor, 5 Food, 3 Wealth, 1 Industry, 2 Order, 2 Luxuries
Income from Settlements: 11 Food, 4 Wealth, 1 Timber, 1 Stone, 3 Labor, 2 Cassiterite Ore
Total Income: 16 Food, 7 Labor, 9 Wealth, 5 Industry, 1 Timber, 1 Stone, 2 Cassiterite Ore
Construction:
Frontier Outpost (Cavon) (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-4 Labor, -4 Wealth, -2 Industry]
Artisan Conclave (SW Cavon) (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Labor, -3 Wealth, -3 Industry)
Expenses:
7 Labor, 7 Wealth, 5 Industry (Construction)
2 Food, 2 Luxury (Citizens)
Net Income: 14 Food, +2 Wealth, net Industry, +1 Stone, +2 Cassiterite Ore
End: 27 Wealth, 3 Stone, 1 Timber, 6 Cassiterite Ore
Special Actions:
[Bonewarping] - (3/12 Enchantment, 2/4 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) +4 Food, +1 Labor, +2 Wealth

Rural Community (South Corvin): (Agricultural) +4 Food, +1 Labor, +2 Wealth

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

Start: 26 Wealth
Income from Pops: 1 Wealth
Income from City: 3 Food, 1 Labor
Income from Settlements: 9 Food, 2 Labor, 7 Wealth, 1 Industry
Total Income: 12 Food, 3 Labor, 8 Wealth, 1 Industry
Construction:
Frontier Outpost (Corvin) (5/5 Labor, 5/5 Wealth, 2/2 Industry) [-2 Labor, -4 Wealth, -1 Industry]
Rural Community (1/3 Labor, 0/3 Wealth, 0/1 Industry, 0/1 Timber)
Expenses: 3 Labor, 9 Wealth, 1 Industry [-1 Labor]
Net Income: -1 Wealth, net Labor, net Industry, surplus food
End: 25 Wealth
Special Actions: None.


Order:
Corvus: 1 Disorder from Serviles. Negated by Houses. -2 from Citizen Scholars. -2 from Movement. -2 from the Crimson Eye. +5 from Capitol City. +13 from Government. TOTAL: +12
Cavon: No Disorder. -2 from Citizen Scholars. 2 from Village. 6 from Government. TOTAL: +6
Corvin: +3 Disorder from Freedmen. 1 Order from Hamlet. +5 from Government. TOTAL: +3
Total Nationwide Order: 39/39. Tier 1 bonuses next turn.

Diplomacy:
- Emissaries are sent to the Deepkin to inquire the price of Hematite. Industry, Gold ore, Cassiterite ore, Nightmetal ore, and Malachite ore are all offered at a ratio that the noble lords of Forgefend see fit.
- Emissaries are sent to the Republic, old friends of Corvus, to inquire for the price of Hematite. Same as above.
- Polite messages are sent to the Rebuilders in SW Cavon - if they seek safety from an ancient evil, they should consider the mighty walls of Cavon and the strength of the Wolves of Corvus. There is no safer place to be found in these lands. Perhaps arrangements can be made to the benefit of both parties? The diplomats do not pry into the nature of what follows them.

Research:
2 from Corvus (Capitol City)
3 from Citizen Scholars
1 from Scientific Method
Cohesive Networks [1/6 -> 6/6] (Copying from Khortuun)
Intelligence Agents [0/20 -> 1/20]
Last edited by Lazarian on Tue Aug 09, 2022 10:07 am, edited 6 times in total.

User avatar
The Empire of Tau
Minister
 
Posts: 2870
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri Aug 05, 2022 12:19 pm

The Bacchanal Republic of Manikos - Turn 3

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

Hear, hear! Manikos seeks sellswords far and wide. Up-front payment and regular earnings are guaranteed for loyal service! For those interested, head to Machaka.

Machaka: [Capitol City] 31,000 Population | 22000 Freedmen, 6000 Serviles, 3000 Hedonists | 1 Freedmen to 1 Hedonists

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]

Income Calculation/Processes:
10 Food [+5 Shaduf, +4 Rural Community, +3 Isolated Fields, +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] [25% Merchant Republic, 7+]
6 Industry [+5 (+1) Capital City]

3 Research [+2 Capital City, +1 Hedonists Population]
4 Luxury [+4 Isolated Fields]
10 Order [+5 Capitol City, +2 Tavern, +2 (+2) Republic, -1 Hedonist]
8 ??? [+8 Isolated Fields]

Budgeting, Upkeep, and Disorder:
-6 Food to feed the Population [-5 Freedmen, -1 Serviles]
-4 Luxuries to satisfy Population [-5 Freedmen] | Shortage of 1 Luxuries

4 Disorder [+2 Unmet Freedmen Demand, +4 Serviles, +2 Hedonists] [-2 Houses | 25% Dense Houses, -1) / 4 Disorder minus 10 Order Equals 6 Disorder, -7 → -1 Disorder Total (7 divided by 31 = 0.03).

Reaping Station [4/5 L] [1/1 W] + 1L → Done
Frontier Outpost [0/5 L] [0/5 W] [0/2 I] + 5L, 5W, 2I → Done
Frontier Outpost [0/5 L] [0/5 W] [0/2 I] + 2L, 5W, 2I → Not Done

Storage: 40 Wealth → 62, 8 Industry → 10, 3 Timber

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]

Income Calculation/Processes:
11 Food [+5 Village. +4 Rural Community, +2 Artisan Conclaves]
3 Labor [+2 Village, +1 Rural Community]
11 Wealth [+2 Village, +2 Freedmen Population, +1 Early Empire, +6 Artisan Conclave, +3 Hedonists, -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]
4 Order [+2 Village, +2 (+3) Republic, -1 Hedonists, -2 Scholar-Citizens]
2 Luxuries [+2 Village]

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 4 Order Equals 2 Order Total, 2 → 4 Order Total.

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

Storage 5 Wealth → 16, 1 Industry → 4, 2 Fireclay → 4, 2 Sphalerite → 4

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]
7 Order [+2 Village, +2 (+4) Republic, -1 Hedonists]
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 7 Order Equals 3 Order, -1 → 2 Order Total.

Citizen-Scholar Activated. -2 Order for 1 Research. New Order Total is 0.

Scrape Mine [6/20 L] [5/5 W] [2/5 I] + 6L, 3I → Not Done
Reaping Station [0/5 L] [0/1 W] + 1W → Not Done

Storage 13 Wealth →33, 4 Stone → 6, 4 Timber → 6, 4 Copper → 6, 4 Galena → 6, 4 Granite → 6, 0 Industry

7 → 11 Global Order [+4 Eshe, ]
8 Research [+3 Machaka (+1 Scientific Method), +2 Nea, +2 Eshe] goes into copying Deepkin Retinues [14/30] → [22/30]

Trade Outposts:
[Southeast of Varra (Plains) | Blackberries, Pigs, Fireclay]
[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:
Counterespionage in Eshe, Nea, and Machaka

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 61328
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 05, 2022 6:34 pm

The Doors of Dusk


Street of Lamplighters, Weft
Eighteenth of Summer's Moon, Year Five Hundred Thirtyseven of the Reckoning

She threw on her shift, only too happy to for the light cloth out of the north to ward off the evening's gathering chill. The pale overcoat of the fabric the trader had called 'linen' wasn't like anything she or her husband had come across in their old lives in the streets of Forgefend, but that didn't make it bad, not in the least. Merchant's tales often exaggerated the qualities of their wares; such was an axiom as old as trade itself. In this case, though, she thought the heavily bearded man from the shores of the Sea of Ice hadn't had the opportunity to try his wares, or he would have charged even more for them.

Weft was a curious city. From the east came the hot winds of the Vale of Ustar, the strange name the men-women of the distant Khortuun had given to the gasping dusts and burning sands of the desert at the heart of the Agala - during the heights of summer at midday they could rise even to the heights of the city nestled in the vales of the Spine of the World, stealing dew from crops and parching throats at labor in an instant. But in spring or autumn, when the prevailing storms marched in from the coast of the Mirror Sea and the Wyrwood, the nights grew cold indeed. Altitude above the sea could do that, or so the scholars said. The sum of the tale, though, was that one who lived here on the edge of civilized lands needed to be equally prepared for sweltering days and chill evenings.

And so this linen served her masters well. Lalia took up her length of crystalwood rod, intoning the soft syllables of activation which woke the sorcerous charge. A pale light glistened from the tip as she concluded the singsong doggerel, less rhythmic chant than half-remembered spell of activation from better sires. But the crude nature of the sorcery did not lessen her effectiveness in waking the thrumming glory held within the pole.

"Stew should be ready within the bell!"

She smiled inwardly. The cadence of life after coming east on that caravan had taken time to settle in, but it was welcome now. Tarkin was a better cook than her by leaps and bounds, one of the reasons her mother had recommended the second son of House Graie for a match when her daughter's talents leant themselves more to the physical than the domestic. A clatter of dishes and happy whistling from the kitchen once his time at one of the greater villas farther down the valley were a welcome refrain as she set out for her evening's duties.

"Keep it hot; I won't be a moment."

Unlike the lamplighters in larger cities and the capitol, who worked in pairs and doubled as supplements of the City Watch, Lalia didn't bother with a partner. There were only a few hundred souls all told who lived within the walls of the fledgling fastness of the Emperor's Light, outnumbered handily by the garrison and mostly operating in support of the Guard and the various small homesteads and wildcat miners who had staked claims in these broken foothills. Crime was almost unheard of, and though the masters back in Forgefend had admonished her not to become dull at her baton and knife drills, there really wasn't any need here.

Chorused greetings and commonplaces reached her ears as she set off on her patrol, steadying herself on the singing crystal rod across the diffidently cobbled streets of what passed for the city center. Most of the goodwives and workers were already home for the evening, the sun having sunk the better part of a kay ago behind the desert's horizon. Slowly she strode along, eyes scanning for signs of trouble, but it was habit instead of necessity. The first lamp-post she reached in only a few dozen strides, and she raised her alchemical device to the apex of the sturdy bronze structure, the arcane charge waking the runes within the mechanism.

With a low humming sound a bright warm light, almost the light of day, shone forth from the apex of the lamp-post. It only bathed a small pool about the base of the post in any great illumination, but tatters of the sundered light lapped smoothly further down the road, and out away from the thoroughfare toward the nearest dwelling, that of an elderly baker. He waved in a neighborly fashion as she nodded to him, before moving on.

Weft did not only rely on artificially subdued brightstone for her night's passage though - as Lalia went about her duties, waking the lamps on either side of the main street, the unfolding tableau of the reason for Weft's settlement here, so far from the Imperium, began to tinge the horizon. Night's gathering cloak was pushed back here and there even as it struggled to enfold the land, the heights above the frontier community pulsing with affectionate yellow light. Newcomers took time to get used to it and some found it difficult to sleep, but Lalia found it comforting. The sunstone of the Spine of the World, raw gems which shimmered with what the mages called the trammeled energy of the Great Rider, shone out clear and bright as the day drew to a close. From hills and mountaintops points of brilliant dayflower bloomed, a wonder of the world to be sure.




Capitol City: 23000 Population | 4000 Golems, 19000 Deepkin
+3 Food, +9 Labor, +21 Wealth, +15 Industry, +18 Order, +9 Research. +6 Wealth, +17 Industry, +7 Labor, +4 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 [3/5]
Income: 236 Food, 34 Labor, 293 Wealth, 69 Industry, 6 Enchantment, 60 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.
-1 Enchantment for Golems
Animating Gem-Mind Golems [12/12 Labor, 5/5 Iron, 25/25 Wealth, 14/14 Enchantment, 2/2 Power Gems]
Animating Gem-Mind Golems [2/12 Labor, 5/5 Iron, 25/25 Wealth, 14/14 Enchantment, 2/2 Power Gems]
Artificer Guilds [20/20 Labor, 20/20 Wealth] [+1 Research]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +3 Order from Wonders.
End: 999 Wealth, 180 Industry, 177 Order, 12 Luxuries, 319 Timber, 27 Stone, 111 Starmetal Ore, 60 Tanzanite, 60 Corundum, 63 Cassiterite, 6 Shadow Ash, 4 Power Stone, 20 Copper Ore, 10 Cinnabar, 6 Copper, 4 Silk, 13 Shimmerwool, 5 Healer's Hand, 3 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: +66 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
17 Starmetal processed to 40 Wealth, 6 Industry
5 Wool processed to 5 Luxuries
Income: 176 Food, 27 Labor, 244 Wealth, 30 Industry, 8 Luxuries, 8 Enchantment, 1 Research, 90 Timber, 135 Stone, 1 Wool, 15 Meteoric Iron, 33 Starmetal, 15 Firechar, 15 Emeralds, 15 Amethysts, 10 Basalt, 15 Mithril
Expenses:
4 Luxuries for Freedmen
-1 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Eternity Forge [48/75 Labor, 100 Wealth, 60/65 Industry, 5 Enchantment, 12 Firechar] -> [75/75 Labor, 65/65 Industry]
Casting Enhanced Rune of Growth on Rural Community x2 [10 Stone, 6 Enchantment]
Bonuses: Amethysts consumed
Order: -7 Disorder, -50% Disorder from Housing. +14 Order from Constructions. 39 Order from Holdings. +2 Order from Wonders. 55. Final: 104 Order -> 159 Order.
End: 918 Wealth, 12 Luxuries, 279 Timber, 375 Stone, 1 Wool, 45 Meteoric Iron, 99 Starmetal Ore, 22 Firechar, 45 Emeralds, 35 Amethysts, 30 Basalt, 45 Mithril


Town: 26000 Population | 2000 Iron Golems, 5000 Debt Serfs, 4000 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
17 Hematite converted to 40 Wealth, 6 Industry
10 Timber converted to 20 Industry
5 Wool: 5 Luxuries
Income: 183 Food, 36 Labor, 213 Wealth, 66 Industry, 7 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
-3 Enchantment for Golems
-2 Food, -2 Stone for Constructions.
Eternity Forge [59/75 Labor, 100 Wealth, 65 Industry, 5 Enchantment, 12 Firechar] -> [75/75 Labor]
Fabricating Golems [12/12 Labor, 15/15 Stone, 30 Wealth, 16/16 Enchantment, 3/3 Power Stones]
Shaduf [8/20 Labor, 20/20 Wealth, 35/35 Industry]
-7 Disorder, -50% Disorder from Housing. +11 Order from Constructions. +41 Order from Holdings. 52. End: 89 -> 141 Order
End: 567 Wealth, 90 Industry, 36 Luxuries, 170 Timber, 208 Stone, 1 Wool, 3 Hematite, 87 Granite, 69 Diamonds, 60 Obsidian, 24 Coal, 24 Rubies, 27 Amber, 3 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, +108 Stone, +54 Ore (18 Native Gold Ore, 9 Hematite, 9 Rubies, 9 Shimmerstone, 9 Cassiterite), +2 Deep Ore (1 Magnetite, 1 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
Bonuses: Pearls consumed [9 Wealth, 5 Luxuries], Shimmerstone consumed [2 Enchantment]
Income: 87 Food, 35 Labor, 166 Wealth, 72 Industry, 13 Enchantment, 12 Research, 54 Timber, 108 Stone, 1 Gold Ore, 9 Hematite, 9 Rubies, 8 Shimmerstone, 1 Magnetite, 1 Emeralds, 3 Gold, 3 Iron, 3 Tin, 6 Pearls
Expenditures:
-5 Food, 5 Wealth, 1 Industry for Army
-3 Timber for Golems
-2 Food, -2 Stone for Constructions.
Deep Mine [60/75 Labor, 25 Wealth, 30 Industry] -> [75/75 Labor] [Done]
Surgery [20/50 Labor, 75 Wealth, 30 Industry]
Fabricating Steel Armor [21 Wealth, 7 Industry]
Tertiary Power Point Sensing [8 Enchantment]
Order: -7 Disorder, -50% Disorder from Housing. +13 Constructions. +2 Wonders. 20 from Holdings. 35 Total. 70 -> 105 Order.
End: 657 Wealth, 139 Industry, 87 Timber, 174 Stone, 3 Gold Ore, 9 Hematite, 9 Rubies, 8 Shimmerstone, 3 Magnetite, 3 Emeralds, 9 Gold, 3 Iron, 3 Tin, 17 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
4 Frontier Outposts: +48 Food, +48 Wealth, +60 Timber, +108 Stone, +84 Ore (63 Starmetal, 11 King's Ore, 10 Sulfur), +12 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: 140 Food, 28 Labor, 186 Wealth, 52 Industry, 11 Luxuries, 9 Enchantment, 1 Research, 60 Timber, 108 Stone, 1 Wool, 56 Starmetal Ore, 11 King's Ore, 10 Sulfur, 2 Power Stone
Expenditures:
5 Luxuries for Freedmen
-3 Timber for Golems
-2 Food, -2 Stone for Constructions
Surgery [40/50 Labor] -> [50/50 Labor]
Frontier Outpost [N] [5 Labor, 5 Wealth, 2 Industry]
Watchtower [N] [5 Labor, 2 Wealth, 2 Timber]
Fabricating Golems [8/12 Labor, 15/15 Stone, 30 Wealth, 20/20 Enchantment, 2/2 Power Gems]
Order: -7 Disorder, -50% Disorder from Housing. +12 Order from Constructions. +2 Wonders. +30 Holdings. 44. Total: 76 -> 76.
End: 445 Wealth, 96 Industry, 16 Luxuries, 133 Timber, 228 Stone, 2 Wool, 164 Starmetal Ore, 11 King's Ore, 10 Sulfur, 4 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
2x Ritualized Geokinesis: [-6 Enchantment, +8 Labor]
Income: 131 Food, 48 Labor, 120 Wealth, 46 Industry, 15 Luxuries, 6 Enchantment, 30 Timber, 54 Stone, 11 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] [1.4]
Constructing Fortress [40 Labor, 50 Wealth, 50 Industry, 50 Stone]
Raising Army [15 Wealth, 15 Industry]
Constructing Paddy [8/40 Labor, 12 Wealth]
Sensing Secondary Powerpoints [6/6 Enchantment]
-7 Disorder, -50% Disorder from Housing. +10 Order from Constructions. +34 Holdings. Total: 44. 82 -> 126
End: 241 Wealth, 36 Industry, 27 Luxuries, 59 Timber, 56 Stone, 22 Floatstone, 22 Native Copper, 42 Aetherium, 12 Silver Timber, 9 Grapes, 6 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
Frontier Outpost: +12 Food, +12 Wealth, +15 Timber, +27 Stone, +21 Ore (Meteoric Iron), +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 [4 Wealth]
Income: 123 Food, 30 Labor, 104 Wealth, 23 Industry, 4 Enchantment, 11 Luxuries, 15 Timber, 27 Stone, 11 Meteoric Iron, 6 Wool, 16 Marble, 2 Power Stones
Expenditures:
2 Luxuries for Population
-2 Stone for Constructions.
Aqueducts [38/40 Labor, 20 Wealth, 25 Industry, 25 Stone] -> [40/40 Labor] [Done]
Frontier Outpost [5 Labor, 5 Wealth, 2 Industry]
Frontier Outpost [NE] [5 Labor, 5 Wealth, 2 Industry]
Watchtower [NE] [5 Labor, 2 Wealth, 2 Timber]
Constructing Spinning House [13/20 Labor, 25 Wealth]
Upgrading Garrison to Palace [25/25 Marble]
-7 Disorder, -50% Disorder from Housing. +5 Order from Constructions. +1 Order from Wonders. +26 Holdings. 32. Total: 46 -> 78 Order
End: 164 Wealth, 33 Industry, 25 Luxuries, 27 Timber, 25 Stone, 22 Meteoric Iron, 9 Wool, 7 Marble, 6 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, 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: [8/75 Labor, 25/25 Wealth, 11/30 Industry] -> [46/75 Labor, 30/30 Industry]
Prospecting taking place [100/100 Wealth, -10 Order]
-7 Disorder, -50% Disorder from Housing. +9 Order from Constructions. +28 Holdings. 37. Total: 49 -> 78
End: 57 Wealth, 18 Luxuries, 65 Timber, 115 Stone, 57 Wyrdstone, 9 Copper, 24 Diamonds, 12 Obsidian, 18 Galena, 3 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.
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: 72 Food, 30 Labor, 53 Wealth, 9 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.
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Artisan Conclave [3 Labor, 3 Wealth, 3 Industry]
Workshop [30 Labor, 30 Wealth, 13/25 Industry] -> [16/25 Industry]
Artificer Guilds [20/20 Labor, 20/20 Wealth, +1 Research]
-2 Disorder, -25% Disorder from Housing. +2 Order from Constructions. 20 Holdings. 25. Total: 44 -> 69.
End: 50 Wealth, 27 Luxuries, 3 Wool, 47 Timber, 46 Stone, 32 Galena, 8 Lead, 4 Silver, 45 Meteoric Iron, 9 Iron, 6 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.
Rural Community: +24 Food, +3 Labor, +6 Wealth, +3 Wool, +3 Order
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Malachite), +3 Copper, +3 Nodules, +3 Order
Reaping Station: +9 Food, +9 Wealth, +15 Resource (15 Malachite), +3 Copper, +3 Nodules, +3 Luxury, +3 Order
2 Artisan Conclave: +6 Food, +24 Wealth, +6 Industry, +6 Order
9 Enchantment: 12 Labor via Ritualized Geokinesis
Income: 63 Food, 32 Labor, 69 Wealth, 10 Industry, 9 Luxuries, 6 Timber, 9 Stone, 3 Wool, 18 Malachite, 6 Copper, 6 Nodules, 2 Power Stone
Expenditures:
2 Luxuries for Populace
-2 Timber for Golems
-2 Stone for Constructions.
Workshop [30 Labor, 30 Wealth, 17/25 Industry] -> [25/25 Industry]
Aqueducts [19/40 Labor, 20 Wealth, 0/25 Industry, 7/25 Stone] -> [40/40 Labor, 1/25 Industry, 14/25 Stone]
Reaping Station [N] [5 Labor, 1 Wealth]
Reaping Station [W] [5 Labor, 1 Wealth]
Rural Community [W] [3 Labor, 3 Wealth, 1 Industry, 1 Timber]
Prospecting [100 Wealth, 10 Order]
-2 Disorder from Housing. +26 Holdings. 26. Total: 40 -> 56
End: 4 Wealth, 21 Luxuries, 16 Timber, 14 Stone, 54 Malachite, 18 Copper, 18 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 [23/75 Labor, 92/110 Wealth, 17/40 Industry, 11/40 Timber] -> [44/75 Labor, 110/110 Wealth, 33/40 Industry, 23/40 Timber]
Order: +21 from Holdings. 21. Total: 38 -> 59
End: 52 Wealth, 14 Luxuries, 36 Stones, 3 Wool, 6 Cobalt, 6 Black Cotton, 6 Malachite, 6 Opals, 27 Sapphires, 27 Wyrdstone, 6 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
Frontier Outpost: +9 Food, +9 Wealth, +6 Timber, +9 Stone, +3 Ore (3 Emeralds), +3 Emeralds, +3 Order
3 Enchantment: 4 Labor via Ritualized Geokinesis
Income: 93 Food, 27 Labor, 78 Wealth, 15 Industry, 2 Enchantment, 9 Luxuries, 9 Timber, 12 Stone, 6 Wool, 3 Hematite, 9 Emeralds, 3 Galena, 3 Iron, 2 Power Stones
Expenditures:
2 Luxuries for Populace
-2 Stone for Constructions
Frontier Outpost [5 Labor, 5 Wealth, 2 Industry]
Workshop [30 Labor, 30 Wealth, 18/25 Industry] -> [25/25 Industry] [Done]
Seat of Seeing [22/30 Labor, 15 Wealth, 6/10 Industry, 2/15 Enchantment]
29 Order from Holdings. 29. Total: 40 -> 69
End: 89 Wealth, 21 Luxuries, 19 Timber, 23 Stone, 9 Wool, 9 Hematite, 21 Emeralds, 9 Galena, 9 Iron, 6 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
Bonus: Shimmerstone consumed [+2 Enchantment]
Income: 63 Food, 28 Labor, 57 Wealth, 10 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
Workshop [30 Labor, 30 Wealth, 19/25 Industry] -> [25/25 Industry] [Done]
Bloomery [9/22 Labor, 10 Wealth, 0/18 Industry] -> [22/22 Labor, 4/18 Industry]
Seat of Seeing [15/30 Labor, 15 Wealth, 0/10 Industry, 5/15 Enchantment]
23 Order from Holdings. 23. Total: 37 -> 50
End: 86 Wealth, 24 Luxuries, 23 Timber, 28 Stone, 6 Wool, 6 Native Copper, 12 Emeralds, 9 Sapphires, 8 Shimmerstone, 9 Galena, 9 Lead, 3 Silver, 3 Grapes, 3 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
Income: 57 Food, 29 Labor, 54 Wealth, 15 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
Workshop [20/30 Labor, 30 Wealth, 14/25 Industry] -> [30/30 Labor, 25/25 Industry] [Done]
Spinning House [19/20 Labor, 25 Wealth]
Channeling Shrine of Power [0/5 Labor, 10 Wealth, 2/5 Enchantment]
23 Order from Holdings. 23. Total: 37 -> 50
End: 36 Wealth, 16 Industry, 18 Luxuries, 20 Timber, 25 Stone, 3 Wool, 12 Graphite, 9 Sunstone, 18 Obsidian, 9 Ropegrass, 1 Power Stone


29 Research
2 Research to School of Outsider: Lesser Blink [4/40] -> [6/40]
Spire of the Sky researching Nightmetal Comprehension [3/50]
15/23 Research for Scutching -> [23/23]
21/50 Research for Ropegrass Comprehension
Last edited by G-Tech Corporation on Wed Aug 10, 2022 1:20 pm, edited 3 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Piscina
Envoy
 
Posts: 222
Founded: Aug 20, 2019
Left-wing Utopia

Postby Piscina » Sun Aug 07, 2022 5:55 pm

Nordwood


Dawnrise
Year 103 AR

Fortune comes, and fortune goes. Such is the way things have been, such is the way things are, and such is the way things will always be.

Or at least, that's how the sayings go. Edgar mused, as he walked down the cobbled street. Looking up at the sky, he took a moment to regard the weather. Sheets and pillars of grey-white cloud loomed over his head, and into the distance like the ranks of some heavenly army, albeit a rather disorganised one. The sun peeked through in places, casting shafts of light down onto the village and the seemingly endless sea that stretched away towards the horizon. Altogether, the weather was quite fitting, considering his situation. Somewhat bleak overall, but with hints of something brighter to look forward to. When he was a boy, he had often heard storytellers and mystics say that the motions of the natural world held clues about the future. Edgar had never put much faith in those tales, but now, lost in thought, he supposed that there might be a grain of truth in them. After all, stranger things have happened.

Without warning, he was jolted out of his reverie by a slight impact. Bringing his attention back to the material world, he saw that he had inadvertently collided into another pedestrian. Hastily offering apologies, Edgar stepped to the side to allow the man to pass, pretending not to notice the momentary look of disdain that passed over the man's face.

And there it is. He thought with a touch of bitterness. Even after the Ancestors blessed us by leading us here, there's still always some damn problem to deal with. The people of Dawnrise, and Nordwood as a whole, may have permitted them to settle down as part of their society for reasons both sentimental and practical (after all, only a fool would refuse extra hands in these trying times), but there was still no shortage of discord.

The routine protests against their residency here were proof enough of that. There was still resistance from many corners of society, from the very people who had given them shelter, claiming that letting them in had been a terrible mistake, and more specifically, that the practice of their religious beliefs would spell ruin for the people of Nordwood. Definitely far from ideal, but Edgar and the Ancestors hadn't survived in the wilderness by being weak, or by refusing to adapt to new dangers when they appeared. Admittedly, in his quieter moments he feared for the survival of his culture in the face of such hostility and social pressure, but overall, he was confident that in time they would rise to meet this new challenge.

After all, when times change, those who do not change with them die, and those who do thrive. Such is the way things have been, such is the way things are, and such is the way things will always be.


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 Labour, +1 Wealth

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

Start: 4 Wealth, 6 Food, 2 Timber, 2 Stone, 4 Luxury, 6 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 (9/22 Labour, 10/10 Wealth, 13/18 Industry) [-3 Labour, -3 Industry]
Special Actions: Citizen-Scholars generate +1 Research and consume -2 Order, -5 Wealth, 2000 Freedmen migrate to Hearthstone, taking 2 Wealth, 2 Industry with them, 2000 Freedmen arrive from Hearthstone, carrying 1 Luxury
Expenses: -3 Food, -3 Labour, -7 Wealth, -5 Industry, -2 Luxury
Net Income: +5 Wealth, +3 Food, +1 Timber, +1 Stone, -1 Luxury +3 Hematite, +2 Research
End: 9 Wealth, 9 Food, 3 Timber, 3 Stone, 3 Luxury, 9 Hematite
Order: +5 from City, +4 from Government, -1 from Pops, -2 from Citizen-Scholars, -2 from migration
Total Order: 2
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

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

Start: 14 Food, 4 Timber, 2 Stone, 7 Order
Income from City: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury
Income from Pops: +2 Wealth
Income from Settlements: +6 Food, +1 Labour, +3 Wealth, +2 Timber, +1 Stone, +1 Luxury
Total Income: +7 Wealth, +3 Labour, +1 Industry, +9 Food, +2 Timber, +1 Stone, +3 Luxury
Construction: Apothecary (6/25 Labour, 7/80 Wealth, 2\15 Industry) [-1 Wealth], Artisan Enclave (3/3 Labor, 3/3 Wealth, 3/3 Industry) [-3 Labour, -3 Wealth, -3 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 2 Wealth, 2 Industry
Expenses: -2 Food, -3 Luxury, -9 Wealth, -3 Labour, -3 Industry
Net Income: +7 Food, -1 Luxury, +2 Timber, +1 Stone
End: 21 Food, 6 Timber, 3 Stone
Order: +2 from city, +4 from Government, -2 from Citizen-Scholars, -2 from migration
Total Order: 9


Dawnrise [Village]
City Income: +2 Labour, +5 Food, +2 Wealth, +1 Industry, +2 Luxury, +2 Order
Population: 10000 Freedmen, 2000 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: 12 Food, 4 Timber, 2 Stone, 8 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 9/25 Labour, 3/80 Wealth, 3\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: 18 Food, 6 Timber, 3 Stone
Order: +2 from City, +4 from Government, -2 from Citizen-Scholars
Total Order: 12
Millitary: Watchtower provides +1 Army Cap


6 produced Research is put into Creature Trapping (6/10)
Last edited by Piscina on Fri Aug 12, 2022 8:10 am, 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
Novas Arcanum
Negotiator
 
Posts: 5491
Founded: Oct 14, 2016
Ex-Nation

Postby Novas Arcanum » Mon Aug 08, 2022 7:06 am

Let go of your earthly attachments, become like the wind

- Unknown Monk of the Fifth Era


It is during the early days of the Taiyang Dynasty that a monk would arrive from an eastern kingdom to the borders of the Middle Kingdom. This monk would at first be unknown after all the Taiyang were religiously tolerant and allowed many men and women to practice their faith. This monk was different than those who came before teaching that human life is suffering, that all life is sacred, to never harm any living organism, even the tiniest insect, and that through meditation and detachment from worldly affairs true enlightenment could be achieved and suffering could end.


Nanzhou

City Layout
22,000 Population |22,000 Freedmen
5 Catapults
Infrastructure:
Grand Wall [Siphoning], Garrison | Forbidden Palace, Great Canal | Aqueduct, Houses, Dense Housing, Spinning House , Workshop, Paddy, Bloomery
Rural Community [+4 Food, +1 Labor, +1 Wealth. +1 Bonus Food]
Rural Community [+4 Food, +1 Labor, +1 Wealth. +1 Bonus Food]
Reaping Station[+2 Food,+3 Wealth,+1 Luxury,3 Silk]
Artisan Conclave [+1 Food, +3 Wealth, +1 Industry]
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Workshop → -8 Wealth,+ 12 Industry
Spinning House → - 3 Silk, +3 Wealth
Total Wealth Output
16 Wealth
Population Actions:
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → + (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → + (+1 Wealth|1/1 Food| 1/1 Luxury)
2000 Freedmen → Studying the Laoist classics.
Construction:
Farming Estates [4/10 Labor, 5/5 Wealth, 2/2 Industry | 5/5 Timber]
Simple Sewers → 0/50 Labor|15/15 Wealth|15/ 15 Industry.
Military Actions
Garrison Army[Iron,Iron] → Patrols
Galley Squadron → Aids Yuzhou in patrolling
Defensive Army (Conscripts) [ ] →Patrols
Government/Civics
+3 Order,+1 Wealth


Yuzhou

City Layout
18,000 Population|13,000 Freedmen. 5,000 Bureaucrats.
Infrastructure: Reinforced Stone Wall, Garrison | Temple of Heaven, The Long Wall | Aqueduct, Simple Sewers, Dense Housing, Deep Quarry
Rural Community[+4 Food, +1 Labor, +1 Wealth, +1 Bonus Food,+1 Stone,+2 Timber]
Frontier Outpost[Torched]
Watchtower [Walled Fortress:+1 Labor,+1 Food]
Deep Quarry → +2 Stone
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Total Wealth Output:
+9 Wealth
Population Actions:
5000 Bureaucrats → (+1 Wealth|1/1 Food| +1 Order|1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| Demands I Luxury|2 Disorder (25% Disorder Ignored from Housing) )
3000 Freedmen → Studying the Laoist Classics.
Construction:
Frontier Outpost [4/5 Labor|5/5 Wealth|2/2 Industry]
Rural Community [0/3 Labor|3/3 Wealth|0/1 Industry|0/1 Timber]
Reaping Station [0/5 Labor| 1/1 Wealth]
Military Actions
Garrison Army [Iron, Iron] → Defending against barbarians
Defensive Army (Conscripts) [ ] → Defending against barbarians
Government/Civics
+3 Order,+1 Wealth


Zhongdu:

City Layout
Population 11,000 |11,000 Freedmen
Infrastructure
Garrison | Dense Housing
Artisan Conclave → (+1 Food, +3 Wealth, +1 Industry )
Reaping Station [+2 Food, +2 Wealth, +3 Timber, +1 Luxury]
Village Output → +2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Total Wealth Output
9 Wealth
Population Actions:
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
1000 Freedmen → (Studying the Laoist Classics)
Construction

Watchtowers → [2/5 Labor|2/ 2 Wealth|2/ 2 Timber]
Military Actions
Garrison Army[Iron,Iron] → Patrols
Defensive Army (Conscripts) [ ] → Patrols
Government/Civics
+3 Order,+1 Wealth


Qindao:

City Layout
5,000 Population | 5,000 Freedmen
Infrastructure
Hamlet Output → +1 Labor, +3 Food, +1 Order.
Garrison
Total Wealth Output
3
Population Actions
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury(1 Silk is consumed +1 Order for 5 Years,+5 Luxuries)
Garrison Army [Iron, Iron] → Patrols
Defensive Army (Conscripts) [ ] → Patrols
Construction
Watchtowers → [0/5 Labor|2/ 2 Wealth|0/ 2 Timber]
Reaping Station → [3/5 Labor|1/ 1 Wealth]
Government/Civics
+3 Order,+1 Wealth
Stockpile
1 Silk



Jingshi:


City Layout
5,000 Population | 5,000 Freedmen
Infrastructure
Reinforced Stone Wall | Jiayuguan Fortress (Ruins) | Houses
Capitol City Output →[ +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research]
Frontier Outpost → (+2 Food, +2 Wealth, +1 Timber, +1 Stone)
Total Wealth Output
9
Population Actions
5000 Freedmen → (+1 Wealth|1/1 Food| 1/1 Luxury)
Construction
Reaping Station → [0/ 5 Labor|1/ 1 Wealth.
Watchtower → [5/5 Labor|2/ 2 Wealth|2/ 2 Timber]
Military Actions
Army [Iron, Iron, Unicorns, Composites] → (Recovering???)
Defensive Army (Conscripts) [ ] → Patrols
Government/Civics
+3 Order,+1 Wealth


[box]
Empire Stats

Research: Copying from the Republic of Manikos[ 6/8 Scientific Method]
Golden Age Score: 69/122
Last edited by Novas Arcanum on Mon Aug 08, 2022 7:13 am, edited 4 times in total.

User avatar
Olthenia
Senator
 
Posts: 4021
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Mon Aug 08, 2022 1:46 pm

K H O R T U U N

Image

I ᴡʀɪᴛᴇ, ᴇʀᴀsᴇ, ʀᴇᴡʀɪᴛᴇ

Eʀᴀsᴇ ᴀɢᴀɪɴ, ᴀɴᴅ ᴛʜᴇɴ

A ᴘᴏᴘᴘʏ ʙʟᴏᴏᴍs.



In the Vale of Ustar:
Sorrowfree [Capitol City] (22,000 Freedmen, 1,000 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 (W 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: +1 Labor, +5 Wealth, +2 Industry
Income from City: +0 Food, +2 Labor, +7 Wealth, +2 Industry, +2 Research.
Income from Settlements: 10 Food, 6 Wealth, 1 Timber, 3 Obsidian, 1 Labor, 1 Industry, 1 Luxury.
Total Income: 18 Food, 4 Labor, 19 Wealth, 7 Industry, 1 Luxuries.
Construction:
Rural Community (E Sorrowfree): 3/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber.
Rural Community (W Sorrowfree): 1/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber.
Rural Community (S Sorrowfree): 0/3 Labor, 3/3 Wealth, 1/1 Industry, 1/1 Timber.
Workshop (Sorrowfree): +6 Wealth, +1 Industry = 3/30 Labour, 30/30 Wealth, 8/25 Industry.
Expenses:
5 Food, 5 Luxuries (Populations)
9 Labour, 9 Wealth, 7 Industry, 3 Timber (Construction)
2 Wealth (Cohesive Network).
Net Income: +8 Wealth, net labor, +0 Timber, net Industry, -4 Luxuries, +9 Disorder.
End: 10 Wealth, 0 Industry, -4 Luxuries.
Special Actions:
Freedman transport 2 Industry to Kura Kumbe, then return. (+2 Disorder)
Freedman transport 1 Industry to Fastaqui, then return. (+2 Disorder)
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.

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: +7 Food, +3 Wealth, +3 Red Gems, +1 Labor, +1 Luxury.
Total Income: 10 Food, 3 Labor, 5 Wealth, 1 Luxuries, 3 Red Gems.
Construction:
Artisan Conclave: 3/3 Labour, 1/3 Wealth, 2/3 Industry. (+2 Wealth, +1 Industry) = Completed!
Artisan Conclave: 3/3 Labour, 3/3 Wealth, 1/3 Industry. (+3 Labour, +3 Wealth, +1 Industry) = Work in progress.
Expenses:
2 Food, 2 Luxuries (Populations)
3 Labour, 5 Wealth, 2 Industry.
Net Income: +0 Wealth, net labor, net Industry, -1 Luxuries, +2 Disorder.
End: 0 Wealth, 0 Industry, -1 Luxuries.
Special Actions: 2 Industry arrives from Sorrowfree.


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. It 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: 2/3 Labour, 3/3 Wealth, 3/3 Industry. (+1 Labour, +1 Wealth, +1 Industry) = Work in progress.
Expenses:
1 Food, 1 Luxuries (Populations)
1 Labour, 3 Wealth, 1 Industry (Construction).
Net Income: +3 Wealth, net Labour, net Industry, -1 Luxuries, +2 Disorder.
End: 3 Wealth, 0 Industry, -1 Luxuries 2 Timber, 2 Stone.
Special Actions: 1 Industry arrives from Sorrowfree.


Order:
Sorrowfree: No Disorder. (+1 Disorder from Serviles, +9 Disorder from Luxuries deficit. -2 Disorder from Houses, -1 Disorder from Dense Housing. +4 Disorder from moving Freedmen. +5 Order from Capitol City, +3 from Grand Temple, +1 from Sacred Crafts. +7 from Government.) TOTAL: +5 Order.
Kura Kumbe: No Disorder. (+1 Disorder from Luxuries deficit, +1 from Serviles. -1 from from Hamlet. -3 from Government). TOTAL: +1 Order.
Fastaqui: No Disorder. (+1 Disorder from Luxuries deficit. -1 from Hamlet. -2 from Government.) TOTAL: +2 Order.
Total Nationwide Order: 29/35. No bonuses next turn.

Diplomacy:
- Polite messages are sent to the forge-fathers of Ironpeak this year. The days of the River Republic are long gone, and though the Time of Blood has likewise gone into shadow, safety is far from guaranteed. In light of their recently successful dealings, the Many Mothers of Sorrowfree wishes to extend an offer to welcome Ironpeak into the fold - to share burdens and joys in firm alliance. What say they?

Research:
2 from Sorrowfree (Capitol City)
0 from Temple School
Encryption [6/10] (Copied from Deepkin)
Last edited by Olthenia on Tue Aug 09, 2022 3:34 am, edited 2 times in total.

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