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DMBlackhart
2010-06-18, 11:26 AM
To start things off I want a spoiler of your civilization information again.

Now, before we officially begin lets go over a few last minute tidbits. One, your civilization will always need an active leader(s). Depending on the type of government you want going. Your leader has the greatest affect on all things your civilization does ( of course ). And will majorily influence things like war, technologies, the economy, trade, etc.

After you've got a leader and all your information listed, your free to post. I would recommend you roleplay to some degree. However your free to play this however would be most comfortable/enjoyable.

Onto the Game....

Lanscaping- You've heard the saying. "Location location location". Well now it's YOUR turn to pick the location. Following is a list of regions that will exist on the world map. (which I will not be presenting just yet, due to each civ not knowing the world as a whole yet). Something to keep note of is that there are many continants, and you can easily end up alone ( especially with the small group size). So do not be discouraged when picking a starting location for your people.


Forests
Marshlands
Volcanic Peaks
Snowy Peaks
Islands
Coasts
Tundras
Deserts
Valleys
Plains

Each location will have it's own allotment of reasources. So, choose wisely.

Finally, the last stretch. When you have leader(s) decided, and have set up the real flavor of your people, and have a land picked out, you can begin playing. Obviously you won't be too aware of what reasources lie in wait until you've went looking for them. Your first post will therefore probably be the most basic of the game.

Each turn you can make any number of actions as your population allows. Thinking back to the example in the recruitment thread, this meens you can do many things. From manufacturing garments to bring to market or cloth your people, to sending out scout troops.

Every turn the entire population must be used. If there isent a use you can think of to assign the last bits of your population too, devote them towards developing new technologies/making products.

now, on that note, get ready, get set, and........ Civilise!

Gunther
2010-06-18, 12:08 PM
Sons of Bjarki (The Little Bear)Resources:{table=head]Resource|Value
Wood| 80 (100-20 for starting longship)
Iron| 150
Food| 150
Wyrdstone| 50
[/table]
Population: 400
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]

The world is a vicious place to live, and few know it better than the Sons of Bjarki, Warriors of Jormungandr. Having banded together in the age of the Jotunheimr, or the Era of the Giants, none know better than they the power of the fey and strange things in the world.

Having banded together under their leader, Styrbjorn, bound them together with iron and magic. A massive bear of a man, Styrbjorn is a living avatar of what the Sons of Bjarki believe in- power through strength, dominion over the weak, and comradery amongst one's brothers. As such, social interactions between the Bjarki are usually highly informal affairs laced with violence and friendship in the same gestures. Brawls, often with weapons, are a common affair between the tan-skinned men. Granted, murdering one's brother is often a cause for some great redeeming task- a blood geld, paid in the blood of either captured slaves or some vicious and fey creature.

In addition to the comradery of the Sons of Bjarki, their society consists of a myriad of skalds and wyrd-smiths, so named for their ability to shape the essence of magic into runic cuneiform for a myriad of effects. The prowess of a warrior is a vaunted thing, and it is not uncommon for skalds to recount tales of glorious conquests of individual warriors and heroic deaths. Styrbjorn's tales find their place often amongst the campfires, but many a great man has come before their current leader, and the gods themselves- including the great World Serpent Jormungandr- have many conquests far greater than the average man in need of retelling. Children are brought up with these tales in mind, and often are forced to fight and- on occasion- bloody themselves against slaves taken by the Sons of Bjarki on their raids. The concepts of law and social status are crude at best for them- "Might makes right" often applying here, in exception for severe deviancy like courting a slave as one's wife or sodomy with a child. It is in this case that warriors are often condemned to seemingly impossible tasks, like hunting down a score of giants and returning their corpses to the clan, or facing a werwulfen in single combat.

On the topic of slavery and their warriors, the Sons of Bjarki have many slaves. Their "core" of warriors, in actuality, consists of a little more than a hundred seasoned veterans. Each one is more than worth his food, clad in head to heel in wolf pelts, bearing swords, axes, spears, and other weapons of conquest. Bear pelts are earned by the more esteemed amongst these warriors, the so-called "Chosen" of Styrbjorn. More often than not, these "Chosen" are heavily blessed by the Skald-Runesmiths of the tribe, of which there are shockingly few. The runic magic of the Bjarki is a delicate art, requiring a precise touch and an obvious sign of blessing from the gods- be it a third, arcane eye, or a birth mark in the shape of the True Rune, or any other myriad of signs to be determined. Regardless, when a Skald-Runesmith begins to ink the flesh of a Chosen, or of Styrbjorn himself, it is a very excruciating and crude process. When it is accomplished, and the man- or item, as was the case of the twin axes Heimdall and Tyr- is complete, it is said that the power of the gods themselves flows through their veins.

In actuality, the Skald-Runesmiths apply a concentrated essence of magic, carefully drawn from a mixture of precious materials and produced in a kiln fueled by the blood of thralls or great mythological beasts. The essence of magic in question, wyrdstone, is highly mutagenic in its origins, and makes for a potent amplification means when combined with the intense concentration of the Runesmith and the channeling process involved with the shaping of the runes in question.

Yet, as this begins to dally, this Skald should bring things to a close. Slavery forms an important part of the Sons of Bjarki, yes- one could even state that it was their very lifeblood! For slaves were used to blood their young warriors, to till their fields as their warriors made merry and battle constantly, and even to dig up the precious stones that served to help them forge their weapons and utilize their magic. As such, they have been- and likely will remain- a warrior society for quite some time. With the passing of each season their veteran abilities grow, and if they remain unchecked, they will likely form a powerful force.

A force that shall unleash Ragnarok, and with it unbind the great serpent Jormungandr, upon the back of which they shall ride throughout the stars for all eternity, waging eternal battle until they locate Valhalla itself for one final, glorious siege for all eternity.

The Black Coast

Styrbjorn gave a howl of laughter as the massive warrior looked over the settlement before him. It was still in its infancy, of course, but the massive force of raiders and slavemasters had driven their thralls to the very brink of the ocean. Here, beyond the foul wasteland, they had finally stopped their massive pack beasts. The Sons of Bjarki had been nomads long enough, and even Styrbjorn could tell that constant warfare wouldn't be able to sustain them for much longer.

Sitting atop a massive wooden throne, the man was easily twice as tall as any of the massive huscarls that served as his personal guards and life wardens. Almost reaching a full two meters in height, his height had a girth to match, knotted muscles running along his arms and legs to meet at a fairly well-toned waistline. He was a man who ate heartily, and not of the petty fare that slaves ate, either. Yet neither was he a bumbling oaf, as the patchwork of scars along his leather-clad body indicated. The axes sheathed at his waist simply amplified this image, the tattoos and calligraphy scrawled along their razor-sharp edges matching those along his arms and face. His entire body looked like one massive inkstain, symbols running over one another. Where his bodyguards bore ritual scars and a smattering of tattoos, Styrbjorn was often compared to the Jottunheim, the Giants that the Sons of Bjarki once fought. A favorable comparison, of course.

And now, the giant had come to find a place for his people to rest. Riding atop the other howdahs, one of which was actually a massive longship tied to the back of a mastodon, the warriors of Styrbjorn cheered and whooped as they watched the slaves below flee under the trampling feet of their mounts. Even now, a few had attempted to run into the shoreline, only to be dragged back by their companions in a hilarious struggle of survival. It was only with a single trumpet cry that the entire herd came to a stop, the riders pulling upon reigns that were linked to bone hoops through the sensitive ears of the beasts. Only one mastodon continued on, and that was one with a purpose. Styrbjorn simply smiled to himself as he saw the massive carrying beasts begin to kneel down as their riders and cargoes were unloaded. Tents and timber logs alike were hauled down, massive leather satchels filled with iron bars being deposited at the rough campsite. Thralls panted and grunted under the weight of iron and wood alike, struggling- after such a spirited run- to set up the campsite. Little did they realize that it would be a more permanent home. Jormungandr had told him that much in his visions. He was to settle here, to create a home for the Sons of Bjarki and begin their new task.

The task of survival.

In the distance, a massive crashing sound indicated that the mastodon bearing the longboat had reached the waterline. Hundreds of gallons of water were thrown up as the beast let out a trumpeting roar, being forced into- and below- the waterline. The warriors onboard gave sharp barks of laughter as the animal began to drown, its trunk slamming upwards as it fought for air, its legs propelling it forward as the longboat's hull finally made contact with water. The mastodon's driver, fearing for his safety, climbed aboard the longship with a cackle of glee. As the mastodon's momentum began to peter out, the men aboard slashed the securing lines, massive cords of knotted rope twanging apart with each slash of the axe. Finally, with a creak of timbers the sailing vessel crashed into the water, swaying back and forth as the crewmen gave whoops and howls, the nearby mastodon that once bore it now surging back ashore, its trunk blasting madly as the beast slowly took out its anger on the ground with heavy stomping and the occasional bucking kick at the air.

Yes. Things would work out. Things would work out quite well for the Styrbjorn. Even now, as he rose from his throne with his axes in hand, he knew that their future in history was cemented. They would survive this season, and the next season- and the season after that! Jerking his head in the direction of the camp, he nodded to the Skald-Runesmith beside him. One of only a scant handful, the powerfully built young man was a proven warrior in both spiritual and physical matters. It was for his combat prowess that Styrbjorn had adopted him into his family, for lack of a son (Despite many tries).

"Have the thralls finish setting up camp. Take what we can from the sea, and forage for the rest. I wish to see results by nightfall!"

The Thralls shall serve under my lash, or they shall serve as my lash!
Two hundred of the wretches are to go out in search of food. Foraging, wild game if they can catch it, and anything else edible.
One hundred of the thralls left to construct the town. Of course, it's not going to be anything fancy, but by Jormungandr they'll erect the tents, dig the ceremonial death-fighting pit, and make this section of coast fit to live in!
The hundred Sons of Bjarki, the true men of this tribe, are to gather their equipment and prepare for a hunt! A good hunt at that, in search of slaves or mighty beasts to slay, with Styrbjorn at its head! Battle shall be glorious!

Jokasti
2010-06-18, 12:15 PM
The Land of VitaleResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Metal|110[/table]
Population: 300
Technologies: {table=head]Tech|Level
Textiles|1
Masonry|1
Agriculture|1
Mining|1
Mercantile|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colorsfrom very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

King Voern has been crowned king!
ALL HAIL THE KING!
ALL HAIL THE KING!
ALL HAIL THE KING!
Wise King Voern decided to allocate his population as follows:

25 men to find Stone, and quarry it.
25 men to find Wood, and cut it.
25 men to find Gold, and mine it.
25 men to find Metal, and mine it.
50 men to find Food, and forage for it.
30 men to research Textiles.
30 men to research Masonry.
30 men to research Agriculture.
30 men to research Mining.
30 men to research Mercantiles.

DMBlackhart
2010-06-19, 02:55 PM
Seems that few people are posting interest, and one of the 4 who have has dropped, and the other one that isent one of you two seems to be unable to post as of yet, so I will push the game along for you two for the time being.

The Black Coast- Sons of Bjarki

Statistics:{table=head]Resource|Surplus
Wood| -79
Population|-12
Food| +40
Stone| +1
[/table]

The spring went fair. Your people had managed to survive, and the loses were not TOO great. Styrbjorn and your men left the village for some time, going about their own personal campaign of conquest. However unsatisfactory results returned them to camp. Among the beasts slain in this onslaught, you had managed to locate a singleBarbarian tribe to the West.

The slaves also faired well this season. Your men had returned to a camp fresh with food, shelter, and production. 160 tents had been errected with your supply of wood. However this nearly depleted the reasource for the time being.

Just as well hunting proved beneficial, and between the wild game returned by Stybjorn and his company, and the hunter-gatherer slaves you found yourselves with more food then you began. The Ocean also provided a steady supply of Fish making the hunt that much easier.

Your people had also located a Stone Quarry in the region, as well as a Small Copse. The slaves also located a Graveyard of some sort not far to the east.

Finally, a number of incidents set your civilization back slightly. With the death of a handful of slaves your population dwindles.

The Land of Vitale- All Hail King Voern

]Statistics:{table=head]Resource|Surplus
Wood| +2
Population|-3
Food| +37
Stone| +2
Gold| +3
Metal| +2
Dye| +1
Oil| +1
[/table]

With spring comming to an end, and summer on the horizon your people make little progress. Due to a lack of shelter a Mysterious Illness plagues the civilization. This plague has already claimed 3 lives in only three months.

However in lighter news your exploration parties met with rousing success. The plains are alive with reasources and wild game. Plenty of food is managed this season, gaining an over-all surplus. As well your people uncover 3 Gold Mines, 2 Small Copse, 2 Stone Quarries, 2 Ore deposits, and 1 Oil and 1 dye deposits. Unfortunately your people have yet to identify the exact materials of most of these reasources.


Alright everyone, it's now summer. Im thinking, with the game progress as is, we will jump to 1 turn= 1 year after the first year.


Anyways, good luck, have fun, and try not to abuse the cheat codes.

Gunther
2010-06-19, 06:29 PM
Styrbjorn smiled to himself as he returned at the head of the latest hunting party. They had slain a small den of bears, as well as a fair number of elk on this latest foray. The bears, a coupling of two adults, had been given to the massive leader of the Bjarki as both a show of his fighting prowess and a sign of deference. Even now, as he strode across the grassy field leading to the village, the huscarls behind him strained their massive muscles to carry the carcasses. The thralls that had accompanied them on the hunt, massive, brutish men that had fought and tortured their way to the top of the slave caste and into the favor of Jormungandr. Their brands still marked them as thrallborn, or sons of slaves, but freedom was within their grasp. The fact that most of them were now returning with elk corpses, foxes, and even the occasional bobcat was good. Fur would be made into clothing, the meat made to feed, and the bones and organs made into poultices and whatever else the Skalds deemed necessary.

Looking to the sprawling village, he couldn't help but smile to himself. Four hundred souls, approximately, and they were scattered across the coast in a small sea of tents. The whole area looked like an overextended campsite, with the hides of animals having been stretched over the homes of the warriors. The precious shelter had been distributed so that each of the hulking warriors had shelter, as well as the precious few Skalds amongst the burgeoning tribe. The tents of the runesmiths had been placed away from the village, atop a small hill, so as to provide them secrecy and privacy for their strange rituals and methods. Methods that involved dead men.

Speaking of dead men, Styrbjorn had been slightly off-put by the number of deaths amongst his band of followers and thralls. He knew that the loss of thralls was an expected thing, but a dozen was...nothing to snuff at. It seemed that this new barbarian village they had stumbled upon would serve for fine additions to their thralls. Some of the thralls lost had been due to falling overboard from the mighty longboat, whilst others still had died from the blooding of the newest youths. The latest batch of the Sons of Bjarki looked more promising than ever- children that were strong of will. Styrbjorn had personally put a thrashing to a few of them, for attempting to take strips of cloth from his very tent! Very willful, very promising.

As the massive man came close to the village, he saw one of the thralls- a meek man with a crooked back- working to forage some berries from a shrub. One of his Chosen smacked the man across the face, drawing his attention to the massive ogre of a man before him.

"Gather some of the rest of your wretched kin," He growled, looking to the last of the tents being erected, "And get to gathering lumber. I will not have myself and my brothers sleeping in the dirt as your kind do." He spat, gesturing towards the copse of trees in the distance.

The man simply kept his face to the ground as a heavy boot sent him on his way, his mud-streaked face stricken with terror as he hustled to gather the others and the tools necessary. Styrbjorn's mood felt uplifted as he turned to the band of warriors behind him, their axes, spears, and bows at various states of readiness.

"Gurnisson! Your clutch will guard the thralls felling timber." Styrbjorn barked. Gurnisson, one of Styrbjorn's own Chosen, was a beast of a man. The thralls often said that he was born from a she-wolf, for his features- and temper- could be described as lupine. They feared his abusive ways, and his men were of a similar temperament. They all grinned at one another at the prospect of such a lax task- they were vicious to a last, and Styrbjorn took relish in some of the more inventive ways they motivated thralls.

"The rest of you, rest for the day." He instructed, "Tomorrow, we shall take our neighbors as thralls, and see just how firm-hearted their men are against the brand!"

The men gave a hearty howl of cheers at this. Blood! Once more they would go on the hunt, and as the men retired back to the village for the night, to partake in food and women, Styrbjorn's mind raced with the prospect of what to do with this neighboring village. He could incorporate them, yes, but what use was it in taking neighbors that could not defend themselves? Why would he dare dilute the blood of the Sons of Bjarki with stock fit only for thralls?

By the time he drifted to sleep amidst a bed of bear fur, he came with a solution.

One hundred and eighty thralls shall remain on the task of foraging for food.
Seventy eight thralls will head out into the woodland, under the watch of twenty of the Sons of Bjarki, to fell timber for longhouses to be constructed. True, proper warrior lodges!
The thirty remaining thralls shall construct the longhouses in question, using the wood taken in by the tree-felling thralls to construct the new homes of the Sons of Bjarki!

And Styrbjorn will lead the eighty remaining Sons of Bjarki to launch a raid upon the nearby village, taking any who dare stray beyond the village limits for thralls. If they should foray out and launch an attack upon the slavers, an ambush will be set, with nets and bolas and blunt-tipped arrows used to take as many captives as possible. If necessary, blood will be shed before a Son of Bjarki is lost.

Jokasti
2010-06-19, 09:45 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Metal|110[/table]
Population: 300
Technologies: {table=head]Tech|Level
Textiles|1
Masonry|1
Agriculture|1
Mining|1
Mercantile|1[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Metal|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech|Level
Textiles|1
Masonry|1
Agriculture|1
Mining|1
Mercantile|1[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colorsfrom very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.*
Start Location: Plains

King Voern is toubled by the deaths of his people, and decides that shelter would be a good idea, and decides to get some men to work on that. Technologies continue to be researched, and gathering various resources begins in all areas.
Wise King Voern decided to allocate his population as follows:

50 men to cut Wood.
50 men to mine Gold, Metal and Stone.
25 men to gather Food.
50 men to use the Stone and Wood to begin building (using the Masonry and Architecture skills).
22 men to gather Oil and Dye, and research their uses.
10 men to research Textiles, and create appropriate clothing.
10 men to research Masonry.
10 men to research Agriculture.
10 men to research Mining.
10 men to research Mercantiles.
10 men to research Architecture.
20 men to research War.
10 men to research Animal Husbandry.
10 men to research Blacksmithing.
Most Women are pregnant.

(((Did none of my earlier techs go up last turn?)))

DMBlackhart
2010-06-20, 03:15 AM
The Black Coast- Sons of Bjarki

Statistics:{table=head]Resource|Surplus
Wood| +10
Population| +2
Food| +0
Stone| +0
[/table]

Summer came and summer had gone just as quickly. The Bjarki were occupied with many operations during this time. Periodically, through the season, through the dead of night your men would ambush and enslave memebers of a neighboring barbarian tribe. Unfortunately this had not panned out as hoped. A war had broken out amongst you and the barbarian people. Only once peace was attempted, and it was to no avail.

As much of the tribe was slaughtered, one by one, child after child, only a few had survived. Some had escaped into the wild, while a handful of others had been captured by your men. They now had a newer vocation, a higher calling, to be the thralls of the Bjarki.

The season met with poor succes overall. With only a few new slaves added to the family, and little lumber collected in total. Luckily enough food had been gathered this season to make up for the amount consumed, allowing you to break even.


The Land of Vitale- All Hail King Voern

]Statistics:{table=head]Resource|Surplus
Wood| -20
Population|-2
Food| -115
Stone| -23
Gold| +5
Metal| 0
Dye| +1
Oil| +1
Housing [good]| 5
[/table]

Summer had seem to take forever to pass. The entirety of your civilization is still vexed by this plague. It shows no signs of letting up, and a simple remedy has yet to be found. As such two more good men have died. The illness has shown to be very destructive, already five men in 180 days. Production has begun to fall due to this as well.

Your people have found gathering food to be an ardous task, and the extra amount required to keep those who are on the bring of death alive is trying on your reasources.

Your people have made no advancements on new technologies either, yet another task that is proving too difficult to handle under the current conditions.

On the bright side some level of acceptable housing has been erected, allowing for most of the ill to be located to more comfortable conditions.

The first cool breeze of an autum wind bellows over the horizon....



Side note to everyone. I don't know where this "level" thing for technologies got started, but I never said older technologies would "level-up". Old technologies will have newer ways of applying to new technologies/reasources as your civ advances, but otherwise it's assumed you have all the knowledge of X technology for that particular era. Unless you decide to get more specified with a technology (such as if you had "weaponsmithing" then later you took "artillary design" or something.) They both make weapons, but one is obviously gonna add a nice new element to the battle-field


Hope this clears some things up.

Jokasti
2010-06-20, 03:49 AM
However in lighter news your exploration parties met with rousing success. The plains are alive with reasources and wild game.

...does...not...compute...
Also, ah on the tech thing. Ah.

The King is now very troubled by the illness and gets many men to work on learning Medicine to cure the Illness.
Okay, here's how it's going down.
100 men on food.
100 men on houses.
50 men on Medicine
40 men gathering wood.

DMBlackhart
2010-06-20, 04:01 AM
Diden't wanna break the posting chain, but I sort of need to know how much reasources you have left after the turn. (unless you want to tell me EXACTLY how many reasources you wanna use on any single task.) However I find it'd be easier to just list your new reasource/population totals for this turn so I don't have to backtrack and you guys don't have to mention every little detail.

Also, as per the technology thing, no worries, I wasent cheating you out of actions. Your still getting boons from having people focus on the technologies. But due to a mixture of SUPER bad luck on turn 1, and a lack of shelter, that illness is negating alot of your bigger bonuses.

Jokasti
2010-06-20, 04:20 AM
Ok, here's my current status:
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Metal|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Metal|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Metal|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colorsfrom very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Gunther
2010-06-20, 12:41 PM
Styrbjorn frowned to himself at the lack of blooming success such as they had in the beginning season. Summer was giving way to fall and, with it, the first winter. Before they had hibernated in their howdahs and raided other tribes for their fire and their food. Now, as the season came to a close, the chieftain of the Sons of Bjarki knew that he had to secure additional timber before they ran out. The additional thralls were put to work hewing timber for the winter season, but Syrbjorn knew that the pitiful amount of timber they were bringing in wouldn't be enough to last the solstice.

That left him to consult the Skald-Runesmiths, to see what Jormungandr deemed necessary to bring in a greater crop of timber for the longhouses to be built. If they could find a means of felling more trees, then their timber stockpile would boom- and with it, the primary concerns of food and shelter sated. Thralls were expendable, yes, but even the great Jottunheim was not fool enough to disregard their collective value like some of his Huscarls.

It was upon one autumn evening that he approached the smaller campsite of the Skalds, the storytellers and runic mages being left to their own devices during the day, only to emerge at night to perform blandishments on foul vapors for the warriors or to retell great stories. Stories that had spawned from the glorious bloodshed of the rival tribe. Victory had been absolute, and Styrbjorn could recall even now the battle fought. Arrows had sank up to the haft into pliable flesh, bolas whipping around the ankles of men as axes were hefted and used to hewn heads from shoulders. His men had indulged themselves in the revelry of a massacre, women and children alike being put to the stake. The Styrbjorn knew the importance of killing a tribe's young: It was killing the tribe itself, ending the next generation and effectively salting the soil for that culture in a final manner.

Even as he ducked into the central pavilion of the Skald Jarl, the petty chief of the Runesmiths, he could smell burning oak. He could hear the sounds of battle ringing in his ears, the screams of barbarian warriors as they fell one-by-one under his axes. Wretched wounds opened along taut skin, muscles twisting and writhing as the enchanted iron brought the toughest man low.

The Skald Jarl sat within the burningly hot pavilion, a flame sizzling before him with a crude ivory basin of blood in it, the material hissing as it boiled under the licking fires. "You have need of us, my Jarl?" The man inquired.

Styrbjorn looked the lithe form of the Skald over. His eyes were pure white, blind as could be, and his body was wrapped in a simple leather shawl. Fetishes made from bone hung from around his wrists, and a massive chunk of wyrdstone the size of an infant's head was suspended from around his neck, a sign of his control over the substance to be in such close proximity to a massive sample.

"Yes. The timber being taken in by these wretches is scant, and I grow weary of all this troublesome squawking over the coming winter. If I am to provide shelter, I need a better way to fell the timber. A means of bringing more in for less...time. Effort."

The Skald looked up to his Jarl, flashing a smile full of rotten teeth. "Then why do you simply not beat the thralls harder?"

"They are not the issue. They have been motivated enough." The chieftain replied gruffly, "Now, can you produce a means, or have I found no use for the 'Jarl of Skalds'?" His patience was thin with the runic casters. Though they fulfilled a vital role in society, their mastery of runic magic- the ability to control the elements- made them a powerful force under an otherwise absolute rule.

"I did not say there was not a way. I will...require goods." The Skald replied, flashing a smile. "More blood. The blood of fey and unseelie creatures."

"Give me my timber, and I will grant you your corpses." Styrbjorn said, spitting into the flames. With that, he departed, leaving the Skald to work whatever foul magic he deemed necessary to help suspend the winter month's woes upon his people.

One hundred and thirty thralls will continue foraging throughout the winter months, to ensure a steady food supply. If the foraging goes weakly or the winter severe, they will be retasked to working the quarry. If necessary, they'll set up what few tents they have at the quarry while the work the stone day and night, under the armed supervision of thirty of Styrbjorn's warriors.

Eighty thralls will head out to continue timber felling efforts, with a Heat Rune Obelisk* on a massive cart to help drive off the effects of winter. If the winter is mild, it will be relocated to the village. They will have twenty of the Sons of Bjarki to continue guarding them and "motivating" them to pick up the pace before winter hits.

Forty thralls will work at the quarry to dredge up ten units of stone for the village's stationary obelisk. The possibly harsh winter will need to be prepared for rapidly, and as such they will be worked to the bone if need be.

Thirty thralls working to construct longhouses as the timber comes in, every scrap of wood being put to the effort.

Ten of the Sons of Bjarki, the tribe's precious few Skald-Runesmiths, will work on producing two Heat Rune Obelisks. The first one, a stationary unit, will be placed in the middle of the village to secure against the winter. The Heat Rune Obelisk, working according to the runic system, utilizes a Heat Rune to produce a constant amount of warmth across the village of tents and men, creating constant warmth to ward against the chill of winter. The second one will be slightly smaller, and therefore have less range, but be mounted on a large wooden cart. This one is meant to be placed within the copse of trees, to protect the woodworkers as they fell trees and to ensure a steady workpace all along the season.

The remaining fifty Sons of Bjarki will head out, under the leadership of Styrbjorn, to hunt for any signs of fey or monstrous creatures to hunt down. Upon success, they will return the fresh skills for processing into wyrdstone. If they fail, then they shall return regardless, to dwell upon their lack of success.

Resources:{table=head]Resource|Value
Wood| 11
Iron| 150
Food| 190
Wyrdstone| 50
Stone| 1
[/table]
Population: 400
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 390

DMBlackhart
2010-06-20, 01:43 PM
The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -11
Iron| 0
Food| -41
Wyrdstone| 0
Stone| +4
Population| 0
Housing [Great]| +1
Rare Beasts| +1
[/table]

Another season passes, and your civilization's birth is almost at a close. The first signs of fall were apon you, and winter was not far behind. Your men worked tirelessly to provide the nescessary food and shelter to survive the comming seasons.

It took nearly three months, but your people saw the completion of one of the great longhouses!

Unfortunately, little else was achieved this season. Food was caught, but not nearly enough to meet your current standards, some supplies were lost in this was.

Stone had been gathered, but with so few men on the job your income was nothing to be excited over. With such pitiful amounts of stone your mages were unable to produce the runes you required.

However a glimmer of hope peaks the horizon, your men had set out to hunt, and hunt they did. You found few mythical beings, and mostly wild game. However the hunt was not without promise. A single promising specimen was returned to your camp. A beautiful White Horse adorned with a single, spear-like horn atop it's head, it's mane the color of silver and the texture of silk! (yes a unicorn. Name it what you want)


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| -92
Iron| 0
Food| -35
Stone| 0
Housing [good]| +10
Population| -1
[/table]

Your people have weathered worse. And although a fell disease still plagues your people, it seems with the improved conditions that it may just be able to be beaten. Many of your mens health improves, although they are yet to be cured.

Production had went well, you gathered enough lumber to build ten more magnificant houses. Sturdy and built well enough to shield from the elements. With a little squeezing your able to house your entire population as well.

The only concern is the food stores. Your surplus is falling fast, and your people fear for the comming of winter, when wild game will be scarce.

NOTE: Feel free to keep developing "medicine". Just cause it wasent met yet, doesent meen you wont over-all manage it, and it'll be a life-saver in the long run


Alright, it's winter guys. Best of luck to you.

if you survive the first year, your doing something right. And you'll have LOTS of chances to get lucky in the future.

Gunther
2010-06-20, 02:49 PM
Resources:{table=head]Resource|Value
Wood| 0
Iron| 150
Food| 139
Wyrdstone| 50
Stone| 5
Housing [Tents]| 160
Housing [Great]| 1
Rare Beasts| 1
[/table]
Population: 400
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 390

Styrbjorn gave a grand grin as they brought the massive steed back within the camp. Its spirited nature made it kick and whinny and holler even as they wrestled with it. Hooves kicked men backwards as aspiring youths, seeking to be the one that broke the beast, rushed towards it. Ribs were cracked and noses blooded, and a few were flipped or even gored as they attempted to attack it's head.

All the while the beast bucked and spun relentlessly, seemingly limitless pools of strength causing even the strongest of the Sons of Bjarki to lose their grip or otherwise be cast off like fur cloaks. Nets cast upon it were either ripped apart by its pointed horn or simply dodged with a heavy jolt. One man tossed a bolas at its hooves, only for the mighty beast to skip over the entangling weights and kick the offender several feet away into a nearby dung pit.

Laughter roared from Styrbjorn at this, the mighty man approaching the horse. Already he could see the Skalds waiting in the distance, looking to bleed the beast dry to produce more of their arcane materials. To hells with them! They had not produced what he had desired! They had simply meandered about on the subject of resources, on the idea that it was his problem that he had not quarried sufficient stone for their purposes!

As such, he did not see fit to grant them their blood.

Marching towards the bucking steed, Styrbjorn watched as it cast off yet another rider, who leaped upon its back with a mighty roar and cast his hands about its neck. The ropes and prodding spears did little to abate its fury, such was the intensity of its anger. Styrbjorn knew anger, and knew fury. He had seen men consumed with it in battle, had watched brothers that were calm as water one moment become novas of hatred in the next. As such, he approached it head-on, staring the horned mount in the eye.

A hoof kicked forward in response, smashing into the Jarl's torso. Blood was drawn forth as it left a hoof-shaped impression over his breast, the skin stitching closed behind it as Styrbjorn made his move. Whipping a meaty arm forward, he grabbed it by the horn, curling his left hand into a fist.

And then, with the force of a star's impact, he punched the horse in the nose. The entire thing let out a pitiful grunt as it staggered back and forth, attempting to twist its head free as Styrbjorn followed up the punch with a smack across the snout.

Again.

And again.

And again.

With each smack, the horse's fury was reduced by that much. Its kicks against him, causing massive welts along his tattooed flesh, subsided as they appeared. Slowly but surely, Styrbjorn subdued the horse, the men backing away as their leader took the horse for his own. Eventually, when it ceased its kicking, he let go of its horn, grabbing a tuft of its mane and mounting it in one massive motion. Powerful legs shifted slightly under his weight, but the horse remained upright. A feat normally only attributed to mastodons.

"Sleipnir." He declared eventually, shouting it to his men, "Sleipnir!"

The Sons of Bjarki shouted their pleasure at the matter, all but the Skalds rejoicing in the new mount their leader had made for himself. The Jarl of the Skalds simply kept a neutral expression as he saw the precious source of wyrdstone being paraded about, the so-called Jottunheim gallivanting from it like a proud ass, stubborn in its ways. The name he bestowed upon the steed was fairly important- it was the same name used for the eight-legged horse birthed by Loki and the mighty stallion Svaolifari. It was a proud boast, that it was the fastest horse to ever cross land or sea or water.

Looking to the longhouse as Styrbjorn rode his horse, the Skald Jarl simply turned back towards the set of distant tents, placed away from the village. The thralls would doubtlessly be retasked with this latest development, the whims and fancies of the Jottunheim directing the village's development as necessary. The lack of game had been a detriment, but with Styrbjorn's interest in their magic having been lost, the Skald would need to find a way to keep his social status secure. Frowning, he quietly popped a foul-smelling sphere into his mouth, chewing on the gummy substance as he thought.

There was something to be done. He just had to figure out what.

One hundred and fifty thralls will continue working throughout the winter months, to ensure a steady food supply. If the foraging goes weakly, or the water begins to freeze up, they will be retasked to working the quarry. If necessary, they'll set up what few tents they have at the quarry while the work the stone day and night, under the armed supervision of thirty of Styrbjorn's warriors. In addition, should the water freeze over, attempts will be made at ice fishing if possible- fish is an important resource, one that is seemingly infinite.

Sixty thralls will head out to continue timber felling efforts, with twenty of Styrbjorn's warriors to keep them secure and working hard throughout the winter. That's a one-for-every-three ratio, which is fairly safe. If frostbite starts to become an issue, the timber-fellers will be diverted over to the quarry campsite.

Sixty thralls will work at the quarry to dredge up ten units of stone for the village's stationary obelisk. The possibly harsh winter will need to be prepared for rapidly, and as such they will be worked to the bone if need be. With the thralls diverted from building longhouses, Styrbjorn is now fairly confident that most of the thralls will survive the impending winter.

Ten of the remaining thralls will be tasked with constructing more tents. Timber seems a fairly steady resource, and tents can always be deconstructed later- in the interest of the more stable quarrying, the new tents will be built along the quarry area.

The ten Skald-Runesmiths will, at this point, work not on creating some magical item, but rather on finding some means of improving the amount of timber felled from the copse by the season. It was not exactly an easy process, but with their status on the line, they will use any boon possible- including experimentation with the Knowledge Rune to try and discover any results in visions or hallucinations.

The remaining fifty Sons of Bjarki will head out, under the leadership of Styrbjorn upon the back of Sleipnir, will seek out further barbarian tribes with the intent to try and ambush them during the winter months. Where most hide and attempt to seek shelter for the harsh months, the Sons of Bjarki shall be on the prowl, ready to take the food stockpiles of others for their own!

Jokasti
2010-06-20, 03:50 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Metal|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Metal|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Metal|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Metal|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colorsfrom very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

King Voern fears for this cold season. As game will be hard to come by in the coming months, he decides to send many men out gathering food to store for the winter. Wood will be needed for fires, and Voern wants this disease eradicated. He predicts that most of the pregnant women, as they conceived in summer, will give birth in the coming spring.

175 men to find food. They go to the fields for game, to the forests for berries, and local water sources for fish. As autumn is passing, a good crop is expected.
100 men to gather wood. They go to the copses and forests, gathering sticks and cutting down trees. Before each tree goes down, a new tree is planted, in an agreement with the nymphs (if they exist. if not, they do it for stock.).
19 men, the brightest and best of the previous group, continue to work on Medicine. Voern hopes that by not crowding the field, the quantity and quality of work will go up.

DMBlackhart
2010-06-20, 04:33 PM
Winter - Year 1

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| 0
Iron| 0
Food| -21
Wyrdstone| 0
Stone| +6
Population| -4
Births| +7
Housing [Poor]| +6
[/table]

You survive the winter, few men lost to the bone chilling cold. Although the year had been rough, and the seasons harsh, you have proved yourselves amongst the world! Your people, now a permanant civilization, have made it past the toughest challenge of all, year one.

A new year sits just on the horizon, promises of a new life, new experiances, a new world sits in your lap. Today, the rise of a new power enters the world!

Yout civilization see little new progress. Things seem to be working efficiantly now, almost like clock work. Some more tents were pitched to ensure everyone has living space, a problem well met to be sure.

Your most intellegent men however, were unable to bring to light new technology. Although a breakthrough is closing.

The last of the year was met with, strange, results. A neighboring people had been discovered, just to the east, over a series of hill. The people of Gee'lei have greeted you. There leader a fat, healthy man of light complextion. The man sits atop a golden throne, and had shown little fear when meeting with your leader.

These people have offered peace, their army is unimpressive, but nevertheless a force to be met.


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +10
Iron| 0
Food| +4
Stone| 0
Housing [good]| 0
Population| -1
Births| +3 (15 year period until adult hood)
[/table]

A few more men had met with their untimely dooms this year, unfortunately your doctors tell promise of a breakthrough, and soon this curse shall be uplifted.

As the year closes, and a new one lays on the horizon you cannot help be think to yourself, contemplating your actions, have you been just? Have you been wise? Only time will tell. A new power rises up from the earth like a sapling to grow into a mighty oak, The land of Vitale showing much promise for the future.

As the year ends you are elated to hear news of new births among your people. Seven children have come into the world, and in only a short decade and half they will be ready to enter society.



Note: Births will take 15-years until they get counted towards your over-all population. After the first 15-year hump you will effectivly be getting a steady flow of new population every year.

This is where the game gets good guys, brace yourselves!

Jokasti
2010-06-20, 04:48 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colorsfrom very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Ah! Springtime! A time of new life, and new chances. Voern decides he should make some alliances in order to trade resoures. He sends a two man team out from the city in the four directions in order to find new locations, and new people to ally with. He decides to build a few more houses so his people are more comfortable. Thinking on the food stock during the winter, Voern decides to research Animal Husbandry, in order to domesticate animals that could be used for Food. Crops are being planted, and overall people are all over the place. Voern decides to create Guilds, groups of men that generally do the same work. They can share pointers, keep records, and develop new technologies, all at the newly commissioned Guild Hall.

100 men to find food. They go to the fields for game, to the forests for berries, and local water sources for fish. These men are also researching Animal Husbandry.
75 men to gather wood. They go to the copses and forests, gathering sticks and cutting down trees. Before each tree goes down, a new tree is planted, in an agreement with the nymphs (if they exist. if not, they do it for stock.). 25 men are building houses. Some are building the Guild Hall.
8 men, sent out to the four corners to find new resources and allies.
19 men, the same doctors from last season, continue working on their breakthrough.
16 men to gather Oil and Dye, and research their uses.
50 men to mine Stone, Ore, and Gold. These men are simultaneously researching Blacksmithing.
All the men gathering/researching are thinking while they work, and experimenting after work.
King Voern forms the Guilds.

7 births... but only +3 Births? Is there an equation I'm missing? <.<
Also, nymphs, no nymphs?

DMBlackhart
2010-06-20, 04:51 PM
Sorry, I ment 3. I probably typo'd. I wrote Gunther's first, so.. yeah sory for the confusion.

Jokasti
2010-06-20, 05:00 PM
No prob. Is the Gathering/Researching thing okay, or should I split them up?

DMBlackhart
2010-06-20, 05:06 PM
No prob. Is the Gathering/Researching thing okay, or should I split them up?

I'd rather you split them up, but SOME are ok. (such as gathering food + reasource)

On a side note, im just curios why you have agriculture as a technology, and have done nothing to advance it?

Jokasti
2010-06-20, 05:09 PM
Well, I thought I planted in the first spring, when I researched Agriculture, back when I thought there were levels >.> which is why I said I gathered the harvest in fall.
Going back I just said to forage. Meh. We planted this spring, hopefully it'll go better this year.
Is Mining/Blacksmithing ok?

DMBlackhart
2010-06-20, 05:17 PM
I'd say only the top combination is fine. The rest will need to be research on your own time. Sorry

Jokasti
2010-06-20, 05:27 PM
This turn's final, I promise.
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colorsfrom very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Ah! Springtime! A time of new life, and new chances. Voern decides he should make some alliances in order to trade resoures. He sends a two man team out from the city in the four directions in order to find new locations, and new people to ally with. He decides to build a few more houses so his people are more comfortable. Thinking on the food stock during the winter, Voern decides to research Animal Husbandry, in order to domesticate animals that could be used for Food. Crops are being planted, and overall people are all over the place. Voern decides to create Guilds, groups of men that generally do the same work. They can share pointers, keep records, and develop new technologies, all at the newly commissioned Guild Hall.

100 men to find food. They go to the fields for game, to the forests for berries, and local water sources for fish. These men are also researching Animal Husbandry.
75 men to gather wood. They go to the copses and forests, gathering sticks and cutting down trees. Before each tree goes down, a new tree is planted, in an agreement with the nymphs (if they exist. if not, they do it for stock.). 25 men are building houses. Some are building the Guild Hall.
8 men, sent out to the four corners to find new resources and allies.
19 men, the same doctors from last season, continue working on their breakthrough.
16 men to gather Oil and Dye, and research their uses.
40 men to mine Stone, Ore, and Gold.
10 men are researching Blacksmithing.
All the men gathering/researching are thinking while they work, and experimenting after work.
King Voern forms the Guilds.

Also, nymphs, no nymphs?

Gunther
2010-06-20, 07:26 PM
Resources:{table=head]Resource|Value
Wood| 0
Iron| 150
Food| 118
Wyrdstone| 50
Stone| 11
Housing [Tents]| 166
Housing [Great]| 1
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 386

As the last of the stone necessary was collected, the Skald Jarl turned to his companions. Research had been so close to fruition- their days upon days of travel inside of the corridors of their minds yielding maddening and yet tantalizing visions. They had walked through their dreams in deep hallucination, spending hours on end trying to find something that might yield honor.

Now that word had spread of new neighbors, ones with flimsy bodies and soldiers that would serve better as thralls, the Skald saw his chance at regaining lost face. Moving amongst the clutch of Skald-Runesmiths he nodded to each in turn. Outside, the sounds of Styrbjorn barking orders could be heard, thralls scurrying back and forth under the threat of fist and lash. Looking throughout the pavilion that the Skalds had now joined under, he flashed a grisly smile, his rotting teeth having had a few replaced with crude replacements taken from those having departed over the winter months.

"We have a task before us," He began, taking measured breaths of the hallucinogenics wafting from the embers heating the tent, "A task that will help...restore the balance." He continued. To the thralls waiting outside, their backs bent double under the weight of baskets full of iron nuggets, the words seemed nonsensical. To the minds within, their brains soaring beyond the skies, they resonated powerfully. "The Jarl has need of our works once more. The time for legends is upon us."

Fetishes clattered together as he pointed towards the dozen crude kilns built in the center of the pavilion, fires crackling within. "And it is our task to help weave the greatest one ever conceived."

Words wrapped in nonsensical phrase, meanings hidden in enigmas. To the Skald-Runesmiths, what their Jarl said was clear- they were to accommodate Styrbjorn's whims, to earn his favor. To become part of the warlord's inner circle once more, and repair the damage the last year of failures had brought about their necks. With a shout, the Skald Jarl called the thralls outside within, bringing with them the first of the iron to be shaped in the kilns, the first pieces of iron to be made into armor for Styrbjorn and his men. With a wicked smile, the Skald Jarl began on the first- and finest- piece.

Armor for the great Jottunheim, Styrbjorn, and his mount.

Outside, Styrbjorn would spend the year in activity. With his thrall numbers depleting, he knew that raids would bring about a new glory for his men, and fresh blood into the camp. Riding atop Sleipnir's back across the battlefield, he had worked hard to coat the horse's white fur in charcoal dust. Black blended in with black. Though it was a fine mount, he had known that no normal magical creature would be fit to serve as the mighty chieftain's beast of burden and war. He had made intentions to have it improved, and to prepare his men for a proper battle against their neighbors- a battle to shred their foe with a minimum of loss and plenty of thralls.

One hundred and seventy-six thralls will be sent out to forage and fish, with thirty men to guard them when they are not diverted on the weekly raids. They will ensure that the food level is replenished all throughout the year, for the harshness of winter.

Eighty thralls will be tasked with continuing the operation of felling timber. The more lumber gained, the better. Twenty men will be assigned to guard them, but Styrbjorn- in the interest of raiding- is now having those men drawn back whenever a raid is about to take place, and resume their "guard" duty when it is over. It wasn't as effective as permanent guards, but it'd do.

Twenty thralls to work on constructing additional longhouses. The first was a good start, but more means more room for additional thralls!

The ten Skald-Runesmiths will work on a massive undertaking of industry. They will work to produce the following (With prices discussed listed):
11 Suits of good-quality armor (At 2 iron bars apiece, for 22 iron bars) [Scale, I'd assume]
89 Suits of common-quality armor (At one iron bar apiece, 89 iron bars total) [Chainmail armor, also assumed]
111 Iron bars expended.

The superb-quality armor [Scale?] will be enchanted with the following effects in preparation for usage:
-Anchor Life, Augmentation, Wounds. The result is that the wearer's physical form is made to withstand much more severe injuries. Though superbly crafted armor is likely capable of taking plenty of damage, this application of Rune magic is intended to enhance the healing capabilities of the wearer, allowing minor wounds- such as arrow penetration- to be almost entirely shrugged off, whilst providing a chance of recovery from major wounds like severed arteries.
-Anchor Energy, Augmentation, Lightning. The armor is enchanted to have with it the elemental power of lightning. This has been symbolically completed by having the suits exposed to direct lightning strikes, which has given each suit a certain amount of resistance to metal weaponry being used against the wearer. This is not absolute against strong foes or advanced weaponry, but is intended to help protect against the event of a "lucky stray arrow".

1 Heat Rune Monolith in the village center, at the price of 10 stone boulders. The Monolith is inscribed with a Heat Rune to ward off the effects of winter on the people within the village. 1 Wyrdstone expended.
Total Expenditure Intended:
10 Stone
111 Iron
25 Wyrdstone

During the process, the entirety of the Sons of Bjarki will launch raids upon the enemy, striking at those that dare trod from outside of their homes with the intent to capture for thralldom. When the last piece of armor is forged and supplied, the hundred soldiers- led by Styrbjorn- will begin a full-scale campaign of striking at their foes, much as they did the barbarian tribe. The battle plan is to draw the enemy out by taking captives, then lure the enemy piecemeal into an ambush where Styrbjorn and his Chosen will engage the enemy alongside the rest of the force where nets and bolas will take captives. This process will repeat however long is necessary for the soldiers of Gee'lei to either be taken captive or cease following the ambushers. As always, the Bjarki will kill a man before their own blood is at risk of being shed.

When either the military is incapacitated or unwilling to follow the Bjarki back into ambushes, Styrbjorn will lead his men on a direct assault on the other village, with the intent to take as many captives as possible with as little lost life for the Sons of Bjarki.

DMBlackhart
2010-06-21, 11:36 AM
Year 2

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +8
Iron| -111
Food| +6
Wyrdstone| -25
Stone| -10
Population| -7
Births| +2
Housing| 0
Thralls| +3
[/table]

Another year has come and gone. And with it your people move closer to the future. Your new friends at Gee'lei have kept to themselves, however it has been not more then a year since you came into contact. The year went well, you had manage to erect the mythical Obelisk that would bring warmth to your people in the colder seasons, greatly reducing injury and death, and increasing living conditions.

Your army was looking wonderful, TEN of the high-quality armors you comitioned had reached completion over the year. As well EIGHTY of the poorer armors were also crafted. Your army was well suited for warfare now, however your men still lacked experiance, uniformity, discipline.

Unfortunately magic, being the tricky craft that it is, had shown little impression over the year. Your people reveered the obelisk in your city as if it were a gift from the gods. However your works on enchanting your armor for war had faired poorly. Only a single chainshirt had managed to cling to the enchantments the skald's had set apon them.

Your raiding party had faired with mixed results. Your one hundread or so men, although skilled at their job, were unprepared for what befell them. Having such a hefty sum of men enter the Gee'leian capital so often, and with such foul intentions had not gone unnoticed. And although you had gained a few new thralls, you now had a small platoon of Gee'leian's on your doorstep.

The platoon was mostly men in light leather armors, the men looked meek of course, however each was outfitted with bows and horses. The army size was only two-hundread, not a match for your people as a whole.

The "Rite" of Gee'leian had stood at the front of the army, their leader garbed in simple leathers, like the rest of his men. He had called out Stybjorn, seeking an audiance on the fields north of the coast.

Production was good, food was plenty, and another year had passed. With this one small victory, another year sat on the horizon, new challenges and new mysteries await.

Ok so, you sort of get 2 turns next turn. One is to describe your roleplaying/actions against the almost-invading army, the next is your next years actions. I will allow you to edit any actions that ultimately end up conflicting with the battles outcome.


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +8
Iron| 0
Food| -35
Stone| +1
Gold| +1
Oil| +1
Dye| +1
Housing [good]| 0
Population| -4
Births| +1
[/table]

Another year passes, and much had transpired. Your doctors had come up to you in the midst of day, preaching on about some Great Breakthrough. They had called it medicine, a practise that would utilize natural reasources to ensure a healthy population. Despite reasources being low, it was reassured little would be required to keep the practises and experiments running, and the people healthy.

Little else in the ways of technology had been met, however your explorers returned this year, with news of neighbors within the lands. To the North there was a small band of tribalists, much like yourselves, but with far less reasources and technologies, living in simple huts. To the West rested an entire nation, not far unlike your own. Nestled in a valley was a magnificant city of stone! The population were stout men and women, although not exceptionally attractive, they had shown expertise working stone, metals, and other such crafts.

You discovered the city of "Audia" to the west, and a small nomad tribe to the north. No houses were met, however your people's illness had been lifted. So until something more vile comes along, your safe.




Thats year 2, tune in next time!

Jokasti
2010-06-21, 12:20 PM
Oh, I thought it was only another season. Will the next turns be years also?

DMBlackhart
2010-06-21, 12:30 PM
Oh, I thought it was only another season. Will the next turns be years also?

(I noted it quite a few posts ago, but yes ever since year 1 ended we have been on a 1 turn = 1 year basis. n about 50 or so years ( equaly 50 or so turns) we will shoot to 1 turn = 10 years. And grow from there)

Jokasti
2010-06-21, 02:10 PM
Got it, working on my turn now then.

Jokasti
2010-06-21, 02:23 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

(((Did I get any Ore last turn?)))
King Voern decided that it was time to stop relying on game and berries. They needed a steady income of food every year. Using the techniques of their forefathers, Vitalians would grow and feast in the bountiful harvest!
Wood was still every important, and Voern noted his numbers were slowly dwindling. Sending a man with a gift (4 Gold) to the Northern Tribes, he asked for them to join Vitale so that they might grow and prosper together. He also sent a man with a gift (15 gold) to the dwarves people of Audia, asking for an alliance and possible trade routes.

2 men giving gifts (total of -19 Gold).
100 men farming/researching agriculture.
100 men chopping Wood.
25 men building houses.
31 men mining Stone.
31 men mining Ore.

Gunther
2010-06-21, 07:57 PM
Resources:{table=head]Resource|Value
Wood| 8
Iron| 39
Food| 124
Wyrdstone| 25
Stone| 1
Housing [Tents]| 166
Housing [Great]| 1
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 382

Styrbjorn had expressed no end to his displeasure at the lack of thralls being taken in. A hundred of the Sons of Bjarki, vicious men and killers to the last, had not been able to take more than a mere trickle of thralls! Armed with nets and hooks and lassos they had been more than capable of hunting down and gathering these wretches. Now? Now they were being confronted by those very wretches they once intended to make into slaves! His anger had manifested in fearsome kicks, brutal punches, and many an insult to the lineage of the warriors now assembled before him. Each one was clad in chainmail forged by the Skalds atop the hill, their hands clutching their weapons. The tools of slavery had been put away in favor of those more useful for war, the thralls having taken with them their tools of trade. Pickaxes, lumber saws, and more besides were held fearfully as the thralls prepared to be ambushed.

Looking down at his own scale armor, the fresh enchantments on it flashing dimly in response to his anger. His massive form had been hard to properly armor, but the magic on it was evident to himself and his men, the twin axes he carried with him flashing in resonance as he growled at the men before him. These wretches had dishonored him with their ineptitude, and now he found himself relying upon the Skalds to either dissuade or help destroy their foes.

Sleipnir, having lurked behind the massive warrior like an ill omen, was quickly mounted by the chieftain. With a single gesture he gathered his Chosen amongst him, his personal bodyguards each clad in heavy scale armor and blessed with runic tattoos. Wielding bulky iron greatswords and similar weapons, they served to protect the life of their chieftain on the back of his mount. Moving on foot, they kept a steady pace as the chieftain departed, heading to meet the leader of the other tribe.

Passing across the clear grassy field of the coast outside the village, he approached the beefy man, the Sons of Bjarki- outfitted for war- began to disseminate into their individual clutches. Groups of ten filtered through the tents, the Skalds- situated aboard the longship- now beginning their work in earnest. The Skald Jarl, seeing Styrbjorn depart, began the ritual in earnest. Having a small fireplace from mud bricks and clay, herbs were tossed liberally upon the glowing embers as the Sons of Bjarki aboard readied themselves. Thralls had been loaded upon the vessel to provide as much support as possible, the promise of joining the ranks of the warriors motivating them to move furiously and keep their arms steady.

More and more wyrdstone was expended as they tossed it into the burning flames, the Skald Jarl raising his hands to the heavens. Raising a dried fetus in his hands, he shook it vigorously, his graying tongue whipping back and forth as he made babbling impeachments to the gods. Spitting a gob of yellow spittle into the flames, he rose the fetish higher yet, the burning black-green stone sizzling as distant stormclouds began to gather. Lightning could be heard forming in the spontaneous black clouds.

"Thor, God of Storms." He invoked, raising a symbolic hammer in the likeness of Mjollnir. Thunder crackled once more as Styrbjorn made his way to the meeting ground.

The first pangs of thunder highlighted the giant's features. Riding upon the pitch-black steed of Sleipnir, Styrbjorn's face had been freshly painted, his armor's green runes giving a ghastly glow as he spoke to the fat man before him. Ostentatious feathers fluttered in the face of the seeming fury of the warrior-god, the Jottunheim wielding one of his double-headed axes in his right and holding the reigns of his steed in the left. Around him, the faces of his Chosen were guarded by cast iron helms, holes perforated into the faceguards for breathing and seeing. The echo of their breathing gave it an inhuman sound, to match the wicked spikes and bladed curves along the scale armor that so clearly outstripped that of their opponent's leather.

"Styrbjorn." He introduced himself, "You come to my doorstep." He growled, "And seek to wage war against a chosen of the Gods?" He inquired, a pang of thunder echoing his words. The rain began to pour down at this point, beginning as a trickle but turning into sheets of rain intended to deform the soil. Rain thick enough for the Sons of Bjarki to try and move. Filtering out, the army crept through the rain, slithering along their bellies under the fierce gaze of the huscarls. None wanted to lose face in the presence of such a theatrical display of the will of the Gods, not knowing that the storm- in its growing fury- was uncontrolled. It was a runaway reaction produced over the meeting place and the enemy army, intended to impede their movement. To the Sons of Bjarki, however, it was a sure sign of the favor of the divine.

The thralls, having been herded into the village, were left to march out of their tents, men and women and children alike bearing what weapons they could muster to serve as the bulk for any direct engagement. They had been given crude shields made from bound leather hide and given orders to prepare to wage glorious battle in the name of their masters. Those particularly proving would be granted freedom and acceptance into the warrior caste.

"I present to you an ultimatum." Styrbjorn rumbled, "Lay down your arms and turn back to your stone homes. Accept that the Gods favor us of the Bjarki, and we will grant you the protection Jormungandr alone provides. In exchange for your willingness to serve, your strongest warriors shall join our ranks, and you will be guarded as our own. As you will be joined with us."

Shifting his grip on his axe, he continued, "But if you resist, if you make it some petty point to fight us, we shall do far worse than make you our vassal. We shall destroy your homes and your children. Your women shall beg as they are dragged through the streets." The fire in Styrbjorn's eyes burned intensely, "Your men will be left to serve as our thralls into the afterlife, and your children will only know one way- the way of the Bjarki." He raised his voice as he spoke to the army behind the obese leader, "And to you warriors that follow this man- know this! If you are to fight us on the field this day, know that for each of you strong enough to give my brothers pause, there shall be a place for you in our ranks- but you must act upon this before battle is joined! If you cross blades with my people, it shall be for the last time."

The Chosen remained still, waiting for the decision. Co-existence underneath Styrbjorn's command and guardianship, or slavery and death. Even now, the ambushers were moving into position, the archers feeling the buildup of the coming storm. Styrbjorn was a fair man- but if it was one thing he could not stand, it was the leadership of the weak. To see fat men, bloated with insolence, to take command. Looming over the fat creature, he waited for a response: Peace or war, it made little difference to the Jottunheim.

100 Thralls on the longship, which is holding position near the invaders, with the thralls scattered along the top deck along the side and armed with longbows and other such missiles. If war is joined, sounded by the roar of Styrbjorn's trumpet, they will pepper the enemy with missiles.

10 Skald-Runesmiths aboard the longship, working their magic with twenty wyrdstones. They are attempting the following effects:
Rain of Arrows. Anchor: Matter, Runes: Rain, Air. The spell is intended to multiply the amount of arrows once launched and increase their range, creating a rain of arrows that strike the enemy repeatedly. Five wyrdstones expended for the casting effort.

Thunderstorm. Anchor: Matter, Runes: Rain, Heat, Ocean, Lightning. By utilizing the nearby ocean as a water source, the humidity is increased to the point of producing an intense thunderstorm. By the induction of varying heat and cold levels, as well as lightning magic, veritable sheets are called down. Though mostly undirected, the storm is centered over the enemy's army, hopefully inflicting casualties on their packed-together formation and inhibiting the range of movement by turning the soil to mud with heavy rainfall.

172 Thralls ready to serve as the bulk of the counter-attack force. Armed with anything they can find or quickly manage to make into a weapon, they will serve to directly engage if battle is joined. They will primarily focus on keeping the enemy pinned inside of the thunderstorm area with hunting spears or javelins, but will charge at the enemy if they come too close for comfort.

All 100 of the Sons of Bjarki will disperse under the cover of heavy rain or- should the spell begin to fail or the rain not prove thick enough- crawl along their bellies in tall grass. They will split up into smaller groups with bows alongside their regular weapons, with the intent of ambushing the enemy army from all sides if battle is joined. If the enemy begins to close with each group, they will individually sprint back, letting the enemy spread himself as thin as possible under their arrows.

This is all, of course, provided the leader does not accept Styrbjorn's offer- which is, essentially, having them join the Sons of Bjarki with their strongest troops joining his own and the rest simply resuming life as usual under Styrbjorn's rule (With the Fat One, should he prove an able enough hand at fighting and ruling, as an in-place ruler).

Post-Battle Actions
182 Thralls go gathering foodstuffs. Fish, berries, wild game, so on. They use thirty of Styrbjorn's men for protection, as is the usual standard.

80 Thralls go gathering additional timber under the guard of twenty of Styrbjorn's men. Hopefully they'll be getting more talented with this process over time, and more timber can be gathered!

10 Thralls begin work on constructing an additional longhouse. They're wise investments of lumber, and with a whole year, construction should finish up quite tidily with the incoming timber supplies.

10 Skald-Runesmiths look further into the process of logging, and how to better rake in the timber. The Skald Jarl in particular has taken a keen interest in the process, and is unafraid of experimenting a bit. As well as this, he converts any magical creatures captured to wyrdstone, bleeding them dry carefully to maximize the amount gained.

50 of Styrbjorn's warriors will go out hunting for further magical beasts, this time to assuredly replenish their low wyrdstone stocks. After all, magical creatures means more magic to wield!

DMBlackhart
2010-06-22, 12:59 PM
Year 3

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -2
Iron| 0
Food| +12
Wyrdstone| +5
Stone| 0
Population| -1
Births| +2
Housing [great]| +1
Thralls| +5
[/table]

The battle would have been glorious. All the elements were in place. A ragining storm clouded the fields, your men each wearing a look of extreme thirst for blood and war! However you did not get a chance to put your military abilities to the task, rather Stybjorn would be tasked with a test of brawns rather then brains.

The fat leader of Gee'lei, who had since revealed himself as "Obious The Great" had demanded of Sytbjorn a dual. A match between the two of them. And although the man was greatly outside, out-powered, and over-all outmatched, there was something about him that made the offer impossible to refuse. Was it the mans bravery? Willing to stand up to a chosen of the gods despite is poor physic? Or was it something else, something more sinister?

The battle was an amazing spectacle, one that would go down in the analogues of Bjarki history to come. The man had dismounted his steed, as you had yours. Stybjorne drew his mighty axes, and took the first strike. The weapons simply glided off the mans girth. A strike that should have torn the man in two, rebounded as if by... as if by magic!

The battle was in earnest now. The man simple threw punches, inhumanly strong strikes that had caused you to stagger, only slightly though. Stybjorne was finding it impossible to give the man pause for more then a split second. Whatever accursed power that was protecting him, was truely a power to be reconnised.

Thunder rained in the background, bits of earth flew into the sky with each strike. The lightning danced as stybjornes blades had, and the crack of thunder was met with each parried blow.

The battle quickly game to a pause, however. You both were equally matched. While this man, no this.. demon, could not be harmed, he too was not giving stybjorne any lasting marks, this battle could have continued for ages.

The leader of Gee'lei was the one to back down first. "Peace, brother. You have proven your might. We of gee'lei had misjudged your people. As of this day forward, we will gladly ally ourselves with the Bjarki."

With that the battle had ended before it began. A truely epic match to behold. As the battle ended the rain too stopped. The clouds subsided, and the two parties went on their way, preparing for the future as a truely indomitable alliance.

Another year came and went. Your alliance with the Gee'lei was still building, and as such little was accomplished. However keeping to your seperate peoples, there was slightly more accomplished. Food stores were kept ever expanding, a beneficial quality in any growing nation. Your harvest of mythical creatures also had finally proved fruitious, allowing for further wyrd-stone production.

Your skalds continue their reasearch on logging, having only broken the basics of the concept, they still require more time before the project will reach fruition.

Finally the year is capped off with the construction of another long house. Your entire population should now be easily housed, and the thralls are more easily protected with the increased space in tents.

overall this year went well. Better then to be expected.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0
Iron| +3
Food| +7
Stone| +3
Gold| -19
Oil| 0
Dye| 0
Housing [good]| +1
Population| +49
Births| +4
[/table]

Another year passes, and with it your people improve. The first of many farming plots appears just outside of town, and with it a steady food source is managed. With the introduction of medicine your peoples health greatly improves as well.

Further housing, ore, and reasources are produced, increasing your cities over-all worth.

The barbarian people see your offer as wonderous opprotunity to expand and develop more diverse cultures. They gladly join themselves with your people.

The Audian people, represented by a caste of nobles, begin talks of peace among your people. Niether side wishes for bloodshed, and an alliance is quickly formed.

Jokasti
2010-06-22, 02:13 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

*Voern was glad that his people were prospering. The barbarians brought with them a strange sort of ability, which they called Magic. Voern allocated some of the barbarians that were more proficient in Magic to research it's uses. The same farmers were planting their same farms from
Last year. Hopefully some of the Magic would enrich the earth. More men were cutting, an houses continue to be built. Stone an Ore would be useful later, so a small amount of men continued mining those. Dye and Oil might be useful as trade commodities. Voern asked his ambassador to Audia to inquire what they would like to trade.

100 men farming/researching agriculture.
100 men chopping Wood.
30 men building houses.*
20 men mining Stone.
20 men mining Ore.
20 men gathering Oil.
20 men gathering Dye.
28 men researching Magic.

Gunther
2010-06-22, 03:58 PM
Resources:{table=head]Resource|Value
Wood| 6
Iron| 39
Food| 136
Wyrdstone| 30
Stone| 1
Housing [Tents]| 166
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 386

Styrbjorn smiled to himself as, for the first time, things began to level out in his society. Death had been kept to a minimum, the only death in the entire year resulting from a man tossed overboard by a vicious wave aboard the longboat. After the impressive contest against Obious, the chieftain had found himself the victor- after all, his opponent had been the first to yield by accepting the barbarian's offer after originally intending war.

War over only a few thralls, but that hardly mattered to the massive chieftain. His original throne having been deposited within one of the massive longhouses, life had reached a sort of...tenure underneath Styrbjorn. A handful of years, and here they all were, a hundred men seated at several massive benches. Styrbjorn himself took the head of honor, the skull of a massive werewolf- one of the creatures just recently slain- having been mounted over his wooden throne. Around him, his huscarls cajoled, taunted, mocked, and laughed as a massive extended family. Ceramic pitchers refilled cups made from the skulls of those fallen prey to the Bjarki, clear water flowing freely as wooden platters of food were set before the warriors and taken back in short order. It was the usual day's business, to crown off yet another day of hunting. Doubtlessly, even now, the Skalds were host to their usual witchcraft within their dens, converting the pack of werwolfen they had hunted into more of their precious magic rocks.

It had been a glorious hunt that day: Striding through the den of monsters, their wretched fangs bared as arrows and axes bit into flesh. Howls, both human and wolf, had filled the air in righteous bloodletting. Even as he pondered, Styrbjorn ran his fingers along the red lines running along his forearms and legs, the wounds having sealed quite nicely on the return home.

Eventually, he looked back through the open doors of the longhouse, to the distant ocean. Waves crashed against the shore as the distant longship went about its business, the crew little more than specks in the distance as they cast their nets into the waiting waters. Drumming his fingers along the throne's armrest, he lost himself in thought as the festivities went on around him, the warriors oblivious to the necessities of leadership.

186 Thralls continue with the foraging. This standard action is intended to build the food stores up, making the Sons of Bjarki strong! On that topic, thirty will- as always- escort them.

50 Thralls will continue with the timber-felling effort on the copse of trees, with ten of Styrbjorn's men keeping watch and encouraging them where necessary. With any luck, their timber stores will reach new heights, allowing for greater constructions.

40 Thralls will move their tents to the quarry site, and begin work on a steady stream of stone to be brought to the village. Hopefully a good sum can be gathered up.

10 Skald-Runesmiths will continue with the research of improving their lumber income. Lumber is the blood of the village, and will lead to greater success! In addition, they will convert the beasts hunted down by Styrbjorn and his men into more wyrdstone.

The fifty remaining Sons of Bjarki will join Styrbjorn on further hunting for magical creatures, but keep an eye out for any other tribes or villages to raid for thralls, preferably ones smaller than their own.

DMBlackhart
2010-06-22, 09:42 PM
Year 4

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +20
Iron| 0
Food| -46
Wyrdstone| +2
Stone| +24
Population| -13
Births| +26
Housing [good]| +2
Thralls| 0
[/table]

Time had taken it's toll as yet another year comes to a close. Your buddy tribe is now a full-fledged city. Thanks to some generous gifts from the gee'lei you have a number of houses to accomodate your "thralls". Small stone houses, no larger then twenty-five cubic feet, were constructed under the orders of Obious, The great's orders.

However it seems that as your people grow, your production of food quickly becomes lacking, although your people have yet to starve supplies are finally comming out in the negatives.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +10
Iron| +8
Food| -111 (Starved)
Stone| +8
Gold| 0
Oil| +8
Dye| +8
Housing [good]| +3
Population| -55
Births| +24
[/table]

Another year passes, and with it your people grow. Your humble tribe has now become a full-fledged village, proper enough to call it'self a town! The first Vitalian town is created! Unfortunately your people face a short decrease in food. Although farming had proven to be a very wise path to take, it seems the level at which your producing food is unsatisfactory. Constructing further farms and devoting more people towards them will increase the food output, brining your food surplus to a level to feed your growing population.

Alot of reasources had been earned this month, and many of the productions caught the eyes of the Audians. They like the looks of your Dyes and they propose inventions that can be further improved with access to your Oil. Finally after a few of their people had spent time touring your small civilization the Audians have been intrigued by your concept of Farming.
Adding reasources, such as wood, iron, stone, and others you deem appropriate will increase your over-all food income from your farming technology by a small amount once. Having more people devoted towards farming (more then 100) (and therefore effectivly more "farms) will also increase food outcome considerably.


And so another year passes, and with it your people continue to grow!

So, after doing some decision making, I decided that I will push the game to 1 turn = 10 years at turn 15, when you get your first civilization boost. By that time if you havent gotten your people adiquately stabilised then your are destined to fail in the long run.

Gunther
2010-06-22, 10:55 PM
Resources:{table=head]Resource|Value
Wood| 26
Iron| 39
Food| 90
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|13
2|2|14
2|3|15
28|4|16[/table]
Population: 360

As Styrbjorn was left to sally forth and play "hunter-conqueror" with his precious little warband, the Skald Jarl had been left to stew in his pavilion. The startlingly low number of Skalds had yielded little in the way of research. What their tiny faction needed was results. Skilled Runesmiths were great, but the shifting balance of favor was traipsing with each year that went by. In order to cement his favor with the Chieftain, the Jarl knew he would need to resort to...unusual methods.

Smiling to himself from within the stone house that had been erected in the Skald campsite, his ten followers clustered around him. The tents had been given away to the thralls after being stripped of their arcane fetishes, the stone house- a more solid foundation to a hopefully solid future- was a greater symbol. Plus, magic woven in here was likely to be more substantial and permanent than the fading essence of leathers and parchment. Exhaling a rotten breath, he knelt cross-legged before the charcoal flames gushing from the pit in the center of the floor. With each passing year's deaths, he had been held more and more accountable. Even now, Styrbjorn's warriors were preparing crucifixes. For whom, the massive giant would not say, but the message was clear- the Skalds would either solve the shortages this year had brought about, or they would solve the shortages with their flesh and blood. The thralls held great status in their position on the hierarchy, though none of those who realized this fact would ever dare mention it. If the thralls died, then the Skalds, the warriors, even Styrbjorn himself would all be powerless.

Power was only wielded over those who accepted it.

As such, the Jarl had arranged for ten of the brightest thralls to be brought before him. Grabbing a bit of charcoal powder, he couldn't help but smile to himself at the process ahead. A bit of spit, a bit of charcoal powder, and the "Black Mark of Hoenir, the Pact-Maker" would make them into Skalds. Perhaps not Skalds worthy of working with magic quite yet, but Skalds bright enough to help solve the issue of increasing timber production.

Speaking of which, Styrbjorn's more direct approach had provided a refreshing change of pace. Having had the timber collected thus far gathered up by the waterside, they were- even now- binding together fishing rafts to help haul in fish. It was an interesting approach, to take the sea when the land wouldn't provide, but the Jarl doubted that it'd have much effect in the end. Then again, if it did, then he would have all the more face to save.

Licking his lips as he dashed a small amount of iron dust into the flames, he smiled as the fire flickered and shifted in hue, casting powerful shadows along the stone walls.

Meanwhile, outside of the den of Skalds, Styrbjorn watched his people go to work. They had relied upon hunting-gathering for far too long, and now was the time to innovate. Long had he forgotten the skill of the thralls in the matter of farming, and as they began to construct their precious farms and prepare for the first crop. Working diligently, they used a unique method of keeping their plots of farmland safe- wooden fences and stone markers for field sizes and keeping crops safe from vermin. An unintended boon of the Heat Obelisk was that it permitted an almost constant growing season. With heat even in the winter time, the object of petty religious worship- religious worship that Styrbjorn had been indifferent about amongst the thralls- it may have allowed warmth enough for extra crops to be grown even in the wintertime!

160 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. However, the major focus will be on getting the farms up and running with twenty five units of stone and fifteen units of timber. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears.

60 Thralls will proceed with the timber-felling efforts. An increase in the number of loggers will hopefully coincide with the rafts being built. With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean much fewer losses this season.

20 Thralls will work on making two rafts, abandoning the quarry site and taking their tents and tools back with them to the waterfront, where they are to quickly bind the timber and make fishing boats to aid in the collection of food.

20 Skalds, with their ranks now having swelled, with focus their efforts purely on improving logging and timber intake, working their damnedest to try and solve the technology. If they solve it early on, their next focus will be on attempting to find some way of making boat creation more efficient.

The remaining forty of the Sons of Bjarki will accompany Styrbjorn on a hunt for meaty wild game to bring home in the interest of boosting food supplies back up.

Jokasti
2010-06-22, 11:04 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

I cannot have my people starve this year. Last year we were too many. We should spread. Many of my men will need to farm this year, and more for wood. I just don't have enough men...

150 to farm.
60 to cut wood.
75 to found a new village, and start farming there.
2 men to trade the Oils and Dyes to the Aurians, each an experianced merchant.

DMBlackhart
2010-06-23, 12:29 AM
Year 5

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -1
Iron| 0
Food| +120
Wyrdstone| 0
Stone| 0
Population| -9
Births| +12
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .05
[/table]

This year had proved fruitful! Very prosperous indeed! Although the skalds had yet to show results, progress was made. Then again it should always have been understood just how difficult it is to change an entire concept of life, of course the project was to take time.

Many births! And ample food supplies were gathered this year! Truely your people had not to worry for starving another day!

A single, proud farming plot, along with the first of many fishing boats were developed. Although the latter practise proved difficult and dangerous, it rewarded well, VERY well indeed.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +24
Iron| +12
Food| +126
Stone| +12
Gold| +8
Oil| -3
Dye| -10
Housing [good]| 0
Population| -15
Births| +5
Farm Value| .01
[/table]

As a new year passes, you look apon your kingdom. It was doing well, to be sure. But not well enough. A large bounty of citizens had died this year. A mixture of accidents, illeness, and many other issues had taken so many lives. But for each one taken, another replaced it.

Despite the loses this year you had many gains. The fair Audians had accepted your trades, earning you a nice sum of gold for your people. Had they understood your intentions, you may have had the opprotunity to trade for better goods.

And so another year closes, your civilization growing stronger with each passing year.
Friendly note. I will be posting the rules for making new towns/cities at the bottom of this post. Also I wasent sure WHAT or how much you wanted to trade for, so I assumed all (or most of all) the two mentioned reasources and gave you a more then fair share of such in return. if your unsatisfied with my ad-hoc decision let me know and I will allow some minor editing. Also I put your men who would have made a town (but you don't yet qualify) towards mining ore and stone. Sorry.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-23, 01:22 AM
Resources:{table=head]Resource|Value
Wood| 25
Iron| 39
Food| 210
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|12
2|2|13
2|3|14
28|4|15
12|5|16[/table]
Population: 351

Styrbjorn had shown unbridled pride at the massive amounts of food being brought in. Why had he not thought of farming before? It seemed so foolish in hindsight! The only downside at this point was that he had need of more, of, well, everything. Unfortunately, as he pondered just what his goals were, it became abruptly clear that there was one major stepping stone towards it. A city. A glorious city, one built from iron, timber, and stone, fed by the industry of agriculture and fishing.

Lost within his vision-quest, Styrbjorn saw streets paved with stone, where men- clad in hulking furs and armor like great beasts of lore- paraded by the dozens down thoroughfares thrice as large as Obious the Fat. Thralls in their hundreds worked and farmed and died under a single, unified entity.

Styrbjorn.

The massive chieftain awoke the following morning with a smile, the host of thralls before him- now more than ever- in need of his guiding hand. With the power of himself and the Sons of Bjarki, they would soon progress into a power the likes of which had rarely been seen before! After the morning's revelry, there would be great tasks to accomplish. Great tasks indeed!

Soon, Styrbjorn would have himself a city, a city the likes of which had never been seen on this face of this world. A proper den of the Gods, one from which the truth of Jormungandr would be spread and an unassailable position of power. It was this same ambition that drove him that would infect the Sons of Bjarki in the years to come, driving them like wolves to the throat of the world in the eternal search for conquest and superiority.

Fairly the same as last year, minus one or two alterations.

131 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. However, the major focus will be on getting the farms up and running with twenty five units of stone and fifteen units of timber. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

70 Thralls will proceed with the timber-felling efforts. An increase in the number of loggers will hopefully coincide with the rafts being built. With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean much fewer losses this season.

30 Thralls will work on making two rafts, the increase in workers intended to help get the massive fish-netting vessels into the waters all the quicker, and food that much quicker into the bellies of Styrbjorn and his thralls.

20 Skalds with focus their efforts purely on improving logging and timber intake, working their damnedest to try and solve the technology. If they solve it early on in this new year, their next focus will be on attempting to find some way of making boat creation more efficient. After all, they've spent quite some time on logging research.

The remaining forty of the Sons of Bjarki will accompany Styrbjorn on a hunt for iron deposits. With their near-war effort, the location of an iron mine is the only asset they do not actively have access to! As such, if they can find one, their goals will be all the easier in reach!

Jokasti
2010-06-23, 01:36 AM
Ok, I'm fine with the mining. I'll just start saving up for another city.

DMBlackhart
2010-06-23, 07:28 PM
You planning on posting Jokasti? Or did I miss something?

Jokasti
2010-06-23, 08:55 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

We have more losses this year, muses Voern. But why? Were they not doing something right? They had food, shelter, medicine, and wood for fire. Perhaps they were not safe enough...

130 men still working on farms.
50 men cutting wood.
20 men gathering Oil.
20 men gathering Dye.
32 men researching Blacksmithing.
20 men training as an army for protection, testing out what the blacksmiths are making.

DMBlackhart
2010-06-23, 09:34 PM
Year 6

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +28
Iron| 0
Food| -108
Wyrdstone| 0
Stone| 0
Population| -1
Births| +8
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .06
[/table]

This year had proved tasking, as many had before. Your food supplies may have fallen slightly, but they were replaced with the knowldge of the location of some Ore-Deposits West. Equally so, a few representatives of Gee'Lei report they have access to metals, such as copper and iron.

Logging
With 6% of your population devoted to research you will complete Logging in 94 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +20
Iron| +12
Food| -60
Stone| +12
Gold| 0
Oil| +8
Dye| +8
Housing [good]| 0
Population| -2
Births| +7
Farm Value| .01
[/table]

Another year has passed, and with it more difficulties. Your people are yet to suffer, but each loss sets you back that much more.

However good things come from your efforts this year. Were food had been depleted, many other reasources had been gained. Training proves fruitfull, and although your men are unarmed and still unskilled, they can say they are indeed "warriors".

Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 years.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-23, 10:16 PM
Resources:{table=head]Resource|Value
Wood| 53
Iron| 39
Food| 102
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|11
2|2|12
2|3|13
28|4|14
12|5|15
8|6|16[/table]
Population: 350

Styrbjorn smiled as he heard word of mines in the west. Metal meant more armor, and a step closer to an actual city! A wide grin had crested the warrior's face as the scouts gave word of the metal deposit, and a night of revelry had ensued as he prepared to head out. With more and more children being born, and only a single complication this year, the future of the Bjarki was looking bright. By his rough estimates, their population would hold steady enough, though he kept an eye toward encouraging that his men enjoy themselves. The thralls were there to be used after all, and if children resulted, then so be it! More men to put to work!

On the morning thereafter, the large barbarian had departed with a band of thralls and no small sum of timber, looking to establish an industrious mine from which a steady income of iron could be had. The Gee'lei were allies, true, but Styrbjorn had an uneasy knowledge of that concept- one where asking the other party for a favor usually was perceived as a sign of weakness.

And being perceived as weak was something the barbarian chieftain would rather not accommodate.

151 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

40 Thralls will proceed with the timber-felling efforts. An increase in the number of loggers will hopefully coincide with the rafts being built. With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean much fewer losses this season.

40 Thralls will be accompanying Styrbjorn and his warriors as they set up a mining facility at the ore deposit. Utilizing 23 units of timber and 5 units of stone, they intend to create a massive mining pit to help collect whatever precious metal is contained within and dredge it up.

20 Skalds with focus their efforts purely on improving logging and timber intake, working their damnedest to try and solve the technology. If they solve it early on in this new year, their next focus will be on attempting to find some way of making boat creation more efficient. After all, they've spent quite some time on logging research.

The remaining forty of the Sons of Bjarki will accompany Styrbjorn on the march to the reported ore deposits, guarding the thralls as they set up the facility.

Jokasti
2010-06-24, 12:56 AM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

(((I completely forgot that you could fortify things with resources *facepalmfacepalmfacepalm*)))
Voern was troubled by the dwindling food supplies, and decided to use some of the resources to make them better than they had been. He continued trading with the Audians; their relationship was growing stronger with each year.

118 cutting wood.
150 farming, and upgrading farms. Resources going into farms: 50 wood, 50 stone, 50 iron.
2 trading Oil and Dye with Audia.

DMBlackhart
2010-06-24, 01:15 AM
Year 7

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -7
Iron| 0
Food| -3
Wyrdstone| 0
Stone| 0
Population| -3
Births| +6
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .06
Mining Value| .02
[/table]

This year had proved tasking, as many had before. Your food supplies may have fallen slightly, but they were replaced with the knowldge of the location of some Ore-Deposits West. Your first official mine had cropped up over the year, and with it a strange material. It was nothing like the metals from gee'lei, and it was much more interesting then iron. The Metal was a pale grey, highly malliable, and melts at an above average heat. A strange new metal, worthy of a strange new name!

Logging
With 6% of your population devoted to research you will complete Logging in 94 -1 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| -2
Iron| -50
Food| +138
Stone| -50
Gold| +12
Oil| -8
Dye| -8
Housing| 0
Population| -6
Births| +10
Farm Value| .07
[/table]

Another year has passed, and with it more difficulties. Your people are yet to suffer, but each loss sets you back that much more.

However good things come from your efforts this year. Were food had been depleted, many other reasources had been gained. Trading proved in good faith as the audians had relinquish what seemed like a neverending well of gold each time you sought to trade them.
Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 -1 years.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Jokasti
2010-06-24, 06:26 PM
The Land of VitaleTurn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

The farms are going good, muses Voern. Very good. Lets make them even better!

150 men on farms, and improving them with: 25 Stone, 25 Wood, 25 Iron.
100 men cutting wood.
14 men gathering Oil.

Gunther
2010-06-24, 07:43 PM
Resources:{table=head]Resource|Value
Wood| 46
Iron| 39
Pig Iron| 0
Food| 99
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|10
2|2|11
2|3|12
28|4|13
12|5|14
8|6|15
6|7|16[/table]
Population: 347

Fires crackled along the length of the mine as Styrbjorn and his warriors watched the thralls begin to work. It was an impressive structure, albeit one set away from the coast he had grown so acclimated to. It was a thing of massive scale- wooden beams having been strung across the large pit the slaves had dug out so far. The wooden beams had thin ropes tossed over them, attached to buckets that dipped down into the depths of the hole. Crude ladders, made from sticks bound together with lengths of animal hair, were meant for thralls to get in and out throughout the day.

Tools had been strewn about the bottom of the hole, where even now Styrbjorn looked as the men clawed with crude spades and- in some cases- even their bare hands into the soil. Symbols of peace and integrity had been scrawled along the walls of the pit, and though they certainly were not the Runes they paid homage to, they were meant to invoke the protection of Jormungandr all the same. The chieftain was indifferent to this tiny decorative aspect, so long as they kept production up.

Speaking of which, Styrbjorn kept an eye towards the stone tables scattered about, where workers bled their hands raw as they sorted precious chunks of the metal from regular clumps of dirt. Even now, wicker baskets were filling with the metal, the thralls working diligently under the watchful gaze of their escorts currently situated atop small stone overlooks. Metal could fetch a good price amongst slaves looking for keepsakes- or simply slaves looking to fashion something to use to murder their fellow man. Though theft was no major concern, it was still something Styrbjorn's men kept an eye for.

The small mining camp was fairly independent, with sacks of grain and pots of honeyed water having been stockpiled in a small stone storeroom alongside replacement tools. Salted fish were kept in earthen pots and stored in cool, moist pits of shallow dirt. With supplies on-hand, the miners could last quite some time before they needed to resupply with food.
161 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

40 Thralls will proceed with the timber-felling efforts. An increase in the number of loggers will hopefully coincide with the rafts being built. With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean much fewer losses this season.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on the march to try and find more magical beasts to increase their stocks of wyrdstone- a task they can return to now that they were established on the path of citybuilding.

DMBlackhart
2010-06-24, 08:16 PM
Year 8

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +16
Pig-Iron| +12
Food| +42
Wyrdstone| +3
Stone| 0
Population| -4
Births| +8
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .06
Mining Value| .02
[/table]

Another, uneventful year has passed. Your civilization continues to grow, and your population with it. In a short seven years your working population will have a considerable boon, setting you that much closer to a new age for the bjarki.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -2 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +15
Iron| -25
Food| +186
Stone| -25
Gold| 0
Oil| +5
Dye| 0
Housing| 0
Population| -10
Births| +6
Farm Value| .10
[/table]

As yet another year passes, so to does your kingdom grow. And only in a short seven years your working population will rise considerably. This boon will grant many benefits, allowing your kingdom considerable growth.

Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 -2 years.
((Please spoil your spoiled turns. It's getting a bit long IMO)) ((Please and thanks))



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Jokasti
2010-06-24, 08:37 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

With our huge food surplus, I feel we can take a few men off of farms and onto other projects, says Voern. Let us mine more. Also, the warriors will continue to train, and patrol Vitale for criminals and ne'er-do-wells, as well as checking on the people and seeing if they require medical care.

20 police warrior-patrolmen.
5 doctors helping citizens.
100 farmers farming.
54 lumberjacks cutting wood
25 miners mining Iron.
25 miners mining Stone.
25 miners mining Gold.

Gunther
2010-06-24, 09:09 PM
Resources:{table=head]Resource|Value
Wood| 62
Iron| 39
Pig Iron| 12
Food| 141
Wyrdstone| 36
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|9
2|2|10
2|3|11
28|4|12
12|5|13
8|6|14
6|7|15
8|8|16{table]
Population: 343

Another year, another season of gains. Smiling to himself, Styrbjorn looked to the efforts going on. The timber-fellers had been recalled to put their supplies of wood to a higher use. Even now, he looked to the distant shoreline, a large wooden frame having been erected there. Even now the thralls crawled over the hull of the building vessel, armed with hammers, saws, and linen for sails.

Soon enough, another craft would be added to the growing navy of the barbarian chieftain, a vessel worthy of sailing the unexplored seas.

161 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

40 Thralls will proceed with the shipbuilding efforts. An increase in the number of longships will hopefully coincide with a burst in food being harvested. With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the ship built.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on the march to try and find more magical beasts to increase their stocks of wyrdstone- a task they can return to now that they were established on the path of citybuilding.

DMBlackhart
2010-06-25, 12:38 AM
Year 9

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -40
Pig-Iron| +12
Food| +60
Wyrdstone| +4
Stone| 0
Population| -2
Births| +10
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

As the last moon of this year sets over the horizon, your men preparing for a feast fit for a annual celebration, the first breeze of another year washes over the coast. However there is an odd feeling fromthe wind, it's forboding an unnatural chill runs down Stybjorne's spine.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -3 years.

The Call of Ktulu
Really you may call it what you will. But a few of your men, whilst out fishing, had met with a horrific discovery. A creature, a very mythical one. Human in size and shape, however fused with an alien fish it is. From the creatures face hangs many tentacles and long leathery wings sprout from it's back. This discovery is breath. And most the men who had witnessed it are either dead or gone mad.


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +20
Iron| +12
Food| -16
Stone| +12
Gold| +12
Oil| +5
Dye| 0
Housing| 0
Population| -4
Births| +10
Farm Value| .10
[/table]

And again a new year has passed. Your civilization see's little fluctuatio. Your people have a bright future, this much your sure.

Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 -3 years.
((Please spoil your spoiled turns. It's getting a bit long IMO)) ((Please and thanks))



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-25, 01:56 AM
Resources:{table=head]Resource|Value
Wood| 22
Iron| 39
Pig Iron| 24
Food| 201
Wyrdstone| 40
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|8
2|2|9
2|3|10
28|4|11
12|5|12
8|6|13
6|7|14
8|8|15
10|9|16{table]
Population: 341

Upon hearing of this great beast, this abomination that menaced the men upon his seas, Styrbjorn had almost immediately set off to hunt it. He and his men were not ones to take the threat of an "Gibbering God" off his shores lightly! Whatever this creature wanted with him and his men, Styrbjorn was not one to indulge the bestial whims of some creature.

As such, he had fashioned the new longship into an ark of war. A craft suitably equipped for hunting such foul vermin as the great "Ktulu" the thralls had been screaming about. Draping the flayed bodies of the weak-minded cowards that had the audacity to return to Styrbjorn both empty-handed and mewling for sanctuary over the hull, he had set forth with his toughest whalers and chosen warriors to battle. Thick ropes had been fastened to their armor so they would not drown, all manner of harpoon, spear, and whaling hook festooned over the ship. With its sails unfurled and the thralls rowing furiously, the hunting expedition prepared to fight the beast on its own turf, and drag back this "Great Consumer" back to the village where its flesh could be freely consumed by all in the chieftain's honor.

151 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

40 Thralls will once more resume the work of felling trees. More timber means that they will be that much closer to having the great city built! With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on the hunt to seek out this great "Ktulu" alongside some of the fishermen on the second longship. Once they find the great beast, they will promptly engage it in fierce fighting, looking to slay it once and for all. To this end, ten chunks of wyrdstone will be used to tattoo the toughest of the warriors- those intended to directly fight the beast- with the Wind rune to ensure they can breathe and swim safely in their heavy armor.

Jokasti
2010-06-25, 02:02 AM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

With our huge food surplus, I feel we can take a few men off of farms and onto other projects, says Voern. Let us mine more. Also, the warriors will continue to train, and patrol Vitale for criminals and ne'er-do-wells, as well as checking on the people and seeing if they require medical care.

20 police warrior-patrolmen.
5 doctors helping citizens.
90 farmers farming.
60 lumberjacks cutting wood
35 miners mining Iron.
40 miners mining Stone.

DMBlackhart
2010-06-25, 10:23 AM
Year 10- Decade!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +16
Pig-Iron| +12
Food| +32
Wyrdstone| 0
Stone| 0
Population| -3
Births| +7
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

A year had passed. And despite your best efforts, the hunt went unsuccesfully. Whatever it was, or is, that stalks the deeps off your humble coast, is long gone now. Was it meerly the dillusions of madmen? Or was it something more, real? Regardless an entire year of tracking the beast proved fruitless.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -4 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +24
Iron| +14
Food| -60
Stone| +16
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -6
Births| +4
Farm Value| .10
[/table]

A new decade has been realised! Your first ten years as a people is over! Only a short while ago you were a nomadic tribe, and in 10 years you have built many houses, invested in medicine, and built a humble, but impressive village!

Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 -4 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Jokasti
2010-06-25, 10:39 AM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244


Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Just a little more mining, and I think we'll be able to make a new city. The entire land rejoices at this news and works harder to achieve their goal.

20 police warrior-patrolmen.
5 doctors helping citizens.
119 farmers farming.
30 lumberjacks cutting wood
20 miners mining Iron.
50 miners mining Stone.

Gunther
2010-06-25, 05:45 PM
Resources:{table=head]Resource|Value
Wood| 38
Iron| 39
Pig Iron| 36
Food| 233
Wyrdstone| 30
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|8
2|2|9
2|3|10
28|4|11
12|5|12
8|6|13
6|7|14
8|8|15
10|9|16{table]
Population: 338

As Styrbjorn's great hunting ship sailed back into port, the spread-armed skeleton mounted upon its fore having become coated in moss and carnivorous flies. The men aboard seethed at the lack of success- here they were, escorting their chieftain on a hunt unlike any other, prowling the waters of the great ocean in search of a monstrous catch unlike any other!

And now they returned empty-handed. As the massive longship beached itself upon the shore, the men departed with axes in hand and scowls upon their faces. Styrbjorn himself wore a wide frown, and his aggression- so pent-up by their sailing trip and its lack of results- was immediately resolved as soon as he walked ashore.

By burying his axe, up to the grip, in a thrall's stomach. The man barely had time to let out a gasp before the wounding symbols worked along its blade flared to life, his hands- attempting to pry him from the axe's biting edge- going limp as blood rushed from the wound and across the symbols worked into the metal.

Kicking the lifeless corpse from the blood-coated axe, Styrbjorn stormed back to his pavilion. He needed a large bowl of venison, something to drown his ire in, and a woman to take the rest of that ire out on.

In that order.

151 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

40 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for more magical creatures. The expenditure of wyrdstone, so seemingly wasted, needs to be replenished. Granted, now Styrbjorn has ten water-breathing Chosen, but that's hardly much of a consolation for a failed hunt.

DMBlackhart
2010-06-25, 09:34 PM
Year 11

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +16
Pig-Iron| +12
Food| +32
Wyrdstone| +2
Stone| 0
Population| -3
Births| +7
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

Another year passed, almost as uneventful as the last. However you can feel a fell wind in the air. Something is on the horizon. Your unsure of what, or when, but it's comming.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -5 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +12
Iron| +8
Food| +72
Stone| +20
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -6
Births| +4
Farm Value| .10
[/table]

Another year passes, almost as uneventful as the last. Your civilization continues to grow, as there is little else to attend to.

Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 -5 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-25, 10:39 PM
Resources:{table=head]Resource|Value
Wood| 54
Iron| 39
Pig Iron| 48
Food| 265
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|7
2|2|8
2|3|9
28|4|10
12|5|11
8|6|12
6|7|13
8|8|14
10|9|15
7|10|16[/table]
Population: 335

As another year passed by, Styrbjorn felt his age continue to creep up on him. Over a decade had passed since they settled down, and even with his activity, the signs of age were showing. Wrinkles formed around the corners of his eyes, and a beard had grown where there was once a ragged stubble. Unlike the age on his face, his body had remained vibrant and alive with muscles. Doubtlessly it was the constant atmosphere of violence and predation that he had lived in.

Looking through the doorway of the longhouse he now sat within, Styrbjorn realized that he was not just building a city, but a new way of life. Even now, as timber continued to be dragged back alongside nets of fish and countless pounds of iron, he could see the storehouses being built. He could see the massive storehouses of food and lumber and iron. Smoke rose up into the heavens from smokehouses, curing the meat and giving signal to the heavens that the Bjarki were here, and they were here to stay.

151 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

40 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for more barbarian tribes to raid. With any luck, they can find another village, one abundant with life and ripe for plucking.

Jokasti
2010-06-27, 02:00 PM
Sorry, my subscriptions died on me.
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Our next city is so close! But we need to expand our population first. In the meantime, we can gather more resources.
*
20 police warrior-patrolmen.
5 doctors helping citizens.
113 farmers farming.
30 lumberjacks cutting wood*
20 miners mining Iron.
50 miners mining Stone.

DMBlackhart
2010-06-27, 03:05 PM
Year 12

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +16
Pig-Iron| +12
Food| +32
Wyrdstone| 0
Stone| 0
Population| -2
Births| +5
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

As yet another year comes to a close, your people rejoice at the glorious changes this year has brought. A new tribe has been spotted FAR WEST. The barbarians, although small and secluded, will prove easy pickings. Reasources continue to grow, as your civilizations power does as well.

Your neighbors at Gee'lei come to you with an odd request. The messenger came baring a single gift. Tablets of stone, etched apon them was a crude form of "writing". This technology has many uses, your sure, but to say if any of them will benefit you only time will tell. The Gee'lei ask you to set a price at this offer, having in mind trade, and not out-right gift giving.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -6 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +12
Iron| +8
Food| +52
Stone| +20
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -2
Births| +6
Farm Value| .10
[/table]

As another year comes to a close, the year proves slightly more fruitful then the last. While you have continued to grow, so to have your neighbors, the Audians. A couple messengers come to you, offering you a FAT some of gold in exchange for your technology. They look apon your farms, jealously, and revel in the idea of having such bounty for themselves. Being the fair nation they are, however, the runners of Audia do not simply record their findings, and steal your information.

You are being offered 100 gold for your records regarding farming.

Blacksmithing
So with 12% of your population devoted towards research you will finish blacksmithing in 88 -6 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-27, 06:12 PM
Resources:{table=head]Resource|Value
Wood| 70
Iron| 39
Pig Iron| 60
Food| 297
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|6
2|2|7
2|3|8
28|4|9
12|5|10
8|6|11
6|7|12
8|8|13
10|9|14
7|10|15
5|11|16[/table]
Population: 333

Styrbjorn had split a fearsome smile as the scout, now kneeling before the barbarian leader, had relayed what he founded. Fleet of foot and lithe in form, the scout had hurried back with the swiftness of a cheetah, his tattooed flesh having been painted in a similar fashion to the wild predator.

"And you know this to be true?" The chieftain had asked, to which the scout had only nodded. Situated within the rear chambers of the mighty barbarian's longhouse, the specially-cordoned-off area where the mighty chieftain took his private audiences. Though most of the time he held his meetings in public, he had realized within the last few years that privacy did have its values in some matters.

Matters such as this.

Rising from his throne, he drew his axes. He nodded to the Chosen beside him, the silent guardian's face hidden behind the iron helmet that was part of his scale suit. His protectors were all arrayed in a circle about this rear chamber of the longhouse, each one carrying their greatsword in hand and at attention. With the scout in the center of this ritual circle, the man- were he some sort of spy or fey assassin- could quickly be cut down in the event of a suicidal surprise attack.

Biding the man to leave, the circle broke around the doorway, the man leaving with his back turned in a sign of both deference and respect. With the circle reforming in the man's wake, Styrbjorn walked into the midst of his men, the Jottunheim at ease amongst his most trusted and loyal servants.

"It seems that we have thralls to take!" Styrbjorn said with a hearty laugh, "Go get the men. I'll handle this trade with those cowards from Gee'lei!"

151 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Thirty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

52 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

All one hundred Sons of Bjarki will join Styrbjorn on a series of raids within the space of a month. Between raids they'll resume guard duty, but on the raids they'll perform the usual thrall-taking style of the Sons of Bjarki: Bolas, nets, blunt arrows, and more besides being used to help capture precious slaves!

Styrbjorn will offer the Gee'lei cowards ten units of pig iron for their "Writing" invention, which is a most generous offer indeed! They should feel fortunate that the Sons of Bjarki do not simply take it from them.

Jokasti
2010-06-28, 11:48 AM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Gold is always good. Voern decides to share the secrets of Vitalian farming with the Audians.

20 police warrior-patrolmen.
5 doctors helping citizens.
111 farmers farming.
70 lumberjacks cutting wood.
30 miners mining Stone.

DMBlackhart
2010-06-28, 12:13 PM
Year 13

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +20
Pig-Iron| +12
Food| +32
Wyrdstone| 0
Stone| 0
Population| -9
Births| +2
Housing| 0
Thralls| +57
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

As yet another year comes to a close, your people rejoice at the glorious changes this year has brought. The near-by tribe had been tracked, stalked, and finally captured. Unfortunately not all their men could be gathered before the tribe got weary, and again your actions have led to many innocent deaths. But such is the way of economic growth in these trying times.

The Gee'Leians Scoff at your offer, and have yet to return this year.


Logging
With 6% of your population devoted to research you will complete Logging in 94 -7 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +28
Iron| 0
Food| +50
Stone| +12
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -4
Births| +10
Farm Value| .10
[/table]

As another year comes to a close, the year proves slightly more fruitful then the last. While you have continued to grow, so to have your neighbors, the Audians. The trade with the Audians went well. They now have a more stable food source, and you have much more gold then before. This year passes rather uneventfully. Those working on your blacksmithing research claim to be making progress, but cannot complete the task without much more reasources, or men, devoted to the cause.


Blacksmithing
With 12% of your population devoted towards research you will finish blacksmithing in 88 -7 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-28, 03:02 PM
Resources:{table=head]Resource|Value
Wood| 90
Iron| 39
Pig Iron| 72
Food| 329
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|5
2|2|6
2|3|7
28|4|8
12|5|9
8|6|10
6|7|11
8|8|12
10|9|13
7|10|14
5|11|15
2|12|16[/table]
Population: 381

Laughter filled Styrbjorn's longhouse as he and his men celebrated their latest conquest in true Bjarki fashion. The massive wooden tables had been brought out once more, and even now the men laughed, whooped, and hollered to one another as they ate their usual rich diet of fish, grain, turnips, onions, and more besides. As the men ate and drank, they shared tales of their latest captives taken.

One man, his face a large mass of fresh scars and braids freshly nicked with beads, imitated the girlish scream one of the barbarian warriors had made when an axe was buried into his gullet, shortly before his entrails spilled out. Another drummed his fists on his chest as he regaled his nearby companions with how he beat another man into submission, the two of them scrapping upon the ground until he eventually knocked the man unconscious in a neckhold so powerful the man was unconscious within three breaths.

Styrbjorn himself smiled as he walked betwixt the table, giving reassuring nods or pats to those that had particularly proven themselves. The master of scouts in particular had made a stunning shot- having fired a blunted arrow seemingly into the sun, only to have the spirits of favor and war guide it tip-first into the crown of the tribe's sorcerer.

Passing through the heavy wooden doors of the structure, he looked to the distant thrall-breaking grounds. Even now, the massive dirt pits used to break in new slaves were in use. Burlesque taskmasters, armed with knotted cords of animal hair, lashed the backs of men, women, and children in stockades. The captives were forced to run to the point of exhaustion, only to be thrown into filth-laden pits until they were eventually broken in spirit. Very few could survive the mental rigors of such a process.

And those that did were true Sons of Bjarki.

As the massive chieftain felt the cool kiss of the ocean breeze on his mangy form, he remembered the actions of the Gee'lei. They had scoffed at him, as if- only a decade ago- he had broken their backs! As if their 'mighty' leader had not been so quick to be cowed by the mighty form of the Jottunheim! By the great champion of Jormungandr!

The thought of being so casually disregarded made him seethe, but he kept his anger in check, looking to the distant camp of Skalds. They would help him in solving this slight against the honor of the Sons of Bjarki.

For if they could not, what use were they?

179 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

60 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.

30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for additional magical creatures from the back of the longship, in search of magical creatures in the waters.

Jokasti
2010-06-28, 03:19 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

We should work more on Blacksmithing, so that our people can be safer, and work more easily! says Voern. And so it is. They will need more resources in order to this, so we shall give the people researching it what they need.

20 police warrior-patrolmen.
5 doctors helping citizens.
110 farmers farming.
30 lumberjacks cutting wood.
30 miners mining Iron.
37 men working on Blacksmithing, putting 25 Wood and Iron into it.

DMBlackhart
2010-06-28, 06:34 PM
Year 14

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +24
Pig-Iron| +12
Food| +115
Wyrdstone| +3
Stone| 0
Population| -12
Births| +1
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

Another year closes, and on the horizon you see more then just the fading sun, and the stars of a twilight sky. You see hope, and you see proof. Hope for better things to come, and proof of your mastery over the land, and over your own reality. A new year is apon you, and it is with this last year that you look apon those who would call false on your leadership. It is with this last year you prove yourselves an established nation. It is with this last year you prove the Bjarki ready for the long haul!


Logging
With 6% of your population devoted to research you will complete Logging in 94 -9 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| -13
Iron| -13
Food| +46
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -3
Births| +10
Farm Value| .10
[/table]

The new year is apon you quickly, and with it comes the feeling of triumph. Not just triumph over the land, and over yourselves. But triumph over time, and reality. It is with today, this comming year, that you prove not only to yourselves, but to the gods as well that you, the Vitalians, can and WILL survive.


Blacksmithing
With 16% of your population and 25 iron and wood devoted towards research you will finish blacksmithing in 84 -20 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-28, 07:13 PM
Resources:{table=head]Resource|Value
Wood| 114
Iron| 39
Pig Iron| 84
Food| 444
Wyrdstone| 35
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|4
2|2|5
2|3|6
28|4|7
12|5|8
8|6|9
6|7|10
8|8|11
10|9|12
7|10|13
5|11|14
2|12|15
1|13|16[/table]
Population: 369

Another year, and Styrbjorn could do little but smile to himself as he stared at what he had wrought. A decade and a half, and he had built an entire way of life. They had evolved from their howdahs to a town of tents and longhouses, and even now they were bringing in more and more with each passing day. Massive fields had sprung up from the sprawling colony, and as Styrbjorn watched on he could only smile as the last of the crops were being harvested and brought in.

With a heave-to the distant sounds of chopping wood could be heard. Timber was the lifeblood of the Sons of Bjarki, and though their "neighbors" seemed to have such an importance on stone, Styrbjorn found himself pondering just how he could use his newfound "Friends". The copse of trees had provided glorious amounts of pliable wood, and the fields had been lush with crops under the hands of his thralls. The Sons of Bjarki themselves had found plenty of wild creatures to hunt, although it was not always a success.

Perhaps these Gee'lei could be manipulated by their greed? Material things were easy to come by for the barbarians, and if Styrbjorn could get the precious stone he required in a quick fashion by simply giving them some of his excess wood...

Well, he didn't see too much of a problem with giving away something he had extra in exchange for precious slabs of stone. It was all just leading to the construction of his glorious, lasting city. With any good fortune, Styrbjorn might not even need that- their population was still growing, if not in leaps and bounds then surely enough.

179 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

90 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With thirty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for additional magical creatures from the back of the longship, in search of magical creatures in the waters.

Jokasti
2010-06-29, 01:32 AM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Our food stockpiles are good... And we should continue Blacksmithing research. Hopefully this year will pass peacefully

20 police warrior-patrolmen.
5 doctors helping citizens.
107 farmers farming.
50 miners mining Iron.
47 men working on Blacksmithing, putting 25 Wood and Iron into it.

DMBlackhart
2010-06-29, 02:09 AM
Year 15- Over the Hump

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +36
Pig-Iron| 0
Food| +115
Wyrdstone| +1
Stone| 0
Population| -4
Births| +2
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

Finally, all your work has paid off. Your civilization is set firm, and well established. Now all that is left is to kick back, enjoy life, and conqur the world.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -10 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| -25
Iron| -5
Food| +60
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -4
Births| +8
Farm Value| .10
[/table]

Finally the year has ended. You have proven to all those who you'd doubt you that you are here to stay. Your civilization is finally stabilised, your future looks bright!


Blacksmithing
With 21% of your population and 50 iron and wood devoted towards research you will finish blacksmithing in 79 -25 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.


Alright so, the following turns will be at a 1 turn = 20 years interval. So, looks like things will start picking up. Thanks to multiple elements, such as more cities, cities expanding faster, and just over-all time lapse there will be a number of very interesting random events that will strike you at anytime fate deems worthy. So a tip to all you rising nations out there, don't build your empires at the base of a volcano.

Gunther
2010-06-29, 03:16 AM
Resources:{table=head]Resource|Value
Wood| 150
Iron| 39
Pig Iron| 84
Food| 559
Wyrdstone| 36
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|3
2|2|4
2|3|5
28|4|6
12|5|7
8|6|8
6|7|9
8|8|10
10|9|11
7|10|12
5|11|13
2|12|14
1|13|15
2|14|16[/table]
Population: 365

This was it. A solid decade and a half had pasted, and the Sons of Bjarki had prospered in the meantime. Even as the warriors helped train the youngest lads, work was still ongoing. Women that had once worked to carve animals into crude furs now began the art of cooking. A rich diet had taken the place of nuts and berries and wild game, a diet complete with fish and even a handful of spices grown amongst the fields.

The sea of tents about the village had provided shelter to the thralls in their day-to-day work. With the longhouses to supplement these tents with more luxurious shelter, the beginnings of a larger, more glorious society had arisen. With granaries swelling to overspilling with food and the beginnings of crude thatch-roofed warehouses, architecture was in its crudest, but most pure, form. Function was the sole factor in this society, and though they had little artwork to show for it, they were all the stronger- battle was their art, the battlefield their canvas, and their weapons and military might the paint and brush they used to create untold works of glory.

Even against mythical beasts, the Sons of Bjarki were resolute. Their latest hunt had yielded a small warband of kobolds. Kobolds that, though clever, had quickly fallen to the vicious warrior-slavers. Their blood had flowed quickly and freely, and had quickly been used to provide the latest of the wyrdstone. The Skalds had been so lost in their research that Styrbjorn had not cared too much, but had kept his eyes towards the prize- ensuring that they now had sufficient stone to aid their work.

175 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

90 Thralls will end their work on felling timber. The need for wood for the Sons of Bjarki has come to an end- now is the time where they must quarry stone! As such, the timber worksite will be relocated to the quarry, with the standard thirty Sons of Bjarki standing watch over the workers. Once there, they will begin mining stone and preparing to move it back to the village after the two decades are up, allowing for a hefty sum of stone to be mined continuously.

The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for additional magical creatures from the back of the longship, in search of magical creatures in the waters.

Jokasti
2010-06-29, 07:28 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Turn 19:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

We'll have to continue getting resources as we have been. Good, good.

20 police warrior-patrolmen.
5 doctors helping citizens.
120 farmers farming.
50 miners mining Iron.
30 men working on Blacksmithing.

DMBlackhart
2010-06-29, 07:54 PM
Year 35

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| 0
Pig-Iron| 0
Food| -150
Wyrdstone| +1
Stone| +364
Population| +177
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

Two decades have passed, your civilization shows great promise. Unfortunately famine struck during these years. Was it the winter seasons? Was it just poor planning? Or was it an act of the gods? Regardless your people had produced less food then they had hoped, an unavoidable circumstance you must try to push past.

Wyrd stone gathering has become startling low. The amount of magical beings in the area have grown unnaturally small.

Logging
With 6% of your population devoted to research you will complete Logging in 94 -30 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0
Iron| +200
Food| +390
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| +382
Farm Value| .10
[/table]

Three and a half decades. Your small village is growing well. Food is comming in plentifully, reasources are being gathered, and peaceful relationsare held with your fellow nations. This year has been a glorious one.


Blacksmithing
With 21% of your population and 50 iron and wood devoted towards research you will finish blacksmithing in 79 -45 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.


Jokasti, please list your population outside of the bundle of spoilers. It will make it a little easier on me, thanks again.

Jokasti
2010-06-29, 08:12 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Turn 19:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225

Turn 20:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Current Population: 607
We've grown strong these past 15 years, but we need to diversify our portfolio.

50 police warrior-patrolmen.
12 doctors helping citizens.
150 farmers farming.
60 miners mining Iron.
60 men cutting Wood.
60 miners gathering Stone.
60 men gathering Oil.
60 men gathering Dye.
60 men working on Blacksmithing.
30 men building houses for the population boom.

Gunther
2010-06-29, 09:33 PM
Resources:{table=head]Resource|Value
Wood| 150
Iron| 39
Pig Iron| 84
Food| 409
Wyrdstone| 37
Stone| 389
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 542

Twenty years. Twenty years had passed by, and as Styrbjorn reached up to touch his graying beard, he felt the same wind he had felt as a young lad whip across his skin. Fifteen years had taken a toll on him. Another twenty? Styrbjorn could feel himself beginning to fall deeper into the clutches of an eternal sleep. To be frank, the thought terrified him- after all this time, after all this effort, they had finally reached a steady culture, only for Styrbjorn's time on this mortal world to be coming to an end.

It just didn't seem right. Why should the Jottunheim, the great Chosen of Jormungandr, depart this mortal world with so much left to do? Pondering to himself, he realized that there was only one way to keep his time to the mortal world, and it was not one he relished considering. It would require him to be indebted, and as he looked to the sprawling training grounds helping to raise the latest of the Sons of Bjarki's fighting men. The gray-bearded veterans drove the young boys with vicious tenacity, and it made his aging heart swell with pride to watch his own son amidst the training youths.

Born within the last decade, the young boy- named Jotnar after the world of the Jottunheim- had shown all of the characteristics of his father. His strength, as he battered thrall pit fighters with his bare knuckles. His size made him tower over his fellows, and eye-height with his instructors even at his young age.

As the young man took a knotted rope to the back, he barely staggered, even though it struck with enough force to leave a welt. Styrbjorn's keen eyes twinkled with pride as he realized that he was leaving his people in the hands of a strong, capable young man. But still...he did not want to leave this world.

Not yet. There was still one last, glorious conquest left within the graying chieftain's mighty spirit, even if he had to drag his flesh along with him to that final conquest.

175 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

90 Thralls will end quarrying to return back to camp to begin massive construction efforts with the abundance of stone. They shall construct two great things- a massive stone drydock to allow for the construction of truly massive longships in the future, and a temple to the great Jormungandr, resplendent in stone to try and appease the great World Binder.

87 Thralls will resume the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!

40 Thralls will remain in camp to begin construction on three additional longhouses, using both the current stockpile of timber and what will be coming in to fortify their income.

The remaining ninety of the Sons of Bjarki will accompany Styrbjorn on a hunt for something unlike any other. This is the season of blood! This is the time of Styrbjorn's greatest conquest- a final Great Hunt, one where the mighty chieftain shall hunt for something greater than ever before: The secret to extending one's vitality without reliance on mutagenic wyrdstone.

DMBlackhart
2010-06-30, 05:57 AM
Year 58 +23 years....

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +57
Pig-Iron| 0
Food| -162
Wyrdstone| 0
Stone| -59
Population| +45
Housing| +3
Constructions| +2
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

Years had passed, and with it you've seen the completion of your drydock. Although not mighty, or imposing, it would prove beneficial to future projects. The over-all constructions however is hurting the coastal wildlife, lowering the fish quantity in the area slightly.

Stybjorne and his team still remain away from their civilization, having yet made gaurenteed success on their mission, however there was still time.

More food loss was seen this year. It seems you'd need to expand your work-force on food if your to meet demands.
Constructions

- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
Logging
With 6% of your population devoted to research you will complete Logging in 94 -53 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +70
Iron| +120
Food| -277
Stone| +120
Gold| 0
Oil| +120
Dye| +120
Housing [Good]| +10
Population| +76
Farm Value| .10
[/table]

Many more years have passed, seeing your civilization nearing expansion. Little has been completed in the long run. Many houses were built, turning your pitiful village into a sturdy town! Your research on blacksmithing is near completion, and with a slightly larger population devotion, you are certain you can have a breakthrough early next year.

however this year was not without it's hardships. Food loss was eminate, although housing has been taken care of too many on the streets saw some good men die.


Blacksmithing
With 21% of your population and 50 iron and wood devoted towards research you will finish blacksmithing in 70 -68 years.


New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-06-30, 03:29 PM
Resources:{table=head]Resource|Value
Wood| 207
Iron| 39
Pig Iron| 84
Food| 247
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 5
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 587

With Styrbjorn and his men having departed for now, the control of the camp had been left to the young man now seated at the throne his father once inhabited. Jotnar had not reached the full size of his father yet, but had come quite close. Even now he towered over most of the massive, stiff-backed men within the hall.

It was an obvious fact to the Sons of Bjarki still present that this young man, situated upon the throne of his father, was the rightful inheritor of the throne. Even the Skalds, scattered amongst the sea of warriors and glowing dimly with their tattooed forms, could recognize this fact. The young man had risen to the necessities of leadership just as his father had, and all who now stared at the young man clad in bear fur could not deny this fact. From his hard-set jaw scarred from fighting, to the taut muscles along his large body, the giant-yet-growing Jotnar had been raised by a strong mother and weaned upon the conquest of the Bjarki. He, alongside those of his fellow youngbloods that now dwelled within the massive longhouse, had been raised upon stories of conquest. Tales of their great raids upon magical beast and barbarian alike had served as lessons, the great tales of the Jormungandr serving to inspire them with the righteousness of their cause.

All looked to the young man expectantly, awaiting his first decree.

"I shall not bore you with meaningless words and idle banter." The young man said as he gestured to the men before him, his left hand sweeping across the warriors- the subtle gesture, which favored none, not lost upon them.

"Rather, I will say this much- I am my father's son, and that is what you shall expect of me. I shall lead us into the same prosperity as we have always expected- a new era of wealth! Even as we lay the foundations of the great city down, we still have enemies to beware of. There are still those that would seek to drive us back to our caves and our howdahs, where they can better control us."

A pointed glance was given to the Skald Jarl, the lean, ashen-faced man keeping his expression neutral. His body had withered to the bone, and even now his mouth was full of teeth fashioned from pure wyrdstone, the mutagenic nature of the stone having corrupted his flesh. His veins bulged from his skin like black cobwebs, and his knees had inverted in such a way as to remind the men present of some sort of insect. Not that any would dare accuse him of being such- his power had grown considerably, and even as he watched the young man, those warriors near the Jarl had taken a step back from the hair-raising intensity that radiated from the Runesmith.

"Yet we are the Sons of Bjarki, and when our grand city is finally complete, we shall truly prove our tenacity to survive! So bear with me once more, for all we yet require is additional food from the fields! When the last harvest of grain is collected, we shall begin a project unlike any other!"

300 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

87 Thralls will resume the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!

40 Thralls will remain in camp to begin construction on three additional longhouses, using both the current stockpile of timber and what will be coming in to fortify their income.

The remaining hundred of the Sons of Bjarki will accompany Styrbjorn on a hunt for something unlike any other. This is the season of blood! This is the time of Styrbjorn's greatest conquest- a final Great Hunt, one where the mighty chieftain shall hunt for something greater than ever before: The secret to extending one's vitality without reliance on mutagenic wyrdstone.

Jokasti
2010-06-30, 03:45 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Turn 19:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225

Turn 20:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]

Turn 21:Resources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Current Population: 683
(((Does my farm value go up by .10, or is it still .10?)))
With our growing population, we'll have more mouths to feed, so we'll need to invest more people into our farms. We should also continue trading with the Audians.

50 police warrior-patrolmen.
19 doctors helping citizens.
250 farmers farming.
60 miners mining Iron.
60 men cutting Wood.
60 miners gathering Stone.
60 men gathering Oil.
60 men gathering Dye.
30 men working on Blacksmithing.
30 men building houses for the population boom.
Trade with the Audians: 40 Oil and Dye.

DMBlackhart
2010-06-30, 06:18 PM
Year 58-80

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +56
Pig-Iron| 0
Food| +610
Wyrdstone| 0
Stone| 0
Population| +10
Housing| +3
Constructions| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]

Yet you see another year pass, and there has still been no sign of the mighty Stybjorn and his hunting party. It seems hopeless at this point, when a lone messenger returns to your camp. The lone survivor is of Stybjorne's party. The man bares ill news, about how he was seperated from stybjorne and the others. Although it is not hopeless that the mighty warrior still lives, the expedition he set forth is all but lost. The messenger claims enough memory to be able to progress future expeditions more efficiantly.

The eightieth year sees much growth among your people. Many boys become men, many slaves die, and much progress is made. Your people are just on the precipise of their first century. The Bjarki, a century old... A wonderous thought indeed.

The men who so long ago devote their time to Logging had made woeful progress until now. With so much going on, your progress was halted. However with enough reasources put towards it you can see it done by the dawn of next year. Eitherway your certain the technologies presented to you now are sufficiant to increase logging production.
Constructions

- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
Logging
With 6% of your population devoted to research you will complete Logging in 94 -75 years.



The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0
Iron| +80
Food| -133
Stone| +80
Gold| 0
Oil| +40
Dye| +40
Housing [Good]| +8
Population| +52
Farm Value| .10
[/table]

Much has happened in the passing years. Your people's tireless work to uncovering the ideals behind Blacksmithing proved fruitful. As well housing was going well. Unfortunately you are unable to craft enough houses to situate every citizens. However it seems the mock "poverty" phases your population little. With doctors on hand and sufficiant food to care for the populace people have yet to become aggrivated by the poor living conditions. This may soon change.

The Audians, whom you had yet to visit in years, have shown amazing progress. Even now they flaunt their glorious temples devote to a single, glorious God. A group of Missionaries have visited Vitale in the later years to spread the teachings. Whether this violates your code of laws is up to you. The audians also have shown amazing progress in literature and music. Instruments, Theather, and Writing have all been realised in the capitol. Just as well the Audian leader, a fair-haired women of eloquence and grace, has come to you with an offer. A treaty to ensure alliance should either party require the others aid in times of war and hardship. Be Weary before signing the Treaty for it can prove has crippling as it will beneficial.

Blacksmithing- Done




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Jokasti
2010-06-30, 06:45 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Turn 19:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225

Turn 20:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]

Turn 21:Resources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]

Turn 22:Resources:{table=head]Resource|Value
Wood|197
Stone|331
Food|274
Gold|144
Iron|496
Dye|161
Oil|170
Housing(good)|37
Farm Value|0.10[/table]

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains

Current Population: 735
Vitale has no problem accepting the Missionaries: each and every religion is free to be practiced so long as no one is hurt. To ensure that the feelings remain positive, Voern agrees to the Treaty. He will need to commission more soldiers to be ready in case Vitalia or Audia needs them. With Blacksmithing research complete, he decides to set his people once more on their farms so that they can produce more food on less land.

100 warriors.
25 doctors helping citizens.
300 farmers farming.
50 miners mining Iron.
100 men cutting Wood.
100 men working on Irrigation.
60 men building houses for the population boom.
Did I get no Gold last turn from trade?

Gunther
2010-06-30, 08:42 PM
Resources:{table=head]Resource|Value
Wood| 263
Iron| 39
Pig Iron| 84
Food| 857
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 8
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 597

Jotnar couldn't help but feel proud of the way his father had gone. Leading a warband of a hundred warriors on an impossible quest, one that was sure to lead to glorious conflict against a seemingly implacable foe. Not that all of the Sons of Bjarki had gone that way- most of the veteran warriors had departed into the woodlands to seek death at the hands of some magical beast, or challenged each other to duels to the death.

It was an appropriate death mechanism for the tribe, really. A violent way to shed excess weight upon the community, for the community's betterment. Contrary to the way of his father, Jotnar did not have to confront himself with limited labor. Their numbers were growing with each season, as evidenced by the massive longhouses having cropped up over the last few years. With their granaries stretching several floors and still full to bursting, the Sons of Bjarki could do with...more. Even as Jotnar looked over the sprawling expanse of people, he knew that his warriors needed more armor and weapons, that his thralls needed more food and shelter, and the Skalds...the Skalds always wanted more of their precious mutagen.

Just thinking of the Skalds seemed to invoke their presence. Their leader, the seemingly immortal mutant Jarl, was a loose end. His seemingly infinite power over Rune Magic had cowed many of the younger skalds, and his mutations had not rendered him an insane and violent creature like others. He had retained his sanity through the flesh change.

And that concerned Jotnar quite rightly.

250 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

87 Thralls will resume the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!

60 Thralls will work on resuming the pig iron mining effort under the watch of twenty of Jotnar's mighty warriors. With their tents and their precious goods, they shall make a mighty amount of pig iron to be wielded later on!

30 Thralls will begin construction on a large, fortified wooden barge. The barge will be armed with a pair of catapults on its flat forward deck, as well as a pair of massive crank-wound nets to help harvest fish...or to transport slaves taken at sea.

Eighty of the Sons of Bjarki, led by their new leader Jotnar, will go on a glorious hunt for additional, smaller tribes to assimilate and additional thralls to take!

Mashimoto
2010-06-30, 10:38 PM
The Republic of Palandril
The Plains of Cardeen

The Republic of Palandril
Athenian-Style Direct-Democracy


Resources:
{table=head]Resource|Amount
Wood| 0
Stone | 0
Metal| 0
Food| 200
Gold| 0
Wool| 0
Copper| 0
House (good)| 40
City Wall (stone)| 1
Fine Wool Clothes|1000
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]

Population Distribution
{table=head]Class|Number
Total | 600
Non-Citizen| 240
Citizen | 300
Warrior| 30
Bureaucrat | 24
Philosopher | 6
[/table]

Resource Sites
{table=head]Location| Value
Forest (2)| .20
Stone Deposit| .10
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]

The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.

Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.

The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.

Class structure:

Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.

Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.

Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.

Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.

Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.





Years 0-20 - The Age of Survival
The tribes gradually begin to expand their borders around their tribal heartland in the pseudo-city of Palandril. They establish a network of farmlands around the central city and probe the wilderness for valuable resources. Some communication with local tribes is made, most ignore the growing Republic of Palandril. The first, earliest universities of Palandril are constructed in the central city, and sages begin to explore the mysteries of Earth. Primitive, shamanistic religions are formed. Very basic shelters are constructed. Stone is gathered to aid in constructing the city, as well as wood and enough food to develop a surplus for hard times.

Years 21-40 - The Age of Unity
The city has consolidated itself into a viable political force in the region. It's simple, direct democracy and town-hall style of organization has created a society where all voters (about one quarter of the society) are valued equally, although bureaucrats have emerged to handle the waywork of administrating public policy. The city expands with more complicated stone buildings, attempting to ensure adequate housing and some merit of defense. A simple stone wall is built around the city accompanied by a log bulwark in an attempt to separate civilization from the wilderness. Small bands of guardsmen-warriors patrol. Luxury items like copper and wool are gathered for use in jewelery and clothing and for the esoteric scientific experiments of city Universities. Coal is gathered as a heat source, although in no great abundance.

Years 41-60 - The Age of the City
With the construction of the city wall and more stone and wood buildings within, the city now provides many of the products and services of an ancient commercial city. Research into coinage has developed commerce and an economic system within the Republic. The city University system has expanded, and more resources are being poured into research, as brilliant philosophers plan the use of networked roads between resource-gathering sites, which are beginning to be exploited. Philosophers also plan the construction of tools, although that seems far off. Barbarian tribes have all either joined the city, or faded into obscurity. Copper is mined in greater amounts, as well as heavier metals which elder philosophers intend to find uses for, eventually.

Years 61-80 - The Age of Invention
The city begins devoting more and more of its resources into invention and cleverness, actively shifting its goals towards the production of tools which can maximize it's mining efficiency. Other research, including the road network, are on the sidelines, although they will come in time. The existing commercial networks allow the investment of gold into the system to accelerate the process. Extending their commercial instincts outward, citizens also begin to coerce the last remaining neighboring tribes with wool clothes if they swear to live and work for Palandril. Meanwhile, the scholarly heads of university continue their instruction and research with young and old citizens alike.




600 workers
275 farm
95 mine stone
50 cut lumber
25 harvest wool
50 mine metal
50 mine copper
50 conduct research on Sophisticated Tools
-40 wool
-50 copper
-150 metal
-100 gold
5 merchants bring 200 sets of clothes each to neighboring tribes, attempting to entice tribesmen to join Palandril City as non-citizens.

DMBlackhart
2010-07-01, 08:43 AM
Year 80-100- 2nd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +6
Pig-Iron| +80
Food| -190
Wyrdstone| 0
Stone| 0
Population| +29
Housing| 0
Constructions| +1
Thralls| +16
Farm/Fishing Boat Value| .10
Mining Value| .02
Logging Value| .10
[/table]

Time has taken it's toll. Young Joten has become a man, and Stybjorne a thing of legend. However the Bjarki still remain dominant, having, in only a short 100 years, turned what was a peaceful coast into a thriving city!

Much has occured this year, your fishers and farmers brought back slightly less food this year, partially due to drought, but mostly due to lack of numbers. However the dent put in your food was not enough to deplete it, only a minor set back in your eyes.

The end of the year saw completion of a massive assault barge! Lined with a number of nets, and manned with two sturdy catapults, the barge is capable of ranged raids on coastal areas, and improved fishing capabilities.

Finally, with the centuries end your skald's finally come to you, young jotun, with the results of a task the great sybjorne once commissioned. Improved Logging has seen fruition. Even with so few men working on it it has seen completion to this day.
Constructions

- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
- Assault Barge Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +73
Iron| +66
Food| -250
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| +6
Population| +52
Farm Value| .10
[/table]

The dawn of the second century is here. Your humble town continues to grow, as does your population. And although the great king voern has left us, it is as his aire would look apon the lands, and be warmed by the thought of what has been achieved in such short time...

The farmers are showing less output then usual, and improvement to the local farms, or perhaps more men devoted to the project would show better restuls.

Your people adapt quickly to the new religion taught by tha Audian Missionaries. However now your people seek to have a structure built, so to better express their faith.

Irrigation- With 14% of your population devoted to research, you will see the project completed in 86 years.
Blacksmithing- Done


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +66
Metal| +72
Food| +200
Stone| +138
Gold| 0
Wool| +34
Copper| +68
Population| +64
[/table]

The second century is apon you! And with it, your people continue to see growth. Although the republic of palandril is still young, it has much potential. You smile apon your dominain as you see the land tilled, mines being dug-out, and sheep herded and collected for shaving or slaughter.

Throughout the comming decades your people have sent gifts to neighboring tribes. Although few still exist in the region, those who do are more then pleased to accept the gift, however only some of them abandon their ways to assimilate with Palandril.

Sophisticated Tools- With 8% of your population and a net worth of 325 gold devoted to research, you will see the project completed in 82- 32 years.





New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-01, 09:54 AM
The Republic of Palandril
The Plains of Cardeen
Population: 664

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 40
City Wall (stone)| 1
[/table]


Resources:
{table=head]Resource|Amount
Wood| 66
Stone | 138
Metal| 72
Food| 400
Gold| 0
Wool| 0
Copper| 0
Fine Wool Clothes|3000
Copper Jewelry|38
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]

Population Distribution
{table=head]Class|Number
Total | 664
Non-Citizen| 270
Citizen | 322
Warrior| 39
Bureaucrat | 26
Philosopher | 7
[/table]

Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .10
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]

The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.

Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.

The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.

Class structure:

Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.

Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.

Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.

Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.

Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.



Year 80-100
The small influx of non-citizen labor and the natural growth in the city enables more citizens to concentrate on the more intellectual sides of life. Markedly more people attend the Universities within the city of Palandril, as a recent democratic vote enables the children of current non-citizens to attend school if the parents are able to pay for it. (essentially making them choose between eventually buying their own freedom or sending their son(s) to school. One of these such children is 7-year-old Mark Thatcher, the bastard son of slaves and a nonetheless brilliant child who is destined to be a brilliant young man. Already, he shows a particular penchant in school for the primitive subjects of Philosophy, Politics, Leadership, and Astrology, and has been personally inducted into the inner circles of one of the philosopher-teachers of the school. (something very rare for citizen-students and completely unheard of for non-citizens)

Meanwhile, the city continues to gather resources to support itself, engage in valuable research at the University (although at reduced rates), and furthers its attempts to coerce neighboring tribes to join the growing City-State. To further it's ability to conduct research and education, a democratic vote is taken which declares the construction of a University appropriate. It will be a hub of academia in the city, and will enable both more efficient teaching and research. To enable greater construction efforts in the great city, an increased workforce is sent to mine stone. They rely on their large stores of food to take them through this era. A small party embarks on visitng neighboring tribes with gifts, in hopes of luring them to join Palandril.

68 copper is converted into 68 copper jewelry.
34 wool is converted into 3400 wool clothes



664 workers
20 guard the city and patrol the walls
229 farm
130 mine stone
120 cut lumber
15 harvest wool
30 mine metal
30 mine copper
65 conduct research on Sophisticated Tools

20 begin building University
{table=head]Resource|Amount
Wood| 66
Stone| 138[/table]
5 merchants bring resources to the last of the remaining tribal villages to lure them to join the city of Palandril.
{table=head]Resource|Amount
Food| 150
Fine Clothes| 400
Copper Jewelry| 68
[/table]

Gunther
2010-07-01, 12:24 PM
Resources:{table=head]Resource|Value
Wood| 269
Iron| 39
Pig Iron| 164
Food| 667
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 8
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 642

Jotnar couldn't help but frown at the lack of progress thus far. Their iron supplies had expanded, yes, but the fields. Why did they seem to have such difficulties growing enough food to keep the tribe fed sufficiently? He had done his best to motivate both slave and thrall alike- lashings, beatings, even waterboarding in the troughs! Yet still they proved so damned weak! Even now, as he stood over the latest of the examples being made, he could read the thrall's impotence. The screams of the man as his body was dunked under the water, only to be brought up at the brink of drowning, were to serve as a firm reminder of what the price of failure was.

Little did the young chieftain, his body so freshly covered in runic tattoos, realize that he was not alone in his ire. In the distant village of the Skald-Runesmiths, their latest innovations in timber-felling having granted them a certain level of amnesty for the fact that their founding members had begun the descent into mutation, the Jarl was lost within a deep trance. He watched the leader of the Sons of Bjarki with deep breaths, his lungs burning with every inhale of the fire before him. The rest of the Skalds had long since taken a brief lull to rest their minds, the exertions of gathering the arcane knowledge of how to improve their logging skills driving some to the very brink of mental collapse.

All the while, the Jarl knew that in order to survive in this new world, they would need to improve their Runic magic capabilities. The Jarl himself had reached untold heights of knowledge in his study of the world's elements and the runes that unlocked them, but even he could tell that they had but scratched the surface of magic, and the only way to further progress would be to either find new sources of wyrdstone, or of ways to get better results for the wyrdstone expended. It was rarely the means, but rather the medium that was the issue.

295 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.

67 Thralls will continue with the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!

90 Thralls will continue the pig iron mining effort under the watch of thirty of Jotnar's mighty warriors. With their tents and their precious goods, they shall make a mighty amount of pig iron to be wielded later on!

Seventy of the Sons of Bjarki, led by their new leader Jotnar, will go on a glorious hunt for massive beasts of burden like the mammoths they once rode atop. Once tamed, they shall make the task of hauling heavy thingsl ike timber and stone much easier!

20 Skalds will now begin research on improving their Runic magic abilities. The newest research project will be access to Major Runes, allowing access to the second tier of magic- and with it, more fluid use of the first tier.

Jokasti
2010-07-01, 07:39 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Turn 19:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225

Turn 20:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]

Turn 21:Resources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]

Turn 22:Resources:{table=head]Resource|Value
Wood|197
Stone|331
Food|274
Gold|144
Iron|496
Dye|161
Oil|170
Housing(good)|37
Farm Value|0.10[/table]

Turn 23:Resources:{table=head]Resource|Value
Wood|270
Stone|331
Food|24
Gold|144
Iron|562
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10[/table]

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost.
Start Location: Plains

Current Population: 787
When Voern died, his son Jiost took over. He immediately put more men into farming. He also immediately drafts a church to be built for the new religion, as it was the one he grew up practicing.

100 warriors.
25 doctors helping citizens.
400 farmers farming.
50 miners mining Iron.
50 men cutting Wood.
100 men working on Irrigation.
62 men building the Church.

DMBlackhart
2010-07-03, 09:39 AM
Year 100-120- 2nd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +97
Pig-Iron| +129
Food| +6
Wyrdstone| 0
Stone| 0
Population| -32
Housing| 0
Constructions| 0
Thralls| 0
Farm/Fishing Boat Value| .10
Mining Value| .02
Logging Value| .10
Mammoths| .01
[/table]

Another twenty years pass, and with it many dreams have become realities. Your reasources continue to flow in, albeit lumber a little slower. The only copse of trees close enough to your city to be mined is running thin. However thanks to your improved logging techniques you can assure yourself future lumber by going out further from town, and harvesting a new copse once this one runs dry.

As well, this year has seen great discovery. Jotun and his men had succeeded in their great expedition. However some of the men had perished on the journy. Regardless, your men have captured what few remaining mammoths you could find. And with them, you will breed a whole new generation of pack-animal!

Your thralls set to work on unlocking greater secrets of runes, this task will take MUCH time however with so little production backing it.
Major Runes- With 3% of your population devoted you estimate the project completed in 97 years.
Constructions

- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
- Assault Barge Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| +66
Iron| +66
Food| +130
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| 0
Construction| +1
Population| +12
Farm Value| .10
[/table]

Your people continue to grow, and with this new growth comes understanding. The ages are changing, and so to is your way of life. A new church has been built on this day, and with it your people rejoice. Structured religion may prove beneficial to the towns over-all morale.

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- With 12% of your population devoted to research, you will see the project completed in 88-20 years.
Blacksmithing- Done


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +94
Metal| +42
Food| -267
Stone| +52
Gold| 0
Wool| +20
Copper| +40
Population| +220
Construction| +1
Wool Clothes| -400
[/table]

A new sun rises over palandril, and with it brings the light of a new day. The new century had started off well, only to quickly escalate into poorer conditions. What you had gained in reasources and population from your neighboring tribesman, you lost in food. Although your people did not starve, they have lost much.

However, your gifts to the local tribesman and shaman has not gone unheeded. You have gained a VAST population boon in such a short time thanks to so many converting to your cause.

Finally you see the start of what will no doubt be a great university, one that your people will benefit from through most of time.

Construction-
University of ____- Under Construction....
Sophisticated Tools- With 10% of your population and a net worth of 325 gold devoted to research, you will see the project completed in 80- 52 years.





New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-03, 11:50 AM
The Republic of Palandril
The Plains of Cardeen
Population: 884

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 40
City Wall (stone)| 1
[/table]


Resources:
{table=head]Resource|Amount
Wood| 160
Stone | 190
Metal| 114
Food| 133
Gold| 0
Wool| 20
Copper| 40
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]

Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .10
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]

The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.

Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.

The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.

Class structure:
Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.

Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.

Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.

Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.

Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.



Year 100-120
The first score of years in the second century has been a trying time, and one characterized primarily by the influx of foreign faces into the city streets of the central city of Palandril. Every day, it seems, there's a new face bobbing along the cobbled stone walkways of the city. The majority of the newcomers were tribal, which put a strain on the social castes of the city.

Eventually, it became settled that all tribals integrating into the city begin as non-citizens unable to vote. However, non-citizens who are such because of their tribal status are able to buy their freedom at 2/3 the normal price as slaves of other nature. This upsets the indigenous non-slaves, but is the preferred method of integration among citizen-voters who see their interest as long-term unity.

Mark Thatcher, the son of slaves has completed his instruction by the greatest philosophers and mathematicians of Palandril. At graduation, Mark bought his freedom and changed his name to Marcus Plebius a more socially noble name which translates in the native tongue to "Marcus, of the People". He has become an active voice at the city Forum, vehemently, passionately, and charismatically arguing on a number of subjects.

With the lust for gold in their eyes, the citizens demand sending a scouting party up river (in ancient times, their people had found gold laying at the bottom of the nearby river, and have recently come to the conclusion it came from somewhere) loaded with resources with their eyes set on riches. Marcus saw Gold as an unnecessary luxury.

"People--citizens!" he proclaimed at an unruly Forum session. "Gold is the metal of great times, greater times than these. The mythical gold at the end of that river is a copper ring floating above us as we sink in quicksand. We struggle and we struggle, and the more effort we put into grasping that treasure, the more we sink. Men of Palandril, let us pull ourselves from the muck! Let us brush ourselves off! Let us become great, and then we shall snatch that ring and let it never taunt us! In time, we shall have the things of great times, but now, practicality and frugality should define us as a civilized people."

He speech quelled the debate and immediately called a vote in which the gold-party was voted down almost unanimously. Instead of it, Marcus proposed a vote halting the construction of the University and combining the resources that would have went to it with the gold-scouting resources, and allocating them to strengthening the cities resource gathering capacities and constructing housing for the tribals who had come to live in the city. The vote passed easily.


884 workers
50 guard the city and patrol the walls
400 farm
135 mine stone
135 cut lumber
15 harvest wool
30 mine metal
46 mine copper
40 conduct research on Sophisticated Tools
0 build University
{table=head]Resource|Amount
Wood| 0
Stone| 0[/table]
15 build Housing (good) [5 houses)
{table=head]Resource|Amount
Wood| 25
Stone| 50[/table]
20 build Stone Mine Upgrade (+.1 efficiency)
{table=head]Resource|Amount
Wood| 125
Stone| 125[/table]

Jokasti
2010-07-03, 10:54 PM
The Land of VitaleTurns:Turn 1:Resources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:Resources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit

Turn 3:Resources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 4:Resources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 5:Resources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]

Turn 6:Resources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 7:Resources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 8:Resources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 9:Resources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 10:Resources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 11:Resources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Turn 12:Resources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254

Turn 13:Resources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250

Turn 14:Resources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244

Turn 15:Resources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238

Turn 16:Resources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236

Turn 17:Resources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232

Turn 18:Resources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229

Turn 19:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225

Turn 20:Resources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]

Turn 21:Resources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]

Turn 22:Resources:{table=head]Resource|Value
Wood|197
Stone|331
Food|274
Gold|144
Iron|496
Dye|161
Oil|170
Housing(good)|37
Farm Value|0.10[/table]

Turn 23:Resources:{table=head]Resource|Value
Wood|270
Stone|331
Food|24
Gold|144
Iron|562
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10[/table]

Turn 24:Resources:{table=head]Resource|Value
Wood|336
Stone|331
Food|154
Gold|144
Iron|628
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10
Constructions|1[/table]

Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost.
Start Location: Plains

Current Population: 799
Jiost continued supplying the farms with resources and research, hoping to expand on his food in order to create a new capital that would embody the greatness of Vitale.

50 warriors.
25 doctors helping citizens.
500 farmers farming.
200 men working on Irrigation.
24 men designing the next city, planning ahead, calculating resources, etc.

Gunther
2010-07-04, 01:24 AM
Resources:{table=head]Resource|Value
Wood| 366
Iron| 39
Pig Iron| 293
Food| 773
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 8
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 610

Jotnar gave a smile as he saw the massive mammoths now being paced back and forth. With the massive beasts of burden, they could easily harvest massive quantities of materials simply by strapping down their new mounts with additional building supplies. Just as his father before him had banded the tribe together, now the reigning chieftain had little to do but help grow their food supplies. They had taken several hits along the way, but even as he looked to younger men, Jotnar realized that he had need of an enhanced farming infrastructure. With a nod, he began the final preparations that would launch the Sons of Bjarki from farmer-settlers into a fully-grown nation.

452 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Ninety of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers. In addition to this, after the last morsel of food necessary is collected, they will abandon their farming efforts and begin the immediate construction of the first city.

Thirty eight of the Sons of Bjarki, led by Jotnar, will go on a glorious hunt additional magical creatures, looking for more wyrdstone-bearing critters to plunder for their arcane bounty.

20 Skalds will now begin research on improving their Runic magic abilities. The newest research project will be access to Major Runes, allowing access to the second tier of magic- and with it, more fluid use of the first tier.

DMBlackhart
2010-07-04, 02:42 PM
Year 120-140- 2nd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -100 / 0
Pig-Iron| -100 / 0
Food| -1100 / 0
Wyrdstone| 0 / 0
Stone| -100 / 0
Population| -532 / +500 (Read Below)
Housing (Good)| 0 / +5 (Read Below)
Constructions| 0 / +1 (Read Below)
Thralls| 0
Farm/Fishing Boat Value| .10 / 0
Mining Value| .02 / 0
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

As the next twenty years pass your town is faced with some hardships. Many Bjarki went off to construct a new town, meeting many difficult challenges along the way. Due to the amount of food sent over, and the over-all fluctuation in reasources you had lost a considerable amount of food. Just as well, some of your citizens have died on the trek to the new lands. Finally, your new town is in a state of anarchy, and shows no signs of settling anytime soon.

Town #2- You will need to note the following:
1. New towns take 2 turns to build. So it won't be done until the end of next turn
2. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it' own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

3. Due to a lack of a legal system/ established military force your new town will be suffering anarchy, meening it'll take 3 turns to complete.

4. All the reasources after the / are supplied in your second town. (I.E. +50/ 0 would meen your second town has 0 of the listed reasource, where your first has +50)

5. You need to pick a location for your new town. If it's in an entirely new region you will have access to new reasources, but you'll also be cut off from the other bjarki. If it's in the same coastal area, you have to share depleting reasources, but you'll be able to aid one another more efficiantly.
Major Runes- With 3% of your population devoted you estimate the project completed in 97-20 years.
Constructions

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Acts as a second town.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0
Iron| 0
Food| +201
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| 0
Construction| 0
Population| +100
Farm Value| .10
[/table]

Your people continue to grow, and with this new growth comes understanding. The ages are changing, and so to is your way of life. Much more food has come in, and your society see's a population boon!

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- With 25% of your population devoted to research, you will see the project completed in 80-40 years.
Blacksmithing- Done


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +30
Metal| +43
Food| +76
Stone| +23
Gold| 0
Wool| +20
Copper| +62
Population| +66
Construction| +1
Wool Clothes| -400
Housing (Good| +5
Stone Mine Value| .11
[/table]

As yet another twenty years pass, you see much come and go. Research on more sophisticated tools has been gaining results, and is near to completion. Little else occurs this year, however things continue to move along fantastically.

Construction-
University of ____- Under Construction....
Sophisticated Tools- With 5% of your population and a net worth of 325 gold devoted to research, you will see the project completed in 85- 72 years.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-04, 07:38 PM
The Republic of Palandril
The Plains of Cardeen
Population: 950

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 45
City Wall (stone)| 1
[/table]


Resources:
{table=head]Resource|Amount
Wood| 190
Stone | 223
Metal| 157
Food| 199
Gold| 0
Wool| 40
Copper| 102
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]

Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .20
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]

The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.

Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.

The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.

Class structure:
Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.

Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.

Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.

Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.

Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.



Year 120-140
The cities' population continues to grow, and the need for new housing is even more pressing. With the recently renovated network of stone quarries, the resources to expand the city should not be much of a strain on the cities capacity. Marcus Plebius --now nearing his fiftieth birthday and with a wife and two sons-- has become an icon for democracy in the city and the model of how a citizen should behave.

On his birthday, a vote was taken to memorialize his service as a citizen with a grand, 25-foot-tall statue in the center of the town forum. The statue will showcase an idealized, youthful Plebius adorned in fine clothes grasping above his head a beautiful, adorned ring remembering the great speech he gave so many years ago.

The city continues to construct new houses to cope with the influx of people. Workers prepare to complete the University, and resources are stockpiled for a coming expedition upriver to locate sources of gold. In the collection of resources, priority is given to those which will assist the expedition. (Food, Stone, and Lumber)


950 workers
55 guard the city and patrol the walls
530 farm
135 mine stone
165 cut lumber
0 harvest wool
0 mine metal
0 mine copper
25 conduct research on Sophisticated Tools
40 work on construction:
University of Palandril
{table=head]Resource|Amount
Wood| 134
Stone| 66[/table]
Housing (good) [15 houses)
{table=head]Resource|Amount
Wood| 75
Stone| 150[/table]
Large Statue
{table=head]Resource|Amount
Metal| 25
Copper| 50[/table]

Jokasti
2010-07-04, 10:45 PM
The Land of VitaleTurn 25:Resources:{table=head]Resource|Value
Wood|336
Stone|331
Food|355
Gold|144
Iron|628
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10
Constructions|1[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost.
Start Location: Plains

Current Population: 899
Jiost decided to put more men and resources into the farms, and with the increasing population he decided to start making houses for the increasing population. He sent a five man team to find the best location for the next city, based on arable land, available water, and resources.

50 warriors.
25 doctors helping citizens.
545 farmers farming, putting 128 Iron, 86 Wood, and 81 Stone into it.
50 builders making houses.
200 men working on Irrigation.
5 man team surveying land for next city.
24 men designing the next city, planning ahead, calculating resources, etc.

Gunther
2010-07-05, 03:25 AM
Resources:{table=head]Resource|Value #1|Value #2
Wood| 266| 0
Iron| 39| 0
Pig Iron| 193| 0
Food| 0?| 0
Wyrdstone| 37| 0
Stone| 330| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 0
Housing [Great]| 8| 0
Rare Beasts| 1| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 78/500

Jotnar could not help but smile as he saw the barbarians begin to build the city. Their first city would be constructed along the distant shores, situated along the first island chain or large mass of land they came upon. Having loaded up their supplies upon the massive longships and departing from the village's skeleton populace, Jotnar couldn't help but smile as he and his great warriors left for distant shores. They had abandoned the mammoths, yes, but in exchange they had set sail for a new land. A new adventure! With their stockpiles of food aboard, they would doubtlessly find a suitably new isle to settle upon in a quick fashion.

The only downside to the whole ordeal was the people left behind. The Skald Jarl had joined them on the trip to the new village, but the Chieftain of the Sons of Bjarki had left behind a second to watch over the village. The aged warrior Gurni, who was the son of one of Styrbjorn's first Chosen, would become the Chief of the ancient village they now departed. With less than a hundred souls to look over it, it seemed that farming would be their sole lifestyle for quite some time.

78 people remaining. Heavens help the Sons of Bjarki remaining within their village!

60 Thralls will farm as the new city is founded on distant shores. Eighteen Sons of Bjarki will aid them in the task, defending them with life and limb to protect the sacred starting grounds of the tribe. With any fortune, they will not encounter any vicious predators.

DMBlackhart
2010-07-12, 06:22 PM
Year 120-140- 2nd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| 0 / 0
Pig-Iron| 0 / 0
Food| +54 / 0
Wyrdstone| 0 / 0
Stone| 0 / 0
Population| -2 / -13
Housing (Good)| 0 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / 0
Mining Value| .02 / 0
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

As the next twenty years pass your town is faced with some hardships. Many Bjarki went off to construct a new town, meeting many difficult challenges along the way. Due to the amount of food sent over, and the over-all fluctuation in reasources you had lost a considerable amount of food. Just as well, some of your citizens have died on the trek to the new lands. Finally, your new town is in a state of anarchy, and shows no signs of settling anytime soon.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it' own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.
.
Major Runes- With 0% of your population devoted you estimate the project completed in 100-20 years.
Constructions

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Acts as a second town.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| -100
Iron| 0
Food| +299
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| +5
Construction| 0
Population| +100
Farm Value| .2
[/table]

Your people continue to grow, and with this new growth comes understanding. The ages are changing, and so to is your way of life. Much more food has come in, and your society see's a population boon!

The commity in charge of planning your next city has noticed a number of short-cuts that can be taken to utilize the least amount of reasources, while keeping city-construction stable. (Your next city will cost 1/2 the normal reasources.) (That applies only to materials, not people/food)

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- With 22% of your population devoted to research, you will see the project completed in 83-60 years.
Blacksmithing- Done


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| -9
Metal| -25
Food| +322
Stone| 0
Gold| 0
Wool| 0
Copper| -50
Population| +100
Construction| +1
Wool Clothes| 0
Housing (Good| +13
Stone Mine Value| .2
University| .2
[/table]

As yet another twenty years pass, you see much come and go. Research on more sophisticated tools has been gaining results, and is near to completion. Little else occurs this year, however things continue to move along fantastically.

Construction-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Sophisticated Tools- Completed



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Had to make the post quick so ignore any fluff this time round. Sorry bout that

Jokasti
2010-07-12, 07:33 PM
The Land of VitaleTurn 26:Resources:{table=head]Resource|Value
Wood|236
Stone|331
Food|654
Gold|144
Iron|628
Dye|161
Oil|170
Housing(good)|48
Farm Value|0.12
Constructions|1[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost.
Start Location: Plains

Current Population: 999
Jiost was very excited. His new city was almost at hand, and it would be glorious.

50 warriors.
25 doctors helping citizens.
600 farmers farming.
200 men working on Irrigation.
224 men going to the site for the new city and laying out foundations for the biggest buildings.

Mashimoto
2010-07-12, 07:36 PM
The Republic of Palandril
The Plains of Cardeen
Population: 1050

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 58
City Wall (stone)| 1
University of Palandril (.2)| 1
Large Statue| 1
[/table]


Resources:
{table=head]Resource|Amount
Wood| 181
Stone | 223
Metal| 132
Food| 521
Gold| 0
Wool| 40
Copper| 52
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools[/table]

Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .20
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]

The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.

Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.

The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.

Class structure:
Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.

Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.

Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.

Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.

Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.



Year 140-160
Marcus has retired, but only after casting his final vote in the town Forum towards establishing an exploratory party to scout upriver for valuable resources, primarily Gold. In ancient times, the men of Palandril had panned the river for Gold, which they now believe was brought there from up-river by the current.

A team is assembled, and they are sent north into the wilderness in loaded wagons and with the tools and resources necessary to establish an outpost for the collection of Gold. Scholars at the University begin conducting research on a network of roads and pathways which will enable easier access to the inevitable mining colony.



1050 workers
65 guard the city and patrol the walls
625 farm
130 mine stone
130 cut lumber
0 harvest wool
0 mine metal
0 mine copper
50 conduct research on Roads
{table=head]Resource|Amount
Wood| 25
Stone| 150[/table]
50 form an exploration party headed north who carry the resources necessary to establish a Gold Mine when they come across a large enough deposit and the food to last them the journey.
{table=head]Resource|Amount
Food| However much it takes to last 50 people 20 years
Stone| 175
Wood| 175[/table]

Gunther
2010-07-13, 03:21 PM
Resources:{table=head]Resource|Value #1|Value #2
Wood| 266| 0
Iron| 39| 0
Pig Iron| 193| 0
Food| 54| 0
Wyrdstone| 37| 0
Stone| 330| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 0
Housing [Great]| 8| 0
Rare Beasts| 1| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 76/487

Jotnar could not help but relish the pandemonium of the new, glorious city being built. Here, on this chain of islands, they were creating a new utopia from the Sons of Bjarki. Though they had not forgotten their roots, even now it was a minor agitation. The slave rotation was uneven, the thralls seemingly becoming rebellious as the chieftain's grand project was coming to a close.

Staring from the balcony of one of a number of buildings still being built, the chieftain could not help but admire the chaos of it all. Even as he watched, he saw the distant line of slaves being strung up and crucified, their attempt at a rebellion easily crushed by the physically superior Sons of Bjarki. There was an entire century of breeding to set them apart, the muscular warriors growing larger and stronger as the thralls grew weaker and more obedient. Of course, Jotnar had spent a fair amount of time thrashing his own warriors as well. With the boom in both populations, plenty of tensions had built amongst the warrior-lodges building up. The Skalds, for their part, had become extremely withdrawn. Even as they continued to build up the various homes, longhouses, and pallisades, it all became a growing headache. This city had much promise to it, but that promise was conjoined by many, many headaches.

Headaches that Jotnar was rapidly losing patience with in his advanced age.

76 people remaining. Heavens help the Sons of Bjarki remaining within their village!

60 Thralls will farm as the new city is founded on distant shores. Sixteen Sons of Bjarki will aid them in the task, defending them with life and limb to protect the sacred starting grounds of the tribe. With any fortune, they will not encounter any vicious predators.

DMBlackhart
2010-07-15, 11:15 AM
Year 140-160- 2nd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| 0 / 0
Pig-Iron| 0 / 0
Food| +230 / 0
Wyrdstone| 0 / 0
Stone| 0 / 0
Population| -4/ +5
Housing (Good)| 0 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / 0
Mining Value| .02 / 0
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

Anew age lies on the horizon. And with it, a glorious new city is built on a neighborin island chain. At the completion of such a task, you are rewarded with a moment of bounty and reprieve. The island chain surronding the area, it seems, is filled with a multitude of diverse resources ripe for the picking. The closest of which are, Exotic Fruits, Silk, and Dyes. The other island chains seem to be just as plentiful though, and could hold more, or less, bounty then this one.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it' own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Major Runes- With 0% of your population devoted you estimate the project completed in 100-20 years.
Constructions

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Complete
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| -50/0
Iron| -50/0
Food| -730/0
Stone| -50/0
Gold| 0/0
Oil| 0/0
Dye| 0/0
Housing [Good]| 0/0
Construction| 0/0
Population| -449/0
Farm Value| .2/0
[/table]

Yet another two decades erode away. Vitale is looking glorious now, truely an empire worth it's merit. However your borders are weak, and expansion is the only logical path. As such, many of your finnest workers move off to the worksite, the location of your next glorious city, and begin the work. It seems that, due to a carefully crafted governing body, or for that matter a set of applicable laws and practises, and even then a lack of security force, that chaos as erupted in your founding city. The construction is halted considerably as anarchy forces the projects complettion to slow considerably.

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- DoneAllows for less population illness's and increases your limits for food reasources. (you can now bring your .20 to a .25)
Blacksmithing- Done
New City-
1. Due to a lack of constructed system in which to more easily transport reasources the two cities will be unable to efficiantly trade reasources.
2. Due to a lack of established laws or code, and due to a lack of established governing body, your city is berate with anarchy, as such the city will not be completed for 3 turns rather then 2. (60 years, as opposed to 40)
3. Your bonuses to city building were accounted for, hence the -50s in the 3 prime reasources.


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| -27
Metal| 0
Food| -100
Stone| -117
Gold| 0
Wool| 0
Copper| 0
Population| +20
Construction| 0
Wool Clothes| 0
Housing (Good| 0
Gold Mine Value| .1
Stone Mine Value| .2
University| .2
[/table]

As yet another twenty years pass, the lands continue to change, and to grow. Your men bring reports of gold in the far north! Although many of the men gave their lives on the expedition, it was not in vain. You have access to a Gold Mine, however the difference between city and reasource is 1 turn.

All your projects these last two decades seem to reach fruition gracefully, with few setbacks.

Construction-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Sophisticated Tools- Completed
Roads- With 5% of your population devoted to the project, and 175 reasources invested, you will see the project completed in 95-30 years.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-15, 01:09 PM
The Republic of Palandril
The Plains of Cardeen
Population: 1070

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 58
City Wall (stone)| 1
University of Palandril (.2)| 1
Large Statue| 1
[/table]


Resources:
{table=head]Resource|Amount
Wood| 154
Stone | 106
Metal| 132
Food| 421
Gold| 0
Wool| 40
Copper| 52
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools[/table]

Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .20
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
Gold Mine (unconnected)| .1
[/table]

The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.

Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.

The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.

Class structure:
Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.

Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.

Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.

Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.

Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.



Year 160-180
Word returns that the gold mine has been erected in the distant mountains. Scientists at the University scramble to develop means of road-laying, drawing up and designing a system by which resources could be transported across the wild lands.

In the city itself, workers are relocated from the fields in order to accomplish other tasks, relying on their large stores of food to carry them through the next decade. A temple is put under construction, enabling some level of form and structure to be placed to the primitive, polytheist religious beliefs of the city.

Marcus Plebius has died.



1070 workers
70 guard the city and patrol the walls
480 farm
135 mine stone
135 cut lumber
65 mine gold
5 harvest wool
20 mine metal
20 mine copper
100 conduct research on Roads
20 build upgrades to the northern gold mine
{table=head]Resource| Amount
Wood| 125
Stone| 125[/table]
20 begin building a temple
{table=head]Resource| Amount
Wood| 125
Stone| 200[/table]

Jokasti
2010-07-16, 02:02 PM
The Land of VitaleTurn 27:Resources:{table=head]Resource|Value
Wood|186/0
Stone|281/0
Food|0/0
Gold|144/0
Iron|578/0
Dye|161/0
Oil|170/0
Housing(good)|48/0
Farm Value|0.2/0
Constructions|1/0[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost. Queen Kliessa
Start Location: Plains

Current Population: 550
With the passing of King Jiost, his daughter Kliessa takes the throne, as he had no sons. She shared her fathers religions and views on farming and expansion, but is more militaristic. The guilds of artisans and gatherers inform her that in order for her new city to properly trade between one another, caravans, roads, and such should be created to ensure that it can happen. When anarchy breaks out, she reforms the system into a four branch system that has checks and balances on one another to ensure that none, except for the monarch, has absolute power. Her political advisors aided her in this matter.

100 warriors enforcing the law.
15 doctors helping citizens.
400 farmers farming.
5 men aiding Kliessa in the creation of a legal system.
5 men aiding Kliessa in the creation of a economical system.
25 men working on the new town.

Gunther
2010-07-16, 09:28 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 266| 0
Iron| 39| 0
Pig Iron| 193| 0
Food| 284| 0
Wyrdstone| 37| 0
Stone| 330| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 0
Housing [Great]| 8| 0
Rare Beasts| 1| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 72/492

Jotnar knew his life was coming to an end. With the passage of time, and the completion of the city, his chapter in the tale of the Sons of Bjarki would be complete. His would not extend much farther beyond this city, and it would be fine to him. He had bound the foundations together with his will, he had crafted the beginnings of an empire with sheer managerial skills. He had seen foundations laid for countless more chapters, just as his father had.

He had not fought in wars, he had not brokered vassalage upon the Thunder Plane like his father had, he had not conquered the mighty Sleipnir- which even now sailed across Jormungandr's spine with Styrbjorn and his Iron Band- by sheer strength alone. Yet what he had made was every bit as amazing, every bit as glorious as the hunts for the elusive sea-daemon Ktulu.

Even now, he stood atop the Tower of Gurni, named after the most vicious of the Iron Band's Chosen. With its stone foundations and crenelations the city was the first attempt of the Sons of Bjarki at fortification. For the most part it was seemingly haphazard, but- when one looked at the city layout from atop the tower- the design that went into it was clear. Though the Sons of Bjarki were no master artisans in the craft of citybuilding, this being their first one, they knew the value of terrain and its shape in war.

It was this knowledge that they had designed the city: They build the massive series of wooden homes like a meaty filling around the wooden walls- loosely covered in a mosaic of rocks- to protect the center of stone homes around the central ring of crude towers, each of which was named after their founder's Chosen. In the center of that ring stood the Fortress Styrbjorn, a building which stood atop stone foundations with heavy wooden walls. The homes were all arrayed in an orderly fashion, with wide avenues providing for easy troop and civilian movement from the city gates to Fort Styrbjorn. Narrow crossing streets and avenues provided for easy ambush points, the smattering of fortified buildings scattered around the city- seemingly at random- serving as storehouses and future armories for times of need. Heavy bolted doors and narrow windows were a standard feature here, with the smithies having worked long and hard to produce the necessary materials during the construction phase.

In this way, Jotnar worked to make the city both functional and defensible. A thin, five-feet-deep trench ran along the city wall, broken pottery, rubbish, and chamber pots being emptied inside of this trench. Intended to hold back intruders and stray animals, it even provided an area where people could dispense of their waste- and thanks to the fact that the city was situated along the waterside, the stench was blown away with the ocean breeze.

Speaking of which, Jotnar had- in his private conversations with the citybuilders- expressed great plans for future constructions. Though writing had not yet been invented, the grandeur of Jotnar's vision was something not to be lost. It demanded complex devices they had not yet conjured yet, but Jotnar's vision could not be denied. With the Skalds finally settled in, he had- in his terse meetings with the seemingly immortal Jarl- spoken with him of the bargains that must be made. Of the pacts so demanded.

The packed dirt streets, which would one day become cobblestone as their assets came funneling in, makeshift trade systems coming to life as farmed goods were traded for manufactured items, craftsmen and farmers bartering with one another. It was all so lengthy. It demanded a more efficient system: Something Jotnar had spoken of with the Skald Jarl. The mutant had only become more and more twisted as time went on. Now he was barely recognizable as human: His eyelids having since turned transparent, and the irises slitted. His nose had become concave with his face, two fleshy slits in his face that fluttered with each breath. Curling horns stretched from the front and back of his head, the precious chunk of wyrdstone he carried with him borne between them in some crude means of conveyance. More "blessings" beside ran along his body, but he did not wish to think of them. Not now, not with his grand city- Port Bjarki- finally complete.

His baby boy had been born only a few months ago. Jotnar knew that rulership would fall to the young man eventually, and he would live out his days until that occurred- hopefully. The Chieftains of the Sons of Bjarki were fortunate in this way, their long lives extended until the day of their death- when they went out into some savage wild and fought anything that they could lay their hands upon until they died or eventually found their way into the Iron Band.

Port Styr
All seventy two inhabitants will work on getting the g-g-giggity going on. There's plenty of food stores and shelter left behind from the original inhabitants, so a respite can be afforded in favor of churning out as many kids as possible in the twenty years available, food restrictions be damned.

Port Bjarki
152 Thralls will work on farming
60 Skalds will work on researching Major Runes, followed by developing knowledge of Mercantalism- the process by which the "Motherland" benefits from her colonies. Or, in this case, Port Bjarki can gain all the boons necessary for safe transport and trade with Port Styr.
200 Sons of Bjarki, led by Jotnar, will go about exploring the other island chains from the longships. They'll sail off from each isle, search it, and then continue on and report their findings.
The remaining 80 will be put to work by sailing back to Port Styr, and joining the population efforts. Food can always be grown- additional inhabitants cannot.

DMBlackhart
2010-07-17, 01:35 PM
Year 160-180- 2nd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| 0 / 0
Pig-Iron| 0 / 0
Food| -144 / -188
Wyrdstone| 0 / 0
Stone| 0 / 0
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +388/ -24
Housing (Good)| 0 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / 0
Mining Value| .02 / 0
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

Two more decades pass, and the comming of the 4th age is apon you! Rejoice, sons of bjarki, for you have proven yourselves adamant in your resolve. The land is now yours to command, you have tamed the wilds, and overcame daunting odds, unfaltering in your every step!

Population in both cities begin to stabilise, and a boon of reasources are located on the island chain. Additional reserves of stone and wood on neighboring isles. Just as well, the proud bjarki have located a vast trove of rare beasts, both mythical and exotic! (Wyrd-Stone to be)

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it' own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Major Runes- With 12% of your population devoted you estimate the project completed in 88-40 years.
Constructions

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Complete
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0/0
Iron| 0/0
Food| +250/0
Stone| 0/0
Gold| 0/0
Oil| 0/0
Dye| 0/0
Housing [Good]| 0/0
Construction| 0/0
Population| +472/-5
Farm Value| .2/0
[/table]

The dawn of a new day! Laying just on the horizon of the 4th age, a proud new city is constructed! The people of Vitale continue to grow, and to change. The world as you know it is expanding, and you are at the lead!

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- DoneAllows for less population illness's and increases your limits for food reasources. (you can now bring your .20 to a .25)
Blacksmithing- Done
Economic System- with 1% of your population devoted to this project you will see it completed in 99 - 20 years.
New City- Completed
1. Due to a lack of constructed system in which to more easily transport reasources the two cities will be unable to efficiantly trade reasources.



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| -120
Metal| +28
Food| -110
Stone| -109
Gold| +43 (only 20 reached town this turn)
Wool| +6
Copper| +26
Population| +300
Construction| 0
Wool Clothes| 0
Housing (Good| 0
Gold Mine Value| .2
Stone Mine Value| .2
University| .2
[/table]

A new age is apon you! The 4th age sits just on the horizon, and with it much growth will come. You expect to see roads pop-up around the country by this new age, leading your people to greatly believe in "the world of tomorrow".

The people of palandril continue to grow rapidly, proving their place apon the ever expanding world!

Construction-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads- With 10% of your population devoted to the project, and 175 reasources invested, you will see the project completed in 90-50 years.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-07-17, 02:29 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 266| 100
Iron| 39| 0
Pig Iron| 193| 100
Food| 140| 312
Wyrdstone| 37| 0
Stone| 330| 100
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 300
Housing [Great]| 8| 2
Rare Beasts| 1| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 460/468

Jotnar had left the world of the living in a manner respectable for any warrior- alone, upon a sailing ship accompanied by the eldest and those of faltering health. It was a rare opportunity, and with the passing of the old the younger generation stepped forth. As their great leader departed on a final hunt, in search of Ktulu, his heir- Felix- ascending to the new throne.

The throne room was a great deal different compared to that in which Styrbjorn once sat. Felix, a young man, seemed to have inherited the gigantism of his ancestors. Even at a mere seventeen winters, he stood as tall as the largest of the thralls, threatening to sprout even larger with each passing season. A leering mask of ivory, hand-carved from the tusk of a mammoth the young man had personally helped break, gave him the fearsome visage of Jormungandr upon the wooden throne. Pig iron had been worked into the seat, a stone replica of Jormungandr winding its way in a crude dias- the chieftain climbing his way upon the back of the great World Dragon in order to reach the throne. The symbolism was not lost upon his subjects, and Felix- now Chieftain of the Sons of Bjarki, had a great deal of promise within his fearsome features. Even now, his Chosen- a mixture of veterans from his father's court and his own hand-picked bodyguards- were in deep conference around the throne. The long line of thralls and warriors, each bearing gifts and well wishes to his rule, waited patiently as he set forth the first orders of his reign.

At the front of that line stood the Skald Jarl, his mutant features hidden from appraisal by a cowled suit of crudely-spun linen, the wyrdstone betwixt his horns casting a masking glow down upon his twisted visage. The new young ruler would abide by the pacts made thus far, that much he knew- the blessings of the Skalds upon the burgeoning groups of infants born in Port Styr was too valuable an asset to lose. Let alone their more private research into the more major Runes of the world, getting them closer to the True Rune- most commonly regarded as a myth.

Port Styr
200 Thralls will work on farming with 25 Sons of Bjarki protecting them. If more than +200 Food is collected, then any excess will be shipped to Port Bjarki.
100 Thralls will work on chopping down timber, with 25 Sons of Bjarki protecting them.
60 Thralls will work in the pig iron mines, extracting ore in bulk.
25 Skalds will work on researching Mercantalism- the process by which a "Mother" city or country can profit off the labors of the vassals through trade. In this case, trade is military protection for assets extracted.
Note: The Assault Barge will be used for transport of goods, with 25 Sons of Bjarki manning it and keeping the stock onboard safe during trips

Port Bjarki
158 Thralls shall set to work on farming and continuing to collect food
50 Thralls shall take 20 stone and 20 wood and set to work on establishing working stone mines with 25 Sons of Bjarki on escort duty
100 Thralls, protected by 25 Sons of Bjarki, will work on constructing drydocks at Port Bjarki with the available stone supplies. If they have large ship-building facilities on both sides, that means all the more resources!
Felix will lead 50 of the Sons of Bjarki on a hunt for the wyrdstone-bearing monsters, which will then be converted into wyrdstone to help enhance the stockpiles!

Mashimoto
2010-07-17, 02:34 PM
The Republic of Palandril
The Plains of Cardeen
Population: 1370

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 58
City Wall (stone)| 1
University| 1
Large Statue| 1
Temple| 1
[/table]


Resources:
{table=head]Resource|Amount
Wood| 24
Stone | 0
Metal| 160
Food| 311
Gold| 20 (23 on the way)
Wool| 40
Copper| 26
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools[/table]

Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .20
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
Gold Mine (unconnected)| .20
University| .20
[/table]



Year 180-200
Another twenty years of invested, measured expansion. The democratic process in the city forum is as strong as ever. The population has grown considerably, and there are a greater number of citizens than ever, leading to lively debates daily on a number of important issues in the city. Many of the older and wiser philosophers are suspecting a direct-democratic process cannot sustain itself if the population continues to grow. In private classrooms and barrooms, men across the city discuss alternatives to the direct-democratic system. However, for the time being, all seems well.

Housing expands to accommodate the increasing population, and for the first time ever, many within the city are beginning to think the city wall may soon be a barrier to their expansion. Before long, even, they might be forced to build outside it's protection. That is, as well, far off on the horizon, and a golden age of prosperity still reigns in the meanwhile.

More people are working the fields to accommodate a larger population, and it seems that before long agrarian-families may find themselves living among the fields, perhaps n fiefdoms and villages. This would seem to cure the cities overpopulation issues as well ad its lack of building room, but will be impossible until there is an organized network of roads connecting the distant parts of the fields to the city.

In addition, gold begins to trickle from the northern mine, where it is immediately invested in the research and development of a transportation network that will allow more efficient gold gathering in the long-term future.


1370 workers
120 guard the city and patrol the walls
675 farm
185 mine stone
125 cut lumber
115 mine gold
0 harvest wool
0 mine metal
0 mine copper
130 conduct research on Roads
{table=head]Resource| Amount
Gold| 20[/table]
20 build housing (good) (20)
{table=head]Resource| Amount
Wood| 100
Stone| 200[/table]

Jokasti
2010-07-17, 04:22 PM
The Land of VitaleTurn 28:Resources:{table=head]Resource|Value
Wood|186/0
Stone|281/0
Food|250/0
Gold|144/0
Iron|578/0
Dye|161/0
Oil|170/0
Housing(good)|48/0
Farm Value|0.2/0
Constructions|1/0[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost. Queen Kliessa
Start Location: Plains

Current Population: 1022/-5
Kliessa is eager to get the new systems in place, so she decides to add more people. More and more men are trained for the protection of Vitale, and the beautiful farmlands are tended with the care only generations of Vitalian farmers can give. Kliessa begins moving people to the new city.

50/100 warriors enforcing the law.
10/15 doctors helping citizens.
400/397 farmers farming.
0/25 men aiding Kliessa in the creation of a legal system.
0/25 men aiding Kliessa in the creation of a economical system.

DMBlackhart
2010-07-19, 06:27 PM
Year 180-200- 3rd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +146 / -20
Pig-Iron| +81 / 0
Food| -200 / -170
Wyrdstone| +10 / 0
Stone| 0 / -60
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +172 / +160
Housing (Good)| 0 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / 0
Mining Value| .02 / .01
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

The Fourth Age is here! The bjarki prove themselves time and again! And although your people suffer from inadequate food and adverse conditions you prove yourselves capable of survival in even the harshest terrain!

A new age brings new recognings. Your population continues to grow, and many exotic beasts are slain in the name of advancement. The winds of change lie on the horizon, ready to mold the world in your mighty image!

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it' own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Major Runes- With 12% of your population devoted you estimate the project completed in 88- 60 years.
Mercantilism- With 5% of your population devoted you estimate the project completed in 95- 20 years.
Constructions- Port Styr

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Complete
Construction- Port Bjarki

- Drydock: Bonus to ship-crafting, slight penalty to over-all population health.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0/0
Iron| 0/0
Food| +438/+299
Stone| 0/0
Gold| 0/0
Oil| 0/0
Dye| 0/0
Housing [Good]| 0/0
Construction| 0/0
Population| +616/+120
Farm Value| .2/0
[/table]
You should have -500 less in the first town, and +500 morei n the second. not -5 total for the second

The Fourth Age! Your people rejoice, celebrations all around! With the new age comes new recognings. Your allies, the Audians, seek further alliance with you. It seem's a new nation has arisen, short of the mountain pass the audian's rest between. This new nation seeks only warfare, and your neighbors lie on the brink of extinction!

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- DoneAllows for less population illness's and increases your limits for food reasources. (you can now bring your .20 to a .25)
Blacksmithing- Done
Economic System- with 1% of your population devoted to this project you will see it completed in 99 - 40 years.
Legal System- With 3% of your population devoted to this project you will see it completed in 97- 20 years.
New City- Completed
1. Due to a lack of constructed system in which to more easily transport reasources the two cities will be unable to efficiantly trade reasources.



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +66
Metal| 0
Food| +250
Stone| +96
Gold| +164 (only 112 reached town this turn)
Wool| 0
Copper| 0
Population| +332
Construction| 0
Wool Clothes| 0
Housing (Good)| +20
Gold Mine Value| .2
Stone Mine Value| .2
University| .2
[/table]

The Fourth Age has come! Your people watch as their civilization expands at an insane rate. The future seems so close, causing your people to become further devoted to the cause of Research! (All Research takes 10 less years as long as you guide your people along the conviction of The World of Tomorrow)

Construction-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads- With 10% of your population devoted to the project, and 20 gold invested, you will see the project completed in 88-70 years.



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-07-19, 07:59 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 412| 80
Iron| 39| 0
Pig Iron| 274| 100
Food| 0| 142
Wyrdstone| 47| 0
Stone| 330| 40
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 300
Housing [Great]| 8| 2
Rare Beasts| 1| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 632/628

Felix's reign did not begin on a positive note. For two centuries the Sons of Bjarki had known an abundance of food. They had known wealth untold, from military conquests and pure strength of arms. The favor of Jormungandr had seemingly been unyielding, the World Dragon's gaze beaming upon its chosen people and demanding nothing of them beyond their obeisance to their great task. And it had seemed that, in their expansion and their construction, they had remained on the true path of bloodlust and combat.

But now? Now Felix looked upon the city from the same throne his father did, and he did not see the strong and hardy people he once did. He instead saw the forest of corpses strung up about the city walls. He saw not the stream of well-wishers and gift-giving followers as he had upon the day of his crowning, but starving wretches that demanded an extra loaf of bread, or begged that he bleed the mammoths just a bit more, so that their hunger became slightly less pitiful.

Even his own warriors were not immune to the effects of the decreasing food stocks. The hardy men had bullied the thralls of their food to retain their strength, but the fact that they did so was not lost upon him- or them. Though they would never dare make their grumbling obvious to the young man upon the throne, he could hear their growling at the tables bereft of food. He could see the wolfish looks they gave as rations were doled out to the thralls, the spite they felt towards their charges at the fact that it was they that had to conserve food. Even as the Skald Jarl sent his messengers begging for more wyrdstone, for more fuel for enchantments and research and additional rations, Felix felt his age settle upon his shoulders. It was the age of a civilization that threatened to snap from a smattering of years of poor harvest and...population growths.

Leaning back into his throne, his Chosen standing vigilant around him, he watched as the guards dragged yet another wretched thrall out from the storerooms in the fortress. The man's bawling filled the air, even as he crushed a piece of blackened bread into mush between his fingers, screaming for clemency for what starvation had forced him to do.

His screams echoed across the fortress all the way until the men took pity upon him, and dashed his brains out against the street, tossing his body onto a wagon destined for pyres outside of the city. Times were hard, and already there had been reports of cannibalism in the fresh graves. They had been forced to burn their dead, but to ensure that the starving did not dig up corpses and consume human flesh- thereby damning themselves to the fate of the Wendigo, and the myriad of deaths demanded to kill such a foul ghoul.

This starvation had to stop.

Port Styr
400 Thralls will work on ending their own famine, food must flow! 32 Sons of Bjarki will escort them on their task, to ensure every last morsel is collected.
100 Thralls will be put to work on transforming the sudden boom of lumber (All 146 units) into fresh fishing vessels, which will be sent to Port Bjarki.
40 Sons of Bjarki will go out on the hunt, gathering what wild game they can to supplement the income of food.

Port Bjarki
350 Thralls will work on ending this famine, leaving the Sons of Bjarki with food everlasting! They will be escorted by 23 Sons of Bjarki for safety purposes.
120 Thralls will work on felling timber from the nearby islands and bringing it back to the Port. They will be escorted by 10 Sons of Bjarki.
50 Thralls will put this fresh timber to use by constructing additional longhouses for the growing population. Hopefully, with extra room to spare!
50 Sons of Bjarki will be put to work hunting down fresh fish from the ocean, led by Felix.

Mashimoto
2010-07-19, 08:15 PM
The Republic of Palandril
The Plains of Cardeen
Population: 1702

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains
Eaglewind, mountains

{table=head]Building|Palandril|Eaglewind
House (good)| 78|0
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
[/table]


Resources:
{table=head]Resource|Palandril|Eaglewind
Wood| 90|0
Stone | 96|0
Metal| 160|0
Food| 561|0
Gold| 132 (52 on the way)|0
Wool| 40|0
Copper| 26|0
Fine Wool Clothes|2400|0
Copper Jewelry|0|0
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools[/table]

Resource Sites

Palandril City
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .20
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
University| .20
[/table]

Eaglewind City
{table=head]Location| Value
Gold Mine| .20
[/table]


Year 200-220
It was never voted upon, but rather just seemed to happen. There were numerous issues within the city, chief among them overpopulation and a lack of resource sites to supply the growing population. Settling another city seemed the only alternative, and the location seemed to choose itself. A trickle of people left, at first, towards the northern gold mine, and then more and more. Some to scout the land, some to build the houses, some to plant farms. Before leaving, the settlers agreed to keep true to their traditions and culture, and together to exist under the name of Palandril.

It seems, that Palandril was no longer a city-state, but rather two. Palandril city agrees to accommodate the new city with increased farm production as it established itself and gathered new resources, in exchange for a communal use of resources and free trade in the future.


1702 workers
60 guard the city and patrol the walls
700 farm
100 mine stone
100 cut lumber
77 mine gold
0 harvest wool
0 mine metal
0 mine copper
65 conduct research on Roads
{table=head]Location| Value
Gold| 35
[/table]
600 settle the city of Eaglewind in the north, near the gold mine and scout the nearby land
{table=head]Location| Value
People| 600
Food| 500
Wood| 100
Stone| 100
Metal| 100
[/table]

Jokasti
2010-07-19, 08:41 PM
The Land of VitaleTurn 29:Resources:{table=head]Resource|Value
Wood|186/0
Stone|281/0
Food|688/299
Gold|144/0
Iron|578/0
Dye|161/0
Oil|170/0
Housing(good)|48/0
Farm Value|0.2/0
Constructions|1/0[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost. Queen Kliessa
Start Location: Plains

Current Population: 1138/615
Eager for the new systems to be finished faster, Kliessa decided to put more men on those projects. To the Audians, she sends 250 warriors, ready to defend their allies.

250/0 warriors fighting for the Audians.
50/100 warriors enforcing the law.
10/15 doctors helping citizens.
878/400 farmers farming.
0/50 men aiding Kliessa in the creation of a legal system.
0/50 men aiding Kliessa in the creation of a economical system.

DMBlackhart
2010-07-21, 01:05 PM
Year 200-220- 3rd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -146 / +160
Pig-Iron| 0 / 0
Food| +482 / +72
Wyrdstone| 0 / 0
Stone| 0 / 0
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +210 / +120
Housing (Good)| 0 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / .07
Mining Value| .02 / .01
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

The mighty bjarki continue to grow. Under felix's rein your people see food once more. Little of concern occurs these past twenty years. Still no word from the gee'lei, must they be plotting?

The seasons come and go, and with the majestic obelisk gaurding Port Styr your people remain warm. However the same does not go for those at port bjarki. Nevertheless your people begin to stabilise, bringing the bjarki back to the head of world rule!

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Major Runes- With 12% of your population devoted you estimate the project completed in 88- 80 years.
Mercantilism- With 5% of your population devoted you estimate the project completed in 95- 40 years.
Constructions- Port Styr

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Complete
Construction- Port Bjarki

- Drydock: Bonus to ship-crafting, slight penalty to over-all population health.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0/0
Iron| 0/0
Food| +969/+185
Stone| 0/0
Gold| 0/0
Oil| 0/0
Dye| 0/0
Housing [Good]| 0/0
Construction| 0/0
Population| +400 /+120
Farm Value| .2/0
[/table]

The last two decades have shown promise. Your people grow, very well indeed. Much more food is shown to come in. And the audian's thank you for your support in their war. It is indeed a full out war, one which threatens to shatter the other civilization. The audian's bring forth a pact, a conviction, a treaty of sorts concerning the war efforts.
With your support, with each man given to the cause, the audian's will see you re-emberced in full, and given a boon from the defeated civilization. This is, of course, if the other civilization indeed falls.

As it stands your men have allowed the audian's to turn the tide of battle, however things are subject to change, fast.

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- DoneAllows for less population illness's and increases your limits for food reasources. (you can now bring your .20 to a .25)
Blacksmithing- Done
Economic System- with 1% of your population devoted to this project you will see it completed in 99 - 60 years.
Legal System- With 3% of your population devoted to this project you will see it completed in 97- 40 years.
New City- Completed
1. Due to a lack of constructed system in which to more easily transport reasources the two cities will be unable to efficiantly trade reasources.



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +33 / 0
Metal| -100 / 0
Food| -522 / 0
Stone| +60 / 0
Gold| +158 (only 104 reached town this turn) / 0
Wool| 0 / 0
Copper| 0 / 0
Population| -268 / +600
Construction| 0 / 0
Wool Clothes| 0 / 0
Housing (Good)| 0 / 0
Gold Mine Value| .2 / 0
Stone Mine Value| .2 / 0
University| .2 / 0
[/table]

The noble people of palandril continue their relaxed, peaceful, educated lives. Whilst far to the north a new settlement is established! The great city of eaglewin becomes known throughout the land!

Eaglewind now sits at the base of a proud mountain pass. It is the people's job to name this mighty landmark. As well new reasources begin popping up! Unique jewels, a large forest, another iron mine, and a SILVER deposit are all located.

Finally eaglewind is gifted with the visit of a new civilization. The people of Lodenia come bearing offerings of peace. You recieve 100 gold.

Construction-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads-.Complete (Completed ahead of shedule, -20 years on next research)




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-21, 02:32 PM
The Republic of Palandril
A Tale of Two City-States
Population: 2034

The Republic of Palandril
Athenian-Style Direct-Democracy

Cities
Palandril, plains, Population 1434
Eaglewind, mountains, Population: 600

{table=head]Building|Palandril|Eaglewind
House (good)| 78|30
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
[/table]


Resources:
{table=head]Resource|Palandril|Eaglewind
Wood| 123|0
Stone | 156|0
Metal| 160|0
Food| 561|0
Gold| 236 (44 on the way)|0
Wool| 40|0
Copper| 26|0
Wool Clothes|2400|0
Copper Jewelry|0|0
[/table]

Resource Sites
{table=head]Location| Palandril|Eaglewind
Farms| .20|.00
Small Copse (2)| --|X
Large Forest|X|--
Stone Deposit| .20|X
Metal Deposit| .08|.00
Coal Deposit| 0|X
Sheep (wool)| .03|X
Copper Deposit| .03|X
University| .20|X
Gold Mine|X|.20
Unique Jewels|X|.00
Silver Deposit|X|.00
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads[/table]


Year 220-240
The founding of the new city has been a headache for the educated philosophers plotting the exact measures of resources which are required, and Palandril is careful not to overstep itself. However, as a whole the people believe the future is bright. After the initial settlement in Eaglewind is erected, hundreds more flock to the frontier and its promise of wealth. The news of another civilization has spread through the land like wildfire, and all are eager and awed by their gift of gold.

The inhabitants of Eaglewind accepted the gift graciously, and welcomed any and all official visits in the future. Noticing the bitter winter cold, they return the gift of Gold with one of fine clothing, which is something of an art-form in the heartland of Palandril. They also offer trinkets of copper Jewelry.

The need for resources in Eaglewind is dire, and the bountiful forest has become a prime target of lumberjacks. The gift of Gold from the Lodenians is being dispersed to amazing woodcutters, inspiring the others to work hard and compete.

The pass beneath which Eaglewind sits is granted no official name, although throughout the city and beyond in Palandril it is referred to, with awe, as Clearwater Pass after the sparkling pools which can be found there.

26 Copper is converted into 26 Copper Jewelry


Palandril City
1434 workers
55 guard the city and patrol the walls
650 farm
170 mine stone
159 cut lumber
30 build a great Road between Palandril and Eaglewind.
{table=head]Resource|Value
Stone|100
Wood |100
[/table]
120 research Government (-20 years for finishing early last time)
{table=head]Resource| Value
Gold| 250
[/table]
250 move to Eaglewind, carrying resources.
{table=head]Resource| Value
Wood| 175
Food| 250
Stone| 250
Jewelry| 26
Fine Wool Clothes|2400
[/table]


Eaglewind
600 workers
100 mine gold
340 till farmland (Farm Value .2) and then farm
{table=head]Resource| Value
Wood| 250
Stone| 250
[/table]
150 cut lumber
{table=head]Resource| Value
Gold| 100
[/table]
10 Exchange gifts with the Lodenians, and visit their city.
{table=head]Resource| Value
Jewelry| 26
Fine Wool Clothes|2400
[/table]

Gunther
2010-07-21, 07:49 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 266| 240
Iron| 39| 0
Pig Iron| 274| 100
Food| 482| 214
Wyrdstone| 47| 0
Stone| 330| 40
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 25
Housing [Great]| 8| 2
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .01| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 842/748

With the resurgence of available food, Felix found his position on the throne...tenable. He had stood near the brink of being dethroned by his men, and though Port Styr was flourishing, he knew that if he were to regain the loyalty of his people he would need to produce a second Obelisk. One that would ensure a steady growing season across the island chain. His father, in his dying years, had made several pacts with the High Jarl. Pacts that would be realized now.

The chamber had been emptied of revelers, the feasting warriors setting out into the fields once more as the thralls were roused for another day of labor. Now, only the Chosen of the Chieftain- those men that had remained with him even in times of hunger- were sentinel. Each one was armed and armored appropriately, their runic tattoos marking their loyalty to the Chieftain above all things. That loyalty had almost been tested, too- another few years of such poor harvest returns and he likely would have had both thrall and Bjarki alike banging at the doors to his throne room. Even as it was, he had faced more than a few attempted assassinations by thralls- thralls that had suffered the hardest in the famine.

"Assassins will falter, crops will blossom," An unhealthily familiar voice slithered from Felix's right, "Conquests will be eternal, and losses only temporary."

The Skald Jarl did not emerge into the light like others would have. The throne room's shutters closed one-by-one, an unseen hand latching each one, leaving only the dripping flames of the torches and the crackling fire in the center of the chamber to illuminate the Chieftain and the man that now stepped before the flames. No longer did his body even retain remotely human features, his flesh having twisted from overexposure. Three centuries of existence had made him an abomination, and though Felix had been taught legends by the Jarl's underlings, the Jarl himself inspired nothing but contempt from the leader of men. According to customs, the Jarl was subordinate to Felix- but in reality, the Jarl had proven to be an almost independent entity within the Sons of Bjarki. His Skalds were every bit subservient to him, the the monster that slowly paced into the illuminating flames filled him with shock.

"This is what was agreed to."

The Jarl stood at an imposing eight feet. His size had grown to rival that of Felix. His bow legs had warped and shifted over time, splitting into six separate legs. Scuttling about like some mutant spider, he slowly moved forward, the fur-clad legs each ending in a different type of foot. Hooves, splayed feet, lizard claws, and more besides clattered against the stone floor. His torso was thick with green-tinged veins, yellow deposits of wyrdstone illuminating his ashen skin. The large stone he had sustained himself on for so long was embedded in his naked chest, over his heart- or where his heart once was. It shone brightest of all, a gentle green-yellow glow that radiated from him. Hundreds of tiny spines ran along his frail arms, like the quills on a porcupine. His thin hands had what appeared to be spiked mouths on each palm, sucking in air greedily as his six fingers- each a handspan long- flickered freely.

His head was, thankfully, concealed in the darkness. Though Felix could make out the beginnings of a beak, he only kept contact with the eyes looking back at him. Two stared at him from the dim light, until they blinked...and another pair opened slightly higher up. Mutation, though not nearly as bad as this, had taken root amongst the older Skalds. Their numbers had burgeoned at the prospect of extended life- none besides Felix and his Chosen seemed to know of the Jarl's existence outside of the Skald campsite. How this feat was achieved was a mystery, and not one that Felix wished to delve into too quickly.

"And you have only just begun to provide that." Felix stated to the mutant, his striking blue eyes unwavering. He had the strength of will of his father, and his father before him. Yet that strength would mean little if his reign was cut short by an assassin or famine.

"Just? I have ensured prosperity for much longer than that, sirrr." The mutant retorted, the hint of a smile present- ivory fangs shining back at Felix. "I have wavered only once thus far, and you think it a fault in my power! Your father knew better than that...and your father before him."

"I did not say your powers were limited- only that you have provided for us thus far. Now, as my father laid out before me, I shall lay out to you. There are works to be done, and though I have no hand in how your magic works, I will have a hand in how it is used." Felix commanded, "Build for me another obelisk- one to cover this island chain as well. I shall not have another famine in my reign, and with a new magical site such as that I shall have no further concerns in the matter."

It was not a matter for debate: The Chieftain's mind had been made up, and the Jarl knew- of all people- that a family so strongly bound to leadership roles was not to be questioned. Misinterpreted? Perhaps, but not now. Now would be a time for ensuring the Sons of Bjarki finally managed to stabilize.

Port Styr
400 Thralls will work on ending their own famine, food must flow! 40 Sons of Bjarki will escort them on their task, to ensure every last morsel is collected.
60 Thralls will be put to work collecting additional timber from the woodlands, with 10 Sons of Bjarki ensuring their safety.
50 Thralls will be put to work on mining additional stone from the stone quarry, with 10 Sons of Bjarki providing security.
20 Thralls will take the timber collected and produce an additional three longhouses (if possible). Any excess timber beyond those needs will be stored.
40 Sons of Bjarki will go out on the hunt, gathering what wild game they can to supplement the income of food.

130 Thralls and 12 Sons of Bjarki will be sent over to create the first outpost- situated atop the Pig Iron mine. They'll be set to send back shipments of Pig Iron at the end of every decade (Two shipments over 20 years).

Port Bjarki
440 Thralls will work on ending this famine, leaving the Sons of Bjarki with food everlasting! They will be escorted by 43 Sons of Bjarki for safety purposes.
120 Thralls will work on felling timber from the nearby islands and bringing it back to the Port. They will be escorted by 10 Sons of Bjarki.
50 Thralls will put this fresh timber to use by constructing additional longhouses for the growing population. Hopefully, with extra room to spare!
50 Sons of Bjarki will be put to work hunting down fresh fish from the ocean, led by Felix.
10 Skalds will be put to work on constructing an Obelisk with 10 Wyrdstone- the same as that within Port Styr.

Jokasti
2010-07-22, 08:34 AM
The Land of VitaleTurn 30:Resources:{table=head]Resource|Value
Wood|186/0
Stone|281/0
Food|1657/484
Gold|144/0
Iron|578/0
Dye|161/0
Oil|170/0
Housing(good)|48/0
Farm Value|0.2/0
Constructions|1/0[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]


Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just. King Jiost. Queen Kliessa. King Zaret.
Start Location: Plains

Current Population: 1538/735
The death of his mother causes young Zaret to take the throne. Kliessa had put too many men into the Audian war effort to pull out now, so he sent more of the Vitalian forces. He continued researching several of Kliessa's projects per her wishes.

400/0 warriors fighting for the Audians.
100/100 warriors enforcing the law.
10/15 doctors helping citizens.
800/400 farmers farming.
25/50 men aiding Zaret in the creation of a legal system.
25/50 men aiding Zaret in the creation of a economical system.
178/120 men improving the cities, putting 50/0 Stone and Wood, and 150/0 Iron and 250/100 Food.

DMBlackhart
2010-07-22, 12:15 PM
Year 220-240- 3rd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +38 / 0
Pig-Iron| -50 / 0
Food| +28 / +203
Wyrdstone| 0 / -10
Stone| -32 / 0
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| -100 / +110
Housing (Great)| 0 / +4
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / .07
Mining Value| .02 / .01
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn.

A fort! The most magnificant structure the bjarki have yet crafted. This tower tor stands high over the landscape, allowing you to see the surronding area efficiantly. Your new fort rests atop the pig-iron mines, protecting and housing the workers, so to streamline production. However the small population within the fort carry unrest. Unlike living in one of the two cities, where culture and conversation was bountiful, they are stuck in a stone tower, with too few new faces, and little entertainment.

Your civilization continues to expand, the bjarki are already becomming world-famous. The Gee'lei, ever elusive, have peeked out from within their protective mountain tops. The roman-esque men of gee'lei do not bring gifts, nor warnings of war, rather they bring priests, disciples, alcolytes with which to spread a holy message.

A Polythiestic religion is being spread within Port Styr, it is your job to either embrace, or quell this culture upturn.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Major Runes- Complete
Mercantilism- With 5% of your population devoted you estimate the project completed in 95- 60 years.
Constructions- Port Styr

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Complete
Construction- Port Bjarki
- Obelisk: Resistance to winter effects.

- Drydock: Bonus to ship-crafting, slight penalty to over-all population health.
Logging- Complete


The Land of Vitale- All hail king Voern
Resources:{table=head]Resource|Surplus
Wood| 0/0
Iron| 0/0
Food| +382/+65
Stone| 0/0
Gold| 0/0
Oil| 0/0
Dye| 0/0
Housing [Good]| 0/0
Construction| 0/0
Population| -200 /+120
Farm Value| .2/0
[/table]

The war effort continues to rage. With so many more warriors added, the battle is looking good. Those who would invade the Audian's, still unnamed and still a mystery to you, have been defeated in only 40 years. The Audian's work even now to pillage the country these men once held, bringing word of gifts soon to flow your way.

Construction-
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation- CompleteAllows for less population illness's and increases your limits for food reasources. (you can now bring your .20 to a .25)
Blacksmithing- Complete
Economic System- Complete
Legal System- With 3% of your population devoted to this project you will see it completed in 97- 60 years.
New City- [Complete
1. Due to a lack of constructed system in which to more easily transport reasources the two cities will be unable to efficiantly trade reasources.

Improving the City What?- (What do you meen by "improving the city" please specify.)


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| -63 / +275
Metal| 0 / 0
Food| -124 / +466
Stone| -78 / 0
Gold| -100 / +160
Wool| 0 / 0
Jewelry| -26 / 0
Copper| 0 / 0
Population| -200 / +450
Construction| +1 / 0
Wool Clothes| -2400 / 0
Housing (Good)| 0 / 0
Gold Mine Value| .2 / 0
Stone Mine Value| .2 / 0
University| .2 / 0
[/table]

Palandril continues to expand. Even now relations with your neighbors, the Lodanian's goes better then expected. They come to you, asking for a treaty, to solidify this peaceful relationship.

Within the treaty you see a clause about Open Borders, although not as threatning as outright war, open borders, with little cause for who or what passes into your lands, may prove dangerous.

With the great series of roads leading from Palandril to Eaglewind your people now unify as a single system again! Although Reasources are still disconnected, your people now move freely between the two cities, culture and production increasing slightly.

Your population(s) are now combined again. Reasources are seperate for when they will reach town (I.E. Your gold mine won't reach Palandril quickly, but it'll reach eaglewind easily enough) However harvested reasources are combined again. (So if you harvest a total of 120 wood from one civ, and 200 from another, you'd gain 320 altogether, and be able to use it for different projects in each town.)

Construction & Research-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads-.Complete
Road from Palandril to Eaglewind- Completed
Established Government- With 10% of your population and 250 gold devoted to the task you will see the project completed in 65- 20 years.




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-22, 01:20 PM
The Republic of Palandril
A Tale of Two City-States
Population: 2284

The Republic of Palandril
Athenian-Style Direct-Democracy

Resources:
{table=head]Resource|Amount
Wood| 335
Stone | 78
Metal| 160
Food| 903
Gold| 296
Wool| 40
Copper| 0
Wool Clothes|0
Copper Jewelry|0
[/table]


Cities
Palandril, plains, Population 1234
Eaglewind, mountains, Population: 1050

{table=head]Building|Palandril|Eaglewind
House (good)| 78|30
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
Road|1|1
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Road?
Farms| .20|.20|No/No
Small Copse (2)| --|X|No/No
Large Forest|X|--|No
Stone Deposit| .20|X|No
Metal Deposit| .08|.00|No/No
Coal Deposit| .00|X|No
Sheep (wool)| .03|X|No
Copper Deposit| .03|X|No
University| .20|X|
Gold Mine|X|.20|No
Unique Jewels|X|.00|No
Silver Deposit|X|.00|No
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads[/table]


240-260
Another decade. The city of Eaglewind has established itself as a viable, self-sufficient center, and a gatherer of gold for the Palandril nation. The settlement is expanded to accommodate an increasing and stabilizing population, and extra resources are gathered to accomodate for this construction.

The Lodanian Treaty is reviewed extensive in Eaglewind forum. Eventually, the treaty reaches Palandril who eagerly vote to accept it. Eaglewind, which has more dissidents due to their close proximity to the Lodanians and the possible complications of the open borders policy, are left forced to abide by Eaglewind's decision. The treaty is accepted as is by a representative from Eaglewind.

However, Eaglewind devises its own plan to combat the possible complications of the open borders. Clearwater Pass is the only passable terrain between the Lodanian city and Palandril territory. At the Eaglewind end of the pass, citizens begin constructing Fort Clearwater, which will serve as a toll-collecting station. To appease Lodanians, representatives of Eaglewind promise their allies half of the profits from the toll, in exchange for 5 guardsmen (who will join 5 Eaglewind guardsmen) in manning the fort, patrolling the walls, and collecting taxes. Palandril will provide all the resources for the construction of the fort.

The fort is designed near the middle of the pass, erected of stone, with a small, 10' high wall running the entire length of the narrow pass. Within the gatehouse, watchmen will keep track of all who go through, and collect a nominal tax from the passers-by.


Palandril City
1234 workers
70 guard the city and patrol the walls
694 farm
200 mine stone
175 cut lumber
150 research Government
{table=head]Resource| Value
Gold| 300
[/table]


Eaglewind
850 workers
50 guard the city
150 mine gold
450 farm
175 cut lumber
10 build 10 (good) houses out of wood
{table=head]Resource| Amount
Wood| 500
[/table]
15 build a small fort and wall along Clearwater Pass
{table=head]Resource| Amount
Stone| 280
[/table]

Gunther
2010-07-22, 05:08 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 304| 240
Iron| 39| 0
Pig Iron| 224| 100
Food| 510| 417
Wyrdstone| 37| 0
Stone| 298| 40
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 25
Housing [Great]| 8| 6
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .01| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 742/858

Felix was not a man to be trifled with. The Gee'Lei had reared their heads after several centuries of inactivity, and now they appeared with their disciples and their clerics, preaching the might of false gods to the Sons of Bjarki? Jormungandr was their lord and master! Jormungandr had delivered them from their howdahs and situated them in their mighty cities! When he had heard the news, he had killed the thrall messenger with a single sweep.

When the next messenger arrived, he had entered a fit of anger that had lasted several hours. It had ended only with the presence of the Jarl. A man that had continued to remain at Felix's side, even as more and more of the Skalds succumbed to mutation. A number had either died, or been put to death, for letting the warping process control them. But the Jarl? He had seemingly uncovered a method by which to control his mutations, and even as he had assured Felix that the problem would be dealt with, the Chieftain had rallied his men. The Gee'Lei thought they could subvert the might of Jormungandr, the World Dragon? He would consume them! He would consume all of Gee'Lei, carrying their corpses within the mouth that keeps the world together!

The Skald Jarl, on the other hand, had different ideas. Slinking back within the shadows, he knew that he would need to diffuse this situation quietly. Or, if not quietly, then quickly. His trip to the docks was aided by the fact that he took an unusual route: Leaping from rooftop to rooftop, his four legs provided glorious traction as he darted along isolated alleyways. The city was not quite built for too much of such free-range activities, however, and eventually he was forced to travel to the piers on foot. Along the way, he passed more than a few of the Chieftain's men, the muscular warriors snarling and barking at the thralls going about their business.

The ship they had taken was one of the two longships available: Taking it had required more than a bit of subterfuge, but even now the other Skalds- all of them having had their ritual tattoos branded off in place of those of a thrall- were at the oars. Mooring ropes had been unhooked, and even now the small band scurried off into the oceans in the middle of the night, looking to outpace the massive Assault Barge doubtlessly to follow in their wake when Felix mustered up his men.

With any luck, the Skald Jarl could sway these Gee'Lei disciples to keep their foreign ways to themselves. If not...then it would certainly mean the chopping block for the inferior polytheists.

Port Styr
452 Thralls will work on ending their own famine, food must flow! 40 Sons of Bjarki will escort them on their task, to ensure every last morsel is collected.
80 Thralls will focus solely on the purpose of expanding population- having as many children as possible, to the point of population overflow.
50 Thralls will be put to work on mining additional stone from the stone quarry, with 5 Sons of Bjarki providing security.
55 Sons of Bjarki will go out on the hunt, gathering what wild game they can to supplement the income of food.
60 Skalds will work on researching irrigation next- the technology by which the fertility of the fields can be increased, and more food brought forth with less effort!

Port Bjarki
500 Thralls will work on ending this famine, leaving the Sons of Bjarki with food everlasting! They will be escorted by 50 Sons of Bjarki for safety purposes.
43 Thralls will be put to work solely on the process of having additional children. A burgeoning population is a good population!
170 Thralls will work on importing exactly 160 blocks of Stone and 100 Pig Iron bars, with 10 Sons of Bjarki as escort. After they have imported the necessary goods via the sole remaining longship, they will then begin construction of a Grand Forge! This mighty edifice will serve to produce weapons and armor at much less of a cost than the current means can provide!
50 Sons of Bjarki, led by Felix, will head over to Port Styr to put an end to this foolishness. Taking the Assault Barge, they will attempt to force them from their lands.
10 Skalds, led by the Skald Jarl, will head over to Port Styr to dissuade the disciples of Gee'Lei from preaching their values to the Bjarki. He will, at first, attempt to emphasize the fact that Jormungandr is a mighty and vicious deity, who keeps the world together by his mere existence and can undo it at any time. If simple theologic discussion fails- then they will force them out with magic, taking care not to harm any of the foreign diplomats too harshly.

DMBlackhart
2010-07-24, 11:29 PM
Year 240-260- 3rd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +38 / 0
Pig-Iron| 0 / -100
Food| +312/ +197
Wyrdstone| 0 / 0
Stone| -32 / -160
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +484 / +319
Housing (Great)| 0 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / .07
Mining Value| .02 / .01
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -193 in stores

The talks with the Gee'lei missionaries goes over... poorly. With no treaties or contracts or deals within your society, or shared with the gee'lei, the people state simply it is their freedom to preech what they will in your lands.

This act, however, leads to a great massacre. The priests themselves would not go down fighting. Short of taking prisoners, the men would fight for their beliefs to the death, a trait the bjarki would respect under normal circumstances. With no messenger's returning to gee'lei, it will be only a matter of time before they send investigators.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Major Runes- Complete
Mercantilism- With 5% of your population devoted you estimate the project completed in 95- 80 years.
Constructions- Port Styr
Irrigation- With 9% of your population devoted to the task, you estimate 91- 20 years till completetion.

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Complete
- Grand Forge: Due to only half the reasources reaching it's destination this turn, your project cannot be completed until next turn.

Construction- Port Bjarki
- Obelisk: Resistance to winter effects.

- Drydock: Bonus to ship-crafting, slight penalty to over-all population health.
Logging- Complete


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +233 / -267
Metal| 0 / 0
Food| +431 / +230
Stone| +320 / -280
Gold| -300 / +240
Wool| 0 / 0
Jewelry| 0 / 0
Copper| 0 / 0
Population| +287 / +153
Construction| 0 / +1
Wool Clothes| 0 / 0
Housing (Good)| +10 / 0
Gold Mine Value| .2 / 0
Stone Mine Value| .2 / 0
University| .2 / 0
[/table]

The citizens of the republic of palandril rejoice at the union of themselves and the lodanians! The treaties signed allow peace between the two powers, and with the construction of your new fort you are now secured against the slight "open borders" clause.

An established form of government finally becomes integrated into the system! however, due to a lack of an organised military force your people suffer a state of anarchy! It seems the new regime is not for everyone.

AnarchyEffectivly, you lose a turn. Youch. However you don't lose food for this turn, it's more of a "stalemate".

Construction & Research-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads-.Complete
Road from Palandril to Eaglewind- Completed
Established Government- Completed
Fort _____- Completed




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Gunther
2010-07-25, 01:39 AM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 304| 240
Iron| 39| 0
Pig Iron| 324| 0
Food| 822| 614
Wyrdstone| 37| 0
Stone| 170| 0
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 25
Housing [Great]| 8| 6
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .01| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes[/table]
Population: 1226/1177

The Skald Jarl had found a measure of regret within his warped form at how things had transpired. Not at the ignorance of the Gee'Lei: Their kind had been dealt with before. He had seen the foulness of intrusive ideas, and when they had spoken of "preaching what they will" in the lands of the Bjarki, that had been the final straw. Whilst the Jarl was by no means some zealot to match that of the Gee'Lei, he knew subversion when he saw it: The undermining of a mind's upbringing and conditioning to make it crumble ever-so-deliciously. He had used it himself on a number of his own Skalds in mental experiments: Not that he would ever have divulged such a fact.

Their tenacity in dying only proved his thought that they were here to subvert the entire culture of the port city. As such, when the impudent disciple of the "Gods" finished his tirade on the right of the Gods to be preached of anywhere, he had given an understanding nod. It was a simple gesture, the slight bobbing of his head. He knew that his form was disturbing to them. They had never felt the touch of Wyrdstone, to feel its might burning in one's limbs, to feel collections of Wyrdstone dust build up in the bone and saturate the marrow! To feel power screaming for an explosive release greater than any orgy or hallucinogenic daze!

As such, his opening attack had been devastating. He had taken no small relish in watching the speaker double over, screaming in agony as he clutched his insides. All had stood there, enchanted, as the massive Jarl's eyes bored into the man's belly. Small, writhing shapes became visible beneath the skin as the man's bowels loosened in pain and terror. Filth had erupted from his gullet as his stomach eventually burst, a cascade of maggots and rotting meat spilling unto the street. The spell that had enraptured the disciples had broken surprisingly rapidly, and as they drew their weapons and prepared to attack, they had been met with the cunning brutality innate to the barbarians. Regular warriors, having watched the events transpired with curiosity between shifts, had entered the fray with contemptuous glee. Hatchets sailed through the air, sloppily aimed by overzealous warriors, only to crash at the feet of the disciples of Gee'Lei. However, the reflexive ducking and dodging was more than enough.

The Jarl, shortly to be joined by Felix, tore into them with tenacity. Though they fought well, they were in unfamiliar territory. For every Son of Bjarki that they fell with arrow and shortsword, there was another to take his place, attacking with all the tenacity of the man slain and even more. Bodies had sailed through the air, propelled upward with telekinetic thrusts of such intensity that limbs flew off. Men screamed as protective chainmail seared to the point of igniting the flesh beneath, leaving burning husks. Equally, however, the warriors of Gee'Lei fought with all the tenacity of doomed men. Swords were furiously thrust at the barbarians, and for a while they held their own. But as the Skalds continued to create burning symbols, their defense had withered away, leaving only a pile of dying men.

Leaving the wounded and dying to the surviving warriors, he and his fellow Skalds departed the scene of the incident. This had been a foul century thus far, and as pyres were constructed to do away with the injured, he could not help but feel the urge to march upon Gee'Lei, to see their hill-forts burn and to scream with laughter. But such thoughts led to senseless war, and the last thing they needed was another bout of mindless violence and a high body count.

The Skald had work to do.
Port Styr
702 Thralls will work on ending their own famine, food must flow! 70 Sons of Bjarki will escort them on their task, to ensure every last morsel is collected.
80 Thralls will focus solely on the purpose of expanding population- having as many children as possible, to the point of population overflow.
125 Thralls will be put to work on mining additional stone from the stone quarry, with 14 Sons of Bjarki providing security.
64 Thralls will work on collecting timber, with 6 Sons of Bjarki providing escort
55 Sons of Bjarki will stay on patrol for any sign of Gee'Lei intruders, keeping along the edge of the Gee'Lei-Bjarki boundry, riding atop Mammoth howdahs.
50 Thralls will work on breeding additional Mammoths and training ones found by 25 Sons of Bjarki, who will go out on patrol for the animals and attempt to tame additional ones. The Thralls will have access to 28 Stone and 58 Wood.
25 Thralls will work on converting 234 units of Pig Iron into the following:
-17 suits of Plate armor for Felix's Chosen and himself (1:1 ratio)
-17 greatswords for said Chosen (1:1 ratio)
-200 Suits of banded mail, with shields (1:2 ratio)
-50 Longbows and associated arrow supplies (1:2 ratio)
-75 Shortspears (1:2 ratio)
-25 Warhammers (1:1 ratio)
-50 Axes (1:2 ratio)
-25 Longswords (1:2 ratio)

10 Thralls will work on constructing 5 additional longhouses at the expenditure of 100 wood

Port Bjarki
600 Thralls will work on ending this famine, leaving the Sons of Bjarki with food everlasting! They will be escorted by 60 Sons of Bjarki for safety purposes.
72 Thralls will be put to work solely on the process of having additional children. A burgeoning population is a good population!
170 Thralls will work on finishing importing exactly 160 blocks of Stone and 100 Pig Iron bars, with 10 Sons of Bjarki as escort. After they have imported the necessary goods via the sole remaining longship, they will then begin construction of the Grand Forge with the materials moved! This mighty edifice will serve to produce weapons and armor at much less of a cost than the current means can provide!
150 Thralls will work on collecting additional timber from the neighboring island. More timber means more homes, and a larger force of warriors! In addition, with 15 Sons of Bjarki as guards, the more the merrier!
35 Thralls will convert the timber collected into additional longhouses.

Mashimoto
2010-07-25, 12:16 PM
The Republic of Palandril
A Tale of Two City-States
{table=head]Government|Established|Dissolved
Democratic Republic|0|240
Anarchy|240|??
[/table]
Population: 2724

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood| 301
Stone | 108
Metal| 160
Food| 1554
Gold| 236
Wool| 40
Copper| 0
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]

Armory:
{table=head]Weapon/Armor|Amount

[/table]


Cities
Palandril, plains, Population 1521
{table=head]Connected to|
Eaglewind|Yes
[/table]
Eaglewind, mountains, Population: 1203
{table=head]Connected to|
Palandril|Yes
[/table]

{table=head]Building|Palandril|Eaglewind
House (good)| 78|40
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
Fort|0|1
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Road?
Farms| .20|.20|No/No
Small Copse (2)| --|X|No/No
Large Forest|X|--|No
Stone Deposit| .20|X|No
Metal Deposit| .08|.00|No/No
Coal Deposit| .00|X|No
Sheep (wool)| .03|X|No
Copper Deposit| .03|X|No
University| .20|X|
Gold Mine|X|.20|No
Unique Jewels|X|.00|No
Silver Deposit|X|.00|No
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads
Government[/table]



240-260
Fort Clearwater has been constructed, and the bounty of natural resources and food daily strengthen the stores of both cities. However, prosperity is only a facade, masking the underlying lack of structure to the city-states.

Though democratic, the city was essentially ruled by an oligarchy of plutocrats--citizen-status had emerged as characterizing the wealthiest individuals, leaving non-citizens little more than slaves tied to their labor. The non-citizens have established a revolt, refusing to work until they are granted full rights of citizenship, effectively eliminating non-citizen status and opening the vote to all males of age.

The oligarchs are uneasy with this, and the threat of open violent rebellion exists among the lower classes. Not even mentioning the fact that a truly democratic system could not possible last with populations growing so rapidly. There was only one solution that would both grant the lower castes voting status while retaining official power in the hands of the most qualified, wealthy, and wise candidates.

Representatives, elected by the masses convene. From different interests, they would debate and decide matters in the best interest of the city. The strains of running for office and becoming elected would essentially eliminate laborers from attaining office, and the sheer number of representatives would prevent dominance by faction rule. The constitution of the republic is formalized in a democratic vote by both cities, and hopefully the new Senate will be able to get people back to work and, most importantly, make all people feel their needs are being heard.

There is no longer a "non-citizen" class in Palandril, though slavery and indentured servitude as a result of debt or crime is still common.

Palandril is becoming a Representative Republic

DMBlackhart
2010-07-25, 01:38 PM
Year 260-280- 3rd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -65 / +200
Pig-Iron| -234 / 0
Food| +318/ +107
Wyrdstone| 0 / 0
Stone| +142 / -160
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +318 / 0
Housing (Great)| +5 / +4
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / .07
Mining Value| .02 / .01
Logging Value| .10 / 0
Mammoths| .02 / 0
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -386 in stores

This year see's the completion of the GREAT FORGE! A true majesty, occupying most of the bjarki's primary island mass. This forge, more then capable of producing more armor and weaponry, and of much better quality, is seen as both a thing of power, and of i'll omen. Since the forge's completion the people of bjarki have been stricken with new diseases and illness's. The Bjarki city is officially under a plague.

The age had been rather poor, as it seemd the entire century would turn out to be. The gee'lei had indeed retaliated to the massacre of their priests. As such you now have a blockade surronding the Port Styr borders, as well as a couple schooner's blocking off the Bjarki boundries. The gee'lei intend to embargo you, not just from themselves, but all other possible nations and reasources.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Constructions and Reaserches- Port Styr
Major Runes- Complete
Mercantilism- Completed
Irrigation- With 9% of your population devoted to the task, you estimate 91- 40 years till completetion.

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: BCompleted

Construction- Port Bjarki
- Obelisk: Resistance to winter effects.

- Drydock: Bonus to ship-crafting, slight penalty to over-all population health.
Logging- Complete
B]Grand Forge[/B]: Completed- Bonuses to weapon quality/production. Major penalties to civilization health.


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| 0 / 0
Metal| 0 / 0
Food| 0 / 0
Stone| 0 / 0
Gold| 0 / 0
Wool| 0 / 0
Jewelry| 0 / 0
Copper| 0 / 0
Population| +40 / +40
Construction| 0 / 0
Wool Clothes| 0 / 0
Housing (Good)| 0 / 0
[/table]

The new regime is in play. And the people of palandril rejoice under a unified system! It is very likely things will move much smoother here on out. However over the couple decades in which the anarchial state, and the new republic were being established, it seems some unwanted pilgramiges were made by the Lodanians. Although it's only a small, almost invisible settlement of trackers and hunters, it IS evident that the Lodanians seek to make full use of their treaties, and claim a small portion of your own land for themselves.

Construction & Research-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads-.Complete
Road from Palandril to Eaglewind- Completed
Established Government- Completed
Fort _____- Completed




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-25, 02:56 PM
The Republic of Palandril
A Tale of Two City-States
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 2804

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 301
Stone | 108
Metal | 160
Food | 1554
Gold| 236
Wool| 40
Copper| 0
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]

Armory:
{table=head]Weapon/Armor|Amount

[/table]


Cities
Palandril, plains, Population 1561
{table=head]Connected to|
Eaglewind|Yes
[/table]
Eaglewind, mountains, Population: 1243
{table=head]Connected to|
Palandril|Yes
[/table]

{table=head]Building|Palandril|Eaglewind
House (good)| 78|40
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
Fort|0|1
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Road?
Farms| .20|.20|No/No
Small Copse (2)| --|X|No/No
Large Forest|X|--|No
Stone Deposit| .20|X|No
Metal Deposit| .08|.00|No/No
Coal Deposit| .00|X|No
Sheep (wool)| .03|X|No
Copper Deposit| .03|X|No
University| .20|X|
Gold Mine|X|.20|No
Unique Jewels|X|.00|No
Silver Deposit|X|.00|No
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads
Government[/table]



260-280
The republic is in full swing, small representative smaples of the population exist in both cities in the form of 20-man Senates that represent different interests from around the city, relative to the population in each of those areas. For example, at any given time there might be 5 farm representatives, 2 representatives of woodcutting, etc.

The system seems to have contented both the plebeian, former non-citizen classes (who feel they are finally getting a vote) and the aristocratic, formerly citizen-class (who occupy almost every single Senate position). Now that order has been restored, work can resume.

Though the resistance and anarchy was mild, it was still threatening, and common thought held that the simple guardsmen would have been easily overwhelmed. Researchers in the University are called to develop means of defense in the form of weapons forged from iron and other metals.

Men have resumed manning Clearwater Fortress, and collecting tolls in the form of resources or gold from whoever passes, as well as recording meticulous lists of the descriptions of all parties to pass through.

The presence of a Lodenian camp near Eaglewind is troubling, although it should have been expected based on the treaty. They managed to enter the nation unmolested while the fortress was unmanned, and seem to have busied themselves about harvesting the forest worth of wood unceremoniously, without replanting trees to compensate for the ones they cut down. The entire forest is in danger, and with it, the abundance of Eaglewind lumber.

The Eaglewind senate meets, and decides the best way to defeat this camp without violating the treaty or unduly offending their Lodenian allies. Law is passed that the Eaglewind forest and all rights therein belong exclusively to the government-owned Eaglewind Logging company, and that all persons "citizen or foreign-born" caught molesting the forest are to be prosecuted.

Also, as population grows, the demand for more resources increases, and scouting parties are dispatched to search the Plains of Cardeen for valuable resources. They are outfitted into 8 5-man teams, given plenty of resources, and promised gold upon return.


Palandril City
1561 workers
100 guard the city and patrol the walls
726 farm
175 mine stone
189 cut lumber
175 mine metal
156 research Blacksmithing
{table=head]Resource| Value
Metal| 300
[/table]
40 Explore the far-reaches of the Plains of Cardeen
{table=head]Resource| Value
Food| 1000
Stone| 100
Gold| 300
[/table]

Eaglewind
1243 workers
75 guard the city
175 mine gold
600 farm
175 cut lumber
10 build 7 (good) houses out of wood
{table=head]Resource| Amount
Wood| 350
[/table]

75 Create a site to harvest Unique Jewels from the mountains wealth
(bring efficiency from .00 to .02) and then collect Jewels
{table=head]Resource| Amount
Wood| 50
Stone| 50
[/table]

75 dig a silver mine and begin to mine silver.
(bring efficiency from .00 to .02) and then mine silver.
{table=head]Resource| Amount
Wood| 50
Stone| 50
[/table]

56 dig a metal (iron) mine and begin to mine metal.
(bring efficiency from .00 to .02) and then mine metal.
{table=head]Resource| Amount
Wood| 50
Stone| 50
[/table]

Gunther
2010-07-25, 05:31 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 277| 440
Iron| 39| 0
Pig Iron| 90| 0
Food| 1140| 721
Wyrdstone| 37| 0
Stone| 312| 0
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 25
Housing [Great]| 13| 10
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .02| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes
Mercantilism[/table]
Population: 1544/1177


With the blockade of Gee'Lei, Felix's reign had come crashing down around his ears. Even his Chosen had turned against him, the plague's presence in Port Bjarki rendering the populace at large weakened. The chieftain's supremacy had been challenged by one of those very Chosen- a puppet put into place by the Jarl after the catastrophic reign thus far. The chieftain had a successor in line, that much the Skald had ensured before enacting his plan, to ensure that there was an actual pure line of the Styrbjorn clan to continue on. That very young man was now residing with the Skald Jarl's hut, kept safe by the myriad of fetishes and protective wards he had put up about his residence against the plague. This death would need to be solved, and quickly.

However, first was the matter of the interim chieftain. The former Chosen, Harrowl, was an easily manipulated puppet. His victory in the duel had been practically assured: With freshly inked tattoos and no small amount of subtle hexes upon the chieftain, it had ended in mere moments, Harrowl's greatsword cleaving the chieftain's head in twain.

With the temporary chieftain in place (His own death assured in the coming years when the latest of the Styrbjorn line reached full maturity), the Jarl had promptly begun to institute reforms. For one, the number of Skalds had been vastly increased, all of them devoted to the topic of trying to find a cure to the disease. With the food stores as strong as they were in both cities, a blockade could be survived for quite some time, though the fact of the matter was that the Sons of Bjarki were far too proud to survive such a slight. Whilst repelling the invaders would be acceptable for now, the plague striking Port Bjarki was too damned powerful to be ignored for long. They would have to drive them off with a stern warning to not return ever again.

With any hope, they might actually succeed, too.

Port Styr
722 Thralls will work on ending their own famine, food must flow! 70 Sons of Bjarki will escort them on their task, to ensure every last morsel is collected.
100 Thralls will focus solely on the purpose of expanding population- having as many children as possible, to the point of population overflow.
24 Thralls will work on forging the remaining 90 Pig Iron into 90 suits of chainmail, 40 Longbows, and 50 axes respectively on short order for the troops.
50 Thralls will work on breeding additional Mammoths and training ones found by 25 Sons of Bjarki, who will go out on patrol for the animals and attempt to tame additional ones. The Thralls will have access to 28 Stone and 58 Wood.
10 Thralls will work on constructing 5 additional longhouses at the expenditure of 100 wood

174 Sons of Bjarki, armed and armored, will join Harrowl and the Skald Jarl to meet with the Gee'Lei barricade leaders. With an additional 230 Thralls and Sons of Bjarki behind them, mostly wielding whatever weapons are on hand (With Pig Iron weaponry being favored to the Sons of Bjark). The reinforcement group will ride upon mammoths in howdahs, with longbows in hand and arrows knocked for any sign of things going sour. Harrowl will tell Gee'Lei to leave their lands, and retain the former policy of indifference that the two had to one another. If they insist on interfering with Bjarki affairs, then they will be driven off Bjarki lands. If they choose to leave peacefully, however, with no blood having been shed, then they will be left alone and free of retribution.

125 Sons of Bjarki will attempt to slip past the barricade lines in the middle of the night to reach the Pig Iron fortress, sticking to the tall grass and keeping away from bright flame. Once there, they will wait for any signs of battle before flanking the Gee'Lei forces. If there are no immediate signs of battle, they will use the reserves gathered to forge plate armor for each of them, as well as a heavy warhammer for each man (Each of which going at the 1:1 ratio, comes out to 310 Pig Iron. If less than that make it to the Pig Iron fortress, then less Pig Iron will be used proportionally).

Port Bjarki
600 Thralls will work on ending this famine, leaving the Sons of Bjarki with food everlasting! They will be escorted by 60 Sons of Bjarki for safety purposes.
72 Thralls will be put to work solely on the process of having additional children. A burgeoning population is a good population!
150 Skalds will work on researching Herbalistic Medicine. With any fortune, the plague can be combated with improvised medicine-making skills!

50 Thralls will board the Assault Barge, accompanied by 100 Sons of Bjarki. All of them armed and loaded for combat, they will use 20 Skalds to begin a mighty ritual: Utilizing 30 Wyrdstone, they will conjure a mighty whirlpool and storm over the most major grouping of Gee'Lei warships, intent upon sinking them. Should Gee'Lei attempt to aggravate things further beyond that point, the Assault Barge will be used to combat their smaller ships, longbows and catapults being used to sink ship after ship. Should the Gee'Lei withdraw their blockade, then they will be left alone.

DMBlackhart
2010-07-25, 06:43 PM
Year 280-300- 3rd Century!

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -158/ +200
Pig-Iron| -90 / 0
Food| +346/ +230
Wyrdstone| 0 / -30
Stone| -28 / -160
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +32 / -43
Housing (Great)| +5 / 0
Constructions| 0 / 0
Thralls| 0
Farm/Fishing Boat Value| .10 / .07
Mining Value| .02 / .01
Logging Value| .10 / 0
Mammoths| .03 / 0
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -269 in stores

The embargo was still in place, the gee'lei had little fear from your mighty forces. Heavily out ranked and under equiped to be sure, however they had powerful eldritch forces on their sides. Hulking creatures, far too similar to giant men but crafted of stone, where present at the land-based blockade. Although there were only few of these beasts, the "golems", they would prove to be far superior to the bjarki's runic magiks.

The bloody battle carried on few a couple days, ending in a massacre. Although the gee'lei forces WERE bested, it was at a heavy cost. Only 142 men survived. most were bjarki soilders, rather then the pitiful thralls, however the pure mightof the gee'lei's magics and tactical forces was, astounding!

Things faired FAR better on the water front's however. There were no casualties on your part. Once word of the land-based embargo had been overcome, the sea-based forces prepared to withdraw. But no, not without retribution. Your skalds had beset a furious power apon the oceans, turning the tides of battle almost litterally. The ocean swelled, and storm clouds rolled. Very few gee'lei ships had escaped intact.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Constructions and Reaserches- Port Styr
Major Runes- Complete
Mercantilism- Completed
Irrigation- With 9% of your population devoted to the task, you estimate 91- 60 years till completetion.

- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: BCompleted

Construction- Port Bjarki
- Herbalistic Medicine: With 12% of your population devoted to the project you will see it completed in 88- 20 years.
- Obelisk: Resistance to winter effects.

- Drydock: Bonus to ship-crafting, slight penalty to over-all population health.
Logging- Complete
B]Grand Forge[/B]: Completed- Bonuses to weapon quality/production. Major penalties to civilization health.


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +252 / -277
Metal| -48 / 0
Food| -819 / +197
Stone| +180 / -150
Gold| -300 / +280
Wool| 0 / 0
Copper| 0 / 0
Population| +143 / +120
Construction| 0 / 0
Housing (Good)| 0 / 0
Iron Value| .02
Precious Jewels Value| .02
Silver Value| .02
[/table]

Another two decades. And much had changed. Your people continued to grow, your empire following suite. New mines popped up throughout the lands within the past twenty years. Just as well, the art of "blacksmithing" quickly took notice in your culture, and your people await eagerly for it's completion.

Freash on newyears night, when celebrations are at their peak, your scouting parties return with GLORIOUS news. To the north, above Eaglewind, there is reports of Wild Stallions, Strange Minerals, and More Iron!

To the south, below palandril even more reasources come to the for-front. Another silver mine, as well as some Silk, and another Copse of Trees are uncovered.

The situations with the lodanian "campsite" have also gone for the better. The lodanian's occupying your land have decided to pack up, retreating back across the mountainpass seperating your two civilizations. This nets you a bonus of half their reasources that were taxes, which comes out to 90 Gold. Half of which is to be shared with the lodanians, as per your agreement, gaining you 45 gold Total.

The lodanian's have been removed from your lands, however your unsure how tis has played with the ruler of the lodania

Construction & Research-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads-.Complete
Road from Palandril to Eaglewind- Completed
Established Government- Completed
Fort _____- Completed
Blacksmithing- with 10% of your population devoted to this research and 300 units of metal invested you will see the project completed in 80- 50 years.




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 500 Food.


If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Mashimoto
2010-07-25, 07:42 PM
The Republic of Palandril
A Tale of Two City-States
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 30670

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 248
Stone | 138
Metal | 112
Food | 932
Gold| 216
Wool| 40
Copper| 0
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]

Armory:
{table=head]Weapon/Armor|Amount

[/table]


Cities
Palandril, plains, Population 1704
{table=head]Connected to|
Eaglewind|Yes
[/table]
Eaglewind, mountains, Population: 1363
{table=head]Connected to|
Palandril|Yes
[/table]

{table=head]Building|Palandril|Eaglewind
House (good)| 78|47
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
Fort|0|1
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Road?
Farms| .20|.20|No/No
Small Copse| (3)|X|No/No/No
Large Forest|X|(1)|No
Stone Deposit| .20|X|No
Metal Deposit| .08|.02/.00|No/No/No
Coal Deposit| .00|X|No
Sheep (wool)| .03|X|No
Copper Deposit| .03|X|No
University| .20|X|
Gold Mine|X|.20|No
Unique Jewels|X|.02|No
Silver Deposit|.00|.02|No
Silk|.00|X|No
Wild Stallions|X|.00
"Strange Minerals"|.00|X
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads
Government[/table]



280-300
Palandril has finally established itself as a sturdy, self-sufficient nation. Resource gathering continues strongly, with an emphasis on correcting the homelessness problem in Eaglewind. Research continues on blacksmithing at the great university in Palandril, and luxury resources such as silk and jewels are exploited.

News of the scouting party returns, and the nation is awed by them. Though only horses are transported during these decades, plans to expand on the others are carefully drawn by senators in smoke-filled rooms.

A wagon of traders passes through Fort Clearwater (exempted from tax, of course, because they are on official business) bearing carts of food, which they intend on trading with Lodenians for valuable resources or commodities, such as gold, wood, and/or stone.


Palandril City
1704 workers
150 guard the city and patrol the walls
800 farm
207 mine stone
218 cut lumber
125 mine metal
190 research Blacksmithing
{table=head]Resource| Value
Gold| 300
[/table]
14 build a road from Palandril city to the stone mine to increase the rate or return for resources
{table=head]Resource| Value
Wood| 50
Stone| 50
[/table]

Eaglewind
1363 workers
125 guard the city
25 man Fort Clearwater
200 mine gold
700 farm
200 cut lumber
35 mile silver
35 mine unique jewels
15 transport horses down to Palandril, establishing a network of stables. (bringing efficiency from .00 to .02 in the southern Palandril city)
{table=head]Resource| Value
Wood| 50
Stone| 50
[/table]
17 construct 19 (good) houses out of wood and stone out of wood
{table=head]Resource| Value
Wood| 350
Stone| 50
[/table]
11 Merchants bring 600 food on wagons to the Lodenian village, knowing the Lodenians are somewhat strapped for food. They attempt to trade it for whatever resources they can manage, with a particular interest in gold, wood, and stone.

Gunther
2010-07-25, 11:15 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 119| 640
Iron| 239| 0
Pig Iron| 0| 0
Food| 1586| 951
Wyrdstone| 37| 0
Stone| 1212| 0
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Housing [Tents]| 166| 0
Housing [Good]| 2| 25
Housing [Great]| 18| 10
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .03| 0
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes
Mercantilism[/table]
{table=head]Weaponry| Amount
Plate Armor| 117
Greatswords| 117
Banded mail| 200
Longbows| 50
Shortspears| 75
Warhammers| 25
Axes| 50
Longswords| 25[/table]
Population: 1576/1134

Victory had been costly, but absolute. Harrowl's reign had come in with a surprising cheer amongst the men, their victory heartening them. To understand the way of the Bjarki was a complex thing: Death held little terror for them, provided it was death in battle. To die whilst slaying one's foe was to practically be assured a spot atop the World Dragon's back when it was finally released from its duty of binding the world together. The death of the Gee'Lei warriors, however, indebted them to an eternity of servitude for the warriors that slew them. For all their fancy magic and their impressive stone men, they had fallen like cowards to the Sons of Bjarki. The only regret of the day was that they had not slain all of them when the chance had presented itself.

Almost all of Port Styr had participated in that battle. The hero of the day had been Harrowl and his men, the utter annihilation of the enemy's naval fleet in such a heroic action having allowed them to sail freely to the well-defended port city. The Chosen of the new Chieftain had sallied forth with all the heroics befitting such men. When the talks had failed, and blades were drawn, the Sons of Bjarki had become righteous paragons of fury. Even as catapults fired onto the horde of men, stones crushing dozens in a single fall, they had surged them with righteous fury. Plate-armored warriors spun like tops as they split the soldiers in twain, only for the massive stone creations to unleash their fury upon the men. Bodies had been rendered into pulp, axes and hammers chipping away at their rocky exterior with all the fury due to it. One by one the monsters had crumbled, the men of Gee'Lei finding themselves turned against vicious barbarians. Thralls dragged them and their weapons down with each death, men hanging onto the blades that impaled them as reinforcements flooded in. Soldiers wielding axes and hatchets shattered spines and severed limbs.

It had been a glorious field of carnage, pockets of unrivaled carnage forming in the Gee'Lei line as the Sons of Bjarki vented their fury. Harrowl, freshly empowered by the Jarl, was himself a titan of battle. Wielding the twin axes of Styrbjorn, the man had carved apart warrior after warrior as men around him fell. Precise blows and hit-and-run tactics were for naught as the barricades were overrun, a distant wail of trumpets marking the end of the battle. Like the Iron Band of Styrbjorn himself, over a hundred men crested the flanks of the Gee'Lei warriors with such a scream that the world had never heard before. The ground rumbled under their footfalls, a sea of plate-armored warriors- each wielding a greatsword- swirling into their flanks. Though the mighty weapons did not provide much room for closing ranks, they did provide plenty of carnage with each swipe. Pig Iron easily annihilated their regular iron armor, metal rending under sweeping blows as- eventually- the men fell, one by one.

When the field was clear, and the Sons of Bjarki left to tend to the dying and to remove the dead of their valuables, life was left to resume as usual.

For the most part, anyways.

Port Styr
702 Thralls will work on ending their own famine, food must flow! 70 Sons of Bjarki will escort them on their task, to ensure every last morsel is collected.
120 Thralls will focus solely on the purpose of expanding population- having as many children as possible, to the point of population overflow.
114 Thralls will work on collecting timber, with 12 Sons of Bjarki providing escort
100 Thralls will work on creating a stone wall, using 1000 units of stone, around both Port Styr and Port Bjarki! It shall become a mighty edifice, able to repel any of Gee'Lei's advances!
50 Thralls will work on training the current supply of Mammoths into War Mammoths, capable of devastating the field of battle! 25 Sons of Bjarki will aid them in this task to make the animals war-ready.
50 Thralls will head over to the Pig Iron fort, and collect all of the metal that they stored there and bring it back to Port Styr- then to Port Bjarki for further processing.
43 Skalds, chosen for their intelligence and careful examination by the Jarl, will look into creating a pseudo-spy program. This program will work to root through the Bjarki, and monitor each work group to ensure that none are slipping away or spying on behalf of Gee'Lei, and to have them executed if they are. Port Bjarki was not revealed without reason!

280 Sons of Bjarki, freshly equipped, will enter into an extreme training regimen. Complete with mile-long runs, sparring, ambush drills, and more besides. The Bjarki will become a well-oiled fighting machine!

Port Bjarki
600 Thralls will work on ending this famine, leaving the Sons of Bjarki with food everlasting! They will be escorted by 60 Sons of Bjarki for safety purposes.
180 Thralls will work on providing additional timber, with 20 Sons of Bjarki on escort duty.
152 Thralls will be put to work solely on the process of having additional children. A burgeoning population is a good population!
32 Thralls will convert 200 Wood into additional Assault Barges. From the weak design of the Gee'Lei vessels, they will easily fall under such mighty, heavy craft!

DMBlackhart
2010-07-26, 02:31 PM
Year 300-400- The Big Leagues

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| +1368/ +1600
Pig-Iron| +1689 / 0
Food| +608/ +1206
Wyrdstone| 0 / 0
Stone| -1000 / -160
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| +6382 / -695
Housing (Great)| 0 / 0
Constructions| 0 / 0
Mammoths| +500 / 0
Spies| +430 / 0
Assault Barges| 0 / +20
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -0 in stores

The century had passed, and with it a great wonder! Stybjorne had returned, young as he ever was. A bit hardened, but the man had not aged in years. As for why, is unclear.

Your civilization continues to grow, the plague that had raped your peoples lands and lives was lifted fifty years after the great embargo conflict! And although many people have died, many more were borned. The burgeoning empire would soon need to expand, or risk ruining itself.

The Grand Forge's pollutant's had been combated to a degree. Irrigation and Herbalistic Medicine's had provided healthier people and healthier crops, both of which were nescessary to stem the constant illnesses those who worked at the forge would fall prey to.

With the passing of one hundread years your people saw to completion a mighty wall that would encircle both Port Styr and Port Bjarki. And although this did stem the Gee'lei's influence, it was only a matter of time till they retaliated.

The Gee'lei marched on Port Styr, golems and war engines plenty. It was outright war now, as the new gee'lei leader, a skeleton of a man, had decreed. They sat on your doorstep, their swords, catapults, and Golems ready to tear into your town. You estimate their forces in the thousands. At least ten thousand men!

Happenings-

- You are now in a state of "war" with the gee'lei. Your more then free to try to appease them, or best them.
- Your forests near Port Styr have been harvested to the bone. It'll take some time for the forests to return. You may need to seek new meens of lumber.
- The Return of the Mysterious "Ktulu" beast has shaken those of Port Bjarki to the bone. Such a fearsome aura is unheard of, however whatever secrets the beast hold seems to fade with it back to the depths of the ocean.
- Note, your military will need to re-outfit itself every 200 years (with pig iron). So your good for one turn with your current army, or two years with a new army.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.

Constructions and Reaserches- Port Styr
Major Runes- Complete
Mercantilism- Completed
Irrigation- Completed

- Drydock: Completed
- Obelisk: Completed
- Assault Barge: Completed
- New Town: Completed

Construction- Port Bjarki
- Herbalistic Medicine: Completed
- Obelisk: Completed
- Drydock: Completed
- Logging- Completed
- Grand Forge- Completed


The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| +2130 / +1655
Metal| +1350 / 0
Food| +653 / +103
Stone| +2434 / -150
Gold| +2400 / +280
Wool| 0 / 0
Copper| 0 / 0
Silver| 0 / 350
Jewels| 0 / 350
Population| +6530 / +7030
Construction| 0 / 0
Housing (Good)| 0 / +19
[/table]

A century passes, and your people experiance much. A boon in reasources invertly leads to an increase in culture and happiness. As well, scientific persuits have become expidated.

The lodanian's Refuse your generous offer of food, despite your knowledge of them having far too little to feed their population. This is a suspiscious act, but one that does not take immediate concern.

With a burdgeoning population it seems clear that you will need to expand soon. The borders of your city must widen, or you must relocate reasources for another town.

All in all the year was good. The lodanian's had seiced their trickery over the last century, although they seem to be avoiding contact as much as possible. Due to casual immigrations and visitations Fort Clearwater keeps a steady stream of gold comming into your civilization.

Happenings-

- The lodanian's have expanded, as your alliance with them allows them the peace of mind to continue building deeper into the mountain pass that seperates the two of you.
- Your Forest has been depleted, and it will take some time for it to regrow. The larger forest however is capable of still being harvested without worry.
- Without a suitable military force the neighboring countryside is being assaulted. many of the Farms near eaglewind have been razed. (Farm value .00)

Construction & Research-
Statue of ____- Completed (Provides a bonus to over-all morale)
University of ____- Completed
Temple of ____- Completed
Sophisticated Tools- Completed
Roads-.Complete

-Road from Palandril to Eaglewind- Completed
-Road from Palandril to Stone Mine- Completed
Established Government- Completed
Fort _____- Completed
Blacksmithing- Completed



The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus
Wood| +1000
Iron| +0
Tin| +0
Exotic Foods| +1000
Clay| +0
Food| +500
Stone| +80
Dye| +3000
Gems| +1000
Population| +7500
Construction| +1
Housing (great)| +30
Soilders| +500 (300 Outfitted at 1:1)
Ships| +70
[/table]

A new age. The glorious city of plenia is forged, and throughout time, you have grown strong! Even the harsh trials of a wasteland cannot stop your advance. With an imbalance of food and reasources your people thrive!

To the west lays an empire. A great empire build out of solid GOLD! The people live in subteranian cities. Stocky, robust men. The "dargesh" they call themselves. They are, for the time being, allies to your people, and trade has been good.

The Age of the Pelnian's is here! You shall leave your mark apon history, and let all know who you are, what you were, and how you lived.

Construction and Research-

-Sailing/boatmaking
-Animal domestication/training
-Mercantile
-Improved Logging
-Mining
-Militarism
-Blacksmithing
-Advanced Agriculture
-Architecture
-Great Wall of Plenia
-Glorious Temple of Plenia
-Grand Barracks
-Massive Irrigation/Sewage/Watertreament System
-Gems, Iron, Tin, and Stone Mines



New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 1000 people base, a larger amount sent over will allow for a quickly growth. But 1000 minimum.
2. 500 lumber
3. 500 Stone
4. 500 Iron
5. 2000 Food.

If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Notice to All Players-
Costs have changed dramatically. I will list specific costs as they come up, due to not having all the costs entirely planned out. But as it stands, building weapons/builings/roads/ etc will take considerably more reasources then the previous turns.

Equally, now that we are in a 100 year per turn period, natural reasources will become unusuable every 100 years. Not ALL reasources, but any single one is cut of every turn. And then the reasource will be re-instated the next turn. This can be flavored as cave ins, attacks, wild fires, and other natural occurances.

Cost for New Housing- In an effort to make am ore stable housing system, use these values for housing. Housing will determine city size, population growth rate, and a few other elements. The more houses/constructions in a town, the bigger it is.

Poor Housing- 1:1 (one reasource for one output). Poor housing can house a single citizen in your society.

Good Housing- 5:1 (five reasource for one output). Good housing will house fifty men.

Great Housing- 20:1 (Etc.). Great housing will house one hundread citizens in your society.

The costs are obviously imbalanced for a reason. Great housing, while providing more room for less cost (compared to buying 100 poor houses for the same result) will also cause more clutter. I will be keeping tabs on how "organised" a civilization is. This will provide penalties/bonuses to "Happiness", "culture", "structure", "combat", "defense" and a number of other elements. The more cluttered a city is (if you go with almost pure great housing) the less likely your people will be happy. However the more housing you have in a single city (with alot of poor housing) the less prepared you are for an attack, and the less organised the city is.

Hope I made it confusing enough! :p

Mashimoto
2010-07-26, 08:43 PM
The Republic of Palandril
A Tale of Two City-States
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 16,627

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 4033
Stone | 2472
Metal | 1462
Food | 1688
Gold| 2896
Wool| 40
Copper| 0
Silver| 350
Jewels|350
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]

Armory:
{table=head]Weapon/Armor|Amount

[/table]


Cities
Palandril, plains, Population 8234
{table=head]Connected to|
Eaglewind|Yes
[/table]
Eaglewind, mountains, Population: 8393
{table=head]Connected to|
Palandril|Yes
[/table]

{table=head]Building|Palandril|Eaglewind
House (good)| 78|66
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
Fort|0|1
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Road?
Farms| .20|.20|No/No
Small Copse| (3)|X|No/No/No
Large Forest|X|(1)|No
Stone Deposit| .20|X|Yes
Metal Deposit| .08|.02/.00|No/No/No
Coal Deposit| .00|X|No
Sheep (wool)| .03|X|No
Copper Deposit| .03|X|No
University| .20|X|
Gold Mine|X|.20|No
Unique Jewels|X|.02|No
Silver Deposit|.00|.02|No
Silk|.00|X|No
Wild Stallions|X|.20|No
"Strange Minerals"|.00|X|No
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads
Government
Blacksmithing[/table]



300-400
The twin cities of Palandril and Eaglewind have grown considerably over the centuries. The settlements have grown into large and industrious cities. The ancient Wall of Palandril now separates what is known as the acropolis from the rest of the city, which sprawls out around it in many directions and several small farm-fiefdoms. The city is renovated over the century, including extensive upgrades to resource sites and the development of an extensive network of roads from Palandril to Eaglewind and beyond in all directions. However, economic prosperity and social harmony has birthed a sort of complacency.

The people have neglected to defend themselves, and as a result raiders have manifested themselves at the fringes of Eaglewind. When the farms have been completely overrun, the Senate (which has grown to over 100 members per city) of Eaglewind decides that complacency can exist no longer.

While people of the fertile Plains of Cardeen are notoriously men of peace, there are times when violence is justified. Using recently mastered knowledge of Blacksmithing smiths in Eaglewind craft weapons and armor, which are then outfitted on a small army of soldiers. Wearing crude mail armor with leather padding and weilding equally crude swords, polearms, maces, and bows designed specifically for warfare, they attempt to route out resistance around the Eaglewind farms as farmers reclaim their land and tend to their fields.

At the University in Palandril, economist-philosophers attempt to discover a means to integrate their internal commercial system to exterior markets as a way to generate profit.


Palandril City
8234 workers
800 guard the city and patrol the walls
4250 farm
1509 mine stone
500 mine metal
50 Breed Horses
650 research Mercantilism
{table=head]Resource| Value
Gold| 2500
Silver| 350
Unique Jewels| 350
[/table]
150 upgrade the Metal Mine, Sheep Farms, and the Copper Mine to .20 efficiency.
{table=head]Resource| Value
Wood| 600
Stone| 600
[/table]
150 Construct Coal Mines, Silver Mines, "Strange Mineral" mines and establish Silk Collecting Facilities Bringing efficiency from .00 to .20
{table=head]Resource| Value
Wood| 1000
Stone| 1000
[/table]
125 build 125 "good" houses out of stone and 125 "good" houses out of wood
(for a total of 250 houses)
{table=head]Resource| Value
Wood| 625
Stone| 625
[/table]
50 build 16 roads, connecting all resources to their respective cities
{table=head]Resource| Value
Wood| 800
Stone| 800
[/table]


Eaglewind
8393 workers
500 guard the city
100 man Fort Clearwater, collect taxes, and keep track of passers-by
500 mine gold
3800 rebuild farms (bringing them from .00 to .20) and then farm like the wind!
{table=head]Resource| Value
Wood| 250
Stone| 250
[/table]
500 research Military Training
{table=head]Resource| Value
Gold| 1000
[/table]
1800 cut lumber
275 mile silver
275 mine unique jewels
200 construct 200 (good) houses out of wood
{table=head]Resource| Value
Wood| 1000
[/table]
93 Forge Weapons and Armor... (all at standard +1 quality, 1:1 ratio)
{table=head]Armor/Weapon|Amount
Chainmail Armor|400
Round Buckler Shields|200
Longswords|100
Maces|100
Long Pikes|100
Fine Bows|100
[/table]
Total Cost
{table=head]Armor/Weapon|Amount
Metals|900
Wood|100
[/table]
100 swordsmen, 100 macemen, 100 pikemen, and 100 bowmen march to the periphery of the Eaglewind farms and attempt to root out the attackers. 50 Ride horses from the south.

Gunther
2010-07-26, 09:14 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 1487| 2240
Iron| 239| 0
Pig Iron| 1689| 0
Food| 2194| 2157
Wyrdstone| 17| 0
Stone| 0212| 0
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Mammoths| 500| 0
Spies| 430| 0
Assault Barges 0| 20
Housing [Tents]| 166| 0
Housing [Good]| 2| 25
Housing [Great]| 18| 10
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .03| 0
[/table]

Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes
Mercantilism
Irrigation
Herbalism[/table]

{table=head]Weaponry| Amount
Plate Armor| 117
Greatswords| 117
Banded mail| 200
Longbows| 50
Shortspears| 75
Warhammers| 25
Axes| 50
Longswords| 25[/table]
Population: 7985/439

With the return of Styrbjorn and his Iron Band, the city of Styr- named after the immortal leader- had become ecstatic. Here, on the eve of their darkest hour, a shining beacon had emerged amongst the Sons of Bjarki! When the man had returned, even the Skald Jarl had been taken aback, his mind racing as plans for dominance had slipped through his fingers. The ancient chieftain had been dead, he was supposed to be dead. What strange twist of fate had brought him back from the-

Reflexively, the Jarl felt his knees begin to bow before the Chieftain when he took back the twin axes from Harrowl. His own puppet was kneeling before the Chieftain! After all of the effort he had put forward into grooming that warrior into-

The distended mandibles of the Jarl's face twitched and slithered as he contemplated just how to use this to his advantage. The awe-inspiring Jottunheim, the Iron God of the Bjarki's legends, had seemingly returned back from the grave. Even though he had worked so carefully to try and keep the Bjarki from collapsing, Styrbjorn's return might very well mean their deaths! All of their deaths! His warlike ways, so ancient and forgotten in the face of construction and expansion, could very well result in-

Victory? Even now, as the Chieftain marched through the mass of armed soldiers and slaving thralls, he could not help but feel somewhat inspired by the man's presence. Here was a massive giant of a man, a seemingly immortal being that did not need wyrdstone to sustain his existence. He and the men behind him, warriors clad in naught but scale armor and bearing beards that stretched down to their mighty barrel chests, were an archaic, almost arcane force of power. Their very existence was as though Jormungandr, the World Dragon, had reached down to show them that hope was not lost. Even so massively outnumbered and outmanned, the great Bjarki war machine could still hold together.

Styrbjorn's movements through the warriors, as he lifted up the arrows being forged, as he looked through the wide avenues and curling side-streets, made the Jarl's ancient body quiver with excitement. This was the Chieftain he had been trying to produce an emulation of, a man so intent on war and death that his very existence here seemed like a message from the Great Dragon.

When he voiced his battle plan to his Chosen, the men who had arrived with him into Styr, the Jarl could not help but feel that hope grow. With any fortune, they would survive this day, battered but unbroken.

Battle time. Let's do this!
Port Styr: The fortress
272 Thralls will take all of the wood (Except 100 units) in storage and divide it evenly between catapults and ballistas. These new engines will be brought partway up the walls, but covered with tarps to conceal them. With the walls sealed as they are, their presence will be concealed until the last moment!
338 Thralls will take the available Pig Iron to Port Bjarki, where they will convert it- with all due haste- into an abundance of new weaponry. Said weaponry and armor will be divided as follows:
-145 suits of Plate Armor (1:1 ratio)
-1660 suits of banded mail (2:1 ratio)
-670 Longbows with arrows (2:1 ratio)
-580 Khopesh (2:1 ratio)
-145 Spiked warhammers (1:1 ratio)

Once the weapons and armor are complete, they will be shipped back to Port Styr in addition to what is crafted at Port Bjarki, for later use.

The 610 Thralls involved in the above two processes will then spend the next decade training alongside the rest of the troops, working as siege weapon operators. This will thin the number of men on the operating crews, but create less clutter as a result. However, before beginning their training, they will use heavy leather straps to bind a number of logs along sections of the wall. These straps will be used to release the logs during the battle, sending them rolling down towards the enemy.

5375 Sons of Bjarki, mixed alongside Thralls, will spend an entire decade in nothing but training. The Sons of Bjarki will be given armor, whilst the Thralls will be left to fight with a mixture of spears and shields. Particular focus will be given on the usage of longbows, which is what defenders on the walls will fire down with from the walls. In addition, plate armor- in addition to spiked warhammers- will be used as part of a "Golem Buster" force, with them training in the best means to dismantle golems (Using stone replicas).

Those not equipped with armor will either wield longbows, or serve as part of the wall-holding defenses. Should the enemy attack with ladders, these men will serve to repel the ladders. Armed with axes, spears, and other simple weapons, they will carve down any Gee'Lei soldiers that make it to the walls.

2000 Sons of Bjarki will train upon the backs of the massive War Mammoth force. They will be armed with cheap hunting bows provided by Port Bjarki. Each Mammoth will have 4 riders in a howdah, one "Driver" and three passengers to fight off any that have the courage to try and climb or attack the mighty war beasts on their rampage.

After the ten years are up, they will begin the defense in earnest.
The Defense:
The Mammoths will charge out from the gates, with the Bjarki upon the walls raining down arrows upon any Gee'Lei warriors or golems that get too close. The catapults and ballista will be wheeled atop the towers and uncovered, launching flaming munitions and stones at the enemy force as appropriate. The first targets will be either enemy casters or golems. The Mammoths will go straight for the enemy catapults, charging in a wedge formation to break through the enemy line. Once they have broken through, or begin to run amok from the chaos, they will cause as much damage as possible on the siege engines, golems, or any other targets of opportunity. After most, or all, of the engines are destroyed, the Mammoths will return to the safety of the walls. When the enemy approaches, the logs mounted on the walls will be lit on fire and their straps cut, sending them freely rolling down the hill to crush the enemy below (And, hopefully, pulverize a few of the stone golems in the process).

All the while, ballistas will target the enemy golems, the large stone creatures making targets. With munitions aplenty, numbers should be thinned by the time the warriors of Gee'Lei make it to the walls. With the defensive crenelations the longbowmen, who wield longbows which have an excessive range compared to most bows, will be at far less risk compared to the enemy soldiers down below without cover to duck behind. In addition, the last 17 units of Wyrdstone will be spent to turn the ground to mud with a large wave of water (Using the Water rune to dredge forth water from underground aquifiers) to flood the soil leading to the walls and make it slippery for advancing soldiers or battering rams and assault towers. Should the enemy bring forth siege towers that get close to the walls, then burning munitions will be fired at them from the wall-mounted catapults. All the while, the Assault Boats in the bay will pelt the Gee'Lei central army with more rocks and munitions.

Should a section of wall be overrun, it will be sealed off with stone deadbolts over the doorways into the fortified towers, and the spiral stairways will serve to further clog the enemy's advance (Primarily in regards to the fact that when advancing down spiral stairs, a right-handed swordsman will find himself limited to thrusting. Those coming up the stairwell have no such limitation, which puts them at the advantage). The siege engines situated on that portion of wall, when it is overrun, will promptly be targeted with burning munitions to render them unusable, in addition to having vital strings or sections of rope cut. The longbowmen from that portion of the wall will fall back into the avenues, and take up position along the rooftops of the longhouses. Spare supplies of arrows and spears and shields and other such weapons will be tucked away atop said rooftops in wet leather bundles (to prevent destruction should a fire overtake the longhouse itself). To this extent, any soldiers within unbreached portions of the city will be put on fire-fighting duty should flames take hold amongst the longhouses. If their position is under attack, preference will be given to fighting Gee'Lei rather than fighting fires.

Those men fighting along the avenues, primarily consisting of men equipped with banded mail and khopeshes, will steadily fall back as they fight, taking as many enemies as they can with them as the longbowmen continue to pelt the enemy with barbed arrows. Barrels of grain ale will be rolled out of the storehouses and launched at the advancing troops, conjoined with burning arrows to ensure that entire avenues are rendered engulfed in flame. The "Golem Breaker" troops will remain in reserve along the three major avenues leading to the docks, responding to the presence of the enemy's stone golems only when they appear amongst the enemy troops. When reports file in, they will rush forward to take out the enemy's magical heavy infantry, then retreat back through the ambush avenues after the stone golems have been defeated. Surviving mammoths will be employed heavily here, charging and retreating as the enemy advances down the avenues. If they should be too injured to fight, they will be rushed at the enemy's force (After all but the driver dismounts) and forced to fight to the death, with their corpses- hopefully- creating a barricade that impedes the enemy's advance.

To this extent, fighting will not be centered around the wide avenues. Rather, the men will fall back to pre-fortified alleyways, where debris and rubbish will be stockpiled. Piles of grain ale, with pre-soaked cloths and unlit torches (with the flint to ignite said torches right before launching the ambush), will be placed for the defenders to lob at approaching enemy troops for maximum damage. Should the ambush points be overrun, that particular group will toss a bit of pig iron dust into the flames. This will cause the fires to change color, and signal the Assault Barges in the harbor to shift their fire to that section of the city to bludgeon the Gee'Lei forces.

When the avenues and most of the ambush points are expended, if Gee'Lei continues to press on, then the Sons of Bjarki will form a last stand at the mouth of the port. Those still equipped with armor will take cover behind any surviving Thralls armed with spears and shields. The phalanx formation will be remade, with a heart of regular soldiers. Longbowmen will take the heart of the formation, and constant bombardment will occur from the Assualt Barges on the three major avenues leading to the docks. Should all seem to be lost, they will retreat onto the Barges, and then depart from the docks and attempt to sail to Port Bjarki, but not before launching a final barrage of burning munitions at the unlit portions of the city and letting it all burn down.
Port Bjarki: The Supplier
300 Thralls will focus on crafting as many burning munitions (consisting of grain ale packed into timber barrels, with cloth fuses) as possible, in addition to a number of Ballista. All wood supplies will be devoted to this task. The percentages of each should be as follows:
40% Catapults
35% Ballista
25% Burning munitions

This equipment will be sent alongside the Assault Barges, along with many, many prayers to the great Jormungandr for victory.

139 Thralls will work on increasing the population. Not that it will matter that much should Port Styr fall, but every life available is a life worth gaining.

DMBlackhart
2010-07-26, 11:46 PM
The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| -1387/ -2240
Pig-Iron| -1689 / 0
Food| 0 / 0
Wyrdstone| -17 / 0
Stone| 0 / 0
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| 0 / 0
Housing (Poor/good/great)| -166, -2, -2 / 0
Mammoths| 0 / 0
Spies| 0 / 0
Assault Barges| 0 / 0
Catapults| 0 / 0
Ballistas| 0 / 0
Soilders| +25 / 0
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -0 in stores

The sun hung high in the sky. The gee'lei had given you ample time. No messenger's from either faction were sent to attempt peace with the other. The tension was palpable.

And then it began. Your couple thousand soilders, numbering only half the gee'lei forces, stand at the city walls, ready to rain down hell from above. Your soilders wait, watching as the Gee'lei armies advance, the mighty golems leading the front of the seige. Your bowmen unleash arrows when the first stone warrior comes within range. The first shower of arrows see's the unfeeling mass of granite and marble reduced to rubble. One after another their men charged, and fell. However too soon their seige engines were in range, already raping the structure of your cities wall.

The battle is taken to the fields, the runic magics turning the earth murky, giving much grief to the unsuspecting foot soilders of the gee'lei forces.
This element, combined with the sheer POWER and DETERMINATION behind the bjarki warriors was enough to make the gee'lei pause. With the monstrous Stybjorne at the lead, it seemed as if all was lost. However, the gee'lei still out numbered you, their confidence restored as their numbers dwindled far slower then yours.

War mammoths were wild throughout the battle field now, destroying all in their path. However the massive beasts proved little match compaired to the golem, whom were capable of enough thoughtand stretegy to climb atop the mammoths, and beat them to death.

The battle was going... indifferently. Both sides lost men, and with the gee'lei having lost most their seige weaponry early, they only had numbers, rather then power to rely on.

Soon soilders poured through the front gates, the few remaining golems beating open a way into port bjarki. As your men fled back to alleyways, the soilders tore through town, killing innocents and soilders alike. The casualties were not too heavy, thankfully, and your men turned the tide of battle.

The final stand was within the city itself, a few buildings were razed, and all of te old tent-field that still remained, that was a historical part of bjarki history and founding, was demolished. The monstrous stybjorne stood admist the ruin fo leather and wood. Weidling the mighty dual-axes of legend, and facing off against the few remaining hundread. Although the battle was nearly over, stybjorne had to see to the last of the troops. Cleaving head from shoulder, arms and legs floating through the air on wings of red gore! The dance of the masterful titan of war, Stybjorne, was a thing of beatuy, and horror.

Rain soaked the port city, the battle having only lasted a couple days. Most of the soilders, those who survived, were exhausted enough to be considered the living dead, while Stybjorne, in all his glory, meerly took his throne once more, no more then a small grunt, from the tiniest feeling of exhaustion escaping his lips.

With much of the port damaged, the people rejoiced! Gee'lei, those ignorant bastards, were now heavily left undefended. Although reinforcements no doubt gaurds their towns, they were now completely ripe for the pickings.....

Gunther
2010-07-27, 03:46 AM
Resources:{table=head]Resource|Port Styr|Port Bjarki
Wood| 100| 0
Iron| 239| 0
Pig Iron| 0| 0
Food| 2194| 2157
Wyrdstone| 0| 0
Stone| 212| 0
Exotic Fruits| 0| 0
Silk| 0| 0
Dye| 0| 0
Mammoths| 500| 0
Housing [Tents]| 0| 0
Housing [Good]| 0| 25
Housing [Great]| 16| 10
Rare Beasts| 1| 0
Farm/Fishing Boat Value| .1| .07
Mining Value| .02| .01
Logging Value| .10| 0
Mammoths| .03| 0
[/table]

Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes
Mercantilism
Irrigation
Herbalism[/table]

Military
{table=head]Type| Port Styr| Port Bjarki
Soldiers| 25| 0
Spies| 430| 0
Ballistas| 0| 0
Catapults| 0| 0
Assault Barges 0| 20

{table=head]Weaponry| Amount
Plate Armor| 262
Greatswords| 117
Banded mail| 1860
Longbows| 720
Khopesh| 580
Shortspears| 75
Warhammers| 170
Axes| 50
Longswords| 25[/table]
Population: 7985/439

Glorious, bloody combat took place in the streets of Port Styr. The entire city ran red with blood, a sleeping giant- brought forth by the Jottunheim- awoken to its full power. Where the Bjarki once played at being true barbaric warriors, they now lived that reputation to the fullest, the death they unleashed being served in the thousands. Longbows sent broad-headed arrows streaking into the lines of the Gee'Lei infantry as an opening chorus to the battle, a hailstorm of feathered hafts that screamed as they descended upon the iron-mailed warriors in a curtain of death.

All that could be heard was the scream of those descending arrows, joined by the chorus of thumps as they sank into yielding flesh and punctured armor to leave gaping wounds. Screams for medicine-men filled the air as the army of Gee'Lei began to advance, the overcast sky of storms joined by the howl of winds. Deep within the walls of Port Styr, an army had arrayed itself. A sea of massive mammoths, their riders armed and ready for war, rushed forth. The Gee'Lei infantry, seeing the massive stone gates of the city begin to part, expected a predictable rush of infantry.

What they received was a stream of massive, screaming mammoths. Claustrophobia and harsh training had rendered the beasts agitated, and as their riders blasted away at ivory trumpets and tugged at the wooden hoops piercing their ears, their agitation blossomed into rage. Trunks joined the chorus of horns with bleats and warning blasts, the din of it all deafening as the furred beasts became a wedge of destruction. Golems shattered as heavy feet crushed them into gravel, the soldiers of Gee'Lei fleeing in the face of such massive beasts. The boldness of the maneuver had thrown them into disarray, and though a tide of barbarians behind the lance of mammoths would have been a fitting addition, it would have played into the hands of Gee'Lei.

Rather, the force drove through the tide of infantry like the arrows that continued to rain down on different sections of the army. However, those arrows were joined by a new threat. With triumphant laughter, heavy leather tarps were cast aside as the catapults and ballistas were rolled into position. Stones were loaded and launched with a reckless fury, the wooden bolts of the ballistas- so carefully crafted- being fired one after another. The rapidity of shots was matched only by the bloodthirsty demeanor of the operators, the distant blossoms of blood joined by the crash of siege engines being crushed. The bravest of the Gee'Lei infantry were even now attempting to climb along the sides of the mammoths, but the howdah-mounted riders killed with impunity. Arrows dislodged men with even minor wounds, the reflexive action to check a wound causing them to lose their grip. The smartest of those brave men, who managed to get a solid footing, found themselves on shifting ground, whereas the howdah-riding archers were not so disadvantaged. Though mammoths fell from the arrow fire of Gee'Lei and the battering of golems, not nearly enough were falling.

Retreating back to the safety of the walls, the four-legged beasts easily outpacing the smaller men below as they resumed their charge towards the wall, the Sons of Bjarki could not help but relish what came next. With the gates slamming shut behind the last of the mammoths, the Skalds worked their vicious brand of magic. With a howl, the Jarl of the Skalds proved his might of magic as the ground turned to mud below booted feet. Men screamed as they fell face-down into the mud, only for arrows to riddle their prone forms. Archers continued to wreak a hellish toll as armor and flesh were rent to pieces, before- at last- the first of Gee'Lei's men reached the safety of the base of the wall.

At least until the first of the logs were unleashed. Burning timber fell down upon the heads of those thinking themselves secure at the foot of the walls, rolling further down to crush the men in their wake with burning, crushing agony. Chaos erupted once more as the Sons of Bjarki kept their fire up, only retreating when the first of the enemy began to finally ascend the walls, crude ladders being pressed against them. For each warrior of Gee'Lei that ascended those walls, an axe or spear was ready to meet him. Shields were raised overhead when the rain began to pour down, almost literal buckets of rainwater pounding upon the heads of the attackers in an obvious sign of displeasure from the great Jormungandr.

The World Dragon's fury could be heard in the roar of the thunder as it came down in seeming sheets, intricate traceries of white fire blossoming across the sky as the Skald Jarl- surrounded by his acolytes- screamed to the heavens. The mutant seemed like a possessed man as the Wyrdstone within his body burned white hot, a glowing green beacon for the Sons of Bjarki to rally around. Styrbjorn, on the other hand, was a beacon of red fury. His Chosen, wielding curved khopesh, turned the Gee'Lei infantry into mincemeat around them. The twin axes of the barbarian chieftain, now returned to the land of the living, seemed to make the enemy's warriors insignificant. Even when their precious golems began to scale up the wall, tearing out entire sections of stone with each crude fist, the chieftain had only laughed.

And then split the first golem to come within reach clean in twain. Both slabs of rock fell away from each other as though repelled by magnetism, the man taking cover behind the massive stone creature only able to foul himself before his head was rendered into a fine pulp. Barbarity did not even find a word here: As the Bjarki took each step back, it was slick with the blood of Gee'Lei's warriors. Sons of Bjarki and thralls alike fell, but it was impossible to tell who was who amongst so much bloodshed. Banded mail rattled as warriors were thrown to the ground with fearsome backhanded blows, split arteries basking the barbarians in sanctifying gore. They reveled in death, for they were its avatars in the world of the living. As deadbolts were slammed down and the majority of the men took their positions within the alleyways and avenues, those left with the rearguard made the Gee'Lei pay dearly. Here, in the cramped stone stairways, the Gee'Lei had neither golem nor catapult to call upon. The Sons of Bjarki, madmen to the last, left the inexperienced warriors with nothing but visions of horror. Gore-drenched men screaming like banshees, seemingly mortal injuries nothing but inconveniences- anatomy be damned!

Legends were born and died as men thrust themselves upon the blades of their foes, only to kill the men wielding them and any nearby. One man took three swords through the chest before finally dying, the former wielders all dead at his feet, as well as two more men that had the misfortune of being in his way. Another man, an archer seemingly trapped by the enemy lines, used naught but an arrow in each hand as improvised daggers. Stabbing his way through the Gee'Lei forces to his brothers, he left half a dozen bodies bleeding and twitching in his wake, naught but a handful of cuts and fatigue as his payment for such a feat. The Skald Jarl himself, seeming to glow with his newfound power in the Major Runes, brought untold death to the enemy. His entourage passed to the avenues with seeming impunity, strolling their way through the lead elements of the Gee'Lei forces. Helmed warriors found their armor boiling them alive. Skalds, fresh with power from their runic tattoos, disarmed men with almost laughable ease. The Jarl himself took particular relish as he grabbed one warrior's sword mid-swing, the coating of blood on the cutting edge of the weapon joined only with mirth from the Jarl as he ripped the warrior's arm off, running him through with his own sword- limb and all.

It was at this point that the Assault Barges, deep within the bay, began to unleash their catapults. Each boat, bearing four catapults, fired with such rapidity and surety of purpose that the enemy could not help but stagger. Their forces, now breaking through the wall in several places, would continue to face such aggression. With the storm overhead growing into a monsoon, the fate of Gee'Lei was sealed: Though it would come down to but a score of men surviving the field of battle, Styrbjorn- the great leader of the Sons of Bjarki- would carry the day, leaving the skalds and the sons of those fallen that day to carry forth the war. Incentive enough had been given, the blood running throughout the streets serving to incite the young men and children that watched the battle- that watched the butchers running amok- to arms.

Now they would carry this war to its logical conclusion. As the dead were cast into the sea and looted of their arms and armor, the Assault Boats offloaded provisions, ready to fuel the next generation of the Bjarki war machine. There would be no further talking, no more armistice. Now the Bjarki would spread forth, seek out the men of Gee'Lei, and teach unto them the very meaning of an agonizing death! With Styrbjorn at their head, the golden age of the Sons of Bjarki had resumed, and even this magnificent victory was a sign of sure favor!

90% population available to use.

Port Styr

6087 Sons of Bjarki and Thralls will train with all of the gear looted from the dead for another ten-year grace period. After this period is over with, they will take the supplies prepared and march upon the Gee'Lei countryside. Their training will be similar to that of the first band together, with an extended focus on fighting golems and scaling walls. For the purpose of the latter, speed runs will be made with hooked ladders for the fastest scaling time. After all, once the walls are taken, the rest of a battle will be simple in comparison!

700 Thralls will spend the 10-year period collecting additional timber and converting it into the following split between catapults and balistas:
40% Catapults
30% Ballista
20% Flaming Munitions

400 Thralls will use the ten-year period to have ten of the Assault Barges strapped to the backs of the Mammoths. Styrbjorn's original method of transporting the longship will be changed so that four Mammoths will support a single Assault Barge upon their backs, with the howdahs being replaced into supports, and harnesses lashed up between the four mighty beasts. These "Assault Barge Mammoths" will serve as improvised assault towers, with a much more mobility than a regular wooden tower. Wood and other materials will be requisitioned as needed to make the necessary modifications from the timber the other Thralls bring in.

After the ten-year period, the 6087-man fighting force- in addition to the 500 Mammoths and the 10 specially-made Assault Barge Mammoths, catapults, in ballista- will all depart. They will carry with them enough food for an extended siege (About 2178 units of food should be enough). The plan for assault for the Gee'Lei cities will be detailed below.

The remaining 1200-strong force of Thralls will spend the rest of the century doing nothing but farming.

100 Skalds, in the meantime, will focus on researching Alchemical Fire. A derivative of the grain ale-firebombs, this is much more potent, being a sticky, burning substance that easily catches onto other surfaces (and people) when utilized.

The Assault
The Sons of Bjarki will waste no time. Well before they march, at the beginning of the ten-year period, all 430 spies will be disseminated throughout Gee'Lei's lands, attempting to make it within the cities and preferably integrate into various military positions, primarily those concerned with keeping security over the city gates.

When the army does march, the spies will be told to assault the gatehouses, which they should hopefully have knowledge or access to. After opening the gatehouses, or hopefully putting a dent in the gatehouse security forces, then the Sons of Bjarki will launch their assault. They will focus upon one city at a time. With the first city, they shall take no prisoners, slaughtering all within the walls to the last man, woman, or child. Actually reaching the walls, however, will consist of an intricate plan.

If the gatehouse is not taken and the gates are not opened, then the catapults and ballista will be put to good use. The ballista will target the enemy's siege weapons, if there are any still on the walls, solely. Catapults, armed with flaming munitions, will set the inside of the city on fire, with preference given to any concentrated groups of enemy archers or siege engines on the walls.

As the bombardment goes on, the Sons of Bjarki will take turns digging a large tunnel beneath the enemy's walls, attempting to undermine the foundations of the city walls and cause them to crumble. Should that succeed, then the Mammoth assault will continue as planned, but through the breached section of wall rather than anywhere else. However, should it fail, the Assault Barge Mammoths come into direct play here.

After the enemy's siege engines are destroyed, and the enemy put in disarray, the Assault Barge Mammoths will march forward. Each Barge will be filled with a number of the Sons of Bjarki, including Styrbjorn and his Chosen. The Barge will pelt the section of wall it approaches with heavy fire, before- eventually- those onboard the Barge will deploy hooked ramps and grappling ropes (Because the hooks will dig into the foundations, and make the objects practically unmovable when the weight of bodies are put upon them).

After storming the walls, the Assault Barge Mammoths will withdraw as- eventually- the Sons of Bjarki fight their way to the gates. The rest of the Mammoth-mounted forces will then storm inside the city. With such mighty, unstoppable beasts and a complete disregard for carnage, they will easily crush all of the Gee'Lei defenses. Should golems be present within the city, then the Golem Breaker force from earlier will deploy in the same manner, simply devastating the Golems causing hassle before retreating to safety behind the storm of Mammoths.

Should the gatehouse open, however, they will follow the same tactic- except instead of charging towards the gatehouse, they will focus on capturing- and turning against- as many siege engines as possible. All the while, the War Mammoths will charge through the city below, wreaking havoc as described further on.

However, with the advantage of height from the backs of their mighty mounts, the Sons of Bjarki have a distinct advantage with their bows and arrows. They also have a superior range for lobbing firebombs from! Using grain ale once more, they'll bombard the soldiers of Gee'Lei (As well as random structures) with torch-lit bottles and kegs, letting the flames further drive the Mammoths to greater heights of Gee'Lei-slaying fury!

Eventually, when the city is aflame and the men of Gee'Lei are routed, the Sons of Bjarki will withdraw the way they came, taking no slaves. The Sons of Bjarki will, however, attempt to loot whatever provisions they can from within the city as they leave. They will then repeat this process over and over again on each subsequent city, but not before, however, giving the following message: "The wrath of the Sons of Bjarki is limitless. Just as you have wronged us, so, too, will you be wronged. However, should you surrender your leaders to our judgement and submit to our fair rule, we will cease our slaughter. However, should you resist, our vengeance will be terrible: All of your men shall be forced to live like swine below even our lowest thrall, your women shall be raped to our satisfaction, your children shall be slain, and your lands shall be salted to never grow crops again!".

Should the city refuse, it will suffer the same fate as the one before it. If it accepts the new rule of the Bjarki, it shall be treated fairly, as promised: Just another jewel in the empire of the Sons of Bjarki.

Port Bjarki
All of the Assault Barges will be stocked with 1128 units of Food, and transported over to Port Styr, where ten of them will be converted as described. The remaining ten will be split as follows: Five will protect the waters between Port Styr and Port Bjarki, while yet another five will search the deeper waters for any signs of civilization. A third party might prove useful in further weakening Gee'Lei after all!

300 Thralls will work the fields, under the watching eye of 30 Sons of Bjarki.

The remaining 109 Thralls will focus solely on making children. As the population grows, use this assortment as a percentile for the division between farmers and child-makers:

75% farming, 25% making children.

Guardsman
2010-07-27, 07:43 PM
The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus
Wood| +1000
Iron| +0
Tin| +0
Exotic Foods| +1000
Clay| +0
Food| +500
Stone| +80
Dye| +3000
Gems| +1000
Population| +7500
Construction| +1
Housing (great)| +30
Soldiers| +500 (300 Outfitted at 1:1)
Ships| +70
[/table]

Technologies:
{table=head]Technologies
Sailing/boatmaking
Animal domestication/training
Mercantile
Improved Logging
Mining
Militarism
Blacksmithing
Advanced Agriculture
Architecture
Great Wall of Plenia
Glorious Temple of Plenia
Grand Barracks
Massive Irrigation/Sewage/Watertreament System
Gems, Iron, Tin, and Stone Mines
[/table]



The Jewel of the Waste was bustling with life! Their resolution for progress and wealth have brought boons beyond the splendor of any normal society. But the food supplies were growing ever so short and their reserves of metals, stone, wood, and clay were becoming scarce. It was time that they would stock up and become even stronger!

King Gaustus Felgor of Plenia gave a speech to the people in his royal attire of flowing white robes with glorious blue trim as he looked like royalty should. He kept himself rather clean with his curly brown hair cut short and his beard was rather well kept. The King of Plenia was a strong man but even he knew brute strength could not solve all problems. He declared that it was time for his sailors to go into the unknown, to uncover new lands and open up the mighty ocean to make trade flourish even more! As to such a mighty task he decreed that citizens would bring offerings to the mighty temple to that the sailors would come home safely. His next decree was that they would require more and more resources if they were to grow and expand their mighty city.
His next decree was that trade must flourish with their neighbors in their golden city and that trade must expand all over the waste! Soon when the time was ripe they must move all over the waste to make such lands flourish! That seemed to be all as he took his leave into his "palace".

The King in his quarters gave his orders to his fellow senators to make the people get more food and more resources, they needed it after all. He looked to his architects and ordered them to get workers to make a bazaar to increase trade in his city walls. The people he was sure would grow unhappy so he declared with great gusto to make booths for plays and puppet shows for the people when they would wish to be entertained!


1,000 sailors would be sent out on 50 ships to explore the ocean and return with whatever they could find and whatever information. His mighty explorers would reveal this world to the King!

2,500 citizens would go get food as decreed by the King. The people need to be fed.

230 citizens and 20 architects will build a bazaar with the wood they have currently.

230 citizens and 20 architects will build entertainment stalls for the people to keep them entertained during this time.

1,000 citizens will be sent out to get metals and gems in the mines.

1,400 citizens will get stone so that more buildings can be acquired!

1,000 citizens will be sent out to get wood for the Kingdom of Plenia.

50 watchmen will stand guard of the city.

50 traders will go out with the envoys to the city of gold to trade with these strange people. They were their allies and they would be treated as such.

DMBlackhart
2010-07-28, 02:33 PM
Year 300-400- The Big Leagues

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus
Wood| 0 / 0
Pig-Iron| 0 / 0
Food| -10,000/ +360
Wyrdstone| 0 / 0
Stone| 0 / 0
Exotic Fruits| 0 / 0
Silk| 0 / 0
Dye| 0 / 0
Population| -7895 / +220
Housing (Great)| 0 / 0
Constructions| 0 / 0
Combat Reasources
Mammoths| -500 / 0
Spies (untrained)| 0 / 0
Assault Barges| 0 / -10
Soilders| +1200 / 0
Catapults| +3 / 0
Ballista| +12 / 0
Mammoth Assault Barges| +2 / 0
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -0 in stores

The war had begun. Your men prepared for a decade, learning fast, and working faster. Every man in styr seemed to be busy doing something. Whether it be preparing war machenes, forging armor, training troops, or even stockpiling reasources. For in a short few years, the march on the gee'lei people would come! And the bjarki were not intent on losing.

The time had come. Your men, with their ten massive warmammoth/warship combinations, their fifty or so seige engines, and the six thousand or so soilders, all prepared to march into the neighboring foothills, where the gee'lei waited in stone houses behind trenches and city walls.

However even now the contest proved hopeless. A minor miscalculation in supplies left your men neerly starving. Additional reasources had to be met with the soilder, before they reached gee'lei. These supplies had unknowingly drained port styr, the soilders would not return home to loving families, but rather to the sick and dying.

Even no, as you stand on the doorstep of the first gee'lei city, you can see your highly untrained spies work went well. From the war efforts before, combined with your own personal choice of chaos, the city was neerl abandoned! Only a few defenses held you back. There was almost no opposition, your tactics quickly turned to simple swarming of the city! The city of "Palgront" was yours.

Your men continued to march, after a short restocking at the first of the gee'lei cities. Along the march you find a number of watch towers and outposts, none of which send signals to the further cities. Whatever state the gee'lei were in, it was thus far proving to be an insult, rather then a challenge. However in time your men came to the next Gee'lei structure, a massive network city built half under the hills, half above. "Krelleq", it was named. Your brutish tactics proved powerful against their dwindling forces. However it came as no surprise that this would be where their defenses were renewed. The men from the last city, almost all of which who abandoned it, had taken residence here, in hopes of stopping te bjarki war machene.

This time around your troops did not prove as fortunate. Plenty of losses on both sides. Enough so, that you were forced to consider stopping the war efforts. With the loses here today, if even one more town was heavily fortified, you'd see the end of the bjarki war efforts, and possibly an end to your civilization!

Finally, your scout ships return after ten long years of effort. It seems there is another continent just south of where the bjarki island chain rests. The distance is nothing to scoff at, and so far makes trade a difficult task. however meetings have been made, your scouts report the people of a wasteland plateu, which go by the name of plenia

Happenings-

- WAR! War with the gee'lei! It is time you went on the offensive!
- Your Pig-Iron mine has collapsed! It will take some time for your men to repair it and get it back up and running. (next turn)
- Your militaries equipment will only last you this escapade, after which you will have to forge new equipment.
- Starvation in Port Styr! The war efforts has trained Port Styr to the bone. And until additional men can be sent to inhabit the town, it is in a state of abandonment. (If this isen't resolved next turn, you lose the town completely. As it stands, bandits/raiders/ other unimportant factions are occupying it.)
- You have gained rule over Palgront and Krelleq.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.


-Constructions and Reaserches- Port Styr
-Major Runes- Complete
-Mercantilism- Completed
-Irrigation- Completed
- Drydock: Completed
- Obelisk: Completed
- Assault Barge: Completed
- New Town: Completed
Construction- Port Bjarki
- Herbalistic Medicine: Completed
- Obelisk: Completed
- Drydock: Completed
- Logging- Completed
- Grand Forge- Completed

[/SPOILER]

The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus
Wood| -3025 / +9,575
Metal| +5400 / -900
Food| +342 / +296
Stone| -1215 / -250
Gold| -2500 / -380
Wool| 0 / 0
Copper| 0 / 0
Silver| -350 / +3300
Jewels| -350 / +3300
Population| +3420 / +2960
Construction| 0 / 0
Housing (Good)| +250 / +200
Horses| +500 / 0
Combat Reasources
Soilders| 0 / +400
Cavalery| 0 / +50
[/table]

Another century passes, and with it great change. It seems the people of both eaglewind and palandril are unsastified with how things are progressing, and seek more culture. Just as well, some individuals have become upset to the point of revolt, however those individuals have found it simpler to just migrate to your allies the lodanians, rather then risk legal ramification.

A great genious by the name of ____ has been born this century. And although he lived well, and died young, his donations to the community will never be forgotton.

Your people are more then stable, and as their numbers grow, so to do they require more culture, more satisfaction, more housing, and more growt.

Happenings-

- Your farms have been restored, and all traces of bandits have been removed!
- Your people cry out for more culture!
- Some people have migrated AWAY from palandril to the lodanians. Those few individuals were not happy with how things have been progressing.
- A great person was born in palandril, as such you may choose one aspect to benefit from this. (Research, resource, population, military, culture, religion)

Construction & Research-
Statue of ____- Increased Culture in city
University of ____- Researches are considerably higher quality, projects are completed quicker and at less costs, over-all benefits to all tasks.
Temple of ____- Allows for increased happiness in city
Sophisticated Tools- Allows for over-all bonuses to all tasks.
Roads- Complete

All areas currently connected
Established Government- Prevents anarchy during regime change.
Fort _____- Will regulate Trade and allows a small bonus to gold income and chance of spotting spies.
Blacksmithing- Allows for metal-equipment production
Mercantilism- Allows for trade outside of your own cities to be more proficiant, benefitting you more often. (High Value)
Military Training- Allows production of skilled military units, and military units originally considered "too advanced" for the current era.



The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus
Wood| +9800
Iron| +250
Tin| +250
Exotic Foods| 0
Clay| +0
Food| -8225
Stone| +14,000
Dye| +3000
Gems| +5000
Population| -822
Construction| 0
Housing (great)| 0
Soilders| 0
Ships| 0
[/table]

A century has passed, and relations increase between you and your neighbors. Trading envoys had been sent, but with little to compensate, not much had been accomplished.

Food had been scarce, this had caused a great famine! However, with the construction of farms, as well as some more men devoted to the cause, this arid wasteland may prove more bountiful then you were led to believe.

Your people have little reason for uproar at this time. While the famine had played negativly on everyones moral, the trade was good, and the entertainment was fair.

To the north come mighty longships! These barges and longships drop off a couple thousand men, whom are all of stocky, burly breed. The Bjarki they call themselves. Relations are now open between your two people.

Construction and Research-

-Sailing/boatmaking
-Animal domestication/training
-Mercantile
-Improved Logging
-Mining
-Militarism
-Blacksmithing
-Advanced Agriculture
-Architecture
-Great Wall of Plenia
-Glorious Temple of Plenia
-Grand Barracks
-Massive Irrigation/Sewage/Watertreament System
-Gems, Iron, Tin, and Stone Mines




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 1000 people base, a larger amount sent over will allow for a quickly growth. But 1000 minimum.
2. 500 lumber
3. 500 Stone
4. 500 Iron
5. 2000 Food.

If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.

Notice to All Players-
Costs have changed dramatically. I will list specific costs as they come up, due to not having all the costs entirely planned out. But as it stands, building weapons/builings/roads/ etc will take considerably more reasources then the previous turns.

Equally, now that we are in a 100 year per turn period, natural reasources will become unusuable every 100 years. Not ALL reasources, but any single one is cut of every turn. And then the reasource will be re-instated the next turn. This can be flavored as cave ins, attacks, wild fires, and other natural occurances.

Cost for New Housing- In an effort to make am ore stable housing system, use these values for housing. Housing will determine city size, population growth rate, and a few other elements. The more houses/constructions in a town, the bigger it is.

Poor Housing- 1:1 (one reasource for one output). Poor housing can house a single citizen in your society.

Good Housing- 5:1 (five reasource for one output). Good housing will house fifty men.

Great Housing- 20:1 (Etc.). Great housing will house one hundread citizens in your society.

The costs are obviously imbalanced for a reason. Great housing, while providing more room for less cost (compared to buying 100 poor houses for the same result) will also cause more clutter. I will be keeping tabs on how "organised" a civilization is. This will provide penalties/bonuses to "Happiness", "culture", "structure", "combat", "defense" and a number of other elements. The more cluttered a city is (if you go with almost pure great housing) the less likely your people will be happy. However the more housing you have in a single city (with alot of poor housing) the less prepared you are for an attack, and the less organised the city is.

Hope I made it confusing enough! :p

Mashimoto
2010-07-28, 03:56 PM
The Republic of Palandril
A Tale of Two City-States
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 23,007

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 10583
Stone | 1007
Metal | 1462
Food | 1688
Gold| 16
Wool| 40
Copper| 0
Silver| 3300
Jewels|350
Horses|500
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]

Military
{table=head]Unit|Amount|Armor|Weapon
Swordsman|75|+1|+1
Pikemen|100|+1|+1
Macemen|75|+1|+1
Archer|100|+1|+1
Cavalry|50|+1|+1
[/table]+1|+1


Cities
Palandril, plains, Population 11,654
{table=head]Connected to|
Eaglewind|Yes
[/table]
Eaglewind, mountains, Population: 11,353
{table=head]Connected to|
Palandril|Yes
[/table]

{table=head]Building|Palandril|Eaglewind
House (good)| 328|266
City Wall (stone)| 1|0
University| 1|0
Large Statue| 1|0
Temple| 1|0
Fort|0|1
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Road?
Farms| .20|.20|Yes/Yes
Small Copse| (3)|X|Yes/Yes/Yes
Large Forest|X|(1)|Yes
Stone Deposit| .20|X|Yes
Metal Deposit| .20|.02/.00|Yes/Yes/Yes
Coal Deposit| .20|X|Yes
Sheep (wool)| .20|X|Yes
Copper Deposit| .20|X|Yes
University| .20|X|
Gold Mine|X|.20|Yes
Unique Jewels|X|.02|Yes
Silver Deposit|.20|.02|Yes
Silk|.00|X|Yes
Wild Stallions|X|.20|Yes
"Strange Minerals"|.20|X|Yes
[/table]

Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce
Sophisticated Tools
Roads
Government
Blacksmithing
Military Training
Mercantilism[/table]



400-500
The cities progress into the future with an unheard-of level of industry. Expansion--resource gathering, and progress define the century. The people live well ordered lives.

Well ordered--dull--laborious--unfulfilled.

Work, sleep, and work dictate the lives of the peasants. The cities are humdrum monotone expanses of stone and wood. The dull blue-gray of the sky is the most color they see--and the haggling of market-vendors is the closest thing to art. The people cry out, rabble themselves occasionally in the streets against the constant work, while others relentlessly petition the senate.

The culturally revolution was sparked. Over the next century, a number of magnificent structures were erected in both cities, designed to cater to the spiritual and cultural needs of the people. In this same time, Dioclesius, a philosopher, extended the art of knowledge towards art, personally authoring dozens of players in the vernacular of the poor which become massively popular during the century. (cultural hero)


Palandril City
11,654 workers
1000 guard the city and patrol the walls
5750 farm
2200 mine stone
500 mine metal
300 research Cartography
{table=head]Resource| Value
Gold| 1000
Silver| 1000
Unique Jewels| 500
[/table]
50 construct a Grand Cathedral dedicated to the full Pantheon of gods
{table=head]Resource| Value
Stone| 1000
[/table]
50 construct a Grand Amphitheater
{table=head]Resource| Value
Wood| 1000
[/table]
25 construct 10 smaller temples throughout the city, each dedicated to a minor diety
{table=head]Resource| Value
Wood| 1000
[/table]
50 construct a Grand Library which is open to all citizens
{table=head]Resource| Value
Wood| 1000
[/table]
1700 Follow the river another direction, until they find what is beyond the plains. Once they are there, they construct a settlement on the first suitable location.
{table=head]Resource| Value
Settlers| 1700
Wood| 500
Stone| 500
Metal| 500
Food| 3500
[/table]
29 build a road connecting the newly build city to Palandril
{table=head]Resource| Value
Wood| 200
Stone| 200
[/table]

Eaglewind
11,353 workers
1000 guard the city
200 man Fort Clearwater, collect taxes, and keep track of passers-by
5500 farm
1300 mine gold
400 mine metal
400 mine silver
400 mine unique jewels
1578 Cut Lumber
300 research Irrigation
{table=head]Resource| Value
Wood| 1500
Stone| 500
[/table]
100 Construct upgrades to the two metal mines, the silver mine, and the jewel mine, bringing them all to .20 efficiency.
{table=head]Resource| Value
Wood| 925
Stone| 925
[/table]
50 construct a Grand Cathedral dedicated to the full Pantheon of gods
{table=head]Resource| Value
Wood| 1000
[/table]
50 construct a Grand Amphitheater
{table=head]Resource| Value
Wood| 1000
[/table]
25 construct 10 smaller temples throughout the city, each dedicated to a minor diety
{table=head]Resource| Value
Wood| 1000
[/table]
50 construct a Grand Library which is open to all citizens
{table=head]Resource| Value
Wood| 1000
[/table]

Guardsman
2010-07-29, 12:54 AM
Resources:{table=head]Resource|Surplus
Wood| +10,800
Iron| +250
Tin| +250
Exotic Foods| +0
Clay| +0
Food| +0
Stone| +14,080
Dye| +6000
Gems| +6000
Population| +6,788
Construction| +1
Housing (great)| +30
Soldiers| +500 (300 Outfitted at 1:1)
Ships| +70
[/table]

Technologies:
{table=head]Technologies
Sailing/boatmaking
Animal domestication/training
Mercantile
Improved Logging
Mining
Militarism
Blacksmithing
Advanced Agriculture
Architecture
Great Wall of Plenia
Glorious Temple of Plenia
Grand Barracks
Massive Irrigation/Sewage/Watertreament System
Gems, Iron, Tin, and Stone Mines
[/table]



The Kingdom of Plenia was having a major setback in their mission to retrieve food. The King sat upon his throne in his estate looking at the numbers one of his esteemed newly elected senators brought with utter disgust. He was an old man of seventy years of age, holding onto life with an iron grasp. His eyes looked tired and his beard was as white as the clouds above their heads. Two thousand and five hundred men sent out and two thousand five hundred fools return. The King of Plenia was not pleased by this and each and every man sent out into the waste was declared to create farms to feed the people. The people had trusted them and had their hopes in them to feed their families and they return with not a scrap? Such impudence brought the King immense disgust.

Such disgust though brought ideas in his mind. He declared to his senator that there would be farms and boats sent out into the ocean to fish! Reap the bountiful ocean of the fish and surely the people will rejoice! But thirteen minds cannot keep this up forever...surely they would have to look to innovations. There would have to be senators and someone to take his place when he would pass into the realm of the gods. But first there must be a written language for their people that would be developed in their first academy! It was time to do or die and surely his people will not fade into the sands of time.

Since the ships of Plenia had returned and with it word from the Bjarki's plight of their war against their enemy he had decided to help them in return of the spoils of war. The Honorary General Hanniben Telvon of Plenia would be sent with 400 of his greatest warriors on their ships to the Bjarki. Perhaps in his old age he was doing something foolish but it must be done to make many friends. Hopefully these barbarians wouldn't do something foolish like betray the Plenian's trust. The King of Plenia finding their enemy to be on their last leg decided to perhaps...buy them out of their civilization. Entirely.


300 Bonded Son fully equipped and fully trained phalanx spearmen and 100 javelin peltasts will be sent to the Bjarki by boat. 20 ships with 400 sailors will bring them to the Bjarki's aid. In assisting the Bjarki they will also attempt to bribe their enemy into surrender and persuade them to rather turn on their masters and join the Plenian side with gems. After all with siding with the Kingdom of Plenia they would recieve immense wealth and not be enemies of the Bjarki anymore.

2,500 citizens who failed their king will make farms and crop rotations with irrigation from the water system of Plenia. Due to their shame on their names they will begin capturing horses and beasts of the waste and begin training them for use. 3,000 gems will be used as an initial bribe to demolish the people into joining them out of pure wealth.

1,000 citizens with 20 architects will begin building a forum for the senators to discuss matters involving the well being of Plenia. When this is done they will build an Academy for Plenia so that the greatest minds may invent great things and create art. But before such things a system of writing would be first invented!

500 citizens and 5 architects will create Dockyard and a large pillar that can have a fire lit at the top as a form of a "lighthouse".

260 citizens will begin trading dyes to their neighbors in their city of gold for food.

20 ships with 400 sailors will begin fishing and finding spots where schools of fish will most likely be to feed the city.

400 citizens will collect wood, stone, clay, and materials to make dyes.

1,000 citizens will expand the mines and get more metals and gems.

100 citizens will begin expanding the bazaar to offer more goods in their own city with 1 architect

100 citizens will go out into the waste and attempt to capture the first Plenian Elephant and learn how to make it into a fighting machine and useful to building!

37 citizens will go out and spread the word for trade

50 watchmen will remain guard of the city

DMBlackhart
2010-07-29, 12:34 PM
This post is only for gaurdsman/pleania

Don't worry Mashimoto/Gunther. I'll have the full-game post after gunther posts, after this post. I am only posting plenia's turn seperately because gunther would like to see how their conjoined tactics fairs before he sends the rest of his men on a suicide mission.

The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus
Wood| +4600
Iron| +5800
Tin| +5800
Exotic Foods| 0
Clay| +4600
Food| +1532
Stone| -5400
Dye| -1400
Gems| +8800
Population| +2320
Construction| 0
Housing (great)| 0
Soilders| -280
Ships| 0
Farm Value| .25
[/table]

A proud new era has arisen! You, the plenian's, now well ahead of the curve. You have discovered the art of the written word and as such your people are able to more effeciantly convey information over long distances. This will bring boons to many aspects of your civilization. Such as learning, scouting, treaties, trade, and so much more!

With farms now covering the platue in which your city stands your people are much better taken care of. Food is comming in at a comfortable rate, and with all the trades and entertainment and systems for easier living your people's moral is kept high.

You prepare your ships, for a lengthy journy lies ahead of you. Forty vessels, of which three hundread men sail to the northern continent in seek of trade. You have heard of the plight of your brothers the bjarki, and now you seek to undue their mess. Whatever doom this may spell for yourself, is yet unseen.

The trip goes well, for the most part. Your men land on the shores of port Bjarki, resupply as needed, and then make haste northeast towards the Gee'lei homelands. Unfortunately, even after all the trouble to get to the gee'lei capital, you are met with resistance. It seems that, as of now, the gee'lei have themselves fortified against the impending bjarki assault. As such, they were not expecting visitors.

Many of your messengers, whom came baring arms and gems, one for defense, the other as an offer, One after another they fell to the remnants of the Gee'lei forces. Only a handful of men survived, the riches they had brought with lost to the gee'lei, along with a couple hundread men.

It seems that negotiations would not be easily met by sending soilders, and your unsure of how safe it'd be to send unarmed men into the midsts of the warring countries.

Construction and Research-

-Writing
-Sailing/boatmaking
-Animal domestication/training
-Mercantile
-Improved Logging
-Mining
-Militarism
-Blacksmithing
-Advanced Agriculture
-Architecture
-Great Wall of Plenia
-Glorious Temple of Plenia
-Grand Barracks
-Massive Irrigation/Sewage/Watertreament System
-Gems, Iron, Tin, and Stone Mines

Gunther
2010-07-30, 01:48 AM
Resources:{table=head]Resource|Port Styr|Port Bjarki|Palgront (Muspellheim)| Krelleq (Fenrir)
Wood| 100| 0| 0| 0
Iron| 239| 0| 0| 0
Pig Iron| 0| 0| 0| 0
Food| 0| 2517| 0| 0
Wyrdstone| 0| 0| 0| 0
Stone| 212| 0| 0| 0
Exotic Fruits| 0| 0| 0| 0
Silk| 0| 0| 0| 0
Dye| 0| 0| 0| 0
Mammoths| 500| 0| 0| 0
Housing [Tents]| 0| 0| 0| 0
Housing [Good]| 0| 25| 0| 0
Housing [Great]| 16| 10| 0| 0
Rare Beasts| 1| 0| 0| 0
Farm/Fishing Boat Value| .1| .07| 0| 0
Mining Value| .02| .01| 0| 0
Logging Value| .10| 0| 0| 0
Mammoths| .03| 0| 0| 0
[/table]

Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes
Mercantilism
Irrigation
Herbalism[/table]

Military
{table=head]Type| Port Styr| Port Bjarki| Palgront (Jotnar)| Krelleq (Jormun)
Soldiers| 1225| 0| 0| 0
Spies| 430| 0| 0| 0
War mammoths| 0| 0| 0| 0
Assault Barge Mammoths| 2| 0| 0| 0
Ballistas| 12| 0| 0| 0
Catapults| 3| 0| 0| 0
Assault Barges 0| 10| 0| 0

{table=head]Weaponry| Amount
Plate Armor| 262
Greatswords| 117
Banded mail| 1860
Longbows| 720
Khopesh| 580
Shortspears| 75
Warhammers| 170
Axes| 50
Longswords| 25[/table]
Population: 0/659/0/0

Styrbjorn had found these new Plenians to be an interesting folk. Having led the battles from the front, he had only a small amount of time to speak with the men of Plenia. They had been a dark-skinned folk, and though their ways had been strange to the Bjarki, the great chieftain was no fool. Their war against Gee'Lei had almost entirely spent their ranks, and with their food stocks almost hitting bottom, they had been forced to pull back on the war effort. A final assault against their last city had been out of the question: Even though they likely outnumbered the remaining forces of the enemy, they were in the same shoes of Gee'Lei: Fighting the offensive against an enemy that was entrenched behind walls. Siege engines could easily pick off their own from afar, and whilst they still had a major advantage in having taken two cities and forced their foe into a corner, they could not quite land the death blow.

Even as the barbarian chieftain had attempted to re-arrange what remaining people had survived such a terrible famine, the cost of war having reminded those survivors of just what needed to be done to ensure future prosperity, he knew that this war could not be won by them alone. The men of Plenia were a wildcard, but Styrbjorn needed something to dramatically shift they had been fighting thus far. Port Styr had been lost to the famine, and even as he diverted food to the war front, it was at great cost. His forces were now deep in what could only be called enemy territory, and without a steady supply of food from the home-front, they'd need to become creative.

With any fortune, the Plenians would soon join the war effort- if not because of an economic interest in the wealth they lost, then certainly in the men Gee'Lei so foolishly slew. Offering the Plenians the right to buy the last city had been a fairly clever thought on Styrbjorn's part: His only regret having been that it failed. However, with the Bjarki slowly consolidating, all he had to do anymore was just pick at the exposed heart of Gee'Lei. A direct assault would be foolish: Harming them indirectly? That's another story entirely.

Rising from his seated position, he moved out to the band of men at large, the army having formed a series of small encampments to work from. There was plenty of work to be done.

All 1,200 Sons of Bjarki warriors will begin a campaign of midnight raids against the fields of Gee'Lei's last city. They will attack in the night, without torches. Working in small groups, they scatter large amounts of salt onto the soil of the farming fields, rendering it incapable of producing another harvest. By working in small groups evenly dispersed, and maintaining the utmost discipline of silence, they will cover a large tract of land that way. After salting an area of fields, they will take what edible food they can before retreating to the darkness, sustaining their army and leeching off Gee'Lei. If secrecy is lost, and an alarm raised and- subsequently- Gee'Lei begins to disperse their men through the fields, then the Bjarki will simply grab what they can before fleeing into the cover of darkness.

Since Gee'Lei is on the defensive, then the number of patrols out at night will be at a minimum, instead favoring the defense of their walls. To assure this, the soldiers will keep a watch on the patrol patterns before executing this plan, sticking to those paths with the minimum amount of patrols passing through them before striking the fields. This is to minimize the risk to the men. If they can silence the guards before an alarm is raised, then they are welcome to do so, but if they have the option of staying in cover unseen or attacking, then they are to stay in cover and simply wait for a patrol or search group to pass. Open attacks are only a last-option compared to stealth. This should ensure a bare minimum of losses from the raids, which will take place several times until a sufficient amount (Most of the fields, at least enough of them to ensure that the city will be starving) are covered, or the Bjarki lose 400 of their 1,200-man force.

Between these midnight raids, they will set up camp between both the former cities of Pelgront and Krelleq. Should they lose 400 men before their goal is accomplished, they will split their forces in half and have one group retreat to each of the aforementioned cities. Pelgront and Krelleq, being closer to Gee'Lei, make them a tempting target. For this reason, they will be fortified with the extra soldiers produced. After all, if it's one thing Gee'Lei is, it's proud: Retaking their lost cities will be their first goal, and this will make them predictable.

After arriving at each city, they will shore up the defenses with whatever they can find, dismantling the homes in each city to construct additional catapults and ballista for defense. In addition, they will dig pit traps and other such defenses to help thin any attacking forces should Gee'Lei try anything so suicidal as an offensive. With additional men filtering into each city, this should only further shore up the defenses. Runners will be sent between each city on a daily basis to ensure constant communication. Should a siege take place, then reinforcements will filter through entirely to the besieged city to prevent calamity.

Port Bjarki
150 people will travel from the city to each of the cities, giving Styr, Muspellheim, and Fenrir a population of 150 each.

The food in Port Bjarki will be divided in such a fashion as well. 630 units will go with each "Convoy" of people, to help them settle into their new, abundant cities.

The remaining 200 people will do the following tasks, with their children being assigned accordingly to percentages:
40% will farm
25% will be devoted to producing additional children
20% will be given a training regimen from birth until they are old enough to fight and then dispatched as reinforcements to Muspellheim and Fenrir.
5% will research the technology of Child Soldiers- the process by which young men can be trained from birth and fight

Port Styr
50% will farm
20% will take the Pig Iron mined from the recovering mine, and convert it into new equipment. Half of the Pig Iron gathered will be converted into banded mail (2:1 ratio), and the other half will be split with the following percentages into weaponry:
-40% Longbows (2:1 ratio)
-30% Khopeshes (2:1 ratio)
-20% Axes (2:1 ratio)
-10% Spiked Warhammers (1:1 ratio)
15% will be devoted to making children
10% will be trained from birth until they are old enough to fight, and then sent to reinforce both "Frontline" (Muspellheim and Fenrir) cities.
5% will focus on the technology of military tactics- by which soldiers can cooperate in complex formations and tactics, and where trust is built between warriors to help make these formations function effectively.

Muspellheim
45% will farm
25% will focus on having children
25% will train to become warriors until they are old enough to fight- where they will join the currently stationed warriors in fortifying the city with stone from Port Styr (half of the available stone). In addition, they will also tear down a few of the homes to produce additional ballistas and catapults. Not all of them, mind, but a handful.
5% will focus on researching trebuchets- long-range siege engines with superior range to regular catapults.

Fenrir
45% will farm
25% will focus on having children
25% will train to become warriors until they are old enough to fight, where they will join the warriors already present in fortifying the city with stone from Port Styr (Half of the available stone). In addition, they will also tear down a few of the homes to produce additional ballistas and catapults. Not all of them, mind, but a handful.
5% will focus on researching more stable mining techniques to reduce the likelihood, if not utterly eliminate, the risk of losing the Pig Iron mine's flow of metal.

If any of the cities begin to starve, surplus food will be diverted from the other cities to the one in need to prevent famine.

DMBlackhart
2010-07-30, 02:08 PM
Year 500-600- The Big Leagues

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus|Surplus|Surplus|Surplus
------|Styr|Bjarki|Fenrir|Musspellheim|
Wood| 0 | 0 | 0 | 0 |
Pig-Iron| 0 | 0 | 0 | 0 |
Food| +60 | -950 | +360 | +360 |
Wyrdstone| 0 | 0 | 0 | 0 |
Stone| 0 | 0 | 0 | 0 |
Exotic Fruits| 0 | 0 | 0 | 0 |
Silk| 0 | 0 | 0 | 0 |
Dye| 0 | 0 | 0 | 0 |
Population| +20 | -189 | +150 | +150 |
Housing (Great)| 0 | 0 | 0 | 0 |
Constructions| 0 | 0 | 0 | 0 |
Combat Reasources
Mammoths| 0 | 0 | 0 | 0 |
Spies (untrained)| 0 | 0 | 0 | 0 |
Assault Barges| 0 | 0 | 0 | 0 |
Soilders| 0 | 0 | 0 | 0 |
Child Soilders| 0 | 0 | +22 | +22 |
Catapults| 0 | +45 | 0 | 0 |
Ballista| 0 | +45 | 0 | 0 |
Mammoth Assault Barges| 0 | 0 | 0 | 0 |
Armor| +360 (2:1)|
Longbows| +142 (2:1)|
Kopeshes| +107(2:1)|
Axes| +71(2:1)|
Spiked Warhammers| +71(1:1)|
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -0 in stores

"One thousand in the middle of the night.", "Another in broad daylight." "And yet the land still drowns", "In salt and siren sounds". - The Blackest Day Nursery Rhyme.

The attack worked! Not only had you greatly crippled Gee'lei's ability to sustain a constant supply of food, you've managed to starve out their population. The morale of both men and boy alike had fallen, as the city quickly became a necropolis. The only remaining forces now in your way are about 50 golems. Not an impressive number, to be sure, but a trying task nonetheless.

Anarchy in musspellheim and fenrir! Establishing new grounds is always difficult, especially when others believe they have more of a right then their own brothers! The breif moment of chaotic dischord only lasted about twenty years, however the population took time to recover. (No Actions for Musspellheim or Fenrir)

The people of gee'lei are no more! Although their last city stands remotely fortified, you may in all rights say you have bested your beligerent foes! As well, a great man by the name of _____ had come to be in the port city of bjarki. This man had devoted his life to the military, to the way the bjarki fought, and to improving these tactics exponentially.

Happenings-

- The War with Gee'lei has ended. Although battle still remains to be had, the faction has been wiped from the map.
- The new military equipment will last another 2 turns before you have to refresh.
- A great military mind has awoken within port Bjarki! The man spent his short life devoted to taming the troops, and expiditing your military strength!(One free military-based Tech)

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.


Constructions and Reaserches- Port Styr
-Major Runes- Complete
- Formation Tactics- Completed
- Mercantilism- Completed
- Irrigation- Completed
- Drydock: Completed
- Obelisk: Completed
- Assault Barge: Completed
- New Town: Completed

Construction and Research- Port Bjarki
- Herbalistic Medicine: Completed
- Children Soilders: Completed
- Obelisk: Completed
- Drydock: Completed
- Logging: Completed
- Grand Forge: Completed



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus|Surplus|
------|Palandril|Eaglewind|X|
Wood| -3500 | +9,645| 0 |
Metal| +5500 | +4800 | 0 |
Food| -2980 | +546 | 0 |
Stone| +24,900 | -925 | 0 |
Gold| -1000 | +5200 | 0 |
Wool| 0 | 0 | 0 |
Copper| 0 | 0 | 0 |
Silver| -1000 | +4800 | 0 |
Jewels| -500 | +4800 | 0 |
Population| +4300 | +5460 | 0 |
Construction| +4 | +4 | 0 |
Housing (Good)| 0 | 0 | 0 |
Horses| 0 | 0 | 0 |
Combat Reasources
Soilders| 0 | 0 | 0 |
Cavalery| 0 | 0 | 0 |
[/table]

T he lodanian's beseech you. It seems their numbers are thinning, and they are currently willing to trade you any reasource or technology they have in their possession for as many immigrants as your willing to spare.

Water levels rise as a tidal wave, spanning the entire northern half of the continent, washes out most of the land. It seems the water levels will drop quickly, however for the time being your farms are ruined, and trade with the north has been cut off.

A new city has been founded to the south! The city of ____ pops up almost over night. At this new site you are elated to find the following. This part of the plains neighbors a large jungle area, however your men are too far to collect reasources there. Surronding the new town you have discovered Strange Materials, Iron, Gems, Spice, and Rare Herbs.

Happenings-

- Your soilder's equipment is now out of use, and will require new equipment.
- A tidal wave from the far north has begun flooding areas. River levels have risen.
- Your stone mine near palandril has been tapped out completely.

Construction & Research-
Statue of ____- Increased Culture in city
University of ____- Researches are considerably higher quality, projects are completed quicker and at less costs, over-all benefits to all tasks.
Temple of ____- Allows for increased happiness in city
Sophisticated Tools- Allows for over-all bonuses to all tasks.
Roads- Complete

All areas currently connected
Established Government- Prevents anarchy during regime change.
Fort _____- Will regulate Trade and allows a small bonus to gold income and chance of spotting spies.
Blacksmithing- Allows for metal-equipment production
Mercantilism- Allows for trade outside of your own cities to be more proficiant, benefitting you more often. (High Value)
Military Training- Allows production of skilled military units, and military units originally considered "too advanced" for the current era.
Grand Cathedral- Allows for increased culture. You are now able to send missionaries to other lands.
Grand Library- Increased Culture.
Grand Ampitheater- Increased happiness/culture.
Cartography- Allows for map-making. (High Value) Plains instantely recorded
Irrigation- More effeciant farm plots. (.25 value)




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 1000 people base, a larger amount sent over will allow for a quickly growth. But 1000 minimum.
2. 500 lumber
3. 500 Stone
4. 500 Iron
5. 2000 Food.


Change in Policy-

A note on combat to all players. When you DO choose to enter large-scale combat, that consists of a majority of your population, you are free to cut up your turn into fragments. (one post as X years (out of 100). The smaller fragmented turn will be completed first, then the second turn. This WILL slow down the game speed, which everyone has been happy with thus far, so I implore against this option this early in game. However, you are still free to do as you please.

Cost for New Housing-
Poor Housing- 1:1 (one reasource for one output). Poor housing can house a single citizen in your society.

Good Housing- 5:1 (five reasource for one output). Good housing will house fifty men.

Great Housing- 20:1 (Etc.). Great housing will house one hundread citizens in your society.

Gunther
2010-07-30, 08:39 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki| Muspellheim| Fenrir
Wood| 100| 0| 0| 0
Iron| 239| 0| 0| 0
Pig Iron| 0| 0| 0| 0
Food| 60| 1567| 360| 360
Wyrdstone| 0| 0| 0| 0
Stone| 212| 0| 0| 0
Exotic Fruits| 0| 0| 0| 0
Silk| 0| 0| 0| 0
Dye| 0| 0| 0| 0
Mammoths| 500| 0| 0| 0
Housing [Tents]| 0| 0| 0| 0
Housing [Good]| 0| 25| 0| 0
Housing [Great]| 16| 10| 0| 0
Rare Beasts| 1| 0| 0| 0
Farm/Fishing Boat Value| .1| .07| 0| 0
Mining Value| .02| .01| 0| 0
Logging Value| .10| 0| 0| 0
Mammoths| .03| 0| 0| 0
[/table]

Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging
Major Runes
Mercantilism
Irrigation
Herbalism
Children Soldiers
Military Formations[/table]

Military
{table=head]Type| Port Styr| Port Bjarki| Muspellheim| Fenrir
Soldiers| 1225| 0| 0| 0
Child Soldiers| 0| 0| 22| 22
Spies| 430| 0| 0| 0
War mammoths| 0| 0| 0| 0
Assault Barge Mammoths| 2| 0| 0| 0
Ballistas| 12| 0| 0| 0
Catapults| 3| 0| 0| 0
Assault Barges 0| 10| 0| 0[/table]

{table=head]Weaponry| Amount
Plate Armor| 262
Greatswords| 117
Banded mail| 2220
Longbows| 862
Khopesh| 687
Shortspears| 75
Spiked Warhammers| 241
Axes| 121
Longswords| 25[/table]
Population: 170/380/300/300

Styrbjorn had met his great-grandson Fjolnir with pride. The young man had a brilliant mind for strategy, one to match that of Styrbjorn. The chieftain's twin axes had found a suitable match with the youngest of the Bjarki, the people of the Little Bear finding a man with such a mind as to match the sheer brute force of the mighty barbarian warlord.

The young man, named "Wise One" in the tongue of the Bjarki, had brought great honor in earning such a name. And earned it he had! In the contests of arms and strength, the two-khopesh fighting style he utilized had come to great effect. With two fluid weapons, both elder and younger had spent several bouts within the blood pits, fighting back-to-back and sometimes even against one another. While wooden weapons were used in lieu of their normal weapon of choice within the pits (In practice fights, anyways), the young man had still managed to serious injure a number of opponents. Almost as many as Styrbjorn did back when he was as young as the man.

However, where Styrbjorn had built an empire out of the back of a howdah, Fjolnir was turning that empire into a proper civilization. Already, the young man had begun to lay down a series of military laws. The Skald Jarl, having twisted even more in the massive chieftain's absence, had worked to bring forth great technological renewals. With the latest burst in military technologies, a bit more civic works would be good to utilize here: Though Styrbjorn knew that they would need to solidify now more than ever to stay a stable, upwards-shooting culture.

With Gee'Lei having been finally conquered, that left the Sons of Bjarki with one last city to take. Plenia had been promised the last city, yes, and they had their wealth. Wealth that Styrbjorn knew well in advance would come in handy if he could couple their more diplomatic bent with his superior might of arms.

The free military technology advance will be spent on Military Codes- a series of laws by which each city under the Bjarki reign will be an independent City-State ruled by a Warlord. All of which will be Chosen under Chieftain Styrbjorn, hand-picked for their loyalty to the mighty, pseudo-immortal leader, having been men from his Iron Band.

Taking the twelve hundred soldiers that once served in the field-salting campaign, Styrbjorn and Fjolnir launch a combined attack. Utilizing the remaining Assault Barge Mammoths, the men armed with plate armor and spiked warhammers will launch a full-on frontal assault. When the heavily armored warriors take the walls and the gatehouses, they'll open up the gates for the regular forces below. As the soldiers march into the city, eliminating any lingering resistance in careful phalanx formation, they will withdraw should golems be encountered. At this point, the "Golem Cracker" company will spring into action, decimating the stone monsters with their spiked warhammers and plate armor. When the last of the golems is secured, the city's remains will be rifled through, looking for anything and everything of value. The gems will be returned to the men of Plenia with the head of Gee'Lei's starved leader. As the technology of writing is discovered, and eventually Gee'Lei's texts are deciphered, the Bjarki will promise Plenia the city.. After all of the information and technology has been gathered from within the city, the Sons of Bjarki will withdraw from the city and offer it to Plenia as a gesture of good will. As a bonus, the fact that the main route to the city goes through Bjarki lands can work in their favor if they ever take a sudden disliking to their new neighbors.

Port Bjarki
40% will farm
35% will be devoted to producing additional children
10% will be given a training regimen from birth until they are old enough to fight (as full-grown warriors) and then remain within the city limits.
5% will research the technology of military equipment preservation- the process by which military equipment is kept maintained over an extended period of time.

Port Styr
45% will farm
20% will take the Pig Iron mined from the recovering mine, and convert it into new equipment. Half of the Pig Iron gathered will be converted into plate armor (1:1 ratio), and the other half will be split with the following percentages into weaponry:
-40% Longbows (2:1 ratio)
-30% Khopeshes (2:1 ratio)
-20% Axes (2:1 ratio)
-10% Spiked Warhammers (1:1 ratio)
20% will be devoted to making children
10% will be trained from birth until they are old enough to fight (as fully-grown soldiers), and then be sent to Port Bjarki.
5% will focus on the technology of writing- while it may not be vital to survival, the sooner they understand writing, the sooner they can steal Gee'Lei's secrets!

Gee'Lei's Dead Capital:
The soldiers, after conquering the city, will settle down and evenly divide themselves between farming and training, depending on the season.

Mashimoto
2010-07-30, 10:53 PM
The Republic of Palandril
A Nation of Gold
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 32,767

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 16782
Stone | 24982
Metal | 11492
Food | 0
Gold| 4216
Wool| 40
Copper| 0
Silver| 7200
Jewels|350
Horses|4800
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]



Cities
Palandril, plains, Population 17,114
{table=head]Connected to|
Eaglewind|Yes
Bajhire-Ruhne|Yes
[/table]
Eaglewind, mountains, Population: 15,653
{table=head]Connected to|
Palandril|Yes
Bajhire-Ruhne|No
[/table]
Bajhire-Ruhne, plains, Population: 1700
{table=head]Connected to|
Palandril|Yes
Eaglewind|No
[/table]

{table=head]Building|Palandril|Eaglewind|Bajhire-Ruhne
House (good)| 328|266|34
City Wall (stone)| 1|0|0
University| 1|0|0
Large Statue| 1|0|0
Temple| 11|10|0
Fort|0|1|0
Grand Cathedral|1|1|0
Grand Amphitheater|1|1|0
Grand Library|1|1|0
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Bajhire-Ruhne|Road?
Farms| .25|.25|.00|Yes/Yes
Small Copse| (3)|X||X|Yes/Yes/Yes
Large Forest|X|(1)|X|Yes
Stone Deposit| (empty)|X|X|Yes
Metal Deposit| .20|.20/.20|.00|Yes/Yes/Yes/No
Coal Deposit| .20|X|X|Yes
Sheep (wool)| .20|X|X|Yes
Copper Deposit| .20|X|X|Yes
University| .20|X|X|
Gold Mine|X|.20|X|Yes
Unique Jewels|X|.20|.00|Yes
Silver Deposit|.20|.20|X|Yes
Silk|.20|X|X|Yes
Wild Stallions|.20|.20|X|Yes/Yes
"Strange Minerals"|.20|X|X|Yes
"Strange Materials"|X|X|.00|No
Spice|X|X|.00|No
Rare Herbs|X|X|.00|No
[/table]

Technologies: {table=head]Agriculture|Industry|Knowledge|Society|Military
Agriculture|Construction|Written Language|Commerce|Military Training
Animal Husbandry|Sophisticated Tools|Education|Government|
Irrigation|Roads|Cartography|Mercantilism|
|Blacksmithing|
[/table]



500-600
"...and finally," the assembled citizens said, standing in orderly rank-and-file in the Eaglewind forum. Their voices rang out into the mid-afternoon, echoing against each other and harmonizing in the breeze above the hustle and bustling noises of the city. "I swear that I, as a citizen of Lodenia, shall in no way cause harm to the cities or people of Eaglewind, to whom I owe first loyalty. And I wish death to come before that dishonor."

After their oath, they are whisked unceremoniously through Clearwater Pass, towards the struggling kingdom of Lodenia. The Eaglewind senate promised these thousands of citizens, in exchange for whatever technology the Lodenians might have, as well as a stake in any technology they might develop in the future.

Also, the settlers had every intention of maintaining their independent culture and identity. While they would, in technicality and law, be Lodenian--in culture, family, and habits they would remain true to Palandril customs, especially those of the Eaglewind mountain-dwellers.

As the relationship between the growing nation of Palandriil and the outside world grows, it becomes more focused on commerce. They begin to develop means of representing wealth in the form of coins, as well as the shipping capabilities that would allow them to ship goods up or down river to distant lands.

The newly settled city of Bajhira-Ruhne, on the border of a dense jungle, is settled as men begin to plot and chart the immediate area on maps.

And so it goes.


Palandril City
17,114 workers (13,000 after some move away)
1250 guard the city and patrol the walls
10,000 rebuild farms, utilizing their knowledge of irrigation to make them better than they were. Then, they farm, trying to end the famine.
{table=head]Resource| Value
Wood| 325
Stone| 325
[/table]
500 mine metal
1000 research Currency
225 construct a Grand Market, which will serve as a center for buying and selling for the entire nation.
{table=head]Resource| Value
Wood| 2500
Stone| 2500
[/table]
25 construct 100 (good) houses
{table=head]Resource| Value
Stone| 500
[/table]
4114 move to Bajhira-Ruhne
life with them

Eaglewind
15,353 workers
1000 guard the city
200 man Fort Clearwater, collect taxes, and keep track of passers-by
4928 rebuild farms, utilizing their knowledge of irrigation to make them better than they were. Then, they farm, trying to end the famine.
{table=head]Resource| Value
Wood| 325
Stone| 325
[/table]
1750 mine gold
500 mine metal
500 mine silver
500 mine unique jewels
1500 Cut Lumber
800 research Ship-Making
{table=head]Resource| Value
Wood| 10,000
Gold| 3000
[/table]
25 construct 100 (good) houses
{table=head]Resource| Value
Wood| 500
[/table]
3475 move to Lodenia, bringing with them Palandril culture and ways of life


Bajhire-Ruhne
5814 workers
350 guard the city
2500 construct (.25) farms and then farm
{table=head]Resource| Value
Wood| 325
Stone| 325
[/table]
300 build resource site (.20) at "Strange Materials", Spice, Rare Herbs, Metal, and Unique Jewel sites
{table=head]Resource| Value
Wood| 1250
Stone| 1250
[/table]
200 build 300 (good) houses out of wood, three small temples, a small theater and a wooden wall
{table=head]Resource| Value
Wood| 2550
[/table]
100 research Improved Architecture

Guardsman
2010-07-31, 04:53 AM
The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus
Wood| +5600
Iron| +5800
Tin| +5800
Exotic Foods| +1000
Clay| +4600
Food| +2532
Stone| +80
Dye| +1600
Gems| +9800
Population| +9323
Construction| +1
Housing (great)| +30
Soldiers| +120 (120 Outfitted at 1:1)
Ships| +70
[/table]

Technologies:
{table=head]Technologies
Sailing/boatmaking
Animal domestication/training
Mercantile
Improved Logging
Mining
Militarism
Blacksmithing
Advanced Agriculture
Architecture
Great Wall of Plenia
Glorious Temple of Plenia
Grand Barracks
Massive Irrigation/Sewage/Watertreament System
Gems, Iron, Tin, and Stone Mines
Written Word
[/table]




Statue of First General Hanniben Telvon
http://gauss.unh.edu/~cmw63/IMAGES/statue_of_hannibal.jpg


The End of the War
The war had ended by not the point of a sword but the tactics of the Bjarki allies to starve their enemy to death. It was a battle mostly won by the Bjarki and the small army of Plenians were below half strength. First General Hanniben Telvon was shamed in this first war because of foolish mistakes and most likely malicious curses placed on them by the gods during that battle. But with the end of the war came the spoils and the knowledge.

Hanniben Telvon, First General of the Plenians stood by his men with his hands behind his back while the Plenian Bonded Sons began to reap the spoils of the city. They sacked, they pillaged, they looted, and they stole from the Gee'lie. The survivors of the Gee'lie would be made slaves and any surviving soldiers would be crucified and burned by Plenian hands as it was a newly developed custom of vengeance. He would see to getting all gems back from the apparent failure of a bribe done so poorly by his men. He would make certain to have better infiltrators rather than foolhardy noblemen. He ordered his men to bring the riches of the Gee'lie and the weapons and armour of the Gee'lie back to the ships to be taken home. The city would be made a major outpost for trade for the Plenians in Bjarki lands. To look to the safety of both of these people. The First General with all these battles had given him several bursts of ingenuity against missile fire, the use of cavalry, and the use of war machines.

But something truly worried the First General, his mortality. There had been news of the death of King Gaustus the First. Time would creep up on the First General like the wind and snatch his very soul without a word! But he had heard something rather interesting about the Bjarki leader. This Strybjorn fellow seemed to live much longer than any person in the Bjarki tribes. Deciding it rather formal to these Bjarki to be straight forward he went up to the leader and simply asked without any fear in the General's eyes "What gives you the power to spit death in the face and live as long as you have? What gifts give you the power to live so long without fear of growing old and brittle? What knowledge did you obtain which makes you immune to the sands of time? I must know, I must do what others could not."


Since the Plenians wish to turn this former city into their own personal outpost from home they will need supplies and people. While they wait for more people to move in to the outpost they will began working on fortifying the place. 3,000 citizens will be sent to this outpost.

The citizens will begin farming to make food surplus's and get more wood for their home.

3/4th's of the boats will return to Plenia with the riches and equipment to be brought back to the King and the equipment to the barracks.


The Kingdom of Plenia


King Gaustus the Second
http://www.1st-art-gallery.com/thumbnail/216238/1/Frescoes-In-The-Villa-Vallmarana,-Vicenca,-Scene-Aenaeas-Presents-Dido,-Queen-Of-Carthage-Erbauerin.jpg

Statue of High Senator Himilcom
http://www.vhinkle.com/rome/toga.jpg


The Kingdom of Plenia was filled to the brim with life and commerce! The people were well fed, the walls were safe and secure, news from the battle has come out in victory! Truly Plenia rejoiced with their first ever victory in warfare. They were moving into the future and the people knew they were in a city that was ment for greatness. No one has heard of any other civilization that rules the sea like they do. Soon though the world will recognize the Plenian's as the great civilization that it is! There was also a new king deemed worthy by Gaustus the First, chosen from the nobility to take his place.

In the Forum the Senators were yelling at one another over trivial matters such as wealth, the war, expansion, needing a greater army, needing a navy, better education for the people and more brilliant minds. The young boy Gaustus the Second was in his estate being taught how to be a king while Senator Himilcom had been placed as the ruler in his stead till he was ready. High Senator he was called for his loyalty to the crown and his devotion to the Plenian's. Servants of the High Senator were writing down all the discussed matters to be looked over with the High Senators architects and advisors in the matter. When the matter was finally finished the High Senator departed for the Kings estate with his servants to get things done for there was much on Plenia's plate.


40% of the population will begin farming and fishing.

20% of the population will begin mining, gathering wood, resources for clay, and stone.

5% of the population will begin finding a suitable area in the wasteland for a new city. Also during this time they will attempt to capture animals to be trained for use.

25% of the population will be trained to be the first Plenian peasantry foot soldiers.

5% of the population will begin making new weapons and armour and they will attempt to use tin for some use.

5% of the population will start making warships for the Plenians and the first ever Plenian Destroyer Warship known as the Trireme. Also with the making of these ships the people will make blocks of wood in different shapes known as "template'" which are better known as templates.

Best description
http://en.wikipedia.org/wiki/Trireme


http://library.thinkquest.org/05aug/00156/images/carthagianianwrship.jpg

DMBlackhart
2010-07-31, 01:05 PM
Year 500-600- The Big Leagues

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus|Surplus|Surplus|Surplus
------|Styr|Bjarki|Fenrir|Musspellheim|
Wood| 0 | 0 | 0 | 0 |
Pig-Iron| 0 | 0 | 0 | 0 |
Food| +74 | +144 | 0 | 0 |
Wyrdstone| 0 | 0 | 0 | 0 |
Stone| 0 | 0 | 0 | 0 |
Exotic Fruits| 0 | 0 | 0 | 0 |
Silk| 0 | 0 | 0 | 0 |
Dye| 0 | 0 | 0 | 0 |
Population| +776 | +1477 | 0 | 0 |
Housing (Great)| 0 | 0 | 0 | 0 |
Constructions| 0 | 0 | 0 | 0 |
Combat Reasources
Mammoths| 0 | 0 | 0 | 0 |
Spies (untrained)| 0 | 0 | 0 | 0 |
Assault Barges| 0 | 0 | 0 | 0 |
Soilders| 0 | -1000 | 0 | 0 |
Child Soilders| +58 | +100 | 0 | 0 |
Catapults| 0 | 0 | 0 | 0 |
Ballista| 0 | 0 | 0 | 0 |
Mammoth Assault Barges| 0 | 0 | 0 | 0 |
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 10 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. -0 in stores

The battle would be won tonight! Little else stood in your way. The city had been unresponsive for months, it is now you attack, itis now you end the century long war with the Gee'lei! You men rushed into the city, overcomming their walls and fortifications with ease. With so much defense, and yet no one to man them, the challenge was almost laughable. However, apon entering the city, things took a darker turn. Scattered about the cobblestone streets were the bodies of maybe one-hundread thousand citizens, both man and women, child and soilder. The corpses were old, and rank with the stench of decay. And among them, a small army of golems. Men of stone of varying designs! The monstrous constructs patrolled the city, standing between the bjarki, and vengence!

As your men fought, so to did they die. The golems were nothing laughable, however they were hardly a challenge either. This day would be met in victor, that was assured the moment you left camp. However, lives must still be lost to gain back what honor the bjarki had been denied.

As the war in the streets raged, your great general Stybjorne left his men to do what they were born to do, fight and die. For beyond the horizon, atop the hieghest peak of gee'lei's hillside city, was a temple. And within that temple laid the emperor of gee'lei. And stybjorne, he was set on vengence, and death.

The treck was grizly. Stybjorne had to cut his way through a hundread golems souly on his own! No troops, no help. The warrior was the truest embodiment of power, ferocity, and rage that anyone could protest to.
At the top of the hill, within the temples stone walls, something else was realised. Within the emperors throne room stood two things. The first, was a half-rotted male figure, gluttonous as all of gee'lei's leaders had been. The second, was the pile of gems laying in odd formation on the floor. The pile was indeed so massive that, if it were to spring to life, could bury this entire temple, along with stybjorne.

And that's JUST what it did. The gems, once a gift from plenia, stolen and earned by mistrust and bloodshed, had sprung to life, enchanted to be a gargantuan golem! Stybjorne would face this foe as all others, with his might, determination, and ALOT of smashing.

Whatever became of the exact events of this fight, were rarely spoke of again. The great warrior stybjorne was never found, although the golem of gems was nothing but a large scattering of shatter crystal formations. The palace was nearly destroyed in whatever fight ensued, and all of gee'lei now lay in the deepest pit in hell.

Happenings-

- You have uncovered the following technologies in the gee'lei capital.
Golem-Crafting, Advanced Architecture, Polytheism (optional), Musical and Artistic Culture, and Improved Mining Techniques.
- Stybjorne is once more a legend. Whatever became of the warrior is uncertain, however the answers may be made true in time.
- A golden age of culture sprung from the remains of dubious bloodshed and warfare! A glorious epic portraying many fables and tales of all walks of bjarki life, and stybjorne himself, was published. A golden age of Culture has come to be. And for the next 100 years your people will not want for cultural advancement.

Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.


Constructions and Reaserches- Port Styr
-Major Runes- Complete
- Formation Tactics- Completed
- Mercantilism- Completed
- Irrigation- Completed
- Drydock: Completed
- Obelisk: Completed
- Assault Barge: Completed
- New Town: Completed

Construction and Research- Port Bjarki
- Herbalistic Medicine: Completed
- Children Soilders: Completed
- Obelisk: Completed
- Drydock: Completed
- Logging: Completed
- Grand Forge: Completed
- Equipment Preservation: Completed
- Writing: Completed
- Military Codes: Completed
- Golem-Crafting: Completed
- Advanced Architecture: Completed
- Musical/Artistic Culture: Completed
- Improved Mining Practises: Completed



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus|Surplus|
------|Palandril|Eaglewind|Bajhira-Ruhne|
Wood| -2825 | +5,825| -3800 |
Metal| +6000 | +6000 | 0 |
Food| +685 | +600 | +302 |
Stone| -3325 | -325 | -1200 |
Gold| +300 | +18,000 | 0 |
Wool| 0 | 0 | 0 |
Copper| 0 | 0 | 0 |
Silver| 0 | +6000 | 0 |
Jewels| 0 | +6000 | 0 |
Population| +2740 | +6000 | +7134 |
Housing (Good)| +100 | +100 | +300 |
Horses| 0 | 0 | 0 |
Combat Reasources
Soilders| 0 | 0 | 0 |
Cavalery| 0 | 0 | 0 |
[/table]

The century had gone well. Your relationship with the lodanian's grows, as does your civilization. Bordering the new city is yet another previously undiscovered civilization. The Irigrots as they call themselves, meet with your men, and bring promise of great times and wonderful cultural advancements.

The forest dwelling Irigrots are full of mystery and wonder. Their people are lithe, and beautiful, and they weild a frieghtening and magestic arcane force. Their culture is very tribilistic, even after seven centuries, however this is little wonder, as they occupy forested grounds.

Much was learned this century. Out of all the countries you've learned of, you are confident you are the leaders in commerce and trade! With your forts, and your markets, it seems every other day a surplus in golden coin is steming in your favor.

Happenings-

- The flooding has subsided, and your people have free access to the world once more.
- It seems your gold mine has dried up! oh Nooooeeesss!
- The lodanian's return your gift of more men with return of secrets of mathmetics.

Construction & Research-
Statue of ____- Increased Culture in city
University of ____- Researches are considerably higher quality, projects are completed quicker and at less costs, over-all benefits to all tasks.
Temple of ____- Allows for increased happiness in city
Sophisticated Tools- Allows for over-all bonuses to all tasks.
Roads- Complete

All areas currently connected
Established Government- Prevents anarchy during regime change.
Fort _____- Will regulate Trade and allows a small bonus to gold income and chance of spotting spies.
Blacksmithing- Allows for metal-equipment production
Mercantilism- Allows for trade outside of your own cities to be more proficiant, benefitting you more often. (High Value)
Military Training- Allows production of skilled military units, and military units originally considered "too advanced" for the current era.
Grand Cathedral- Allows for increased culture. You are now able to send missionaries to other lands.
Grand Library- Increased Culture.
Grand Ampitheater- Increased happiness/culture.
Cartography- Allows for map-making. (High Value) Plains instantely recorded
Irrigation- More effeciant farm plots. (.25 value)
Ship Making- Allows sea-vessel construction
Currency- Further increases your income from outside trade.
Grand Market- This city gains a small bonus of gold whenever outside trade occurs.
Improved Architecture- Cities are now more durable, more uniuque constructions can be made. Small cultural bonus
Mathmatics
- Small bonuses to everything, access to more advanced technologies.

The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus|Surplus|
-------|Plenia|New City|
Wood| +1 | 0 |
Iron| +2330 | 0 |
Tin| +2330 | 0 |
Exotic Foods| 0 | 0 |
Clay| +4661 | 0 |
Food| +438 | +100 |
Stone| +4661 | 0 |
Dye| 0 | 0 |
Gems| 0 | 0 |
Population| +4380 | +4000 |
Housing (great)| 0 | 0 |
Soilders| +2330 | 0 |
Tiremine| +46 | 0 |
[/table]

If not or the bjarki having occupied the city first, there may have been some treasures to still salvage. As it stands, all that was left for your own people, other then the partially ruined city itself, was the return of the many fine jewels you had lost so long ago in those failed negotiations.

With new ages, so to do new challenges arise. Your people return with news of town-scouting within the wastelands. It seems that, with a bit of reasourcefulness and ingenuity, any place within the wasteland can be made into a settlement.

Not much had changed in over one hundread years, however your people begin to grow, and adapt. With the occupation of your new city, more unique and diverse reasources come your way.
Bordering the new city you have found, Iron, A Large Forest, Pack Animals, Wild Stallions, Ferocious Lions, and a Strange Material.

Construction and Research-

-Writing
-Sailing/boatmaking
-Animal domestication/training
-Mercantile
-Improved Logging
-Mining
-Militarism
-Blacksmithing
-Advanced Agriculture
-Architecture
-Great Wall of Plenia
-Glorious Temple of Plenia
-Grand Barracks
-Massive Irrigation/Sewage/Watertreament System
-Gems, Iron, Tin, and Stone Mines




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 1000 people base, a larger amount sent over will allow for a quickly growth. But 1000 minimum.
2. 500 lumber
3. 500 Stone
4. 500 Iron
5. 2000 Food.


Change in Policy-

A note on combat to all players. When you DO choose to enter large-scale combat, that consists of a majority of your population, you are free to cut up your turn into fragments. (one post as X years (out of 100). The smaller fragmented turn will be completed first, then the second turn. This WILL slow down the game speed, which everyone has been happy with thus far, so I implore against this option this early in game. However, you are still free to do as you please.

Cost for New Housing-
Poor Housing- 1:1 (one reasource for one output). Poor housing can house a single citizen in your society.

Good Housing- 5:1 (five reasource for one output). Good housing will house fifty men.

Great Housing- 20:1 (Etc.). Great housing will house one hundread citizens in your society.

Gunther
2010-07-31, 07:49 PM
Resources:{table=head]Resource|Port Styr|Port Bjarki| Muspellheim| Fenrir
Wood| 100| 0| 0| 0
Iron| 239| 0| 0| 0
Pig Iron| 0| 0| 0| 0
Food| 60| 1567| 360| 360
Wyrdstone| 0| 0| 0| 0
Stone| 212| 0| 0| 0
Exotic Fruits| 0| 0| 0| 0
Silk| 0| 0| 0| 0
Dye| 0| 0| 0| 0
Mammoths| 0| 0| 0| 0
Housing [Tents]| 0| 0| 0| 0
Housing [Good]| 0| 25|137| 137
Housing [Great]| 16| 10| 0| 0
Rare Beasts| 1| 0| 0| 0
Farm/Fishing Boat Value| .1| .07| 0| 0
Mining Value| .02| .01| 0| 0
Logging Value| .10| 0| 0| 0
Mammoths| .03| 0| 0| 0
[/table]

Technologies: {table=head]Military Technology
Military Law
Large Animal Taming
Shipworking
Rune Magic
Weapon Forging
Children Soldiers
Military Formations
Golem Crafting
Military Equipment Preservation[/table]

{table=head]Civic Technology
Agriculture
Logging
Major Runes
Mercantilism
Irrigation
Herbalism
Advanced Architecture
Music and Art
Improved Mining Techniques
Writing[/table]

Military
{table=head]Type| Port Styr| Port Bjarki| Muspellheim| Fenrir
Soldiers| 225| 0| 0| 0
Child Soldiers| 58| 100| 22| 22
Spies| 430| 0| 0| 0
War mammoths| 0| 0| 0| 0
Assault Barge Mammoths| 2| 0| 0| 0
Ballistas| 12| 0| 0| 0
Catapults| 3| 0| 0| 0
Assault Barges 0| 10| 0| 0[/table]

{table=head]Weaponry| Amount
Plate Armor| 442
Greatswords| 117
Banded mail| 2220
Longbows| 1004
Khopesh| 794
Shortspears| 75
Spiked Warhammers| 312
Axes| 192
Longswords| 25[/table]
Population: 936/1857/300/300

While other societies may have celebrated an era of culture by making pretty pictures of flowers, or making sculptures of their chosen deity, the Bjarki were not what one might describe as a standard society. Where others would create orchestras, they created heavy bass drums, the flesh and bones of Gee'Lei's dead being converted into instruments. Drumsticks made from thigh bones created a vibrant rapport, the heavy rumble of instruments joining the cavorting forms of the warriors. The military codes had solidified the rule of the Sons of Bjarki over their thralls, keeping the lesser servants in place. However, even now the Skalds were somewhat of a culture unto themselves. Their mastery of runic magic, in addition to the new Golems, had made them a force to be reckoned with.

Almost as much as Styrbjorn had been. When facing that massive golem, the warriors that had borne witness to the mighty battle had been silent on it, keeping word only amongst themselves- the plate-armored heroes of the city. The only men to survive alive. Though they had regaled the younger warriors with the tales of fighting against golems, and shared their experiences of how to combat such creations with the younger generation of soldiers, the tale of Styrbjorn's vanishing had been kept only to the warrior lodges. Men of different professions took their homes within different lodges, vying for honor under the new chieftain Fjolnir. The young genius had grown into a mighty warrior as his father had, but in his old age, his successor had taken over- the equally bright Forni. While his ideas were not as revolutionary as his father's, the young man bore the signature size of Styrbjorn himself, with the visionary engineering mind of Jotnar himself.

It was thus that, when he shared the grand vision with his staff of Warlords and lesser Chieftains, he had seen how ecstatic they had become at the prospect. They knew that the system he had described to them would make their cities interconnected by a means far superior to any other. They would be able to share their resources, and their strength of arms, more effectively than ever before. With more soldiers being trained and a technological juggernaut gaining ever-more-steam, they would become an unstoppable horde, just as Jormungandr willed. They would conquer everything in their path, and when the last city fell, the great World Dragon would release his mighty tail, consume the bodies of all that the Bjarki had slain, and the Sons of Bjarki will ride upon its back to wage war upon the other worlds!

Death would come, and it would be glorious.

And as the general of the Plenians had come to the Bjarki, begging to know of their secret of immortality, he had been told just how the great leader of the barbarians had come to defeat the effects of aging, to become the mighty grey-bearded warrior of such unstoppable power.

"To kill as many men as you can, to destroy every foe in your path, to murder as many warriors as you can until even death itself cannot claim you, so great is the mountain of dead upon which you stand atop!"

But still, word had been given to the aging general of just how the Sons of Bjarki could provide him with the key to immortality: In exchange for food and excess wood, the Sons of Bjarki will provide him with a means of counteracting the effects of time.

The remaining 225 soldiers will resupply from Muspellheim, before splitting off into smaller scouting groups. They will then traverse the areas around the three cities of Bjarki along the mainland, looking for additional resources to exploit.

The ten Assault Barges will do similar from Port Bjarki, looking for any further places for port cities that are particularly rich in resources.

Port Bjarki
900 Thralls, accompanied by 100 Sons of Bjarki will be dispatched to the nearby stone quarry, to form an outpost-fortress that will constantly produce stone and send it back to Port Bjarki for further processing.

50% will farm
20% will be devoted to producing additional children
15% will begin hunting magical monsters in the nearby wilderness for additional wyrdstone. They will use some of this wyrdstone to help reduce, if not completely eliminate, the process of aging in the Plenian general- provided they send over the resources requested.
5% will research the technology of basic alchemy- in which alchemical substances can be produced by the mixing of distilled substances.

Port Styr
50% will farm
5% will work on converting stone gathered from the Quarry Outpost into stone tracks. They will then begin laying these tracks down between the three cities of Port Styr, Muspellheim, and Fenrir, as well as the Pig Iron mine and Quarry Outpost.
10% will begin collecting lumber.
20% will be devoted to making children
10% will be trained from birth until they are old enough to fight, and then sent to reinforce both "Frontline" (Muspellheim and Fenrir) cities.
5% will focus on the technology of mechanics- the process by which things like mechanisms, clockworks, gears, turntables, and more besides can be developed.

Muspellheim
50% will farm
20% will focus on having children
15% will gather timber
10% will take stone quarried from the mine and purpose it towards building a series of stone tracks that interlink the three cities of Muspellheim, Fenrir, and Styr, as well as the Pig Iron mine and Quarry Outpost.
5% will focus on researching trebuchets- long-range siege engines with superior range to regular catapults.

Fenrir
50% will farm
20% will focus on having children
10% will train to become warriors until they are old enough to fight, where they will then be evenly divided between each city's garrisons.
10% will take stone quarried from the mine and convert it into a series of stone tracks, which will then be laid down to interconnect the three cities of Fenrir, Muspellheim, and Styr, as well as the Pig Iron mine and Quarry Outpost.
10% will work on collecting timber
5% will focus on researching improved agricultural tools, where they can use higher-quality and better-purposed tools to farming, reducing the number of farmers required.

If the tracks are not completed within the century, then please just list the percentage of completion for the task. In addition, if any of the cities begin to starve, then food from the cities with surpluses will be sent to keep the populace fed.

Mashimoto
2010-08-01, 12:28 AM
The Republic of Palandril
A Nation of Gold
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 50,345

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 15982
Stone | 24982
Metal | 12692
Food | 1587
Gold| 22516
Wool| 40
Copper| 0
Silver| 15200
Jewels|6350
Horses|4800
[/table]

Finished Goods:
{table=head]Good|Amount
Wool Clothes|0
Copper Jewelry|0
[/table]



Cities
Palandril, plains, Population 19,858
{table=head]Connected to|
Eaglewind|Yes
Bajhire-Ruhne|Yes
[/table]
Eaglewind, mountains, Population: 21,653
{table=head]Connected to|
Palandril|Yes
Bajhire-Ruhne|No
[/table]
Bajhire-Ruhne, plains, Population: 8,834
{table=head]Connected to|
Palandril|Yes
Eaglewind|No
[/table]

{table=head]Building|Palandril|Eaglewind|Bajhire-Ruhne
House (good)| 428|366|334
City Wall (stone)| 1|0|0
University| 1|0|0
Large Statue| 1|0|0
Temple| 11|10|0
Fort|0|1|0
Grand Cathedral|1|1|0
Grand Amphitheater|1|1|0
Grand Library|1|1|0
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Bajhire-Ruhne|Road?
Farms| .25|.25|.25|Yes/Yes
Small Copse| (3)|X|X|Yes/Yes/Yes
Large Forest|X|(1)|X|Yes
Stone Deposit| (empty)|X|X|Yes
Metal Deposit| .20|.20/.20|.20|Yes/Yes/Yes/No
Coal Deposit| .20|X|X|Yes
Sheep (wool)| .20|X|X|Yes
Copper Deposit| .20|X|X|Yes
University| .20|X|X|
Gold Mine|X|(empty)|X|Yes
Unique Jewels|X|.20|.20|Yes
Silver Deposit|.20|.20|X|Yes
Silk|.20|X|X|Yes
Wild Stallions|.20|.20|X|Yes/Yes
"Strange Minerals"|.20|X|X|Yes
"Strange Materials"|X|X|.20|No
Spice|X|X|.20|No
Rare Herbs|X|X|.20|No
[/table]

Technologies: {table=head]Agriculture|Industry|Knowledge|Society|Military|Ma gic
Agriculture|Construction|Written Language|Commerce|Military Training
Animal Husbandry|Sophisticated Tools|Education|Government|
Irrigation|Roads|Cartography|Mercantilism|
|Blacksmithing|Mathematics|Currency|
|Ship-Making|
|Improved Architecture|
[/table]



600-700
Palandril City
The city rests at the cross-section of the nation's heartland. Beyond it's ancient stone walls, miles of tranquil fields burst with the autumn colors of wheat, rye, and barley. Smaller gardens sport bright tomatoes, lettuce, corn-stalks, and potatoes. Dozens of villages have emerged in and between the fields, usually along the well-traveled roads where farmers carried their harvest to and fro.

These villages, once quaint hamlets--mere collection of huts, have evolved into small towns unto themselves, with a great many of Palandril citizens having no need to visit the Capitol city except on important business, as many of their spiritual, cultural, residential, and entertainment needs are taken care of in the towns. All is well in the heartland.

Eaglewind City
For decades men had plodded down the river in their clumsy crafts. It is said that some had traversed its rapids on their raft-boats and emerged to see great emerald-colored oceans, more grand than anything which could be imagined by the eyes of the mountain-folk in Eaglewind. Though, doubtlessly the majority of crafts floundered or sank before reaching the twin bridges which crossed the river in Palandril City, a more modest distance south. Still, rumors of the ocean grew and grew, until an expedition was sent to settle near it. The new settlement would be named Port Dresden.

Meanwhile, the residents of Eaglewind who had moved to Lodenia attempt to spy on the secrets of Lodenia., Living there, they noticed the Lodenian civilization being far more successful than it should by the merits of its (relatively feeble and limited) technology. Crunching the numbers--they don't add up, and Palandril knows there must be something Lodenia is doing to thrive without technology or industry.

[Palandril Citizens living in Lodenia attempt to uncover the secrets of 'magic']

Bajhire-Ruhne
In the few short generations of the cities' existence, it had grown much. Because of its proximity to wilderness, it had become somewhat a haven for adventurers and individualist philosophers. It was rapidly becoming known as the settlement with both the strongest arms and sharpest mines of any city or town within the Palandril nation, and that suited the town finely.

One autumn day, crisp and dry, a philosopher had gathered men in the town square. They were dressed in an odd assortment of mismatched garments--leather, cloth, wool, and silk were all common, arranged in queer tunics and robes and togas. The women were square and toned, the men were bearded and gruff. The philosopher didn't look much different.

He was ancient. Older, perhaps, than the city himself. He was wearing a brown cloth toga which cut off somewhere around his knobby knees, revealing wrinkled, hairless shins. His white beard fell at least to his stomach, and his hair was long and drawn back into a tail like a womans. Surely, he was the laughingstock of town.

In the town square, a block of stone measuring some four feet high sat some ten feet or so from a loaded wagon, burden with wrapped backs and tied down with raw blocks of iron from the mines to the south of the city. A thick wooden board cut rectangular rested across the loosely cobbled streets.

"What's this about, old man?" one of the men in the audience shouted as the madman tried to draw their attention by waving his arms.

The old man walked, slowly, towards the stone block and stepped on it slowly. He was allowed a moment of silence. His voice shook unsteadily as he called out to the crowd.

"I intend," he began. "To lift that wagon." a crooked finger indicated it. The crowd burst out laughing, jeering, and pointing. Despite, the philosopher limped towards the wooden plan and struggled to align it on the wooden stone, about one-quarter down its length. The other end he latched solidly to the underside of the wagon. The crowd silenced, and began watching with a greater interest. Silence build as he walked very slowly towards the other end of the plank.

Then, all at once, he grasped alond of it and pulled down.

The wagon, as if on it's own accord, lifted into the air. Mouths hung open, and someone called out "witchcraft!"

"No," the philosopher said, "No magic whatsoever. Simply a man and a machine. I say you, had I but a place to stand--and a board long enough--I would turn this earth on it's side."

[The Lodenians discover mechanics]


Palandril City
15,000 Workers
1000 guard the city and patrol the walls
500 research Economics using 5,000 Gold
480 work construction:
Construction
{table=head]Building|#|Size|Wood|Stone|Gold|Silver|Jewels
Temple|35|Small||350|500
School|50|Small|500||500
Blacksmith|25|Small||250|500
Marketplace|
Shop|600|Small|6000||4500|5000
Luxury Shop|50|Small|500||7500|5000|2500
Shrine|50|Tiny||150|
Statue|100|Tiny||150
Public Garden|50|Small|500
Town Hall|25|Medium||2500
House (poor)|
House (good)
House (great)|
Tavern|200|Small||2000
Stables|10|Medium|1000
Barracks|15|Medium|500|1000
Archery Range|10|Medium|1000
Small Fort|3|Large||1200
Farmers Guild Hall|1|Large||400
Miner's Guild Hall|1|Large||400
Mason's Guild Hall|1|Large||400
Merchant's Guild Hal|1|Large||400
Architect's Guild Hall|1|Large||400
Manufacturer's Guild Hall|1|Large||400
Woodcutter's Guild Hall|1|Large||400
Adventurer's Guild Hall|1|Large||400
Wizard's Guild Hall|
Mercenary's Guild Hall|1|Large||400
Healer's School|2|Large||800
Clinic|30|Small||300
Total:|||10,000|12,300|13,500|10,000|5,000
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|7500
Iron Mine| .20|Yes|200
Coal Mine| .20|Yes|0
Sheep Farm| .20|Yes|20
Copper Mine |.20|Yes|600
Silver Mine| .20|Yes|600
Silk Farm| .20|Yes|600
Horse Ranch| .20|Yes|0
"Strange Mineral"| .20|Yes|0
Small Copse| (3)|Yes|3500
Stone Mine|(exhausted)|Yes|0
[/table]


Eaglewind
21,653 workers (14,000 after settlers leave)
7,653 move south and settle the port city of Port Dresden
5000 food, 500 lumber, 500 stone, and 500 iron
(a road is constructed to the port for 200 wood and 200 stone
900 guard the city
200 man Fort Clearwater, collect taxes, and keep track of passers-by
200 research Medicine using 1500 gold
200 Build structures...
Construction
{table=head]Building|#|Size|Wood|Stone|Gold|Silver|Jewels
Temple|10|Small||100
School|35|Small|350
Blacksmith|10|Small||100|
Marketplace|
Shop|200|Small|2000
Luxury Shop|10|Small|100|
Shrine|50|Tiny||150
Statue|100|Tiny||150
Public Garden|50|Small|500
Town Hall|15|Medium||1500
House (poor)|
House (good)
House (great)|
Tavern|100|Small||1000
Stables|3|Medium|300
Barracks|5|Medium|200|300
Archery Range|3|Medium|300
Small Fort|3|Large||1200
Farmers Guild Hall|1|Large||400
Miner's Guild Hall|1|Large||400
Mason's Guild Hall|1|Large||400
Merchant's Guild Hal|1|Large||400
Architect's Guild Hall|1|Large||400
Manufacturer's Guild Hall|1|Large||400
Woodcutter's Guild Hall|1|Large||400
Adventurer's Guild Hall|1|Large||400
Wizard's Guild Hall|
Mercenary's Guild Hall
Healer's School|1|Large||400
Clinic|15|Small||150
Total:|||3750|6700
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|7000
Large Forest|(1)\Yes|3500
Metal Deposit| .20/.20|Yes/Yes|500/500
Jewel Mine| .20|Yes|500
Silver Mine| .20|Yes|500
Wild Horses| .20|Yes|
"Strange Material"| .20|Yes|
[/table]


Bajhire-Ruhne
13,692 workers
600 Guard the city
92 research Mechanics using 2000 gold
200 Build structures...
Construction
{table=head]Building|#|Size|Wood|Stone|Gold|Silver|Jewels
Temple|10|Small||100
School|35|Small|350
Blacksmith|10|Small||100|
Marketplace|
Shop|150|Small|1500
Luxury Shop|10|Small|100|
Shrine|50|Tiny||150
Statue|100|Tiny||150
Public Garden|40|Small|400
Town Hall|15|Medium||1500
House (poor)|
House (good)
House (great)|
Tavern|800|Small||800
Stables|3|Medium|300
Barracks|5|Medium|200|300
Archery Range|3|Medium|300
Small Fort|1|Large||400
Farmers Guild Hall|1|Large||400
Miner's Guild Hall|1|Large||400
Mason's Guild Hall
Merchant's Guild Hal|1|Large||400
Architect's Guild Hall|1|Large||400
Manufacturer's Guild Hall
Woodcutter's Guild Hall
Adventurer's Guild Hall
Wizard's Guild Hall|
Mercenary's Guild Hall
Healer's School
Clinic|15|Small||150
Total:|||3150|4600
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|5800
Metal Deposit| .20|Yes|500
Jewel Mine| .20|Yes|500
Spice| .20|Yes|700
Herbs| .20|Yes|700
"Strange Material"| .20|Yes|
[/table]

P.S.
Roads are also built to the resources
300 wood and 300 stone

Guardsman
2010-08-01, 10:08 PM
The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus|Surplus|
-------|Plenia|Outpost Bernia|
Wood| +5600 | +0 |
Iron| +8133 | +0
Tin| +8133 | +0 |
Exotic Foods| +1000 | +0 |
Clay| +9261 | +0 |
Food| +2970 | +100 |
Stone| +4761 | +0 |
Dye| +1600 | +0 |
Gems| +9800 | +0 |
Population| +13,746 | +4000 |
Construction| +1 | +0 |
Housing (great)| +30 | +0 |
Soldiers| +2453 | +0 |
Ships| +70 | +0 |
Trireme| +43 | +0 |
[/table]

Technologies:
{table=head]Technologies
Sailing/boatmaking
Animal domestication/training
Mercantile
Improved Logging
Mining
Militarism
Blacksmithing
Advanced Agriculture
Architecture
Great Wall of Plenia
Glorious Temple of Plenia
Grand Barracks
Massive Irrigation/Sewage/Watertreament System
Gems, Iron, Tin, and Stone Mines
Written Word
[/table]

The Plenian Army

Statue of First General Hanniben Telvon
http://gauss.unh.edu/~cmw63/IMAGES/statue_of_hannibal.jpg

Citizen Foot Infantry
http://www.sdsoldiers.com/bx9211a.jpg

Division Size:1,500

Equipment:
Round Wooden Shield
Iron Plenian Helmet
Iron Falcata
Leather Armour
Plenian Clothing

Citizen Archers
http://www.mmdtkw.org/CNAf0338MauritanianArcher2.jpg

Division Size:500

Equipment:
Plenian Bow
Leather Quiver holding 60 arrows
Iron Falcata
Plenian Clothing

Bonded Sons Elite Cavalry and Infantry
http://www.tracks-n-troops.com/Hat/HAT8056.jpg

Division Size:453

Equipment:
Iron Plenian Helmet with guilded crests
Iron Plenian Heavy Shield
Iron Plenian Scale Armour
Dyed Noblemans Clothes
Iron Falcata with gemmed hilts
Spear with Iron tip
Plenian Warbow
Leather Quiver with 40 arrows
Stallion with saddle




The Transaction for Immortality

1,500 wood and 3,000 tin will be given to the Bjarki in return for Immortality for the first general.




The City of Plenia
The city of Plenia was bustling with life from the working class. Pots were being made, homes were being built, weapons and armour were being made, ships were being built, resources were being shipped and moved, and animals were being brought back and domesticated.

From this era followed Gaustus the Second on his death bed. The King was dieing for some unknown reason, the man only in his middle age who seemed to be following his beloved mentor the High Senator. The King catching wind of his First Generals immortality had made him bitter of the man. Who was this man to be blessed by the Gods compared to the Second King who kept Plenia in splendor compared to destruction like the Gee'lie. He had appointed a Nobleman to be the governor of the Plenian Outpost in the Bjarki lands. Although the King was dieing and bitter he decided to name another Noble Son to be the next King Gaustus.

Outpost Bernia

Governor Philosir was doing his absolute best to keep things running as smoothly as possible. It was tough not in the city of Plenia since the surroundings were rather new but they were being as resilient as ever. Resources were being sent in and out through Port Styr. Pack animals brought resources with citizens from the Port to Outpost Bernia in and out.



City of Plenia
3,000 citizens will go to a location near the coast to start a new city.
Resources being given:
1,500 food
1,000 wood
1,000 stone
1,000 iron
1,000 clay
500 exotic food to help feed them

20% will begin making condos out of stone to house everyone in Plenia.

5% will make Cavalry stables and places to keep the caged Lions.

40% will farm for Plenia and fish to feed Plenia.

5% will make weapons, bows, arrows, and armour for the soldiers of Plenia. The Blacksmiths will also make iron cages for the animals.

10% will domesticate and train the animals for use of war and other techniques. Also riding implements will be made for horses. (Lions will be trained for battle and horses for riding)

10% will gather wood, iron, gems, and stone.

5% of the population will trade with the City of Gold with gems.

5% of the population will make more regular Plenian Ships.

Outpost Bernia

Resources being given straight from Plenia:
1,000 wood
1,000 stone
1,000 iron
500 exotic food to feed them
1,000 clay
Cages for animals

50% of the people will create farms and farm the land.

20% will create a mine for Iron and mine the land

20% will begin making the city as Plenia-like as possible. Stone houses, stone walls, a small but well decorated temple to the gods.

5% will capture animals and put them in cages to be brought to Plenia through the trade lines established with the Bjarki.

5% will begin making iron farming impliments to assist with farming.

All resources will be sent through the Bjarki trade lines through Port Styr

All animals including Stallions, Lions, and pack animals will be sent straight to Plenia. Lions will be caged.

Strange Materials will be sent to Plenia to be analyzed and figured to what exactly it is.

DMBlackhart
2010-08-02, 01:48 AM
Year 700-800- The Big Leagues

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus|Surplus|Surplus|Surplus
------|Styr|Bjarki|Fenrir|Musspellheim|
Wood| +1123 | 0 | +3600 | +4500 |
Food| +468 | -1560 | -180 | -180 |
Wyrdstone| 0 | +2870 | 0 | 0 |
Exotic Fruits| 0 | 0 | 0 | 0 |
Silk| 0 | 0 | 0 | 0 |
Dye| 0 | 0 | 0 | 0 |
Population| +5620 | +10,000 | +2100 | +2100 |
Housing (Great)| 0 | 0 | 0 | 0 |
Constructions| 0 | 0 | 0 | 0 |
Combat Reasources
Mammoths| 0 | 0 | 0 | 0 |
Spies (untrained)| 0 | 0 | 0 | 0 |
Assault Barges| 0 | 0 | 0 | 0 |
Soilders| +93 | 0 | 0 | +300 |
Child Soilders| 0 | 0 | 0 | 0 |
Catapults| 0 | 0 | 0 | 0 |
Ballista| 0 | 0 | 0 | 0 |
Mammoth Assault Barges| 0 | 0 | 0 | 0 |
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 14 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. +1420 in stores

Stone Quarry Fort- Pop: 1000, Cost: 200 lumber, 0 stone, 100metal, and 100 food. Effect: Allows for complete self sustinence of the 1000 population in this area. Shipments of whatever is harvested can be sent over each turn. 0 in stores

This century showed great success in many fields of advancement! Alchemy and Mechanics had become a new practise among the bjarki men and women. Although both are far advanced, and may take time to fully realise, the few concepts that have sprung up from it are promising.

Great stone railways crisscross all over the Bjarki homelands. From Port Styr, to the mountain towns of Fenrir and Musspellheim. However the untamed land the tracks have been built apon prove frustrating with maintaining constant upkeep.

The scouts on land have returned from the north. A large Jungle blocks you from the world passed it. And within this forest lay a great people. The Irigots, they call themselves. Lithe and agile people, still very tribalistic after so many centuries. However their people, while living in tree huts and wearing loin cloths, prove themselves noble and intellegent people.

The scouts by sea have found another series of isles, not too far east of port bjarki. Nearing this island chain is a considerably large breeding ground for Whales. As well as much Dye, Stone, and Wood.

Another century passes, and the bjarki people have endured much. It seems that another age is comming, and the bjarki must once again prove their worth.

Happenings-

- Your source of Wyrdstone in the bjarki isles has dried up.
- Alchemy is a study ahead of it's time. You will not benefit from the full benefits of the technology at this time.
- Mechanics is a practise well ahead of it's time. You will not fully benefit from the technology at this time.
- Great stone tracks cover all of the land between the three towns, and it's reasources. However the untamed nature around these places threaten to work it's weary powers on your new constructions. (need's to be repaired every 20 years. Or 5000 stone a turn)


Town #2- You will need to note the following:
1. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce or mercantilism) every town will have to survive off it's own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.


Constructions and Reaserches- Port Styr
-Major Runes- Complete
- Formation Tactics- Completed
- Mercantilism- Completed
- Irrigation- Completed
- Drydock: Completed
- Obelisk: Completed
- Assault Barge: Completed
- New Town: Completed
- Alchemy: Completed
- Mechanics: Completed
- Trebuchets: Completed
- Improved Alchemical Tools: Completed

Construction and Research- Port Bjarki
- Herbalistic Medicine: Completed
- Children Soilders: Completed
- Obelisk: Completed
- Drydock: Completed
- Logging: Completed
- Grand Forge: Completed
- Equipment Preservation: Completed
- Writing: Completed
- Military Codes: Completed
- Golem-Crafting: Completed
- Advanced Architecture: Completed
- Musical/Artistic Culture: Completed
- Improved Mining Practises: Completed



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus|Surplus|Surplus|
------|Palandril|Eaglewind|Bajhira-Ruhne|Port Dresden|
Wood| -10,000 | +30,550 | +31,450 | 0 |
Iron| +2400 | -500 | +6000 | 0 |
Food| +787 | +658 | +588 | 0 |
Stone| -12,600 | -9400 | -4900 | 0 |
Gold| -18,500 | 0 | 0 | 0 |
Wool| +240 | 0 | 0 | 0 |
Copper| +7200 | +6000 | 0 | 0 |
Silver| -2,800 | +6000 | 0 | 0 |
Jewels| -5000 | 0 | +6000 | 0 |
Spice| 0 | 0 | +8400 | 0 |
Herbs| 0 | 0 | +8400 | 0 |
Population| +7870 | +6580 | +5880 | +7653 |
Housing (Good)| 0 | 0 | 0 | 0 |
Horses| 0 | 0 | 0 | 0 |
Combat Reasources
Soilders| 0 | 0 | 0 | 0 |
Cavalery| 0 | 0 | 0 | 0 |
[/table]

Dark secrets. Many mysteries cloud the true nature of the lodanians, however one in particular is divulged to your people. The lodanian's do not keep a constant food source, why your unsure. They have farms, even if few. They have restaurants and stores, even if fewers. As for what this all adds up to is a truely starting revelation. The lodanian's, while human on the outside, have long since passed. Their people are sworn into the population in a process known as "The Awakening". Their religion, of which you personally host in your own cities along with your own religions, speaks deeply of fell practises and unlife. It is through these practises that the lodanian keep themselves alive, and advancing.

Out of the thousands of men to move to lodania, only one returned. The rest had joined the ranks of the living dead.

This is a century of enlightenment and advancement. You have discovered many fronteer techologies. These studies are young, and hold much potential, but will not be truely revealed for ages to come.

Your new found port city has revealed much to you. You now have access to Sheep(2), Gold, Lead(durp), Stone(2)

Happenings-

- The study of Economics, is something well ahead of this age. It will be some time before you fully benefit from the technology.
- The study of mechanics is well ahead of this age. It will be some time before you fully benefit from the technology.
- The lodanian's are THE LIVING DEAD! WTFBBQ! NUUU!


Construction & Research-
Statue of ____- Increased Culture in city
University of ____- Researches are considerably higher quality, projects are completed quicker and at less costs, over-all benefits to all tasks.
Temple of ____- Allows for increased happiness in city
Sophisticated Tools- Allows for over-all bonuses to all tasks.
Roads- Complete

All areas currently connected
Established Government- Prevents anarchy during regime change.
Fort _____- Will regulate Trade and allows a small bonus to gold income and chance of spotting spies.
Blacksmithing- Allows for metal-equipment production
Mercantilism- Allows for trade outside of your own cities to be more proficiant, benefitting you more often. (High Value)
Military Training- Allows production of skilled military units, and military units originally considered "too advanced" for the current era.
Grand Cathedral- Allows for increased culture. You are now able to send missionaries to other lands.
Grand Library- Increased Culture.
Grand Ampitheater- Increased happiness/culture.
Cartography- Allows for map-making. (High Value) Plains instantely recorded
Irrigation- More effeciant farm plots. (.25 value)
Ship Making- Allows sea-vessel construction
Currency- Further increases your income from outside trade.
Grand Market- This city gains a small bonus of gold whenever outside trade occurs.
Improved Architecture- Cities are now more durable, more uniuque constructions can be made. Small cultural bonus
Mathmatics - Small bonuses to everything, access to more advanced technologies.
Economics- Although a concept well ahead of it's time, you have grasped the basics. Permanant bonuses to all sources of income.
Mechanics- Although this is a concept well ahead of it's time, you have grasped the basics. Allows for a larger amount of constructions and creations.
Medicine- Permanant bonus to population health.


The Kingdom of Plenia- The Jewel of the Waste
Resources:{table=head]Resource|Surplus|Surplus|
-------|Plenia|New City|Outpost Bernia|
Wood| +11,000 | +1000 | 0 |
Iron| +11,000 | +1800 | 0 |
Tin| 0 | 0 | 0 |
Exotic Foods| -500 | 0 | 0 |
Clay| -2000 | +1000 | 0 |
Food| -478 | +160 | 0 |
Stone| +8000 | +1000 | 0 |
Dye| 0 | 0 | 0 |
Gems| +9000 | 0 | 0 |
Population| +2220 | +1600 | +3000 |
Housing (great)| +100 | 0 | 0 |
Ships| +50 | 0 | 0 |
Soilders| 0 | 0 | 0 |
Tiremine| 0 | 0 | 0 |
Warlions| +20 | 0 | 0 |
[/table]

With the comming years comes much growth. Along with the city earned from the bjarki's spoils, you also set up another settlement by the coast. Your people continue to grow, however their education is being threatened.

Your people ask to be free to study new technologies. To learn, to grow. As it stands, plenia, as a people, have much catching up to do.

WARLIONS! many many Warlions! A powerful new weapon to your arsenal. Plenia is quickly turning into a new world power!

Construction and Research-

-Writing
-Sailing/boatmaking
-Animal domestication/training
-Mercantile
-Improved Logging
-Mining
-Militarism
-Blacksmithing
-Advanced Agriculture
-Architecture
-Great Wall of Plenia
-Glorious Temple of Plenia
-Grand Barracks
-Massive Irrigation/Sewage/Watertreament System
-Gems, Iron, Tin, and Stone Mines




New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 1000 people base, a larger amount sent over will allow for a quickly growth. But 1000 minimum.
2. 500 lumber
3. 500 Stone
4. 500 Iron
5. 2000 Food.


Change in Policy-

A note on combat to all players. When you DO choose to enter large-scale combat, that consists of a majority of your population, you are free to cut up your turn into fragments. (one post as X years (out of 100). The smaller fragmented turn will be completed first, then the second turn. This WILL slow down the game speed, which everyone has been happy with thus far, so I implore against this option this early in game. However, you are still free to do as you please.

Cost for New Housing-
Poor Housing- 1:1 (one reasource for one output). Poor housing can house five citizens in your society.

Good Housing- 15:1 (five reasource for one output). Good housing will house fifty men.

Great Housing- 20:1 (Etc.). Great housing will house one hundread citizens in your society.

Gunther
2010-08-02, 04:57 AM
Resources:{table=head]Resource|Port Styr|Port Bjarki| Muspellheim| Fenrir
Wood| 1123| 0| 3600| 4500
Iron| 239| 0| 0| 0
Pig Iron| 0| 0| 0| 0
Food| 528| 0| 180| 180
Wyrdstone| 0| 2870| 0| 0
Stone| 212| 0| 0| 0
Exotic Fruits| 0| 0| 0| 0
Silk| 0| 0| 0| 0
Dye| 0| 0| 0| 0
Mammoths| 0| 0| 0| 0
Housing [Tents]| 0| 0| 0| 0
Housing [Good]| 0| 25|137| 137
Housing [Great]| 16| 10| 0| 0
Rare Beasts| 1| 0| 0| 0
Farm/Fishing Boat Value| .1| .07| 0| 0
Mining Value| .02| .01| 0| 0
Logging Value| .10| 0| 0| 0
Mammoths| .03| 0| 0| 0
[/table]

Technologies: {table=head]Military Technology
Military Law
Trebuchets
Large Animal Taming
Shipworking
Rune Magic
Weapon Forging
Children Soldiers
Military Formations
Golem Crafting
Military Equipment Preservation[/table]

{table=head]Civic Technology
Agriculture
Improved Agricultural Tools
Alchemy
Mechanics
Logging
Major Runes
Mercantilism
Irrigation
Herbalism
Advanced Architecture
Music and Art
Improved Mining Techniques
Writing[/table]

Military
{table=head]Type| Port Styr| Port Bjarki| Muspellheim| Fenrir
Soldiers| 318| 0| 0| 300
Child Soldiers| 58| 100| 22| 22
Spies| 430| 0| 0| 0
War mammoths| 0| 0| 0| 0
Assault Barge Mammoths| 2| 0| 0| 0
Ballistas| 12| 0| 0| 0
Catapults| 3| 0| 0| 0
Assault Barges 0| 10| 0| 0[/table]

{table=head]Weaponry| Amount
Plate Armor| 442
Greatswords| 117
Banded mail| 2220
Longbows| 1004
Khopesh| 794
Shortspears| 75
Spiked Warhammers| 312
Axes| 192
Longswords| 25[/table]
Population: 6,583/11,857/2,400/2,400

With the construction of the massive tracks, and Forni's proper rulership in full effect, his plan had finally come to a head. With so much timber available, and the gift given to them from Plenia in exchange for the elaborate ritual, the aging barbarian chieftain had decided to revisit the Skald Jarl. The mutant being had remained out of everyday life for good reason: His mutation had stabilized somewhat, but the form left behind was such that the Skalds were all he could act through.

That, the the previously-unused spy network. With the latest development, they might just have a need for improved informants: What better way to conquer a people than from within?! What better means was there than to watch the weak wretches of another civilization slowly rot, to see their bodies lie dead upon the ground? The Bjarki had reveled deeply when the last of Gee'Lei had died, the bodies of the deceased being mutilated by their trained hands. Heads were held aloft as trophies, long funeral trains of bones and skulls being dragged through the streets of each of their cities. Every disgrace imaginable had been inflicted upon the dead, before being tossed into the ocean. It was meant to ensure that their spirits remained bound to their bodies, forever drowning at the bottom of the ocean.

But now, as he approached the laboratory-workshops of the Skalds, he could sense that there were worse deaths that a man may yet suffer. The Runesmiths had been a busy lot, their technological advancements a steamroller of industry and development. Just how they had accomplished such revolutionary inventions had been beyond him, but now, on the eve of his greatest accomplishment? He was mildly thankful that the band of mutant-thinkers had produced so much, for now he could produce so much more with but an extra bit of aid from them!

It was thus that, when he arrived, he had found himself mildly surprised to see them already in a tizzy of work. Skalds of every shape, size, and creed could be seen working amongst the cobblestone floors of the workshops. Crude winches worked to lift heavy wooden frames, a web of mammoth sinews and goat flesh providing a stable-yet-messy means of suspending the wagons. Crews of thralls scurried between the wagons, their heads bowed low as each one was swiftly put to work. Massive sums of Wyrdstone had been stockpiled around every corner. The sheer presence of such a quantity of the substance had rendered many of the thralls working there into mutated husks, the protective symbols tattooed onto their bodies slowly burning away. Even as Forni stepped inside, he could feel the mutagenic power attempting to entice him, the bubbling of his flesh as new forms attempted to emerge from him in a blossom of such glorious intellect and power.Yet even as he strode through the massive pits full of wyrdstone, the precious chunks seemingly haphazardly stockpiled, he felt his gaze focused upon the Skald Jarl.

There, standing amidst the flurry of activity, the unblemished flesh of the once-mutant Jarl moved with all the deadly grace of a man uninhibited by the mutations that he formerly bore. It only took a brief look from the terror-stricken eyes of the Skald, his short-cropped hair tightly braided, to realize that this was not- in fact- the man he sought.

In the more physical sense. The Jarl smiled at him as he moved towards the Chieftain, his body moving like that of any other man, but all of it further hollow for the fact. "You are pleased, I take it?" The Jarl inquired, his eyes darting towards the carts overhead, then to the massive wooden frames standing sentinel along the walls of the crude workshop.

"What have you done?" Forni demanded, pinning the unblemished form of the Runesmith Jarl with an ice- melting gaze.

"This body, Chieftain? It is... made for me." He replied, giving a slithering chuckle, "Have no fear- none of your precious warriors have suffered, or thralls been taken from the field. Rather, this body has been born for me. It's truly marvelous what the Runes can provide- what great works can be done with such simple combinations!" The Jarl blathered, "Why, to think that the womb was such a fertile ground! I feel all the more fool for letting myself be so mutated. But never fear, Chieftain! I am more than competent to handle any...complications at this point."

The great warlord's face had been impassive at the revelation of just what the Jarl had done. Looking downwards, he had no doubt in his mind that the mutant's body still existed in some way, shape, or form- even if its mind lingered within whatever wretched husk it had claimed from the warmth of the womb.

"So long as you do as I have laid forth, then there will be free to research...whatever it is you think is so important." He commanded, giving a dismissive wave to the Jarl's form. The creature disgusted him, even in its slightly human visage. "I simply came to ensure that construction was going according to the plan."

"But of course. Have I ever failed you?" The Jarl inquired with a mirthful smile, the widened, terrified eyes of the form it possessed giving the smile an all- too-hideous physical inflection.


430 Spies will be dispatched to attempt to integrate with Irigot society, gathering all they can about these primitive village folk for later assimilation. If possible, the spies will flee rather than face execution or capture. Better to lose a cover than to lose a spy!

Port Bjarki
11,857
50% will farm
20% will be devoted to producing additional children
15% will work on collecting additional timber
10% will construct longhouses in a massive frenzy of construction! The population boom has left the housing market sorely weakened!
5% will research the technology of spying techniques- the process by which infiltrators and information-gatherers learn to better assimilate into a foreign culture, using what they learned from Gee'Lei's ruins and texts to help them draw contrasts between cultures, and how to better capitalize on the similarities between any culture.

Port Styr
6,583
50% will farm

25% will focus on working on creating the following items:
-A Wyrdstone Golem. Its function will be to provide a working, continuous source of Runic energy for further spells and enchantments to be used from. Not infinite in power, but it regenerates the power used, rather than being entirely burned out like regular wyrdstone. Composed entirely of Wyrdstone (50 Wyrdstone expended). Should the idea work, an additional 9 (At the expense of 450 Wyrdstone) will be built
-6 Wood Golems. Using the Body and Mind Minor Runes, bound with the Men Major Rune, these constructs will serve the basis of the system of carts and wagons. (3,000 Wood, and 30 Wyrdstone)
-Three individual "Wagon caravans", each one built with 700 wood. These wagon caravans will use stone wheels, to reduce the inherent friction between the rails and the wagons themselves. The wagon caravans will each employ a pair of Wood Golems at a turnstyle, which will propel a series of crude gears that move the wheels at the front of the caravan. The caravans will move on the stone rails to and from each city, as well as the outposts. By having this system in place, more effort can be put towards harvesting resources, rather than bringing them back to the cities, as well as allowing for quick and safe transit to and from worksites! After the first wagon caravan is complete, it will be tested upon the new railing system, to ensure that it is fully operational before the others are put into use. If any flaws come up, they will be promptly addressed and repaired if possible.

After everything is constructed, 15% of the crafters will be added to the children-making population. 10% will work on collecting timber, and shipping it to Port Bjarki.

20% will be devoted to making children
5% will focus on the technology of improved wagon caravan mechanisms- devices, such as stronger braking devices, that will help reduce the number of starting incidents and increase the success and effectiveness of the wagon caravans!

Muspellheim
2,400
45% will farm
15% will focus upon keeping the current system of tracks in place with repairs every twenty years.
15% will focus on having children
5% will use the remaining 1,000 timber collected to produce 50 longhouses, in order to better permit the expansion of the Bjarki into a new era!
5% will work on shipping 3,500 units of wood over to Port Styr for further consumption in the works going on there.
5% will focus on researching advanced mathematics- the process by which more complex formulas can be made, and the beginnings of algebra- the foundation of future sciences- can be found!

Fenrir
2,400
50% will farm
30% will focus on having children
15% will train to become warriors until they are old enough to fight, where they will then be sent over to Muspellheim's central fortifications.
5% will work on transporting 1,600 units of wood over to Port Styr, where they will be used for the grand works going on within the city! Another 1,000 units will be transported to Port Bjarki.
5% will focus on researching fertility medicine- the process by which more children can be produced with less effort, meaning a larger population in the long run!

Mashimoto
2010-08-02, 10:33 PM
The Republic of Palandril
A Nation of Gold
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 78,328

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 62,982
Stone | 0
Iron | 12,692
Food | 3,620
Gold| 4,016
Wool| 280
Copper| 13,200
Silver| 18,400
Jewels|7,350
Horses|4,800
Spice|8,400
Herbs|8,400
[/table]

Finished Goods:
{table=head]Good|Amount

[/table]



Cities
Palandril, plains, Population 27,728
{table=head]Connected to|
Eaglewind|Yes
Bajhire-Ruhne|Yes
Port Dresden|No
[/table]
Eaglewind, mountains, Population: 21,653
{table=head]Connected to|
Palandril|Yes
Bajhire-Ruhne|No
Port Dresden|No
[/table]
Bajhire-Ruhne, plains, Population: 19,572
{table=head]Connected to|
Palandril|Yes
Eaglewind|No
Port Dresden|Yes
[/table]
Port Dresden, coast, Population: 7,653
{table=head]Connected to:|
Palandril|Yes
Eaglewind|No
Bajhira-Ruhne|Yes
[/table]

{table=head]Building|Palandril|Eaglewind|Bajhire-Ruhne|Port Dresden
House (poor)|500|500|1500|500
House (good)|428|366|334|305
House (great)|125|100|50|50
City Wall (stone)|1|0|0|0
University| 1|0|0|0
Large Statue| 101|100|100|0
Temple|46|20|10|10
School|50|35|35|35
Blacksmith|25|10|10|10
Shop|600|200|150|150
Luxury Shop|50|10|10|10
Shrine|50|50|50|50
Public Garden|50|50|40|40
Town Hall|25|15|15|15
Tavern|200|100|80|80
Stables|10|3|3|3
Barracks|15|5|5|5
Archery Range|10|3|3|3
Fort|3|4|1|1
Healer's School|2|1|0|0
Clinic|30|15|15|15
Dockyard||||5
Grand Cathedral|YES|YES|YES|YES
Grand Amphitheater|YES|YES|YES|YES
Grand Library|YES|YES|YES|YES
Farmers Guild Hall|YES|YES|YES|YES
Miner's Guild Hall|YES|YES|YES|YES
Mason's Guild Hall|YES|YES||
Merchant's Guild Hall|YES|YES|YES|YES
Architect's Guild Hall|YES|YES|YES|
Manufacturer's Guild Hall|YES|YES|YES|YES
Woodcutter's Guild Hall|YES|YES||
Adventurer's Guild Hall|YES|||YES
Wizard's Guild Hall||||
Mercenary's Guild Hall|YES|||YES
Sailor's Guild||||YES
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Bajhire-Ruhne|Port Dresden
Farms| .25|.25|.25|.25|
Small Copse| (3)|X|X|X|
Large Forest|X|(1)|X|X|
Stone Deposit| (empty)|X|X|.20/.20|
Iron Deposit| .20|.20/.20|.20|X|
Coal Deposit| .20|X|X|X|
Sheep (wool)| .20|X|X|.20/.20|
Copper Deposit| .20|X|X|X|
University| .20|X|X|X|
Gold Mine|X|(empty)|X|.20|
Unique Jewels|X|.20|.20|X|
Silver Deposit|.20|.20|X|X|
Silk|.20|X|X|X|
Wild Stallions|.20|.20|X|X|
"Strange Minerals"|.20|X|X|X|
"Strange Materials"|X|X|.20|X|
Spice Deposit|X|X|.20|X|
Rare Herbs|X|X|.20|X|
Lead Deposit|X|X|X|.20|
[/table]

Technologies: {table=head]Agriculture|Industry|Knowledge|Economy|Military|Ma gic|Law
Agriculture|Construction|Written Language|Commerce|Military Training||Government
Animal Husbandry|Sophisticated Tools|Education|Mercantilism|
Irrigation|Roads|Cartography|Currency|
|Blacksmithing|Mathematics|Economics|
|Ship-Making|Mechanics||
|Improved Architecture|
[/table]



700-800
This post has been edited to reflect the Lodenian negotiations (below)

Lodenian Crisis
'Senator Indaro Crassius taps his fingers across the oak desk in his personal office. It was a squat, ancient apartment separated from other Senators personal spaces thin, masoned walls. The original Eaglewind Forum had been designed, centuries ago, to accomodate up to one-hundred senators, but now over two hundred and fifty held offices within it's walls. No matter how much the building was renovated, no matter how many additions, it still felt squat and quare. 'Still,' Crassius thought, 'it was functional.

A meticulously drawn copy of the original Lodenian treaty lay before him on a parchment scroll kept open on one end by a stone goblet of ale on on the other end by a dagger plunged unceremoniously through the signature of the Lodenian King. Sunlight streamed through the open window of the senator's ground-level apartment.

He pored over the document, performing the same work a hundred or so other senators in the building were working at during that precise moment. Each was eager to find the particular loop-hole that would allow them to sever it. None was found. The document was simple, and simple documents were often the most solid. Without flowerly language, there was nothing that could be done.

Violating the treaty outright to act against the undead-abominations in Lodenia would cause not only serious public disapproval, but also would send ripples about Palandril's honesty in the burgeoning international community. Word spread fast, and philosophers agree it would be silly to assume only three nations in the wide world. It was widespread consensus among the Senator's that war was inevitable--but waging it would be a tricky affair, and so as few details as possible were spread among the common voting-class.

Logistically, the senate felt they had the resources to appropriate. Relatively sizable amounts of iron they could order forged--able bodied--strong horses--supple yew trees which could be bent to bows. They had crude maps of Lodenian soil--enough to launch a decapitating strike at the national capitol and from there proceed to eradicate the Lodenian scourge forever.

The problem was actually starting the damn war!

Senator Crassius saw a few options. First, they could violate the treaty outright, and use the element of surprise to further their goal at decapitating the enemy leadership and leaving their forces disorganized, while in the process losing public and international support. The second was to reveal the truth of the Lodenian secret to the people, which would generate support for the war--but terrify them in the process. The people were happy in their common ignorance--the more fanciful things of the world were better left to their story books.

There was some shouting and clammoring outside. An armored man on horseback strolled by, iron sword raised in the air. He was shouting words the senator couldn't hear. A brigade of troops, unarmored, followed. Chanting behind horseman. A squad of troops, no doubt, training through the city. Trying to build morale and support for the troops. Mostly, it just generated a lot of horse **** on the flawless cobblestones of the generally horse-free acropolis.

Then, it struck him. The senator stood, the light of his idea blinding him temporarily. A smile crossed his face. He felt like he had just discovered the nuances of passive-aggression. He unfurled a map on his desk and ran his fingers across the vague denomination of the Lodenian borders...across clearwater pass.

There would be war, oh yes, but the Lodenians would start it.'

[Palandril officials visit the Lodenian capitol, demanding modifications to the treaty. The free free passage amendment, for one, must be stricken. Additionally, the municipal territorial province of Eaglewind is redacting its policy of sharing 50% of toll profits with the Lodenians. For the next six months, Lodenian citizens are allowed through the gate at clearwater pass, but they must pay double tax, and after that they will need special paperwork arranged with the Eaglewind Senate. Additionally, to recompense Palandril for the taxes it has paid to Lodenia due to its mistaken toll-policy, Palandril demands an indefinite tribute of 50 gold per year until Palandril feels it has recovered what it had mistakenly lost.

In the meanwhile, the training operations for the Palandril Republican Army expand, and begin edging themselves towards the Lodenian mountain-border and, especially, along Fort Clearwater and the wall at clearwater pass. If it comes down to it, the troops prepare to defend the wall and fort against a military attack. A trench is dug on one end, and the parapet is militarized with buckets of rocks arrows, and torches to accommodate a nighttime defense, and crenelated walls.

Almost 10,000 additionally men across the country are kept trained in their spare time, though without weapons to fight with. Keeping these men in reserve costs 5,000 silver.

On the recently settled port city of Port Dresden construction marks the first century of its existence, including the development of a great dockyard and a small navy of ships, which grows over time and, after some initial trepidation, begins exploring the seas. Vessels driven by oar and sail attempt to find willing partners of trade in far lands, trying to build strong trade routes. These ships are escorted with a relatively large primitive navy, which also attempts to chart the sea.]

After the negotiations, the Lodenians release a mindless drone-zombie marked with the word 'WAR' across it's chest. The former Palandril citizen is promptly put down, it's body burned to respect the soul. The incident is covered up, and the four provinces begin massing troops.

The ten-thousand reserve troops are pressed to active service, additional weapons are forged. Bows are strung, and the troops are dispatched to within easy distance of Fort Clearwater and the Clearwater Wall. While not in these reserve camps, troops patrol the mountain sides, ensuring there is no enemy activity through the much narrower passes.


Palandril Republican Army
10,420 Soldiers from the four provinces prepare to defend Clearwater pass, but are also ready to deploy elsewhere in Eaglewind or Palandril Provinces.

1000 Mounted Swordsmen
1000 Mounted Spearmen
1500 Infantry Swordsmen
500 Infantry Pikemen
6420 Infantry Archers

Blacksmiths across the Republic forge weapons and armor
{table=head]Weapon/Armor|#|Iron|Wood
+1 Chainmail Armor|10,420|10,420|
+1 Longswords|2500|2500
+1 Polearms|1500|750|750
+1 Bows|6420||6420
Total||13,670|7170
[/table]

Palandril City
27,728 Workers
1000 guard the city and patrol the walls
500 research Infantry Tactics using 5,000 Iron
100 work construction:

Construction
{table=head]Building|#|Wood|Gold|Silver|Jewels
House (poor)|500|500
House (great)|125|2500
Total:||3000
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|14000
Iron Mine| .20|Yes|4808
Coal Mine| .20|Yes|0
Sheep Farm| .20|Yes|0
Copper Mine |.20|Yes|0
Silver Mine| .20|Yes|1000
Silk Farm| .20|Yes|0
Horse Ranch| .20|Yes|0
"Strange Mineral"| .20|Yes|0
Small Copse| (3)|Yes|3000
Stone Mine|(exhausted)|Yes|0
[/table]

3020 become soldiers


Eaglewind
17,653 workers (14,000 after settlers leave)
900 guard the city
200 man Fort Clearwater, collect taxes, and keep track of passers-by
200 research Siege Engines using 7500 wood
100 Build structures...

Construction
{table=head]Building|#|Wood|Gold|Silver|Jewels
House (poor)|500|500
House (great)|100|2000
Total:||2500
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|7053
Large Forest|(1)|Yes|1000
Iron Mine| .20/.20|Yes/Yes|1500/3100
Jewel Mine| .20|Yes|0
Silver Mine| .20|Yes|0
Wild Horses| .20|Yes|0
"Strange Material"| .20|Yes|
[/table]

3600 become soldiers

Bajhire-Ruhne
15,572 workers
600 Guard the city
92 research Naval Tactics using 5000 wood
200 Build structures...

Construction
{table=head]Building|#|Wood|Gold|Silver|Jewels
House (poor)|1500|1500
House (great)|50|1000
Grand Amphitheater|1|1000
Grand Library|1|1000
Grand Cathedral|1|1000
Total:||5500
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|8680
Iron Mine| .20|Yes|4000
Jewel Mine| .20|Yes|
Spice| .20|Yes|
Herbs| .20|Yes|
"Strange Material"| .20|
[/table]

2000 become soldiers

Port Dresden
15,653 workers
500 Guard the city
100 research Navigation spending 3000 gold
500 operate the navy, sailing to foreign ports and trying to establish trade routes
200 Build structures...

Construction
{table=head]Building|#|Wood|Stone|Gold|Silver|Jewels
Dockyard|5|2000||1000|10,000|8500
House (poor)|500|500
House (good)|150|2250
House (great)|50|2500
Farms|.25|325|325
Stone Mine| 2 - .20|600|600
Sheep Farm|2 - .20|650|650
Lead Mine|.20|300|300
Gold Mine|.20|300|300
Temple|10||100
School|35|350
Blacksmith|10|100|
Marketplace|
Shop|150|1500
Luxury Shop|10|100|
Shrine|50|150
Statue|100|150
Public Garden|40|400
Town Hall|15|1500
Tavern|80|800
Stables|3|300
Barracks|5|500
Archery Range|3|500
Small Fort|1||400
Farmers Guild Hall|1|400
Miner's Guild Hall|1|400
Mason's Guild Hall
Merchant's Guild Hal|1|400
Architect's Guild Hall|1|400
Manufacturer's Guild Hall|1|400
Woodcutter's Guild Hall
Adventurer's Guild Hall|1|400
Wizard's Guild Hall|
Mercenary's Guild Hall|1|400
Healer's School
Sailor's Guild|1|400
Clinic|15||150
Grand Amphitheater|1|1000
Grand Library|1|1000
Grand Cathedral|1|1000
Roads (to resources)|7|350|350
Total:||20,525|3175|1000
[/table]

Ship-building
{table=head]Ship|#|Wood
Trade Barge|20|400
Small Galley|15|150
Large Galley|5|100
Total||1100
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|5500
Sheep Farm| .20/.20|Yes/Yes|0/0
Gold Mine| .20|Yes|2830
Stone Mine| .20/.20|Yes/Yes|2000/2163
Lead Mine| .20|Yes|0
[/table]

1800 become soldiers

DMBlackhart
2010-08-03, 12:05 AM
Palandril- (The following is only for mashimoto. The next turn will occur once we have gaurdsman post.)


The Lodanian's were not happy with this at all. It had been evidently clear. Their so called "neighbors" have not only discovered their secrets, but have reacted poorly to it. A council was to be held, as well as a meeting of the best minds of both palandril and lodania. This would need to be resolved peacefully, for despite their neighbors reaction, the lodanian do not wish to behave like monsters.

The meeting was a simple one. The best, most influential men from both civilizations would meet at clear water pass, a mixture of palandril-controlled land, but close enough to the lodanian capital should they need to send a messenger.

Much talk had filled the small meeting room of fort clearwater. The few men who had been sent in both people's steads crowded the space, and argued passionately about the recent actions. The lodanian's showed little care for the changes to the treay, unfortunately they could not affored to lose such a close ally, and were forced to submit to palandril's will. However, these changes were made under only one condition. That the palandril people withdraw their troops, gift fort clear water and the surronding pass to the lodanians, and in exchange they would pay the repremend of fifty golden units a year, as well as share entirely one-sided open borders/knowledge with the palandril people. They would not ask for use or access into palandril land, whilst the palandril people are free to come to their lands, as well as they would share every bit of knowledge the lodanian's had with the palandril people.

This was the new treaty.

At the summence, however, things were heated. If these requests were not met, the lodanian's would not fear open conflict, his was made obvious. The fate of two great civilizations was now left up to the simplist flick of a quill.

Mashimoto
2010-08-03, 12:31 AM
Senator Crassius sat in his oaken chair quietly, stroking his chin. He was there, having drafted the modified treaty. A few other senators were there, and a number of heavy-handed armored swordsmen.

Crassius eyed the Lodenian representatives.

What are you, under that skin-mask? Monsters? Daemons? Witches?

He kept a sturdy face through their counter-offer, and when it was given, he retreated to a back room for a private discussion among the senators

Senator Thorne, who represented the military interest of Eaglewind was fumine. His cheers were red and puffy, his eyebrows were turned in menacing angles, and his snarl was palpable.

"Are they madmen?" he demanded. "We are not surrendering that fort. If they turn it against us, we'll have no recourse. I say we should attack! Strike them now, and swiftly."

"Let us not let emotion get the better of us--" Senator Dale, representing immigration issues, spoke in a monotone. "The treaty they have presented is more than generous. The one we offered was downright extortion. We should take what we get. As for the fortress--it's walls are old and ill-suited against modern weapons of war. We could topple it before long."

Crassius considered their points, made his decision, and strode into the room.

"The people of Palandril cannot afford to lose control of the economic asset of Fort Clearwater. That amendment is stricken from your proposal. You have our humble request. I will afford you time to consider it.

Without another word or sign of goodbye, Crassius stood and turned, his robes billowing behind him as he left the room. The other senators followed, Thorne this time beaming and Dale fuming. They left the Lodenians behind in the room with the soldiers, who hadn't moved an inch from their posts. Heavy oak doors clanked shut behind him.

"I hope you're happy," Dale offered as they strode through the wide corridors. bathed in red torchlight/ Guards saluted them as they passed. "you might have just killed thousands, tens of thousands."

"Such is the life of a Senator," Crassius remarks. "Not an easy job, but a necessary one."

DMBlackhart
2010-08-05, 02:07 PM
Year 800-900- The Big Leagues

The Black Coast- Sons of Bjarki
Resources:{table=head]Resource|Surplus|Surplus|Surplus|Surplus
------|Styr|Bjarki|Fenrir|Musspellheim|
Wood| +1123 | +16,000 | -4500 | -2600 |
Food| +324 | +592 | +105 | +162 |
Wyrdstone| -1000 | 0 | 0 | 0 |
Exotic Fruits| 0 | 0 | 0 | 0 |
Silk| 0 | 0 | 0 | 0 |
Dye| 0 | 0 | 0 | 0 |
Population| +120| +230 | +342 | +723 |
Housing (Great)| 0 | 0 | 0 | 0 |
Constructions| 0 | 0 | 0 | 0 |
Combat Reasources
Mammoths| 0 | 0 | 0 | 0 |
Spies (untrained)| 0 | 0 | 0 | 0 |
Assault Barges| 0 | 0 | 0 | 0 |
Soilders| 0 | 0 | 0 | +323 |
Child Soilders| 0 | 0 | 0 | 0 |
Catapults| 0 | 0 | 0 | 0 |
Ballista| 0 | 0 | 0 | 0 |
Mammoth Assault Barges| 0 | 0 | 0 | 0 |
[/table]

Pig-Iron Fortress- Pop: 142, Cost: 50 lumber, 100 stone, 50 metal, and 14 food, Effect: Allows for complete self sustinence of the 142 population in this area. Shipments of whatever is harvested can be sent over each turn. +2840 in stores

Stone Quarry Fort- Pop: 1000, Cost: 200 lumber, 0 stone, 100metal, and 100 food. Effect: Allows for complete self sustinence of the 1000 population in this area. Shipments of whatever is harvested can be sent over each turn. 5000 in stores

The might of the bjarki had grown! And although they had lost another ally due to falty espionage tactics, they have garnered much from others and from themselves. The mighty stone rails, as well as your seven stone golems, have reached fruition by mid century. The Raiway has been put into great use, however such a massive construction requires constant maintenance.

Palandril, a people from far away, have managed to reveal the world. Much effort had garnered you a list of known people in this world, as well as a map of known landmasses/continents.

Happenings-

- You have been given a document from the people of palandril. This document outlines all existing civilizations and their locations. Establishing trade routes/connections will require more effort however.

The Palandril Chronicle
Palandril- Unaligned
Irigot- Unaligned
Lodanian- Unaligned
Plenia- Unaligned
Descriea- Unaligned
M'graund- Unaligned
Corenia- Unaligned

Open Trade is now possible with all allying or unaligned factions. These must be established through treaties.
- Your spies in Irigot society have failed, outstandingly, as such the irigot people have closed all borders into their civilization.



Constructions and Reaserches- Port Styr
-Major Runes- Complete
- Formation Tactics- Completed
- Mercantilism- Completed
- Irrigation- Completed
- Drydock: Completed
- Obelisk: Completed
- Assault Barge: Completed
- New Town: Completed
- Alchemy: Completed
- Mechanics: Completed
- Trebuchets: Completed
- Improved Alchemical Tools: Completed

Construction and Research- Port Bjarki
- Herbalistic Medicine: Completed
- Children Soilders: Completed
- Obelisk: Completed
- Drydock: Completed
- Logging: Completed
- Grand Forge: Completed
- Equipment Preservation: Completed
- Writing: Completed
- Military Codes: Completed
- Golem-Crafting: Completed
- Advanced Architecture: Completed
- Musical/Artistic Culture: Completed
- Improved Mining Practises: Completed
- Fertility Medicine: completed
- Espionage: completed
- Imp. Caravan Construction: completed
- Mathematics: completed



The Republic of Palandril- The Plains of Cardeen
Resources:{table=head]Resource|Surplus|Surplus|Surplus|
------|Palandril|Eaglewind|Bajhira-Ruhne|Port Dresden|
Wood| +20,000 | +30,550 | -10,500 | -21,625 |
Iron| +39,026 | +55,200 | +48,000 | 0 |
Food| +0 | 0 | 0 | -46,282 (1a) |
Stone| 0 | 0 | -4900 | +46,781 |
Gold| 0 | +21 | 0 | +29,960 |
Wool| 0 | 0 | 0 | 0 |
Copper| 0 | 0 | 0 | 0 |
Silver| +12,000 | 0 | 0 | 0 |
Jewels| 0 | 0 | 0 | 0 |
Spice| 0 | 0 | 0 | 0 |
Herbs| 0 | 0 | 0 | 0 |
Population| +11,720 | +3201 | +4532 | +3621 |
Housing (Good)| 0 | 0 | 0 | 0 |
Horses| 0 | 0 | 0 | 0 |
Combat Reasources
Soilders| +20 | +3600 | +2000 | +1800 |
Cavalery| -1567 | 0 | 0 | 0 |
[/table]

The Lodanian attack had fallen flat. Many many corpses now littered clearwater pass. The battle was gory, and horrible. The inhuman, corpse-bound immortals of lodania put up an impossible fight, with impossibly small numbers. Even a simple five thousand troops had taken down many, many palandril soilders. Had your defense been any lesser, the battle may have been loss.

Messengers from lodania. The first of the battles in the war had been horrible for both sides, they more so then yourselves. The lodanian people are at risk of total annihilation. It is now time for you to submit, and accept them as equals, or cleanse the earth of this foul infestation!

You have discovered the world in under eighty years. Your ships, having risked many supplies, had been very succesful in the expedition to find foreign ports. All known people of the world are now known to you. A document has been written up to commemorate this founding.

The Palandril Chronicle
Bjarki- Unaligned
Irigot- Allies
Lodanian- War!
Plenia- Unaligned
Descriea- Unaligned
M'graund- Unaligned
Corenia- Unaligned

Open Trade is now possible with all allying or unaligned factions. These must be established through treaties.

Your military force increases ten fold. With improved tactics for both land and sea-based troops, you are certain of your prowess over the battle field. Siege engines have also come into existance, allowing another powerful unit to your arsenal!

Militarism was never the intention of your people. And yet, they have began to embrace it. You now have access to either The World of Tomorrow or Military State ideals. Both benefit your civilization in differen't and unique ways.

Happenings-

- The Lodanian attack has failed. Fort Clearwater Stands proud!
- Your expeditions reveal much to you. The world as a whole has been revealed to you.
- All known civilizations have been revealed to you. Open trade is able to be established (but must be negotiated).
- You have effectivly become the "world center" for commerce. All future financial structures of allied civiliations will turn to your system.




Construction & Research-
Statue of ____- Increased Culture in city
University of ____- Researches are considerably higher quality, projects are completed quicker and at less costs, over-all benefits to all tasks.
Temple of ____- Allows for increased happiness in city
Sophisticated Tools- Allows for over-all bonuses to all tasks.
Roads- Complete

All areas currently connected
Established Government- Prevents anarchy during regime change.
Fort _____- Will regulate Trade and allows a small bonus to gold income and chance of spotting spies.
Blacksmithing- Allows for metal-equipment production
Mercantilism- Allows for trade outside of your own cities to be more proficiant, benefitting you more often. (High Value)
Military Training- Allows production of skilled military units, and military units originally considered "too advanced" for the current era.
Grand Cathedral- Allows for increased culture. You are now able to send missionaries to other lands.
Grand Library- Increased Culture.
Grand Ampitheater- Increased happiness/culture.
Cartography- Allows for map-making. (High Value) Plains instantely recorded
Irrigation- More effeciant farm plots. (.25 value)
Ship Making- Allows sea-vessel construction
Currency- Further increases your income from outside trade.
Grand Market- This city gains a small bonus of gold whenever outside trade occurs.
Improved Architecture- Cities are now more durable, more uniuque constructions can be made. Small cultural bonus
Mathmatics - Small bonuses to everything, access to more advanced technologies.
Economics- Although a concept well ahead of it's time, you have grasped the basics. Permanant bonuses to all sources of income.
Mechanics- Although this is a concept well ahead of it's time, you have grasped the basics. Allows for a larger amount of constructions and creations.
Medicine- Permanant bonus to population health.
Infantry Tactics- Increased military value/power
Navel Tactics- Increased Ocean-Based Military Value/Power
Navigation- Vastly Increased survival rate in expeditions.
Siege Engines- Siege Engines WOOO!!!!






New Cities-
Alright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place.

Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.

Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.

1. 1000 people base, a larger amount sent over will allow for a quickly growth. But 1000 minimum.
2. 500 lumber
3. 500 Stone
4. 500 Iron
5. 2000 Food.


Cost for New Housing-
Poor Housing- 1:1 (one reasource for one output). Poor housing can house five citizens in your society.

Good Housing- 15:1 (five reasource for one output). Good housing will house fifty men.

Great Housing- 20:1 (Etc.). Great housing will house one hundread citizens in your society.

Mashimoto
2010-08-06, 03:06 PM
The Republic of Palandril
A Nation of Gold
{table=head]Government|Established|Dissolved
Direct Democratic Republic|0|240
Anarchy|240|260
Representative Democratic Republic|260|??
[/table]
Population: 99,681
Military: 20,592

The Republic of Palandril

Resources:
{table=head]Resource|Amount
Wood | 90,407
Stone | 41,881
Iron | 154,918
Food | 0
Gold| 33,997
Wool| 280
Copper| 13,200
Silver| 30,400
Jewels|7,350
Horses|4,800
Spice|8,400
Herbs|8,400
[/table]

Military:
{table=head]Type|Number
Light Infantry|10,500
Medium Infantry|1500
Heavy Infantry|650
Light Archer| 472
Heavy Archer|6000
Light Cavalry| 620
Heavy Cavalry|850
Trade Barge|40
Small Galley|30
Large Galley|10
Sailors|1000
[/table]


Finished Goods:
{table=head]Good|Amount
[/table]



Cities
Palandril, plains
{table=head]Connected to|
Eaglewind|Yes
Bajhire-Ruhne|Yes
Port Dresden|No
[/table]
Eaglewind, mountains
{table=head]Connected to|
Palandril|Yes
Bajhire-Ruhne|No
Port Dresden|No
[/table]
Bajhire-Ruhne, plains
{table=head]Connected to|
Palandril|Yes
Eaglewind|No
Port Dresden|Yes
[/table]
Port Dresden, coast
{table=head]Connected to:|
Palandril|Yes
Eaglewind|No
Bajhira-Ruhne|Yes
[/table]

{table=head]Building|Palandril|Eaglewind|Bajhire-Ruhne|Port Dresden
House (poor)|500|500|1500|500
House (good)|428|366|334|305
House (great)|125|100|50|50
City Wall (stone)|1|0|0|0
University| 1|0|0|0
Large Statue| 101|100|100|0
Temple|46|20|10|10
School|50|35|35|35
Blacksmith|25|10|10|10
Shop|600|200|150|150
Luxury Shop|50|10|10|10
Shrine|50|50|50|50
Public Garden|50|50|40|40
Town Hall|25|15|15|15
Tavern|200|100|80|80
Stables|10|3|3|3
Barracks|15|5|5|5
Archery Range|10|3|3|3
Fort|3|4|1|1
Healer's School|2|1|0|0
Clinic|30|15|15|15
Dockyard||||5
Grand Cathedral|YES|YES|YES|YES
Grand Amphitheater|YES|YES|YES|YES
Grand Library|YES|YES|YES|YES
Farmers Guild Hall|YES|YES|YES|YES
Miner's Guild Hall|YES|YES|YES|YES
Mason's Guild Hall|YES|YES||
Merchant's Guild Hall|YES|YES|YES|YES
Architect's Guild Hall|YES|YES|YES|
Manufacturer's Guild Hall|YES|YES|YES|YES
Woodcutter's Guild Hall|YES|YES||
Adventurer's Guild Hall|YES|||YES
Wizard's Guild Hall||||
Mercenary's Guild Hall|YES|||YES
Sailor's Guild||||YES
[/table]

Resource Sites
{table=head]Location|Palandril|Eaglewind|Bajhire-Ruhne|Port Dresden
Farms| .25|.25|.25|.25|
Small Copse| (3)|X|X|X|
Large Forest|X|(1)|X|X|
Stone Deposit| (empty)|X|X|.20/.20|
Iron Deposit| .20|.20/.20|.20|X|
Coal Deposit| .20|X|X|X|
Sheep (wool)| .20|X|X|.20/.20|
Copper Deposit| .20|X|X|X|
University| .20|X|X|X|
Gold Mine|X|(empty)|X|.20|
Unique Jewels|X|.20|.20|X|
Silver Deposit|.20|.20|X|X|
Silk|.20|X|X|X|
Wild Stallions|.20|.20|X|X|
"Strange Minerals"|.20|X|X|X|
"Strange Materials"|X|X|.20|X|
Spice Deposit|X|X|.20|X|
Rare Herbs|X|X|.20|X|
Lead Deposit|X|X|X|.20|
[/table]

Technologies: {table=head]Agriculture|Industry|Knowledge|Economy|Military|Ma gic
Agriculture|Construction|Written Language|Commerce|Military Training|
Animal Husbandry|Sophisticated Tools|Education|Mercantilism|Infantry Tactics
Irrigation|Roads|Cartography|Currency|Naval Tactics
|Blacksmithing|Mathematics|Economics|Siege Engines
|Ship-Making|Government|
|Improved Architecture|Mechanics
||Navigation
[/table]



800-900

Six Months after the Battle of Fort Clearwater...
The Lodanian army defeated, the Palandril Republican Army marches onward, across the desecrated fields of battle in Clearwater pass towards the nation of Lodania. After sacking the military establishments of the civilization, the army storms the capitol city. Breaking the siege with an assault, the Lodanian monarchy are eventually captured and shipped south along the Palandril-controlled central road to Fort Clearwater, where they are met with Senator Blair Hawking, representative of the military interest.

"What...what...what's this?"The King demanded. "What now--you slaughter us, every last one? What the hell do you want out of this war?"

Hawking laughed a low, cackling sound. His head was shaven, his left eye marred by wide, white scar. He stroked a rough, red beard.

"No, no of course not. It would never fly with The People. And, aren't they exactly what this is about, my king, the people?" The Lodanian king twitches in his seat and two guards pull the ropes around his wrists, binding them tightly. His skin flakes off easily, resting on the floor like crumpled paper. His arms were red and waxy, his eyes blackened and bloodshot.

"So what? Why invade? You shout and call my people monsters and then slaughter our innocents by the thousands! Do your people even know what we are, who we are? Why not tell them--afraid of them knowing? Who is the monster in this war, anyway? Tell me, Senator, who?!"

Hawking flicked his wrist casually. One of the guards smashed the King on the back of his head with the flat end of a pike. Blood trickled down his thin, gray hair almost immediately.

"Silence," Hawking insisted in his drawl. "We have a plan set in place. You are to sign a contract declaring you were the aggressor in this war, and the Palandril did what was in the best interest of its own defense. In acting strongly, we have protected ourselves. You will surrender all of your citizens and all of your cities to Palandril. They will be watched by the fair and careful eyes of our military. You will await trial in Palandril City for punishment of your aggressive acts. In the meanwhile, all desecration of bodies is sin against the almighty gods, and shall be punished by death. Necromancy as a crime will be punished even more severely. It is a fair deal, really. All of your people shall be allowed to live, more or less, under the watchful eyes of my military. Over time, the truth about your race will diffuse into the general public as they gradually die out. In one century, there will be none among your kind alive. By a few centuries or so, traces of your civilization will be wiped from this earth."

Hawking slid a piece of yellow parchment across the table.

"Now, my liege, are you going to sign this, or shall I sign it for you?"


The expanded military now mans all forts and patrols the cities, rather than independent town watches. In Lodanian cities, the military presence is absolutely massive, with perhaps an armed soldier for every four or five Lodanian zombies. They are unobstructive of Lodanian activity within the laws written by them, but absolutely Draconian when evidence is discovered a Lodanian has violated the law, especially in cases of Necromancy.


Palandril Republican Army

10,000 Soldiers from the Palandril join the Republican Army
1000 Heavy Infantry
250 Heavy Cavalry
1500 Medium Infantry
4,000 Light Infantry
3000 Heavy Archers

Blacksmiths outfit the growing army.
{table=head]Weapon/Armor|#|Iron|Wood
+3 Heavy Armor|4250|12,750|
+2 Medium Armor|2000|4000
+1 Light Armor|6750|6750
+3 Heavy Infantry Weapons|1500|4500
+2 Medium Infantry Weapons|2000|4000
+1 Light Infantry Weapons|7500|7500
+3 Longbows|3000||9000
Siege Crossbows|100||4000
Catapults|100||4000
Total||39,500|17000
[/table]


Palandril City
29,448 Workers (after many leave for the army)
10,000 join the army
500 research Advanced Weapons Forging using 50,000 Iron and 10,000 Gold

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|15,398
Iron Mine| .20|Yes|7500
Coal Mine| .20|Yes|0
Sheep Farm| .20|Yes|50
Copper Mine |.20|Yes|1500
Silver Mine| .20|Yes|3000
Silk Farm| .20|Yes|1000
Horse Ranch| .20|Yes|500
"Strange Mineral"| .20|Yes|0
Small Copse| (3)|Yes|5000
Stone Mine|(exhausted)|Yes|0
[/table]



Eaglewind
22,858 workers
200 research Polytheism using 5,000 Gold and 20,000 Silver

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|12,008
Large Forest|(1)|Yes|3500
Iron Mine| .20/.20|Yes/Yes|1500/1500
Jewel Mine| .20|Yes|2000
Silver Mine| .20|Yes|2000
Wild Horses| .20|Yes|150
"Strange Material"| .20|Yes|
[/table]


Bajhire-Ruhne
20,104 workers
92 research Logging using 15,000 wood

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|10,104
Iron Mine| .20|Yes|4000
Jewel Mine| .20|Yes|2000
Spice| .20|Yes|2000
Herbs| .20|Yes|2000
"Strange Material"| .20|
[/table]


Port Dresden
18,771 workers
100 research Cavalry Tactics spending 3000 gold
500 join the navy

Ship-building
{table=head]Ship|#|Wood
Trade Barge|20|400
Small Galley|15|150
Large Galley|5|100
Total||1100
[/table]

Resource Gathering
{table=head]Resource|Efficiency|Road?|Workers
Farms| .25|Yes|10,000
Sheep Farm| .20/.20|Yes/Yes|25/25
Gold Mine| .20|Yes|8121
Stone Mine| .20/.20|Yes/Yes|
Lead Mine| .20|Yes|
[/table]