[X][help] the hunters guarding the east are called in
If these hunters are called in the eastern hunting ground are left unguarded and will suffer devastation(-2 growth per turn till repaired).
[X] [help] The nobles of the Swamp dwellers make it in time to join the battle after being promised bronze armor.
We can take the growth hit but we do need all the strength we can muster.
[X][help] the hunters guarding the east are called in
[X][help] The nobles of the Swamp dwellers make it in time to join the battle after being promised bronze armor.
[X][help] the hunters guarding the east are called in
[X][help] The nobles of the Swamp dwellers make it in time to join the battle after being promised bronze armor.
orc attacks
hunters 1 vs Militia 4 48+50=98 98+25=123 98-123 = no damage
hunters 2 vs Warriors 1 67+40=107 79+25=104 107-104 = 3 to warriors 1
warriors 1 vs heavy infantry 59+65=124 98+45=143 124-143 = no damage
warriors 3 vs warriors 2 28+40=68 72+45=137 68-137 = no damage
warriors 4 vs warriors 3 21+50=71 19+45=64 71-64 = 7 to warriors 3
hunters 3 vs militia 3 53+30=83 44+30=74 83-74 = 9 to militia 3
Our attacks
hunters 1 vs Militia 1 37+10+20=67 68+35=103 67-103 = no damage
hunters 1 vs Militia 4 33+10+45=88 67+35=102 88-102 = no damage
hunters 2 vs Warriors 1 79+50=129 88+25=113 129-113 = 16 damage to hunters 2
warriors 1 vs heavy infantry 24+10+55=89 94+55=149 89-149 = no damage
warriors 1 vs nobles 2 9+10+65=84 93+55=148 84-148 = no damage
warriors 3 vs archers 3+10+10=23 98+45=143 23-143 = no damage
warriors 3 vs warriors 2 26+40=66 45+45=90 66-90 = no damage
warriors 4 vs warriors 3 85+10+30=125 51+45=96 125-96 = 29 to warriors 4
warriors 4 vs militia 3 97+10+30=137 19+30=49 137-49 = 88 damage to warriors 4
hunters 3 vs militia 2 100+10+20=130 50+30=80 130-80 = 50 damage to hunters 3
hunters 3 vs nobles 4 74+10+50=134 67+30=107 134-107 = 27 damage to hunters 3
The tide of battle changed when the nobles of the swamp river landed behind the orcs and attacked the rear of their army. This attack was the final blow for the orcish hunters leaving only slightly more then halve of all orcs on the battlefield. At the same time a group of our militia arrived from the east that allowed us to replace the skirmishers that had retreated.
orc attacks
warriors 1 vs heavy infantry 60+65=125 4+45=49 125-49 = 76 damage to heavy infantry
nothing that matters
Our attacks
enough to make the orcs run
As night fell both armies started to tire and fighting slowed down and when the orcs retreated our army stayed where it was to take care of the many wounded, repair their gear and find replacements for the gear that was beyond repair. When the wounded where taken care of the leaders of the army decided that the army was in no shape to try and chase the orcs in the dark and only a small group of hunters was send to keep track of the orcs.
The next morning the hunters reported that the orcs marched all night long and are heading towards the riverbank. With Rivermeet saved the commanders of the allied forces met to decide the next goal of the army but failed to find a plan all agreed on.
The first plan made by our nobles focused on driving the orcs out of the area around Stonemeet as the longer the orcs occupy the lands the greater the damage done. The Islanders want to attack the orc settlement at the great river as the army defending it has been weakened in the battle and finally the Bison hill commander wants to stay on the defensive and gather more troops before any attack is launched.
After a day they have agreed on one thing a small force with wagons loaded with food will go to stonemeet to resupply the garrison there as most of the orcs there are at the east side of the camp so a small force can clear a path to the gate at the west side of town long enough to get the wagons with food inside the walls.
Reports about smaller groups of orcs loaded with loot heading back east also arrive so it looks like at least some of the orcs have had enough of the fighting as well.
The final plans made where:
[Stonemeet] Wait for the orcs to leave and attack any that remain behind
increased devastation(-2 growth per turn) till repaired
[Stonemeet] Push the orcs out
The militia wants to go home but they can be ordered to launch one last attack.
-1 stability -10 growth
[Riverbank] Support the Islanders
Will result in the Islanders taking the riverbank
-40 growth from losses +10 relations with the Islanders
[Riverbank] Provide limited support to the islanders
-5 growth from losses
one D100 is rolled on a 40 or higher the Islanders take the riverbank else the orcs keep it.
[Riverbank] Take it for our tribe
We take the riverbank with linted help from the Islanders
-60 growth from losses -20 relations with the Islanders
After the fighting is over our nobles meet to talk about the battles and they agreed that changes where needed to prevent the losses suffered during the war. As this was happening at the same time as the adoptaion of feudalism there was a opportunity to turn our nobility into a warrior elite. One is adopted without any debate we should train dedicated scouts in the future.
[warrior specialization scouts unlocked, the give +15 bonus per group per group of scouts to a max of +50]
First a focus of our nobles needs to be chosen:
[nobles] Administrators
Nobles start armed with bronze spears and the noble faction has 2 actions
[nobles] Warriors
Nobles get +10 to all attack rolls.
Nobles start armed with bronze spears, swords and once researched bronze shields.
The noble faction has one action.
one more reform can be adopted.
what reforms where made?
you can pick 2 reforms(3 if the warrior focus is picked for the nobles)
[reform] bronze arrowheads.
The shields and hide armor of the orcs stopped many of our arrows
unlocks the crafting of bronze arrow heads.
+10 to the ranged attack of archers +5 to the ranged attack of other groups.
[reform] Hunter scouts
By having the hunters train in scouting they can learn to better estimate the size of enemy groups and collect other useful info for our commanders
hunters will give +5 to the scouting roll per group
[reform] Volley fire
By firing in volleys the abilities of archers is improved in two ways, first the best archers can aim and the rest put there bows at the same angle and multiple arrows will hit at once giving no opportunities to dodge.
dedicated archers will get +10 to ranged attacks
[reform] Fortifications
The orcs where stopped by the stone walls of our towns we can expand this to protect more of our lands
allows the construction of fortifications reducing devastation if attacked
[reform] improved skirmishers
the bonus from skirmishers increases to +10 to all maneuver rolls per group of skirmishers
Finally do we skip a round as the next will be spend repairing devastation most likely.
[skip turn] Yes
Skip a turn that will be used to repair devastation and recruit replacement for the lost
[skip turn] No
The next turn will be after the war trying to deal with the damage done.[/spoiler]
[X][Stonemeet] Wait for the orcs to leave and attack any that remain behind
[X][Riverbank] Support the Islanders
[X][nobles] Warriors
[X] [reform] bronze arrowheads.
[X] [reform] Volley fire
[X] [reform] Fortifications
[X][skip turn] Yes
[X][Stonemeet] Wait for the orcs to leave and attack any that remain behind
[X][Riverbank] Support the Islanders
[X][nobles] Warriors
[X] [reform] bronze arrowheads.
[X] [reform] Volley fire
[X] [reform] Fortifications
[X][skip turn] Yes
They use the same resources the players do but pick their action(s) after the players actions have been paid for. Part of the next vote is about what they are allowed to spend.
[X][Stonemeet] Wait for the orcs to leave and attack any that remain behind
[X][Riverbank] Support the Islanders
[X][nobles] Warriors
[X] [reform] bronze arrowheads.
[X] [reform] Volley fire
[X] [reform] Fortifications
[X][skip turn] Yes
Support the Islanders : 82
Wait for the orcs to leave : 57 - increased devastation(-2 growth per turn) till repaired
stability : 48
weather : 5 long winter
Farming : 24 long winter
Fishing : 85
hunting : 32
nobles : 6 nobles worry about militia membership
Artisans : 89 +10 progress on great forge
priests : 61
repairing damage : 66 most damage repaired 1 current worker available for actions.
Turn skipped 4 of 5 devastation repaired.
Support the Islanders Total: 82 -20 growth from losses +10 relations with the Islanders
trade from other tribes +5 growth
current learning is 1: +5 all study projects x2(skipped turn)
end of turn current regen: +1 Workers, +1 Crafters, +1 learning
add per turn income
Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
palisades: Old town, Flint
Stone walls: Rivermeet, Stonemeet, Riverbend, Green Rock, Heroes Rest
Towns: Riverbend and Rivermeet
shrines: Old town, Rivermeet
stability roll = 83, Stability: very High
Cohesion:
+04 base
+01 abstract tally
+01 Cuneiform writing
+02 Master artisans
+06 Warrior nobles
+02 Priests
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+00 for having a hero
+00 per admin hero(+2 each)
-24 settlements(3x8)
-01 outpost
=
+7
Tribes Status:
Stability: very High.
Growth +12 0/50
8 bronze, +1 per turn
Wealth: 7, +2 per turn
Culture 37 +2 per turn
Cohesion: +5
Fighters: 3x warrior nobles(heavy infantry/bronze spears/bronze short swords)
1x archers(bronze spears/longbows), 1x warrior skirmishers(bronze spears/longbows)
1x warrior skirmishers(bronze spears/bows/bronze short swords)
1x heavy infantry(bronze spears/bronze short swords)
3x hunter militia(bronze spears/bows)
Reforms adopted: bronze arrowheads, Volley fire and Fortifications.
Heroes: None
We have spend years rebuilding farmhouses, hunting camps and training new workers for them. Now only a few of the more remote farms still need to be rebuild before all of the damage done by the orcs is repaired. This process is slowed by the fact that many fear more raids by the orcs and are moving to our walled towns instead of spreading out and claiming more farmland. At Rivermeet several market are being hold each year with the largest a week after the grain harvest where the farmers sell their harvest and spend the proceeds. The only ones not happy about this are the nobles commanding the rural militias who see potential members move away. The elders worry about the lack of stone walls at some of our settlements.
[+1 wealth per turn, 4 of 5 devastation repaired. elder quest for stone walls]
[urbanization] support the move to the cities
+30 progress on the great forge, +0,5 base crafters, -1 base transportation(land) and -2 growth per turn
[urbanization] Allow it
-0,5 base transportation(land) -1 growth per turn
[urbanization] Force the farmers to stay at their farms
+1 group of militia -1 stability
After the war the government of the nation came under control of our nobility and the control of the army was given to the local nobles freeing up the palace to focus on other duties. Another change was how we collect our taxes this is now done by the nobles that use them to pay for their gear and warriors living in the area they are responsible for instead of collecting it all at the palace. The only point of debate is how much are the local nobles allowed to spend and what part of the taxes needs to be paid to the palace.
[nobles get +10 to attack rolls, gain a 5th action each turn]
[nobles] Unlimited spending
The nobles take their action after the player actions and are allowed to spend any resources left(base workers, learning and growth).
This will lead to the nobles recruiting a smaller better equipped force that will include more nobles
[nobles] Limited spending
The nobles are limited to spending the resources they have produced themselves, if they want to spend more they have to ask
Will result into votes if the nobles want to take actions they can not afford.
This will lead to the nobles increasing growth and then use that growth to raise militia's
[nobles] On a budget
The players set a amount of resources the nobles are allowed to spend.
[nobles] write in
The advisors send to the Firal have traveled to the far corners of their lands and now the first of them have returned to our trading post with tales that amaze. The first thing that became clear was that the three clans we know of are not all of the Firal as there are two more clans living beyond the waterfall. Travel to the Firal living there is not a easy travel as the only way down is a narrow passage that can be used by adults carrying almost nothing as the passage includes climbing a tree and jumping from it to a ledge before continuing the climb up the passage.
The Firal have a large permanent camp below the waterfall but they are forced to pay tribute to a group of necromancers living further along the river.
[New action under diplomacy for the Firal]
the firal are the first try of a new mechanic of minor tribes these have several slowly completing projects instead of rolls
Firal:
Adopt longbows 20/100 +5 per turn, all hunters will be armed with longbows
New camp(Rapids) 10/100 +2 per turn, gives +1 per turn for gaining more hunters
Trained crafters 5/100 +5 per turn, gives +5 per turn to new camps and adopting longbows.
Firal mercenaries 60/100 +10 per turn(advisors and trading station), a group of Firal hunters joins our army as mercenaries.
Organization 20/200 +5 per camp per turn(+5) unlocks new options including one that allows the annexation of Firal camps.
There are 5 areas where there are Firal:
The rapids: 2x hunters, more hunters 10/100 +2/turn
East lake shore: 2x hunters, more hunters 10/100 +2/turn
West lake shore: 1x hunters, more hunters 10/100 +1/turn
Below the great falls: 3x hunters,camp, more hunters 20/100 +3/turn
At the passage: 1x hunters, more hunters 10/100 +1/turn
name: current quest, reward for completing quest / penalty for failing quest
Farmers: farm flax, +5 wealth / -
Crafters: study flax farming +1 current learning /
Nobles: Produce scale armor +20 to the roll / -
Traders: explore the great river , possible new trading opportunities / -
Priests: have 3 groups of dedicated leaders(priest) , government becomes theocracy , 5 actions, +1 priest faction action, priest faction will do culture actions / -
Elders: have stone walls at all settlements +1 growth per turn / -20 to stability rolls until completed.
Leaders: finish study land reform +1 growth per turn / -
Faction actions/special bonuses:
Nobles faction takes one action after the players
The conquest of the orcish fort on the riverbank caused a lot of changes for the Islanders and swamp dwellers. The first one was that the fort got used by fishers looking for a safer place to fish out then the remote camps deep in the swamp and it got the name New Port. Next came the move to the walled cities of a larger number of crafters and traders and within 2 years of the founding of New Port several settlements of the swamp dwellers where no more then outpost used by fishers and hunters. To help protect the new town the nobles of the swamp dwellers where offered land if they settled there and help defend the town. This led to the Islanders gaining far more control over the swamp and are now the only power of note in that area.
Stability: average
Growth +6 5/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +6
Major Buildings: Stone walls(Big Island, Small Island, New Port) , warrior halls x3
current/base:
Workers 4/4
Crafters 2/4
Learning 1/1,2
transportation(land) 1/1
transportation(river) 5/5
Leaders: warrior nobles
Fighters: 1x warrior nobles(bronze spears/longbows), 3x warriors(stone spears/bows), 3x hunter militia(stone spears/bows), 3x militia(stone spears/bows)
Actions 4:
build trails
train farmers
train warriors
build plows
The Bison hill tribe has adopted our writing system and Ox has finished his wells and they have used them to expand the irrigation system into parts of the plains allowing their farmers to expand onto the plains. Most of their milita is now armed with longbows and the final groups are expected to get theirs soon. They are looking to buy bronze so they arm their militia with better spears.
Stability: above average
Growth +7 9/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +3
current/base:
Workers 2/2
Crafters 1/2
Learning 1/1,6
transportation(land) 2/2
Leaders: None
Fighters: 1x warriors(bronze spear/longbows), 3x hunter militia(bronze spears/longbows), 5x hunter militia(stone spears/bows), 3x militia(stone spears/bows)
Actions 4(has palace):
trade for bronze
trade for bronze
more bison for farmers
craft longbows
farming hero(DC 30 to survive): study wells
Sons of the dragon(+10)
Neutral
working on: unknown others
has: dedicated leaders, unknown others
Deer hunters(+35):
Neutral
working on: bronze working(185/200) and large scale warfare(70), land reform(55), vassalage(15/200), short swords(73)
Has: longbows, dedicated leaders
Islanders(+60)
Friendly, faces regular raids by orcs.
working on: travois(70), apprentices(75)
has: trade stations, dedicated leaders, warrior halls, fishing nets, Cuneiform writing
Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
working on: permanent settlements(60/100)
Has: bands of hunter gatherers.
The tribe can do 5 tasks each turn, negative events happen if stats go below 0. The noble faction will take one action after the ones chosen by the players
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture
[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Flint, Rivermeet, Riverbend, Green Rock, Mid River
[task] Send missionaries
Cost 10 culture
Send a group of missionaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(3/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/5)
[task] Train priests(max 1 per 3 shrines(1), 3 settlements with missionaries(1) + 1 for house of the Gods= 1/3 trained)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements
[task] Study tales of past heroes
Study tales of the actions of the heroes in the past to find answers for today's problems.
Cost: 20 culture
+2 current learning
[task] conquest
Take control of the lands surrounding the tribe
Each time this task is taken more groups join(max 4 per time this action is taken).
results in a battle.
Targets:
Southern riverbank: the land along the great river under orcish control
The warriors think there are about 12 groups of orcs and 4 of those are warriors.
Eastern lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, 3 warriors, 4 hunters and 6 others.
Northern hills(near Green Rock) 1 warriors 2 hunters 4 others.
Cost: 1 current transportation to supply them
[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 4 per time this action is taken)
Targets: none
Cost: 1 current transportation to supply them
[task] Craft bronze spears
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: three groups gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft bronze short swords
DC 40: one group gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft longbows
DC 20: one group gets longbows
DC 50: two groups gets longbows
DC 70: three groups gets longbows
Cost: 1 current crafters
[task] Craft scale armor
The production of scale armor takes far longer then crafting a sword or spearpoint but will provide unmatched protection. gives +10 to the defense roll and requires 0/100 to make(if roll is over this it is used for the next set of scale armor)
costs 1 bronze, 1 current crafting
[task] Craft bronze arrowheads
Bronze arrowheads give archers +5 to their attack rolls
DC 20: one group gets bronze arrowheads
DC 40: two groups gets bronze arrowheads
DC 60: three groups gets bronze arrowheads
DC 80: four groups gets bronze arrowheads
Cost: 1 bronze, 1 current crafters
[task] Reform army
You can pick specializations for all warriors and nobles that do not have one.
[task] Patrol lands(max one per 3 groups of warriors/nobles)
Organize the nations warriors into patrols against bandits and orcish raiders.
+1 cohesion
[task] Train warriors - specialization
Trains a new group of warriors armed with bronze tipped spears and bows.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
Scouts(provide a +15 bonus to the scouting roll per group, max 50 per roll)
Cost: 1 base workers, 1 current crafters, 1 bronze
[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters
[task] build warrior halls
target: any
+5 to a single non combat military action each turn
Cost: 1 current workers, 1 current crafters
[task] stone walls
target: Mid River, Old town, Flint, Laketown
DC 20 wall bonus next turn DC 70 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
Cost: 1 current workers, 1 current crafters
[task] Hire mercenaries
Hire a group of mercenaries to fight for us
cost 8 wealth per group and you can hire as many as you can afford with a single action.
they fight as well as militia and are armed with stone tipped spears and bows
[task] Build fortifications - target region
Adds fortifications manned by our militia protecting the area from looters and raiders.
Cost: 1 current workers, 1 current crafters
[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers
[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers
[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers
[task] organize workers
Spend time to find more workers
+2 current workers
[task] Train crafters
Cost: 1 base workers
gives +0.6 base crafters, 1 more max build workshops
[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters
[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters
[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters
[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them
there are several kind of leaders and depending on the culture of the tribe one or more can be chosen.
If there are more then one type of dedicated leaders and there are more actions then the tribes rulers can control the leaders will form a faction taking over control of that action.
Warrior Nobles
Warrior Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors but will take of artisan actions to make sure they have the best weapons the tribe can make.
For each group of warriors a tribe has it can have a group of warrior nobles.
Hunter Nobles
Spend their time hunting and produce 2 food per turn but you can have one less hunting action.
Master Artisans
+0,2 base crafters, +0,1 base learning
You can have one group of Master Artisans per 2 groups of artisans a tribe has.
Priests
Give a bonus related to the tribes religion
Requires a house of the gods or locked worship gods action
+0,2 base learning
[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
[task] scout[target]
Write in target based on the map
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create outpost
valid locations: None
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.
cost 1 current workers
[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn
[task] Create new settlement[location]
valid locations:
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters, +1 growth per turn)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: settlement is created
DC 70: settlement starts with trails
cost 1 base transportation, 3 current workers, 2 current crafters
[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters
[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
cost 1 current workers
[task] Create roads at 285/300
The first roads are created by clearing a path wide enough for a travois and removing all obstacles like fallen trees from it.
It also includes log bridges to cross streams and prepared campsites for travelers.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 1 current crafters
[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls
[task] Connect tribes [write in target]
Improves relations(+10) and trade with other tribes by creating improved connections using roads and boats.
Both nations will get +5 more on a study project from trade stations.
Possible targets:
Deer hunters: 1 current workers, 35/100 for road connection
Islanders: 1 base transportation(river) always successful.
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Collect teachers, create tools and prepare food to trade to the target.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation
[task] Trading station
Sends a small group of traders to live among a nearby tribe to collect goods to trade back home.
The owner gains +10 progress on a random tech the target owns or +2 growth if there is none
The tribe where the station is gains: +5 progress on a random tech of the owner of the station or +1 growth if there is none
Valid targets: Firal
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 base transportation
[task] Internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth
[task] Build market
Creates a place designed for trade.
+1 wealth per turn
Valid targets: Riverbend
[task] Seek union
Try to convince another tribe or to join ours.
Will require additional actions to complete the union.
Valid targets: Bison Hill, Islanders, Swamp dwellers.
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 30: get new actions to join the tribes.
DC 60: +5 relations
[task] Give gifts
Valid targets are the following tribes: Bison hunters, swamp dwellers, southern forest tribes ,Deer hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting
[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe
Valid targets: Deer hunters, Southern forest tribes
[task] Aid the Firal (target)
Write in one of the project they are working on, add the roll to that project.
[task] Make the promised scale armor
We promised the nobles scale armor for their help in the war it is time to deliver on that promise.
DC 40: scale mail is made and delivered
[task] The great forge 10/200
Instead of a single smith working on a single item at once and producing it alone at the great forge a large number of smiths work together.
This provides an unmatched place for apprentices to learn even if they spread across our nation once their training is complete.
There are other benefits like the ability to share a single forge and specialist that produce the other parts needed for the items produced here.
Cost: 1 base crafters 1 bronze per turn
removes the 0.1 base crafters cost from plows and gives the artisan faction an action each turn.
Will get +20 each time the mines are expanded and +10 when bronze items are made or studied.
[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None
[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed
[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+1 growth per turn
[task] Tend Orchards (max 1 more)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn
[task] More Farmers (max 2 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks
[task] More plows for farmers 4/7
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn
[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers
[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers
[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers
[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats
[task] More fishing boats(max 0 more, +1 max nets per 2)
+1 growth per turn
cost 1 base transportation(river)
[task] Craft fishing nets(max 2 more)
Nets made from flax ropes allow more fish to be caught by our boats.
cost will be lowered by 1 current crafting once flax is being farmed.
+1 growth per turn
-2 current crafters -0,1 base crafters
[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line
[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)
[task] Build trap line(max 0 more)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters
All research projects advance each year at the rate of 5* current learning
[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters
[task] Fund research
Provides funds to those having ideas that can help the tribe
Gives +1 current learning
Cost 10 wealth
[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn
[task] Teach our leaders to read
By teaching all our leaders to read we create a small group in the tribe that can store ideas in writing and learn from those that lived before them.
increases the cost of choosing dedicated leaders by 1 current learning and you gain an additional 0,1 base learning for each group recruited
Gain 0,5 base learning
cost: 3 current learning, Cost 1 current crafters, 10 wealth
[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100+10)
cost: 1 current learning
- Bronze shields 10/100
When researched heavy infantry gets +5 to their rolls for defense.
unlocks:
Task craft Bronze shields
By covering our shields in a layer of bronze they can take more damage gives +5 to the defense of a group
DC 20: one group gets bronze shields
DC 50: two groups gets bronze shields
DC 70: three groups gets bronze shields
costs 1 bronze, 1 current crafting
- Land reform 60/100
Gives new options for land management
build fortified manors, +1 cohesion, max one per group of nobles
- Herding dogs 70/100
herding:
new growth boosting task for herding.
- Flax farming 100/100
Clothing is made from leather and woven plants but until now the plants being used are collected from the wild.
By producing them on our farms more clothing can be made.
Unlocks grow flax, costing 1 base workers and sharing max use with farming giving +1 wealth per turn.
- Scouting dogs 49/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs
- The orcs 79/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.
- Hunting grounds 30/100
The Firal are master hunters and have made changes to the forest around their camps to increase the amount of game. This includes hunting down all predators, prepared campsites and burning small sections of forest to provide clearings for food.
Will give +1 growth per turn and a action for 1 more usable twice.
[X][urbanization] Allow it
[X][nobles] Limited spending
I think this is a good middle-of-the-road option
[X][task] stone walls [Flint]
[X][task] stone walls [Mid river]
[X][task] organize workers
[X][task] Create roads at 285/300
[X][task]Make the promised scale armor
So we have a quest to wall all of our settlements, so this plan makes progress towards that, and we are also finishing off the road network.
I really want more Great Forge progress, its our current mega-structure, and its really helpful. The extra base crafters from not losing any to the plow action will definitely end up helping, plus the extra action from our crafters will be extremely beneficial for us. We can make wagons and improve our land transportation pretty easily, so not terribly worried about that. 1 less growth per turn is unpleasant, but something we can definitely eat for the benefits gained.
[X][nobles] Limited spending
makes sense for limited spending.
[X][task] stone walls [Flint]
[X][task] stone walls [Mid river]
[X][task] organize workers
[X][task] Create roads at 285/300
[X][task]Make the promised scale armor
generally agree with the rest of your plan.