Main turn 59
random event:31
necromancy:81
weather:3 clothing shortages
stone walls [Mid River]:76 Cost: 1 current workers, 1 current crafters
Study tales of past heroes:36 Cost: 20 culture +2 current learning
Teach our leaders to read:25 Gain 0,5 base learning 3 current learning, Cost 1 current crafters, 10 wealth
Build market [Riverbend]:36 +1 wealth per turn
Build shrine [Rivermeet]:83 +5 culture
Trade station(Big island(both) bonus: +3 growth
Trade station(Deer hunters(both)bonus: +3 growth
Trade station(Bison hill(both): bonus: +15 wells
Trade station(Firal(ours)bonus: +10 hunting grounds
trade from other tribes +2 growth
current learning is 1: +5 all study projects
skirmishers at Ritual town: +5 relations per turn with the necromancers, +10 to study magical theory each turn
end of turn current regen: +1 Workers, +1 Crafters, +1 learning
add per turn income
#### updated #####
Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
Stone walls: Rivermeet, Stonemeet, Riverbend, Green Rock, Heroes Rest, Flint, Old Town, Lake Town, Mid River
Towns: Riverbend and Rivermeet
shrines: Old town, Rivermeet, Riverbend
stability roll = 47, 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
necromancy:81
weather:3 clothing shortages
stone walls [Mid River]:76 Cost: 1 current workers, 1 current crafters
Study tales of past heroes:36 Cost: 20 culture +2 current learning
Teach our leaders to read:25 Gain 0,5 base learning 3 current learning, Cost 1 current crafters, 10 wealth
Build market [Riverbend]:36 +1 wealth per turn
Build shrine [Rivermeet]:83 +5 culture
Trade station(Big island(both) bonus: +3 growth
Trade station(Deer hunters(both)bonus: +3 growth
Trade station(Bison hill(both): bonus: +15 wells
Trade station(Firal(ours)bonus: +10 hunting grounds
trade from other tribes +2 growth
current learning is 1: +5 all study projects
skirmishers at Ritual town: +5 relations per turn with the necromancers, +10 to study magical theory each turn
end of turn current regen: +1 Workers, +1 Crafters, +1 learning
add per turn income
#### updated #####
Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
Stone walls: Rivermeet, Stonemeet, Riverbend, Green Rock, Heroes Rest, Flint, Old Town, Lake Town, Mid River
Towns: Riverbend and Rivermeet
shrines: Old town, Rivermeet, Riverbend
stability roll = 47, 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: High.
Growth +13 7/50
8 bronze, +1 per turn
Wealth: 4, +3 per turn
Culture 28 +2 per turn
Cohesion: +7
current/base:
Workers 1/2
Crafters 3/4
Learning 2/3
Magic 0/0,1
transportation(land) 3/3
transportation(river) 1/1
Leaders: 1x master crafters, 3x warrior nobles, 1x priests
Fighters: 3x warrior nobles(heavy infantry/bronze spears/bronze short swords)
1x archers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze)/bronze short swords)
1x heavy infantry(bronze spears/bronze short swords)
1x hunter militia(bronze spears/longbows)
2x hunter militia(bronze spears/bows)
Reforms adopted: bronze arrowheads, Volley fire(+10RA for archers) and Fortifications.
1x archers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze)/bronze short swords)
1x heavy infantry(bronze spears/bronze short swords)
1x hunter militia(bronze spears/longbows)
2x hunter militia(bronze spears/bows)
Reforms adopted: bronze arrowheads, Volley fire(+10RA for archers) and Fortifications.
We have made a deal with the inhabitant of Ritual town we will provide warriors to protect them against the Liches and they will teach us of magic. Most of this magic consist of rituals that drain power from one animal or person to boost another. This allows the healing of wounds that normally be fatal but the largest effects are reached when the target of the ritual is a dead body where the dead rise to serve the necromancer.
They also start to teach us what they know of the basics of magic, magic is the energy of the world that can be shaped with rituals that is everywhere but concentrated in the living. Some places also build up magic but little is know about why this happens. One of the rituals did notice that at all of our shrines there is more magic then average and began to study the shrine and the priest that work there. He thinks there is power in the rituals we hold for our ancestors and the heroes we worship.
[Magic stat added, gain +0,1 Base magic and magic related tasks.]
With the walls of Mid River completed all of our settlements have stone walls. But the bigger change was that our leaders where taught to read using the the priest collection of tales about our heroes and this allows them to get a better idea of the world around them and makes it easier for plans to reach the palace. The first of these reports is about the Bison hill tribe that has been in decline since the Deer hunters started to convince their herders to join them instead.
[+1 growth per turn from completing the elder quest, +0,5 Base learning, seek union can be used on minor tribes]
We are in the middle of several longer then normal winters and there is a growing shortage of clothes as our numbers continue to rise while the number of hunters stays the same. There are two possible solutions to this crisis: start to grow flax to turn into linen or train more hunters. Both have their advantages more hunters serve as the best of our militia while flax farming allows large scale production of linen.
[+1 base workers, if farm flax or more hunters is not take -1 stability]
Sending the skirmishers south to ritual town has made it clear how hard it is to send goods there trough the passage in the cliff and our traders propose the construction of a road from the shore of the lake to the passage, digging out the passage so wagons can use it and continuing the road to the river below the great falls. This will cost a great amount of workers and tools but will allow us to expand south of the great falls.
[new great building: The river passage]
Our nobles have started to produce scale armor proving more work for our blacksmiths and this is a project that will take them generations before they are all equipped.
[scale armor at 73/100, +10 to the great forge]
name: current quest, reward for completing quest / penalty for failing quest
Farmers: study wells, +2 growth / -
Crafters: expand copper mines, 1 group gets armed with bronze arrows /
Nobles: study Bronze shields +20 to the roll / -
Traders: farm flax , weaving study project / -
Priests: send missionaries, +5 relation with group they are send to / -
Elders: new quest next turn
Leaders: finish study land reform +1 growth per turn / -
Faction actions/special bonuses:
Nobles faction takes one action after the players
Farmers: study wells, +2 growth / -
Crafters: expand copper mines, 1 group gets armed with bronze arrows /
Nobles: study Bronze shields +20 to the roll / -
Traders: farm flax , weaving study project / -
Priests: send missionaries, +5 relation with group they are send to / -
Elders: new quest next turn
Leaders: finish study land reform +1 growth per turn / -
Faction actions/special bonuses:
Nobles faction takes one action after the players
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 35/100 +5 per turn, all hunters will be armed with longbows
New camp(Rapids) 16/100 +2 per turn, gives +1 per turn for gaining more hunters
Trained crafters 20/100 +5 per turn, gives +5 per turn to new camps and adopting longbows.
Firal mercenaries 90/100 +10 per turn(advisors and trading station), a group of Firal hunters joins our army as mercenaries.
Organization 35/200 +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 16/100 +2/turn
East lake shore: 2x hunters, more hunters 16/100 +2/turn
West lake shore: 1x hunters, more hunters 13/100 +1/turn
Below the great falls: 3x hunters,camp, more hunters 29/100 +3/turn
At the passage: 1x hunters, more hunters 13/100 +1/turn
Firal:
Adopt longbows 35/100 +5 per turn, all hunters will be armed with longbows
New camp(Rapids) 16/100 +2 per turn, gives +1 per turn for gaining more hunters
Trained crafters 20/100 +5 per turn, gives +5 per turn to new camps and adopting longbows.
Firal mercenaries 90/100 +10 per turn(advisors and trading station), a group of Firal hunters joins our army as mercenaries.
Organization 35/200 +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 16/100 +2/turn
East lake shore: 2x hunters, more hunters 16/100 +2/turn
West lake shore: 1x hunters, more hunters 13/100 +1/turn
Below the great falls: 3x hunters,camp, more hunters 29/100 +3/turn
At the passage: 1x hunters, more hunters 13/100 +1/turn
These long winters where the first since the Islanders had left the swamp and settled along the riverbank north of there and their farmers have not learned the signs that indicate an early winter and their harvest fails. Despite this setback they completed building a road to New Port and armed all of their warriors with bronze spears.
Stability: average
Growth +9 11/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +6
Major Buildings: Stone walls(Big Island, Small Island, New Port,Rivers end) , warrior halls x3
current/base:
Workers 2/2
Crafters 2/4
Learning 1/1,2
transportation(land) 1/2
transportation(river) 5/5
Leaders: warrior nobles
Fighters: 1x warrior nobles(bronze spears/longbows/heavy infantry/scale mail), 4x warriors(bronze spears/heavy infantry), 3x hunter militia(stone spears/longbows), 3x militia(stone spears/longbows)
Actions 4+admin hero:
bronze spears
Fortified Manors(New Port)
Expand education
Expand education
admin hero(age 30): Expand education
Growth +9 11/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +6
Major Buildings: Stone walls(Big Island, Small Island, New Port,Rivers end) , warrior halls x3
current/base:
Workers 2/2
Crafters 2/4
Learning 1/1,2
transportation(land) 1/2
transportation(river) 5/5
Leaders: warrior nobles
Fighters: 1x warrior nobles(bronze spears/longbows/heavy infantry/scale mail), 4x warriors(bronze spears/heavy infantry), 3x hunter militia(stone spears/longbows), 3x militia(stone spears/longbows)
Actions 4+admin hero:
bronze spears
Fortified Manors(New Port)
Expand education
Expand education
admin hero(age 30): Expand education
While the other nations grew the Bison hill tribe is locked in with us to their east, the Deer Hunters to the north, the Sons of the Dragon to the west and the Firal to the South.
Now that we get written reports from there it has become clear that the tribe lacks something that holds it together like our religion or the Deer hunters nobility and their settlements can be convinced to join others.
With the removal of major nation status they no longer get rolls and have the following settlements:
Forest edge: 0,2 Base learning, 1,0 Base crafters, 2x militia(stone spears/bows), 0,5 Base workers
Northern herders: 0,1 Base learning, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x hunter militia(stone spears/bows)
Eastern herders: 0,1 Base learning, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x hunter militia(stone spears/bows)
Bison hill 0,2 Base learning, 0,5 Base crafters, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x militia(stone spears/bows)
The palace 0,4 Base learning, 0,5 Base crafters, 0,5 Base workers, 1x warriors(bronze spear/longbows), 1x hunter militia(bronze spears/longbows)
The DC for seeking union with the palace settlement is 5 higher for each other settlement they have
Forest edge: 0,2 Base learning, 1,0 Base crafters, 2x militia(stone spears/bows), 0,5 Base workers
Northern herders: 0,1 Base learning, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x hunter militia(stone spears/bows)
Eastern herders: 0,1 Base learning, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x hunter militia(stone spears/bows)
Bison hill 0,2 Base learning, 0,5 Base crafters, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x militia(stone spears/bows)
The palace 0,4 Base learning, 0,5 Base crafters, 0,5 Base workers, 1x warriors(bronze spear/longbows), 1x hunter militia(bronze spears/longbows)
The DC for seeking union with the palace settlement is 5 higher for each other settlement they have
The Deer hunters latest attempt to convince the Bison hill herders to join them failed but they have a new Hero, a metalworker, named blue eyes after his cobalt eyes. With him running their forges all of their warriors where armed with short swords.
A Missionary from the Sons of the dragon tried to order the chief of the Bison hill tribe as their power grew as they gained followers into holding the main festival worshiping the dragon but the chief order all of their missionaries to be expelled from his land. Back at the Dragons lair the priesthood has expanded to help rule their new southern lands and they are adding stone walls around all of their settlements.
[The sons of the Dragon roll 1 on send missionaries]
Trade stations:
Ours: Deer hunters, bison hill, Islanders, Firal
Islanders: our tribe
Bison hill: our tribe, Islanders, Deer hunters
Advisors: Islanders, bison hill (+10 to all diplomatic and trade rolls)
All other tribe lack: improved spears, bronze swords
Bison Hill(+82):
Allies
working on: warrior halls(60)
Has: apprentices, dedicated leaders, bison pulled travois, trade stations, longbows, primitive irrigation, Cuneiform writing, wells
Sons of the dragon(+10)
Neutral
working on: unknown others
has: dedicated leaders, unknown others
Deer hunters(+35):
Neutral
working on: bronze working(done) and large scale warfare(70), land reform(55), vassalage(35/200), short swords(done)
Has: longbows, dedicated leaders
Islanders(+60)
Friendly, faces regular raids by orcs.
working on: travois(70),
has: trade stations,land reform, dedicated leaders, apprentices, 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.
Ritual Town+60)
The home of the necromancers using animal sacrifice to power their rituals
White Rose(-20)
The Closest of the Liches has stopped raiding Ritual town after our skirmishers arrived.
Ours: Deer hunters, bison hill, Islanders, Firal
Islanders: our tribe
Bison hill: our tribe, Islanders, Deer hunters
Advisors: Islanders, bison hill (+10 to all diplomatic and trade rolls)
All other tribe lack: improved spears, bronze swords
Bison Hill(+82):
Allies
working on: warrior halls(60)
Has: apprentices, dedicated leaders, bison pulled travois, trade stations, longbows, primitive irrigation, Cuneiform writing, wells
Sons of the dragon(+10)
Neutral
working on: unknown others
has: dedicated leaders, unknown others
Deer hunters(+35):
Neutral
working on: bronze working(done) and large scale warfare(70), land reform(55), vassalage(35/200), short swords(done)
Has: longbows, dedicated leaders
Islanders(+60)
Friendly, faces regular raids by orcs.
working on: travois(70),
has: trade stations,land reform, dedicated leaders, apprentices, 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.
Ritual Town+60)
The home of the necromancers using animal sacrifice to power their rituals
White Rose(-20)
The Closest of the Liches has stopped raiding Ritual town after our skirmishers arrived.
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, Green Rock, Mid River, Lake Town
[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), Ritual Town(0/1)
[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: 40 culture
+2 current learning
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, Green Rock, Mid River, Lake Town
[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), Ritual Town(0/1)
[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: 40 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 73/100 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: None
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
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 73/100 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: None
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] Create undead workers
Create a group of undead workers can not be trained to do other job can be used for tasks like building walls/roads
+1 Base workers(undead), +20 to study magical theory.
Cost: 30 growth (becomes 20 growth/1 current magic once you have 1 Base magic)
[task] Ritual sacrifices
By setting aside a set number of bison to sacrifice each year we will have a source of power for rituals and allow us to experiment with Magic.
-1 growth per turn, +0,5 Base magic, +50 to study magical theory.
[task] Dedicate priest to studying ancestor magic.
Some of our priest want to study implications magic has on their rituals, we should make this the full time job of some of our priests.
-1 culture per turn, +0,2 Base magic
Create a group of undead workers can not be trained to do other job can be used for tasks like building walls/roads
+1 Base workers(undead), +20 to study magical theory.
Cost: 30 growth (becomes 20 growth/1 current magic once you have 1 Base magic)
[task] Ritual sacrifices
By setting aside a set number of bison to sacrifice each year we will have a source of power for rituals and allow us to experiment with Magic.
-1 growth per turn, +0,5 Base magic, +50 to study magical theory.
[task] Dedicate priest to studying ancestor magic.
Some of our priest want to study implications magic has on their rituals, we should make this the full time job of some of our priests.
-1 culture per turn, +0,2 Base magic
[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
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 300/300
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
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 300/300
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: none
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: None
[task] Grow flax (max 2 more)
Set aside part of the farmland for the growing of flax increasing the production of linen.
shared a max uses with farms.
Cost 1 base workers
+1 wealth per turn
[task] Seek union(major nations)
Try to convince another nation to join ours.
Will require additional actions to complete the union.
Valid targets: Islanders
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 30: +5 relations
DC 60: +10 relations
[task] Seek union(minor tribes)
Try to convince a settlement another tribe to join ours.
Target is a specific settlement of a tribe and if the give gift is used against that settlement in the same turn add that roll to this roll.
On success the settlement joins ours
If a settlement has missionaries it gets a shrine.
Valid targets: Bison Hill, Firal
DC is 80-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 20: +10 on the next try
DC 50: +25 on the next try
[task] Give gifts
Valid targets are the following tribes: Bison Hill, Firal, southern forest tribes ,Deer hunters, Islanders
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, Ritual Town.
[task] Aid the Firal (target)
Write in one of the project they are working on, add the roll to that project.
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: none
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: None
[task] Grow flax (max 2 more)
Set aside part of the farmland for the growing of flax increasing the production of linen.
shared a max uses with farms.
Cost 1 base workers
+1 wealth per turn
[task] Seek union(major nations)
Try to convince another nation to join ours.
Will require additional actions to complete the union.
Valid targets: Islanders
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 30: +5 relations
DC 60: +10 relations
[task] Seek union(minor tribes)
Try to convince a settlement another tribe to join ours.
Target is a specific settlement of a tribe and if the give gift is used against that settlement in the same turn add that roll to this roll.
On success the settlement joins ours
If a settlement has missionaries it gets a shrine.
Valid targets: Bison Hill, Firal
DC is 80-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 20: +10 on the next try
DC 50: +25 on the next try
[task] Give gifts
Valid targets are the following tribes: Bison Hill, Firal, southern forest tribes ,Deer hunters, Islanders
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, Ritual Town.
[task] Aid the Firal (target)
Write in one of the project they are working on, add the roll to that project.
[task] The great forge 40/200
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 when completed
Cost: 2 current crafters 2 bronze per building action
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] The river passage 0/300
Sending the skirmishers south to ritual town has made it clear how hard it is to send goods there trough the passage in the cliff and our traders propose the construction of a road from the shore of the lake to the passage, digging out the passage so wagons can use it and continueing the road to the river below the great falls. This will cost a great amount of workers and tools but will allow us to expand south of the great fallls.
Cost: 1 current workers, 1 current crafters, 1 bronze
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 when completed
Cost: 2 current crafters 2 bronze per building action
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] The river passage 0/300
Sending the skirmishers south to ritual town has made it clear how hard it is to send goods there trough the passage in the cliff and our traders propose the construction of a road from the shore of the lake to the passage, digging out the passage so wagons can use it and continueing the road to the river below the great falls. This will cost a great amount of workers and tools but will allow us to expand south of the great fallls.
Cost: 1 current workers, 1 current crafters, 1 bronze
[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
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 25/100
The production of scale armor will take far longer then crafting a sword or spearpoint but will provide unmatched protection.
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 95/100
Gives new options for land management
build fortified manors: +1 cohesion, max one per group of nobles
- Herding dogs 85/100
herding:
new growth boosting task for herding.
- Wells 35/100
+1 max primitive irrigation
without this tech you can not have cities, once you have it nothing changes but towns can start to grow.
Once towns are large enough they can become a city giving +1 action to a faction but reducing cohesion by 3 and growth per turn by 5.
Towns becoming cities is under control of the players and done by taking the upgrade action that will be added once the first town is large enough.
- Scouting dogs 64/100
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 94/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.
- Hunting grounds 65/100
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.
- Magical theory 115/300
Why does magic work studying this will lead to alternative methods of powering magic
- Undead warriors at 5/200
allowing the raising of undead for war.
Cost 1 current magic and 30 growth per group and they have +20 to attack and +10 to defense rolls
- Ancestral spirits 0/100 can not progress till Magical theory is completed.
Add the following magic tasks:
[task] Ancestral warriors
Our warrior spend time performing rituals granting them the knowledge of our past heroes
All nobles and warriors get +5 to attack rolls.
Cost -1 Base Magic
[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 25/100
The production of scale armor will take far longer then crafting a sword or spearpoint but will provide unmatched protection.
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 95/100
Gives new options for land management
build fortified manors: +1 cohesion, max one per group of nobles
- Herding dogs 85/100
herding:
new growth boosting task for herding.
- Wells 35/100
+1 max primitive irrigation
without this tech you can not have cities, once you have it nothing changes but towns can start to grow.
Once towns are large enough they can become a city giving +1 action to a faction but reducing cohesion by 3 and growth per turn by 5.
Towns becoming cities is under control of the players and done by taking the upgrade action that will be added once the first town is large enough.
- Scouting dogs 64/100
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 94/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.
- Hunting grounds 65/100
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.
- Magical theory 115/300
Why does magic work studying this will lead to alternative methods of powering magic
- Undead warriors at 5/200
allowing the raising of undead for war.
Cost 1 current magic and 30 growth per group and they have +20 to attack and +10 to defense rolls
- Ancestral spirits 0/100 can not progress till Magical theory is completed.
Add the following magic tasks:
[task] Ancestral warriors
Our warrior spend time performing rituals granting them the knowledge of our past heroes
All nobles and warriors get +5 to attack rolls.
Cost -1 Base Magic
Last edited: