[X] Offer to relocate all to Oslo
Moves all groups at Trondheim to Oslo, takes 2 sailing mission actions.
[X] Provide the warriors of Trondheim with longbows
The warriors lead the town and would like to get better bows,takes 1 craft longbow action.
[X] Propose a joint raid against the goblins in sweden
There is no better bond way to bond with warriors then fighting together, Takes 2 raid actions
Results in a battle with 8 groups from Oslo and 4 from Trondheim
[X] Promise greater privileges for the warriors.
Promotes a single group of the Trondheim warriors to nobles.
[X] Offer to relocate all to Oslo
Moves all groups at Trondheim to Oslo, takes 2 sailing mission actions.
[X] Provide the warriors of Trondheim with longbows
The warriors lead the town and would like to get better bows,takes 1 craft longbow action.
[X] Propose a joint raid against the goblins in sweden
There is no better bond way to bond with warriors then fighting together, Takes 2 raid actions
Results in a battle with 8 groups from Oslo and 4 from Trondheim
[X] Promise greater privileges for the warriors.
Promotes a single group of the Trondheim warriors to nobles.
You get to use the 5 hunting trails, housing and the defenses already constructed.
I am not sure if i keep a single pool of actions for all villages or do a vote per village, ill probably do a vote for that if the 2 controlled villages option wins.
And if there all moved to Oslo you might get close to of groups you can have there.
Villages can have 12 groups before disease can break out and each type of food available increase this number by four and the wells add 4 more.
Village Capacity is:
12 Base
+ 4 Fish
+ 4 Game
+ 4 Grain
+ 4 Domesticated Meats
+ 4 Well
Total Village Capacity = 32.
We can only fit in 9 more Groups at Oslo... and Trondheim has 5 Groups. We're much better served by keeping Trondheim as a separate village and growing it right now than bringing them all back to Oslo, and thus taking us nearly to the cap on village capacity... Meaning in a few turns, we'd need to found a new village anyway...
The fleet departed Oslo in the spring with the Lion leading the Bear and Cheetah south towards the Swedish coast. These three ships where carrying all the human warriors in the world supported by sailors, woodworkers and tribesmen from both Oslo and Trondheim. As we approached the place where the goblins where spotted years before we saw the smoke from a campfire rise above the trees.
Leaving our ships behind we started our advance trough the forest in the direction of the smoke when we heard the the battle cry of the goblins and the sky seemed to be filled with javelins. The first to fall to this deadly rain was one of the sailors of the Lion sadly he was not the last to fall this day. In the center a small group of goblin warriors lead most of the goblins in a charge against our warriors while on the flanks goblin hunters started performing hit and run attacks.
Our warriors met the goblins with a charge of there own and in fierce melee that followed our warriors proved there superior skill causing the goblin attack to collapse. But it was on the left flank that the battle was decided, here the goblin hunters already outnumbered faced our longbows and it was not long before the few survivors of that fight fled into the woods chased by the warriors. It took several minutes before they decided to stop chasing the fleeing hunters and attack the goblins fighting in the center in their rear. After that the battle was over and the victorious troops looted the battlefield and the goblin town.
The loot found consisted of 10 iron spearhead and the food of the goblin town. Having defeated the goblins the men returned to Oslo. The town saw a week long celebrations of the first victory on the goblins. And the tribe gave those warriors showed great skill and bravery rewards and this lead to those warriors staying at Oslo. Debating the battle the tribe tribe came to three conclusions, that they mostly won because superior numbers destroying the goblins left flank but that the fight was far closer then they expected before and that they would need to have better leaders and gear for future battles. The warrior that convinced his friends to stop chasing the hunters and attack the center was appointed to lead the warriors.
The tribe decided to send out its ships to Trondheim to move the villagers to Oslo.
Factions:
Faction
Current power
Power gained per turn
Action they will take
Warriors
11
+5
Craft longbows
Farmers
9
+2
raise sheep
hunters
15
+5
Hunting trails
Fishers
17
+6
build houses
Sailors
5
+1
Repair a damaged ship
Woodworkers
10
+2
build sawmil
Tribe
17
+5
Hunting trails
The tribe has 4 food and with average rolls and no food producing actions taken will produce 3 more food then is eaten.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.
Based on the current number of the tribe(two groups of tribesmen, one of woodworkers, one of sailors,one group of nobles, three of warriors and a blacksmith hero and a champion) you have at least 3 action available. All rolls are with a D100.
Two groups of tribesmen and one of woodworkers are recovering from losses taken in battle and are unavailable this turn, they will be ready next turn.
the fight was relativity close until the goblins fighting on the flanks died and the center got attacked by those groups as well.
Almost all goblins on the left flank where dead by round 2 of the battle but the handful of survivors won the next 6 fights in a row making it a longer battle then i initially expected.
[] Go fishing
provides 4 + roll /25 food(fish)
[] Farming
provides 3 + roll /20 food(grain)
[] Hunting
provides 4 + roll /25 food(meat, game)
[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.
[] Log trees
Provides 15 wood.
[] collect bog iron
Provides 1 barrel of iron
[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.
[] Repair a damaged ship
costs 5 wood.
[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action
[] Build noble housing
costs 5 wood, houses a single group of nobles.
[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.
[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.
[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.
[] Build a sawmill
provides 5 wood per turn and 1 wood per group of woodworkers.
Cost 10 wood, 1 barrel of iron and 2 food per turn to feed its workers.
[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.
[] Craft longbows
cost 5 wood, crafts 10 longbows
[] Dig a ditch and build a earthen wall around the village
Takes 2 actions and provides extra defenses against attacks.
[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.
[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, deeper into the woods.
[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Write in destination] , subject to approval specify where and why you want to sail somewhere.
[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Swedish goblin band] you spotted 50 to 100 goblins here we should wipe them out before they grow in numbers
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]
[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.
[] Train warriors.
Trains a group of tribesmen into warriors.
[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happyness.
[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.
[] Train fishers
Trains a group of tribesmen into fishers.
[] Train hunters
Trains a group of tribesmen into hunters.
[] Train woodworkers
Trains a group of tribesmen into woodworkers.
[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.
[] Train priests
Trains a group of priests, increases the happiness of the tribe by one(max one group per settlement).
[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
east, the swamp across the river.
west, deeper into the woods.
[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.
[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.
[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
There are 2 new actions this turn, the option to mine iron(i decided we have actions enough and there will be no separate action needed to turn ore into iron). The second action is from the last study woodworking, a expensive way to meet (almost) all of the need for wood.
[] collect bog iron
Provides 1 barrel of iron
[] Build a sawmill
provides 5 wood per turn and 1 wood per group of woodworkers.
Cost 10 wood, 1 barrel of iron and 2 food per turn to feed its workers.
The year following the battle saw the rapid construction of more housing including large halls housing the nobles and there families. And to support the growing town a sawmill was build to provided the needed wood. In the fall the network of hunting trails was extended to open up new hunting grounds for the hunters that arrived from Trondheim.
It was said that no group in the tribe has worse luck then our hunters and this year was worse then most when during a thunderstorm a large number of trees where blown down and one of those fell in the middle of a hunting party injuring several members of the party causing four of them to decide that they where getting to old to hunt. The group will spend the next year training the their replacements.
Not for the first time the hunters crit fail the hunting roll(a 5 on a D100). This time it resulted in a group of hunters producing no food for the coming year.
The fishers will take a go fishing action to get the food normally produced by the hunters.
Factions:
Faction
Current power
Power gained per turn
Action they will take
Warriors
16
+5
Craft longbows
Farmers
11
+2
raise sheep
hunters
13
+5
Hunting trails
Fishers
15
+6
Go fishing
Sailors
6
+1
Repair a damaged ship
Woodworkers
12
+2
study woodworking
Tribe
14
+5
raise sheep
The tribe has 1 food and with average rolls and no food producing actions taken will produce 3 more food then is eaten.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.
Based on the current number of the tribe(four groups of tribesmen, two of woodworkers, one of sailors,one group of nobles, three of warriors and a blacksmith hero and a champion) you have at least 4 action available. All rolls are with a D100.
A single group of hunters is working on training and will resume hunting next turn.
[] Go fishing
provides 4 + roll /25 food(fish)
[] Farming
provides 3 + roll /20 food(grain)
[] Hunting
provides 4 + roll /25 food(meat, game)
[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.
[] Log trees
Provides 15 wood.
[] collect bog iron
Provides 1 barrel of iron
[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.
[] Repair a damaged ship
costs 5 wood.
[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action
[] Build noble housing
costs 5 wood, houses a single group of nobles.
[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.
[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.
[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.
[] Build a sawmill
provides 5 wood per turn and 1 wood per group of woodworkers.
Cost 10 wood, 1 barrel of iron and 2 food per turn to feed its workers.
[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.
[] Craft longbows
cost 5 wood, crafts 10 longbows
[] Dig a ditch and build a earthen wall around the village
Takes 2 actions and provides extra defenses against attacks.
[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.
[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, deeper into the woods.
[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Write in destination] , subject to approval specify where and why you want to sail somewhere.
[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Swedish goblin band] you spotted 50 to 100 goblins here we should wipe them out before they grow in numbers
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]
[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.
[] Train warriors.
Trains a group of tribesmen into warriors.
[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happyness.
[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.
[] Train fishers
Trains a group of tribesmen into fishers.
[] Train hunters
Trains a group of tribesmen into hunters.
[] Train woodworkers
Trains a group of tribesmen into woodworkers.
[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.
[] Train priests
Trains a group of priests, increases the happiness of the tribe by one(max one group per settlement).
[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
east, the swamp across the river.
west, deeper into the woods.
[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.
[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.
[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
[X] Dig a ditch and build a earthen wall around the village
[X] Dig a ditch and build a earthen wall around the village x2
[X] Train priests
[X] send out scouts - [North]
Plan for this year is basically 'Things we've been delaying, but need to get done eventually' and exploring around the town/village just to see if there's anything nice or dangerous out there. Took the north because it get's us closer to the mountains and is along a guaranteed source of fresh water... Which tends be where good stuff is naturally.
[X] Dig a ditch and build a earthen wall aroundthe village
[X] Dig a ditch and build a earthen wall around the village x2
[X] Train priests
[X] send out scouts - [North]
The tribe decided that it was time to send an exploration party north along the river aboard the Lion when they reached a lake while exploring the shores of the lake there where multiple encounters with wolf packs but the explores reported that the land around the lake suitable for farming and the lake would support a sizable fishing fleet. With the population of Oslo growing this discovery lead to talk of founding a second settlement.
At Oslo a dedicated group was formed to serve the towns shrine and the sheep breeding program had another good year.
The towns warriors where armed with longbows and a ditch and earthen wall was build around the town to improve the defenses.
Factions:
Faction
Current power
Power gained per turn
Action they will take
Warriors
13
+5
study warfare
Farmers
13
+2
raise sheep
hunters
12
+5
craft longbows
Fishers
14
+6
Go fishing
Sailors
6
+1
Repair a damaged ship
Woodworkers
12
+2
study woodworking
Tribe
14
+5
Go farming
The tribe has 1 food and with average rolls and no food producing actions taken will produce 3 more food then is eaten.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.
Based on the current number of the tribe(three groups of tribesmen, two of woodworkers, one of sailors,one group of nobles, three of warriors and a blacksmith hero and a champion) you have at least 4 action available. All rolls are with a D100.
[] Go fishing
provides 4 + roll /25 food(fish)
[] Farming
provides 3 + roll /20 food(grain)
[] Hunting
provides 4 + roll /25 food(meat, game)
[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.
[] Log trees
Provides 15 wood.
[] collect bog iron
Provides 1 barrel of iron
[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.
[] Repair a damaged ship
costs 5 wood.
[] Build noble housing
costs 5 wood, houses a single group of nobles.
[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.
[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.
[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.
[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.
[] Craft longbows
cost 5 wood, crafts 10 longbows
[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.
[] Send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
south, the coastline
west, deeper into the woods.
[] Create a new settlement [target]
Visby, small island but far away from orcish lands
Bergen, There is some grain that will help farmers.
Trondheim, has a ditch and earthen wall and multiple hunting trails.
Hamar, at a lake a week sailing north of Oslo, will share food and actions with Oslo.
[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[Write in destination] , subject to approval specify where and why you want to sail somewhere.
[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]
[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.
[] Train warriors.
Trains a group of tribesmen into warriors.
[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happiness.
[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.
[] Train fishers
Trains a group of tribesmen into fishers.
[] Train hunters
Trains a group of tribesmen into hunters.
[] Train woodworkers
Trains a group of tribesmen into woodworkers.
[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.
[] Build wooden walls.
cost 20 wood 3 actions, provided bonuses for fights at Oslo.
[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
west, deeper into the woods.
[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.
[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.
[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
[] Create a new settlement [target]
Visby, small island but far away from orcish lands
Bergen, There is some grain that will help farmers.
Trondheim, has a ditch and earthen wall and multiple hunting trails.
Hamar, at a lake a week sailing north of Oslo, will share food and actions with Oslo.
And the next option of the town defenses series:
[] Build wooden walls.
cost 20 wood 3 actions, provided bonuses for fights at Oslo.
scout north is still an option, with a roll of 37 the scouts did not reach the mountains.
[X] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[X] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers
[X] Repair a damaged ship
costs 5 wood.
[X] send out scouts - [North]
Hey @sunrise There's an error in our 'Status of Tribe' post. In the 'Sailing North' threadmark, we built a Root Cellar, but it's not recorded on the status page... Same with our Earthen Walls from last turn...
Hey @sunrise There's an error in our 'Status of Tribe' post. In the 'Sailing North' threadmark, we built a Root Cellar, but it's not recorded on the status page... Same with our Earthen Walls from last turn...
This year the tribe increased its sheep herds and spend more time fishing and farming then most years as the the size of the tribe grew. The Wolf was repaired from the damage it took from the storm a decade ago and much time was spend on studying warfare and woodworking. This project has two results, the development of wooden shields made from the planks made at the new mill and plans to construct a larger meeting hall to house help govern the tribe.
This scouting mission started where they stopped the year before as they went upriver towards the mountains. The scouts spend months exploring the streams and valleys of the mountain range and during a rainstorm where attacked by a the largest wolf pack the tribe had ever seen. The fighting lasted for days with the wolves launching an attack and the warriors driving them of with bows and spears followed by the wolves circling around the group and waiting for the tribes warriors defenses to drop. The wolves did not give up until the rains ended the following afternoon when the warriors where able to build a large bonfire and drive them of with burning branches.
A week later the scouts found what they where looking for in a small mountain valley, a place where iron could be mined. The small valley had to many wolves for hunters to work there.
It was ten days walking to the closest river big enough for the tribes ships and from there it was another week sailing to get to Oslo.
Factions:
Faction
Current power
Power gained per turn
Action they will take
Warriors
18
+5
craft shields
Farmers
15
+2
train farmers
hunters
17
+5
craft longbows
Fishers
13
+6
conquer more land(south, the coast)
Sailors
7
+1
sailing expedition(Copenhagen)
Woodworkers
14
+2
logging
Tribe
12
+5
clear fields
The tribe has 4 food and with average rolls and no food producing actions taken will produce 2 more food then is eaten.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.
Based on the current number of the tribe(three groups of tribesmen, two of woodworkers, one of sailors,one group of nobles, three of warriors and a blacksmith hero and a champion) you have at least 4 action available. All rolls are with a D100.
[] Go fishing
provides 4 + roll /25 food(fish)
[] Farming
provides 3 + roll /20 food(grain)
[] Hunting
provides 4 + roll /25 food(meat, game)
[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.
[] Log trees
Provides 15 wood.
[] collect bog iron
Provides 1 barrel of iron
[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.
[] Repair a damaged ship
costs 5 wood.
[] Build noble housing
costs 5 wood, houses a single group of nobles.
[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.
[] Build large meeting hall.
costs 10 wood, Builds a large meeting hall to help govern the tribe
Gives +1 happiness
[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.
[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.
[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.
[] Craft longbows
cost 5 wood, crafts 10 longbows
[] Craft shields
cost 5 wood, crafts enough shields for 3 groups giving them +5 defences
[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.
[] Send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
south, the coastline
west, deeper into the woods.
[] Create a new settlement [target]
Visby, small island but far away from orcish lands
Bergen, There is some grain that will help farmers.
Trondheim, has a ditch and earthen wall and multiple hunting trails.
Hamar, at a lake a week sailing north of Oslo, will share food and actions with Oslo.
Northern mountains, here a iron mine can be build but the small valley wont support a large town.
[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[Write in destination] , subject to approval specify where and why you want to sail somewhere.
[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Northern mountains] Full of wolves but can be a source of iron ore for the tribe.
[write in targets]
[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.
[] Train warriors.
Trains a group of tribesmen into warriors.
[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happiness.
[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.
[] Train fishers
Trains a group of tribesmen into fishers.
[] Train hunters
Trains a group of tribesmen into hunters.
[] Train woodworkers
Trains a group of tribesmen into woodworkers.
[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.
[] Build wooden walls.
cost 20 wood 3 actions, provided bonuses for fights at Oslo.
[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
west, deeper into the woods.
[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.
[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.
[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
one new action to improve the warriors:
[] Craft shields
cost 5 wood, crafts enough shields for 3 groups giving them +5 defenses
+5 defenses results them taking no damage when losing a roll by 5 or less.
[Northern mountains] Full of wolves but can be a source of iron ore for the tribe.
Is a new raiding target, will allow hunting in the northern mountains.
[Northern mountains]
Is a new settlement location but with drawbacks and bonuses:
Here the a iron mine can be build that cost 5 food but gives 2 barrels of iron per year.
The small size of the valley means only a single group of fishers can work here.
There is room for 4 groups of farmers in the valley.
If the wolves are defeated up to 3 groups of hunters can work here.