In each turn you will generate resources. Each unit of population will generate 2 resources of one type (food/wood/stone/metal), or 3 if that resource is abundant in the area. Population is split equally between tasks, so working three resources (food/stone/wood) with a population of six will have two workers on each. While populations can produce fractions of a unit if not split equally (2.6 stone), only whole numbers are used when all output is totalled (2.6 stone + 2.6 stone = 5, not 5.2).
Food is first consumed locally (to feed the population), half of the excess is used to fuel growth in that settlement, and the other half is distributed into a global pool which all settlements grow from. No growth occurs in devastating winters. The size of the food surplus determines recovery time, and if another devastating winter occurs before that time is up you can suffer population losses.
Wood is needed for shipbuilding.
Stone is needed for major building projects like roads, fortifications, and cities.
Metal is needed to outfit army units.
At the end of the turn, 'free' population can be distributed as you like to either establish a new settlement, train military units, or improve output of the settlements they came from.
Each settlement has a few metrics of success.
Population does the jobs, pay their taxes, and are consumed to make military units. They also produce two units of a specific resource, with location adding bonuses or maluses to production. Taxes are a function of population, and give you gold that you need to carry out improvement actions. Resources are generated depending on town location, with towns near forests producing lumber, towns in open areas producing foods, and towns near mountains providing metal. All settlements have the chance to find quality stone. Buildings can also expand production, but population are equally divided between tasks.
Military units cost upkeep (infantry 4, cavalry 6), with infantry being the main-line troops and cavalry being used for flanking and breaking the enemy. Your military capacity increases by 1 for every 10 population (military units don't count). Going over your military capacity will increase the upkeep cost of all your units by the percentage you are over the cap by (having 11 military units with a capacity of 10 will make upkeep 10% more expensive).
Military units are produced by paying the cost in the military tab and consuming a free unit of population of the culture you want the unit to be (Northmen or Dunedain). Dunedain are superior soldiers, but Northmen gain a morale bonus when garrisoning a Northmen-culture town.
Settlements have at least one resource that they produce better than normal, usually associated with the region they are in. It is possible that a settlement will also produce stone.
Settlements must have 10 or more population before they become minor cities and can build fortifications.
Colonizing a new area requires a minimum of two population from the nearest area with a city (a settlement with ten or more population). So if Bree is the closest city you can take free population from Bree, but not Ost Falasuin. It costs 10 gold per population (so a minimum of 20 gold.
Ered Luin is a mountainous region with easy access to metals, and is also the site of Thorin's Halls, the major dwarven settlement west of the Misty Mountains. The Blue Mountains are home to the diminutive goblins, weaker cousins of the orcs. Orodsîr is a Dunedain settlement established by survivors of Arthedain, and provides the capital of Ost Falasuin metal and iron from the mines. (Food/Stone/+Metals/Iron)
Security: None
Danger: Low (Goblins)
---------- Baranduin is a mighty river that flows from Lake Evendim to the mouth of the sea, providing arable land along its length. It is largely secure, but the occasional orc presence wandering down from the north can make it less safe. Ost Falasuin is the capital of the Chieftain of the Dunedain, Lord of Arthedain. Its position near the cape of Eryn Vorn provides access to timber, while the plentiful fishing ensures its food needs are met. (+Food/+Wood/Lebethron)
Cor Wilishar
Iach Sarn
Security: 1
Danger: Low (Orcs)
---------- Minharaith is the land between the Baranduin and Gwathlo rivers, once the heartland of Cardolan. The primeval forests have all fallen, leaving behind arable land and vast plains. The free passage of hill-men and orcs across it have left it dangerous to the lone traveller. Tharbad is the old link between Gondor and Arnor, but has been effectively independent for some time and has now officially severed all ties of loyalty with the North-Kingdom.
Argond
Thalion
Security: None
Danger: Medium (Men, Orcs)
---------- Enedhwaith marks the border between Arnor and Gondor, consisting primarily of grassland and forest. In recent history it has fallen to lawlessness and in the place of the Dunedain Kingdoms new orders of middle-men and mixed-blood tribes have risen to squabble over the area.
Lond Daer
Security: None
Danger: Medium (Men)
---------- Bree-Land is centrally located, and benefits by proximity to the Old Forest and other small woods. However the scattering of orcs and evil men after the Battle of Fornost are still felt here, with marauding bands of orcs and men threatening those who leave the safety of Bree. Worse still are the Barrow-Wights of Tyrn Gorthad, who make passage down the North-South road all but impossible. Bree has long been a trading center, first for the Old Kingdom and then Arthedain. While able to sustain itself, it is a long way from its heyday, and is the core settlement for Northmen in Eriador. (Food/Wood)
Security: 1
Danger: High (Orcs, Men, Barrow-Wights)
---------- The Shire
Security: N/A
Danger: Low (Orcs)
---------- Nenuial is that ancient and hallowed lake that bears the city of Elendil on its shore. Long abandoned it is home now to tribes that have descended from the hills of Emyn Uial and roving orc-bands.
Annúminas
Barketta
Security: None
Danger: Medium (Orcs, Men)
----------
The North-Downs were the center of power for Arthedain, with the city of Fornost Erain holding the capital and its farthest northern reached marked by the minor town of Athilin. Those days have gone down into shadow, and now the North-Downs are home to orcs, ruin, and worse.
Fornost Erain
Athilin
Security: None
Danger: High (Orcs, Men)
----------
The Lone-Lands watch over the Last Lonely Bridge and the road to Imladris, but has long since been abandoned.
Amon Sul
Security: None
Danger: High (Orcs, Men, Wolves)
----------
The Trollshaws are aptly named, but the proximity to Imladris has prevented any fell power from gathering strength.
Fennas Drunin
Security: None
Danger: Medium (Orcs, Trolls)
---------- Rhudaur was subverted long before Angmar annexed the kingdom, and the ruins of Cameth Brin are occupied by the scions of that kingdom, savage men who now dwell in the squalor of the fallen Arnorian successor state.
Cameth Brin
Security: None
Danger: Medium (Orcs, Trolls, Men)
[ ] TA: 1981...Misty Mountains Cold - the loss of the great halls of Durin, Khazad-dûm, has struck a body blow to the Dwarves in Middle-Earth. While some intend to go east to Erebor, your group is not yet willing to abandon the Misty Mountains altogether, and will delve a new Dwarf-hall further south along the range.
Pros: Plentiful stone/mines, potential access to Gold and Mithril.
Cons: No access to fishing and few farm locations. Longer build times, slower population growth.
[X] TA: 1976...The Path Less Hopeful - Arnor has been broken, then broken again three times over. Fornost is in ruins, great Annuminas on Lake Evendim is abandoned, and at last Arthedain has fallen. Arvedui has spurned the boat sent by the Grey Havens, and has wintered with the Lossoth of Forochel. Moving far south, he will establish a settlement at the mouth of the Baranduin.
Pros: Early population-increasing events, plentiful food.
Cons: Reduced trade value, Wild-men.
[ ] TA 2050...Those Withered Hands - Gondor stretches from Ithilien to the western sea, but settlement progressively diminishes westward. The King is dead, and there is none to replace him. The Steward wishes to make clear that Gondor will not decline, and has authorised a settlement at the end of the Grey Mountains, at the sea. Only time will tell if it will become anything more than a minor township of Gondor.
Pros: Support in crisis, easy access to quarries and mining.
Cons: Not independent.
Adhoc vote count started by Sayle on Apr 22, 2017 at 10:51 AM, finished with 18 posts and 15 votes.
[X] Establish a militia (-2 Gold per turn).
[X] Build another logging camp. (-2 Gold, +3 Wood)
[X] Export 1 Lebethron per year at market value.
[X] Import 2 Stone per year at market value.
[X] Import 2 Stone per year at market value.
[X] Export 1 Lebethron per year at market value.
[X] Build another logging camp. (-2 Gold, +3 Wood)
[X] Establish a militia (-2 Gold per turn).
[X] Establish a militia (-2 Gold per turn).
[X] Build another logging camp. (-2 Gold, +3 Wood)
[X] Export 1 Lebethron per year at market value.
[X] Import 2 Metal per year at market value.
Adhoc vote count started by Sayle on Apr 24, 2017 at 4:30 AM, finished with 52 posts and 14 votes.
[x] Preparing a punitive action would require deferring the construction of a new camp this year, but since most of your workers were survivors of the war with Angmar you should have a qualitative advantage.
--[x] Show your might and attempt to come to some kind of agreement.
[X] Preparing a punitive action would require deferring the construction of a new camp this year, but since most of your workers were survivors of the war with Angmar you should have a qualitative advantage.
--[X] Find their settlement and expel them from Eryn Vorn by force of arms.
[x] Simply establishing a new camp towards the forests of the Blue Mountains would prevent conflict over the vicinity of Eryn Vorn, although you would be giving up the lebethron groves. [x] Small Civic District --[x] Establish Courts (-2 Gold, +1 Prosperity, +1 Guardsmen) [x] Build Docks (-5 Gold, -4 Stone, Shipbuilding)
[x] Preparing a punitive action would require deferring the construction of a new camp this year, but since most of your workers were survivors of the war with Angmar you should have a qualitative advantage. --[x] Show your might and attempt to come to some kind of agreement. [x] Small Civic District (-5 Gold, -2 Wood) --[x] Establish Courts (-2 Gold, +1 Prosperity, +1 Guardsmen) [x] Build Docks (-5 Gold, -4 Stone, Shipbuilding) [x] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
Adhoc vote count started by Sayle on Apr 24, 2017 at 9:15 AM, finished with 54 posts and 24 votes.
[X] And from the forest the victors bore out food and timber, and from the scattered tribe they took wives and the young as spoils, for the people of Arthedain had had lost their own.
[X] Victorious they returned to the city with spoils of food and timber, and the children of the House of Haleth were put to work in the fields for the sins of their fathers.
[X] Gripped by the horrors that have been inflicted upon their enemy by them, the circle of the king take a vow of pacifism, that their actions will never again sully their spirit
[X] TA: 1976...The Path Less Hopeful - Arnor has been broken, then broken again three times over. Fornost is in ruins, great Annuminas on Lake Evendim is abandoned, and at last Arthedain has fallen. Arvedui has spurned the boat sent by the Grey Havens, and has wintered with the Lossoth of Forochel. Moving far south, he will establish a settlement at the mouth of the Baranduin.
[X] TA: 1976...The Path Less Hopeful - Arnor has been broken, then broken again three times over. Fornost is in ruins, great Annuminas on Lake Evendim is abandoned, and at last Arthedain has fallen. Arvedui has spurned the boat sent by the Grey Havens, and has wintered with the Lossoth of Forochel. Moving far south, he will establish a settlement at the mouth of the Baranduin.
Pros: Early population-increasing events, plentiful food.
Cons: Reduced trade value, Wild-men.
[X] TA: 1976...The Path Less Hopeful
Population growth, a measure of freedom, and significant threats, while not being too big.
Principally, the Witch-King has moved on; after Fornost, Angmar was broken, so we should have time to rebuild.
And we should still have a bit of Numenorean lore to fall back on.
[X] TA: 1976...The Path Less Hopeful - Arnor has been broken, then broken again three times over. Fornost is in ruins, great Annuminas on Lake Evendim is abandoned, and at last Arthedain has fallen. Arvedui has spurned the boat sent by the Grey Havens, and has wintered with the Lossoth of Forochel. Moving far south, he will establish a settlement at the mouth of the Baranduin.
[x] TA: 1976...The Path Less Hopeful - Arnor has been broken, then broken again three times over. Fornost is in ruins, great Annuminas on Lake Evendim is abandoned, and at last Arthedain has fallen. Arvedui has spurned the boat sent by the Grey Havens, and has wintered with the Lossoth of Forochel. Moving far south, he will establish a settlement at the mouth of the Baranduin.
The path less hopeful? Arvedui was prophesied to be a great king if he make the right choice. He choose wrongly in canon. This is the path of grandeur.
EDIT: Oh, we have two palantiri!
EDIT2: Oh, right 'choice that seems less hopeful' is straight from the prophecy.
Well that seems fairly explicit. Thank you for the input.
The as-yet-unnamed settlement for the scattered and disunified people of Arthedain is established in spring TA 1976 on the west bank of the Baranduin, where the Brandywine River meets the Great Sea, Belegaer. After a harsh winter in Forochel, and before that an even more disastrous campaign against Angmar, only a few survivors remain together with Chief Arvedui, Last King of Arthedain. Fortunately some small scraps of the Fornost treasury escaped from the sack with which to rebuild. More vitally, the palantiri of Amon Sûl and Annúminas remain intact and safe, housed now in the great roundhouse constructed in the center of the settlement.
The ramshackle collection of houses of mud and thatch is a far cry from the ancient glories of Arnor, but it is a safe haven. Protected by a palisade of wood and on the bank of the river there is enough to keep everybody out of the rain, but it's a near thing. Scouting the surroundings of this area, which has not seen prolonged settlement since the old days of Numenor, reveals that the area has been almost totally deforested by the rapacious consumption of timber required for the great fleets of Westernesse. But the land can be cleared easily enough, it's location along the banks of the river and flats providing plentiful potential farmland. For the moment fishing is supplying the city with food.
While not local, there are sources of stone, metal, and wood. The Blue Mountains to the north-west are heavily forested around their treacherous slopes, and the First Age dwarven halls have been abandoned and fallen into ruin. Across the river to the south-east, the forests of Eryn Vorn offer a more easily accessible source of timber. While the terrain is easily suited to the production of food, the others will all be more challenging.
Food is plentiful - both fishing and farms are available.
Wood is scarce - logging camps only give 3 wood, not 5.
Stone is rare - quarries only give 2 stone, not 5.
Metal is rare - mines only give 2 metal, not 5.
This combined with the remote location will make trade challenging and less profitable. Of course, once you have your footing secure you could encourage emigration from the city to those areas, losing population and establishing satellite settlements under your suzerainty. They would certainly be able to extract much more of the required resources, which you could then buy from them.
For now however, almost half your workforce is...not working. The former military men are finishing setting up the core of the future settlement, and then you will have to decide where to direct them. Fortunately at this early stage food is payment enough for their work.
[ ] Food is vital, and the fishermen can teach your former soldiers their trade. Moreover it will instantly expand the food supply, rather than sowing the fields and waiting a year.
[ ] The sea is bountiful beyond measure, but strife may arise from competition. It would be better to encourage them to take up farming this fertile land instead.
[ ] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[ ] Stone is the foundation on which civilization rests. It can trammel the river and erect mighty walls.
[ ] Metal is the basis of our survival, in the arming of men and the mining of precious things. There is money to be found in it, and strength too.
Although the settlement may not be large yet, people are already struggling with just calling it 'the settlement' or 'the town'. While a name may be grander than it deserves at present, it is a title to aspire to as well.
[ ] Minas Thelyn (Citadel of the Steadfast)
[ ] Ost Falasuin (City of the Shore)
[ ] Dol Baranduin (Head of the Baranduin)
[ ] Cerin Esgar (Circle of the Shore)
[ ] Minas Thelyn (Citadel of the Steadfast) Sindarin
[ ] Ost Falasuin (City of the Shore) Sindarin
[ ] Dol Baranduin (Head of the Baranduin) Sindarin
[ ] Cerin Esgar (Circle of the Shore) unspecified Elvish name
The name is supposed to be something to aspire to.
Kinda vague though; it may not just be a cosmetic choice, but there are no real pointers..
I would go either City of the Shore or Citadel of the Steadfast as appropriate choices.
VOTE
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X]Minas Thelyn
We still have a slight surplus of food, but our housing is only barely sufficient. Need more housing.
For that, we need wood as building material, to build houses and boats.
Numenoreans were adept at travelling the water; something that their descendants should keep.
Furthermore, we're on the banks of a sizeable river, and building our watermanship preserves a vital skill; communication and transport all in one package.
For me the choice should be between farms or logging camps.
I favour farms over fishing, because they should allow us to diversify our food production. So, that one storm doesn't have the potential to bring us close to starvation. Also more food should boost our population growth.
Food is produced by farms, pastures, and fishing. Excess food increases population growth.
Wood is used for most standard buildings and shipbuilding. Wood is produced by logging camps. It is consumed at a rate proportional to population, or at higher rates in harsh winters.
We apparently already lack wood and I am wary of what a harsh winter could do to our budding city. So:
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X] Ost Falasuin (City of the Shore)
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X] Ost Falasuin (City of the Shore)
Transport. Trade. Military.
All things that fishing allows, but farming does not. Especially important since our area is resource poor, and we will need to import shit.
And furthermore, we currently lack the military to defend farmlands from wildmen and orcs.
Yes, farming is/should be a central element of our food production.
But it shouldn't be the first.
Transport. Trade. Military.
All things that fishing allows, but farming does not. Especially important since our area is resource poor, and we will need to import shit.
And furthermore, we currently lack the military to defend farmlands from wildmen and orcs.
Yes, farming is/should be a central element of our food production.
But it shouldn't be the first.
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X] Ost Falasuin (City of the Shore)
[x] Ost Falasuin (City of the Shore)
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X] Ost Falasuin (City of the Shore)
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
[X] Cerin Esgar (Circle of the Shore)
[X] The sea is bountiful beyond measure, but strife may arise from competition. It would be better to encourage them to take up farming this fertile land instead.
Food surplus is the single most important thing for civilization, period. Show me a single history book where felling trees was more important than farming.
[X] The sea is bountiful beyond measure, but strife may arise from competition. It would be better to encourage them to take up farming this fertile land instead.
Food surplus is the single most important thing for civilization, period. Show me a single history book where felling trees was more important than farming.
If you have something to cook, it's already good enough.
Well, unless in winter. Then, without fuel...welp.
Okay, I guess that since I am note on the phone anymore, Imma check all the stockpiles. As a rule of a thumb, food is the fundamental resource if game tries to be realistic, but if we, say, have a year's worth of it and no fuel and it's autumn, it's time to go choppin'.
Oookay, 3 (+1 per turn) Food and 0 (+0) Wood? Yeah no, you are right.
[X] The felling of trees is at the core of prosperity, in the building of houses and boats. Scarce it may be, but it is needed.
this says to me food is paramount, because food -> population -> people to do any other stuff.
Also,
> dwarfs are totally best 'classical' fantasy civ
> the single dwarf quest which exists on SV is deeeead and Maugan never went past chargen and 1st turn in his
> misses vote which had a chance to play as dwarfs by ~3 hours
EDIT: Oh, sorry, there is 10ebbor10's Dwarf Fortress Quest, where we settled in tundra on volcano with some sort of god-dragon sleeping in it and Dark Fortress nearby.