City Building in Middle-Earth

[X] Refuse to hand over the second palantir.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)
This seems interesting.
 
[X] Give Eärnur the palantir of Amon Sûl.
[X] Plant crops and wait until next year.
--[X] Renovate City Center (-2 Wood, +1 Prestige, +1 Prosperity).
 
[X] Refuse to hand over the second palantir.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)

Our precious~
 
[X] Give Eärnur the palantir of Amon Sûl.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)
 
[X] Give Eärnur the palantir of Amon Sûl.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)
 
Guys I admit we are not using the palantir right now but it is literally irreplaceable let's not trade it away for as nebulous a thing as good will when we could make good use of it later if there was a more concrete benefit possibly but not for this nebulous a benefit.
 
[X] Give Eärnur the palantir of Amon Sûl.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)

Good will can go a long way, provided you do it for the right people.
 
[X] Refuse to hand over the second palantir.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)

Literally an irreplaceable treasure, for what?? Nebulous "help?"
 
[X] Refuse to hand over the second palantir.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)
 
[X] Give Eärnur the palantir of Amon Sûl.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)

Good will can go a long way, provided you do it for the right people.
Can we eat goodwill? Will goodwill stop bad guys from burning down our walls? Will goodwill crackle in our hearths in winter and stave off the cold?

Gondor is far away, and their prince asks us to give up our birthright so he can present something nice to daddy.
 
[X] Refuse to hand over the second palantir.
[X] Plant crops and wait until next year.
--[X] Build Small Residential District (-2 Wood, 2 Housing)
 
Can we eat goodwill? Will goodwill stop bad guys from burning down our walls? Will goodwill crackle in our hearths in winter and stave off the cold?

Gondor is far away, and their prince asks us to give up our birthright so he can present something nice to daddy.
Right now? No.

Later on? It can do all that, and more. Gondor may be far away, but a debt like this is not easily forgotten and the same can be said of grudges. Distances matter little when passion and obligation force Princes to move.
 
Right now? No.

Later on? It can do all that, and more. Gondor may be far away, but a debt like this is not easily forgotten and the same can be said of grudges. Distances matter little when passion and obligation force Princes to move.
He asked us for our birthright, so he can give it to his Father. I doubt he will hold a grudge if we refuse him. Its not like he was sailing here to reclaim it anyway.

I mean how would Gondor feel if we asked them to give up Narsil so we could hand it over as a trophy? I am pretty sure they would feel a little bit insulted at our request.
 
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TA 1978


Another mild winter presents an interesting coincidence, strengthening the idea that the Witch King's command over the weather played a far greater role than believed over the harsh snows that Arthedain had been forced to endure in its final years. With the new housing district complete the shanty town is abandoned, though given the abundance of food it is unsurprising that new births have caused families to branch out into multiple homes. Combined with a slow trickle of immigration by survivors of Arthedain, you have the opportunity to further diversify your workforce.

With the first harvest in you finally have enough food to store, and it is proposed that you put aside a stockpile in case of disaster - enough to feed the settlement for a year. It is pointed out that this would likely take several years and reduce growth in the meantime, but it would provide a cushion in case of disaster.

[ ] Store enough food for a year of no production.
[ ] Use the food to keep encouraging growth instead.

Either way, it will likely be several years before the settlement grows enough to require an expansion of the housing district, and a local economy is beginning to develop. Barter is no longer common, and coinage is circulating again. Several petitions have been made to open a mercantile street to allow craftsmen to sell their wares, something which would undoubtedly help by producing tax revenue. Your advisers, on the other hand, are keen to establish a civic district to manage the growing population, as currently only respect keeps your people's obedience. Of course you could decide to expand your base resource-gathering instead, which would disappoint many but expand your capabilities.

[ ] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[ ] Build Small Civic District [+2 Prosperity] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[ ] Build a Logging Camp [+3 Wood] (-5 Gold)
[ ] Open a Quarry [+2 Stone] (-5 Gold)
[ ] Open a Mine [+2 Metal] (-5 Gold)

Whatever your decision, the impact it deals to your treasury is certainly reduced when the promised help come from Gondor, with ships carrying the treasury of Fornost Erain. Although depleted by war, looting by the forces of Angmar, and no doubt victorious soldiers, it is a substantial boost that more than offsets the cost of paying the labourers who will be expanding the settlement. There is a missive of goodwill from King Earnil II, and no mention of your refusal to surrender one of your palantir - perhaps the Prince never even told his father.

But you needn't use the palantir to survey your surroundings, and there are increasing accounts of Wild-men observing your logging camps and even following them. Thusfar they have declined to approach closer, but your people have become uneasy. While the city center is fortified, the same cannot be said for the new residential district, or any others you plan to build. Without a supply of stone you will have to make do with palisades and wooden walls, if you choose to build them, and there several competing proposals.

[ ] Build a wall around every new district, separating the settlement into sections as they are built, each lightly fortified.
[ ] Build a stronger wall as each 'circle' of the settlement is completed, much in the model of Minas Anor.
[ ] Your timber is far too valuable at this juncture to use, even for defenses.




Ost Falasuin
Population: 4

Districts
City Center
Housing District
Shanties (Abandoned)


Housing
City Center: 2
Shanties: 0/1 (Abandoned)
Housing District (Wooden): 2/2

Food
Fishing: 3 Food (Population: 1)
Farming: 3 Food (Population: 1)

Wood
Logging Camp: 3 Wood (Population: 1) [Special Resource: Lebethron]

Stone

Metal

Tax:
2 Gold (Normal).
Treasury: 27 Gold.
Food: +2 (1/5)
Wood: 4
--Lebethron: 2
Stone: 0
Metal: 0
 
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[X] Store enough food for a year of no production.

[X] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)

[X] Build a stronger wall as each 'circle' of the settlement is completed, much in the model of Minas Anor.
 
[x] Store enough food for a year of no production.
[x] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[x] Open a Mine [+2 Metal] (-5 Gold)
[x] Your timber is far too valuable at this juncture to use, even for defenses.
Let us have an army instead of a wall.
 
[x] Store enough food for a year of no production.
[x] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[x] Open a Mine [+2 Metal] (-5 Gold)
[x] Your timber is far too valuable at this juncture to use, even for defenses.
 
[X] Store enough food for a year of no production.
[X] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[X] Build a stronger wall as each 'circle' of the settlement is completed, much in the model of Minas Anor.
 
[x] Store enough food for a year of no production.
[x] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[x] Open a Mine [+2 Metal] (-5 Gold)
[x] Your timber is far too valuable at this juncture to use, even for defenses.
Let us have an army instead of a wall.
[x] Store enough food for a year of no production.
[x] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[x] Open a Mine [+2 Metal] (-5 Gold)
[x] Your timber is far too valuable at this juncture to use, even for defenses.
Folks,
Of course you could decide to expand your base resource-gathering instead, which would disappoint many but expand your capabilities.

[ ] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[ ] Build Small Civic District [+2 Prosperity] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)

[ ] Build a Logging Camp [+3 Wood] (-5 Gold)
[ ] Open a Quarry [+2 Stone] (-5 Gold)
[ ] Open a Mine [+2 Metal] (-5 Gold)
I think the option between new district and new resource production is mutually exclusive.
 
[X] Store enough food for a year of no production.
[X] Open a Mine [+2 Metal] (-5 Gold)
[X] Build a stronger wall as each 'circle' of the settlement is completed, much in the model of Minas Anor.
 
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New
[X] Store enough food for a year of no production.
[X] Build Small Mercantile District [+2 Taxes] (-2 Gold: Demolish Shanties, -5 Gold: Build District, -2 Wood)
[X] Build a stronger wall as each 'circle' of the settlement is completed, much in the model of Minas Anor.
 
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