City Building in Middle-Earth

You're dealing with settled wildmen, and they're not barbarians in the modern conception - they have a lifestyle very similar to the late First Age, before any Middle-Men or Numenorean kingdoms really arose. Not quite tribal, but certainly lacking the amenities or organisation of 'civilization' at this point in time. They branched off from the same group that formed the Dunlendings, and even co-existed with the hobbits at one point.
Weapons and armor technology? Numbers compared to ours? Do we know how unified they are?
 
[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.

show them who is the boss!

[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)
 
If we build farm before pop grows, we would not have pop to work the farm.
And if we build the residential district right now, we won't have people to put into it. And then we'd still need to build some second district to employ them.

And on top of that we'll have to increase our food production anyway if our population grows beyond the current level. So why not kill three birds with one stone / solve three problems with one unit of farms?
 
From where would we take the stone needed anyway? We have to import all of it right now, and it's not cheap.

Our first priority right now should be growth and establishing a source of income, IMHO.
Take those two option and also the Adminstrative center upgrade. With another residence that's 28 gold and 2 wood. By which we would be at +1 income and and 1 gold left in the treasury. Very thin but doable ... as long bulding new log camp (whether new one or won from the Wildmen) doesn't cost more gold. Otherwise we are fucked.

If seizing of the old log camp works and we regain Lebethron, we'll have more gold. Still too risky for me.

And on top of that we'll have to increase our food production anyway if our population grows beyond the current level. So why not kill three birds with one stone / solve three problems with one unit of farms?
Hmm, okay this one is a good point.
 
And if we build the residential district right now, we won't have people to put into it. And then we'd still need to build some second district to employ them.

And on top of that we'll have to increase our food production anyway if our population grows beyond the current level. So why not kill three birds with one stone / solve three problems with one unit of farms?
They could consider the forest to be sacred and are upset at our logging?
 
You're dealing with settled wildmen, and they're not barbarians in the modern conception - they have a lifestyle very similar to the late First Age, before any Middle-Men or Numenorean kingdoms really arose. Not quite tribal, but certainly lacking the amenities or organisation of 'civilization' at this point in time. They branched off from the same group that formed the Dunlendings, and even co-existed with the hobbits at one point.
They sound like they could put up a solid fight if we tried to scare them off.
 
[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.
 
And if we build the residential district right now, we won't have people to put into it. And then we'd still need to build some second district to employ them.

And on top of that we'll have to increase our food production anyway if our population grows beyond the current level. So why not kill three birds with one stone / solve three problems with one unit of farms?
The one problem I see with this is that we can't build farms right now. Seemingly production buildings are only available when we have excess population. Which would right now form shanty towns. So, we are back to the need for.more housing capacity.
 
Wait, we have 5 population:
1 in mercantile district, 1 in farming, 1 in fishing, 1 in logging (which is not really working atm??), where is 1 more? Militia?
 
Is there somthing we could grow in city incase we ever get seiged or our farms are just getting attacked?
 
[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.

I mean these people probably hate the Dunedain, but we will have to deal with them eventually. So, lets try diplomacy first.

[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)
 
Hmm. Could we earmark the resources necessary for clearing more farmland and constructing farmhouses? So that when our population grows we get more farms instead of a shanty town?

I don't see why not, although I'd assume you'd have enough resources to build a farm of all things, and do that automatically. If you have a place to automatically assign population, I don't see why the timeskip would stop.

Wait, we have 5 population:
1 in mercantile district, 1 in farming, 1 in fishing, 1 in logging (which is not really working atm??), where is 1 more? Militia?

They just got kicked off the logging - if you start a punitive expedition, they'll be the ones doing it.
 
I'm not sure using force is the best option here. Diplomacy would be far better in avoiding a LOT of bloodshed, and we need to be sure why the wild men are even attacking us in the first place. Are they doing it to loot our resources, or do they think we are trespassing, or are they concerned about the further loss of the forest (and hence habitats of the animals they hunt for a living)?

My gut instinct would be a combination of #2 and #3, but it doesn't hurt to find out. If we can reach an agreement, for example promising to replant, keeping logging below a certain level and perhaps a few perks for the wild men, we would not only remove an enemy but also gain a useful ally.

They could have try talking first.

It is possible that they remember stories about the 2nd age Numenoreans, who were logging very excessively (for their ships), to the point of basically destroying the forests of both Minhiriath and Enedwaith. If that's the case, I think it's pretty reasonable they have a first strike policy considering what happened last time.

And besides, just because the other party is unreasonable doesn't mean we should do the same.

BTW @Sayle the maps look beautiful. How do you make them?
 
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I don't see why not, although I'd assume you'd have enough resources to build a farm of all things, and do that automatically. If you have a place to automatically assign population, I don't see why the timeskip would stop.
So, if we queue up a farm the next population will automatically move to this new farm? Without creating a shanty town first?
 
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[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
--[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)
 
It is possible that they remember stories about the 2nd age Numenoreans, who were logging very excessively (for their ships), to the point of basically destroying the forests of both Minhiriath and Enedwaith.
What surprises me is that those forests haven't grown back. It's been thousands of years, hasn't it? And IRRC it for most of that time the region was never particularly populated? Without human agriculture the place should long since have gone back to being forest.
 
[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
--[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)
 
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