City Building in Middle-Earth

I think the reasoning is that barrack gives Rule of Law
Rule of Law AND Prosperity.
+2 Rule of Law, + 1 Prosperity.
A tiered system of defensive walls similar to that in Minas Anor makes no sense for an economic hub built on a river.
Consider Byzantium/Constantinopole.
Walls of Constantinople - Wikipedia
Consider how there are multiple wall structures, from the inner walls constructed by Constantine, to the outer Theodosian Walls.

And it's not like Constantinopole was a unique case.
London was built with walls on the Thames river and landward, starting from the time of the Romans
London Wall - Wikipedia
EDIT Or you could look at Dubrovnik
Walls of Dubrovnik - Wikipedia

Hell, this is what Wikipedia has to say about fortifications and rivers:
Article:
Harbours or some sort of water access was often essential to the construction of medieval fortification. It was a direct route for trading and fortification. Having direct access to a body of water provided a route for resupply in times of war, an additional method of transportation in times of peace, and potential drinking water for a besieged castle or fortification. The concept of rivers or harbours coming directly up to the walls of fortifications was especially used by the English as they constructed castles throughout Wales. There is evidence that harbours were fortified, with wooden structures in the water creating a semi-circle around the harbour, or jetties, as seen in an artists reconstruction of Hedeby, in Denmark, with an opening for ships to access the land. Usually, these wooden structures would have small bases at either end, creating a 'watch' and defense platform.

The cellular structure you suggest never actually existed.Was never practical.
You consume less make more efficient use of material building concentric walls, and it allows you to enclose more living space behind defenses; at one point Constantinopole had a population of 2 million.

And as for rangers, what do you think barracks are for if not organized training of soldiers?
Not to mention that I do not share your optimism regarding the lack of threat; we've lost two previous cities in the North, and complacency makes no sense.
Adhoc vote count started by uju32 on Apr 25, 2017 at 10:07 PM, finished with 378 posts and 22 votes.

  • [X] Sell 1 Lebethron (Market Price)
    [X] Buy 2 Stone (Market Price-1)
    [X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
    --[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
    [X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Barracks (-2 Gold, +2 Rule of Law, +1 Prosperity)
    [X] Build an Inner Wall (-5 Gold. -4 Wood)
    [x] Sell 1 Lebethron (Market Price)
    [x] Buy 2 Stone (Market Price-1)
    [x] Buy 2 Food (Market Price)
    [x] Clear new land for farms, bypassing the housing issue (-2 Gold, +3 Food, +1 Housing)
    [x] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
    [x] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
    --[x] Upgrade to Stone Walls (-4 Stone)
    ----[x] Convert to Administrative Center (+5 Taxes)
    [X] Sell 1 Lebethron (Market Price)
    [X] Buy 2 Stone (Market Price-1)
    [X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
    --[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
    [X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Build an Inner Wall (-5 Gold. -4 Wood)
    --[X] Add one or two subdivisions and multiple gates to begin moving from a tiered defensive scheme into a more cellular structure.
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] Sell 1 Lebethron (Market Price)​
    [x] Buy 2 Stone (Market Price-1)​
    [x] Buy 2 Food (Market Price)​
    [x] Clear new land for farms, bypassing the housing issue (-2 Gold, +3 Food, +1 Housing)​
    [X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)​
    [X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)​
    [x] Buy 2 Stone (Market Price-1)
    [x] Clear new land for farms, bypassing the housing issue (-2 Gold, +3 Food, +1 Housing)
    [x] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [x] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
    --[x] Open the docks (Shipbuilding Available - Increased Trade Quantities)
    [X] Buy 2 Food (Market Price)
    [X] Buy 2 Metal (Market Price)
    [X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
    --[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
    [X] Build an Inner Wall (-5 Gold. -4 Wood OR -8 Stone)
    [X] Build an Inner Wall (-5 Gold. -4 Wood OR -8 Stone)
    [X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
    ----[X] Convert to Citadel (Defensive Bonuses)
    [X] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
    [X] Buy 2 Stone (Market Price-1)
    [X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
    --[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
    [X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Barracks (-2 Gold, +2 Rule of Law, +1 Prosperity)
    [X] Build an Inner Wall (-5 Gold. -4 Wood)
    [X] Sell 1 Lebethron (Market Price)
    [X] Buy 2 Stone (Market Price-1)
    [X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
    --[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
    [X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Build an Inner Wall (-5 Gold. -4 Wood)
    --[X] Add one or two subdivisions and multiple gates to begin moving from a tiered defensive scheme into a more cellular structure.
 
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[X] Sell 1 Lebethron (Market Price)
[X] Buy 2 Stone (Market Price-1)
[X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
--[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
[X] Build an Inner Wall (-5 Gold. -4 Wood)
--[X] Add one or two subdivisions and multiple gates to begin moving from a tiered defensive scheme into a more cellular structure.

Switching to this, yeah, I agree with the Houses of Healing and it does build up to my point that if we are in direct contact with a peer power (skillwise) things have gone off script something fierce, the only risk would be a huge number of ill trained locals trying to do something about us, but between militia and walls, we should be covered (ish)
OTOH, if we go this way, perhaps we'd want barracks soonish, not so much for a standing army type affair, but I guess it might open up the formation of a Watch and as we grow bigger, we will need that
 
Thank you for your support. You may want to change the format of these votes so they're definitely counted, as @Salbazier notes.



That's a fair point, but we already constructed law courts quite recently. I think we have enough rule of law for the moment, especially since we don't seem to have much civil strife currently. We're definitely going to build Barracks relatively soon as well, but providing basic medical services, encouraging population growth, and preserving our culture seems like the lower-hanging fruit.

Ost Falasuin
Population:
6
Prosperity: Poor
Rule of Law: Average
Military Strength: Weak/Average
Defenses: Minimal

As you can see Rule of Law is OK for the moment, we might need to do something about it next year, but, yeah, prosperity is our worst item ATM (that and defenses, but we are doing something about it already) and while Military Strength could be better... like I said before, we aren't in a particularly volatile area (so, while we shouldn't ignore the issue, is far from being a priority Now)
 
Rule of Law AND Prosperity.
+2 Rule of Law, + 1 Prosperity.

Consider Byzantium/Constantinopole.
Walls of Constantinople - Wikipedia

Consider how there are multiple wall structures, from the inner walls constructed by Constantine, to the outer Theodosian Walls.

And it's not like Constantinopole was a unique case.
London was built with walls on the Thames river and landward, starting from the time of the Romans
London Wall - Wikipedia

Hell, this is what Wikipedia has to say about fortifications and rivers:
Article:
Harbours or some sort of water access was often essential to the construction of medieval fortification. It was a direct route for trading and fortification. Having direct access to a body of water provided a route for resupply in times of war, an additional method of transportation in times of peace, and potential drinking water for a besieged castle or fortification. The concept of rivers or harbours coming directly up to the walls of fortifications was especially used by the English as they constructed castles throughout Wales. There is evidence that harbours were fortified, with wooden structures in the water creating a semi-circle around the harbour, or jetties, as seen in an artists reconstruction of Hedeby, in Denmark, with an opening for ships to access the land. Usually, these wooden structures would have small bases at either end, creating a 'watch' and defense platform.

The cellular structure you suggest never actually existed.Was never practical.
You consume less make more efficient use of material building concentric walls, and it allows you to enclose more living space behind defenses; at one point Constantinopole had a population of 2 million.

No one is saying that we can't have riverward defences, and I've already noted that we can and almost certainly will. I'm not sure why you're posting an article excerpt about it, the point is how a river changes our strategic situation. It's also probable that there will be a number of walls as the city expands. But trying to emulate Minas Anor simply won't work, and you don't seem to understand why a fortress built into a mountainside is a completely different context from a city built onto a river. Constaninople is also a somewhat different context for that matter, being built on a horn of land with a natural harbour overlooking a strait.*

Let me break this down.

Minas Anor, or Minas Tirith as it came to be called, had a single gate for each of its seven walls. That's what makes it so hard to take, and that's the structure we've chosen to emulate. They were able to do this because they had access to a vast amount of stone, being built into a mountainside, and because ease of commerce was not a priority because the city was never intended as an economic hub. The whole being built into a mountainside thing also forced any attack to take each wall in sequence; there was simply no other way to take the city. This is not at all applicable to our situation. This is also not remotely the same thing as Constantinople, which had a few tiers of walls out of expedience due to the city expanding, and whose primary defence for most of its history was always the Theodosian wall and the sea chain across the Golden Horn.

Stone is at a vastly greater premium for us than it was for Minas Anor. Our city's role as our only economic centre of production means having only one gate per wall, absolutely necessary to make this defensive schema work properly, would be a massive hindrance to the commerce which is the lifeblood of our city. Trying to build multiple successive layers of walls in earnest, as a defensive measure rather than every so often whenever we need to, in order to emulate Minas Anor is thus a very poor idea. On top of which, at any point at which a river assault becomes less costly than taking three rings of walls in a row, any attacker will opt for the former; this freedom choice inherently undermines the strength of having seven layers of walls.

What we should aim for is a single strong outer wall, continuing riverward of course, with a number of less fortified criss-crossing inner walls and strongpoints to allow us to defend districts of the city independently if the outer wall is breached, and many interior gates to allow ease of commerce. (It's also probable that at some point, like Osgiliath, the city may span both sides of the river.) That's far more affordable given how expensive stone is for us, and it will not cripple us as an economic centre. One or more of these inner walls may indeed have previously been outer walls which we expanded past, but we will not try to build multiple redundant rings in earnest at vast expense. We should also plan our walls in advance, leaving room to expand, to minimise the amount of wasted stone as much as we can. This is how many cities have been defensively structured, although the inner dividing walls are kind of a paranoid extra.

You can claim that this is what your tiered structure will look like, but at that point what you're talking about is nothing like Minas Anor, which deliberately has far more walls than it needs, and deliberately makes them very difficult to transit, and is built in a place and for a strategic purpose which makes that viable. This is why I have such a problem with any defensive schema which defines itself by reference to Minas Anor- our situations could not be more different.

*(Although if we're discussing water-facing defences and Constantinople, look at the Fourth Crusade for how they can often prove to be a weakpoint for otherwise formidable defences.)

And as for rangers, what do you think barracks are for if not organized training of soldiers?

Up until the 19th or at earliest 18th centuries the idea of dedicate "barracks" as necessary for the training of soldiers is basically an anachronism propagated by games like the Age of Empires and Total War. The Roman Republic, with one of the most developed martial cultures in the pre-modern world, trained their soldiers on the Field of Mars. Leaving that aside, and acknowledging that game mechanics are what they are, we already are soldiers. A hugely disproportionate number of our adult men are military veterans. What I'm talking about is simply picking two dozen or so of the best ones, and forming them into a scouting unit. When we have a dedicated Barracks, which don't get me wrong, I want to do soon, that will obviously help, but we don't need it to pick two dozen veterans who have a reputation as good outdoorsmen and ask them to go scouting.

Not to mention that I do not share your optimism regarding the lack of threat; we've lost two previous cities in the North, and complacency makes no sense.

Complacency absolutely makes no sense, which is why we need to grow as fast as possible whilst we have breathing space rather than building military infrastructure we don't need right now. Our Prosperity is still low and we should prioritise the building which raises that the most, because what will secure our future is having as many people and as many soldiers as possible. Every year during this breathing space when our Enemy is in disarray after a great defeat where we don't grow as much and as fast as possible is a grave loss.

There is a weird contradiction here as well, in that you're apparently worried about unseen threats we have currently no evidence for the existence of, and sacrificing opportunities for growth out of fear of them, whilst doing nothing to actually try to find out if there are threats on our borders.
 
Yeah, I'm going to agree with admiral skippy. With Rule of law already in place, House of Healing and more prosperity feel more urgent. For now, a wall is enough for my defense desire.

[X] Sell 1 Lebethron (Market Price)
[X] Buy 2 Stone (Market Price-1)
[X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
--[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
[X] Build an Inner Wall (-5 Gold. -4 Wood)
--[X] Add one or two subdivisions and multiple gates to begin moving from a tiered defensive scheme into a more cellular structure.

I'm not sure if the subvote to inner wall is actually possible option, but eh, doesn't matter. I didn't support copying minas anor to begin with.
 
In all honestly right now we could probably build the inner wall as-is and be okay, as long as it has a few gates for ease of commerce. We're still small enough now that the space it will enclose probably only counts as a single "district" by itself anyway. What we absolutely should avoid doing is committing to any scheme where we have to build three or four redundant stone walls with a single gate each.
 
No one is saying that we can't have riverward defences,
You were disputing the value of concentric defenses for a riverside city here:
I always trusted that you'd account for the river, my point on the defences was more that it potentially obviates a lot of the advantages of a tiered set-up. An ideal tiered defensive schema (like Minas Anor) forces your enemy to overcome each tier, which collectively can be an immense challenge. But with a river to our backs, if our riverward defences are weaker than going through X number of tiers, a rational enemy will always prefer to attack them.
Which is what I'm pointing out has neither backing in LoTR lore or ancient history.

But trying to emulate Minas Anor
Dude, we aren't emulating Minas Anor; I don't know where you got the idea that we are.

If there's an in-universe reference for our city plan, it would be closer to Annuminas, the lakeside capital of old Arnor, situated near the source of the Baranduin. Or Osgiliath, the old capital of Gondor which straddled the Anduin River. Or Pelargir, the main harbor of Gondor.
Concentric walls =/= Minas Anor.

We are emulating standard fortification doctrine; those who can afford it layer their defenses. You do not have to be built on a hill to have concentric fortifications; Constantinopole did it. Many cities and fortresses did it on a smaller scale,like Carcassonne in France, allowing the inner walls to set up the space between the outer and inner walls as a killing field, and as fallback positions for the defenders.

Minas Anor, or Minas Tirith as it came to be called, had a single gate for each of its seven walls. That's what makes it so hard to take, and that's the structure we've chosen to emulate.
We have chosen to go with outer and inner walls; we have said NOTHING about the number of gates we chose to go with.
Furthermore, it was not the paucity of gates that made the Minas Tirith city walls so hard to breach, but because the outer wall was built of the same material that Orthanc was.

They were able to do this because they had access to a vast amount of stone, being built into a mountainside, and because ease of commerce was not a priority because the city was never intended as an economic hub.
It was not originally intended as an economic hub. It became one out of necessity.
The city was rebuilt and enlarged by Ostoher, seventh king of Gondor, who turned it into the summer residence of the kings of Gondor.
It got a harbor in Harlond.

The city you see in canon is by no means the original military citadel it was supposed to be.
Stone is at a vastly greater premium for us than it was for Minas Anor.
The outer wall of Minas Anor was built of Orthanc-stone.
That shit is at least as much of a premium as ordinary stone is for us, assuming you can find or make it at all.

Trying to build multiple successive layers of walls in earnest, as a defensive measure rather than every so often whenever we need to, in order to emulate Minas Anor is thus a very poor idea.
Not emulating Minas Anor.
What we should aim for is a single strong outer wall,
You've dismissed Constantinopole as an outlier.

Cairo was double walled, and located at the mouth of the Nile.
The city of Cairo was founded in 969 CE by Gawhar al-Siqilli, as the new royal city of the Fatimid Caliphate, with a defensive wall. In 1092, the Fatimids built a second wall around Cairo. The double walled city had a significant number of fortified gates at the portals protecting both the inner and outer city areas. The primary purpose was defense, but they also differentiated the various social and economic classes' districts and movements.
Gates of Cairo - Wikipedia
Babylon had anything from two to five walls at it's height, and the Euphrates flowed through.
The construction activities by Nebuchadrezzar II surpassed those of most of the Assyrian kings in the history of Mesopotamia. He fortified the old double walls of Babylon, adding another triple wall outside the old wall. In addition, he erected another wall, the Median Wall, north of the city between the Euphrates and the Tigris rivers. According to Greek estimates, the Median Wall may have been about 100 feet high. He enlarged the old palace and added many.
Walls of Babylon
Beijing had inner and outer city walls.
The Beijing city wall was a series of fortifications built between the early 15th century and 1553. The Inner city wall was 24 kilometres (15 mi) long and 15 metres (49 ft) high, with a thickness of 20 metres (66 ft) at ground level and 12 metres (39 ft) at the top. It had nine gates. This wall stood for nearly 530 years, but in 1965 it was removed to allow construction of the 2nd Ring Road and the Line 2, Beijing Subway. Only one part of the wall is extant, in the southeast, just south of Beijing Railway Station. The Outer city walls had a perimeter of approximately 28 kilometres (17 mi). The entire enclosure of the Inner and Outer cities formed a "凸" shape with a perimeter of nearly 60 kilometres (37 mi).

Beijing city fortifications - Wikipedia
That's just off a quick googling.
Concentric walls work IRL, let alone in Middle Earth, and there is no indication that your preferred schema provides superior protection.
 
Choices:

[X] Sell 1 Lebethron (Market Price)
[X] Buy 2 Stone (Market Price-1)
[X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
--[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Barracks (-2 Gold, +2 Rule of Law, +1 Prosperity)
[X] Build an Inner Wall (-5 Gold. -4 Wood)

----------------------------

I'm not really sure how much of this relates to the actual topic at hand. Northern Italians and northern Greeks in the post-classical era are not the people Tolkien was using as reference. I also question your assertion that all most modern Italians or Greeks look that way, although it makes no difference one way or the other to what we're discussing. I would also suggest you learn to type in paragraphs when you post; it makes it more pleasant for people to read.

I didnt say they all looked that way, I said most of them do. My recent visit to Rome confirmed this as most of the Italians I saw were pretty much the same skin tone as myself (a Briton). I am simply saying Classical Romans and Greeks were paler than their modern cousins in many parts of what is modern day Greece and Italy which have been invaded/colonised by other peoples over the last 1600 years. And also that the Tumblr blog you linked to is incorrect for using modern peoples as a basis for the peoples of Middle Earth because, as you said, Tolkein wasnt using modern peoples but the Ancient peoples as inspiration for his civilisations.

Also, when I type the comments, what I type looks like it is in paragraphs. It only gets strung out them I post the comment.


When Tolkien refers to Egyptians, he is referring to the Egyptian people (bottom row of the linked picture above), not the other peoples depicted by the Egyptians as explicitly other. Anyway at this point I think this is veering off-topic a tad, so we should probably leave it here or continue elsewhere.

The bottom row depicts tanned farmers, with the exception f the two overseers to the far right who are decidedly pale.
 
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To nip this walls argument in the bud (too late), it's the one everybody voted for, and it doesn't need to have only one gate. It's just the style you're using, and it produces stronger but less granular defenses than a district by district honeycomb structure. That's all.
 
Regarding the "Let's Imitate Minas Arnor" thing, do keep in mind that Arnor and Ithil existed as fortresses to protect the city of Osgiliath, you can get away with more paranoid defenses when you have a big, economic center to make the money for you.
I don't have issues with layered defenses, but one gate facing differently? that has to be a sold no, we only have one "city" at the moment and we need to farm taxes from it and allow trade.
I do not suggest we turn our city into Osgiliath MkII, but we need to allow for trade and movement and we can always create hard points (citadels) at the edge of our city or, if geography wills it, in the approaches to the city
 
[X] Sell 1 Lebethron (Market Price)
[X] Buy 2 Stone (Market Price-1)
[X] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
--[X] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
[X] Build an Inner Wall (-5 Gold. -4 Wood)
--[X] Add one or two subdivisions and multiple gates to begin moving from a tiered defensive scheme into a more cellular structure.

Special Actions
-[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
-[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
 
TA 1984 - TA 1987


The spring of TA 1984 does not begin auspiciously. One of the wild boys, having been too young to take up arms in defense of his tribe but old enough to be independently spirited, killed the man who he was staying with - Andreth of Fornost Erain. Further investigation reveals no mitigating factors - his mother, while far from fond of one of the Dunedain involved in the battle, had little complaint about the treatment of either her or her son. The boy was captured attempting to flee the city, though it was a near thing.

While the sentence is predetermined, the law-courts are having a minor division as to whether to treat this as patricide or murder. While not officially adopted by Andreth, the boy took shelter under his roof, ate his food, and dwelt with him for several years. By all accounts the Dunedain man was warm and kind to children. Other young ones have been adopted and enjoyed similar benefits.

[ ] Official or not, this is a patricide.
[ ] If the boy was not adopted, it is murder.

Despite that excitement, time moves on. Fortunately there are no such hard winters again, and construction and expansion of the city continues apace over the next two years.

The end of TA 1986 is interesting for multiple reasons: the winter is more of a prolonged autumn than anything else, and snow never even touches the ground; the city expands to fill its housing capacity; and settlers from old Arthedain come down-river. Unexpectedly it was the winters of TA 1984 and 1985 that drove them to this, the privation and deaths that resulted from two successive winters of such harshness diminished their communities and made life challenging afterwards. Eventually they decided to take their chances with the new start at the mouth of the Brandywine, and made their way down to the mouth of the river over a challenging month.

This raises interesting questions, because not only does the city not have room for them unless another area is cleared for farming, but the abundance of potential workers raises some interesting possibilities. While you could fill up the city to capacity, even the only sparsely used mercantile district you constructed, you could also encourage them to move up one of the smaller tributaries of the Baranduin and towards the Blue Mountains, where they could quarry and open mines with plentiful resources.

[ ] Do not settle.
[ ] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
[ ] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
--[ ] Empty one of the logging camps.
--[ ] Empty the pasture.
--[ ] Empty the mercantile district.

Whatever course you take, this is probably the last group of stragglers from the Old Kingdom you are likely to receive.


[ ] Tame the Baranduin (-10 Gold, -20 Stone)
[ ] Build an Inner Wall (-5 Gold. -4 Wood OR -8 Stone)
--[ ] Build an Outer Wall (-10 Gold. -8 Wood OR -16 Stone)
[ ] Build Docks (-5 Gold, -4 Stone, +1 Shipbuilding)
[ ] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
--[ ] Upgrade to Stone Walls (-4 Stone)
----[ ] Convert to Administrative Center (+5 Taxes)
----[ ] Convert to Palace (+5 Prestige)
----[ ] Convert to Citadel (Defensive Bonuses)
[ ] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
--[ ] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
[ ] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
--[ ] Convert to Noble District (-2 Gold, -1 Housing, +3 Prestige)
[ ] Small Mercantile District (-5 Gold, -2 Wood, +2 Taxes)
--[ ] Convert to Stone (-5 Gold, -2 Stone, +2 Wood Store, +2 Taxes, +1 Prestige)
[ ] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
--[ ] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[ ] Small Civic District (-5 Gold, -2 Wood)
--[ ] Convert to Stone (-2 Gold, +2 Wood Store, -2 Stone)
[ ] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[ ] Establish Houses of Healing (-2 Gold, +2 Prosperity)
----[ ] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)



Ost Falasuin
Population:
7
Prosperity: Poor/Average
Prestige: Provincial Town
Rule of Law: Strong
Military Strength: Weak/Average
Defenses: Minimal

Districts
City Center
2 Small Residential Districts
2 Small Mercantile Districts
Courts
Barracks
Docks [Empty]

Housing
City Center: 2/2
Farms: 1
Residential District (Wooden): 2/2
Residential District (Stone): 2/2
Total: 7/8

Taxation
Population: +4
Mercantile District: +2 (Population: 1)
Mercantile District: [Empty]
Pasture: +1 (Population: 1)
Militia: -2
Trade Agreement (Lebethron) +3
Trade Agreement (2 Stone): -4
Income: +4

Expenditures
Gold: -5 (Residential District), -2 (Pasture), -5 (Mercantile District), -5 (Civic District), -2 (Barracks)
Wood: 0 (Mild Winter), -3 (Winter), -3 (Winter)
Stone: -2 (Residential District), -2 (Mercantile District), -5 (Civic District)

Food
Fishing: 3 Food (Population: 1)
Farming: 3 Food (Population: 1)
Pasture: 2 Food (Population: 1)
Total: +8 Food

Wood
2 Logging Camps: 6 Wood (Population: 2) [Special Resource: Lebethron]
Total: +6 Wood

Stone
Trade Agreement (Stone): +2

Metal

Income:
4 Gold
Treasury: 21 Gold
Food: +1(0 Growth) (0/8 Growth) [6/7 Stored]
Wood: 4 [6/6 Stored]
--Lebethron: 2
Stone: 6
Metal: 0
Adhoc vote count started by Sayle on Apr 27, 2017 at 4:35 AM, finished with 470 posts and 29 votes.

  • [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Official or not, this is a patricide.
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [X] If the boy was not adopted, it is murder.
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
    ----[x] Establish Houses of Healing: -2 Gold, +2 Prosperity
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[X] Empty the pasture.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
    ----[X] Convert to Citadel (Defensive Bonuses)
    [x] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[x] Empty the mercantile district.
    [x] If the boy was not adopted, it is murder.
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [x] Build an Inner Wall (-5 Gold. -8 Stone )
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.

Adhoc vote count started by Sayle on Apr 27, 2017 at 11:18 AM, finished with 471 posts and 30 votes.

  • [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [X] Send three Population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] If the boy was not adopted, it is murder.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] If the boy was not adopted, it is murder.
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [x] If the boy was not adopted, it is murder.
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [x] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[x] Empty the mercantile district.
    [x] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
    ----[x] Establish Houses of Healing: -2 Gold, +2 Prosperity
    [x] Build an Inner Wall (-5 Gold. -8 Stone )
    [X] If the boy was not adopted, it is murder.
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[X] Empty the pasture.
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
    ----[X] Convert to Citadel (Defensive Bonuses)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] If the boy was not adopted, it is murder.
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [X] If the boy was not adopted, it is murder.
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.

Adhoc vote count started by Sayle on Apr 27, 2017 at 11:23 AM, finished with 471 posts and 30 votes.

  • [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Official or not, this is a patricide.
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [X] If the boy was not adopted, it is murder.
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
    ----[x] Establish Houses of Healing: -2 Gold, +2 Prosperity
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[X] Empty the pasture.
    [X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
    ----[X] Convert to Citadel (Defensive Bonuses)
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] If the boy was not adopted, it is murder.
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[x] Empty the mercantile district.
    [x] If the boy was not adopted, it is murder.
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [x] Build an Inner Wall (-5 Gold. -8 Stone )
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [X] If the boy was not adopted, it is murder.
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.

Adhoc vote count started by Sayle on Apr 27, 2017 at 11:35 AM, finished with 471 posts and 30 votes.

  • [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [X] Send three Population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] If the boy was not adopted, it is murder.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty the mercantile district. -2 Gold/turn
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
    --[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] If the boy was not adopted, it is murder.
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [x] If the boy was not adopted, it is murder.
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [x] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[x] Empty the mercantile district.
    [x] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
    ----[x] Establish Houses of Healing: -2 Gold, +2 Prosperity
    [x] Build an Inner Wall (-5 Gold. -8 Stone )
    [X] If the boy was not adopted, it is murder.
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[X] Empty the pasture.
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
    ----[X] Convert to Citadel (Defensive Bonuses)
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
    --[X] Empty one of the logging camps
    [X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
    ----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
    [X] If the boy was not adopted, it is murder.
    [X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    --[X] Have the boy brought before us, and ask him to give his account of events. Look into his mind as he does, and use this to inform our ruling, and whether any clemency should be given for one so young.
    [X] Official or not, this is a patricide.
    [X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
    --[X] Empty one of the logging camps.
    --[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
    [X] If the boy was not adopted, it is murder.
    [X] Have the boy brought before us. Ask him to recount what happened in his own words and look into his mind as he does.
    --[X] Decide our ruling and if any clemency should be given based upon that.
    [x] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
    --[x] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
    -[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
    -[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
 
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I think we should send three pops to settle the Blue Mountains. Since we have switched to mostly building from Stone, we don't need that much wood and could stand to abandon one of the logging camps.

Also, we should finally convert one of the mercantile districts to a Woodworker's Quarter, allowing us to increase our profit from exports.

[X] Official or not, this is a patricide.

[X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
--[X] Empty one of the logging camps.

--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)


Special Actions
-[X] Send messengers to Imladris and to the Havens, letting them know of our survival and how we fare now, and asking if they have any new tidings of the Enemy. Thank them for their aid against the Witch King.
-[X] Put together a small picked band of men from our Militia and the Chieftain's retinue. These will be the first of our rangers, and they will roam far and wide watching our borders.
 
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[X] If the boy was not adopted, it is murder.

The boy clearly didn't see this man as his father, no matter how warmly he treated the kids. His father died fighting the city, then his family were abducted to live in the city. It's a murder.

[X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
--[X] Empty the pasture.

[X] Tame the Baranduin (-10 Gold, -20 Stone)
Taming the Brandywine will be good for fishing, trade up and down the river, and helping to get soldiers where they need to be in a hurry, should the need arise.

[X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
----[X] Convert to Citadel (Defensive Bonuses)

Because MiddleEarth has lots of dangerous shit, and you're going to need somewhere to retreat to.
 
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[X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
--[X] Empty one of the logging camps.

Pretty sure we just got 2 free pop. If we want to send a 3rd, it needs to come from somewhere in the city. Otherwise, sending 2 pop is free.
 
@Sayle I think we will need a bit more clarification on how the Blue mountain settlement vote works:
[X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing)
--[X] Empty one of the logging camps.
[X] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)
--[X] Empty one of the logging camps.
--[X] Empty the pasture.
Do we have to choose 2/3 production sites to empty? Or, are there 2 POPs waiting right now and we could only have to choose a third from the 3 options given?
 
[X] Official or not, this is a patricide.
[X] Send three population to settle the Blue Mountains (-16 Gold, +3 Stone, +3 Metal, Farm/Quarry/Mine/Housing):-16 gold, +3 Stone, + 3 Metal, +3 Food
--[X] Empty the mercantile district. -2 Gold/turn
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Houses of Healing (-2 Gold, +2 Prosperity)
[X] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
--[X] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
 
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I would strongly advocate for one of these two options:
[ ] Do not settle.
[ ] Send two population to settle the Blue Mountains (-14 Gold, +3 Stone, Pasture/Quarry/Housing)

If we send away an additional 3rd Pop we will lose -1 from taxes as well, creating the following losses in total:
--[ ] Empty one of the logging camps. -1 to Income (currently +4); -3 to Woodproduction (+6); +1 to Foodsurplus (+1) [If any I would go for this]
--[ ] Empty the pasture. -2 to Income (currently +4); -2 to Foodsurplus (+1)
--[ ] Empty the mercantile district. -3 to Income (currently +4); +1 to Foodsurplus (+1)
Sending three away would leave our Treasury at 5 and Income at only (3/2/1).

Also we already have two open slots in our city: Docks + 2nd Mercantile district.
 
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