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
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)
Year 1976 of the Third Age passes in a blur of activity, in more ways than one. The free men set out into the surrounding lands along the wooded edges of the river, cutting down the trees which have had a chance to repopulate since the fall of Numenor. Although the great primeval forests of coastal Eriador will never return, their offspring at least will provide the supplies the people of the newly named Ost Falasuin need to survive and grow. Shockingly, and against all odds, your logging expeditions discover a wide expanse of a small wood further up river is made up of Lebethron trees! Their silver trunks and dense hardwood have long made them an object of desire for both the beauty of their appearance and also their utility in the construction of durable ships.
For the moment the valuable timber is simply stored in one of the few longhouses in the settlement. It could prove a valuable resource if docks are built and trade with Gondor is opened, even given the great distance. That seems more likely when forerunners of the Gondorian Fleet sail by, and some make landfall at the coast and investigate the settlement. They bring glad tidings that the Witch King of Angmar, hated enemy and scourge of Arthedain, has been driven utterly from the North. The Dark Kingdom is overthrown.
When Prince Eärnur arrives he greets Arvedui as befits the King of Arthedain, and is shocked when Arvedui greets him instead with the title of Chief of the Dúnedain. "Crown I shall wear no more," Arvedui says,"Last King I was named, and Last King I shall be - Arthedain has fallen into shadow. Let no son of mine wear any crown, lest they bear the Scepter of Annúminas in their hand."
Seeing the desperate state of the settlement the Prince promises his aid, for the bonds with old Arnor have not been forgotten. While he swears that help shall be had regardless in the form of food and treasures saved from Battle of Fornost that rightfully belong to the Line of Isildur, he desires to present a mighty token to his father, King Eärnil II. "The Osgiliath Stone has been lost since the Kinstrife," he says. "Here the Stone of Amon Sûl is no meagre thing, fit to restore the Dome of Stars and the pride of Gondor."
[ ] Give Eärnur the palantir of Amon Sûl.
[ ] Refuse to hand over the second palantir.
When the fleet has moved on, boats come down the Baranduin. People in the north who fled before the armies of the Witch-King have heard of the new settlement, and come in numbers. It is a struggle to maintain your resources in the face of a sudden increase in population, and every scrap of food is used the day it comes out of the sea. Without space to house them, a small shanty town springs up outside the protective palisade, but a fortunately mild winter means there are few deaths from poor accommodation.
With the spring coming round and food supplies at the breaking point, you have to decide whether to plant fields this year - while fishing would be more immediate and ease the situation rather than waiting until next year, it would take a not insignificant amount of your wood supply to do so. While planting may be risky, it would also preserve the wood you need to formalise the interior of the palisade into something approaching civilization - or begin work on a residential district. Either way, your people need to address the food situation.
[ ] Plant crops and wait until next year.
--[ ] Renovate City Center (-2 Wood, +1 Prestige, +1 Prosperity).
--[ ] Build Small Residential District (-2 Wood, 2 Housing)
[ ] Build boats and start fishing immediately (Wood: -2)
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
There is some debate over the construction of fortifications, and in the end of a ringed layout is decided on. While individually walled districts would have allowed greater flexibility, the stronger walls will hopefully prevent any attackers breaching into the settlement proper. Your advisers estimate it will take just as much wood as it took for the whole district to erect the exterior wall, while stonework along the bank of the river will be needed for a firm foundation at the water's edge. That will need to wait until you have a supply of quarried stone. While you can enclose the city immediately given enough wood, that will require almost twice your annual supply.
Therein lies the problem. The Wild-men, who you have identified as tribal men dwelling in Eryn Vorn, have been harassing your workers at the logging camps and engaging in acts of petty sabotage. It has not yet escalated to violence, but it has had a surprising degree of effectiveness and you lost nearly a third the felled timber this year to fires and theft. This becomes even more concerning when yet more refugees arrive down the river to join with you, filling your residential capacity to the breaking point.
In the end, everyone agrees on one thing: the settlement needs more resources to grow. For the moment at least housing is sufficient, but there are plenty of projects that need doing. Fortunately a solution to your resource woes appears in a passing Gondorian ship, who agrees to pass any word of trade agreements you are willing to make to the merchants of Pelargir and Dol Amroth far along the coast. The quantities they could ship are limited over such a distance, but could be extremely valuable in your fledgling state.
(Trade Agreements are renegotiated only occasionally, so choose carefully. There is no limit to how many you can have simultaneously, and different offers appear each turn.)
[ ] Import 2 Stone per year at market value.
[ ] Import 2 Metal per year at market value.
[ ] Export 2 Wood per year at market value.
[ ] Export 1 Lebethron per year at market value.
The end of the year breaks the unseasonably warm winters you've been having, and for the first time the need for firewood simply to survive becomes an issue, a notably harsh and lengthy season almost killing the crops. Fortunately it never quite reaches that point, although double the firewood is used compared to a normal winter. When TA 1979 dawns with a brisk but warming spring it is to the naked relief of every person in Ost Falasuin.
With the harvest coming in, you can turn to address the Wild-men problem. You have no formal fighting force at present or guardsmen, which makes a cheap military solution challenging and it will remain so until a civic district is in place. You could establish a force-at-arms immediately, but that would be a notable drain on your treasury.
[ ] Establish a militia (-2 Gold per turn).
[ ] Do not establish a militia.
The other option is to simply set your new population to logging as well, and power through any shortcomings caused by Wildman mischief. But there are other tasks they could be set to that may be more valuable.
[ ] Build another logging camp. (-2 Gold, +3 Wood)
[ ] Open a quarry. (-2 Gold, +2 Stone)
[ ] Open a mine. (-2 Gold, +2 Metal)
[ ] Build more fishing boats (-2 Gold, -2 Wood, +3 Food)
[ ] Clear more farmland (-2 Gold, +3 Food)
Your Small Mercantile District can be converted into a Woodworker's Quarter for -2 gold, removing the current +2 taxes bonus and replacing it with a 2 Lebethron to 2 Hardwood conversion.
---Available Options---
[ ] Build an Outer Wall (-5 Gold. -4 Wood OR -8 Stone)
[ ] Build Docks (-5 Gold, -4 Stone)
[ ] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
[ ] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
Ost Falasuin
Population: 5
Districts
City Center
Small Residential District
Small Mercantile District
Housing
City Center: 2
Farms: 1
Residential District (Wooden): 2/2
Total: 5/5
Establishing a militia and sending them out to establish a guard around the logging camps and patrolling the area cuts down on native interference drastically, as they seem unwilling to fight armed men, even if they are only armed with a few shortswords and leather jerkins. Combined with an expansion of logging your supplies of wood increase markedly. Unfortunately you make no such fortuitous discoveries like Lebethron groves, but if nothing else an expansion of building material is very much welcome. With such an abundance there are plenty of calls to use it at once in the construction of an outer wall, but the long winter of the previous year is in the thoughts of all. There are several proposals as to how much wood to stockpile for winter.
[ ] Wood is urgently needed elsewhere.
[ ] One Years Supply.
[ ] Two Years Supply.
Then in mid-summer traders from Dol Amroth arrive carrying a cargo of quarried stone, in exchange for which they leave with a hold full of Lebethron and with no small amount of gold. While currently insufficient for anything major, another year of deliveries would be enough to open a dedicated area for the docks, or in two more years to finally renovate the center of the city.
The winter fares much better than the last, another warm episode allowing you to save your stocks of timber for more productive uses rather than simply breaking it up for firewood.
As you have reached a point where growth is slow and there are few options, from now on time will run automatically until your population grows or an event occurs. Please indicate any buildings you wish to build with your current resources, keeping in mind you may have stockpiled either 5 or 10 wood for emergency supply. If none are available, indicate what you want to see built first, and it will be built automatically when resources become available. At that point time will pause if more options are or become available.
---Available Options---
[ ] Build an Outer Wall (-5 Gold. -4 Wood OR -8 Stone)
[ ] Build Docks (-5 Gold, -4 Stone)
[ ] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
[ ] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
[ ] Small Mercantile District (-5 Gold, -2 Wood, +2 Taxes)
[ ] Small Civic District (-5 Gold, -2 Wood)
[ ] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
Ost Falasuin
Population: 5 Strength: 1
Districts
City Center
Small Residential District
Small Mercantile District
Housing
City Center: 2
Farms: 1
Residential District (Wooden): 2/2
Total: 5/5
The year begins well with an expansion, a civic district where you will be able to move the increasingly burdensome administrative duties to as well as begin to impose some regulated rule of law. There is some debate as to what will serve the city best - improving the life of its people with the opening of a hospice district or baths, or establishing courts. It is true that your people have suffered hardship and are disciplined, but as the city grows the tendency towards disorder will only increase. When it is pointed out that either public baths or hospices will requires stonework, it simply becomes a matter of if you want to build with stone or open a law-court immediately.
But that discussion is put to the side for the moment as in the fading days of autumn your logging camps are attacked by the tribal Wildmen. Where before simply a show of arms from your militia was sufficient to dissuade them, they seem intent on preventing your logging operations from even entering the vicinity of Eryn Vorn. Whatever the case they arrive in numbers far beyond the ability of your scattered militia to repel, and after few skirmishes your workers and militia both retreat in good order from the site to prevent loss of life. Unfortunately this leaves behind the timber that had been gathered, including the valuable lebethron intended for trade. While some has been carried off, no doubt for the wildmen's own use, the rest was burned along with the rest of the camp. With winter fast approaching a resolution to this attack will have to wait, and fortunately you have enough wood stored to last out a harsh winter even with your shortfall.
That, fortunately, is not necessary. The winter is far from mild but causes no significant problems, and when spring breaks a council is assembled to discuss the answer to this predation on your logging operations.
[ ] 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.
[ ] 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.
--[ ] Find their settlement and expel them from Eryn Vorn by force of arms.
--[ ] Show your might and attempt to come to some kind of agreement.
---Available Options to Queue---
[ ] Build an Outer Wall (-5 Gold. -4 Wood OR -8 Stone)
[ ] Build Docks (-5 Gold, -4 Stone, 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)
----[ ] Convert to Noble District (-2 Gold, -1 Housing, +3 Prestige)
[ ] Small Mercantile District (-5 Gold, -2 Wood, +2 Taxes)
--[ ] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[ ] Small Civic District (-5 Gold, -2 Wood)
--[ ] Establish Courts (-2 Gold, +1 Prosperity, +1 Guardsmen)
--[ ] Convert to Stone (-2 Gold, +2 Wood Store, -2 Stone)
----[ ] Establish Houses of Healing (-2 Gold, +2 Prosperity)
----[ ] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
Ost Falasuin
Population: 5 Strength: 1
Districts
City Center
Small Residential District
Small Mercantile District
Small Civic District
Housing
City Center: 2
Farms: 1
Residential District (Wooden): 2/2
Total: 5/5
Adhoc vote count started by Sayle on Apr 24, 2017 at 4:35 AM, finished with 53 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] 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)
[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)
[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] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
--[X] Upgrade to Stone Walls (-4 Stone)
[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.
So it was in the spring of 1981 of the Third Age Arvedui issued forth from Ost Falasuin in great panoply, for even reduced as they were the Dúnedain remained mighty in force of arms. They set camp at the edge of the forested cape of Eryn Vorn, blew their horns in challenge, and the Wildmen were afraid. Three days they waited, and each morn issued again their challenge with the sound of their horns, which was mighty and shook the leaves atop the trees.
At last the chieftain of those forest dwellers came forth to answer this challenge, and Arvedui rode out to meet him. The Chieftain of the Dúnedain was beheld in splendor, for in him was the might of Númenor yet undiminished and the Elendilmir upon his brow shone cold like steel. The halting westron of the Wildmen seemed uncouth to the ears of the Dúnedain, and many grievances were laid before Arvedui on the encroachment of workers and the felling of trees, of the rapacious greed of Númenor which drove the Wildmen from their great forests that no longer stood, and of the settlement of the Baranduin which they considered theirs to the eastern bank.
Then Arvedui grew angry, for it was the blood of his people who had been spilt for these grievances, and just recompense and the surrender of the timber they had felled he judged necessary for any peace. This he demanded and this the Wildmen refused, and so in his wroth Arvedui laid his hands on the chieftain of the Wildmen and slew him.
Thus the Dúnedain entered Eryn Vorn and there the valor of Old Arnor was shown in full, for in the Dúnedain was the might of Númenor. The streams of Eryn Vorn ran red in the slaughter, and the Wildmen were laid low to a man, and their hidden fastness within the forest was overthrown.
[ ] 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.
[ ] 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.
The survivors of the Wildmen are dispersed through the population, and life moves on. The logging camp is re-established in the vicinity of Eryn Vorn and the lebethron is once again available to finance Ost Falasuin's trading needs. This is fortunate as the treasury diminishes with each shipment of stone from Gondor, and there is serious discussion about the possibility of halving the population of the city to establish a second settlement closer to the Blue Mountains.
In the interim, however, the courts move into action as buildings are occupied by clerks and guardsmen who have previously been forced to endure conditions in the increasingly cramped and rundown city center. With a central authority visibly in place to arbitrate sentencing and the varied disputes incurred in the day-to-day running of a large congregation of people there is an immediate drop in complaints of petty theft or other minor crimes. It is not a moment too soon when the docks are built, providing opportunities for shipbuilding that may potentially allow trade at greater quantities.
This is certainly on the mind of the traders from Dol Amroth when they arrive and moor at the new docks. There are new opportunities available, and while they attempt to increase the price of stone you narrowly avoid giving into their arguments. Their offer to trade for metal is so laughably extortionate it's hard to even be offended. Far more notable is the short-term offer for a fixed two year contract. They are willing to buy wood 1 gold above market price and sell food 1 gold below, in the usual quantities.
In addition to this the slow pace of growth has raised questions about taxation. At present taxes are normal, but lowering them would allow the purchase of more food for the average citizen and increase a sense of security. Feelings of prosperity are often as good as the real thing for encouraging growth.
[ ] Lower Taxes (1 Gold per 2 Population) [+50% Growth]
[ ] Do not lower taxes.
Adhoc vote count started by Sayle on Apr 24, 2017 at 10:11 AM, finished with 6 posts and 4 votes.
[X] Sell 2 Wood (TA1983-TA1984) [Market Price+1]
[X] Buy 2 Stone [Market Price] (Renew Contract)
[X] Do not lower taxes.
As the end of TA 1982 approaches it becomes rapidly apparent that your choice to import food may have been prescient - it is barely halfway through autumn when it begins to noticeably chill. The next months are an exercise in misery as bitterly cold winds come from the north in what many call the work of the Witch King, leaving frosts which kill the crops in the fields and force even the men inside. You are forced to open the storehouses to feed the people, but fortunately your minor surplus means that it is not as damaging as it might have been otherwise.
The pinched expression of the merchants when the arrive from South Gondor suggests that they regret their bargaining - the increased price of food that you pay for their shipment does not outweigh their losses for purchasing your lumber. Still, they are businessmen and sail away again with their goods, leaving you with no surplus wood to use for the planned residential expansion. This is not so great a problem as it might seem, for there is no need yet for such a thing. The remainder of TA 1983 passes without much incident, then winter comes again.
Although not quite so cold as the previous year, it is still unduly severe. There is worry that the crops will fail again, and there is certainly no shortage of worried farmers petitioning that something be done - unfortunately you cannot command the weather. But when spring arrives the worst has not come to pass, although your storehouses of fire hood were practically emptied over the winter. The ships from Dol Amroth arrive with an even more surly demeanour than before, for the survival of the harvest means you pay a pittance compared to their need for lumber, which has only increased in the face of two back-to-back years of high consumption. The last two years have been unpleasant to live through, but have done wonders for your treasury, even if the deal is now over.
But with the end of one arrangement, others must be made. Traders from Pelargir make landfall this time, as the guilds of Dol Amroth have had quite enough of you for the time being. You negotiate fiercely and settle on a six-year contract with the following terms:
But there is an additional problem to address, which is that in light of your tax policies the population has expanded and many have nowhere to live. Without the wood needed, stone is the only option. It's that or let them construct their own ramshackle housing, but it is ultimately a question of priorities.
[ ] Build a Stone Residential District (-5 Gold, -2 Stone, +2 Housing)
--[ ] Open the docks (Shipbuilding Available - Increased Trade Quantities)
--[ ] Corral wild sheep and start shepherding (-2 Gold, +2 Food, +1 Income)
[ ] Clear new land for farms, bypassing the housing issue (-2 Gold, +3 Food, +1 Housing)
With that matter settled, it's just a matter of planning future expansion.
---Available Options to Queue---
[ ] 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)
----[ ] Establish Barracks (-2 Gold, +2 Rule of Law, +1 Prosperity)
Ost Falasuin
Population: 6
Prosperity: Poor
Rule of Law: Average
Military Strength: Weak/Average
Defenses: Minimal
Districts City Center
Small Residential District
Small Mercantile District
Small Civic District - Courts
Docks
Housing City Center: 2/2
Farms: 1
Residential District (Wooden): 2/2
Total: 6/5
[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] 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] 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] 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] 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] 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)