City Building in Middle-Earth

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.
 
Last edited:
Judgement
The boy was wild and had to be held by the arms before the Chief, his hands bound. When his account was demanded by the steward he said nothing, and his gaze was one of hatred. When the guards disciplined him Arvedui raised a hand, and demanded the child speak. "Wulf son of Hilda," he said. "By your words your fate will be sealed: speak." So the boy spoke and from his clumsy tongue he wove a tale of barbarians who stole him from his home and a man who beat him when he refused to respect him. He spoke of his mother who ever grieved for his father and endured the attentions of a foreigner, and cried when she thought he could not hear. He did his duty as a son and protected his mother from a cruel man.

At this there was a great disquiet among the gathered men, who had not heard such a thing before, but still others went still and angry at the slight at Andreth, who had been their comrade. Arvedui listened silently, and when the boy finished his story stepped forward and the Lord of the Dunedain took the boy's chin in his hand to peer into his eyes. There he stood for many moments, and a shadow passed over his face like a storm over the sun. He stepped back then and ordered the child's bonds be cut, and they were. "Son of Hilda," he said, "you have shed the blood of my kin, and the penalty for that is death. There are those who say that it was the act of a son killing a father, and in truth Andreth of Fornost Erain took you into his home as though you were his son, and had he died by any other means what was his would have been yours. Yet you slew him with intention, and that desire you had kept it your heart many years."

Here he stood to his full height. "Hatred has shorn you of kindness," Arvedui said. "Were this all you would have had some measure of pity, but that hatred has made you cunning and sly, and it has strangled all things good in you. Go now from this place and perish in the woods that bore you." Then the boy let out a cry and threw his arm over his face as though some great pain struck him, and he fled at once. When the guards moved to stop him the chieftain put out his hand. "Let him go," he said. "He will trouble man no more, and perhaps his spirit will find peace in the place of his forefathers."

[ ] New population should fill empty districts if they are available.
[ ] Stop timeskips to assign new population.
Adhoc vote count started by Sayle on Apr 28, 2017 at 3:42 AM, finished with 503 posts and 14 votes.
 
Last edited:
TA 1987 - TA 1990


[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)



The colonists leave the city with great pageantry, and within a week you receive messages that they have laid down roots wear the mountain streams that feed the northwestern tributary of the Baranduin widen into a river. Orodsîr is now a village in tribute to the Lord of Ost Falasuin, and over the next few months they delve into the rock and begin to send the result of their labours south to the city. While they found little of great value as some had been proclaiming they would, telling tales of gems and silver-riven rock, the base building materials are almost as valuable as the City of the Dúnedain begins to set itself up as a permanent fixture at the river-mouth.

Good fortune continues with a mild winter, and the houses of healing would open if not for the needed purchase and commissioning of the healers' tools and supplies, which must be imported from Gondor. The treasury, it is said, is so bare that it is a fortunate man who could enter those iron-barred doors and find a single coin to take from it. Fortunately the situation rectifies itself when the population continues to expand and small shops begin to reopen, allowing a great inflow of taxation. The houses of healing are completed, and soon after one of the old residential districts is rebuilt in strong stone.

Traders from Pelargir return with an offer for a new five year contract, although there are noises that they might be willing to make more permanent or flexible arrangements in future once Ost Falasuin has its own shipping capabilities. Whatever the case, they are willing to buy or sell any commodity at normal values with the exception of food.

[ ] Buy 2 Food (Market Price-1)
[ ] Sell 2 Wood (Market Price)
[ ] Sell 1 Lebethron (Market Price)
[ ] Buy/Sell 2 Stone (Market Price)
[ ] Buy/Sell 2 Metal (Market Price)

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

Orodsîr
Population:
3

City Center
2 Small Residential Districts
2 Small Mercantile Districts
Courts
Barracks
Docks

City Center: 2/2
Farms: 1
2 Residential District (Stone): 4/4
Total: 7/7

Ost Falasuin: +3
Orodsîr: +1
Pasture: +1 (Population: 1)
Mercantile District: +2 (Population: 1)
Mercantile District: +2 (Population: 1)
Income: 9
Militia: -2
Expenditure: 2
Total: 7

Gold: -16 (Orodsîr), -5 (Civic District), -2 (Houses of Healing), -2 (Stone Housing)
Wood: -3 Wood (Winter), -3 Wood (Winter)
Stone: -2 (Civic District), -2 (Residential District)

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

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

Orodsîr: +3
Total: +3 Stone

Orodsîr: +3
Total: +3 Metal
Population: 3
Town Center
Farm
Quarry: +3 Stone
Mine: +3 Metal


Income: 7 Gold
Treasury: 10 Gold
Food: +2(3 Growth) (2/8 Growth) [7/7 Stored]
Wood: 11 [7/7 Stored]
--Lebethron: 2
Stone: 19
Metal: 9

[ ] Tame the Baranduin (-10 Gold, -20 Stone)
[ ] Build an Inner Wall (-5 Gold. -4 Wood OR -8 Stone)
--[ ] Build the second circuit(-10 Gold, -16 Stone)
----[ ] Build the third circuit (-15 Gold, -28 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, +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, + Prestige)
[ ] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[ ] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[ ] Small Military District (-5 Gold, -2 Stone, -2 Metal)
---------------------
[ ] Farm (-3 Gold, +3 Food)
[ ] Fishing (-3 Gold, -2 Wood, +3 Food)
[ ] Pasture (-3 Gold, +2 Food, +1 Income)
---------------------
[ ] Logging Camp (-3 Gold, +3 Wood)
---------------------
[ ] Quarry (-3 Gold, +2 Stone)
---------------------
[ ] Mine (-3 Gold, +2 Metal)
[ ] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ciryarámar (Sailing Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ëarturyandë (Floating Fortress) [Req. 5 Hardwood] (-100 Gold, -50 Wood) [Req. 5 Shipbuilding]
 
Last edited:
TA 1990 - TA 1995


The city expands massively as work continues, the center renovated into a center for the city administration, wooden walls torn down and stone erected, then another circuit to protect the inner districts. Aside from the usual required growth in the availability of housing and some small shops, the notable events are approval from the Chief to open a woodworker's guild, who have set to work making valuable trinkets from the lebethron logged in Eryn Vorn, as well as transforming the heartwood into magnificently durable and dense planks.

Aside from that the military district in the outer regions of the city is raising questions as to where it would be best to focus our military abilities. While establishing living quarters would allow the deployment of a fledgling military, using the new area as armories or training grounds would improve the quality of the local militia.

[ ] Militia cannot be relied on for everything. (Military Size +1)
[ ] Quality arms and armor are the key to a resilient force. (Quality +1)
[ ] Training and discipline are more important than equipment. (Discipline +1)

The efforts to establish a watchful presence are harder than anticipated when many of the newly named rangers are killed in the first year. Angmar has been overthrown, but its forces were scattered and marauding bands of orcs and other ill things come out of the wilderness and attack those who remain. While without central leadership attrition and infighting will push the orcs back to their strongholds in the mountains and hills, it will be decades before the lands are as safe as they were in the waning days of Arnor, before true evil made task of its destruction.

Scouts going forth into wider Eriador report that aside from small hamlets which barely provide more than a life of subsistence, the only two remaining settlements of any note are Bree in the north and Tharbad at the crossing of the Greyflood, the ancient border between Arnor and Gondor. The loss of trade between Gondor and Arthedain has hit both hard, as have the destructive winters of almost a decade ago, and there is little evidence that they were ever prosperous settlements of the North-Kingdom, now more akin to large towns surrounded by abandoned ruins.

Fornost Erain, capital of Arthedain, is abandoned. The sack by the forces of Angmar, a year of habitation by orcs, and then the recapture of the city by Gondor has left it in a sorry state. Men in Bree, a hundred miles south, have begun to somewhat derisively call it 'Deadman's Dike'.Of the other settlements of the old kingdom, little more is left to say. Amon Sul is ruined, the great walls cast down by the Witch King. Annuminas is empty of life, the tombs of the kings watching over a silent city. There are none now who will dwell there.

There are yet those who dwell near, however - the Grey Havens of Lindon, that elvish port that lies at the foot of the Straight Road to Valinor, still swears fealty to Cirdan the Mariner. To the east of the Angle lies Imladris, the Last Lonely House, and the esteemed presence of Elrond Peredhel, brother of Elros. To the north are the Lossoth of Forochel, those wild people who make their home there and whose chieftain now wears the Ring of Barahir as a sign of our friendship and gratitude.

Alas, Gondor is not as it once was. The fertile province of Calenardhon is abandoned and depopulated, and the first sign of civilization is in Anorien on the approach to Minas Anor. Still, contact with the fellow successors of Elendil will be made easier with the launch of the Númerrámar, a ship that rivals any in the fleet of Gondor, though of course they have many more.

While it is not suited for trade, it does show that we will be able to increase the quantities we import and export in future. The merchants are willing to buy our wood at an even more favourable price at present, though they have haggled an extortionate going rate for food shipped from Gondor.

[ ] Buy 2 Food (Market Price+1)
[ ] Sell 2 Wood (Market Price+1)
[ ] Sell 1 Hardwood (Market Price)
[ ] Buy/Sell 2 Stone (Market Price)
[ ] Buy/Sell 2 Metal (Market Price)


Ost Falasuin
Population:
10
Prosperity: Average
Prestige: Provincial Town
Rule of Law: Strong
Military Strength: Weak
Defenses: Weak


Administrative Center
4 Small Residential Districts
1 Small Mercantile District
Military District
Woodworkers District
Courts
Houses of Healing
Baths
Guard Barracks
Docks
Farms: 2
4 Residential District (Stone): 8/8
Total: 10/10
Income Amount
Population 5
Orodsir 1
Administration 5
Mercantile 2
Pasture 1
Income: 14
Expenditure Amount
Militia -2
Rangers -2
Expenditure: 4
Total: 10
Gold: -3 (Farm), -5 (City Center), -3 (Logging), -5 (Housing), -2 (Woodworkers), -5 (Wall), -5 (Military District), -5 (Housing), -5 (Civic), -2 (Baths), -10 (Boaty)
Wood: -7 (Harsh Winter), -4 (Winter), -4 (Winter), -4 (Winter), -10 (Boaty), -5 (Winter)
Stone: -6 (City Center), -4 (Stone Walls), -2 (Housing), -8 (Wall), -2 (Military District), -2 (Housing), -2 (Civic)
Metal: -2 (Military District)
Food Amount
Farm 3
Farm 3
Pasture 2
Fishing 3
Total: 11/10 Food
Wood Amount
Logging Camp 3
Logging Camp 3
Logging Camp 3
Total: +9 Wood
Stone Amount
Orodsir 3
Total: +3 Stone
Metal Amount
Orodsir 3
Total: +3 Metal
Population: 3
Town Center
Farm
Quarry: +3 Stone
Mine: +3 Metal
Size: 0
Quality: 0
Discipline: FANCY WALK
Númerrámar

Income: 10 Gold
Treasury: 25 Gold
Chieftain's Treasury: 15
Food: +1(1 Growth) (4/11 Growth) [10/10 Stored]
Wood: 0 [5/10 Stored]
--Lebethron: 0
--Hardwood: 1
Stone: 20
Metal: 12

[ ] Tame the Baranduin (-10 Gold, -20 Stone)
[ ] Bridge the River (-10 Gold, -20 Stone)
--[ ] Settle the East Bank (-10 Gold, -10 Stone)
[ ] Build the second circuit (-10 Gold, -16 Stone)
--[ ] Build the third circuit (-15 Gold, -28 Stone)
----[ ] Build the fourth circuit (-30 Gold, -50 Stone)
[ ] Build Docks (-5 Gold, -4 Stone, +1 Shipbuilding)
[ ] 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, +1 Prestige)
[ ] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
[ ] Small Civic District (-5 Gold, -2 Wood)
--[ ] Convert to Stone (-2 Gold, +2 Wood Store, -2 Stone, + Prestige)
[ ] Small Military District (-5 Gold, -2 Stone, -2 Metal)
--[ ] Training Grounds (-5 Gold, Increase Quality)
--[ ] Armories (-5 Gold, Increase Quality)
--[ ] Living Quarters (-5 Gold, Req. 1 Population)
---------------------
[ ] Farm (-3 Gold, +3 Food)
[ ] Fishing (-3 Gold, -2 Wood, +3 Food)
[ ] Pasture (-3 Gold, +2 Food, +1 Income)
---------------------
[ ] Logging Camp (-3 Gold, +3 Wood)
---------------------
[ ] Quarry (-3 Gold, +2 Stone)
---------------------
[ ] Mine (-3 Gold, +2 Metal)
[ ] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ciryarámar (Sailing Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ëarturyandë (Floating Fortress) [Req. 5 Hardwood] (-100 Gold, -50 Wood) [Req. 5 Shipbuilding]

Population is now permanently assigned except when prompted to move them.
Adhoc vote count started by Sayle on May 5, 2017 at 7:18 AM, finished with 686 posts and 14 votes.

  • [X] Plan Stay the Course
    [x] Militia cannot be relied on for everything. (Military Size +1)
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Convert District to Stone (-2 Gold, +2 Wood Store, -2 Stone, + Prestige)
    ->[X] Assign New Population (1) to Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [X] Export 1 Hardwood (Market Price)
    [x] Militia cannot be relied on for everything. (Military Size +1)
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Build the Second Circuit Wall (-10 Gold, -16 Stone)
    [X] Convert District to Stone (-2 Gold, +2 Wood Store, -2 Stone, + Prestige)
    --[x] Armories (-5 Gold, Increase Quality)
    ->[X] Assign New Population (1) to Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [X] Import 2 Stone (Market Price)
    [X] Export 2 Metal (Market Price)
    [X] Export 1 Hardwood (Market Price)
    [X] Task the Rangers with making safe the main routes connecting Ost Falasuin to Bree and Tharbad. If they request support from the regular military, give it to them.
    [X] Send an embassy by ship to Mitholond, thank them for their aid against the Witch-King and offer tokens of gratitude. Enquire about future trade.
    [X] Send an embassy to Imladris, thank them for their aid against the Witch King, and enquire if they have new tidings of the Enemy. Also inquire about trade, and fostering our sons.
    [X] Send an embassy by ship to the Lossoth, thanking them for their hospitality in our time of need and bearing gifts. Also investigate possible future trade. (-1 Gold)
    [X] Send an embassy and trading mission to Tharbad and Bree.
    [X] Import 2 Food (Market Price +1)
    [X] Export 1 Wood (Market Price +1)
    [x] Militia cannot be relied on for everything. (Military Size +1)
    [x] Farm (-3 Gold, +3 Food)
    [x] Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[x] Armories (-5 Gold, Increase Quality)
    [x] Militia cannot be relied on for everything. (Military Size +1)
    [X]Year 1: Bree: Travel by ship upriver, disembark near the Brandywine Bridge, and travel overland.
    [X]Year 2: Imladris: Reestablish regular contact with your far kin, possibly with permanent representatives or the possibility of fostering some of your children.
    [X]Year 3: Mithlond: Reestablish regular contact.
    [X]Year 4: The Lossoth. Send gifts of gratitude for their hospitality, as well as diplomats and trade to explore commercial links.
    [X]Year 5: Tharbad: What's a gwan up here.
    [X] Buy 2 Food (Market Price+1): -6 gold/turn
    [X] Sell 1 Wood (Market Price+1): +5 gold/turn
    [X] Sell 1 Hardwood (Market Price): +5 gold/turn
    [X] Buy 2 Stone (Market Price): -6 gold/turn
    [X] Sell 2 Metal (Market Price): +4 gold/turn
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    --[x] Armories (-5 Gold, Increase Quality)
    [x] Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [X] Logging Camp (-3 Gold, +3 Wood)
    [X] Pasture (-3 Gold, +2 Food, +1 Income)
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Convert District to Stone (-2 Gold, +2 Wood Store, -2 Stone, + Prestige)
    ->[X] Assign New Population (1) to Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Export 1 Hardwood (Market Price)
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Build the Second Circuit Wall (-10 Gold, -16 Stone)
    [X] Convert District to Stone (-2 Gold, +2 Wood Store, -2 Stone, + Prestige)
    --[x] Armories (-5 Gold, Increase Quality)
    ->[X] Assign New Population (1) to Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [X] Task the Rangers with making safe the main routes connecting Ost Falasuin to Bree and Tharbad. If they request support from the regular military, give it to them.
    [X] Send an embassy by ship to Mitholond, thank them for their aid against the Witch-King and offer tokens of gratitude. Enquire about future trade.
    [X] Send an embassy to Imladris, thank them for their aid against the Witch King, and enquire if they have new tidings of the Enemy. Also inquire about trade, and fostering our sons.
    [X] Send an embassy by ship to the Lossoth, thanking them for their hospitality in our time of need and bearing gifts. Also investigate possible future trade. (-1 Gold)
    [X] Send an embassy and trading mission to Tharbad and Bree.
    [X] Import 2 Food (Market Price +1)
    [X] Export 1 Wood (Market Price +1)
    [X] Import 2 Stone (Market Price)
    [X] Export 2 Metal (Market Price)
    [X] Export 1 Hardwood (Market Price)
    [X] Five Year Plan: Plan Stay the Course
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Build the Second Circuit Wall (-10 Gold, -16 Stone)
    [X] Convert District to Stone (-2 Gold, +2 Wood Store, -2 Stone, + Prestige)
    --[x] Armories (-5 Gold, Increase Quality)
    ->[X] Assign New Population (1) to Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    [X] Task the Rangers with making safe the main routes connecting Ost Falasuin to Bree and Tharbad. If they request support from the regular military, give it to them.
    [X] Send an embassy by ship to Mitholond, thank them for their aid against the Witch-King and offer tokens of gratitude. Enquire about future trade.
    [X] Send an embassy to Imladris, thank them for their aid against the Witch King, and enquire if they have new tidings of the Enemy. Also inquire about trade, and fostering our sons.
    [X] Send an embassy by ship to the Lossoth, thanking them for their hospitality in our time of need and bearing gifts. Also investigate possible future trade. (-1 Gold)
    [X] Send an embassy and trading mission to Tharbad and Bree.
    [X] Import 2 Food (Market Price +1)
    [X] Export 1 Wood (Market Price +1)
    [X] Import 2 Stone (Market Price)
    [X] Export 2 Metal (Market Price)
    [X] Export 1 Hardwood (Market Price)
    [x] Militia cannot be relied on for everything. (Military Size +1)
    [X]Year 1: Bree: Travel by ship upriver, disembark near the Brandywine Bridge, and travel overland.
    [X]Year 2: Imladris: Reestablish regular contact with your far kin, possibly with permanent representatives or the possibility of fostering some of your children.
    [X]Year 3: Mithlond: Reestablish regular contact.
    [X]Year 4: The Lossoth. Send gifts of gratitude for their hospitality, as well as diplomats and trade to explore commercial links.
    [X]Year 5: Tharbad: What's a gwan up here.
    [X] Buy 2 Food (Market Price+1): -6 gold/turn
    [X] Sell 1 Wood (Market Price+1): +5 gold/turn
    [X] Sell 1 Hardwood (Market Price): +5 gold/turn
    [X] Buy 2 Stone (Market Price): -6 gold/turn
    [X] Sell 2 Metal (Market Price): +4 gold/turn
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [x] Small Military District (-5 Gold, -2 Stone, -2 Metal)
    --[x] Armories (-5 Gold, Increase Quality)
    [X] Convert District to Stone (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
    [x] Fishing (-3 Gold, -2 Wood, +3 Food)
    [x] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
    --[X] Training Grounds (-5 Gold, Increase Quality)
    [X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
 
Last edited:
TA 1995 - TA 2000


News comes from Orodsîr after a mild winter, and they report that they have discovered a rich seam of iron in their mines. While terribly valuable in itself, steel could be for trade, although of course it has plenty of domestic applications in Eriador. The elves are not terribly interested in your new discovery, but become much more so when you reveal you have a source of hardwood - while they managed their stores carefully to avoid destroying their forests, it does limit their shipbuilding. They offer very favourable terms if you are willing to trade with them,

Rivendell is less enthused by the prospect, although of course they remain friends of Men throughout Middle-Earth. It is not difficult to understand why, given the long distance across treacherous territory to the Last Lonely House, and your lack of anything especially interesting. Elrond sends his regards and would be happy to discuss fostering the heirs of Arthedain should Arvedui or Aranarth come to visit.

The Lossoth of Forochel are surprised to see emissaries of the wandering king who sheltered with them, and in truth most of that generation has perished in the harsh conditions - the terrible winters some years ago drove them to privation by killing many of the creatures they relied upon to hunt. Nonetheless the Ring of Barahir is now an heirloom of their chieftain, and they suggest that if they were given a bounty it might be returned. They request a bounty of trinkets in return for it, as well as a wealth of useful tools. The trinkets you can have made easily enough from the semi-precious metals of Orodsîr's mines, and the useful things can be commissioned in Bree.

[ ] Ransom the Ring of Barahir (-15 Gold, -10 Metal)
[ ] It was given fairly to them - let them keep it.

Bree was very surprised to hear of your survival, although of course the rumours of the growing city at the mouth of the Brandywine was known to them. As a town it has mingled substantively with the native people of Rhudaur, just as Tharbad did so with the Dunlendish peoples. This was of course in progress since the dissolution of Arnor, and there is no reversing it now. Nonetheless the sight of Dunedain flying the black and silver flags of the crown with seven stars caused quite a commotion - the town has renewed its oaths of loyalty. You didn't even have to mention the reduced taxes.

(Bree is now a City of the Dunedain - it has its own population and is primarily mercantile focused. As a result it gives taxes, but nothing else.)

Tharbad has renounced all loyalty to Arthedain and her successors - although in truth it had only been a nominal allegiance even before the fall of the Kingdom, the grip of the Kings slipping every generation that they remained distant from the crossing. With Calenardhon thoroughly depopulated Gondor's interest waned as well, and it has effectively been independent for a long time.

[ ] Import 2 Food (Market Price)
[ ] Export 2 Wood (Market Price)
[ ] Import 2 Stone (Market Price)
[ ] Import 2 Metal (Market Price+1)
[ ] Export 2 Metal (Market Price-1)
[ ] Export 1 Hardwood (Market Price+1) [Mithlond]

(Military now comes in units, with the same 1 population in a military district per unit. You will have to pick between two cavalry doctrines when making a unit of cavalry, and equipment doctrines are universal. If you choose exceptional equipment you have to pay 10 metal for every unit, and a change in doctrine needs to be downpaid to upgrade units. Doctrines cannot be changed during conflict.)

Ost Falasuin
Population:
12
Prosperity: Average
Prestige: Provincial Capital
Rule of Law: Strong
Military Strength: Average
Defenses: Average

Administrative Center
5 Small Residential Districts
1 Small Mercantile District
Military District
Armory
Training Ground
Woodworkers District
Courts
Houses of Healing
Baths
Guard Barracks
Docks
Farms: 2
Pastures: 1
4 Residential District (Stone): 9/10
Total: 12/13
   
Income Amount
Population 6
Orodsîr 1
Administration 5
Mercantile 2
Pasture 1
Bree 8
Income: 23







   
Expenditure Amount
Militia -2
Rangers -2
Expenditure: 4
Total: 19
   
Food Amount
Farm 3
Farm 3
Pasture 2
Fishing 3
Fishing 3
Total: 14 Food
   
Wood Amount
Logging Camp 3
Logging Camp 3
Logging Camp 3
Total: +9 Wood
   
Stone Amount
Orodsîr 3
Total: +3 Stone
   
Metal Amount
Orodsîr 3
Total: +3 Metal
Population: 3
Quarry: +3 Stone
Mine: +3 Metal
Population: 16
Dunedain (+50% Discipline)
Military Capacity: 1
Men-at-Arms: These stalwart soldiers give as good as they get, but specialise in defensive fighting that relies on unity and courage to outlast the enemy.
--Pick One--
Cavalry: These horsemen are a short, sharp shock, and are willing to take casualties if it means dealing a decisive blow.
--OR--
Skirmishers: While more than willing to charge again and again and remaining in the thick of things, loss in numbers quickly wear down these agile horsemen.
Equipment Doctrine:
Well Equipped (-2 Metal): +10% Damage
Fine Equipment (-5 Metal): +20% Damage [Req. Armorers]
Exceptional Equipment (-10 Metal): +30% Damage [Req. Industrial Smithing]
Ost Falasuin:
Dunedain Men-at-Arms
Bree:
Local Militias
Númerrámar
Income: 19 Gold
Treasury: 35 Gold
Chieftain's Treasury: 15
Food: +2(3 Growth) (0/13 Growth) [12/12 Stored]
Wood: 15 [12/12 Stored]
--Lebethron: 0
--Hardwood: 1
Stone: 19
Metal: 13
--Iron: 4
[ ] Tame the Baranduin (-10 Gold, -20 Stone)
[ ] Bridge the River (-10 Gold, -20 Stone)
--[ ] Settle the East Bank (-10 Gold, -10 Stone)
[ ] Build the third circuit (-15 Gold, -28 Stone)
--[ ] Build the fourth circuit (-30 Gold, -50 Stone)
[ ] Build Docks (-5 Gold, -4 Stone, +1 Shipbuilding)
[ ] Residential District (-5 Gold, -2 Stone, +2 Housing)
--[ ] Convert to Noble District (-2 Gold, -1 Housing)
[ ] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)
--[ ] Smithing Quarter (-5 Gold, -2 Taxes, 2 Iron -> 2 Steel Conversion)
[ ] Military District (-10 Gold, Req. 1 Population)
--[ ] Training Grounds (-5 Gold, Better Units)
----[ ] Drill Square (-10 Gold, Better Units)
------[ ] Guard Citadel (-20 Gold, Better Units)
--[ ] Armory (-5 Gold, Increase Quality Available)
----[ ] Armorers (-10 Gold, Increase Quality Available) [Req. Iron/Steel]
------[ ] Industrial Smithing (-20 Gold, Increase Quality Available) [Req. Steel]
---------------------
[ ] Farm (-3 Gold, +3 Food, Self Housing)
[ ] Fishing (-3 Gold, -2 Wood, +3 Food)
[ ] Pasture (-3 Gold, +2 Food, +1 Income, Self Housing)
---------------------
[ ] Logging Camp (-3 Gold, +3 Wood)
---------------------
[ ] Quarry (-3 Gold, +2 Stone)
---------------------
[ ] Mine (-3 Gold, +2 Metal)
Current Capacity: 1
[ ] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ciryarámar (Sailing Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ëarturyandë (Floating Fortress) [Req. 5 Hardwood] (-100 Gold, -50 Wood) [Req. 5 Shipbuilding]
Adhoc vote count started by Sayle on May 12, 2017 at 5:39 AM, finished with 124 posts and 20 votes.

  • [X] PLAN SNOWBALL v3
    [X] Five Year Plan: Securing our Foundation
    [X] Ransom the Ring of Barahir (-15 Gold, -10 Metal)
    [X] Cavalry: These horsemen are a short, sharp shock, and are willing to take casualties if it means dealing a decisive blow.
    [X] Equipment Doctrine: Well Equipped (-2 Metal): +1 Attack/Defense
    [X] Make effort to practice forestry management, and to replant trees where possible.
    [X]Attempt to reconstitute a service of couriers/messengers to carry the Chieftain's messages and otherwise keep the cities connected.
    [X]Dispatch party to scout Caras Nurnelen ruins
    [X]Rotate a section of the military to Bree regularly to show the flag and to help sweep the roads between Bree and Ost.
    [X]Trade Hardwood to Mithlond for five years, as a favor to a treasured ally.
    [X]Request advice from Mithlond on forestry management.
    [X]And from Imladris on skulking patrolling through the wilderness; we're going to have to rebuild instituional knowledge lost with the fall of Fornost.
    [X]Send emissaries to the Shire; it's right on the road to Bree, so no point neglecting it, and the Shire-hobbits did swear allegiance to the kings of Arnor. Besides, the halflings DID send a company of archers to the Battle of Fornost.
    [X] Import 2 Food (Market Price): -4 gold/turn
    [X] Import 2 Stone (Market Price): -6 gold/turn
    [X] Export 1 Hardwood (Market Price+1) [Mithlond]: +6 gold/turn
    [X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
    [X] Fishing (-3 Gold, -2 Wood, +3 Food)<-[Unemployed unit of Population goes here]
    ----[X] Armorers (-10 Gold, Increase Quality Available) [Req. Iron/Steel]
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    ----[X] Drill Square (-10 Gold, Better Units)
    [X] Logging Camp (-3 Gold, +3 Wood)[New Pop here]
    [X] Residential District (-5 Gold, -2 Stone, +2 Housing)
    [X] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)
    --[X] Smithing Quarter (-5 Gold, -2 Taxes, 2 Iron -> 2 Steel Conversion)
    [X] Quarry (-3 Gold, +2 Stone) [New Pop here]
    [X] Ransom the Ring of Barahir (-15 Gold, -10 Metal)
    ->[X] Assign Unassigned Population (1) to Logging Camp (-3 Gold, +3 Wood)
    [X] Set Equipment Doctrine: Well Equipped (-2 Metal)
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Stone salvage in Lond Daer. (-? Gold)
    [X] Small Military District Upgrade: Armourers (-10 Gold)
    [X] Small Military District Upgrade: Drill Square (-10 Gold)
    ->[X] Assign New Population (1) to Pasture (-3 Gold, + 2 Food, +1 Gold)
    -[X] Pledge the Snowmen our aid, if they ever find themselves in need.
    --[X] Indicate that we'd be open to future trade.
    [X] Send a missive to Tharbad saying that after their long years on their own, we will respect their decision to leave our protection. But if they ever find themselves in dire need of aid or refuge, we will be here. Investigate future trade.
    ->[X] The primary focus of the Rangers should now be on making safe the area surrounding Bree, and preventing evil things from reaching there.
    [X] Task our fleet with recovering masonry from the ruins of Lond Daer. The ruins of our old works will help to build the new.
    [X] Send an embassy around the Hithaeglir to the dispossessed Northmen who we have heard live in the Upper Vales of Anduin and in the eaves of the Great Wood. Tell them that our kingdom is fertile but unpeopled for as long as a horse can ride for many days. If any of them would like to come to dwell in friendship with us, we would gladly accept them.
    [X] Investigate if any of Durin's folk or their kin still dwell in the Ered Luin.
    [X] Send a few Rangers and kinsmen on an embassy to the timid half-men who are rumoured to live on the edges of Breeland. Try to establish relations.
    [X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
    [X] Export 1 Hardwood to Mithlond (+6 Gold/Turn)
    [X] Bank 3 Gold/Turn in Chieftain's Treasury
    [X] Import 2 Stone (-6 Gold/Turn)
    [X] Import 2 Food (-4 Gold/Turn)
    ->[X] Assign Unassigned Population (1) to Logging Camp (-3 Gold, +3 Wood)
    [X] Set Equipment Doctrine: Well Equipped (-2 Metal)
    [X] Tame the Baranduin (-10 Gold, -20 Stone)
    [X] Assign labour that would have gone towards construction to stone salvage in Lond Daer. (-? Gold)
    ->[X] Assign New Population (1) to Pasture (-3 Gold, + 2 Food, +1 Gold)
    -[X] Pledge the Snowmen our aid, if they ever find themselves in need.
    --[X] Indicate that we'd be open to future trade.
    [X] Send a missive to Tharbad saying that after their long years on their own, we will respect their decision to leave our protection. But if they ever find themselves in dire need of aid or refuge, we will be here. Investigate future trade.
    ->[X] The primary focus of the Rangers should now be on making safe the area surrounding Bree, and preventing evil things from reaching there.
    [X] Task our fleet with recovering masonry from the ruins of Lond Daer. The ruins of our old works will help to build the new.
    [X] Send an embassy around the Hithaeglir to the dispossessed Northmen who we have heard live in the Upper Vales of Anduin and in the eaves of the Great Wood. Tell them that our kingdom is fertile but unpeopled for as long as a horse can ride for many days. If any of them would like to come to dwell in friendship with us, we would gladly accept them.
    [X] Investigate if any of Durin's folk or their kin still dwell in the Ered Luin.
    [X] Send a few Rangers and kinsmen on an embassy to the timid half-men who are rumoured to live on the edges of Breeland. Try to establish relations.
    [X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
    [X] Ciryarámar (Sailing Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
    [X] Import 2 Stone (-6 Gold/Turn)
    [X] Import 2 Food (-4 Gold/Turn)
    [X] Export 1 Hardwood to Mithlond (+6 Gold/Turn)
    [X] Bank 3 Gold/Turn in Chieftain's Treasury
    [X] It was given fairly to them - let them keep it.
    [X] Export 1 Hardwood (Market Price+1) [Mithlond]
 
Last edited:
TA 2000 - TA 2005


Five Year Plan: Securing our Foundation


In any other city there would have been plenty of grumbling for a king's ransom being paid for a ring of all things, and there is some incomprehension on the part of the assimilating women and youths of Eryn Vorn. There is no great celebration at the return of the Ring of Barahir, but there is a sense of quiet victory that the ancient symbol of friendship between Men and Elves is now where it rightfully belongs. The Lossoth otherwise decline trade or assistance, being uninterested in the affairs of the world and continuing their semi-nomadic lifestyle across the northern wastes, only returning each winter to the shores of Forochel.

Tharbad is neutral at best to your overtures, treating your emissaries with a kind of aloof disdain unique to those who think you are saying nothing of substance. You suppose that to them they have been independent for a long time, and you are just making a show of letting them go formally for the sake of appearances. But with Tharbad beyond your remit you are able to focus your patrols of rangers on securing the area around Bree, and run immediately into several problems.

Firstly, the Barrow-Wights are active. While none of them yet approach the city, being only actively mobile during the dark hours, they have made the southern areas so treacherous that you abandon any ambitions of making safe the Old Forest or the edges of Tyrn Gorthad. With the need to keep a careful watch on the Barrow Downs security elsewhere suffers, and marauding orcs make off with half Bree's tithe on the road. There are reluctant suggestions that it may be necessary to garrison Bree after all to strengthen the security of the region. That would require the construction of a military area in Bree, and likely the dispatch of a dedicated military unit from Ost Falasuin to take residence there.

When a new year dawns, however, there is far more interest locally as a massive effort begins to erect walls at the river edge to control the tides and alter the Baranduin's course. Not only will standardising the width of the river free up some extra land on its edges (or conversely subtract it), it will also defend against flooding and allow easier navigation for the expanding fleet. Some of the stone from the effort is repurposed from Lond Daer, the new Ciralya making trips back and forth to ferry the building material. It is not an uncontroversial decision, but at present the fundamental structure of the ancient haven is intact and will be for a few years yet before the reclamation effort graduates from taking rubble to disassembling more intact areas.

After riding out a harsh winter the plan to commission a new trading ship has to be delayed for lack of timber, but the same cannot be said for the addition of dedicated armourers to the city. Flush with iron from Orodsîr more options become available, not least of which is some chestplates for the captains and lieutenants, although expanding it to an entire unit would be expensive. Then the news arrives from Gondor that Minas Ithil has fallen. The Witch-King has sallied out Mordor and overthrown the ancient citadel, and the attempt to reclaim it was thoroughly repulsed. Minas Anor is no longer the tower of the sun, but Minas Tirith, the tower of the guard.

It took Arnor five hundred years to fall under continual pressure from Angmar, and Gondor is far more prosperous. The situation is not urgent, but as the strength of Men diminishes the Enemy grows more powerful. Campaigns against the South Kingdom are inevitable, and they will be grateful for support when that days comes. The Northmen your embassy, as they have only recently thrown off the yoke of the Wainriders and are making the attempt to rebuild Rhovanion.

As if to punctuate the severity of the situation the coldest winter in many years causes a local famine that forces an opening of the granaries and the distribution of food. Orodsîr is hit hard as well, and also take from the storehouses just to survive. The air is heavy with smoke from the fires, and even the Dome of the Palantiri is packed with those trying to remain warm.

It is well known that the Blue Mountains were and are home to dwarves, and Arvedui took shelter in old mines in the northern mountains after the sack of Fornost. While no settlements are so grand as to match the old cities of Belegost or Nogrod that dwelt there in the First Age, there are still some small groups and settlements. It is from them you learn that the capital of the dwarves has been lost to some nameless evil in recent years, and most have gone east to settlements in the Grey Mountains or Erebor.

Servants of darkness are seemingly without fear in these troubled days, and while the North may be spared them for the moment it seems to be only because their attention has turned elsewhere. With new training facilities the men are able to practice formation tactics that improve their effectiveness and cohesion, something that may be needed for the future.

(You can upgrade your doctrine from Men at Arms to Infantry by paying the difference in their price for each unit you have, but you can then only build Infantry.)

After two bad winters in a row, it took some time for your wood stores to recover, and it is two years behind schedule that you commission a second Ciralya. It is just in time for the easily-reclaimed stone from Lond Daer to be exhausted, and from this point forward you would be disassembling only partially ruined sections of the port. In part due to your new ships you can ship significantly more goods, and you get a good offer for food and stone, but a bad one for wood.

[ ] Import/Export 2-4 Food (Profit +1)
[ ] Import/Export 2-4 Wood (Cost +1)
[ ] Import/Export 2-4 Stone (Profit +1)
[ ] Import/Export 2-4 Metal
[ ] Import/Export 1 Hardwood
[ ] Import/Export 1 Iron

The Periannath are of course known to you, and they are somewhat surprised to hear that the Kingdom survived after the fall of Norbury. There is some gentle correction that they prefer to be known as Hobbits, and there is some wonder among them if their vows to the King of Arthedain regarding the upkeep of the Shire remain in force with the voluntary renunciation of the title by Arvedui. In the end they decide that it's all a bunch of nonsense talking about who is called what, and agree that they shall maintain the ancient agreement that founded the Shire. The Hobbits will pay no taxes, but will maintain the roads of the Shire and aid messengers. With one stroke of the pen (these Hobbits are greatly fond of legal documents), the Shire is officially a part of the Dunedain realm again.


Ost Falasuin
Population: 13
Prosperity: Average
Prestige: Provincial Capital
Rule of Law: Strong
Military Strength: Average
Defenses: Average
Administrative Center
5 Small Residential Districts
1 Small Mercantile District
Military District
Armorers
Drill Square
Woodworkers District
Courts
Houses of Healing
Baths
Guard Barracks
Docks
Farms: 2
Pastures: 1
4 Residential District (Stone): 10/10
Total: 13/13
Income: 23
Expenditure: 4
Total: 19
   
Food Amount
Farm 3
Farm 3
Pasture 2
Fishing 3
Fishing 3
Total: 14 Food
   
Wood Amount
Logging Camp 3
Logging Camp 3
Logging Camp 3
Logging Camp 3
Total: +12 Wood
   
Stone Amount
Orodsîr 3
Total: +3 Stone
   
Metal Amount
Orodsîr 3
Total: +3 Metal
Population: 3
Quarry: +3 Stone
Mine: +3 Metal
Population: 16
Dunedain (+50% Discipline)
Military Capacity: 1
Infantry Doctrine: Men-at-Arms.
Cavalry Doctrine: N/A
(Free) Spearmen: While lacking any notable combat ability, these blocks of men are willing to stand their ground against the enemy.
--OR--
(10 Gold) Men-at-Arms: These stalwart soldiers give as good as they get, but specialise in defensive fighting that relies on unity and courage to outlast the enemy. [Req. Training Ground]
--OR--
(20 Gold) Infantry: These professional soldiers build upon their individual skill at arms with formations designed to break the enemy with lightning advances and brutal charges. [Req. Drill Square]
--OR--
(40 Gold) Arnorian Infantry: Preferring to engage with both bow and sword, these men sacrifice power in the melee for damage at range and possess unshakeable courage. [Req. Guard Citadel]
--Pick One--
Cavalry: These horsemen are a short, sharp shock, and are willing to take casualties if it means dealing a decisive blow.
--OR--
Skirmishers: While more than willing to charge again and again and remaining in the thick of things, loss in numbers quickly wear down these agile horsemen.
Equipment Doctrine:
Well Equipped (-2 Metal): +10% Damage
Fine Equipment (-5 Metal, 1 Iron/Steel): +20% Damage [Req. Armorers]
Exceptional Equipment (-10 Metal, 1 Steel): +30% Damage [Req. Industrial Smithing]
Ost Falasuin:
Well-Equipped Dunedain Men-at-Arms
Bree:
Local Militias
Númerrámar
Ciralya
Income: 19 Gold
Treasury: 22 Gold
Chieftain's Treasury: 30
Food: +2(3 Growth) (8/13 Growth) [13/13 Stored]
Wood: 2 [13/13 Stored]
--Lebethron: 0
--Hardwood: 1
Stone: 32
Metal: 8
--Iron: 9
[ ] Bridge the River (-10 Gold, -20 Stone)
--[ ] Settle the East Bank (-10 Gold, -10 Stone)
[ ] Build the third circuit (-15 Gold, -28 Stone)
--[ ] Build the fourth circuit (-30 Gold, -50 Stone)
[ ] Build Docks (-5 Gold, -4 Stone, +1 Shipbuilding)
[ ] Residential District (-5 Gold, -2 Stone, +2 Housing)
--[ ] Convert to Noble District (-2 Gold, -1 Housing)
[ ] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)
--[ ] Smithing Quarter (-5 Gold, -2 Taxes, 2 Iron -> 2 Steel Conversion)
[ ] Military District (-10 Gold, -2 Stone, Req. 1 Population)
[ ] Training Grounds (-5 Gold, Better Units)
----[ ] Drill Square (-10 Gold, Better Units)
------[ ] Guard Citadel (-20 Gold, Better Units)
[ ] Armory (-5 Gold, Increase Quality Available)
----[ ] Armorers (-10 Gold, Increase Quality Available) [Req. Iron/Steel]
------[ ] Industrial Smithing (-20 Gold, Increase Quality Available) [Req. Steel]
---------------------
[ ] Farm (-3 Gold, +3 Food, Self Housing)
[ ] Fishing (-3 Gold, -2 Wood, +3 Food)
[ ] Pasture (-3 Gold, +2 Food, +1 Income, Self Housing)
---------------------
[ ] Logging Camp (-3 Gold, +3 Wood)
---------------------
[ ] Quarry (-3 Gold, +2 Stone)
---------------------
[ ] Mine (-3 Gold, +2 Metal)
Current Capacity: 1
[ ] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ciryarámar (Sailing Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ëarturyandë (Floating Fortress) [Req. 5 Hardwood] (-100 Gold, -50 Wood) [Req. 5 Shipbuilding]
 
Last edited:
TA 2005 - 2010
Your efforts to explore the possibility of trade with the Shire for food comes to nothing, as at present the Hobbits are uninterested in entangling themselves with the outside world. To them the last time they did so many of their kin died in defense of Fornost, a failed endeavour. For the moment it is enough that they defend their own lands, which they have been doing with grim watchfulness.

Consultations with Elrond Half-Elven by Aranarth reveal that it should be possible to overthrow the evil in the Barrow-Downs, but at a great cost. The defiled tombs of your ancestors must be thrown open and caved in, the barrow-treasures destroyed, and the wights themselves put to the sword and the flame. Such a thing would be a mighty untaking given the fell spirits with and without bodies that dwell there, but that it can be done is in itself a relief.

The dwarves of Thorin's Halls are struggling at present and do not wish to be disturbed. Their expulsion from Moria by Durin's Bane has put pressure on all the dwarf-holds as they take in refugees, and they are an insular race to begin with. The paths to Thorin's Halls are treacherous at present in any case.

The return of a garrison to Bree is necessary to protect the area, but disaster strikes when riots break out at the return of troops. They quickly spiral out of control and many more die from fire and infighting than to being quelled by the garrison. It takes almost a week for order to be fully restored, and by that time the damage has been done.

The High Pass is overrun by orcs, and your scouts barely return with their lives. The goblins and orcs of the Misty Mountains are firmly entrenched there, roving back and forth, and will no doubt remain so for some generations as the great throng that were bred in Angmar are killed by their fellows and the population reduces to more normal levels.

The price of stone has spiked sharply in response to a massive building project by the King of Gondor. He is building a colossal fortification around the Pelennor Fields around Minas Tirith, called the Rammas Echor. It will be some time until it is complete. Additionally the great mustering and armament of Gondor has also increased the price of metal and food.

Many ships have been conscripted to repel attacks from the resurgent corsairs of Umbar, and as a result your trade is now constrained by the number of merchant ships you possess. You may trade up to two units of resources per type.

[ ] Food (Market Price+1)
[ ] Wood (Market Price)
[ ] Stone (Market Price+2)
[ ] Metal (Market Price+1)
[ ] Iron (Market Price+1)
[ ] Hardwood (Market Price)





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, Wolves)
----------
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)



Dunedain (+50% Discipline)
Northmen (+20% Garrison Morale)
Military Size: 2
Military Capacity: 3
Foot Doctrine: Infantry (20 Gold, -5 Metal, -1 Iron/Steel) [Recruit in Def. 2 Cities or Above]
Cavalry Doctrine: N/A
Equipment Doctrine: Fine Equipment (+20% Damage)
(Free) Spearmen: While lacking any notable combat ability, these blocks of men are willing to stand their ground against the enemy.
--OR--
(10 Gold) Men-at-Arms: These stalwart soldiers give as good as they get, but specialise in defensive fighting that relies on unity and courage to outlast the enemy. [Req. Defense Level 1]
--OR--
(20 Gold) Infantry: These professional soldiers build upon their individual skill at arms with formations designed to break the enemy with lightning advances and brutal charges. [Req. Defense Level 2]
--OR--
(40 Gold) Arnorian Infantry: Preferring to engage with both bow and sword, these men sacrifice power in the melee for damage at range and possess unshakeable courage. [Req. Defense Level 3]
--Pick One--
Cavalry: These horsemen are a short, sharp shock, and are willing to take casualties if it means dealing a decisive blow.
--OR--
Skirmishers: While more than willing to charge again and again and remaining in the thick of things, loss in numbers quickly wear down these agile horsemen.
Equipment Doctrine:
Well Equipped (-2 Metal): +10% Damage
Fine Equipment (-5 Metal, 1 Iron/Steel): +20% Damage
Exceptional Equipment (-10 Metal, 1 Steel): +30% Damage
Ost Falasuin:
Finely-Equipped Dunedain Infantry
Bree:
Finely-Equipped Dunedain Infantry
Númerrámar
2 Ciralya
Income: 34 Gold
Treasury: 23 Gold
Wood: 2
--Hardwood: 1
Stone: 32
Metal: 8
--Iron: 9
[ ] Establish Settlement (X)
[ ] Secure Area (X)
[ ] Secure Area (Bree-Land)
--[ ] Purge the Barrow-Downs
[ ] Military Campaign (X)
[ ] Expand Ost Falasuin Docks (-5 Gold, -4 Stone) [+1 Shipbuilding] [1 Turn]
[ ] Industrial Smithies (-20 Gold) [Req. Def Level 3] [2 Iron -> 2 Steel/turn] [1 Turn]
[ ] Orodsir Road (-10 Gold/turn, -20 Stone/turn) [? Turns]
[ ] Basic Wall (-10 Gold, -10 Stone) [Defensiveness +1, Req. 10 Population] [1 Turn]
[ ] Expanded Walls (-20 Gold, -20 Stone) [Defensiveness +1, Req. 12 Population] [2 Turns]
[ ] Outer Circuit (-30 Gold, -30 Stone) [Defensiveness +1, Req. 15 Population] [3 Turns]
[ ] Gateway Keeps (-40 Gold, -40 Stone) [Defensiveness +1, Req. 20 Population] [4 Turns]
[ ] Granite Facings (-50 Gold, -50 Stone, -10 Granite) [Defensiveness +1, Req. 25 Population] [5 Turns]
Current Capacity: 1
[ ] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ciryarámar (Sailing Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[ ] Ëarturyandë (Floating Fortress) [Req. 5 Hardwood] (-100 Gold, -50 Wood) [Req. 5 Shipbuilding]
 
Last edited:
Back
Top