City Building in Middle-Earth

I think the reason Ardevui was so angered and came to the judgement he did was because when he looked into the boy's mind, it turned out that nothing the boy said was true.

He more or less says outright that it was a deliberate murder premediated over a number of years, in fact. Which is pretty fucking disturbing coming from an eleven year old, to be sure, and would also explain his statement about hatred having "strangled all things good in you". Obviously this relies on Ardevui himself having been truthful, but I'm inclined to think he was, as his appalled reaction seemed pretty genuine to me.

That is indeed an option but it is not the only one, specially since Sayle went with ambiguous and third person narration, so we have no certainties about Ardevui thought pattern.

Can't be both man.
Schrodinger has no power here.:V

It can be, in simple terms, if the boy was guilty and Ardevui word's are rather tough about that... then he should have been put to death and be done with that. instead we let him go, where he might die or get recruited by the enemy to be one more tool, one that will have a vendetta against us.
Or he had valid motivations to murder the man and we condemned a child to death, in which case, he can still become a thorn in our side if he survives (narrative logic more or less demands it)

Arnor was destroyed due to a systematic campaign by the Witch King.
Gondor was systematically persecuted by Sauron over the best part of three millenia.
I fail to see why either suggests flaws in the Numenorean way of life, any more than the fall of Nargothrond suggests that Thingol was doing it wrong.

Besides, it's the lot of Man that all things change and die; it's their curse, and their gift.

Dude, Sauron was Maia.
Mairon of Aule was one of the most powerful Maia in service to Aule the Smith, prior to Melkor Bauglir seducing him; way more powerful than Olorin(Gandalf) and Curumno(Saruman).
Exactly, he is a Maia, one that fell due to Morgoth. no matter his intrisic power, Numenor should have treated him like the plague, they did not and, soon after they were doing ritual killings.


You may only remember the ugly and intimidating Sauron of the years after Numenor sank into the sea, when he had to build a new body from scratch. But in those days he was fair and charismatic and a notable dissembler at need; for a long time in the First Age he was Melkor's spy in the lands of the Valar, funneling information to him.

Yes, he was beautiful and Charismatic, and yet charisma and beauty wouldn't make the things he pushed Numenor to do less heinous, and less understanding how they willingly jumped into his bandwagon

The moment the Numenoreans took him home with them instead of possibly handing him over to the Valar, they were fucked.
You don't expose yourself to social-fu of that potency without consequence; give it an inch, and you're lost.
Sauron and his plots.
Everything from whispers to stir up strife, to insurgency waged by evil spirits and engineered creatures, to biological warfare like the Great Plague that devastated the populations of Gondor and Arnor and killed the White Tree.
Sauron showing up with his soldiers was just the culmination of a long, meticulously plotted strategy executed over centuries.

If anything, the numenor snafu proves Sauron is a hack, he is smart, yes, but up to a point. he is not that he is a first class plotter (do remember what the Numenor affair cost him) it is his opponents are incredibly passive and between the War of the Last Alliance and the Finding of the Ring they let alliances grow distant, allowed their power to be diminished and more or less let a lot of the Pro Sauron Factions do as they would.
Mind you, the Valar really are in this list as well, they sent a handfull of Maia, underpowered and limited, and that is the extent of their involvement.
The Enemy is a Maia, is Morgoth Lieutenant, it is their responsibility to deal with that asshole, as far as I am concerned.

Don't get me wrong, the Gondorians/Arnorians did fall into some stupid shit of their own accord, like men tend to do.
But all of it was survivable if not for Sauron and his minions stirring the pot.
What rigidity?
I honestly don't know what you're talking about.


But that is the thing Sauron and his minions are out there doing shit. The Free Folk have always been waasay too passive for my tastes, they let power slip, they let alliances grow distant, they did nothing about Harad, or the Nazgul and let one of the Fortresses of Osgiliath be controlled by the Enemy's lackeys for far too long.
So, yeah, Arnor did things wrong, Gondor did wrong, they need to acknowledge the enemy is still about, in some fashion, and still stirring the pot.

That is part of the issue I want to raise and one we will need to acknowledge
 
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]
 
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[X] Sell 2 Wood (Market Price)

[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)

This is my plan anyway. We should stop selling Lebethron so we can build up a stock pile given the woodworkers shop goes through 2 a turn, and instead start selling wood given it's got a good price on it and we're converting our buildings to stone.

For the buildings I've gotten the final civic district the Baths for the additional prosperity and prestige, then started on the military district given we now have a source of metal and our military strength is considered weak.

I follow on with the residential district to prepare for renovating the city centre given that removes two housing, and at the end convert one of our mercantile districts into the woodworkers shop as there should have been enough time to build up a stock pile. With both the woodworkers shop and us having grown enough to use the docks, we should afterwards be able to start building ships.
 
Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming (-3 Gold)
[X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
--[X] Upgrade to Stone Walls (-4 Stone)
----[X] Convert to Administrative Center (+5 Taxes)
Year 2
->[X] Assign new Population (1) to Logging Camp (-3 Gold)
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
->[X] Assign new Population (1) to Small Military District
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
Year 5
->[X] Assign new Population (1) to re-open Small Mercantile District ***
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige) ***
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige) ***

*** (If Population (10) reached in Year 5, as projected.)

Diplomatic and Military
Year 3

[X] Put together a small picked band of volunteers from the best amongst our veterans and retinue. Establish them as the Rangers of the North, to keep a watch upon our lands abroad and give word if evil stirs again. We will not be taken unawares. (-2 Gold/Turn)
Year 4
[X] Send a few of our traders and diplomats with a light guard of Rangers out too look for any trading opportunities or any remaining survivors further North.
Year 5
[X] Send overland messengers to Imladris and a ship to the Havens. Thank them for their aid against the Witch King, and send tokens of friendship. Ask if they have any new tidings of the Enemy.

Shipbuilding
Year 4

[X] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood)

Trade and Treasury
[X] Import 2 Food (Market Price-1)
[X] Import 2 Stone (Market Price)
[X] Export 2 Wood (Market Price)
[X] Export 2 Metal (Market Price)
[X] Export 1 Lebethron (Market Price)
[X] Establish the Chieftain's Treasury. [Revenues from sale of Lebethron will go here for the next five years. Savings fund for emergencies and unforeseen expenditures.]
Net Income: +4/Turn (+ 3/Turn Chieftain's Treasury)



I'm on board with refining our Lebethron to Hardwood. But I'd prefer to invest in an outer wall before we build more districts we can't make use of for now. Also, I think we should buy food to grow our city as fast as possible. At 1 gold per food, it's a steal!
 
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Well now we have two populated mercantile districts, but our trade capabilities are still impeded by the empty docks. So, much for no need to micromanage population. Larger trade deals could have been very useful this turn.
 
Five Year Plan: Outward Growth (V. 1.3)

Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming (-3 Gold)
[X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
--[X] Upgrade to Stone Walls (-4 Stone)
----[X] Convert to Administrative Center (+5 Taxes)
Year 2
->[X] Assign new Population (1) to Logging Camp (-3 Gold)
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
->[X] Assign new Population (1) to Small Military District
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
Year 5
->[X] Assign new Population (1) to re-open Small Mercantile District ***
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige) ***
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige) ***

*** (If Population (10) reached in Year 5, as projected.)

Diplomatic and Military
Year 3

[X] Put together a small picked band of volunteers from the best amongst our veterans and retinue. Establish them as the Rangers of the North, to keep a watch upon our lands abroad and give word if evil stirs again. We will not be taken unawares. (-2 Gold/Turn)
Year 4
[X] Send a few of our traders and diplomats with a light guard of Rangers out too look for any trading opportunities or any remaining survivors further North.
Year 5
[X] Send overland messengers to Imladris and a ship to the Havens. Thank them for their aid against the Witch King, and send tokens of friendship. Ask if they have any new tidings of the Enemy.

Shipbuilding
Year 4

[X] Númerrámar (Númenorean Vessel) [Req. 1 Hardwood] (-10 Gold, -10 Wood)

Trade and Treasury
[X] Import 2 Food (Market Price-1)
[X] Import 2 Stone (Market Price)
[X] Export 2 Wood (Market Price)
[X] Export 2 Metal (Market Price)
[X] Export 1 Lebethron (Market Price)
[X] Establish the Chieftain's Treasury. [Revenues from sale of Lebethron will go here for the next five years. Savings fund for emergencies and unforeseen expenditures.]
Net Income: +4/Turn (+ 3/Turn Chieftain's Treasury)
 
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[]Sell 2 Wood
[] Sell 1 Lebethron (Market Price)

[] Small Military District (-5 Gold, -2 Stone, -2 Metal)

  • our military strenght is our biggest weakness atm, and this would go some ways into solving that.
--[] Build an Outer Wall (-10 Gold. -16 Stone)
  • This is going to leave us short both of stone AND gold, but we could probably fix both soonish EDIT: not the right time for outer walls..

--[] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
  • I am torn between this option or the Docks, having more and better docks and shipbuilding is going to be critical soonish, but... if we do increase our trade export options, then we can probably pay for both the Docks and the dredging (taming the river) afterwards. also, we might want to study the idea of a land route to some of our neighbours, while water will be a better option, by far, both for trade and communication, riverine trade can be enhanced by roads side by side the rivers (and they might provide an alternative in a bad winter if the river ices over)
EDIT:I am leaving this up for perspective, but once the shipbuilding options appear I will make a new vote
 
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@Sayle, I've got a few questions if you don't mind.

- Could we build an Outer Wall purposely bigger so that we have more room to grow into it? How much extra would that cost?
- What would it cost to build a riverward wall?
- Could our fishing boats safely make a trip to the Havens, or do we need to build a proper ship first?
- Right now it says we have x2 Mercantile District which are each (Population: 1), as well as Farms, Fishing, and Pasture, each of which are (Population: 1), as well as two Logging camps with (Population: 2). This adds up to seven, but the total population listed for the city (and in the housing breakdown) is only 6. Am I missing something here?
- Could we establish some kind of extra treasury which we can't break into unless we specifically vote to do so?
 
@Sayle I think you made some mistakes. Our population should be 8 now:
Mercantile District: +2 (Population: 1)
Mercantile District: +2 (Population: 1)
Fishing: 3 Food (Population: 1)
Farming: 3 Food (Population: 1)
Pasture: 2 Food (Population: 1)
2 Logging Camps: 6 Wood (Population: 2)
Edit: Or maybe 7 can't find that last population, just knew that wehad two empty mercantile districts at population 6 last turn

Thus Income should be:
Taxation
Ost Falasuin: +4
Orodsîr: +1
Pasture: +1 (Population: 1)
Mercantile District: +2 (Population: 1)
Mercantile District: +2 (Population: 1)
Income: 9
Militia: -2
Expenditure: 2
Total: 8

And isn't our foodsurplus and the food-/ woodstockpiles also dependend on population?

Income: 7 Gold
Treasury: 6 Gold
Food: 0(3 Growth) (3/7 Growth) [6/8 Stored]
Wood: 12 [6/8 Stored]
--Lebethron: 2
Stone: 19
Metal: 9
 
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and they might provide an alternative in a bad winter if the river ices over
Frozen river is a decent road by itself. It's springs and falls (ice is not strong enough to travel) when roads by side are useful, but you'll need pretty good roads for them not to turn into mud in springs and falls.
 
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@Sayle, I've got a few questions if you don't mind.

- Could we build an Outer Wall purposely bigger so that we have more room to grow into it? How much extra would that cost?
- What would it cost to build a riverward wall?
- Could our fishing boats safely make a trip to the Havens, or do we need to build a proper ship first?
- Right now it says we have x2 Mercantile District which are each (Population: 1), as well as Farms, Fishing, and Pasture, each of which are (Population: 1), as well as two Logging camps with (Population: 2). This adds up to seven, but the total population listed for the city (and in the housing breakdown) is only 6. Am I missing something here?
- Could we establish some kind of extra treasury which we can't break into unless we specifically vote to do so?

- No.
- That's included.
- No, you need proper ships.
- Dunno. I'll have to look over that when I get home.
- Sure.
 
@Sayle I think you made some mistakes. Our population should be 8 now:

Edit: Or maybe 7 can't find that last population, just knew that wehad two empty mercantile districts at population 6 last turn

Thus Income should be:


And isn't our foodsurplus and the food-/ woodstockpiles also dependend on population?

You had 8 population, then you sent three away, then two grew back. So you should be at 7 population. I was just working off a population number that didn't include your immigrants. With that in mind, I've added four gold to your total and your docks are now active.

You'll have to give me a few hours to make the shipbuilding options, though.
 
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The colonists leave the city
We have enough of an income stream to massively invest in infrastructure.5 year trade agreement, so we can plan that far ahead.
Military for security, then Baths for public Prosperity, followed by Woodworkers for more trade, then Residential because our population will have grown, then Inner Wall for security.
And lastly, we do things to the Baranduin for more cash.

BEGINNING
Income: +7 Gold/turn
Treasury: 10 Gold
Stone: 19
Metal: 9

[ ] Buy 2 Food (Market Price-1): -2 gold/turn
[ ] Buy 1 Stone (Market Price): -3 gold/turn
[ ] Sell 1 Lebethron (Market Price): +3 gold/turn
[ ] Sell 2 Metal (Market Price): +4 gold/turn
+2 gold/turn

[ ] Small Military District: -5 Gold, -2 Stone, -2 Metal
[ ] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
----[ ] Establish Baths: -2 Gold, +1 Prosperity, +2 Prestige
[ ] Build an Inner Wall :-5 Gold. -4 Wood
[ ] Small Stone Residential District:-5 Gold, -2 Stone, +2 Housing, +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
[ ] Tame the Baranduin: -10 Gold, -20 Stone

-39 gold, -28 Stone, -4 Wood
+ 5 Prestige, +1 Prosperity, +Hardwood

END
Income: +9 Gold/turn
Treasury: 16 Gold
Stone: 16
Metal: 12


VOTE: 5 YEAR PLAN
[X] Buy 2 Food (Market Price-1)
[X] Buy 1 Stone (Market Price)
[X] Sell 1 Lebethron (Market Price)
[X] Sell 2 Metal (Market Price)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Build an Inner Wall (-5 Gold. -4 Wood )
[X] Tame the Baranduin (-10 Gold, -20 Stone)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
 
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We have enough of an income stream to massively invest in infrastructure.
5 year trade agreement, so we can plan that far ahead.

BEGINNING


[ ] Buy 2 Food (Market Price-1): -2 gold/turn
[ ] Buy 1 Stone (Market Price): -3 gold/turn
[ ] Sell 1 Lebethron (Market Price): +3 gold/turn
[ ] Buy/Sell 2 Metal (Market Price): +4 gold/turn
+2 gold/turn

[ ] Small Military District: -5 Gold, -2 Stone, -2 Metal
[ ] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
----[ ] Establish Baths: -2 Gold, +1 Prosperity, +2 Prestige
[ ] Build an Inner Wall :-5 Gold. -4 Wood
[ ] Small Stone Residential District:-5 Gold, -2 Stone, +2 Housing, +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
[ ] Tame the Baranduin: -10 Gold, -20 Stone

-39 gold, -28 Stone, -4 Wood
+ 5 Prestige, +1 Prosperity, +Hardwood

END



VOTE

[X] Buy 2 Food (Market Price-1)
[X] Buy 1 Stone (Market Price)
[X] Sell 1 Lebethron (Market Price)
[X] Buy/Sell 2 Metal (Market Price)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Build an Inner Wall (-5 Gold. -4 Wood )
[X] Tame the Baranduin (-10 Gold, -20 Stone)
How much do you think we need that woodworker quarter? So far Hardwood only gave 2 gold more than Lebethron when exported. So, as long as we don't find an addtional Lebethron source, the -2 taxes from the woodworker's quarter make the whole thing a zero sum trade off.
The rest looks pretty good, though I would favour building an Inner Stone Wall and an Outer Wooden Wall.
 
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[X] Sell 2 Wood (Market Price)

[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
 
[X] Buy 2 Food (Market Price-1)
[X] Buy 1 Stone (Market Price)
[X] Sell 1 Lebethron (Market Price)
[X] Sell 2 Metal (Market Price)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Build an Inner Wall (-5 Gold. -4 Wood )
[X] Tame the Baranduin (-10 Gold, -20 Stone)
 
How much do you think we need that woodworker quarter? So far Hardwood only gave 2 gold more than Lebethron when exported. So, as long as we don't find an addtional Lebethron source we the -2 from the woodworker's quarter make the whole thing a zero sum trade off.
I hope hardwood is useful as a material for ships, shields, trade goods etc.
 
We have enough of an income stream to massively invest in infrastructure.
5 year trade agreement, so we can plan that far ahead.

BEGINNING


[ ] Buy 2 Food (Market Price-1): -2 gold/turn
[ ] Buy 1 Stone (Market Price): -3 gold/turn
[ ] Sell 1 Lebethron (Market Price): +3 gold/turn
[ ] Sell 2 Metal (Market Price): +4 gold/turn
+2 gold/turn

[ ] Small Military District: -5 Gold, -2 Stone, -2 Metal
[ ] Small Stone Civic District: -5 Gold, -2 Stone, +1 Prestige
----[ ] Establish Baths: -2 Gold, +1 Prosperity, +2 Prestige
[ ] Build an Inner Wall :-5 Gold. -4 Wood
[ ] Small Stone Residential District:-5 Gold, -2 Stone, +2 Housing, +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
[ ] Tame the Baranduin: -10 Gold, -20 Stone

-39 gold, -28 Stone, -4 Wood
+ 5 Prestige, +1 Prosperity, +Hardwood

END



VOTE

[X] Buy 2 Food (Market Price-1)
[X] Buy 1 Stone (Market Price)
[X] Sell 1 Lebethron (Market Price)
[X] Sell 2 Metal (Market Price)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Build an Inner Wall (-5 Gold. -4 Wood )
[X] Tame the Baranduin (-10 Gold, -20 Stone)

Im curious why you leave us with so much stone at the end? We have enough there to renovate the city center into a defensive citadel. Which we frankly need.

[X] Buy 2 Food (Market Price-1)
[X] Buy 1 Stone (Market Price)
[X] Sell 1 Lebethron (Market Price)
[X] Sell 2 Metal (Market Price)
[X] Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
--[X] Upgrade to Stone Walls (-4 Stone)
----[X] Convert to Citadel (Defensive Bonuses)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige)
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Build an Inner Wall (-5 Gold. -4 Wood )
[X] Tame the Baranduin (-10 Gold, -20 Stone)
 
I hope hardwood is useful as a material for ships, shields, trade goods etc.
Well if we want to use them for ships or shields (I think our quantity of 1 per turn is way to low for that) than we shouldn't sell away our Lebethron. And as for trade goods: As I pointed out the woodworker's quarter only makes a profit when it can convert 2 Lebethron per turn. We only harvest 1 Lebethron per turn.
 
Plan Outward Growth - OLD DRAFT

Civic Construction Actions
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige) [Year 1]
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige) [Year 1]
[X] Build an Outer Wall (-10 Gold -16 Stone) [Year 1]
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal) [Year 2]
[X] Small Stone Mercantile District (-5 Gold, -2 Stone, +2 Taxes, +1 Prestige) [Year 3]
--[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn) [Year 3]
-->[X] Assign new Population (1) to Woodworker's Quarter.

Diplomatic and Military Actions
[X] Put together a small picked band of volunteers from the best amongst our veterans and retinue. Establish them as the Rangers of the North, to keep a watch upon our lands abroad and give word if evil stirs again. We will not be taken unawares.
[X] Send overland messengers to Imladris and the Havens. Thank them for their aid against the Witch King, and send tokens of friendship. Ask if they have any new tidings of the Enemy.
[X] Send a few of our traders and diplomats with a light guard of Rangers out too look for any trading opportunities or any remaining survivors further North.

Trade and Treasury Actions
[X] Buy 2 Food (Market Price-1)
[X] Sell 2 Wood (Market Price)
[X] Sell 1 Lebethron (Market Price)
[X] Establish the Chiefain's Treasury. This is an emergency store of gold to be used only in direst need. [Revenues from sale of Lebethron will go here for the next three years.]


Notes
- I think this sets us up in a good position to be more prosperous, better defended, and reaching out into our surroundings after a period of isolationism and rebuilding.
- Establishing the Rangers and sending the embassy just seem like common sense. Looking for trading opportunities and any last enclaves of survivors clinging on further north also seems like good sense, even if nothing comes of it. Tharbad would also be something to think about, but I didn't want too many actions.
- I've left shipbuilding out for now, as @Sayle said he was still working on it. But there should be enough slack in the budget to build maybe one ship, which we could use for our embassy to the Havens.
- Right now I think taming the river is a boondoggle so I've left it out. Later on when we have more industry, it will definitely pay for itself, but I think there are lower-hanging fruits for the moment.
 
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How much do you think we need that woodworker quarter? So far Hardwood only gave 2 gold more than Lebethron when exported. So, as long as we don't find an addtional Lebethron source, the -2 taxes from the woodworker's quarter make the whole thing a zero sum trade off.
The rest looks pretty good, though I would favour building an Inner Stone Wall and an Outer Wooden Wall.
Without the Woodworkers, we can't convert Lebethorn to Hardwood at all.
And we might want to use Lebethorn for shipbuilding in the future ourselves; not for ALL our ships, just a couple.
The Outer Wall is waiting till we accumulate enough raw material; by the end of the 5 year period, we should have enough Stone to simply build an outer Stone Wall outright.

I don't wanna cut too far into our wood reserve, because as our population grows, so does our wood requirements during bad winter.
 
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