City Building in Middle-Earth

Five Year Plan: Outward Growth (V. 1.25)
Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[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
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
->[X] Assign new Population (1) to Small Military District
Year 5
[X] Build the second circuit (-10 Gold, -16 Stone)

Diplomatic and Military
[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 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.
[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)
 
@Admiral Skippy
On further thoughts, your plan set the city center as Administrative Center. Since this will lock out of the Citadel and Palace can upgrade can you reason why having Admin center would be more adventagous in the long run than Citadel or Palace?

We can do the plan without admin center ... If we cancel Chieftain's treasury.
 
@Admiral Skippy
On further thoughts, your plan set the city center as Administrative Center. Since this will lock out of the Citadel and Palace can upgrade can you reason why having Admin center would be more adventagous in the long run than Citadel or Palace?

We can do the plan without admin center ... If we cancel Chieftain's treasury.

We still wouldn't be able to afford it if we cancelled the Chieftain's Treasury; the treasury saves 3 Gold per turn whilst the Administrative Centre brings in 5 Gold per turn. We'd have to cancel a Farm as well and build an extra Mercantile District to turn into a Woodworker's Quarter rather than just converting one of the two we already have. So we'd effectively be sacrificing any security against something like a bad harvest, unforeseen one-time expenditure, or negative trade fluctuation, plus we'd sacrifice growth as well.

As for why I think the Administrative Centre is the best of the three; the Palace provides +5 Prestige but it's a one time boost and we gain Prestige any time we build something in stone, which we're doing a lot. We're gaining +4 already just in this plan. That's in comparison to more than 50% of our current income every turn. It doesn't quite seem worth it to me. I also think that if we eventually build a sister-city on the other side of the river, in the model of Osgiliath, we can pick up one of the two we've missed.

The Citadel I also don't think is quite worth the income we'd sacrifice. Being able to to keep growing is probably of greater defensive utility, because it can help fund crucial early growth, infrastructure, and a military. All of those are going to be better at protecting our city than a redoubt to hide in when everything is burning down. Lastly, I just don't see our city primarily as a fortress, and I think we've already kind of fucked up if we're having to function as one. We're an economic hub and centre of government. If we want a Citadel then ideally it should be in a strongpoint far away from Ost Falasuin, projecting power and defending approaches to our lands, forcing enemies to attack it. Something like Amon Sûl or Helm's Deep.
 
Okay, bookkeeping is all done. I can go to sleep soon.



I don't think an imminent attack in the next years is likely; Sauron is malicious but he tends to move surely but slowly, and he has few assets which could easily strike us right now. Gondor is probably a larger concern for him. But I do get where you're coming from.

Consequently I've moved up the Military District to Year 4, because when tabulating the projections I realised we may very well have 9 Population and be able to man it by that point. Will that be alright?

I don't think an attack is imminent, either, but Sauron is cagey and he could see in us, if we are vulnerable enough, an opportunity to distract Gondor and even the elves while his lieutenants try to take Osgiliath. Right now Gondor's attention and might is likely focused on Minas Morgul, if Sauron can lit a few other fires, sow some hardship, elsewhere, he might be able to distract the Free Folk (maybe that is how he took Osgiliath in canon). But, yeah, I think a Year 4 Military District should be a reasonable precaution, we don't need to go overboard with the paranoia, even knowing what might be coming (or, specially because of that)

That said, I vote for your proposal as it is:

Five Year Plan: Outward Growth (V. 1.25)

Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[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
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
->[X] Assign new Population (1) to Small Military District
Year 5
[X] Build the second circuit (-10 Gold, -16 Stone)

Diplomatic and Military
[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 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.
[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)
 
The Numenorean ship is better. Yeah, dumb answer, I know. More specifically it's made of hardwood in the Numenorean style, which makes it more durable, faster, etc. Just all around better.

I figured it would be something like that, but was doubting as maybe the sailing ship was more of a scout than a fighting ship or something in between a merchant vessel and a warship (I figure most vessels should serve both tasks with different level of skill?)
 
okay so guys

i was just about to go to sleep

and whilst brushing my teeth my mind idly drifted back to this quest

and the bookkeeping for my plan

and then it occurred to me



"ships are made of wood"


...

(Sorry for dropping the ball on that one guys, I don't know how I missed it. :facepalm: I've swapped the extra farm to a Logging Camp in my plan, and consolidated the ships on turns 3 and 5 into a single ship on turn 4. I've edited the other plans to reflect this under the assumption that people probably want at least one ship more than they do a larger food surplus; feel free to edit back if you don't feel this way. In fairness we were running a deficit in timber anyway, so it would have been our next likely purchase in any case. The next population uptick we get, we can put towards farming or fishing. On the bright side we'll have ten spare gold now.)
 
The current plan is fine i guess and the chieftans treasury will be available i guess for the hard winter part of things.

And the gondor problems are at 2000 so we got a turn or two to wait.

We could consider selling the spare palantir now for a kings ransom maybe ?

Also a good map for lotr and/Or with the quest location and era would be pretty interesting . Im pretty sure of the place of the few googling lotr map results i got but im not 100% sure .
 
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okay so guys

i was just about to go to sleep

and whilst brushing my teeth my mind idly drifted back to this quest

and the bookkeeping for my plan

and then it occurred to me



"ships are made of wood"


...

(Sorry for dropping the ball on that one guys, I don't know how I missed it. :facepalm: I've swapped the extra farm to a Logging Camp in my plan, and consolidated the ships on turns 3 and 5 into a single ship on turn 4. I've edited the other plans to reflect this under the assumption that people probably want at least one ship more than they do a larger food surplus; feel free to edit back if you don't feel this way. In fairness we were running a deficit in timber anyway, so it would have been our next likely purchase in any case. The next population uptick we get, we can put towards farming or fishing. On the bright side we'll have ten spare gold now.)

I'm just gonna trust you on that (prioritizing wood, not that ships are made of wood; of this I'm quite certain). That plan has gotten too complex for me :D
 
Five Year Plan: Outward Growth (V. 1.25)

Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[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
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
->[X] Assign new Population (1) to Small Military District
Year 5
[X] Build the second circuit (-10 Gold, -16 Stone)

Diplomatic and Military
[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 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.
[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 just gonna trust you on that (prioritizing wood, not that ships are made of wood; of this I'm quite certain). That plan has gotten too complex for me :D

Thanks immensely for your vote of confidence man. I appreciate it. Honestly I just enjoy the bookkeeping and the accounting side, I guess, as nerdy as that is. :D

Also, I have one small change based on an idea I had whilst walking home, and I promise it's the FINAL ONE.

I think everyone will like it or I wouldn't be proposing it. Basically, I realised we can avoid taking any hit to Growth if we simply reassign the Population (1) in our second Mercantile District to growing food. This will cost us income, 10 Gold over five years to be exact, but this is the exact same amount of Gold we had earmarked for a second ship funded via exporting metal. Since we're no longer building a second ship, it essentially balances out to the same financials we had before the ships=made of wood revelation. Simples.

The really fun part? The Growth boost we get is actually large enough we should be able to get the Mercantile District back up and running at the start of Year 6, on top of the logging camp and the fully-manned military district. Maybe sooner if excess Growth in a year carries over, which considering it basically represents surplus grain and dried fish is not unreasonable; but I'm assuming it doesn't to be conservative. Plus we'll have very healthy Growth going forward, rather than relying on imports to have a food surplus at all. It seems like an obvious winner to me.

So I've updated the plan to (V. 1.25) and amended it accordingly, updated the bookkeeping, and amended votes accordingly. If anyone wants to revert back, be my guest the old plan (v. 1.2) is in a spoiler in the linked plan post. The latest draft, Eru Willing, should be the final one.

Five Year Plan: Outward Growth (v. 1.25) ->
Votes (7): Me, @Night_stalker, @Isaacssv558, @StarkDemise, @Salbazier, @Chaos Blade, @Captain Hunt,
 
I'm just gonna trust you on that (prioritizing wood, not that ships are made of wood; of this I'm quite certain). That plan has gotten too complex for me :D

Actually, I do wonder if you could build a ship out of Mithril. I mean it is lightweight and strong and doesn't seem to rust...
 
Five Year Plan: Outward Growth (V. 1.25)

Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[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
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
->[X] Assign new Population (1) to Small Military District
Year 5
[X] Build the second circuit (-10 Gold, -16 Stone)

Diplomatic and Military
[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 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.
[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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Actually, I do wonder if you could build a ship out of Mithril. I mean it is lightweight and strong and doesn't seem to rust...

I actually do seriously wonder if we could build a ship entirely out of Hardwood rather than mostly Wood. I could believe that the ships Eärendil and the Teleri made their voyages in might well have been constructed entirely from it. Of course, anything we might construct today in the Third Age would be but a pale imitation, but even a pale imitation of those ships would still be a sight to behold. The lineage of Numenorean shipbuilding ultimately does stretch back to Teleri and Falathrim shipbuilding, via the Elves of the Havens as well as visitors from Aman and Tol Eressëa, so it's not entirely far-fetched.

It would never be economical to build a fleet entirely out of them of course, but if we wanted to build a single first-rate explorer that could ride the wind? Something to send one of Arvedui's sons out in, to circumnavigate the world? It could be special.
 
So a final update (not a change) on the plan: I had a chance to chat with @Sayle and ask him a few questions on things I was unsure about, and amongst other things it turns out that excess Growth in a year does rollover to the next one. This is awesome, and means we'll be able to re-activate the Mercantile District in Year 5, rather than Year 6!

Nothing is changing in terms of actions, as it's assumed that unfilled districts are refilled by new population anyway, but I've updated the bookkeeping to reflect it.

Wonder what the valar would say about that.
"We told you not to go west you jackasses!"
No Man can go to The West now, so it doesn't matter.

"We're going East, we've just decided to take the long way around!" :D

In all seriousness though, long-distance exploration is something I'd be excited to do. We're great mariners, and I think people forget that about the Dúnedain. Elendil is implied to have circumnavigated the world soon after the Downfall of Numenor, and found it made round with strange new lands in the place of Aman. But there doesn't seem to have been a great deal of post-Downfall exploration, let alone settlement. Tolkien was pretty explicit about the whole of LotR taking place in essentially the North-Western portion of a considerably larger world.

Are there other branches of Men who resisted Morgoth or came to repent? Are there tribesmen somewhere who have some kind of religion just based on venerating Oromë as a great hunter and warrior in the way that Dwarves venerate Aulë? Native Americans who can still talk to the Ainur through their sacred rites? A lesser fallen Maia who has set themselves up as a deity somewhere in the Far East?* Who knows!

There's a lot of scope to fill in the gaps with some interesting things, if we decided to venture further afield.

*(This was actually implied to maybe eventually happen later on with the Blue Wizards.)
 
So a final update (not a change) on the plan: I had a chance to chat with @Sayle and ask him a few questions on things I was unsure about, and amongst other things it turns out that excess Growth in a year does rollover to the next one. This is awesome, and means we'll be able to re-activate the Mercantile District in Year 5, rather than Year 6!

Nothing is changing in terms of actions, as it's assumed that unfilled districts are refilled by new population anyway, but I've updated the bookkeeping to reflect it.




"We're going East, we've just decided to take the long way around!" :D

In all seriousness though, long-distance exploration is something I'd be excited to do. We're great mariners, and I think people forget that about the Dúnedain. Elendil is implied to have circumnavigated the world soon after the Downfall of Numenor, and found it made round with strange new lands in the place of Aman. But there doesn't seem to have been a great deal of post-Downfall exploration, let alone settlement. Tolkien was pretty explicit about the whole of LotR taking place in essentially the North-Western portion of a considerably larger world.

Are there other branches of Men who resisted Morgoth or came to repent? Are there tribesmen somewhere who have some kind of religion just based on venerating Oromë as a great hunter and warrior in the way that Dwarves venerate Aulë? Native Americans who can still talk to the Ainur through their sacred rites? A lesser fallen Maia who has set themselves up as a deity somewhere in the Far East?* Who knows!

There's a lot of scope to fill in the gaps with some interesting things, if we decided to venture further afield.

*(This was actually implied to maybe eventually happen later on with the Blue Wizards.)


THe issue is that most explorers would have to pass close to Umbar, so we'd probably need to deal with them before being able to move on. for that, I suggest a Carthague Special. Place is probably cursed to begin with
 
THe issue is that most explorers would have to pass close to Umbar, so we'd probably need to deal with them before being able to move on. for that, I suggest a Carthague Special. Place is probably cursed to begin with
Ut iudicio contendam aduersum Umbarum esse.
 
Okay, so what I sincerely hope is the final update on the plan. @Sayle had a chance to go over the plan in detail, and a few things came up. Most relevantly, we can't have more than one major build project per turn, until we reach Population (10), at which point we get two. (Specialising existing districts also doesn't count.) This never came up before because @Sayle was handling it all himself, so it blindsided me, but it makes a great deal of sense. It also incentives us to set up smaller satellite settlements, which is cool.

Obviously there are some major implications to the plan. I've moved some stuff around, and tried to minimise the effects as much as possible. But the upshot is that we have to axe a major building project, and move another one to Year 5, conditional upon reaching Population (10) that year, which we should do.

I realise this isn't what anyone might wish for, but it is what it is. What I've done is hold off on the second circuit wall until Year 6, and make the Baths a conditional in Year 5. I've updated the plan to this effect, but I haven't amended votes, as @Sayle assured me it wouldn't be necessary since everyone is clearly voting for the plan. If you look at the updated bookkeeping, you'll see that our financial situation and Stone stockpile are projected to be very healthy going into Year 6, so that's a silver lining.

Five Year Plan: Outward Growth (v. 1.3) ->
Votes (8): Me, @Night_stalker, @Isaacssv558, @StarkDemise, @Salbazier, @Chaos Blade, @Captain Hunt, @HanEmpire

Eru Willing, this should be the last draft. If anyone wants to build the Second Circuit Wall as a conditional instead of the Baths in Year 5; that's fine, we can afford to do so, and there's a valid case for it. Just amend your vote accordingly to the new version of the plan with the Baths swapped out for the Wall.

THe issue is that most explorers would have to pass close to Umbar, so we'd probably need to deal with them before being able to move on. for that, I suggest a Carthague Special. Place is probably cursed to begin with

Well, I was thinking just try sailing across the Atlantic Great Sea, and seeing what's on the other side. Elendil very likely did so at some point, as I mentioned earlier. This would also allow us to essentially bypass Umbar.

But in broader terms, you're absolutely right. Umbar is probably one of our most serious concerns in the medium term.
 
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)
 
Well, I was thinking just try sailing across the Atlantic Great Sea, and seeing what's on the other side. Elendil very likely did so at some point, as I mentioned earlier. This would also allow us to essentially bypass Umbar.

But in broader terms, you're absolutely right. Umbar is probably one of our most serious concerns in the medium term.

That is an interesting idea, it has a few logistical hurdles that need be overcomed (we'd need to be very comfortable with our sailing to begin with, shipbuilding and come up with a good plan for the crew and supplies they will have to take in the voyage) though there is the question of how a Westward sail plan will fare with the people, while we aren't trying to reach the undying lands... well, we are offspring of Numenor, so that might be a problem.
So, we'd need to see how doable it is (though, if we do find a landmass west that is not West, it could serve as a fallback plan in case things go pearshaped)
 
Five Year Plan: Outward Growth (V. 1.25)

Civic Construction
Year 1

->[X] Reassign Population (1) from Small Mercantile District -> Farming
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[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
[X] Establish Woodworker's Quarter (-2 Gold, -2 Taxes, 2 Lebethron Converted to 2 Hardwood per turn)
[X] Small Stone Civic District (-5 Gold, -2 Stone, +1 Prestige)
----[X] Establish Baths (-2 Gold, +1 Prosperity, +2 Prestige)
Year 3
[X] Build an Inner Wall (-5 Gold, -8 Stone)
Year 4
[X] Small Stone Residential District (-5 Gold, -2 Stone, +2 Housing, +1 Prestige)
[X] Small Military District (-5 Gold, -2 Stone, -2 Metal)
->[X] Assign new Population (1) to Small Military District
Year 5
[X] Build the second circuit (-10 Gold, -16 Stone)

Diplomatic and Military
[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 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.
[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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