City Building in Middle-Earth

[X] Plan Building Up
-[X] Buy Food x2
-[X] Buy Stone x2
-[X] Sell Hardwood x1
-[X] Sell Wood x2
-[X] Ciralya (Merchant Ship)
-[X] Expanded Walls (Bree)
-[X] Scout Cor Wilishar for Settlement

Stone is something we have limited production of at 2 per turn, and more food spurs growth. Wood on the otherhand we produce 28 a turn right now so selling that and the hardwood to keep money up. Adding a merchant ship to allow for more trading and starting the second wall expansion at Bree since that is an area with more threat. Finally scouting out the possible settlement closest to Ost Falasuin. Could change this to Lond Daer.
 
Ah.
Couple more questions:
QUESTIONS
1)Can we move military units around settlements and regions?
As in, if we needed to secure or purge a region, does that only involve the units garrisoned in the region, or can we move units from other regions?

2) Can we still run short of wood during harsh winters?
Is this something to watch out for?

3) Is there a minimum population requirement before we can garrison a settlement?
Or if we have a spare military unit, can we just stick it on there?

4)How many units can garrison a settlement anyway?

5) Do new buildings(eg Industrial Smithies)automatically go into use?

6) Can we recruit troops that are below our current national doctrine?For example, can we recruit Free Spearmen at Bree?
For that matter, can we raise or decrease our infantry doctrine at need?

7)What does the Security rating of a Region stand for?
How is it improved?

8)Orödsirs production of Stone went down from 3 to 2.
Intentional?

9)Market Prices of trade goods are no longer on the Gdoc.

1. You can move military units around.

2. Wood is only used for shipbuilding now.

3. There is no minimum population requirement, but since your military capacity is 1 for every 10 population if wouldn't be economical to garrison everything.

4. As many as you want.

5. They do.

6. No, all troops have to be of your current doctrine. You can raise or decrease your doctrine at need - decreasing is free, but increasing costs, and all units are converted.

7. Security is improved by garrisons, military presence, and initiatives to secure the region.

8. Yes, intentional.

9. They are, just off to the side.

You pay costs up front, and building is in turns, not years.
 
Um a plan or two please so we can make abit better sense of the new system please ?
We should expand our mining town with free pop for stone income and some metal income with chances of rarer metals.

also can we build another city center on the new side of the river?
 
The new map looks awesome. The regional system is really cool as well.

Some kind of spoiler tabs in the update just for tracking basic information about our settlements might be a nice addition. There's the google doc but I find it less intuitive to read, and you have to go back to the OP.

Finding myself missing the city map a bit more than I expected I would; I kind of wanted to see the third circuit wall and the bridge on the map, given how saving and work they represented. C'est la vie.

I'm kind of lost as to what to do now. Expand our Stone income, in the short term I guess. Although we have a ton more stockpiled stone than was accounted for, the same figure we started the last plan with which makes me think it may have just not gotten updated. We should have 7 right now I think. @Sayle?
 
You pay costs up front, and building is in turns, not years.
Thank you.

Um a plan or two please so we can make abit better sense of the new system please ?
In the evening, once I get back, I'll put something up.

also can we build another city center on the new side of the river?
No free population at the moment.
And we do not currently have the military force to cover them, since we have to deal with Bree's problems before they start costing us.

I'm kind of lost as to what to do now. Expand our Stone income, in the short term I guess. Although we have a ton more stockpiled stone than was accounted for, the same figure we started the last plan with which makes me think it may have just not gotten updated. We should have 7 right now. @Sayle?
Buy food, buy wood, sell hardwood, sell metal.
Fortify Bree, begin to purge the region(region first, then Barrow-mounds next), recruit infantry, recruit merchant ship to expand trade volume, and warship to protect it from corsair activity.

Someone mentioned diplomatic trip to Bree in the wake of last turn's riots, to reassure loyalists; probably a good idea.
 
Thank you.


In the evening, once I get back, I'll put something up.


No free population at the moment.
And we do not currently have the military force to cover them, since we have to deal with Bree's problems before they start costing us.


Buy food, buy wood, sell hardwood, sell metal.
Fortify Bree, begin to purge the region(region first, then Barrow-mounds next), recruit infantry, recruit merchant ship to expand trade volume, and warship to protect it from corsair activity.

Someone mentioned diplomatic trip to Bree in the wake of last turn's riots, to reassure loyalists; probably a good idea.

we could also get started building a road to Orodsir, at least to get the feel of the system, might want to see about raising a militia there as well and we need to start drafting plans for settling further up the baranduin, since we'd need to road up to Sarn's Ford to reach the closest road (the one from the Shire to Tharbad and also branches to Bree), that way we'd get better communication with our heartlands.
and we'll need to start thinking when we are going to tackle the barrow.
on any case, we can raise one more military unit, I suggest we do so at the first opportunity
 
PLAN RESURGENT
TRADE
2x Food: -6 gold
2x Wood: -6 gold
2x Metal: +6 gold
1x Iron: +3 gold
Net -3 gold/year

RECRUITMENT AND SHIPBUILDING
[X] 1x Ciralya (Merchant Ship): -10 Gold, -10 Wood [Req. 1 Shipbuilding]
[X] Númerrámar (Númenorean Vessel): -10 Gold, -10 Wood, 1 Hardwood [Req. 1 Shipbuilding]
[X] [Ost Falasuin] Infantry[Req. Defense Level 2]: -20 Gold, -5 Metal, -1 Iron [When an extra unit of Population grows]
-40 gold, -20 wood, -5 metal, -1 hardwood, -1 iron

CONSTRUCTION
[X] [Bree]Expanded Walls: -20 Gold, -20 Stone [Defensiveness +1, Req. 12 Population] [2 Turns]
[X] [Ost Falasuin] Expand Ost Falasuin Docks : -5 Gold, -4 Stone [+1 Shipbuilding] [1 Turn]
[X] [Ost Falasuin] Industrial Smithies: -20 Gold [Req. Def Level 3] [2 Iron -> 2 Steel/turn] [1 Turn]
-45 gold, -24 stone

INITIATIVES
[X] Secure Area (Bree-Land): 2 Dunedain Infantry

DIPLOMACY AND OTHERS
[X] Chieftain or heir visit to Bree in the aftermath of the riots.
Announce the wall expansion, announce the effort to purge the region of roving dangers. Shake hands, kiss babies or whatever the Dunedain equivalent is. Build some morale among the population, smooth ruffled feathers.
[X] 1x Infantry unit from Ost Falasuin to Bree-Land to reinforce purge forces.
[X] Surveys to Cor Wilishar and Iach Sarn to examine state of remaining buildings, local resources, and which is most suitable for colonization.
[X] Scouts into the mountains of Ered Luin to attempt to pin down the locations of the local goblins
Income: +34 Gold/yr
Treasury: 23 Gold
Wood: 2
--Hardwood: 1, +1/yr
Stone: 32, +2/yr
Metal: 8, +3/yr
--Iron: 9, +1/yr

COST
-3 gold/year
-85 gold,
-24 stone,
-20 wood,
-5 metal,
-1 hardwood,
-1 iron
REASONS
More Docks because we apparently need shipbuilding capacity for ships now.
Building more merchant ships because merchant ships = more units of material we can buy or sell at once.
Adding a Numenorean warship because of increased corsair activity.

Industrial Smithies give us Steel, a trade good, and which can be used to upgrade our military.

Expanding Walls at Bree because it gives us a second recruitment location for infantry, and improves it's defenses against attack from the North.
Purging Bree with 2 Infantry; only Bree first to get some idea of how combat works.
Purge the Barrow-Downs next turn, when we have 3 units of Infantry available.

I honestly suspect Sauron's hand in the rioting last turn, but we don't want to come on like the secret police in Bree. So send in a High Numenorean to do PR.
 
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I feel like we need to buy stone and sell wood. We produce 28 wood a turn, but only 2 stone and a lot of the buildings need stone including the road to the settlement.
 
I feel like we need to buy stone and sell wood. We produce 28 wood a turn, but only 2 stone and a lot of the buildings need stone including the road to the settlement.
Stone is at twice it's normal price, due to demand in Gondor. We wait for it to drop a bit, and save our money.
And we consume almost as much wood as we make; there is a reason there is only 2 wood in our stores.
 
I don't think we really have 32 Stone right now, unless last turn's costs were discounted for some reason. That would be pretty odd though, they were major projects.

Buy food, buy wood, sell hardwood, sell metal.
Fortify Bree, begin to purge the region(region first, then Barrow-mounds next), recruit infantry, recruit merchant ship to expand trade volume, and warship to protect it from corsair activity.

Yeah, I was speaking more generally in terms of feeling a lost sense of purpose.

The next moves right now are fairly straightforward, I guess. Although recruiting more soldiers right now is kind of an odd choice, we don't really need them right now and we're above our military capacity currently anyway. The Barrow Downs pretty clearly seem to be intended to be a longer-term project than something we can do next turn. We should probably get another logging camp and pasture, maybe focus on expanding Orodsîr in the future.

EDIT: We apparently only use Wood for ships now, so another logging camp probably isn't needed.
 
I don't think we really have 32 Stone right now, unless last turn's costs were discounted for some reason. That would be pretty odd though, they were major projects.
*checks*
Hmm.
The GDoc says you're right.
And it's giving very different numbers for ALL the resources.
I think I need to redo my math.

Yeah, I was speaking more generally in terms of feeling a lost sense of purpose.
Oh.
My immediate purpose is to reclaim and repopulate lost cities; Lon Daer, Fornost and Annuminas in that order.
Lon Daer takes priority because we are a maritime power, and a base closer to the East gives us a foothold towards Gondor.
And Isengard.

The next moves right now are fairly straightforward, I guess. Although recruiting more soldiers right now is kind of an odd choice, we don't really need them right now and we're above our military capacity currently anyway. The Barrow Downs pretty clearly seem to be intended to be a longer-term project than something we can do next turn. We should probably get another logging camp and pasture, maybe focus on expanding Orodsîr in the future.
1)We've been told that going into the Barrows will be costly, so I don't want to send just 1 unit there. And I'd like to maintain a garrison in the capital at the same time.

2)We get 1 military capacity for every 10 population.
Ost Falasuin has 14 Pop. Bree has 14 Pop. Orodsir has 3 Pop. Total 31 Pop.
That's a capacity of 3.1 military units, rounded down to 3.
It's on the Gdoc as well.
 
Redid the numbers because it was pointed out that the Gdoc and the update numbers didn't match. Hope this works.

PLAN RESURGENT v2
TRADE
Sell
2x Wood: +4 gold
2x Metal: +6 gold
1x Iron: +3 gold
1x Hardwood: +5 gold
Buy
2x Stone: -10 gold
2x Food: -6 gold
Net +2 gold/year

RECRUITMENT AND SHIPBUILDING
[X] 1x Ciralya (Merchant Ship): -10 Gold, -10 Wood [Req. 1 Shipbuilding]
[X] 1x Númerrámar (Númenorean Vessel): -10 Gold, -10 Wood, 1 Hardwood [Req. 1 Shipbuilding]
[X] [Ost Falasuin] 1x Infantry[Req. Defense Level 2]: -20 Gold, -5 Metal, -1 Iron [With an extra unit of Population at turn end]
-40 gold, -20 wood, -5 metal, -1 hardwood, -1 iron

CONSTRUCTION
[X] [Bree]Expanded Walls: -20 Gold, -20 Stone [Defensiveness +1, Req. 12 Population] [2 Turns]
[X] [Ost Falasuin] Expand Ost Falasuin Docks : -5 Gold, -4 Stone [+1 Shipbuilding] [1 Turn]
[X] [Ost Falasuin] Industrial Smithies: -20 Gold [Req. Def Level 3] [2 Iron -> 2 Steel/turn] [1 Turn]
-45 gold, -24 stone

INITIATIVES
[X] Secure Area (Bree-Land): 2 Dunedain Infantry

DIPLOMACY AND OTHERS
[X] Chieftain or heir visit to Bree in the aftermath of the riots.
Announce the wall expansion, announce the effort to purge the region of roving dangers. Shake hands, kiss babies or whatever the Dunedain equivalent is. Build some morale among the population, smooth ruffled feathers.
[X] 1x Infantry unit from Ost Falasuin to Bree-Land to reinforce purge forces.
[X] Surveys to Cor Wilishar and Iach Sarn to examine state of remaining buildings, local resources, and which is most suitable for immediate expansion.
[X] Scouts into the mountains of Ered Luin to attempt to pin down the locations of the local goblins.
[X] Scouts into Minharaith, with especial attention to survey Thalion.
Income: +23 Gold/yr
Treasury: 23 Gold
Wood: 14
--Hardwood: 1, +1/yr
Stone: 7, +2/yr
Metal: 3, +3/yr
--Iron: 7, +1/yr

COST
+2 gold/year
-85 gold,
-24 stone,
-20 wood,
-5 metal,
-1 hardwood,
-1 iron
REASONS
More Docks because we apparently need shipbuilding capacity= more ships.
More merchant ships = more units of material we can buy or sell at once.
Adding a Numenorean warship because of increased corsair activity.

Industrial Smithies = Steel, a trade good worth +2 gold more than iron, and which can be used to upgrade our military.

Expanding walls at Bree because it gives us a second recruitment location for infantry, and improves it's defenses against attack from the North.
Purging Bree with 2 Infantry; only Bree first to get some idea of how combat works, before attempting to purge the Barrow-Downs next turn.
Recruiting 3rd unit of Infantry to max our cap and give us a buffer for next turn when we attempt to purge the Barrows.

Send in a High Numenorean to do PR in Bree, and survey multiple settlements for expansion.
 
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Seems reasonable enough, though it may be prudent to forgo expanding our military just yet. Ost Falasuin is our only settlement to produce a food surplus and the larger Ost growths, the larger its surplus growths. So perhaps we should allow Ost grow unhindered for now or divert any additional population to new settlements, ideally in a position to produce a food surplus as well.
 
I think we forgot to ask for our heir's kid to be fostered in Imladris, he was born in like TA 2002. (I'd remembered it as TA 2012 for some reason.) Hopefully that happened by itself, I do recall us asking about it at some point before then anyway.

1)We've been told that going into the Barrows will be costly, so I don't want to send just 1 unit there. And I'd like to maintain a garrison in the capital at the same time.

2)We get 1 military capacity for every 10 population.
Ost Falasuin has 14 Pop. Bree has 14 Pop. Orodsir has 3 Pop. Total 31 Pop.
That's a capacity of 3.1 military units, rounded down to 3.
It's on the Gdoc as well.

Oh right, I wasn't including Bree, I guess as a hold-over from the previous turn, but it does make sense to include it in the total figure now. Okay, another military unit at some point is probably a decent idea then, good call.

I would seriously hold off on planning a purge of the Barrow Downs next turn though. Every time that's been mentioned, it's been in the context of requiring a lot of forces and being very costly. I don't think 2 Infantry is going to cut it any more than 1 Infantry can, I think you might be looking at needing an expeditionary force of like 4-5 Arnorian Infantry lead by Arvedui himself, or our heirs, or both. With the expectation of taking losses.

For right now I think containment is probably the best approach until we can develop strong enough forces. The one upside is that they're not really going anywhere.

Other than that, this basically looks cool.
 
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Seems reasonable enough, though it may be prudent to forgo expanding our military just yet. Ost Falasuin is our only settlement to produce a food surplus and the larger Ost growths, the larger its surplus growths. So perhaps we should allow Ost grow unhindered for now or divert any additional population to new settlements, ideally in a position to produce a food surplus as well.
Assuming the current pattern of growth is yearly, all three settlements should pop 1-2 units of Population each by the end of a five year turn, barring no events that fuck with our food supply. Limiting factor is actually merchant ships, since we can and will import more food in exchange for wood as long as our population is willing to fork over the taxes to make up the difference.

I think we forgot to ask for our heir's kid to be fostered in Imladris, he was born in like TA 2002. (I'd remembered it as TA 2012 for some reason.) Hopefully that happened by itself, I do recall us asking about it at some point before then anyway.
Given how old Dunedain get to live, nothing wrong with waiting till he's ten or twenty before sending him off to his great-uncle's for a fostering.
If nothing else, it gives us time to build up the naval forces that he/she will presumably travel on.

I would seriously hold off on planning a purge of the Barrow Downs next turn though. Every time that's been mentioned, it's been in the context of requiring a lot of forces and being very costly. I don't think 2 Infantry is going to cut it any more than 1 Infantry can, I think you might be looking at needing an expeditionary force of like 4-5 Arnorian Infantry lead by Arvedui himself, or our heirs, or both. With the expectation of taking losses.
I can buy waiting a couple turns to build up military forces.
I'm not sure Arnorian Infantry is needed though; clearing out the Barrows is melee work, while Arnorian Infantry, and I quote:
(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]
I think we can do it with Infantry alone.

We might need to upgrade to Exceptional Equipment, mind, and we will likely take losses barring one of the Noldor like Glorfindel taking a hand in affairs.
Or possibly one of the Istari; Gandalf did come ashore at Mithlond, after all, and has presumably been roaming since TA 1000.
But it's not like we have IC information of his presence. Although there are good chances he's run into the Dunedain by now, given his fondness for the Shire.

But we can probably do it with 3-4 Infantry.

I do worry about Elrond's advice about trashing everything in those tombs.
Not that I want to keep any(I remember the lesson of Isildur) but half the Witch-King's bane was from one of the blades of Westernesse interred in a tomb there. And I don't know if we retain the skill necessary to make bane blades of that sort.

I assume prophecies find a way regardless.
 
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Given how old Dunedain get to live, nothing wrong with waiting till he's ten or twenty before sending him off to his great-uncle's for a fostering.
If nothing else, it gives us time to build up the naval forces that he/she will presumably travel on.

He should be eight now, if we followed the canon timeline. I'm not sure we'll need or be able to use naval forces; I doubt the Bruinen is navigable to large vessels that far inland.

I can buy waiting a couple turns to build up military forces.
I'm not sure Arnorian Infantry is needed though; clearing out the Barrows is melee work, while Arnorian Infantry, and I quote:

I think we can do it with Infantry alone.

We might need to upgrade to Exceptional Equipment, mind, and we will likely take losses barring one of the Noldor like Glorfindel taking a hand in affairs.
Or possibly one of the Istari; Gandalf did come ashore at Mithlond, after all, and has presumably been roaming since TA 1000.
But it's not like we have IC information of his presence. Although there are good chances he's run into the Dunedain by now, given his fondness for the Shire.

But we can probably do it with 3-4 Infantry.

Whilst that's a valid point, I think that as far as the mechanics of the game cover it, Arnorian Infantry are probably just strictly superior to Infantry. Otherwise it would be a bit unfair to force us to upgrade all our units to them once we upgrade, for one thing. Also one of their notable traits is their unbreakable morale, which when fighting a foe like Barrow-Wights is probably going to be the most important factor. We should be able to afford to upgrade relatively soon as well.

Working out some sort of system where we could levy spear-armed groups of Northmen as Infantry or Men-At-Arms to supplement our Dunedain forces might be a good idea though.

Yeah the the bit where we asked for aid was partly worded to try to see if we could get Gandalf or Saruman's help. It's honestly kind of a mystery what both of them were doing during the Fall of Arthedain, it sounds like the kind of thing Gandalf especially would want to help out with, but there's no explicit mention of his or any of the Istari's involvement in any of the major events from this timeframe, up until 2063. Perhaps they were working behind the scenes in some capacity; we just don't know for sure.
 
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