Those necromancers have me concerned we should investigate them sooner rather than later. It will at least get us a leg up on the other tribes in our knowledge of magic.
[X][urbanization] Allow it
[X][nobles] Limited spending
[X][task] stone walls [Flint]
[X][task] stone walls [Mid river]
[X][task] organize workers
[X][task] Create roads at 285/300
[X][task]Make the promised scale armor
trade from other tribes +0 growth
current learning is 1: +5 all study projects
end of turn current regen: +1 Workers, +1 Crafters, +1 learning
add per turn income
Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
palisades: Old town
Stone walls: Rivermeet, Stonemeet, Riverbend, Green Rock, Heroes Rest, Flint
Towns: Riverbend and Rivermeet
shrines: Old town, Rivermeet
stability roll = 83, Stability: very High
Cohesion:
+04 base
+01 abstract tally
+01 Cuneiform writing
+02 Master artisans
+06 Warrior nobles
+02 Priests
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+00 for having a hero
+00 per admin hero(+2 each)
-24 settlements(3x8)
-01 outpost
=
+7
Tribes Status:
Stability: High.
Growth +12 12/50
9 bronze, +1 per turn
Wealth: 9, +2 per turn
Culture 39 +2 per turn
Cohesion: +7
Fighters: 3x warrior nobles(heavy infantry/bronze spears/bronze short swords)
1x archers(bronze spears/longbows),
1x warrior skirmishers(bronze spears/longbows)
1x warrior skirmishers(bronze spears/longbows/bronze short swords)
1x heavy infantry(bronze spears/bronze short swords)
1x hunter militia(bronze spears/longbows)
2x hunter militia(bronze spears/bows)
Reforms adopted: bronze arrowheads, Volley fire(+10RA for archers) and Fortifications.
Heroes: None
As the world changed our nation spend its time on building walls and roads, the new road runs from Rivermeet towards New Port and walls where build around Flint. This was done by organizing a lot of farmers during the time they where not busy on their farms and the nobles wanted to do this every year to help improve our tribe. The only problem was the order the walls where being build in as many considered Mid River one of the safest
settlements of our nation and complained that their town did not get walls first. The fact not all farms have been rebuild yet is another source of unrest.
[+20 land reform, -1 stability]
A small number of farmers have started to grow flax instead of grain as our towns grow larger and hides are getting more expensive each year as our hunters can no longer meet the demand, even with the hides bought from the Firal. The amount of linen made from the flax only used by the nobles during the hottest days of the summer but if more flax is grown more can afford to buy it.
[study flax farming done, farm flax action added to trade actions]
The nobles have ordered the production of enough longbows for our skirmishers and for some of our hunters. The scale armor promised to the Swamp dweller nobles who now live at New Port is also delivered.
There is talk that is time for a new great project for our nation or to continue an old one what did they decide to do
[There will be quests related to the chosen project that will help complete it but that will reduce stability if failed]
[project] No project
[project] write in goal
the firal are the first try of a new mechanic of minor tribes these have several slowly completing projects instead of rolls
Firal:
Adopt longbows 25/100 +5 per turn, all hunters will be armed with longbows
New camp(Rapids) 12/100 +2 per turn, gives +1 per turn for gaining more hunters
Trained crafters 10/100 +5 per turn, gives +5 per turn to new camps and adopting longbows.
Firal mercenaries 70/100 +10 per turn(advisors and trading station), a group of Firal hunters joins our army as mercenaries.
Organization 25/200 +5 per camp per turn(+5) unlocks new options including one that allows the annexation of Firal camps.
There are 5 areas where there are Firal:
The rapids: 2x hunters, more hunters 12/100 +2/turn
East lake shore: 2x hunters, more hunters 12/100 +2/turn
West lake shore: 1x hunters, more hunters 11/100 +1/turn
Below the great falls: 3x hunters,camp, more hunters 23/100 +3/turn
At the passage: 1x hunters, more hunters 11/100 +1/turn
name: current quest, reward for completing quest / penalty for failing quest
Farmers: farm flax, +5 wealth / -
Crafters: expand copper mines 1 group gets armed with bronze arrows /
Nobles: Produce scale armor +20 to the roll / -
Traders: explore the great river , possible new trading opportunities / -
Priests: have 3 groups of dedicated leaders(priest) , government becomes theocracy , 5 actions, +1 priest faction action, priest faction will do culture actions / -
Elders: have stone walls at all settlements +1 growth per turn / -20 to stability rolls until completed.
Leaders: finish study land reform +1 growth per turn / -
Faction actions/special bonuses:
Nobles faction takes one action after the players
With New town set up and farmers working the fields around it the Islanders are planning on arming their farmers with longbows.
Stability: average
Growth +8 13/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +6
Major Buildings: Stone walls(Big Island, Small Island, New Port) , warrior halls x3
current/base:
Workers 2/2
Crafters 3/4
Learning 1/1,2
transportation(land) 1/1
transportation(river) 5/5
Leaders: warrior nobles
Fighters: 1x warrior nobles(bronze spears/longbows/scale mail), 4x warriors(stone spears/bows), 3x hunter militia(stone spears/bows), 3x militia(stone spears/bows)
Actions 4:
more bison for farmers
craft longbows
craft longbows
craft longbows
Now the Bison hill traders have returned with the needed bronze they are starting turn it into spears. The work on crafting more longbows continues and the first of the new wells are being dug.
Stability: above average
Growth +8 19/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +3
The Sons of the dragon have convinced the tribe between them and the Felis to join them and are building roads connecting their new settlements to the rest of their nation. The Deer hunters have been rearming their army following the Battles for Rivermeet and the majority is now armed with bronze weapons and longbows. Their are talking about gaining control over the northern herds of the Bison Hill tribe so they can afford to train a larger army. They plan to do this by sending gifts of bronze tools and weapons from their new mine to convince the local leaders to join them.
Sons of the dragon(+10)
Neutral
working on: unknown others
has: dedicated leaders, unknown others
Deer hunters(+35):
Neutral
working on: bronze working(done) and large scale warfare(70), land reform(55), vassalage(35/200), short swords(done)
Has: longbows, dedicated leaders
Islanders(+60)
Friendly, faces regular raids by orcs.
working on: travois(70), apprentices(done)
has: trade stations, dedicated leaders, warrior halls, fishing nets, Cuneiform writing
Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
working on: permanent settlements(60/100)
Has: bands of hunter gatherers.
The tribe can do 5 tasks each turn, negative events happen if stats go below 0. The noble faction will take one action after the ones chosen by the players
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture
[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Flint, Rivermeet, Riverbend, Green Rock, Mid River
[task] Send missionaries
Cost 10 culture
Send a group of missionaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(3/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/5)
[task] Train priests(max 1 per 3 shrines(1), 3 settlements with missionaries(1) + 1 for house of the Gods= 1/3 trained)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements
[task] Study tales of past heroes
Study tales of the actions of the heroes in the past to find answers for today's problems.
Cost: 20 culture
+2 current learning
[task] conquest
Take control of the lands surrounding the tribe
Each time this task is taken more groups join(max 4 per time this action is taken).
results in a battle.
Targets:
Southern riverbank: the land along the great river under orcish control
The warriors think there are about 12 groups of orcs and 4 of those are warriors.
Eastern lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, 3 warriors, 4 hunters and 6 others.
Northern hills(near Green Rock) 1 warriors 2 hunters 4 others.
Cost: 1 current transportation to supply them
[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 4 per time this action is taken)
Targets: none
Cost: 1 current transportation to supply them
[task] Craft bronze spears
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: three groups gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft bronze short swords
DC 40: one group gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft longbows
DC 20: one group gets longbows
DC 50: two groups gets longbows
DC 70: three groups gets longbows
Cost: 1 current crafters
[task] Craft scale armor
The production of scale armor takes far longer then crafting a sword or spearpoint but will provide unmatched protection. gives +10 to the defense roll and requires 0/100 to make(if roll is over this it is used for the next set of scale armor)
costs 1 bronze, 1 current crafting
[task] Craft bronze arrowheads
Bronze arrowheads give archers +5 to their attack rolls
DC 20: one group gets bronze arrowheads
DC 40: two groups gets bronze arrowheads
DC 60: three groups gets bronze arrowheads
DC 80: four groups gets bronze arrowheads
Cost: 1 bronze, 1 current crafters
[task] Reform army
You can pick specializations for all warriors and nobles that do not have one.
[task] Patrol lands(max one per 3 groups of warriors/nobles)
Organize the nations warriors into patrols against bandits and orcish raiders.
+1 cohesion
[task] Train warriors - specialization
Trains a new group of warriors armed with bronze tipped spears and bows.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
Scouts(provide a +15 bonus to the scouting roll per group, max 50 per roll)
Cost: 1 base workers, 1 current crafters, 1 bronze
[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters
[task] build warrior halls
target: any
+5 to a single non combat military action each turn
Cost: 1 current workers, 1 current crafters
[task] stone walls
target: Mid River, Old town, Laketown
DC 20 wall bonus next turn DC 70 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
Cost: 1 current workers, 1 current crafters
[task] Hire mercenaries
Hire a group of mercenaries to fight for us
cost 8 wealth per group and you can hire as many as you can afford with a single action.
they fight as well as militia and are armed with stone tipped spears and bows
[task] Build fortifications - target region
Adds fortifications manned by our militia protecting the area from looters and raiders.
Cost: 1 current workers, 1 current crafters
[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers
[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers
[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers
[task] organize workers
Spend time to find more workers
+2 current workers
[task] Train crafters
Cost: 1 base workers
gives +0.6 base crafters, 1 more max build workshops
[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters
[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters
[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters
[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them
there are several kind of leaders and depending on the culture of the tribe one or more can be chosen.
If there are more then one type of dedicated leaders and there are more actions then the tribes rulers can control the leaders will form a faction taking over control of that action.
Warrior Nobles
Warrior Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors but will take of artisan actions to make sure they have the best weapons the tribe can make.
For each group of warriors a tribe has it can have a group of warrior nobles.
Hunter Nobles
Spend their time hunting and produce 2 food per turn but you can have one less hunting action.
Master Artisans
+0,2 base crafters, +0,1 base learning
You can have one group of Master Artisans per 2 groups of artisans a tribe has.
Priests
Give a bonus related to the tribes religion
Requires a house of the gods or locked worship gods action
+0,2 base learning
[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
[task] scout[target]
Write in target based on the map
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create outpost
valid locations: None
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.
cost 1 current workers
[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn
[task] Create new settlement[location]
valid locations:
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters, +1 growth per turn)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: settlement is created
DC 70: settlement starts with trails
cost 1 base transportation, 3 current workers, 2 current crafters
[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters
[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
cost 1 current workers
[task] Create roads at 300/300
The first roads are created by clearing a path wide enough for a travois and removing all obstacles like fallen trees from it.
It also includes log bridges to cross streams and prepared campsites for travelers.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 1 current crafters
[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls
[task] Connect tribes [write in target]
Improves relations(+10) and trade with other tribes by creating improved connections using roads and boats.
Both nations will get +5 more on a study project from trade stations.
Possible targets: none
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Collect teachers, create tools and prepare food to trade to the target.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation
[task] Trading station
Sends a small group of traders to live among a nearby tribe to collect goods to trade back home.
The owner gains +10 progress on a random tech the target owns or +2 growth if there is none
The tribe where the station is gains: +5 progress on a random tech of the owner of the station or +1 growth if there is none
Valid targets: Firal
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 base transportation
[task] Internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth
[task] Build market
Creates a place designed for trade.
+1 wealth per turn
Valid targets: Riverbend
[task] Grow flax (max 2 more)
Set aside part of the farmland for the growing of flax increasing the production of linen.
shared a max uses with farms.
cost: 1 base workers
+1 wealth per turn
[task] Seek union
Try to convince another tribe or to join ours.
Will require additional actions to complete the union.
Valid targets: Bison Hill, Islanders
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 30: get new actions to join the tribes.
DC 60: +5 relations
[task] Give gifts
Valid targets are the following tribes: Bison hunters, swamp dwellers, southern forest tribes ,Deer hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting
[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe
Valid targets: Deer hunters, Southern forest tribes
[task] Aid the Firal (target)
Write in one of the project they are working on, add the roll to that project.
[task] The great forge 10/200
Instead of a single smith working on a single item at once and producing it alone at the great forge a large number of smiths work together.
This provides an unmatched place for apprentices to learn even if they spread across our nation once their training is complete.
There are other benefits like the ability to share a single forge and specialist that produce the other parts needed for the items produced here.
Cost: 1 base crafters 1 bronze per turn
removes the 0.1 base crafters cost from plows and gives the artisan faction an action each turn.
Will get +20 each time the mines are expanded and +10 when bronze items are made or studied.
[task] Repair devastation
Repairs the devastated farms
+2 growth per turn
Cost: 1 current workers
[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None
[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed
[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+1 growth per turn
[task] Tend Orchards (max 1 more)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn
[task] More Farmers (max 2 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks
[task] More plows for farmers 4/7
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn
[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers
[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers
[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers
[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats
[task] More fishing boats(max 0 more, +1 max nets per 2)
+1 growth per turn
cost 1 base transportation(river)
[task] Craft fishing nets(max 2 more)
Nets made from flax ropes allow more fish to be caught by our boats.
cost will be lowered by 1 current crafting once flax is being farmed.
+1 growth per turn
-2 current crafters -0,1 base crafters
[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line
[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)
[task] Build trap line(max 0 more)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters
All research projects advance each year at the rate of 5* current learning
[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters
[task] Fund research
Provides funds to those having ideas that can help the tribe
Gives +1 current learning
Cost 10 wealth
[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn
[task] Teach our leaders to read
By teaching all our leaders to read we create a small group in the tribe that can store ideas in writing and learn from those that lived before them.
increases the cost of choosing dedicated leaders by 1 current learning and you gain an additional 0,1 base learning for each group recruited
Gain 0,5 base learning
cost: 3 current learning, Cost 1 current crafters, 10 wealth
[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100+10)
cost: 1 current learning
- Bronze shields 10/100
The production of scale armor will take far longer then crafting a sword or spearpoint but will provide unmatched protection.
When researched heavy infantry gets +5 to their rolls for defense.
unlocks:
Task craft Bronze shields
By covering our shields in a layer of bronze they can take more damage gives +5 to the defense of a group
DC 20: one group gets bronze shields
DC 50: two groups gets bronze shields
DC 70: three groups gets bronze shields
costs 1 bronze, 1 current crafting
- Land reform 80/100
Gives new options for land management
build fortified manors, +1 cohesion, max one per group of nobles
- Herding dogs 70/100
herding:
new growth boosting task for herding.
- Flax farming 100/100
Clothing is made from leather and woven plants but until now the plants being used are collected from the wild.
By producing them on our farms more clothing can be made.
Unlocks grow flax, costing 1 base workers and sharing max use with farming giving +1 wealth per turn.
- Scouting dogs 49/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs
- The orcs 79/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.
- Hunting grounds 30/100
The Firal are master hunters and have made changes to the forest around their camps to increase the amount of game. This includes hunting down all predators, prepared campsites and burning small sections of forest to provide clearings for food.
Will give +1 growth per turn and a action for 1 more usable twice.
@sunrise, two more questions:
1) is it intentional that flax farming doesn't use up base workers?
2)what sort of things can we specify for the project?
Major buildings like the House of the Gods, great library or the great forge or any other that a bronze age nation could build. Things like explore the great river and other long distance exploration expeditinos or integrate one of the smaller and/or friendly nations (Firal, Bison Hill, Islanders).
[x][project] build the great forge
[x][task] repair devastation
[x][task] organize workers
[x][task] stone wall [Laketown]
[x][task] stone wall [Old town]
[x][task] scout [great river]
So this plan continues working on walling up our settlements, and scouting the great river also helps complete another quest.
[x][project] build the great forge
[x][task] repair devastation
[x][task] organize workers
[x][task] stone wall [Laketown]
[x][task] The great forge 10/200
[x][task] scout [great river]
I do want the great forge to be worked on. So I'd rather we actually work on it this turn. Getting it done will be super helpful/important.
[x][project] build the great forge
[x][task] repair devastation
[x][task] organize workers
[x][task] stone wall [Laketown]
[x][task] stone wall [Old town]
[x][task] scout [great river]
trade from other tribes +X growth
current learning is 2: +10 all study projects
end of turn current regen: +1 Workers, +1 Crafters
add per turn income
Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
Stone walls: Rivermeet, Stonemeet, Riverbend, Green Rock, Heroes Rest, Flint, Old Town, Lake Town.
Towns: Riverbend and Rivermeet
shrines: Old town, Rivermeet
stability roll = 83, Stability: very High
Cohesion:
+04 base
+01 abstract tally
+01 Cuneiform writing
+02 Master artisans
+06 Warrior nobles
+02 Priests
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+00 for having a hero
+00 per admin hero(+2 each)
-24 settlements(3x8)
-01 outpost
=
+7
Tribes Status:
Stability: High.
Growth +12 36/50
8 bronze, +1 per turn
Wealth: 11, +2 per turn
Culture 41 +2 per turn
Cohesion: +7
Fighters: 3x warrior nobles(heavy infantry/bronze spears/bronze short swords)
1x archers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze)/bronze short swords)
1x heavy infantry(bronze spears/bronze short swords)
1x hunter militia(bronze spears/longbows)
2x hunter militia(bronze spears/bows)
Reforms adopted: bronze arrowheads, Volley fire(+10RA for archers) and Fortifications.
Heroes: None
After departing from Lake Town our explorers travel trough the Firal lands towards the down the passage in the cliffs and from there onwards to the camp below the waterfall. Here they build pair of canoes and travel downriver to the Necromancers the lands are empty once the last Firal hunting camp is behind our explorers with single stone houses surrounded by smaller farms with large gaps between each one along the river. The main Town looks impressive at first surrounded by stone walls and with a port on the river but it is a settlement in decline as the area in the walls holds gardens and small farms instead of the packed houses one would expect inside the walls. Talking to the Necromancers reveals that it once was the center of a Kingdom reaching all the way to the sea but a civil war had split the nation into several pieces.
The main cause of the civil war was about the use of human sacrifice to power necromancy is the easiest way to power spells and rituals but it seems to corrupt its users and some most powerful necromancers even use it to live forever at the cost of regular sacrifices. These necromancers are called liches and there are six of them ruling small kingdoms to the south fighting each other and the main Necromancer city for power and sacrifices. In the town human sacrifice is banned and they form a loose alliance backed by the Firal keeping the Liches away from their town.
Untill we arive the town was called simply The town as it was the only town the locals knew of but now it going to need a new name. The Necromancers are looking for other sources of power then sacrifices and the practice of killing and buring healthy animals to power spells is not something our priest and farmers will support. Some of the Necromancers want to travel to our towns and live there giving us access to their magic and other are asking for our help in fighting the liches.
[Necromancer town] Write in how our nation refers to it.
[Necromancy] Ban the practice
Trying to study necromancy has it risk and we might end up with liches in our nation so it is better to ban it and seek out other sources of magic.
unlocks the study of magical theory at 0/300, once complete we can try and create a magic not powered by sacrifices
[Necromancy] Allow necromancy based on animal sacrifice
Invite necromancers using animal sacrifice to live among us so their magic can help our nation.
+1 growth per turn from magical healing.
Adds actions for the creation of undead workers.
Adds a necromancy roll each turn with limited impact at first(only on a 1 or 100) but as the number of undead and necromancers in our tribe rises so does the impact of this roll
Unlocks the study of magical theory at 100/300, once complete we can try and create a magic not powered by sacrifices
Unlocks the study of undead warriors at 0/200, allowing the raising of undead for war.
[Necromancy] Ally with a Lich
One of the Lichs, know as the White Rose, has send a messenger with an offer for a alliance, in exchange for a manor and lands in our nation she is willing to teach us almost everything she knows excepting how to become a lich. This will give us a powerful hero but the sacrifices needed she needs to maintain her powers will cause problems
-2 growth per turn and -1 stability from sacrifices as long as White Rose lives
Gain the hero white rose that will take one action related to magic each turn.
Gain actions for the creation of undead warriors and workers.
unlocks the study of magical theory at 0/300, once complete we can try and create a magic new magical ritals.
The Firal will not allow us to enter their lands anymore.
After the fighting at the start of the civil war slowed down a decade ago fighting between the Liches and the Town has been limited both sides have build stone walls and are unable to deploy their full army on attacks. The town relies on miltia's and allied hunters that cant leave their homes for long enough to siege the walls of one of the Liches. The Liches fear betrayal if they leave their walls and need to stay to keep their undead workers active and their slaves from fleeing. Most of the fighting consist of raids between the Liches as they fight for resources among themselves.
[Aid] Send nothing
The fighting is far from our home and there is little need to interfere
low(3 or lower) rolls will lead to a Lich conquering the town.
[Aid] Send a group of skirmishers
A single group of skirmishers is what we can support long term as supplying a larger force trough the passage in the cliffs is not possible
-1 group of skirmishers available if there is fighting elsewhere, +5 relations per turn with the necromancers, +10 to study magical theory each turn
[Aid] Send bronze weapons
-1 current crafters -1 bronze
Town militia is armed with bronze spears
low(1) rolls will lead to a Lich conquering the town.
[Aid] Send both
A single group of skirmishers is what we can support long term as supplying a larger force trough the passage in the cliffs is not possible
Town militia is armed with bronze spears
-1 group of skirmishers available if there is fighting elsewhere, +5 relations per turn with the necromancers, +10 to study magical theory each turn
Back home our workers added stone walls to 2 settlements, Lake Town and Old Town and the last of the farms devastated in the war where returned to working order. The nobles ordered the creation of bronze arrowheads to equip all of our skirmishers and archers. The artisans are asking for the crafters that will work at the great forge to be send there to help build it instead of when it is completed.
[+20 to the great forge, 3 groups armed with bronze arrowheads, 2 towns have stone walls]
[great forge] Send the crafters now
Send them now
-1 base crafters, +50 to the great forge
[great forge] We need them to make weapons
the one base crafters needed for the forge will be paid when the forge is complete
the firal are the first try of a new mechanic of minor tribes these have several slowly completing projects instead of rolls
Firal:
Adopt longbows 30/100 +5 per turn, all hunters will be armed with longbows
New camp(Rapids) 14/100 +2 per turn, gives +1 per turn for gaining more hunters
Trained crafters 15/100 +5 per turn, gives +5 per turn to new camps and adopting longbows.
Firal mercenaries 80/100 +10 per turn(advisors and trading station), a group of Firal hunters joins our army as mercenaries.
Organization 30/200 +5 per camp per turn(+5) unlocks new options including one that allows the annexation of Firal camps.
There are 5 areas where there are Firal:
The rapids: 2x hunters, more hunters 14/100 +2/turn
East lake shore: 2x hunters, more hunters 14/100 +2/turn
West lake shore: 1x hunters, more hunters 12/100 +1/turn
Below the great falls: 3x hunters,camp, more hunters 26/100 +3/turn
At the passage: 1x hunters, more hunters 12/100 +1/turn
name: current quest, reward for completing quest / penalty for failing quest
Farmers: study wells, +2 growth / -
Crafters: expand copper mines 1 group gets armed with bronze arrows /
Nobles: Produce scale armor +20 to the roll / -
Traders: farm flax , weaving study project / -
Priests: have 3 groups of dedicated leaders(priest) , government becomes theocracy , 5 actions, +1 priest faction action, priest faction will do culture actions / -
Elders: have stone walls at all settlements +1 growth per turn / -20 to stability rolls until completed.
Leaders: finish study land reform +1 growth per turn / -
Faction actions/special bonuses:
Nobles faction takes one action after the players
The islander have reformed their army with all of their warriors armed as heavy infantry and all of their militia armed with longbows. They have a new king who is reforming their government into the feudal system we use.
Stability: average
Growth +9 22/50
1 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +6
Major Buildings: Stone walls(Big Island, Small Island, New Port) , warrior halls x3
current/base:
Workers 2/2
Crafters 2/4
Learning 1/1,2
transportation(land) 1/1
transportation(river) 5/5
Leaders: warrior nobles
Fighters: 1x warrior nobles(bronze spears/longbows/heavy infantry/scale mail), 4x warriors(stone spears/heavy infantry), 3x hunter militia(stone spears/longbows), 3x militia(stone spears/longbows)
Actions 4+admin hero:
build roads
bronze spears
Stone walls
trade with us for land reform
admin hero(age 20): study land reform
The bison hill tribe has create a group of scribes at their palace that maintain the records of their tribe. With the first of the new wells complete they are using them for a irrigation system to expand their farmlands.
Stability: above average
Growth +4 27/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +3
current/base:
Workers 2/2
Crafters 1/2
Learning 1/2
transportation(land) 2/2
Leaders: None
Fighters: 1x warriors(bronze spear/longbows), 5x hunter militia(bronze spears/longbows), 2x hunter militia(stone spears/bows), 3x militia(stone spears/bows)
Actions 4(has palace):
Collect more grain from farmers
bisons for farmers
plows
farming hero(DC 40 to survive): more farmers
learning hero(DC 20 to survive): trade for tech with us.
The Sons of the dragon are improving recently gained land near the Firal with additional walls and roads.
The Deer hunters have convince one of the herding outposts of the Bison hill tribe to join them and they are trying to convince another to join them.
Sons of the dragon(+10)
Neutral
working on: unknown others
has: dedicated leaders, unknown others
Deer hunters(+35):
Neutral
working on: bronze working(done) and large scale warfare(70), land reform(55), vassalage(35/200), short swords(done)
Has: longbows, dedicated leaders
Islanders(+60)
Friendly, faces regular raids by orcs.
working on: travois(70),
has: trade stations, dedicated leaders,apprentices, warrior halls, fishing nets, Cuneiform writing
Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
working on: permanent settlements(60/100)
Has: bands of hunter gatherers.
The tribe can do 5 tasks each turn, negative events happen if stats go below 0. The noble faction will take one action after the ones chosen by the players
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture
[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Flint, Rivermeet, Riverbend, Green Rock, Mid River
[task] Send missionaries
Cost 10 culture
Send a group of missionaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(3/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/5)
[task] Train priests(max 1 per 3 shrines(1), 3 settlements with missionaries(1) + 1 for house of the Gods= 1/3 trained)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements
[task] Study tales of past heroes
Study tales of the actions of the heroes in the past to find answers for today's problems.
Cost: 20 culture
+2 current learning
[task] conquest
Take control of the lands surrounding the tribe
Each time this task is taken more groups join(max 4 per time this action is taken).
results in a battle.
Targets:
Southern riverbank: the land along the great river under orcish control
The warriors think there are about 12 groups of orcs and 4 of those are warriors.
Eastern lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, 3 warriors, 4 hunters and 6 others.
Northern hills(near Green Rock) 1 warriors 2 hunters 4 others.
Cost: 1 current transportation to supply them
[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 4 per time this action is taken)
Targets: none
Cost: 1 current transportation to supply them
[task] Craft bronze spears
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: three groups gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft bronze short swords
DC 40: one group gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft longbows
DC 20: one group gets longbows
DC 50: two groups gets longbows
DC 70: three groups gets longbows
Cost: 1 current crafters
[task] Craft scale armor
The production of scale armor takes far longer then crafting a sword or spearpoint but will provide unmatched protection. gives +10 to the defense roll and requires 0/100 to make(if roll is over this it is used for the next set of scale armor)
costs 1 bronze, 1 current crafting
[task] Craft bronze arrowheads
Bronze arrowheads give archers +5 to their attack rolls
DC 20: one group gets bronze arrowheads
DC 40: two groups gets bronze arrowheads
DC 60: three groups gets bronze arrowheads
DC 80: four groups gets bronze arrowheads
Cost: 1 bronze, 1 current crafters
[task] Reform army
You can pick specializations for all warriors and nobles that do not have one.
[task] Patrol lands(max one per 3 groups of warriors/nobles)
Organize the nations warriors into patrols against bandits and orcish raiders.
+1 cohesion
[task] Train warriors - specialization
Trains a new group of warriors armed with bronze tipped spears and bows.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
Scouts(provide a +15 bonus to the scouting roll per group, max 50 per roll)
Cost: 1 base workers, 1 current crafters, 1 bronze
[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters
[task] build warrior halls
target: any
+5 to a single non combat military action each turn
Cost: 1 current workers, 1 current crafters
[task] stone walls
target: Mid River
DC 20 wall bonus next turn DC 70 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
Cost: 1 current workers, 1 current crafters
[task] Hire mercenaries
Hire a group of mercenaries to fight for us
cost 8 wealth per group and you can hire as many as you can afford with a single action.
they fight as well as militia and are armed with stone tipped spears and bows
[task] Build fortifications - target region
Adds fortifications manned by our militia protecting the area from looters and raiders.
Cost: 1 current workers, 1 current crafters
[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers
[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers
[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers
[task] organize workers
Spend time to find more workers
+2 current workers
[task] Train crafters
Cost: 1 base workers
gives +0.6 base crafters, 1 more max build workshops
[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters
[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters
[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters
[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them
there are several kind of leaders and depending on the culture of the tribe one or more can be chosen.
If there are more then one type of dedicated leaders and there are more actions then the tribes rulers can control the leaders will form a faction taking over control of that action.
Warrior Nobles
Warrior Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors but will take of artisan actions to make sure they have the best weapons the tribe can make.
For each group of warriors a tribe has it can have a group of warrior nobles.
Hunter Nobles
Spend their time hunting and produce 2 food per turn but you can have one less hunting action.
Master Artisans
+0,2 base crafters, +0,1 base learning
You can have one group of Master Artisans per 2 groups of artisans a tribe has.
Priests
Give a bonus related to the tribes religion
Requires a house of the gods or locked worship gods action
+0,2 base learning
[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
[task] scout[target]
Write in target based on the map
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create outpost
valid locations: None
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.
cost 1 current workers
[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn
[task] Create new settlement[location]
valid locations:
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters, +1 growth per turn)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: settlement is created
DC 70: settlement starts with trails
cost 1 base transportation, 3 current workers, 2 current crafters
[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters
[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
cost 1 current workers
[task] Create roads at 300/300
The first roads are created by clearing a path wide enough for a travois and removing all obstacles like fallen trees from it.
It also includes log bridges to cross streams and prepared campsites for travelers.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 1 current crafters
[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls
[task] Connect tribes [write in target]
Improves relations(+10) and trade with other tribes by creating improved connections using roads and boats.
Both nations will get +5 more on a study project from trade stations.
Possible targets:
Deer hunters: 1 current workers, 35/100 for road connection
Islanders: 1 base transportation(river) always successful.
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Collect teachers, create tools and prepare food to trade to the target.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation
[task] Trading station
Sends a small group of traders to live among a nearby tribe to collect goods to trade back home.
The owner gains +10 progress on a random tech the target owns or +2 growth if there is none
The tribe where the station is gains: +5 progress on a random tech of the owner of the station or +1 growth if there is none
Valid targets: none
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 base transportation
[task] Internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth
[task] Build market
Creates a place designed for trade.
+1 wealth per turn
Valid targets: Riverbend
[task] Grow flax (max 2 more)
Set aside part of the farmland for the growing of flax increasing the production of linen.
shared a max uses with farms.
Cost 1 base workers
+1 wealth per turn
[task] Seek union
Try to convince another tribe or to join ours.
Will require additional actions to complete the union.
Valid targets: Bison Hill, Islanders
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 30: get new actions to join the tribes.
DC 60: +5 relations
[task] Give gifts
Valid targets are the following tribes: Bison hunters, swamp dwellers, southern forest tribes ,Deer hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting
[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe
Valid targets: Deer hunters, Southern forest tribes
[task] Aid the Firal (target)
Write in one of the project they are working on, add the roll to that project.
[task] The great forge 30/200
Instead of a single smith working on a single item at once and producing it alone at the great forge a large number of smiths work together.
This provides an unmatched place for apprentices to learn even if they spread across our nation once their training is complete.
There are other benefits like the ability to share a single forge and specialist that produce the other parts needed for the items produced here.
Cost: 1 base crafters 1 bronze per turn when completed
Cost: 2 current crafters 2 bronze per building action
removes the 0.1 base crafters cost from plows and gives the artisan faction an action each turn.
Will get +20 each time the mines are expanded and +10 when bronze items are made or studied.
[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None
[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed
[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+1 growth per turn
[task] Tend Orchards (max 1 more)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn
[task] More Farmers (max 2 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks
[task] More plows for farmers 4/7
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn
[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers
[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers
[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers
[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats
[task] More fishing boats(max 0 more, +1 max nets per 2)
+1 growth per turn
cost 1 base transportation(river)
[task] Craft fishing nets(max 2 more)
Nets made from flax ropes allow more fish to be caught by our boats.
cost will be lowered by 1 current crafting once flax is being farmed.
+1 growth per turn
-2 current crafters -0,1 base crafters
[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line
[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)
[task] Build trap line(max 0 more)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters
All research projects advance each year at the rate of 5* current learning
[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters
[task] Fund research
Provides funds to those having ideas that can help the tribe
Gives +1 current learning
Cost 10 wealth
[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn
[task] Teach our leaders to read
By teaching all our leaders to read we create a small group in the tribe that can store ideas in writing and learn from those that lived before them.
increases the cost of choosing dedicated leaders by 1 current learning and you gain an additional 0,1 base learning for each group recruited
Gain 0,5 base learning
cost: 3 current learning, Cost 1 current crafters, 10 wealth
[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100+10)
cost: 1 current learning
- Bronze shields 20/100
The production of scale armor will take far longer then crafting a sword or spearpoint but will provide unmatched protection.
When researched heavy infantry gets +5 to their rolls for defense.
unlocks:
Task craft Bronze shields
By covering our shields in a layer of bronze they can take more damage gives +5 to the defense of a group
DC 20: one group gets bronze shields
DC 50: two groups gets bronze shields
DC 70: three groups gets bronze shields
costs 1 bronze, 1 current crafting
- Land reform 90/100
Gives new options for land management
build fortified manors, +1 cohesion, max one per group of nobles
- Herding dogs 80/100
herding:
new growth boosting task for herding.
- Wells 15/100
By digging wells we can get more clean water then we did before allowing towns to grow larger.
+1 max primitive irrigation
Allows towns to grow into cities(giving +1 faction action each but -3 cohesion and -5 growth per turn)
- Scouting dogs 59/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs
- The orcs 89/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.
- Hunting grounds 50/100
The Firal are master hunters and have made changes to the forest around their camps to increase the amount of game. This includes hunting down all predators, prepared campsites and burning small sections of forest to provide clearings for food.
Will give +1 growth per turn and a action for 1 more usable twice.
[X] [Necromancer town] Ritual Town
This is the best I could come up with
[X] [Necromancy] Allow necromancy based on animal sacrifice
This is the most beneficial choice and we can ban sacrifices altogether once we got magic theory finished and can find an alternative.
[X] [Aid] Send both
Losing an ally is bad so lets prevent that from happening while also boosting our research
[X] [great forge] Send the crafters now
Best to get this over and done with
For faction actions I don't know what would be best other than improving our economy and finishing up research. We may need to start thinking about developing anti-armor weapons though. A Maul (Wooden hammer) would be a cheap option for breaking undead bones, a Mace would be a good all-rounder yet would be expensive in the amount of bronze used, and a Warhammer would need less metal than a mace yet would be the most advanced out of the 3. So Tier 1-3 of blunt-force weapons. Alternatively an axe would be great, it has just enough heft to crush through armor yet needed minimal research, the drawback is that they are horrible in a duel against a skilled opponent since it has no hand protection so it will be very difficult to block and not have the enemy sword slide down the handle and slice the axe user's fingers. Used with a shield, however then they don't need to defend with the axe. The axe and shield combo would synergies really well.
[X] [Necromancer town] Ritual Town
[X] [Necromancy] Allow necromancy based on animal sacrifice
[X] [Aid] Send both
[X] [great forge] Send the crafters now
I agree with these choices, so for the tasks I am going for:
[X][task] stone walls [Mid River]
[X][task] Study tales of past heroes
[X][task] Teach our leaders to read
[X][task] Build market [Riverbend]
[X][task] Build shrine [Rivermeet]
The stone wall completes the elders' quest, and teaching our leaders to read has been on the agenda for a while (and we can afford it now)
@sunrise, how much does an action to build the great forge cost?
[X] [Necromancer town] Ritual Town
[X] [Necromancy] Allow necromancy based on animal sacrifice
[X] [Aid] Send both
[X] [great forge] Send the crafters now
[X][task] stone walls [Mid River]
[X][task] Study tales of past heroes
[X][task] Teach our leaders to read
[X][task] Build market [Riverbend]
[X] [Necromancy] Ban the practice
I am opposed to the practice of necromancy. Once it becomes widespread, there will be a perpetual temptation for rogue elements in our own society to indulge in human sacrifice and become incredibly powerful, along with a temptation for us to sacrifice human(oid) enemies for power. I recognize that the practice has benefits, but in the long run I don't think it's a good route to go down.
I don't oppose allying with the necromancers, but I oppose practicing it ourselves.
Alternatively an axe would be great, it has just enough heft to crush through armor yet needed minimal research, the drawback is that they are horrible in a duel against a skilled opponent since it has no hand protection so it will be very difficult to block and not have the enemy sword slide down the handle and slice the axe user's fingers.
I think you're overthinking it, inasmuch as many warriors throughout history used two-handed axes as weapons and presumably had ways of protecting themselves adequately. That said, a shield and a one-handed axe is a VERY popular combination.
The current cost where to high reduced them to:
Cost: 1 base crafters 1 bronze per turn when completed
Cost: 2 current crafters 2 bronze per building action