Vows of vengeance: a fantasy civ quest

Okay, one error I can see @sunrise The first sentence of the update says that the Elves of Stockholm are building a navy. Considering Stockholm is held by the Goblins, I think that's concerning... :p
This a valid plan sunrise?

[X] Plan Expanding and Purging Stockholm
-[X] [Additional Population] Second Pop is Elven at Hamar, Third is Half-Elven
-[X] [nobles] Always mounted
-[X] Send advisors [Trade Favour for Improved Hunters
-[X] Create a new settlement [Former Goblin Camp] [1 Elven Woodworkers, 1 Skilled Hunter, 1 Elven Skilled Hunter, 1 Skilled Farmer, 1 Tribesmen]
-[X] Negotiate [Elves at Copenhagen] [Southern Sweden Garrison assist with the attack on Stockholm this year]
-[X] Train warriors [Elven Tribesmen to Elven Warriors at Former Goblin Camp]
-[x] Move troops [2x Nobles, 1x Warriors, 1x Elven Warriors to Central Swedish Front THIS TURN ONLY]
-[X] Order front [Central Swedish Front to assault Stockholm with assistance of Warband Erikson and temporary reinforcements]
-[X] Study Woodworking [Faster Clearing of Fields, for example, by improving/creating a harness for oxen allowing them to assist in removing boulders, logs and stumps]

Make nobles our knight equivalents... which they were becoming already really... Send Advisors to boost the rate and quality at which they build their navy, found a settlement at the Goblin Camp because I want to also found at Stockholm, and it gives us an overland route to there from Oslo. Need to work at incorporating the Hunters of the North so we control the entire route sometime soon... Also, making this another mixed race settlement

The Study action is to see if we can reach 'Clear Fields action gives 2 cleared fields'... Or if not that, work towards it, seeing as famers with cattle now need 3 fields for optimal production. Which reminds me, once Stockholm's been cleared, we're going to need to do a LOT of 'improve production' actions...

Train Warriors to give our new settlement it's 'Minimum 1 Warriors per settlement'... Finally, negotiating with the elves to assist with the attack on Stockholm this turn, sending a bunch of troops to the Central Swedish Front for this turn only, and then ordering that Front to attack Stockholm with the Warband.
 
[X] Plan Expanding and Purging Stockholm
-[X] [Additional Population] Second Pop is Elven at Hamar, Third is Half-Elven
-[X] [nobles] Always mounted
-[X] Send advisors [Trade Favour for Improved Hunters
-[X] Create a new settlement [Former Goblin Camp] [1 Elven Woodworkers, 1 Skilled Hunter, 1 Elven Skilled Hunter, 1 Skilled Farmer, 1 Tribesmen]
-[X] Negotiate [Elves at Copenhagen] [Southern Sweden Garrison assist with the attack on Stockholm this year]
-[X] Train warriors [Elven Tribesmen to Elven Warriors at Former Goblin Camp]
-[x] Move troops [2x Nobles, 1x Warriors, 1x Elven Warriors to Central Swedish Front THIS TURN ONLY]
-[X] Order front [Central Swedish Front to assault Stockholm with assistance of Warband Erikson and temporary reinforcements]
-[X] Study Woodworking [Faster Clearing of Fields, for example, by improving/creating a harness for oxen allowing them to assist in removing boulders, logs and stumps]
Is the winning vote
 
Next post will be up tomorrow, the goblins up more of a fight then expected(they rolled with a 1D100+5 vs your 1D100+30 but still won several rolls).
 
The battle of Stockholm
The plan for the attack on Stockholm was simple, Leif Ericson would wait for the fighters from Norway, the elves from the south, hunters and scouts from hunters of the north and the dwarven warriors and would launch the attack once all had gathered at his camp at the lake. This force would be bigger, better trained and outnumber the goblins at Stockholm sadly this was not what happened this year.

the elves had send a warband of 60 men north lead by a young noble with two orders, join the attack and keep your force intact to defend the settlements in southern Sweden. His advance was a slow one with time taken to check for traps and ambushes and the news of his march reached the main goblin forces days while he was still days away. In response the goblins decided there only chance would be to attack and defeat both warbands facing them before they could unite.

The goblins knew where Leif's warband was and decided to attack him with all of the goblins in Sweden save a small group harassing and delaying the elves. The goblins managed to avoid Leif's scouts and got close his camp before one of the hunters spotted the approaching goblins. When the goblin charge reached the camp the warriors where still organizing and several warriors fought and died alone before
the suvivors formed groups that fought back to back. In the melee that followed the archers suffered heavy losses as our warriors regrouped.

As the battle continued Leif reorganized the fighters with a line of spearmen keeping the goblins away form the wounded and the remaining archers and the nobles launching charges where the goblins threatened to break the line. The goblins tried to break the line for several more minutes before retreating back towards Stockholm and the warband remained at its camp to threat the wounded before heading west to meet the men coming from Oslo.

The elvish force had spend a week skirmishing with the goblins until the dead of the forces leader lead to most of them return south. A small number of elves remained and fought a series of hit and run attacks in the following weeks.

After linking up with the troops from Norway the warband returned to Stockholm with a large force that included a group of dwarven warriors and several groups of hunters serving as scouts. Two weeks before they reached Stockholm goblins started to raid the warband once more but with thirty horsmen these raiders where repelled. At the battle of Stockholm the warband faced a depleted goblin force, the battles earlier in the year had lead to heavy losses that they where unable to replace. Leif ordered a advance of the shield wall supported by archers and kept the horsemen in reserve.

The result was a one sided defeat of the goblins with the horsemen chasing the handful of survivors as they fled. Stockholm and with it all of central Sweden was captured and it was time to talk about the aftermath. Besides plans to have more spears and fewer bows for our warriors what was decisions where made?

ours with 1d100+30, goblin with 1d100+5
sunrise: 1
sunrise rolls 1d100+30 = 52
sunrise rolls 1d100+5 = 97
sunrise: 2
sunrise rolls 1d100+30 = 68
sunrise rolls 1d100+5 = 88
sunrise: 3
sunrise rolls 1d100+30 = 82
sunrise rolls 1d100+5 = 98
sunrise: 4
sunrise rolls 1d100+30 = 33
sunrise rolls 1d100+5 = 68
sunrise: 5
sunrise rolls 1d100+30 = 70
sunrise rolls 1d100+5 = 67
sunrise: 6
sunrise rolls 1d100+30 = 94
sunrise rolls 1d100+5 = 61

Our bards are writing songs about the conquest of Sweden what do these songs focus on?
[bards] The leadership of Leif Erikson.
[bards] The help given by the hunters of the north.
[bards] The shield wall.
[bards] write in


The single meeting where the plans are made for the tribe is getting ineffective, how is this handled?
[govern] Local meetings
Each settlement holds its own meeting to make plans
The faction actions are spread over the settlements with mostly random actions taken.
gives one more faction action.
[govern] Keep the central meeting
Actions need to be taken to increase transportation.
Unlocks options to take over faction actions by the players
[govern] Make Leif Erikson our king
The tribe is ruled by a single king and his orders are carried out by the nobles.
Unlocks options to take over faction actions by the players
[govern] write in
Create a plan to rule the tribe

Actions will impact the society of the tribe and that will impact the actions taken by the factions.
The tribe now has a Legitimacy(decent) and centralization(low) values indicating the strength and trust in its government.
No actions this turn, next turn there will be a expanded list as the tribe feels its safe enough to focus on new projects.
 
breeding more oxen and horses for transport on land, training messengers, assigning ships and sailors to the job are ways to keep central control.
But with all three options you will need to expand the tribes transportation at least somewhat.
 
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[X] [bards] The help given by the hunters of the north.
[X] [govern] Keep the central meeting

Okay, going for these myself.

The Hunters of the North because that should help us get to the stage where we can integrate them into our tribe/nation/country.
Central Meeting because I like it... and I can already think of a few ways we can work on improving transportation.

There's developing Courier Ships, building a Large Ship or two for continuous transportation between regions, creating a mounted messenger corps...
 
The new actions
The new action list, you can take 6 actions this turn. The factions will take 2 to get the food the tribe needs and use the rest to increase food production.
One new addition is quarries, and you need one or a cut stone action for each action for a building requiring stone.
Elvish navy

The elves are planning to build 3 sawmills, a shipyard and 10 galleys.
One sawmill and the shipyard are done, the second is in progress and the elves spend 4 actions per turn on the navy.

[] Build sawmill
Builds a sawmill at Copenhagen for the navy
Cost 2 actions, 10 wood and 1 barrel of iron.

[] Send resources.
Write in the amount of iron/wood send limited to 40 wood per action.

[] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.

Diplomacy
[] Send gift
Sends a gift to a friendly group.
For targets see the The other know groups Informational post
Write in what you want to give them, this can include the result of other actions this turn.

[] Negotiate
Write-In who you want to talk to and what you want to talk about

[] Trade
Write in who you want to trade with and what you want to trade.

Resource collection
[] Log trees
Provides 15 wood.

[] Mine iron
Provides 3 barrels of iron

[] Cut stone
Allows an additional action requiring stone.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.

[] Train ironworkers
Trains a group of tribesmen into skilled miners and smiths.

[] Expand iron mines.
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
produces 2 barrels of iron per turn.

Animal husbandry
[] Raise sheep
Increases the amount of sheep the tribe has
Each group eats 2 grain and provides 3 food.

[] Raise cattle
Increases the amount of cattle the tribe has
Each group eats 3 grain and provides 5 food.

[] Raise Horses
Used by warriors and nobles and gives them +10 to combat rolls.
Each group eats 2 grain.
Max one per turn

Food production Improvements
[] Clear hunting trails
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.

[] Build fishing boats.
Costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.

[] Build a fishing ship
15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 3 cleared fields.

[] Create farming estate
Creates a large estate with a single leader.
Each farming estate increases the amount of food from farming by 3
cost 2 actions and one barrel of iron.

[] Train hunters
Trains a group of tribesmen into hunters.

[] Train fishers
Trains a group of tribesmen into fishers.

[] Train farmers
Trains a group of tribesmen into farmers.

Construction
[] Build a new armory
Builds a armory reducing the amount of actions the factions take by one
Costs 2 actions, 40 wood, stone and 4 barrel of iron
Allows an additional warband.

[] Dig a ditch and build a earthen wall around the village
Takes 2 actions and provides extra defences against attacks.

[] Build wooden walls.
Cost 20 wood 3 actions, improves defenses.

[] Build stone walls
cost 4 actions, requires stone and improves defenses.

[] Build houses.
Costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.

[] Build a sawmill
Provides 5 wood per turn and 1 wood per group of woodworkers.
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.

[] Build a quarry
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

[] Build ironworks
Cost 40 wood, stone, 4 barrel of iron, and 4 actions and reduces the amount of actions the factions take by 1/3 action.
Produces 2 barrels of iron per turn and improves the weapons of the tribe.

Economy

[] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.

[] Build tannery
Reduces the amount of actions the factions take by 1/3 action
Produces leather goods.

[] Train merchants.
Each merchant allows a single long term trade.

[] Build a market.
Cost 10 wood, Allows trading with friendly groups.


Religion
These actions increase the strength of the priest faction.

[] Build shrine.
requires 10 wood.

[] Build major shrine.
requires 20 wood and can only be build in a town with 20 groups that does not have one.

[] Build Temple complex.
Unavailable until the tribe has more priests and shrines.
requires 50 wood, stone, and 4+ actions.
Allows the training of clerics that can heal.

[] Train priests
Trains a group of priests, increases the happiness of the tribe.


Sailing
[] Send out the ships on a sailing expedition [Target]
Send the Lion out on a sailing trip
Targets are:
[Coast of Norway] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Build a new ship
15 wood and 1 barrel of iron.
holds 4 groups

[] Build a new large ship
cost 2 actions ,40 wood and 3 barrel of iron.
You can not have more large ships then groups of sailors
holds 6 groups

[] Repair a damaged ship
Costs 5 wood.

Military

[] Move troops
Moves up to 4 groups per action to a settlement/warband.

[] Order front
Gives orders to all fighters at a front.

[] Order warband
Gives a warband new orders, write in the orders

[] Form a warband.
Creates a warband consisting of fightere, sailors, ships and supporting groups that can be giving complex orders.
Max one per armory.

[] Launch a Raid [Target]
For each time the raid action is taken a single ship with 4 groups aboard joins. Targets are:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[Scottish minor village] Home of around 40 to 60 goblins, these are easy target but might not provide a lot of loot.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Orcish town] has between 30 and 50 orcs and about a 100 goblins has several herds of cattle and sheep.
[northern weser river] Here the elves fight groups of orcs and goblins that number around 70 to a 100.
[southern weser river] This part of the river is where the larger orcsish warbands are with groups numbering between 160 and 240.
[Write-In Target]

[] (Free Action) Send hunters on a Raid [Target]
Sends a ship with 4 groups of hunters on a raid. Targets are identical to 'Launch a Raid' Action.
Reduces passive hunting food production by 8 Food for the turn

[] Train warriors.
Trains a group of tribesmen into warriors(spears).

[] Train Archers.
Trains a group of tribesmen into warriors(longbows).
Cost 2 actions

[] Train swordsmen.
Trains a group of tribesmen into warriors(swords + chainmail).
Cost 3 actions

[] Train nobles.
Trains a group of tribesmen into warriors.
Cost 4 actions, will start with horses, chainmail and noble housing

Crafting
[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords will give the group +10 to combat.

[] Make Chainmail
Costs 5 barrels of iron, 2 actions and provides chainmail for a single group
Chainmail allows a group to ignore the first hit they take in battle.


Research
[] Build library
Creates a library to store the tribes knowledge.
Cost 2 actions, requires stone.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[Write-In] target

[] Study Woodworking
Unlocks new buildings, the production of items made of wood and upgrades for woodworkers.
[Write-In] target

Organizational
[] Create a new settlement [Target]
camp Erikson, this camp between Oslo and Bergen can be expanded into a settlement.
Stockholm, will create a harbor near the former goblin camp.
You need to conquer other settlement sites before you can use them.

[] Replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
The tribe will spend less time on meetings but more nobles will be trained.

Government
[] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.

[] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.

[] Give greater power to the nobles.
Delegates powers to the nobles making the tribe easier to rule.
The nobles become their own faction and will get one faction action each turn.

Transportation
[] Assign cattle
Assigns a cattle to transporting the tribes goods and people

[] Assign horses
Assigns a horses to transporting the tribes goods and people

[] Assign ship
Assigns a ship to transporting the tribes goods and people
 
All these new actions make me excited. Seems like we could up our knowledge base considerably. Also gaining a supply of clerics seems useful.
 
[X] [bards] The help given by the hunters of the north.
[X] [govern] Keep the central meeting

[X] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.
[X] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.
[X] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.
[X] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.
[X] Build a quarry
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

How does this look? Do we need more food actions? I like our proto republic and I want to reinforce it. Salt seems like a no brained and stone is the future.
 
[X] [bards] The help given by the hunters of the north.
[X] [govern] Keep the central meeting

[X] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.
[X] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.
[X] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.
[X] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.
[X] Build a quarry
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

Seems decent for now, but next turn we definitely need to look into improving food and transportation (again)...
 
As part of the ongoing rule changes:
The way the tribe grows is now when the tribe produces 3 food more per year then it eats a new group of tribemen will be added to the tribe.
upcoming changes include:
swapping wood/iron from a amount stored to mines/workers allow x action that use iron per turn(probably next turn).
some action will cost econ and the amount of econ available is based on the number of markets, sheep, salterns and other building under economy and small amount based on the tribes numbers(in 4 turns to give you some time to build up the economy.).
nobles/warriors have a econ cost per turn as upkeep.
 
[X] [bards] The help given by the hunters of the north.
[X] [govern] Keep the central meeting

[X] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.
[X] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.
[X] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.
[X] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.
[X] Build a quarry
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.
 
[X] [bards] The help given by the hunters of the north.
[X] [govern] Keep the central meeting

[X] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.
[X] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.
[X] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.
[X] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.
[X] Build a quarry
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.
Is the winning vote
 
Swedish victory
The main topic of the debates this year was about the goverment of the tribe and if changes needed to be made about how the tribe was run where it was decided that the tribe should increase its control of the more remote settlements. This was done by building a village hall at Oslo where scribes recored the decisions of the meeting and kept track of the plans for the year.
To coordinate the parts of the plan carried out at the other settlements a group of mounted messengers was formed to spread the plans and collect reports on what is happing in the other settelments.

A group of dwarves arrived at Hamar to thank the tribe for defeating the goblins in Sweden after they had heard about the victory from songs sung by visiting hunters. They brought 5 swords as a gift for our warriors.

The advisors send south to Copenhagen report that the first three galleys of elfish navy have been completed they are used to patrol the waters north of Copenhagen where they belief they can prevent goblins ships from reaching the baltic or their settlemtents in southern Sweden. Two more galley are under construction at the shipyard intended for the city of danzig to allow their warriors to reach the weser faster then when using the land route.

At Oslo there was far less bread for sale then in the years before as more and more farmers started raising cattle and new hayfields where added to feed the tribes livestock.
Oslo also started to importing food from the other settlements for the workers of the new quarry and saltern expansion.

[grain] We need large estates to grow grain.
The factions will create 2 estates each year for the next 3 years.
[grain] Clear more fields
The factions will clear 4 estates each year for the next 4 years.
[grain] There is no need to focus on grain production.
The factions will not focus on grain production.

Legitimacy:average
centralization:below average
Transportation:good land, none sea.

Factions:
Nobles and warriors
Strenght: High
Mood: high
Wants: more estates and healers for the warband.

Priesthood
Strenght:Very low
Mood: low
Wants: A temple complex

Visby townsfolk
Strenght:low
Mood: low
Wants: Create a merchant navy

farmers
Strenght:average
Mood: high
Wants: more grain.

The tribe can do 6 actions
The tribe has 2 wood, one iron and one stone for actions requiring those resources.

Elvish navy

The elves are planning to build 3 sawmills, a shipyard and 10 galleys.
two sawmills and the shipyard are done and the elves spend 5 actions per turn on the navy.

[] Build sawmill
Builds a sawmill at Copenhagen for the navy
Cost 2 actions, wood x2, iron.

[] Send resources.
Write in the amount of iron/wood send limited to 1 wood or iron per action.

[] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.

[] Give sailing ship
The elvish navy constist of large galleys but they can use a fast sailing ship to serve as a scout.

Diplomacy
[] Send gift
Sends a gift to a friendly group.
For targets see the The other know groups Informational post
Write in what you want to give them, this can include the result of other actions this turn.

[] Negotiate
Write-In who you want to talk to and what you want to talk about

[] Trade
Write in who you want to trade with and what you want to trade.

Resource collection
[] Log trees
Provides enough wood for one action

[] Mine iron
Provides enough iron for one action

[] Cut stone
Allows an additional action requiring stone.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.
provides wood 0.25

[] Train ironworkers
Trains a group of tribesmen into skilled miners and smiths.
provides iron 0.25

[] Expand iron mines.
Cost 10wood, 1 iron and reduces the amount of actions the factions take by 1/3 action.
produces 0.5 iron per turn.

Animal husbandry
All actions blocked because a lack of grain.
[] Raise sheep
Increases the amount of sheep the tribe has
Each group eats 2 grain and provides 3 food.

[] Raise cattle
Increases the amount of cattle the tribe has
Each group eats 3 grain and provides 5 food.

[] Raise Horses
Used by warriors and nobles and gives them +10 to combat rolls.
Each group eats 2 grain.
Max one per turn

Food production Improvements
[] Clear hunting trails
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.

[] Build fishing boats.
Costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.

[] Build a fishing ship
15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 3 cleared fields.

[] Create farming estate
Creates a large estate with a single leader.
Each farming estate increases the amount of food from farming by 3
cost 2 actions.

[] Train hunters
Trains a group of tribesmen into hunters.

[] Train fishers
Trains a group of tribesmen into fishers.

[] Train farmers
Trains a group of tribesmen into farmers.

Construction
[] Build a new armory
Builds a armory reducing the amount of actions the factions take by one
Costs 2 actions, wood x2, iron x2 and stone
Allows an additional warband.

[] Dig a ditch and build a earthen wall around the village
Takes 2 actions and provides extra defences against attacks.

[] Build wooden walls.
3 actions, wood for all actions improves defenses.

[] Build stone walls
cost 4 actions, requires stone for all actions and improves defenses.

[] Build houses.
requires wood, Improves the moral of the tribe, each build action provides houses for 5 groups.

[] Build a sawmill
Provides 0.5 wood.
requires wood and iron and reduces the amount of actions the factions take by 1/3 action.

[] Build a quarry
requires wood and iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

[] Build ironworks
Cost woodx4, stonex2, ironx4, and 4 actions and reduces the amount of actions the factions take by 2/3 action.
Produces one iron and improves the weapons of the tribe.

Economy

[] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.

[] Build tannery
Reduces the amount of actions the factions take by 1/3 action
Produces leather goods.

[] Train merchants.
Each merchant allows a single long term trade.

[] Build a market.
Cost 10 wood, Allows trading with friendly groups.

Religion
These actions increase the strength of the priest faction.

[] Build shrine.
requires wood.

[] Build major shrine.
requires wood and can only be build in a town with 20 groups that does not have one.

[] Build Temple complex.
Unavailable until the tribe has more priests and shrines.
requires wood, stone, and 4+ actions.
Allows the training of clerics that can heal.

[] Train priests
Trains a group of priests, increases the happiness of the tribe.

Sailing
[] Send out the ships on a sailing expedition [Target]
Send the Lion out on a sailing trip
Targets are:
[Coast of Norway] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Build a new ship
wood and iron.
holds 4 groups

[] Build a new large ship
cost 2 actions, woodx2 and ironx2.
You can not have more large ships then groups of sailors
holds 6 groups

[] Repair a damaged ship
Costs wood.

Military

[] Move troops
Moves up to 4 groups per action to a settlement/warband.

[] Order front
Gives orders to all fighters at a front.

[] Order warband
Gives a warband new orders, write in the orders

[] Form a warband.
Creates a warband consisting of fightere, sailors, ships and supporting groups that can be giving complex orders.
Max one per armory.

[] Launch a Raid [Target]
For each time the raid action is taken a single ship with 4 groups aboard joins. Targets are:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[Scottish minor village] Home of around 40 to 60 goblins, these are easy target but might not provide a lot of loot.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Orcish town] has between 30 and 50 orcs and about a 100 goblins has several herds of cattle and sheep.
[northern weser river] Here the elves fight groups of orcs and goblins that number around 70 to a 100.
[southern weser river] This part of the river is where the larger orcsish warbands are with groups numbering between 160 and 240.
[Write-In Target]

[] (Free Action) Send hunters on a Raid [Target]
Sends a ship with 4 groups of hunters on a raid. Targets are identical to 'Launch a Raid' Action.
Reduces passive hunting food production by 8 Food for the turn

[] Train warriors.
Trains a group of tribesmen into warriors(spears).

[] Train Archers.
Trains a group of tribesmen into warriors(longbows).
Cost 2 actions, woodx1

[] Train swordsmen.
Trains a group of tribesmen into warriors(swords + chainmail).
Cost 3 actions, ironx1

[] Train nobles.
Trains a group of tribesmen into warriors.
Cost 4 actions,ironx2 will start with horses, chainmail and noble housing

Crafting
[] Make iron swords.
requires iron and provides 5 swords
Equipping 5 warriors with swords will give the group +10 to combat.

[] Make Chainmail
requires ironx2, 2 actions and provides chainmail for a single group
Chainmail allows a group to ignore the first hit they take in battle.


Research
[] Build library
Creates a library to store the tribes knowledge.
Cost 2 actions, requires stonex2.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[Write-In] target

[] Study Woodworking
Unlocks new buildings, the production of items made of wood and upgrades for woodworkers.
[Write-In] target

Organizational
[] Create a new settlement [Target]
camp Erikson, this camp between Oslo and Bergen can be expanded into a settlement.
Stockholm, will create a harbor near the former goblin camp.
You need to conquer other settlement sites before you can use them.

[] Replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
The tribe will spend less time on meetings but more nobles will be trained.

Government
[] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.

[] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.

[] Give greater power to the nobles.
Delegates powers to the nobles making the tribe easier to rule.
The nobles become their own faction and will get one faction action each turn.

Transportation
[] Assign cattle
Assigns a cattle to transporting the tribes goods and peapole

[] Assign horses
Assigns a horses to transporting the tribes goods and peapole

[] Create a merchant navy.
Uses a ship and a group of sailors to create a merchant navy that will sell and buy goods.
+ 0.5 Economy
 
Okay, not really sure what I want to do this turn, though it probably includes creating the library and the necessary actions, setting up a merchant fleet and probably the first Grain option... Not sure what else. Oh! Probably moving the Warning to the Norwegian Front.

I do like the new system for resources sunrise. Simplifies things a bit whilst not losing out on needing to plan around your supply.

Can we still build up a reserve though? Or is it best to use as much as we can each turn?

That said, Night and I'll get round to responding/voting/working on the plan in the morning...

Nice to see this is back.
 
I do like the new system for resources sunrise. Simplifies things a bit whilst not losing out on needing to plan around your supply.
Can we still build up a reserve though? Or is it best to use as much as we can each turn?
Nice to see this is back.
You can not build up reserves, that would defeat one of the benefits of the new system: less to keep track of.
 
[X] [Grain] We need large estates to grow grain.
[X] [Plan] Improving the situation
-[X] Cut stone
-[X] Build library
-[X] Build library x2
-[X] Create a merchant navy
--[X] Visby Sailors, Ship: Cheetah
-[X] Train priests
--[X] Oslo Tribesmen -> Visby Priests
-[X] Order warband
--[X] Warband Erikson (Central Sweden Front -> Norwegian Front) (Push towards and past Bergen if possible, be cautious if greenskins are encountered)

This work for people?
 
[X] [Grain] We need large estates to grow grain.
[X] [Plan] Improving the situation
-[X] Cut stone
-[X] Build library
-[X] Build library x2
-[X] Create a merchant navy
--[X] Visby Sailors, Ship: Cheetah
-[X] Train priests
--[X] Oslo Tribesmen -> Visby Priests
-[X] Order warband
--[X] Warband Erikson (Central SwedenFront -> Norwegian Front) (Push towards and past Bergen if possible, be cautious if greenskins are encountered)

Works for me
 
[X] [Grain] We need large estates to grow grain.
[X] [Plan] Improving the situation
-[X] Cut stone
-[X] Build library
-[X] Build library x2
-[X] Create a merchant navy
--[X] Visby Sailors, Ship: Cheetah
-[X] Train priests
--[X] Oslo Tribesmen -> Visby Priests
-[X] Order warband
--[X] Warband Erikson (Central Sweden Front -> Norwegian Front) (Push towards and past Bergen if possible, be cautious if greenskins are encountered)
 
just delayed bit busy at work lately.
sunrise threw 1 100-faced dice. Reason: random event Total: 44
44 44
sunrise threw 3 100-faced dice. Reason: food production Total: 164
45 45 75 75 44 44
sunrise threw 6 100-faced dice. Reason: actions chosen Total: 339
72 72 81 81 45 45 18 18 58 58 65 65
sunrise threw 8 100-faced dice. Reason: other groups Total: 362
62 62 11 11 16 16 41 41 83 83 98 98 29 29 22 22
sunrise threw 4 100-faced dice. Reason: creating estates Total: 165
28 28 48 48 84 84 5 5
 
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