Results 61 to 90 of 150
Thread: Age of Man IC
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2010-06-28, 11:48 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
Gold is always good. Voern decides to share the secrets of Vitalian farming with the Audians.
Spoiler
20policewarrior-patrolmen.
5 doctors helping citizens.
111 farmers farming.
70 lumberjacks cutting wood.
30 miners mining Stone.
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2010-06-28, 12:13 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 13
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +20
Pig-Iron| +12
Food| +32
Wyrdstone| 0
Stone| 0
Population| -9
Births| +2
Housing| 0
Thralls| +57
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]
As yet another year comes to a close, your people rejoice at the glorious changes this year has brought. The near-by tribe had been tracked, stalked, and finally captured. Unfortunately not all their men could be gathered before the tribe got weary, and again your actions have led to many innocent deaths. But such is the way of economic growth in these trying times.
The Gee'Leians Scoff at your offer, and have yet to return this year.
Logging
SpoilerWith 6% of your population devoted to research you will complete Logging in 94 -7 years.
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| +28
Iron| 0
Food| +50
Stone| +12
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -4
Births| +10
Farm Value| .10
[/table]
As another year comes to a close, the year proves slightly more fruitful then the last. While you have continued to grow, so to have your neighbors, the Audians. The trade with the Audians went well. They now have a more stable food source, and you have much more gold then before. This year passes rather uneventfully. Those working on your blacksmithing research claim to be making progress, but cannot complete the task without much more reasources, or men, devoted to the cause.
Blacksmithing
SpoilerWith 12% of your population devoted towards research you will finish blacksmithing in 88 -7 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.
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2010-06-28, 03:02 PM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 90
Iron| 39
Pig Iron| 72
Food| 329
Wyrdstone| 32
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|5
2|2|6
2|3|7
28|4|8
12|5|9
8|6|10
6|7|11
8|8|12
10|9|13
7|10|14
5|11|15
2|12|16[/table]
Population: 381
Laughter filled Styrbjorn's longhouse as he and his men celebrated their latest conquest in true Bjarki fashion. The massive wooden tables had been brought out once more, and even now the men laughed, whooped, and hollered to one another as they ate their usual rich diet of fish, grain, turnips, onions, and more besides. As the men ate and drank, they shared tales of their latest captives taken.
One man, his face a large mass of fresh scars and braids freshly nicked with beads, imitated the girlish scream one of the barbarian warriors had made when an axe was buried into his gullet, shortly before his entrails spilled out. Another drummed his fists on his chest as he regaled his nearby companions with how he beat another man into submission, the two of them scrapping upon the ground until he eventually knocked the man unconscious in a neckhold so powerful the man was unconscious within three breaths.
Styrbjorn himself smiled as he walked betwixt the table, giving reassuring nods or pats to those that had particularly proven themselves. The master of scouts in particular had made a stunning shot- having fired a blunted arrow seemingly into the sun, only to have the spirits of favor and war guide it tip-first into the crown of the tribe's sorcerer.
Passing through the heavy wooden doors of the structure, he looked to the distant thrall-breaking grounds. Even now, the massive dirt pits used to break in new slaves were in use. Burlesque taskmasters, armed with knotted cords of animal hair, lashed the backs of men, women, and children in stockades. The captives were forced to run to the point of exhaustion, only to be thrown into filth-laden pits until they were eventually broken in spirit. Very few could survive the mental rigors of such a process.
And those that did were true Sons of Bjarki.
As the massive chieftain felt the cool kiss of the ocean breeze on his mangy form, he remembered the actions of the Gee'lei. They had scoffed at him, as if- only a decade ago- he had broken their backs! As if their 'mighty' leader had not been so quick to be cowed by the mighty form of the Jottunheim! By the great champion of Jormungandr!
The thought of being so casually disregarded made him seethe, but he kept his anger in check, looking to the distant camp of Skalds. They would help him in solving this slight against the honor of the Sons of Bjarki.
For if they could not, what use were they?
Spoiler179 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
60 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With twenty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.
30 Thralls will be digging in the new pig iron mine for precious metals, under the armed guard of ten of the Sons of Bjarki.
The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for additional magical creatures from the back of the longship, in search of magical creatures in the waters.Last edited by Gunther; 2010-06-28 at 03:02 PM.
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2010-06-28, 03:19 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
We should work more on Blacksmithing, so that our people can be safer, and work more easily! says Voern. And so it is. They will need more resources in order to this, so we shall give the people researching it what they need.
Spoiler
20policewarrior-patrolmen.
5 doctors helping citizens.
110 farmers farming.
30 lumberjacks cutting wood.
30 miners mining Iron.
37 men working on Blacksmithing, putting 25 Wood and Iron into it.
-
2010-06-28, 06:34 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 14
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +24
Pig-Iron| +12
Food| +115
Wyrdstone| +3
Stone| 0
Population| -12
Births| +1
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]
Another year closes, and on the horizon you see more then just the fading sun, and the stars of a twilight sky. You see hope, and you see proof. Hope for better things to come, and proof of your mastery over the land, and over your own reality. A new year is apon you, and it is with this last year that you look apon those who would call false on your leadership. It is with this last year you prove yourselves an established nation. It is with this last year you prove the Bjarki ready for the long haul!
Logging
SpoilerWith 6% of your population devoted to research you will complete Logging in 94 -9 years.
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| -13
Iron| -13
Food| +46
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -3
Births| +10
Farm Value| .10
[/table]
The new year is apon you quickly, and with it comes the feeling of triumph. Not just triumph over the land, and over yourselves. But triumph over time, and reality. It is with today, this comming year, that you prove not only to yourselves, but to the gods as well that you, the Vitalians, can and WILL survive.
Blacksmithing
SpoilerWith 16% of your population and 25 iron and wood devoted towards research you will finish blacksmithing in 84 -20 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.Last edited by DMBlackhart; 2010-06-28 at 06:34 PM.
-
2010-06-28, 07:13 PM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 114
Iron| 39
Pig Iron| 84
Food| 444
Wyrdstone| 35
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|4
2|2|5
2|3|6
28|4|7
12|5|8
8|6|9
6|7|10
8|8|11
10|9|12
7|10|13
5|11|14
2|12|15
1|13|16[/table]
Population: 369
Another year, and Styrbjorn could do little but smile to himself as he stared at what he had wrought. A decade and a half, and he had built an entire way of life. They had evolved from their howdahs to a town of tents and longhouses, and even now they were bringing in more and more with each passing day. Massive fields had sprung up from the sprawling colony, and as Styrbjorn watched on he could only smile as the last of the crops were being harvested and brought in.
With a heave-to the distant sounds of chopping wood could be heard. Timber was the lifeblood of the Sons of Bjarki, and though their "neighbors" seemed to have such an importance on stone, Styrbjorn found himself pondering just how he could use his newfound "Friends". The copse of trees had provided glorious amounts of pliable wood, and the fields had been lush with crops under the hands of his thralls. The Sons of Bjarki themselves had found plenty of wild creatures to hunt, although it was not always a success.
Perhaps these Gee'lei could be manipulated by their greed? Material things were easy to come by for the barbarians, and if Styrbjorn could get the precious stone he required in a quick fashion by simply giving them some of his excess wood...
Well, he didn't see too much of a problem with giving away something he had extra in exchange for precious slabs of stone. It was all just leading to the construction of his glorious, lasting city. With any good fortune, Styrbjorn might not even need that- their population was still growing, if not in leaps and bounds then surely enough.
Spoiler179 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
90 Thralls will once more continue the work of felling trees. More timber means that they will be that much closer to having the great city built! With thirty of Styrbjorn's warriors at their side for protection, this will hopefully mean a much more "motivated" work to getting the logs taken home.
The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for additional magical creatures from the back of the longship, in search of magical creatures in the waters.
-
2010-06-29, 01:32 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
Our food stockpiles are good... And we should continue Blacksmithing research. Hopefully this year will pass peacefully
Spoiler
20policewarrior-patrolmen.
5 doctors helping citizens.
107 farmers farming.
50 miners mining Iron.
47 men working on Blacksmithing, putting 25 Wood and Iron into it.
-
2010-06-29, 02:09 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 15- Over the Hump
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +36
Pig-Iron| 0
Food| +115
Wyrdstone| +1
Stone| 0
Population| -4
Births| +2
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]
Finally, all your work has paid off. Your civilization is set firm, and well established. Now all that is left is to kick back, enjoy life, and conqur the world.
Logging
SpoilerWith 6% of your population devoted to research you will complete Logging in 94 -10 years.
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| -25
Iron| -5
Food| +60
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| -4
Births| +8
Farm Value| .10
[/table]
Finally the year has ended. You have proven to all those who you'd doubt you that you are here to stay. Your civilization is finally stabilised, your future looks bright!
Blacksmithing
SpoilerWith 21% of your population and 50 iron and wood devoted towards research you will finish blacksmithing in 79 -25 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.
Alright so, the following turns will be at a 1 turn = 20 years interval. So, looks like things will start picking up. Thanks to multiple elements, such as more cities, cities expanding faster, and just over-all time lapse there will be a number of very interesting random events that will strike you at anytime fate deems worthy. So a tip to all you rising nations out there, don't build your empires at the base of a volcano.
-
2010-06-29, 03:16 AM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 150
Iron| 39
Pig Iron| 84
Food| 559
Wyrdstone| 36
Stone| 25
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
Children [Common Beasts]|6
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
{table=head]#Babies|Year Born|Years until work
7|1|3
2|2|4
2|3|5
28|4|6
12|5|7
8|6|8
6|7|9
8|8|10
10|9|11
7|10|12
5|11|13
2|12|14
1|13|15
2|14|16[/table]
Population: 365
This was it. A solid decade and a half had pasted, and the Sons of Bjarki had prospered in the meantime. Even as the warriors helped train the youngest lads, work was still ongoing. Women that had once worked to carve animals into crude furs now began the art of cooking. A rich diet had taken the place of nuts and berries and wild game, a diet complete with fish and even a handful of spices grown amongst the fields.
The sea of tents about the village had provided shelter to the thralls in their day-to-day work. With the longhouses to supplement these tents with more luxurious shelter, the beginnings of a larger, more glorious society had arisen. With granaries swelling to overspilling with food and the beginnings of crude thatch-roofed warehouses, architecture was in its crudest, but most pure, form. Function was the sole factor in this society, and though they had little artwork to show for it, they were all the stronger- battle was their art, the battlefield their canvas, and their weapons and military might the paint and brush they used to create untold works of glory.
Even against mythical beasts, the Sons of Bjarki were resolute. Their latest hunt had yielded a small warband of kobolds. Kobolds that, though clever, had quickly fallen to the vicious warrior-slavers. Their blood had flowed quickly and freely, and had quickly been used to provide the latest of the wyrdstone. The Skalds had been so lost in their research that Styrbjorn had not cared too much, but had kept his eyes towards the prize- ensuring that they now had sufficient stone to aid their work.
Spoiler175 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
90 Thralls will end their work on felling timber. The need for wood for the Sons of Bjarki has come to an end- now is the time where they must quarry stone! As such, the timber worksite will be relocated to the quarry, with the standard thirty Sons of Bjarki standing watch over the workers. Once there, they will begin mining stone and preparing to move it back to the village after the two decades are up, allowing for a hefty sum of stone to be mined continuously.
The remaining thirty of the Sons of Bjarki will accompany Styrbjorn on a hunt for additional magical creatures from the back of the longship, in search of magical creatures in the waters.
-
2010-06-29, 07:28 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Turn 19:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
We'll have to continue getting resources as we have been. Good, good.
Spoiler
20policewarrior-patrolmen.
5 doctors helping citizens.
120 farmers farming.
50 miners mining Iron.
30 men working on Blacksmithing.
-
2010-06-29, 07:54 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 35
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| 0
Pig-Iron| 0
Food| -150
Wyrdstone| +1
Stone| +364
Population| +177
Housing| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]
Two decades have passed, your civilization shows great promise. Unfortunately famine struck during these years. Was it the winter seasons? Was it just poor planning? Or was it an act of the gods? Regardless your people had produced less food then they had hoped, an unavoidable circumstance you must try to push past.
Wyrd stone gathering has become startling low. The amount of magical beings in the area have grown unnaturally small.
Logging
SpoilerWith 6% of your population devoted to research you will complete Logging in 94 -30 years.
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| 0
Iron| +200
Food| +390
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing| 0
Population| +382
Farm Value| .10
[/table]
Three and a half decades. Your small village is growing well. Food is comming in plentifully, reasources are being gathered, and peaceful relationsare held with your fellow nations. This year has been a glorious one.
Blacksmithing
SpoilerWith 21% of your population and 50 iron and wood devoted towards research you will finish blacksmithing in 79 -45 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.
Jokasti, please list your population outside of the bundle of spoilers. It will make it a little easier on me, thanks again.
-
2010-06-29, 08:12 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Turn 19:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225
Turn 20:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
Current Population: 607
We've grown strong these past 15 years, but we need to diversify our portfolio.
Spoiler
50policewarrior-patrolmen.
12 doctors helping citizens.
150 farmers farming.
60 miners mining Iron.
60 men cutting Wood.
60 miners gathering Stone.
60 men gathering Oil.
60 men gathering Dye.
60 men working on Blacksmithing.
30 men building houses for the population boom.
-
2010-06-29, 09:33 PM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 150
Iron| 39
Pig Iron| 84
Food| 409
Wyrdstone| 37
Stone| 389
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 2
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 542
Twenty years. Twenty years had passed by, and as Styrbjorn reached up to touch his graying beard, he felt the same wind he had felt as a young lad whip across his skin. Fifteen years had taken a toll on him. Another twenty? Styrbjorn could feel himself beginning to fall deeper into the clutches of an eternal sleep. To be frank, the thought terrified him- after all this time, after all this effort, they had finally reached a steady culture, only for Styrbjorn's time on this mortal world to be coming to an end.
It just didn't seem right. Why should the Jottunheim, the great Chosen of Jormungandr, depart this mortal world with so much left to do? Pondering to himself, he realized that there was only one way to keep his time to the mortal world, and it was not one he relished considering. It would require him to be indebted, and as he looked to the sprawling training grounds helping to raise the latest of the Sons of Bjarki's fighting men. The gray-bearded veterans drove the young boys with vicious tenacity, and it made his aging heart swell with pride to watch his own son amidst the training youths.
Born within the last decade, the young boy- named Jotnar after the world of the Jottunheim- had shown all of the characteristics of his father. His strength, as he battered thrall pit fighters with his bare knuckles. His size made him tower over his fellows, and eye-height with his instructors even at his young age.
As the young man took a knotted rope to the back, he barely staggered, even though it struck with enough force to leave a welt. Styrbjorn's keen eyes twinkled with pride as he realized that he was leaving his people in the hands of a strong, capable young man. But still...he did not want to leave this world.
Not yet. There was still one last, glorious conquest left within the graying chieftain's mighty spirit, even if he had to drag his flesh along with him to that final conquest.
Spoiler175 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
90 Thralls will end quarrying to return back to camp to begin massive construction efforts with the abundance of stone. They shall construct two great things- a massive stone drydock to allow for the construction of truly massive longships in the future, and a temple to the great Jormungandr, resplendent in stone to try and appease the great World Binder.
87 Thralls will resume the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!
40 Thralls will remain in camp to begin construction on three additional longhouses, using both the current stockpile of timber and what will be coming in to fortify their income.
The remaining ninety of the Sons of Bjarki will accompany Styrbjorn on a hunt for something unlike any other. This is the season of blood! This is the time of Styrbjorn's greatest conquest- a final Great Hunt, one where the mighty chieftain shall hunt for something greater than ever before: The secret to extending one's vitality without reliance on mutagenic wyrdstone.
-
2010-06-30, 05:57 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 58 +23 years....
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +57
Pig-Iron| 0
Food| -162
Wyrdstone| 0
Stone| -59
Population| +45
Housing| +3
Constructions| +2
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]
Years had passed, and with it you've seen the completion of your drydock. Although not mighty, or imposing, it would prove beneficial to future projects. The over-all constructions however is hurting the coastal wildlife, lowering the fish quantity in the area slightly.
Stybjorne and his team still remain away from their civilization, having yet made gaurenteed success on their mission, however there was still time.
More food loss was seen this year. It seems you'd need to expand your work-force on food if your to meet demands.
Constructions
Spoiler
- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
Logging
SpoilerWith 6% of your population devoted to research you will complete Logging in 94 -53 years.
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| +70
Iron| +120
Food| -277
Stone| +120
Gold| 0
Oil| +120
Dye| +120
Housing [Good]| +10
Population| +76
Farm Value| .10
[/table]
Many more years have passed, seeing your civilization nearing expansion. Little has been completed in the long run. Many houses were built, turning your pitiful village into a sturdy town! Your research on blacksmithing is near completion, and with a slightly larger population devotion, you are certain you can have a breakthrough early next year.
however this year was not without it's hardships. Food loss was eminate, although housing has been taken care of too many on the streets saw some good men die.
Blacksmithing
SpoilerWith 21% of your population and 50 iron and wood devoted towards research you will finish blacksmithing in 70 -68 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.
-
2010-06-30, 03:29 PM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 207
Iron| 39
Pig Iron| 84
Food| 247
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 5
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 587
With Styrbjorn and his men having departed for now, the control of the camp had been left to the young man now seated at the throne his father once inhabited. Jotnar had not reached the full size of his father yet, but had come quite close. Even now he towered over most of the massive, stiff-backed men within the hall.
It was an obvious fact to the Sons of Bjarki still present that this young man, situated upon the throne of his father, was the rightful inheritor of the throne. Even the Skalds, scattered amongst the sea of warriors and glowing dimly with their tattooed forms, could recognize this fact. The young man had risen to the necessities of leadership just as his father had, and all who now stared at the young man clad in bear fur could not deny this fact. From his hard-set jaw scarred from fighting, to the taut muscles along his large body, the giant-yet-growing Jotnar had been raised by a strong mother and weaned upon the conquest of the Bjarki. He, alongside those of his fellow youngbloods that now dwelled within the massive longhouse, had been raised upon stories of conquest. Tales of their great raids upon magical beast and barbarian alike had served as lessons, the great tales of the Jormungandr serving to inspire them with the righteousness of their cause.
All looked to the young man expectantly, awaiting his first decree.
"I shall not bore you with meaningless words and idle banter." The young man said as he gestured to the men before him, his left hand sweeping across the warriors- the subtle gesture, which favored none, not lost upon them.
"Rather, I will say this much- I am my father's son, and that is what you shall expect of me. I shall lead us into the same prosperity as we have always expected- a new era of wealth! Even as we lay the foundations of the great city down, we still have enemies to beware of. There are still those that would seek to drive us back to our caves and our howdahs, where they can better control us."
A pointed glance was given to the Skald Jarl, the lean, ashen-faced man keeping his expression neutral. His body had withered to the bone, and even now his mouth was full of teeth fashioned from pure wyrdstone, the mutagenic nature of the stone having corrupted his flesh. His veins bulged from his skin like black cobwebs, and his knees had inverted in such a way as to remind the men present of some sort of insect. Not that any would dare accuse him of being such- his power had grown considerably, and even as he watched the young man, those warriors near the Jarl had taken a step back from the hair-raising intensity that radiated from the Runesmith.
"Yet we are the Sons of Bjarki, and when our grand city is finally complete, we shall truly prove our tenacity to survive! So bear with me once more, for all we yet require is additional food from the fields! When the last harvest of grain is collected, we shall begin a project unlike any other!"
Spoiler300 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
87 Thralls will resume the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!
40 Thralls will remain in camp to begin construction on three additional longhouses, using both the current stockpile of timber and what will be coming in to fortify their income.
The remaining hundred of the Sons of Bjarki will accompany Styrbjorn on a hunt for something unlike any other. This is the season of blood! This is the time of Styrbjorn's greatest conquest- a final Great Hunt, one where the mighty chieftain shall hunt for something greater than ever before: The secret to extending one's vitality without reliance on mutagenic wyrdstone.
-
2010-06-30, 03:45 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Turn 19:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225
Turn 20:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]
Turn 21:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
Current Population: 683
(((Does my farm value go up by .10, or is it still .10?)))
With our growing population, we'll have more mouths to feed, so we'll need to invest more people into our farms. We should also continue trading with the Audians.
Spoiler
50policewarrior-patrolmen.
19 doctors helping citizens.
250 farmers farming.
60 miners mining Iron.
60 men cutting Wood.
60 miners gathering Stone.
60 men gathering Oil.
60 men gathering Dye.
30 men working on Blacksmithing.
30 men building houses for the population boom.
Trade with the Audians: 40 Oil and Dye.
-
2010-06-30, 06:18 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 58-80
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +56
Pig-Iron| 0
Food| +610
Wyrdstone| 0
Stone| 0
Population| +10
Housing| +3
Constructions| 0
Thralls| 0
Farm/Fishing Boat Value| .08
Mining Value| .02
[/table]
Yet you see another year pass, and there has still been no sign of the mighty Stybjorn and his hunting party. It seems hopeless at this point, when a lone messenger returns to your camp. The lone survivor is of Stybjorne's party. The man bares ill news, about how he was seperated from stybjorne and the others. Although it is not hopeless that the mighty warrior still lives, the expedition he set forth is all but lost. The messenger claims enough memory to be able to progress future expeditions more efficiantly.
The eightieth year sees much growth among your people. Many boys become men, many slaves die, and much progress is made. Your people are just on the precipise of their first century. The Bjarki, a century old... A wonderous thought indeed.
The men who so long ago devote their time to Logging had made woeful progress until now. With so much going on, your progress was halted. However with enough reasources put towards it you can see it done by the dawn of next year. Eitherway your certain the technologies presented to you now are sufficiant to increase logging production.
Constructions
Spoiler
- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
Logging
SpoilerWith 6% of your population devoted to research you will complete Logging in 94 -75 years.
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| 0
Iron| +80
Food| -133
Stone| +80
Gold| 0
Oil| +40
Dye| +40
Housing [Good]| +8
Population| +52
Farm Value| .10
[/table]
Much has happened in the passing years. Your people's tireless work to uncovering the ideals behind Blacksmithing proved fruitful. As well housing was going well. Unfortunately you are unable to craft enough houses to situate every citizens. However it seems the mock "poverty" phases your population little. With doctors on hand and sufficiant food to care for the populace people have yet to become aggrivated by the poor living conditions. This may soon change.
The Audians, whom you had yet to visit in years, have shown amazing progress. Even now they flaunt their glorious temples devote to a single, glorious God. A group of Missionaries have visited Vitale in the later years to spread the teachings. Whether this violates your code of laws is up to you. The audians also have shown amazing progress in literature and music. Instruments, Theather, and Writing have all been realised in the capitol. Just as well the Audian leader, a fair-haired women of eloquence and grace, has come to you with an offer. A treaty to ensure alliance should either party require the others aid in times of war and hardship. Be Weary before signing the Treaty for it can prove has crippling as it will beneficial.
Blacksmithing- Done
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.Last edited by DMBlackhart; 2010-06-30 at 06:19 PM.
-
2010-06-30, 06:45 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Turn 19:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225
Turn 20:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]
Turn 21:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]
Turn 22:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|331
Food|274
Gold|144
Iron|496
Dye|161
Oil|170
Housing(good)|37
Farm Value|0.10[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader: King Voern the Just.
Start Location: Plains
Current Population: 735
Vitale has no problem accepting the Missionaries: each and every religion is free to be practiced so long as no one is hurt. To ensure that the feelings remain positive, Voern agrees to the Treaty. He will need to commission more soldiers to be ready in case Vitalia or Audia needs them. With Blacksmithing research complete, he decides to set his people once more on their farms so that they can produce more food on less land.
Spoiler
100 warriors.
25 doctors helping citizens.
300 farmers farming.
50 miners mining Iron.
100 men cutting Wood.
100 men working on Irrigation.
60 men building houses for the population boom.
Did I get no Gold last turn from trade?
Last edited by Jokasti; 2010-06-30 at 07:24 PM.
-
2010-06-30, 08:42 PM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 263
Iron| 39
Pig Iron| 84
Food| 857
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 8
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech|Level
Large Animal Taming|1
Rune Magic|1
Shipworking|1
Agriculture|1
Weapon Forging|1[/table]
Population: 597
Jotnar couldn't help but feel proud of the way his father had gone. Leading a warband of a hundred warriors on an impossible quest, one that was sure to lead to glorious conflict against a seemingly implacable foe. Not that all of the Sons of Bjarki had gone that way- most of the veteran warriors had departed into the woodlands to seek death at the hands of some magical beast, or challenged each other to duels to the death.
It was an appropriate death mechanism for the tribe, really. A violent way to shed excess weight upon the community, for the community's betterment. Contrary to the way of his father, Jotnar did not have to confront himself with limited labor. Their numbers were growing with each season, as evidenced by the massive longhouses having cropped up over the last few years. With their granaries stretching several floors and still full to bursting, the Sons of Bjarki could do with...more. Even as Jotnar looked over the sprawling expanse of people, he knew that his warriors needed more armor and weapons, that his thralls needed more food and shelter, and the Skalds...the Skalds always wanted more of their precious mutagen.
Just thinking of the Skalds seemed to invoke their presence. Their leader, the seemingly immortal mutant Jarl, was a loose end. His seemingly infinite power over Rune Magic had cowed many of the younger skalds, and his mutations had not rendered him an insane and violent creature like others. He had retained his sanity through the flesh change.
And that concerned Jotnar quite rightly.
Spoiler250 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
87 Thralls will resume the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!
60 Thralls will work on resuming the pig iron mining effort under the watch of twenty of Jotnar's mighty warriors. With their tents and their precious goods, they shall make a mighty amount of pig iron to be wielded later on!
30 Thralls will begin construction on a large, fortified wooden barge. The barge will be armed with a pair of catapults on its flat forward deck, as well as a pair of massive crank-wound nets to help harvest fish...or to transport slaves taken at sea.
Eighty of the Sons of Bjarki, led by their new leader Jotnar, will go on a glorious hunt for additional, smaller tribes to assimilate and additional thralls to take!
-
2010-06-30, 10:38 PM (ISO 8601)
- Join Date
- Feb 2009
- Gender
Re: Age of Man IC
The Republic of Palandril
The Plains of Cardeen
SpoilerThe Republic of Palandril
Athenian-Style Direct-Democracy
Spoiler
Resources:
{table=head]Resource|Amount
Wood| 0
Stone | 0
Metal| 0
Food| 200
Gold| 0
Wool| 0
Copper| 0
House (good)| 40
City Wall (stone)| 1
Fine Wool Clothes|1000
[/table]
Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]
Population Distribution
{table=head]Class|Number
Total | 600
Non-Citizen| 240
Citizen | 300
Warrior| 30
Bureaucrat | 24
Philosopher | 6
[/table]
Resource Sites
{table=head]Location| Value
Forest (2)| .20
Stone Deposit| .10
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]
The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.
Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.
The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.
Class structure:
Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.
Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.
Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.
Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.
Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.
Years 0-20 - The Age of Survival
The tribes gradually begin to expand their borders around their tribal heartland in the pseudo-city of Palandril. They establish a network of farmlands around the central city and probe the wilderness for valuable resources. Some communication with local tribes is made, most ignore the growing Republic of Palandril. The first, earliest universities of Palandril are constructed in the central city, and sages begin to explore the mysteries of Earth. Primitive, shamanistic religions are formed. Very basic shelters are constructed. Stone is gathered to aid in constructing the city, as well as wood and enough food to develop a surplus for hard times.
Years 21-40 - The Age of Unity
The city has consolidated itself into a viable political force in the region. It's simple, direct democracy and town-hall style of organization has created a society where all voters (about one quarter of the society) are valued equally, although bureaucrats have emerged to handle the waywork of administrating public policy. The city expands with more complicated stone buildings, attempting to ensure adequate housing and some merit of defense. A simple stone wall is built around the city accompanied by a log bulwark in an attempt to separate civilization from the wilderness. Small bands of guardsmen-warriors patrol. Luxury items like copper and wool are gathered for use in jewelery and clothing and for the esoteric scientific experiments of city Universities. Coal is gathered as a heat source, although in no great abundance.
Years 41-60 - The Age of the City
With the construction of the city wall and more stone and wood buildings within, the city now provides many of the products and services of an ancient commercial city. Research into coinage has developed commerce and an economic system within the Republic. The city University system has expanded, and more resources are being poured into research, as brilliant philosophers plan the use of networked roads between resource-gathering sites, which are beginning to be exploited. Philosophers also plan the construction of tools, although that seems far off. Barbarian tribes have all either joined the city, or faded into obscurity. Copper is mined in greater amounts, as well as heavier metals which elder philosophers intend to find uses for, eventually.
Years 61-80 - The Age of Invention
The city begins devoting more and more of its resources into invention and cleverness, actively shifting its goals towards the production of tools which can maximize it's mining efficiency. Other research, including the road network, are on the sidelines, although they will come in time. The existing commercial networks allow the investment of gold into the system to accelerate the process. Extending their commercial instincts outward, citizens also begin to coerce the last remaining neighboring tribes with wool clothes if they swear to live and work for Palandril. Meanwhile, the scholarly heads of university continue their instruction and research with young and old citizens alike.
Spoiler
600 workers
275 farm
95 mine stone
50 cut lumber
25 harvest wool
50 mine metal
50 mine copper
50 conduct research on Sophisticated Tools
-40 wool
-50 copper
-150 metal
-100 gold
5 merchants bring 200 sets of clothes each to neighboring tribes, attempting to entice tribesmen to join Palandril City as non-citizens.Last edited by Mashimoto; 2010-07-01 at 12:08 AM.
-
2010-07-01, 08:43 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 80-100- 2nd Century!
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +6
Pig-Iron| +80
Food| -190
Wyrdstone| 0
Stone| 0
Population| +29
Housing| 0
Constructions| +1
Thralls| +16
Farm/Fishing Boat Value| .10
Mining Value| .02
Logging Value| .10
[/table]
Time has taken it's toll. Young Joten has become a man, and Stybjorne a thing of legend. However the Bjarki still remain dominant, having, in only a short 100 years, turned what was a peaceful coast into a thriving city!
Much has occured this year, your fishers and farmers brought back slightly less food this year, partially due to drought, but mostly due to lack of numbers. However the dent put in your food was not enough to deplete it, only a minor set back in your eyes.
The end of the year saw completion of a massive assault barge! Lined with a number of nets, and manned with two sturdy catapults, the barge is capable of ranged raids on coastal areas, and improved fishing capabilities.
Finally, with the centuries end your skald's finally come to you, young jotun, with the results of a task the great sybjorne once commissioned. Improved Logging has seen fruition. Even with so few men working on it it has seen completion to this day.
Constructions
Spoiler
- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
- Assault Barge Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
Logging- Complete
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| +73
Iron| +66
Food| -250
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| +6
Population| +52
Farm Value| .10
[/table]
The dawn of the second century is here. Your humble town continues to grow, as does your population. And although the great king voern has left us, it is as his aire would look apon the lands, and be warmed by the thought of what has been achieved in such short time...
The farmers are showing less output then usual, and improvement to the local farms, or perhaps more men devoted to the project would show better restuls.
Your people adapt quickly to the new religion taught by tha Audian Missionaries. However now your people seek to have a structure built, so to better express their faith.
Irrigation-SpoilerWith 14% of your population devoted to research, you will see the project completed in 86 years.
Blacksmithing- Done
The Republic of Palandril- The Plains of Cardeen
SpoilerResources:{table=head]Resource|Surplus
Wood| +66
Metal| +72
Food| +200
Stone| +138
Gold| 0
Wool| +34
Copper| +68
Population| +64
[/table]
The second century is apon you! And with it, your people continue to see growth. Although the republic of palandril is still young, it has much potential. You smile apon your dominain as you see the land tilled, mines being dug-out, and sheep herded and collected for shaving or slaughter.
Throughout the comming decades your people have sent gifts to neighboring tribes. Although few still exist in the region, those who do are more then pleased to accept the gift, however only some of them abandon their ways to assimilate with Palandril.
Sophisticated Tools-SpoilerWith 8% of your population and a net worth of 325 gold devoted to research, you will see the project completed in 82- 32 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.Last edited by DMBlackhart; 2010-07-01 at 10:58 AM.
-
2010-07-01, 09:54 AM (ISO 8601)
- Join Date
- Feb 2009
- Gender
Re: Age of Man IC
The Republic of Palandril
The Plains of Cardeen
Population: 664
SpoilerThe Republic of Palandril
Athenian-Style Direct-Democracy
Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 40
City Wall (stone)| 1
[/table]
Spoiler
Resources:
{table=head]Resource|Amount
Wood| 66
Stone | 138
Metal| 72
Food| 400
Gold| 0
Wool| 0
Copper| 0
Fine Wool Clothes|3000
Copper Jewelry|38
[/table]
Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]
Population Distribution
{table=head]Class|Number
Total | 664
Non-Citizen| 270
Citizen | 322
Warrior| 39
Bureaucrat | 26
Philosopher | 7
[/table]
Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .10
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]
The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.
Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.
The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.
Class structure:
Non-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.
Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.
Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.
Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.
Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.
Year 80-100
The small influx of non-citizen labor and the natural growth in the city enables more citizens to concentrate on the more intellectual sides of life. Markedly more people attend the Universities within the city of Palandril, as a recent democratic vote enables the children of current non-citizens to attend school if the parents are able to pay for it. (essentially making them choose between eventually buying their own freedom or sending their son(s) to school. One of these such children is 7-year-old Mark Thatcher, the bastard son of slaves and a nonetheless brilliant child who is destined to be a brilliant young man. Already, he shows a particular penchant in school for the primitive subjects of Philosophy, Politics, Leadership, and Astrology, and has been personally inducted into the inner circles of one of the philosopher-teachers of the school. (something very rare for citizen-students and completely unheard of for non-citizens)
Meanwhile, the city continues to gather resources to support itself, engage in valuable research at the University (although at reduced rates), and furthers its attempts to coerce neighboring tribes to join the growing City-State. To further it's ability to conduct research and education, a democratic vote is taken which declares the construction of a University appropriate. It will be a hub of academia in the city, and will enable both more efficient teaching and research. To enable greater construction efforts in the great city, an increased workforce is sent to mine stone. They rely on their large stores of food to take them through this era. A small party embarks on visitng neighboring tribes with gifts, in hopes of luring them to join Palandril.
68 copper is converted into 68 copper jewelry.
34 wool is converted into 3400 wool clothes
Spoiler
664 workers
20 guard the city and patrol the walls
229 farm
130 mine stone
120 cut lumber
15 harvest wool
30 mine metal
30 mine copper
65 conduct research on Sophisticated Tools
20 begin building University
{table=head]Resource|Amount
Wood| 66
Stone| 138[/table]
5 merchants bring resources to the last of the remaining tribal villages to lure them to join the city of Palandril.
{table=head]Resource|Amount
Food| 150
Fine Clothes| 400
Copper Jewelry| 68
[/table]Last edited by Mashimoto; 2010-07-01 at 01:36 PM.
-
2010-07-01, 12:24 PM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 269
Iron| 39
Pig Iron| 164
Food| 667
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 8
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 642
Jotnar couldn't help but frown at the lack of progress thus far. Their iron supplies had expanded, yes, but the fields. Why did they seem to have such difficulties growing enough food to keep the tribe fed sufficiently? He had done his best to motivate both slave and thrall alike- lashings, beatings, even waterboarding in the troughs! Yet still they proved so damned weak! Even now, as he stood over the latest of the examples being made, he could read the thrall's impotence. The screams of the man as his body was dunked under the water, only to be brought up at the brink of drowning, were to serve as a firm reminder of what the price of failure was.
Little did the young chieftain, his body so freshly covered in runic tattoos, realize that he was not alone in his ire. In the distant village of the Skald-Runesmiths, their latest innovations in timber-felling having granted them a certain level of amnesty for the fact that their founding members had begun the descent into mutation, the Jarl was lost within a deep trance. He watched the leader of the Sons of Bjarki with deep breaths, his lungs burning with every inhale of the fire before him. The rest of the Skalds had long since taken a brief lull to rest their minds, the exertions of gathering the arcane knowledge of how to improve their logging skills driving some to the very brink of mental collapse.
All the while, the Jarl knew that in order to survive in this new world, they would need to improve their Runic magic capabilities. The Jarl himself had reached untold heights of knowledge in his study of the world's elements and the runes that unlocked them, but even he could tell that they had but scratched the surface of magic, and the only way to further progress would be to either find new sources of wyrdstone, or of ways to get better results for the wyrdstone expended. It was rarely the means, but rather the medium that was the issue.
Spoiler295 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Forty of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers.
67 Thralls will continue with the felling of timber, under the armed watch of twenty of the Sons of Bjarki. Armed with axe and saw, they shall build for the Bjarki a new economy with the lifeblood of wood!
90 Thralls will continue the pig iron mining effort under the watch of thirty of Jotnar's mighty warriors. With their tents and their precious goods, they shall make a mighty amount of pig iron to be wielded later on!
Seventy of the Sons of Bjarki, led by their new leader Jotnar, will go on a glorious hunt for massive beasts of burden like the mammoths they once rode atop. Once tamed, they shall make the task of hauling heavy thingsl ike timber and stone much easier!
20 Skalds will now begin research on improving their Runic magic abilities. The newest research project will be access to Major Runes, allowing access to the second tier of magic- and with it, more fluid use of the first tier.
-
2010-07-01, 07:39 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Turn 19:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225
Turn 20:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]
Turn 21:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]
Turn 22:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|331
Food|274
Gold|144
Iron|496
Dye|161
Oil|170
Housing(good)|37
Farm Value|0.10[/table]
Turn 23:SpoilerResources:{table=head]Resource|Value
Wood|270
Stone|331
Food|24
Gold|144
Iron|562
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader:King Voern the Just.King Jiost.
Start Location: Plains
Current Population: 787
When Voern died, his son Jiost took over. He immediately put more men into farming. He also immediately drafts a church to be built for the new religion, as it was the one he grew up practicing.
Spoiler
100 warriors.
25 doctors helping citizens.
400 farmers farming.
50 miners mining Iron.
50 men cutting Wood.
100 men working on Irrigation.
62 men building the Church.
-
2010-07-03, 09:39 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 100-120- 2nd Century!
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| +97
Pig-Iron| +129
Food| +6
Wyrdstone| 0
Stone| 0
Population| -32
Housing| 0
Constructions| 0
Thralls| 0
Farm/Fishing Boat Value| .10
Mining Value| .02
Logging Value| .10
Mammoths| .01
[/table]
Another twenty years pass, and with it many dreams have become realities. Your reasources continue to flow in, albeit lumber a little slower. The only copse of trees close enough to your city to be mined is running thin. However thanks to your improved logging techniques you can assure yourself future lumber by going out further from town, and harvesting a new copse once this one runs dry.
As well, this year has seen great discovery. Jotun and his men had succeeded in their great expedition. However some of the men had perished on the journy. Regardless, your men have captured what few remaining mammoths you could find. And with them, you will breed a whole new generation of pack-animal!
Your thralls set to work on unlocking greater secrets of runes, this task will take MUCH time however with so little production backing it.
Major Runes-SpoilerWith 3% of your population devoted you estimate the project completed in 97 years.
Constructions
Spoiler
- Drydock Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk Resistances to winter.
- Assault Barge Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
Logging- Complete
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| +66
Iron| +66
Food| +130
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| 0
Construction| +1
Population| +12
Farm Value| .10
[/table]
Your people continue to grow, and with this new growth comes understanding. The ages are changing, and so to is your way of life. A new church has been built on this day, and with it your people rejoice. Structured religion may prove beneficial to the towns over-all morale.
Construction-Spoiler
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation-SpoilerWith 12% of your population devoted to research, you will see the project completed in 88-20 years.
Blacksmithing- Done
The Republic of Palandril- The Plains of Cardeen
SpoilerResources:{table=head]Resource|Surplus
Wood| +94
Metal| +42
Food| -267
Stone| +52
Gold| 0
Wool| +20
Copper| +40
Population| +220
Construction| +1
Wool Clothes| -400
[/table]
A new sun rises over palandril, and with it brings the light of a new day. The new century had started off well, only to quickly escalate into poorer conditions. What you had gained in reasources and population from your neighboring tribesman, you lost in food. Although your people did not starve, they have lost much.
However, your gifts to the local tribesman and shaman has not gone unheeded. You have gained a VAST population boon in such a short time thanks to so many converting to your cause.
Finally you see the start of what will no doubt be a great university, one that your people will benefit from through most of time.
Construction-Spoiler
University of ____- Under Construction....
Sophisticated Tools-SpoilerWith 10% of your population and a net worth of 325 gold devoted to research, you will see the project completed in 80- 52 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.
-
2010-07-03, 11:50 AM (ISO 8601)
- Join Date
- Feb 2009
- Gender
Re: Age of Man IC
The Republic of Palandril
The Plains of Cardeen
Population: 884
SpoilerThe Republic of Palandril
Athenian-Style Direct-Democracy
Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 40
City Wall (stone)| 1
[/table]
Spoiler
Resources:
{table=head]Resource|Amount
Wood| 160
Stone | 190
Metal| 114
Food| 133
Gold| 0
Wool| 20
Copper| 40
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]
Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]
Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .10
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]
The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.
Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.
The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.
Class structure:
SpoilerNon-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.
Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.
Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.
Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.
Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.
Year 100-120
The first score of years in the second century has been a trying time, and one characterized primarily by the influx of foreign faces into the city streets of the central city of Palandril. Every day, it seems, there's a new face bobbing along the cobbled stone walkways of the city. The majority of the newcomers were tribal, which put a strain on the social castes of the city.
Eventually, it became settled that all tribals integrating into the city begin as non-citizens unable to vote. However, non-citizens who are such because of their tribal status are able to buy their freedom at 2/3 the normal price as slaves of other nature. This upsets the indigenous non-slaves, but is the preferred method of integration among citizen-voters who see their interest as long-term unity.
Mark Thatcher, the son of slaves has completed his instruction by the greatest philosophers and mathematicians of Palandril. At graduation, Mark bought his freedom and changed his name to Marcus Plebius a more socially noble name which translates in the native tongue to "Marcus, of the People". He has become an active voice at the city Forum, vehemently, passionately, and charismatically arguing on a number of subjects.
With the lust for gold in their eyes, the citizens demand sending a scouting party up river (in ancient times, their people had found gold laying at the bottom of the nearby river, and have recently come to the conclusion it came from somewhere) loaded with resources with their eyes set on riches. Marcus saw Gold as an unnecessary luxury.
"People--citizens!" he proclaimed at an unruly Forum session. "Gold is the metal of great times, greater times than these. The mythical gold at the end of that river is a copper ring floating above us as we sink in quicksand. We struggle and we struggle, and the more effort we put into grasping that treasure, the more we sink. Men of Palandril, let us pull ourselves from the muck! Let us brush ourselves off! Let us become great, and then we shall snatch that ring and let it never taunt us! In time, we shall have the things of great times, but now, practicality and frugality should define us as a civilized people."
He speech quelled the debate and immediately called a vote in which the gold-party was voted down almost unanimously. Instead of it, Marcus proposed a vote halting the construction of the University and combining the resources that would have went to it with the gold-scouting resources, and allocating them to strengthening the cities resource gathering capacities and constructing housing for the tribals who had come to live in the city. The vote passed easily.
Spoiler
884 workers
50 guard the city and patrol the walls
400 farm
135 mine stone
135 cut lumber
15 harvest wool
30 mine metal
46 mine copper
40 conduct research on Sophisticated Tools
0 build University
{table=head]Resource|Amount
Wood| 0
Stone| 0[/table]
15 build Housing (good) [5 houses)
{table=head]Resource|Amount
Wood| 25
Stone| 50[/table]
20 build Stone Mine Upgrade (+.1 efficiency)
{table=head]Resource|Amount
Wood| 125
Stone| 125[/table]
Last edited by Mashimoto; 2010-07-03 at 08:05 PM.
-
2010-07-03, 10:54 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- In America!
Re: Age of Man IC
The Land of Vitale
SpoilerTurns:SpoilerTurn 1:SpoilerResources:{table=head]Resource|Value
Wood|110
Stone|110
Food|120
Gold|50
Ore|110[/table]
Population: 300
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Turn 2:SpoilerResources:{table=head]Resource|Value
Wood|112
Stone|113
Food|157
Gold|53
Ore|112
Dye|1
Oil|1[/table]
Population: 297
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
Known Locations:
3 Gold Mines
2 Small Copse
2 Stone Quarries
2 Ore deposits
1 Oil deposit
1 dye deposit
Turn 3:SpoilerResources:{table=head]Resource|Value
Wood|92
Stone|90
Food|42
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|5[/table]
Population: 295
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 4:SpoilerResources:{table=head]Resource|Value
Wood|00
Stone|90
Food|07
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15[/table]
Population: 294
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 5:SpoilerResources:{table=head]Resource|Value
Wood|10
Stone|90
Food|11
Gold|58
Ore|112
Dye|2
Oil|2
Housing(good)|15
Births|3[/table]
Population: 293
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 6:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|91
Food|0
Gold|59
Ore|112
Dye|3
Oil|3
Housing(good)|15
Births|4[/table]
{table=head]#Babies|Year Born
3|1
1|2[/table]
Population: 289
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 7:SpoilerResources:{table=head]Resource|Value
Wood|2
Stone|94
Food|7
Gold|40
Ore|115
Dye|3
Oil|3
Housing(good)|16
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|13
1|2|14
4|3|15[/table]
Population: 338
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 8:SpoilerResources:{table=head]Resource|Value
Wood|12
Stone|102
Food|0
Gold|40
Iron|123
Dye|11
Oil|3
Housing(good)|19
Births|4[/table]
{table=head]#Babies|Year Born|Years until work
3|1|12
1|2|13
4|3|14
24|4|15[/table]
Population: 287
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 9:SpoilerResources:{table=head]Resource|Value
Wood|36
Stone|114
Food|126
Gold|40
Iron|135
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.01[/table]
{table=head]#Babies|Year Born|Years until work
3|1|11
1|2|12
4|3|13
24|4|14
5|5|15[/table]
Population: 272
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 10:SpoilerResources:{table=head]Resource|Value
Wood|56
Stone|126
Food|66
Gold|40
Iron|147
Dye|9
Oil|8
Housing(good)|19
Farm Value|0.02[/table]
{table=head]#Babies|Year Born|Years until work
3|1|10
1|2|11
4|3|12
24|4|13
5|5|14
7|6|15[/table]
Population: 270
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
*{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 11:SpoilerResources:{table=head]Resource|Value
Wood|54
Stone|76
Food|204
Gold|52
Iron|97
Dye|1
Oil|0
Housing(good)|19
Farm Value|0.09[/table]
{table=head]#Babies|Year Born|Years until work
3|1|09
1|2|10
4|3|11
24|4|12
5|5|13
7|6|14
10|7|15[/table]
Population: 264
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Turn 12:SpoilerResources:{table=head]Resource|Value
Wood|69
Stone|51
Food|390
Gold|52
Iron|72
Dye|1
Oil|5
Housing(good)|19
Farm Value|0.19[/table]
{table=head]#Babies|Year Born|Years until work
3|1|08
1|2|09
4|3|10
24|4|11
5|5|12
7|6|13
10|7|14
6|8|15[/table]
Population: 254
Turn 13:SpoilerResources:{table=head]Resource|Value
Wood|89
Stone|63
Food|374
Gold|64
Iron|84
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.29[/table]
{table=head]#Babies|Year Born|Years until work
3|1|07
1|2|08
4|3|09
24|4|10
5|5|11
7|6|12
10|7|13
6|8|14
10|9|15[/table]
Population: 250
Turn 14:SpoilerResources:{table=head]Resource|Value
Wood|113
Stone|79
Food|314
Gold|64
Iron|98
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.39[/table]
{table=head]#Babies|Year Born|Years until work
3|1|06
1|2|07
4|3|08
24|4|09
5|5|10
7|6|11
10|7|12
6|8|13
10|9|14
4|10|15[/table]
Population: 244
Turn 15:SpoilerResources:{table=head]Resource|Value
Wood|125
Stone|99
Food|386
Gold|64
Iron|106
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|05
1|2|06
4|3|07
24|4|08
5|5|09
7|6|10
10|7|11
6|8|12
10|9|13
4|10|14
4|11|15[/table]
Population: 238
Turn 16:SpoilerResources:{table=head]Resource|Value
Wood|137
Stone|119
Food|438
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.49[/table]
{table=head]#Babies|Year Born|Years until work
3|1|04
1|2|05
4|3|06
24|4|07
5|5|08
7|6|09
10|7|10
6|8|11
10|9|12
4|10|13
4|11|14
6|12|15[/table]
Population: 236
Turn 17:SpoilerResources:{table=head]Resource|Value
Wood|165
Stone|131
Food|488
Gold|64
Iron|114
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.59[/table]
{table=head]#Babies|Year Born|Years until work
3|1|03
1|2|04
4|3|05
24|4|06
5|5|07
7|6|08
10|7|09
6|8|10
10|9|11
4|10|12
4|11|13
6|12|14
10|13|15[/table]
Population: 232
Turn 18:SpoilerResources:{table=head]Resource|Value
Wood|152
Stone|131
Food|534
Gold|64
Iron|101
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|02
1|2|03
4|3|04
24|4|05
5|5|06
7|6|07
10|7|08
6|8|09
10|9|10
4|10|11
4|11|12
6|12|13
10|13|14
10|14|15[/table]
Population: 229
Turn 19:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|594
Gold|64
Iron|96
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.69[/table]
{table=head]#Babies|Year Born|Years until work
3|1|01
1|2|02
4|3|03
24|4|04
5|5|05
7|6|06
10|7|07
6|8|08
10|9|09
4|10|10
4|11|11
6|12|12
10|13|13
10|14|14
8|15|15[/table]
Population: 225
Turn 20:SpoilerResources:{table=head]Resource|Value
Wood|127
Stone|131
Food|684
Gold|64
Iron|296
Dye|1
Oil|10
Housing(good)|19
Farm Value|0.79[/table]
Turn 21:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|251
Food|407
Gold|64
Iron|416
Dye|121
Oil|130
Housing(good)|29
Farm Value|0.89[/table]
Turn 22:SpoilerResources:{table=head]Resource|Value
Wood|197
Stone|331
Food|274
Gold|144
Iron|496
Dye|161
Oil|170
Housing(good)|37
Farm Value|0.10[/table]
Turn 23:SpoilerResources:{table=head]Resource|Value
Wood|270
Stone|331
Food|24
Gold|144
Iron|562
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10[/table]
Turn 24:SpoilerResources:{table=head]Resource|Value
Wood|336
Stone|331
Food|154
Gold|144
Iron|628
Dye|161
Oil|170
Housing(good)|43
Farm Value|0.10
Constructions|1[/table]
Technologies: {table=head]Tech
Textiles
Masonry
Agriculture
Mining
Mercantile
Medicine
Blacksmithing[/table]
{table=head]Locations|Quantity
Gold Mines|3
Small Copse|2
Stone Quarries|2
Ore deposits|2
Oil deposit|1
Dye deposit|1[/table]
Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
Vitales people have a wide variety of skin colors from very pale to almost black.
They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
Active Leader:King Voern the Just.King Jiost.
Start Location: Plains
Current Population: 799
Jiost continued supplying the farms with resources and research, hoping to expand on his food in order to create a new capital that would embody the greatness of Vitale.
Spoiler
50 warriors.
25 doctors helping citizens.
500 farmers farming.
200 men working on Irrigation.
24 men designing the next city, planning ahead, calculating resources, etc.
-
2010-07-04, 01:24 AM (ISO 8601)
- Join Date
- May 2010
Re: Age of Man IC
SpoilerResources:{table=head]Resource|Value
Wood| 366
Iron| 39
Pig Iron| 293
Food| 773
Wyrdstone| 37
Stone| 330
Housing [Tents]| 166
Housing [Good]| 2
Housing [Great]| 8
Rare Beasts| 1
[/table]
Technologies: {table=head]Tech
Large Animal Taming
Rune Magic
Shipworking
Agriculture
Weapon Forging
Logging[/table]
Population: 610
Jotnar gave a smile as he saw the massive mammoths now being paced back and forth. With the massive beasts of burden, they could easily harvest massive quantities of materials simply by strapping down their new mounts with additional building supplies. Just as his father before him had banded the tribe together, now the reigning chieftain had little to do but help grow their food supplies. They had taken several hits along the way, but even as he looked to younger men, Jotnar realized that he had need of an enhanced farming infrastructure. With a nod, he began the final preparations that would launch the Sons of Bjarki from farmer-settlers into a fully-grown nation.
Spoiler452 Thralls will be working on more stable food-gathering. As the fishing rafts are produced and put to work, they will go aboard them and begin fishing. Ninety of Styrbjorn's warriors will guard them this time, joining them on the rafts to provide security against any deep-sea predators with spears, and protect the farmlands against wild animals that might prey upon the farmers. In addition to this, after the last morsel of food necessary is collected, they will abandon their farming efforts and begin the immediate construction of the first city.
Thirty eight of the Sons of Bjarki, led by Jotnar, will go on a glorious hunt additional magical creatures, looking for more wyrdstone-bearing critters to plunder for their arcane bounty.
20 Skalds will now begin research on improving their Runic magic abilities. The newest research project will be access to Major Runes, allowing access to the second tier of magic- and with it, more fluid use of the first tier.
-
2010-07-04, 02:42 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Stockton, California
- Gender
Re: Age of Man IC
Year 120-140- 2nd Century!
The Black Coast- Sons of Bjarki
SpoilerResources:{table=head]Resource|Surplus
Wood| -100 / 0
Pig-Iron| -100 / 0
Food| -1100 / 0
Wyrdstone| 0 / 0
Stone| -100 / 0
Population| -532 / +500 (Read Below)
Housing (Good)| 0 / +5 (Read Below)
Constructions| 0 / +1 (Read Below)
Thralls| 0
Farm/Fishing Boat Value| .10 / 0
Mining Value| .02 / 0
Logging Value| .10 / 0
Mammoths| .01 / 0
[/table]
As the next twenty years pass your town is faced with some hardships. Many Bjarki went off to construct a new town, meeting many difficult challenges along the way. Due to the amount of food sent over, and the over-all fluctuation in reasources you had lost a considerable amount of food. Just as well, some of your citizens have died on the trek to the new lands. Finally, your new town is in a state of anarchy, and shows no signs of settling anytime soon.
Town #2-SpoilerYou will need to note the following:
1. New towns take 2 turns to build. So it won't be done until the end of next turn
2. Until you have a system in place to connect cities/reasources, and a system to establish fair trade (such as commerce, mercantilism) every town will have to survive off it' own reasource gathering. You can still send reasources to your other town, but you'll lose a considerable portion.
3. Due to a lack of a legal system/ established military force your new town will be suffering anarchy, meening it'll take 3 turns to complete.
4. All the reasources after the / are supplied in your second town. (I.E. +50/ 0 would meen your second town has 0 of the listed reasource, where your first has +50)
5. You need to pick a location for your new town. If it's in an entirely new region you will have access to new reasources, but you'll also be cut off from the other bjarki. If it's in the same coastal area, you have to share depleting reasources, but you'll be able to aid one another more efficiantly.
Major Runes-SpoilerWith 3% of your population devoted you estimate the project completed in 97-20 years.
Constructions
Spoiler
- Drydock: Bonus to ship-crafting, slight penalty to over-all health.
- Obelisk: Resistances to winter.
- Assault Barge: Powerful defense, can bombard coastal cities, bonus to food gain via fishing.
- New Town: Acts as a second town.
Logging- Complete
The Land of Vitale- All hail king Voern
SpoilerResources:{table=head]Resource|Surplus
Wood| 0
Iron| 0
Food| +201
Stone| 0
Gold| 0
Oil| 0
Dye| 0
Housing [Good]| 0
Construction| 0
Population| +100
Farm Value| .10
[/table]
Your people continue to grow, and with this new growth comes understanding. The ages are changing, and so to is your way of life. Much more food has come in, and your society see's a population boon!
Construction-Spoiler
Church- Provides over-all morale benefits. Ensuring an increase in productivity and less chance of anarchy.
Irrigation-SpoilerWith 25% of your population devoted to research, you will see the project completed in 80-40 years.
Blacksmithing- Done
The Republic of Palandril- The Plains of Cardeen
SpoilerResources:{table=head]Resource|Surplus
Wood| +30
Metal| +43
Food| +76
Stone| +23
Gold| 0
Wool| +20
Copper| +62
Population| +66
Construction| +1
Wool Clothes| -400
Housing (Good| +5
Stone Mine Value| .11
[/table]
As yet another twenty years pass, you see much come and go. Research on more sophisticated tools has been gaining results, and is near to completion. Little else occurs this year, however things continue to move along fantastically.
Construction-Spoiler
University of ____- Under Construction....
Sophisticated Tools-SpoilerWith 5% of your population and a net worth of 325 gold devoted to research, you will see the project completed in 85- 72 years.
New Cities-
SpoilerAlright so, to make a new city you need a few things. 1. Your civilization needs a legal system in place. As of now none of you have that. A "king" is a leader yes, but it doesent explain if your a hiearchy, oligarchy, democracy, etc.
Second it's advised to have some sort of established army/ police system. Not required but it prevents anarchy/rebellions.
Third you'll need a considerable amount of supplies to account for what would be the "bulk" of the city.
1. 500 people base, a larger amount sent over will allow for a quickly growth. But 500 minimum.
2. 100 lumber
3. 100 Stone
4. 100 Iron
5. 1000 Food.
If all of that is met you can found a new city. The only reason the cost is so high is that 1. A new city can quickly cripple your people if they arent ready to grow. 2. At this point and time (5 years since your people had become established nations) you shoulden't have more then a single city anyways. If you save up in small increments I'd estimate every 20+ years is plasible. Maybe not sensible, but plausible.
-
2010-07-04, 07:38 PM (ISO 8601)
- Join Date
- Feb 2009
- Gender
Re: Age of Man IC
The Republic of Palandril
The Plains of Cardeen
Population: 950
SpoilerThe Republic of Palandril
Athenian-Style Direct-Democracy
Cities
Palandril, plains
{table=head]Building|Amount
House (good)| 45
City Wall (stone)| 1
[/table]
Spoiler
Resources:
{table=head]Resource|Amount
Wood| 190
Stone | 223
Metal| 157
Food| 199
Gold| 0
Wool| 40
Copper| 102
Fine Wool Clothes|2400
Copper Jewelry|0
[/table]
Technologies: {table=head]Technology
Agriculture
Construction
Written Language
Animal Husbandry
Education
Commerce[/table]
Resource Sites
{table=head]Location| Value
Farms| .20
Forest (2)| --
Stone Deposit| .20
Metal Deposit| .08
Coal Deposit| 0
Sheep (wool)| .03
Copper Deposit| .03
[/table]
The free Republic of Palandril currently comprises the titular City-State of Palandril and it's surrounding farmland. Descended of a gentle, agrarian people who banded together early to escape the dangers of wilderness with civilization. Forming themselves into a well-structured direct democracy, they attempt to overcome the struggles urban life in a world which has so far seen nothing of its kind. The Republic of Palandril is a juxtaposition of the old and the new, the culmination of modern ways and tribal tradition. Architecture is a somewhat eclectic mix of ancient Greece and primitive Celtic tradition. Culturally, they resemble the Greeks or, perhaps, the early pre-Roman city-states of Italy.
Early on to combat the bitterness and harshness of primitive life, the nomadic and tribal people of The Plains of Cardeen began to cooperate, communicate, and eventually settle down into something of a normal civilization. Their complexity advanced quickly, and soon they found their home in the city-state of Palandril, situated in the fertile heartlands the grassland, built over a river and comprising the surrounding farmland.
The city is ruled democratically, with adult males convening to vote on issues of public policy as administered by bureaucratic officials. In this way, the people are governed and peace reigns.
Class structure:
SpoilerNon-Citizens: ~40%
Foreign born, prisoners, or individuals who have fallen into debt. Usually illiterate. Unskilled laborers and farmers. Can not own property, can not vote, can be selected for military service. Generally not looked down upon. Socially mobile class, with most non-citizens (and even a fair amount of slaves) gaining citizenship by the time they are middle-aged.
Citizens: ~50%
The average working, landowning member of Palandril society. Men, women, and children can be citizens although only adult men are allowed to vote. Many are skilled laborers, although there are artisans, philosophers, scientists, and public intellectuals in their ranks, as well as a fair share of merchants. Young boys are allowed to attend schools until age 15 depending on their attributes, interest, and family wealth (logic, art, or war) although young girls are not. Most men and even women in this class are literate.
Warriors: ~5%
The descendants of nomadic, tribal life. Skilled warriors who pass down the art of war through military academies themed after the Republic's tribal history. Warriors are trained to fight with primitive weapons and defend the city-state of Palandril with their lives.
Bureaucrats: ~4%
Administers of public opinion and democracy. Literate intellectuals who are usually older and renown for their wisdom. They hold no political power, and rather exercise only the ability to administer rule fairly.
Philosophers: ~1%
The most admired members of Palandril society. Thinkers and philosophers who are generally the teachers and inventors. At the moment, all are well into old age.
Year 120-140
The cities' population continues to grow, and the need for new housing is even more pressing. With the recently renovated network of stone quarries, the resources to expand the city should not be much of a strain on the cities capacity. Marcus Plebius --now nearing his fiftieth birthday and with a wife and two sons-- has become an icon for democracy in the city and the model of how a citizen should behave.
On his birthday, a vote was taken to memorialize his service as a citizen with a grand, 25-foot-tall statue in the center of the town forum. The statue will showcase an idealized, youthful Plebius adorned in fine clothes grasping above his head a beautiful, adorned ring remembering the great speech he gave so many years ago.
The city continues to construct new houses to cope with the influx of people. Workers prepare to complete the University, and resources are stockpiled for a coming expedition upriver to locate sources of gold. In the collection of resources, priority is given to those which will assist the expedition. (Food, Stone, and Lumber)
Spoiler
950 workers
55 guard the city and patrol the walls
530 farm
135 mine stone
165 cut lumber
0 harvest wool
0 mine metal
0 mine copper
25 conduct research on Sophisticated Tools
40 work on construction:
University of Palandril
{table=head]Resource|Amount
Wood| 134
Stone| 66[/table]
Housing (good) [15 houses)
{table=head]Resource|Amount
Wood| 75
Stone| 150[/table]
Large Statue
{table=head]Resource|Amount
Metal| 25
Copper| 50[/table]
Last edited by Mashimoto; 2010-07-04 at 07:48 PM.