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Thread: The Bannor Imperial Council

  1. #81
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    I don't understand your question. Techs and money allow for unit upgrades. Mines just give extra production for cities and secure metal resources; they have nothing to do with upgrading units.

  2. #82

    Default Re: The Bannor Imperial Council

    In Civ 5 if I build an iron mine I usually get 2-6 iron, meaning I can get that amount of units that require iron. I was just wondering if one copper mine was enough to upgrade all our warriors into axemen in Civ 4 (not that we have enough gold for that, anyway).

  3. #83
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    Fall from Heaven II is like a Total War game: as long as you have the technology and the appropriate building (Training Yard for Axmen in our case) built in a city then you can train the unit (and upgrade obsolete units to the new). And no, we definitely don't have enough gold to upgrade all our warriors. Maybe 2 units by the time we get Bronze Working. Education, Code of Laws, and Currency techs greatly help increase money btw.

    Copper, Iron, and Mithril are important though, not for unlocking units but for strengthening them. These metals give a weapons promotion to most units. For example, we have Copper and so our warriors will get Bronze Weapons with the tech and be superior to warriors without Bronze Weapons. Copper and Iron are fairly common. Mithril, however, is very rare; might be about 4 sources of it on the Huge map. If we decide to pursue Runes of Kilmorph instead of The Order, we could build the Mithril Golem. This unit is actually an avatar of the earth goddess and is therefore one of the most powerful units in the game.

  4. #84
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    ~ Events That Have Transpired ~
    3rd Season of Year 18 to 4th Season of Year 19 of the Age of Rebirth
    screenies


    Skeletons are souls bound into the skeletal remains of a creature. They have few thoughts beyond wanting to end life, and they will attack anyone they come into contact with. Necromancers have to use magic to give them an aura of the undead to keep their skeletons from attacking them. Occasionally a skeleton will become obsessed with some fragment of his former life -- a skeleton may carry a teddy bear, guard the ruins of a house, or wander behind a flock of sheep.

    As ordered by the Council the settlers and workers fall back behind the palisade of Torrolerial. Three regiments of six-hundred warriors each are sent to the hills and take up fortified positions. In the 1st Season of Year 19 A.o.R. the two groups of skeleton warriors advance to the hills and launch an attack.

    One group walks along an edge of a precipice. Our regiment of warriors see this and decide to come out from behind the defenses and charge the undead. The skeletons have no time to react and all of them are shoved off the hill, flailing their nimble arms about as they fall. The Bannor commander shouts "For the Empress! For the Empire!" and slams his spear into a skull-face, pleased to see the last skeleton hurtle through the air before breaking into numerous pieces on the ground below. The Bannor cheer and slap their comrades on the backs.

    But they had forgotten the other group of ten skeletons, who now attack with a vengeance. Caught in the open, the Bannor engage in a bloody fight. The skeletons block spear thrusts with their shields and slash with their scimitars into the leather gambesons of our warriors, leaving blood and guts everywhere. The enemy is eventually surrounded and through sheer numbers we overpower the undead. Nearly 200 Bannorians are killed or injured. We have, however, won a great victory!

    Having gained enough experience, this regiment of warriors is promoted to Guerrilla I. This means they are excellent at defending hills.

    Along with tidings of victory come news from abroad: Valledia the Even has declared herself as Goddess-Queen over the Amurites. Being in a special position to interpret the will of the gods, her rule is absolute and her will not defied in all things. This means that the Amurite Queendom is once again a little ahead of us in technology, having obtained Mysticism before we have.

    But we are not far behind, for in the 4th Season of Year 19 our sages have finished their work on Mysticism:


    We can now build Elder Councils and Pagan Temples in our cities. Elder Councils will provide a consistent body of knowledge, increasing our research. They will also allow citizens to be employed as sages on a permanent basis. Temples to the various gods will increase culture as well as allow citizens to train as priests. Perhaps one of these priests will become a great prophet and build for us a part of the Altar to the mysterious Luonnotar?

    The Bannor Imperium could adopt the God King civic as well. Our current government and society looks as follows:

    Appointing Capria as a Goddess-Queen with divine right would increase commerce and production in our capital city by 50%. The drawback is high government expenses to pay for the queen's luxuries advisors, as well as an increase in city maintenance costs. But since we currently have such a small empire, these costs are really non-existent. Shall we adopt this new civic, noble lords? There would be no anarchy as our people's spiritual nature will prevent them from questioning Capria's divine right to rule absolutely.

    Other, and very scary, news arrives in the Halls of Sabathiel:

    Capria's nemesis, Orthus, has left Labruscum and gathered a great horde of orcs, lizardmen, and goblins. His battle-ax is infused with a fire-aura, allowing it to melt through any armour. Bannor scouts and spies are sent out to find the source of the rumors and perhaps where the evil warlord is. All we get our vague tales that he is somewhere far to the southeast, perhaps even beyond Lanun and Amurite lands. In other words, he is nowhere near us.

    Orthus the Slayer; he is a force of chaos to be reckoned with

    With a sigh of relief (and a prayer to whatever civilization faces Orthus), Empress Capria turns her attention to the settler expedition.

    With the skeletal threat eliminated, the settlers and worker party move out. Escorted by a warrior regiment they begin the trek west towards the Labruscum Jungle. The other group of workers begin constructing a road to the new city. Where shall the new city be built? Perhaps at the mouth of the river on the east side? We would get the sugar and eventually the silk and have sea access. And what shall the city produce first?


    The new settler expedition at Torrolerial is almost finished. What shall our capital produce next, noble lords? Perhaps it is time to construct the Brewry House national wonder to increase our commerce and happiness?

    Settlement Information


    Torrolerial (8)

    Producing: Settler (6 turns)

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 2 seasons
    Scouts (Power: 2, Moves: 2) -- 2 seasons
    Workers (Can build improvements, Moves: 2) -- 4 seasons
    Settlers (Can found new city, Moves: 2) -- 12 seasons

    Buildings Available to Construct
    Pagan Temple (increases culture) -- 4 seasons
    Monument (increases culture) -- 5 seasons
    Elder Council (increases research) -- 5 seasons
    Herbalist (increases health) -- 7 seasons
    Smokehouse (increases city growth and health) -- 10 seasons

    Vallus (1)

    Producing: Granary (16 turns)

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 5 seasons
    Scouts (Power: 2, Moves: 2) -- 5 seasons
    Workers (Can build improvements, Moves: 2) -- 11 seasons
    Settlers (Can found new city, Moves: 2) -- 32 seasons

    Buildings Available to Construct
    Palisade (increase city defense) -- 8 seasons
    Pagan Temple (increases culture) -- 10 seasons
    Monument (increases culture) -- 12 seasons
    Elder Council (increases research) -- 12 seasons
    Herbalist (increases health) -- 18 seasons
    Granary (increases city growth and health) -- 22 seasons
    Smokehouse (increases city growth and health) -- 24 seasons

    Wonders Available to Construct
    Deruptus Brewing House (increases happiness and commerce) -- 13 seasons in Torrolerial

    Projects/Rituals Available
    none


    Technology Information


    There are currently twelve different technologies available to research. The time to research them and the abilities they unlock are as follows --
    Masonry (14 seasons) -- unlocks Quarry improvement (requires stone or marble resources), unlocks Dungeon building (decreases crime rate and war unhappiness), unlocks Stone Walls building (increases city defense), and leads to Construction technology.

    Calendar (16 seasons) -- unlocks Plantation improvement (requires silk, sugar, dye, banana, incense, or reagents resources), unlocks Agrarianism civic (increases health and food from farms), and leads to Festivals technology.

    Fishing (16 seasons) -- enables water tiles to be worked, enables trade along rivers, unlocks Work Boat unit, unlocks Heron Throne world wonder (increases production from water tiles), unlocks Fishing Fleet improvement (requires fish, clam, crab, or whale resources), and leads to Sailing and Message from the Deep technologies.

    Cartography (20 seasons) -- enables Open Borders in diplomacy, unlocks City States civic (decreases maintenance costs and culture), unlocks Project of the Nilhorn project (gives 3 free Hill Giant units), and leads to nothing.

    Archery (29 seasons) -- increases production from chopping down forests, unlocks Archery Range building (allows recruitment of Archer units), unlocks Lumbermill improvement (requires any forest tile), and leads to Stirrups and Bowyers technologies.

    Education (27 seasons) -- unlocks Cottage improvement (requires any land tile; grows automatically into hamlets, villages, and towns), unlocks Apprenticeship civic (increases military recruitment time and unit experience), and leads to Warfare, Code of Laws, and Writing technologies.

    Philosophy (34 seasons) -- unlocks Dragon-Bone Palace world wonder (gives a Golden Age), unlocks Blessed Altar of the Luonnotar national wonder (requires a Great Prophet, gives free experience to disciple units), and leads to Way of the Wicked, Way of the Wise, and Priesthood technologies.

    Horseback Riding (35 seasons) -- unlocks Stables building (allows recruitment of Horsemen, Horse Archers, and Knights units if we have horses resource), allows captured elephants to be upgraded to War Elephants, and leads to Trade and Warhorses technologies.

    Bronze Working (39 seasons) -- allows jungles to be chopped down (lowers unhealthiness in cities), allows Bronze Weapons to be used by melee units (requires copper resource), unlocks Training Yard building (allows recruitment of Axmen units), and leads to Smelting and Sanitation technologies.

    Knowledge of the Ether (41 seasons) -- unlocks Mage Guild building (allows recruitment of Adepts), unlocks Catacomb Libralus world wonder (gives a free mage guild in every city, increases research and culture), and leads to Divination, Alteration, Elementalism, Necromancy, and Corruption of Spirit technologies.

    Hunting (45 seasons) -- unlocks Camp improvement (requires deer, fur, or ivory resources), unlocks Hunting Lodge building (allows recruitment of Hunters, Hawks, Rangers, and Assassins units), and leads to Animal Handling, Poisons, Archery, and Way of the Forest technologies.

    Way of the Earthmother (45 seasons) -- founds the Runes of Kilmorph religion, gives a free Thane of Kilmorph unit (helps spread the religion), unlocks Temple of Kilmorph building (allows recruitment of Thane of Kilmorph and Soldier of Kilmorph units, and increases gold and happiness), and leads to Arete technology.


    The Imperial Council is now in session, and decisions made will affect the next ten seasons (turns). Next update shall be a week from now.

  5. #85
    Kirila the Kitten's Avatar Primicerius
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    Default Re: The Bannor Imperial Council

    Now let's be careful with that settler and put it on the coast.

    EDIT: MY FLEURS-DE-LIS ARE BACK!

  6. #86
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: The Bannor Imperial Council

    - I'm tempted to just build another settler in the Capital, but I guess we could start that national wonder the other buildings don't overly help us at the moment.
    - Build a settler in Vallus after the Granary is built.

    Build the new city here:


    - Build a worker in the city when built
    - Garrison the Warriors that escorted the settlers

    - How long til Bronze Working?

  7. #87

    Default Re: The Bannor Imperial Council

    "I find myself agreeing with Councilor Stildawn once again."

    By the way, where are our scouts now?

  8. #88
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: The Bannor Imperial Council

    Rapid expansion as much as possible is the way to go, its much easier now than it is later, we are in a race against the Amurites and Lanun for this land we share, I vote we expand east also as soon as possible, our capital and Vallus is caught on a small peninsula, we need to break out of it as soon as possible.

    That's the long term goal. Short term we should finish bronze working, dump research into economy for a few seasons and upgrade our entire army, then take out that damned fort.

  9. #89
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    @Stildawn: that's a good spot for a city. Bronze Working will be done in 39 turns. Even though we probably won't have enough money to upgrade all warriors to axmen, we will be able to give the warriors bronze weapons for free and that increases their strength to 4.

    @Sleeping Bear: the scouts explored all they could in the east before bumping up against mountains and coast. They are currently heading back to the Labruscum Jungle because obviously there is a skeleton barrow there that I missed.

    Cats

  10. #90
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: The Bannor Imperial Council

    - Yeah I know, hence why we should dump research to pay for the upgrade, how many do we have 6? Shouldn't take more than a couple seasons at full wealth to pay for them. Especially since we are making a profit at 80% research, meaning we don't have an expensive nation at all.

  11. #91
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    ~ Events That Have Transpired ~
    1st Season of Year 20 to 1st Season of Year 22 of the Age of Rebirth
    screenies

    Goblin Attack!


    Another brigade of 750 goblin-spears was gathered at the fort. Judging that their strength was now great, the Chieftain ordered his horde to cross the river and destroy the Bannorians. One brigade swept across the grasslands and began assembling ladders and rams to assault Torrolerial. The other brigade charged up the hill a Bannor regiment was fortified on.

    The 300 warriors leveled their spears and faced down the mass of gnashing and screaming goblins. The fighting was fierce and bloody. When the commander lopped off one warty head there would be another little monster jumping at him. The left flank collapsed and the commander ordered a circular formation to save his unit. The hill greatly favored them as the goblins became tired and eventually fled at seeing the steadfastness of the men.

    Around 100 Bannorians lost their lives or were wounded. And many of the wounded died because they were poisoned. The goblins have coated their spear tips in a nasty paste made from some nefarious plants. Still, within one season the regiment is replenished with raw recruits and resumes guarding the hill.

    No sooner had one enemy brigade been destroyed that reports came saying another group of spear-goblins had been assembled in the fort.
    "We have got to do something about that damn fort," Councilor Stildawn says.
    "I told you to kill them earlier," Councilor Kirila complains.
    "Either we stop forming settler expeditions and begin conscripting men into the ranks," Empress Capria states, "or we wait patiently for our craftsmen to master bronze working in order to outfit our warriors into stronger axmen. What shall it --" A messenger rushes into the Halls, announcing, "Lords and Lady! We are under attack!" The forty-year old woman dashes to the armoury, prepares for battle, and leaves.

    Warriors rush to the northern section of the palisade as the brigade of over seven-hundred goblins finishes crossing the river. The enemy lugs their rams and ladders to the wooden wall as the Bannorians throw down their javelins. The ladders are easily repelled, but to the left a ram breaks through and the enemy start pouring in. Capria rapidly deploys more soldiers to the west side to stem the tide. Torrolerial's streets, being built in a grid system, easily allow for this and the warriors successfully push out the goblins.

    Barely a hundred men were killed or wounded and it doesn't even take a season to replace the losses. Overall, the goblin-chief's campaign has failed. Not surprising since most of his troops became cold and tired as they crossed rivers and charged up hills. The chief is quickly ripped limb from limb as the angry goblins decide on a new leader.

    On to domestic matters... following her great victory, Capria declares herself Goddess-Queen over the Bannor Imperium. Commerce and production in Torrolerial increases by 50%. Exercising her new powers, Capria increases the research rate to 90%. We still make a profit of a 1.000 gold per season but Bronze Working will only take 26 seasons now.

    In the 4th Season of Year 21 A.o.R. the settler expedition is completed. Craftsmen now begin constructing the large brewing house to provide a significant source of ale. This national wonder will be finished within 8 seasons. But where shall we build the new city, noble lords?


    The road along the coast in the west to the new city site has been completed. The city of Trinity will be founded this season. Queen Capria would like to confirm what the council wishes this city to produce first. Councilor Stildawn suggests workers, but Capria believes a palisade or monument would be more prudent. She also wishes to know what the two sets of workers should do now?

    Other news: The Lanun Nation have adopted agrarianism for their economy. Like the Amurites, these pirates have mastered calendar technology. Perhaps we should research calendar as well?
    And yet another goblin-brigade has been gathered at the fort. One archer and two spear brigades, totaling nearly 2.500 goblins, currently habit that fort.

    Queen Capria invites Captain Falamar to Torrolerial for a state visit. Since the renowned seafarers are our closest neighbor, it is important to maintain good relations with them. Capria decides to bet her pride on a game of Somnium.

    Despite drawing all the Fool cards (which allow cards to be stolen from the opponent), Falamar is defeated by Capria's conservative playing style. Falamar is pleased to have played with a Somnium master and the Lanun Nation now have a friendly attitude towards the Bannor Imperium.

    Bannor Demographics

    How we rank compared to other civilizations. There are 9 civilizations total in this game.
    Commerce: 7
    Production: 1
    Food: 1
    Soldiers: 4
    Land Area: 3
    Population: 1
    Happiness: 3
    Health: 4


    Settlement Information


    Torrolerial (8)

    Producing: Deruptus Brewing House national wonder (8 turns)

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 1 turn
    Scouts (Power: 2, Moves: 2) -- 1 turn
    Workers (Can build improvements, Moves: 2) -- 3 seasons
    Settlers (Can found new city, Moves: 2) -- 8 seasons

    Buildings Available to Construct
    Monument (increases culture) -- 3 turns
    Pagan Temple (increases culture) -- 3 turns
    Elder Council (increases research) -- 3 turns
    Herbalist (increases health) -- 4 seasons
    Smokehouse (increases city growth and health) -- 5 seasons

    Vallus (2)

    Producing: Granary (8 turns)

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 5 seasons
    Scouts (Power: 2, Moves: 2) -- 5 seasons
    Workers (Can build improvements, Moves: 2) -- 10 seasons
    Settlers (Can found new city, Moves: 2) -- 28 seasons

    Buildings Available to Construct
    Palisade (increase city defense) -- 8 seasons
    Pagan Temple (increases culture) -- 10 turns
    Monument (increases culture) -- 12 seasons
    Elder Council (increases research) -- 12 turns
    Herbalist (increases health) -- 18 seasons
    Smokehouse (increases city growth and health) -- 24 seasons

    Wonders Available to Construct
    Deruptus Brewing House (increases happiness and commerce) -- 8 seasons in Torrolerial

    Projects/Rituals Available
    none


    Technology Information


    There are currently twelve different technologies available to research. The time to research them and the abilities they unlock are as follows --
    Masonry (12 seasons) -- unlocks Quarry improvement (requires stone or marble resources), unlocks Dungeon building (decreases crime rate and war unhappiness), unlocks Stone Walls building (increases city defense), and leads to Construction technology.

    Calendar (13 seasons) -- unlocks Plantation improvement (requires silk, sugar, dye, banana, incense, or reagents resources), unlocks Agrarianism civic (increases health and food from farms), and leads to Festivals technology.

    Fishing (14 seasons) -- enables water tiles to be worked, enables trade along rivers, unlocks Work Boat unit, unlocks Heron Throne world wonder (increases production from water tiles), unlocks Fishing Fleet improvement (requires fish, clam, crab, or whale resources), and leads to Sailing and Message from the Deep technologies.

    Cartography (17 seasons) -- enables Open Borders in diplomacy, unlocks City States civic (decreases maintenance costs and culture), unlocks Project of the Nilhorn project (gives 3 free Hill Giant units), and leads to nothing.

    Education (24 seasons) -- unlocks Cottage improvement (requires any land tile; grows automatically into hamlets, villages, and towns), unlocks Apprenticeship civic (increases military recruitment time and unit experience), and leads to Warfare, Code of Laws, and Writing technologies.

    Archery (26 seasons) -- increases production from chopping down forests, unlocks Archery Range building (allows recruitment of Archer units), unlocks Lumbermill improvement (requires any forest tile), and leads to Stirrups and Bowyers technologies.

    Bronze Working (26 seasons) -- allows jungles to be chopped down (lowers unhealthiness in cities), allows Bronze Weapons to be used by melee units (requires copper resource), unlocks Training Yard building (allows recruitment of Axmen units), and leads to Smelting and Sanitation technologies.

    Philosophy (26 seasons) -- unlocks Dragon-Bone Palace world wonder (starts a Golden Age), unlocks Blessed Altar of the Luonnotar national wonder (requires a Great Prophet, gives free experience to disciple units), and leads to Way of the Wicked, Way of the Wise, and Priesthood technologies.

    Horseback Riding (31 seasons) -- unlocks Stables building (allows recruitment of Horsemen, Horse Archers, and Knights units if we have horses resource), allows captured elephants to be upgraded to War Elephants, and leads to Trade and Warhorses technologies.

    Knowledge of the Ether (31 seasons) -- unlocks Mage Guild building (allows recruitment of Adepts), unlocks Catacomb Libralus world wonder (gives a free mage guild in every city and increases research), and leads to Divination, Alteration, Elementalism, Necromancy, and Corruption of Spirit technologies.

    Hunting (39 seasons) -- unlocks Camp improvement (requires deer, fur, or ivory resources), unlocks Hunting Lodge building (allows recruitment of Hunters, Hawks, Rangers, and Assassins units), and leads to Animal Handling, Poisons, Archery, and Way of the Forest technologies.

    Way of the Earthmother (39 seasons) -- founds the Runes of Kilmorph religion, gives a free Thane of Kilmorph unit (helps spread the religion), unlocks Temple of Kilmorph building (allows recruitment of Thane of Kilmorph and Soldier of Kilmorph units, and increases gold and happiness), and leads to Arete technology.


    The Imperial Council is now in session, and decisions made will affect the next five to ten seasons (turns). Next update shall be a week from now.

  12. #92
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: The Bannor Imperial Council

    - Wait for Bronze Working, if I remember correctly F2H still requires military upkeep per unit? We don't need more units in my opinion, better just to save the production for something else and upgrade.

    - I also vote for a worker first in new cities, more workers = better.

    - Let the minister of interior decide what to do with the workers now (automation lol)

    - After the Brewing House and Granary (in both cities) produce settlers next (in both)

    - Build new city here:


  13. #93
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    Sorry this is late. Had to pass midterms.
    ~ Events That Have Transpired ~
    1st Season of Year 22 to 1st Season of Year 24 of the Age of Rebirth
    screenies

    The Goblin-Bannor War continues.


    As the workforce was returning home two brigades of goblin-spears marched out to capture them. Queen Capria sent a regiment of three-hundred warriors to intercept the enemy.

    Over a thousand of the violent little green creatures swarmed up the hill, stabbing everywhere with their poisoned-tipped spears. The Bannor phalanx held firm, however. The men had faced worse things in Hell. The commander ran his spear through one goblin while swinging his sword to cut off the deformed head of another that came up behind him before ordering a charge down the slope. The charge was successful and the soldiers drove back the enemy to the river where they broke and fled.

    Nearly two-hundred men were lost or wounded. This regiment had gained more experience and was promoted to Combat I, increasing its overall strength.

    The workforce now went on their way to the east where they began constructing a road. Meanwhile the settler expedition and two regiments of warriors departed for the valley in the southeast.

    In the west, the city of Trinity was founded in the 2nd season of Year 22. By order of the Imperial Council a group of workers begins training there, and they will finish within 36 seasons. The city's maintenance costs force the empire's research investment down to 80%. Trinity has no access to extra food. The populace recommends researching fishing so they can catch the clams off the coast to eat.

    The scouting party traverses Labruscum and discovers something in the hills to the northwest:

    An eerie mist lies over the tombstones of this massive cemetery. What event caused all these people to die is unknown. Our scouts could attempt to rob the graveyard to see if there is anything of value to take. This would be a blasphemous act which some prophets warn would be one of the first steps towards an apocalypse. Queen Capria orders the scouts to move on.

    There is a pass through the mountains in the northwest. The Bannor scouts take it and enter some new lands. They encounter some people -- mostly humans, centaurs, and some anthropomorphic mouse-like creatures -- there who call themselves the Kuriotates.

    Their lord is a ten year-old boy named Cardith Lorda. He is wise beyond his years, however, and the Kuriotates say he does not age. There is certainly something strange at work here, but Cardith is a good king, dedicated to fighting evil wherever it may be found. He is, therefore, quite friendly towards us, the Bannor. The Kuriotates might very well make excellent allies in the future.

    News from the far southeast arrives at Torrolerial: Orthus has been killed! Some unknown civilization has defeated his horde and a famous warrior is now in possession of the Orc-King's battle-ax. Orthus' reign of terror only lasted four years.

    The population of Vallus has grown to over thirty-five-thousand people. With no palisade and the goblin fort still being a threat, the citizens of Vallus begin training a regiment of warriors to properly defend themselves. Afterwards, as ordered by the Council, a settler expedition will be gathered.

    At the capital, the brewery house is finished. The commerce generated from all the alcohol being sold advances our research. Bronze Working will now be mastered in 15 instead of 20 seasons.

    With the populace becoming drunk there has been less complaints about overcrowded conditions. For a couple seasons Queen Capria overturns the laws halting growth. The population shoots to over two-hundred thousand. To further improve our slow research, Capria orders the construction of an elder council which will be finished in 2 seasons. What shall Torrolerial work on next?

    In 4 seasons the new settler expedition will arrive at the location Council Stildawn marked on the map. What shall the new city produce first? A palisade or a monument?

    Settlement Information


    Torrolerial (9)

    Producing: Elder Council (2 turns)

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 1 turn
    Scouts (Power: 2, Moves: 2) -- 1 turn
    Workers (Can build improvements, Moves: 2) -- 3 turns
    Settlers (Can found new city, Moves: 2) -- 8 turns

    Buildings Available to Construct
    Monument (increases culture) -- 2 turns
    Pagan Temple (increases culture) -- 2 turns
    Herbalist (increases health) -- 4 turns
    Smokehouse (increases city growth and health) -- 5 turns

    Vallus (3)

    Producing: Warrior (3 turns) then Settler

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 5 seasons
    Scouts (Power: 2, Moves: 2) -- 5 seasons
    Workers (Can build improvements, Moves: 2) -- 9 turns
    Settlers (Can found new city, Moves: 2) -- 25 turns

    Buildings Available to Construct
    Palisade (increase city defense) -- 7 turns
    Pagan Temple (increases culture) -- 9 turns
    Monument (increases culture) -- 10 turns
    Elder Council (increases research) -- 10 turns
    Herbalist (increases health) -- 15 turns
    Smokehouse (increases city growth and health) -- 20 turns

    Trinity (1)

    Producing: Worker (32 turns) then Granary

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 13 turns
    Scouts (Power: 2, Moves: 2) -- 13 turns
    Workers (Can build improvements, Moves: 2) -- 36 turns
    Settlers (Can found new city, Moves: 2) -- 110 turns

    Buildings Available to Construct
    Palisade (increase city defense) -- 20 turns
    Pagan Temple (increases culture) -- 25 turns
    Monument (increases culture) -- 30 turns
    Elder Council (increases research) -- 30 turns
    Herbalist (increases health) -- 45 turns
    Granary (increases city growth and health) -- 60 turns
    Smokehouse (increases city growth and health) -- 60 turns

    Wonders Available to Construct
    none

    Projects/Rituals Available
    none


    Technology Information


    There are currently twelve different technologies available to research. The time to research them and the abilities they unlock are as follows --
    Masonry (11 seasons) -- unlocks Quarry improvement (requires stone or marble resources), unlocks Dungeon building (decreases crime rate and war unhappiness), unlocks Stone Walls building (increases city defense), and leads to Construction technology.

    Calendar (12 seasons) -- unlocks Plantation improvement (requires silk, sugar, dye, banana, incense, or reagents resources), unlocks Agrarianism civic (increases health and food from farms), and leads to Festivals technology.

    Fishing (12 seasons) -- enables water tiles to be worked, enables trade along rivers, unlocks Work Boat unit, unlocks Heron Throne world wonder (increases production from water tiles), unlocks Fishing Fleet improvement (requires fish, clam, crab, or whale resources), and leads to Sailing and Message from the Deep technologies.

    Cartography (15 seasons) -- enables Open Borders in diplomacy, unlocks City States civic (decreases maintenance costs and culture), unlocks Project of the Nilhorn project (gives 3 free Hill Giant units), and leads to nothing.

    Bronze Working (16 seasons) -- allows jungles to be chopped down (lowers unhealthiness in cities), allows Bronze Weapons to be used by melee units (requires copper resource), unlocks Training Yard building (allows recruitment of Axmen units), and leads to Smelting and Sanitation technologies.

    Education (21 seasons) -- unlocks Cottage improvement (requires any land tile; grows automatically into hamlets, villages, and towns), unlocks Apprenticeship civic (increases military recruitment time and unit experience), and leads to Warfare, Code of Laws, and Writing technologies.

    Archery (23 seasons) -- increases production from chopping down forests, unlocks Archery Range building (allows recruitment of Archer units), unlocks Lumbermill improvement (requires any forest tile), and leads to Stirrups and Bowyers technologies.

    Philosophy (23 seasons) -- unlocks Dragon-Bone Palace world wonder (starts a Golden Age), unlocks Blessed Altar of the Luonnotar national wonder (requires a Great Prophet, gives free experience to disciple units), and leads to Way of the Wicked, Way of the Wise, and Priesthood technologies.

    Horseback Riding (27 seasons) -- unlocks Stables building (allows recruitment of Horsemen, Horse Archers, and Knights units if we have horses resource), allows captured elephants to be upgraded to War Elephants, and leads to Trade and Warhorses technologies.

    Knowledge of the Ether (27 seasons) -- unlocks Mage Guild building (allows recruitment of Adepts), unlocks Catacomb Libralus world wonder (gives a free mage guild in every city and increases research), and leads to Divination, Alteration, Elementalism, Necromancy, and Corruption of Spirit technologies.

    Hunting (35 seasons) -- unlocks Camp improvement (requires deer, fur, or ivory resources), unlocks Hunting Lodge building (allows recruitment of Hunters, Hawks, Rangers, and Assassins units), and leads to Animal Handling, Poisons, Archery, and Way of the Forest technologies.

    Way of the Earthmother (36 seasons) -- founds the Runes of Kilmorph religion, gives a free Thane of Kilmorph unit (helps spread the religion), unlocks Temple of Kilmorph building (allows recruitment of Thane of Kilmorph and Soldier of Kilmorph units, and increases gold and happiness), and leads to Arete technology.


    The Imperial Council is now in session, and decisions made will affect the next five to ten seasons (turns). Next update shall be a week from now.

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