Everything posted by paul191600
-
Vestra Imperiosus Civitas
-Actions- (Reports / events coming next) Mask: 1. The idea of a "boat" has already been in development for a short period of time by a local woodworker. He tells you that there is still some time until his project is complete, but will keep you updated. 2. (Settlement will cost 6 food and 28 construction resources) Banked Mather: 1. Your villagers bring back a large pile of twigs, some of them complaining that it would be better to find a permanent source of wood for the village. However, many of them lack the diligence to go and harvest from the woods nearby. 2. The hunters are given quality spears for their hunt, and the rest are given to the fishermen for fishing harpoons. 3. The scouting party sets off, tasked with finding a suitable campsite. 4. Villagers begin stacking small stones around the pit, making a short, roofless storehouse. Ross: 1. The scholar is given 3 units of stone, helping his research progress. 2. Many of the village craftsmen tell you they are already working on such an idea, but thank you for the reminder. 3. A scholar begins fiddling with the white stone. Some of the villagers covet the stone, but do little about it. 4. Another 6 units of wood are split into planks, with a yield of 14 planks. -6 wood, +14 planks 5. The villagers head out to retrieve the birds. You have a feeling they won't be back for some time. 6. Some of the villagers begin constructing wooden pens for the birds, using 4 planks. -4 planks. 7. You gather some of the village's finest crafters and warriors, discussing the idea of a round, wooden shield, used for defensive purposes. Some of the warriors boast, saying using such a device would make one seem weak, while others agree that it would help save lives. After much debate, the crafters agree to begin testing, but require wood for good progress. Rocco: 1. The workers get busy with the 7 units of wood, making the walls of the longhouse. All that remains is the roof. 2. The fibrous material is carefully woven into nets by a local fisherman. The result is pristine nets, the quality astounding. 3. (Banked) Earthsage: 1. Most of the craftsmen do not understand what you mean by "tanning", but one seems understand completely, telling you that he recently discovered how to do such a thing. He begins working with the hides. 2. Most of the men seem to be in good condition, barring a few lacerations and bite injuries. When asked about the city guard, 12 men volunteer to join. +12 reserves 3. Your stonemasons head off to the described cliff, disappearing as they enter the thick of the forest. Icu: 1. Your builders get busy, working with the copious amount of stone in your stockpile. -2 food, -20 stone (You must have missed getting stone at some point) 2. Your villagers set aside some stone and wood for the proposed projects, but lack sufficient resources. 3. Tsukune and his fellow hunters seemed honored to be a part of the camp guard, gladly joining. +15 reserves. Grim: 1. It appears that a team of woodcutters were recently sent out, and you feel as if sending another is not needed. 2. Most of your villagers already dwell in wigwams, but some of them begin building crude huts and shacks. 3. Various men in the village assemble, being trained with the new maces. They join the village guard shortly after. +17 reserves. 4. Your scouts head off to the rumored location of the fibrous plant. 5. A team of fishermen gather spears, heading off to the lake in hopes of a catch. 6. (Banked, already posted earlier.) Retech: 1. The villagers get to work gathering wood, retrieving about 10 units for the new city. 2. One of your scholars is told to develop a vessel for use in the water, and he gets to work, asking for some wood for experimenting. 3. Children are sent out to scavenge for resources, and only manage to find the stone requested. +6 stone 4. Your carpenters perform excellent work in splitting the logs, making 12 planks. -5 wood, +12 planks 5. The builders tell you that it will take some time to make such a cart, and a good deal of wood. They take 5 units of wood for the time being, getting to work on the project. Resources are sent off to construct the new city: -16 wood, -12 planks Archi: 1. A log is cut into small pieces, as requested. 2. The plants that have sprouted are as follows: -One with thin leaves, along with small blue flowers. -Another with a large head of seeds, turning a slight yellow. -A short shrub, with large oval leaves, and tiny white flowers. Large, strange lumps at the roots. The seeds gathered from the plants are replanted. 3. The sharp axes are given to Greg and his men, which they begin practicing with. 4. A large pile of dead animals is given to the butcher, who begins working on dissecting the animals, looking for sinews. 5. Your craftsmen begin constructing a few of the large containers, using 2 units of wood in the process. 6. A scouting party is unwillingly sent to find the source of the drumming.
-
Vestra Imperiosus Civitas
(Will post the results tomorrow, with the events / reports post. Cycle will still reset today at 8:00AM GMT, as usual)
-
The Back Room
Economics you say?!
-
Vestra Imperiosus Civitas
-Reports and events- (Giving an hour or two for revisions of today's actions) Japan: One of your craftsmen comes running to you one morning, holding a medium-sized circular object. He call it the "wheel', and demonstrates its use by rolling it down the road. Shortly after dealing with the craftsman, Keirichi tells you of improved techniques to shape stone, and even the prospect of building magnificent structures with it. Your workers tasked with finding wood return, with 9 units of it. They quickly return to their work after stockpiling the lumber. The large assortment of hunters return, with their arms full of wolf pelts. They throw down the pelts to you, and your personal guards store the 14 units of hide in a small wigwam. Many of the hunters seem like competent men, but one stands out in particular. Your are certain you have seen the man before, and attempt to recall his name (name him please :P ) Some of your villagers complain about a loud banging emanating from the wilderness, and others seem somewhat disturbed by it. Gathering teams return with: 14 stone Kaol: Your crafters finish the work with the stones. They seem to fit your specifications. A loud banging of drums can be heard coming from the valley below your village. Dakara: Gathering teams return with: 7 hide Belgium: An artisan tells you that a successful "wheel" has been created, but was stolen shortly after. However, the concept has been finalized. Gathering teams return with: 3 flax 8 wood Vale: Gathering teams return with: 8 stone 7 wood Elysium: Both of your scouting parties return. The first, tasked with locating any local fauna, returns, telling you of curious birds flocking not far from the village. They note that some of the birds have extraordinary feathers, shimmering in the light. The other scouting team returns, telling you of a strange stone found near the river. It is a dull white, although it seems to shimmer slightly in the light. Some time after talking to you scouts, you hear a shriek towards the end of the village. By the time you and a few of your trusted men arrive, you come across a gristly scene. One of your villagers suffers a few large lacerations on his arm, but he seems to be standing over the dead body of another man. Upon closer inspection, his wooden spear seems to have penetrated the stranger's neck, leaving a bloody mess. When questioned, the villager says that the strange man tried to attack his children, but was ultimately unsuccessful. Gathering teams return with: 11 wood 10 white stone Phantoris: Frank returns to you, holding a strange piece of hide. Upon further inspection, it seems quite stiff and durable. Talamh na fir olc: Your hunters return, bringing back 8 hides from the trip. One of them also brings you a fibrous plant, found by the small lake. Gathering teams return with: 8 stone 12 wood Blade: The large hunting party returns, with 19 wolf hides. They tell you that they killed every wolf in sight. Scouting parties return, telling you of a large cliff nearby in the forest. Mongolia: Your scouts return, telling you of a large grassland, with a lush forest towards the east. They also report that fluffy white animals were found not far from the village.
-
Vestra Imperiosus Civitas
Not an action: Waiting for the three gathering teams to bring back their materials, as well as the thingies for one and two 1. The large group of citizens heads out to work, gathering resources to build their own houses. Hopefully they will have more incentive, because they are building for themselves and their families. They use resources gathered to build/complete the city. 2. Researchers begin on the idea of a basic canoe, made with either wood, or wood with hide. 3. Children and mothers not currently occupied with anything are sent to the river to gather reeds and leaves, which are used in the construction of the city. (If there are enough resources, then the city is completed) The three gathering teams automatically bring back resources at this point, hence why I disregarded them. All automatic gathering will be stated during the coming scout / event / announcement post. @rocco: Whoops, apparently the index for your stone supply was right at the start of a new page. You are right. Here is the edited action: 1. Craftsmen work with some of the freshly-cut wood to create a mass of axe-handles. The stoneworkers of the camp make a large amount of axe-heads as well, completing quality axes. (Add -2 stone as well)
-
Vestra Imperiosus Civitas
Shameless double post. Scouting reports and events will come in tomorrow at 11:00PM GMT. Cycle resets at 8:00AM GMT. Archimage: 1. You explain your plan for wood harvests to the villagers, and the quickly catch on, picking up the idea. 2. The Braves return with the large stones, and a few stonecrafters begin working on the project. They expect it to be done within the cycle. Mather: 1. The foragers fan out, finding various assorted branches and stones. They return with 4 units of stone, and 6 units of wood. 2. Your craftsmen begin constructing short spears from some of the stone and branches, performing quality work. -2 stone, -3 wood. 3. A local fisherman works with the small twigs, making such a device. However, there are only enough of the soft twigs left for one pot. 4. You search around for three men to scavenge the lake for any food, before finding a small group willing to do the job. They head off with the fisherman's basket. Earth: 1. A large group of strong young men assemble, taking up various weapons. They have a toast before setting off for the great hunt. 2. You assemble another scouting party, telling them to specifically look for stone. After arming themselves, they set off into the unknown. 3. Banked Icu: 1. You give your researchers 10 units of stone to help them with their studies, while the rest is used to make a large assortment of stone tools. 2. The villagers tell you that most of the men are out already harvesting stone. The men that remain set off to harvest wood instead. 3. The strange lump of material is given to one of your budding scholars, who begins tinkering with it. 4. There is a roar of approval during you feast, and a large group of men take arms, making a general ruckus as they leave the village. Mask: 1. A few of the local plant lore experts begin working the ground, planting the seeds from the scouts. 2. Your scouts agree to take you to the edge of the world. After a rather long journey, you arrive, stepping in a strange grainy substance. You gaze off into the distance, and all that can be seen is a large expanse of water. 3. Banked Retech: 1, 2. The foraging parties head to their assigned tasks, respectively. The men begin harvesting additional lumber around the meadow, storing it there. +3 wood. 2. A large group of citizens head off towards the proposed camp site, setting up temporary dwellings until the camp is fully constructed. (6 food and 28 units of construction resources needed for a new camp) Nex: 1. Your finest wood-shapers are appointed stone-shapers, and begin working on fine axe heads for your lumber teams. The remaining wood-shapers begin constructing a large stockpile of the hatchet-handles specified. -2 stone, -3 wood 2. Some of the more athletic members of the village begin holding demonstrations on various techniques used in the field. A large host of villagers watch the demonstrations. 3. Beast-tamers are sent to investigate the strange animals found, and attempt to domesticate them. Rocco: (Wheel research takes a bit of time) 1. Craftsmen work with some of the freshly-cut wood to create a mass of axe-handles. However, due to a stone shortage, only a handful of axes are completed. -2 wood 2. Your builders begin setting the foundation of the longhouse, in a quick and efficient manner. -8 wood Grim: 1. Your artisans craft some stone maces, although the work seems sub-par. -2 stone, -1 wood. 2. The craftsman is given some wood, to aid in his research of the bow. -2 wood 3. Conlan is sent out on a hunting trip with a group of hunters. The conditions seem perfect for such a hunting trip. Dusty: 1. A second scouting team is sent out, told to report any interesting findings. (The wheel is already being worked on) 2. Some of your hunters begin working on small tents using remaining animal hide. Ross: (Scout teams will automatically report their findings around 11:00PM GMT) 1. Villagers begin working a soft, fertile patch of ground by the river, planting the seeds. When you ask them what kind of plant the fruit was harvested from, they tell you it was a long, tall plant, but certainly not a tree. The growing conditions of the plant are seemingly unremarkable when you ask further questions. 2. A scouting team assembles, tasked with searching for local fauna. 3. Your villagers try using such ramps, but the overall effort is rather clumsy and uncoordinated. A self-proclaimed scholar tells the villagers that he will discover a more efficient way to do such a task.
-
Vestra Imperiosus Civitas
Internet went down last night, sorry about that. I will be posting results soon.
-
Vestra Imperiosus Civitas
-Reports- (All cities receive +2 food from fertile grassland bonus) Japan: The scouting team sent to find wood has returned, and with good news. They report a small pond surrounded by large amount of trees a few miles east of the village. The second scouting team returns safe likewise. The leader of the expedition hands you a crude map, before telling you of a strange, grainy material near the edge of the world, to the far south of the village. The team of villagers responsible for harvesting the stone return, with 14 units of stone. They take a break for some time before setting off to harvest again. +14 stone The foraging party returns, with some of the men being beaten or mangled. They tell you that they were attacked by viscous dogs halfway through the expedition, and had to retreat. The final investigation team, sent to the strange hill, return. One of the men carries a strange lump of dense material, while the others have dirt mixed with some glittering chunks of rock. Kaol: Your stoneworker, Elijah, comes running up to you one afternoon, holding onto a stone axe. However, this axe seems much sharper and defined than what most of the villagers are using now. Dakara: Ansgar and his hunting clan return at the beginning of the cycle, bringing back 7 units of hide. They take some allotted time for resting and celebrations before heading back out. +7 hide Belgium: The scouting party returns one fine morning. They tell you of a large, open meadow in the middle of the forest, the area seemingly clear. They tell you that the area seemed lush with vegetation. Your woodcutting team returns, with 8 units of wood. After taking a break, they head back out. +8 wood Some villagers harvest some of the fibrous plant from the outskirts, although the whole operation is rather haphazardly-done. +2 fibrous material Vale: The explorers tasked with finding other civilizations return, telling you of a city near the rivers to the northeast. Workers from the cave return, with 7 units of stone. Some of them seem eager to explore the cave further, but complain about low visibility. After taking a break, they set off. +7 stone Your lumber team returns, with 8 units of wood. They return to their work after depositing the lumber. +8 wood Mask: The scouts return, telling you of large fields filled with a golden plant. The leader of the scouting party hands you a large amount of the seeds gathered from the fields, before telling you that they also hit the edge of the world. Talamh na fir olc: Your scouts return, a few of them holding bushes of a strange, fibrous plant. The plant seems semi-dry, with ripe seed pods. +2 fibrous plant The two resource teams return, one with 8 units of stone, and the other with 12 units of wood. They return to their jobs after taking a short break. +8 stone, +12 wood (I will wait to do actions in case people decide to revise)
-
Vestra Imperiosus Civitas
Not seeing a report where you received 12 wood total. If you want to point out the posts, then I will look into it further. Otherwise, my records say 3.
-
Vestra Imperiosus Civitas
(Scout reports & events will be done at 9-10PM GMT, due to some IRL setbacks) Rocco: 1. The scouting party heads off towards the rumored location of Florence. 2. You explain the idea of a wooden wheel to a few craftsmen in the camp, and they agree that it is a reasonable project. They begin testing diffirent designs right away. Mask: 1. You give Frank 3 units of hide to experiment with. He seems pleased with the donation, and runs off to his tent with them. -3 hide
-
Vestra Imperiosus Civitas
Ross: 4. As per your instructions, a small team of villagers assemble, heading off to the stone that the scouts spoke of. Shortly after the departure, a few villagers return, with some lumps of stone. They tell you that the majority of the group is still at the river, working at harvesting more stone. +2 stone 5,8. You instruct a local craftsman to make the best use of the stone gathered, and he gets busy, working the stone. After some time, the craftsman shows you his work, being several stone axes and some crude tools to work the earth. From the looks of it, he made the best use of the rather small amount of stone. -2 stone 6. Your villagers begin setting up poles for the raised tents, but realize that they lack any hide for the top. Instead, they use large leaves gathered from local flora to use as the roof. 7. Upon further examination, the strange yellow fruit seems to be completely composed of small, yellow seeds. Once removed, a fibrous husk is all that is left. The villagers decide to harvest all the dried seeds, keeping the moist ones on the husk. The dry seeds are stored in a safe location. 9. After explaining the concept of "planks" to a few villagers, they quickly get to work, splitting the logs. They perform exceptional work, stretching the amount of wood significantly. -3 logs, +7 planks. 10. Sticks and bits of sharp rock are scaveneged around the village, and handed to the local craftsman. Once again, he performs exceptional work, making a set of spears for the stronger men to use in case of an emergency. The other villagers take heed to your warnings, some donning thick branches as a form of defense. 11. The scouting party seems tense about the whole idea of going through potentially hostile territory, but they agree nonetheless. Several of them take the freshly-made spears, while others weild simple clubs. They set off, fading away into the misty jungle. Icuownage: 1. You hold a grand feast for your village, with the villagers bringing some of their own culinary works. Most of them seem rather bland, but one man, named Shisho, displays a dish that pleases your tastebuds. The entire camp seems happy with the prospect of such a feast. -The potluck has been invented- 2. A scouting party is assembled, led by a man wearing a strange piece of fur on his head. They seem fairly compitent, and head off into the unknown. 3. You assemble many of the villagers in a meeting, discussing the issue of farms and food. After making your idea clear, most of them seem to agree with the concept, although a few mumble about not being good farmers. Once the meeting is over, everyone returns to their homes, some cultivating the ground, while others forage for seeds. 4. Your villagers find a large, fertile plot of land near the river, but lack the seeds required to start a larger farm. 5. The stronger villagers split into two teams, one heading towards the rocky outcrop, and the other scouting for wood. A few men return from the stone-gathering team, with a few large boulders as well as some shards of rock. They tell you that most of the team is still out harvesting. +3 stone 6. A few scouts are sent out to examine the behavior of animals, for domestication purposes. A villager suggests that supplying some captive animal may help speed up the process, however. 7. After searching the village for some time, you come across a small amount of villagers willing to forage for any useful herbs. A few of them don't seem to know much about plants in general, but volunteer anyways. After having a short toast, the group heads out towards the grasslands. 8. As you take a short stroll towards the river, you see some children playing with a few cattail reeds. You approach them, asking if they could harvset a large amount of these reeds, and they agree, seeing it as some sort of game. After a short period of time, the children return, arms full of reeds. +10 reeds 9. Keiichi takes the newly-gathered stone, retreating to his quarters. He later returns to you, showing some quality stone axes. -3 stone 10. After talking with Keiichi, you feel a sudden thud to your heel. You turn back, picking up a small, rounded stone. As you glance around, you spot a young man, laughing. He seems to share a concept of such a "wheel" similar to yours, telling you that he will continue to test his theories. Before leaving, he also tells that any donations of supplies would be put to good use. 11. Keiichi approaches you after hearing of your request for a stonemason. He tells you that he will study such a topic, being experienced with stoneworking. When you check his stockpile of stone, it seem rather empty. 12. A few citizens agree to investigate the hill, but no willing guards are found. Acrhimage: 1. The seeds are sorted out, and kept in record accordingly. A few of each seed type is planted near your wigwam. Mather: 1. You send out a group of villagers to look for any loose wood and stones. Most of them return with pebbles and otherwise useless materials, such as twigs. 2. Your villagers begin digging a large trench, but the progress seems rather slow without the proper tools. 3. The meat from the hunt is butchered, but provides enough food for only the hunting clan. After having a feast, the clan takes their leave, for another long hunting trip. They tell you they can continue these trips without your word, if you wish. Retech: 1. A surveyor agrees to search for nearby fertile land, assembling a few of his trusted men. After some short prep work, they head out in the forest. 2. The fisher is given the fibrous plants, and he beings working with them, testing his diffirent theories. -3 fibrous plants 3. The three gathering teams are sent out, fading away in the lush forest. 4. Shortly after explaining your idea of a "wheel", you a greeted by the notorious tinker-man of the camp. He agrees to help develop such a contraption, and takes 2 units of wood to work with. -2 wood 5. You gather the assorted crafters of the camp, and tell them of your vision for a "bow". They seem awed by such inspiration, and take the remaining wood to begin working on the project. They take a few of the fibrous plants from the outskirts of the village as well. -2 wood. Grim: 1. A scouting team is told to search for any fibrous plants, and they take a mental note of it before setting off. 2. A few artisans in the village take up the stone and wood supply, making a good deal of assorted stone tools from it. (Stone / wood depleted) 3. Using the newly-made tools, a team of woodcutters is sent to a small grove nearby. They will return with the harvest next cycle. 4. You state the need of a town watch to your villagers, but only one man seems to volunteer. 5. Some of your villagers report a large outcrop of rocks due south of your village, and a team of men are sent to harvest stone from it. 6. You speak of your idea of a "bow" to the town crafters, but many of them do not share your vision. One man, however, agrees to look further into the subject, if you can supply him with appropriate materials. Rocco: 1. The two teams of men respectively set off to the locations ordered. They will return with their finds in one cycle. 2. A craftsman takes a large lump of the strange material, attempting to fashion it into a container. The end result is a horribly mishapen pot, but progress is made. Earth: 1. One of your men reports that you have around 20 wooden spears, 10 or so stone axes, and around 15 wooden clubs. 2. The woodcutters agree to stay at the village for one cycle. Mask: 1. The scouts listen to your orders carefully before leaving, telling you that they will return soon. 2. A craftsman by the name of Frank examines the hides, telling you that they could be used to build tents, for clothing, and for a strange material that he has yet to name. He tells you one of his theories, being that the hides can be treated in a manner so that they will become harder, and stiff. Nex: 1. The villagers take 2 units of wood, constructing a crude fence around the strange animals. 2. The "wood shapers" take the last unit of wood, making as many axes out of it as possible. However, it seems that some wood was wasted in the long run.
-
Vestra Imperiosus Civitas
This man speaks the truth. It took about 4 hours of my time on the first day, between moderating, taking notes, and organizing a format to keep player / city information in. Hopefully it will be a bit quicker time-wise now that this is finished. If everything goes smoothly, I will allow 1-3 additional actions per city, depending on certain factors. Anyways, reports will be coming in around 11PM to 12AM GMT. Reset will be on Monday at 8:00AM GMT, as usual. Front-page player info has been updated as well. (Report any mishaps)
-
Vestra Imperiosus Civitas
(Re-did the report for nex. For some reason I had it noted as a scouting mission) The large group of citizens return, tugging a few logs along. They tell you the forest is lush and healthy, a perfect spot for continued operations. +9 wood (To everyone else: the cycle reset may be pushed back to monday 8:00AM GMT, due to traveling times today. Moderating on an iPhone is a bit of a pain.)
-
Vestra Imperiosus Civitas
-Reports and events- All cities on fertile grasslands recieve 2 units of food. Kaol: Both exploration parties arrive safely back, reporting their finds. The first party reports breathtaking mountain range to the west of camp, but have no reports on any unusual or new resources. The second scouting party reports that they traveled north, coming upon a thick jungle. They report sightings of small shelters, and signs of human life, but no contact was made. The second scouting party was also unable to map the location of the sightings due to the thick jungle. The Kaol Braves return, carrying 10 units of wood. They remark on the quality of the wood, along with the abundance at the site. Some wonder if perhaps it would be a good place to set up a small lumber camp. Dakara: The hunting clan returns, arms full of furs and meat. Ansgar reports that there is a large herd of deer near the lake, and that the hunt was a huge success. +1 food, +4 hides Belgium: The seeds obtained from the fibrous plant grow well, producing a small crop on the outskirts of your village. Vale: Your scouting party returns in once piece, telling you of their findings. They tell you of the strange "dirt" near the river which a villager also reported, but more importantly, of a cave entrance due south of the village. Although they could not see far in the cave, one of the scouts proclaims that a rock he hurled in did not make a sound. Elysium: Your scouting party returns, although they seem somewhat disturbed. They report sightings of human remains to the east of the village. On a more positive note, they tell you of a brilliant white stone at the river to the northeast of your village. A crude map is given with the location. (Event)- Shortly after the scouting party returns, a crazed citizen comes running nearby, screaming some incomprehensible statements. One of your right-hand men goes to investigate the situation, returning shortly after, his face pale. He tells you that a severed human head was found at the village outskirts, although no villagers had been reported as missing. Phantoris: The lumberjack and hunting teams arrive back at camp, with resources. The lumberjack team hauls 7 units of wood, stating that a location with thicker woods is needed for better harvests. The hunting team hauls back 10 hide, telling you stories of a creature similar to deer, although much larger, and harder to take down. Talamh na fir olc: The fishermen return from the lake, showing you their large catch from spearfishing. +.5 food. Blade: After much waiting, a single member of your scouting party returns, beaten up and mangled. He tells the village horror stories of feral wolves tearing apart his peers. He promptly passes out. The woodcutting team returns, hauling back several large logs. They seems content with the location used, and ask for your orders. +9 wood Mongolia: Only half of your scouts return, malnourished and weak. They tell you of a fertile grassland to the east, and mountains backing your small encampment. Stone is plentiful to the slight west, and some grazing animals were spotted due east. Dusavi: The first scouting party returns, telling you of strange animals, with fluffy, white fur grazing on the grassland to the west of your village. The villagers also return from the small forest expidition, finding...wood. No other important discoveries were made.
-
Vestra Imperiosus Civitas
Due to a mix-up on my side, cycles will reset around 8:00AM GMT. I will post reports for the civilizations before this time, so that scouting reports will come before people post their new actions. Earth: 1. A group of lumberjacks is sent out to begin larger-scale harvesting in the forest. They will return within the next cycle. 2. You assemble another small scouting party, emphasizing the need for stone. The whole lot of them look rather sickly, but they go on with the voyage, fading away in the dense fog. Nex: 1. You send any able-bodied citizens on a foraging mission. The citizens have no quarrel about this, and quickly assemble in a large group, heading out. Before long, small groups of citizens return with chunks of stone, and large broken branches. One particular citizen reports that it is worth looking into a better source of stone near the river. +5 stone, +3 wood. 2. Most of the populace seem rather put off at the hint of doing seemingly useless work. Mothers grip their children, citing that doing such activities would be unsafe. The few that do partake in such activites are bumbling and clumbsy, wrecking a few tents in the process. Nero (didn't see the actions edited in) 1. You discuss the prospect of a device called the "wheel" with a few fellow scholars, and they seem to accept the idea. They begin tinkering with circular objects, along with testing the various properties of local materials. Before long, they request that you aid their research by providing some basic materials, such as wood or stone. 2. Your finest scouts are sent out to the western lands, searching for resources and civilization.
-
Vestra Imperiosus Civitas
Retech: Another foraging party is sent out into the forest. They remain there for some time, before returning with another 4 units of wood, and an additional unit of the fibrous plant. Unfortunately, most of the fibrous plants contain a very small amount of seeds, due to being in bloom. Workers manage to gather the small amount of seeds that are present, scattering them on the outskirts of the village. The plants are let out to dry for a cycle. You search for citizens willing to scout out new lands, but most are either unwilling or busy with another task set. Earthsage: Your citizens begin settling down, building wigwams from twigs and branches. Deepwood is founded. A large group of citizens agree to start a large foraging operation, searching the outskirts of the camp for resources. A few men come back, with 3 units of wood. They suggest setting up a large foresting operation, in order to acquire more wood. You ask the local craftsmen to look into developing different weapons, and they agree that it should be a priority. Unfortunately, they also point out that the lack of stone will hinder progress significantly. Nex: After receiving short instructions, a large group of citizens head out to the forest. Before leaving, they state that they will be gone for one cycle. Rocco: Craftsmen begin working the remaining wood into axe handles, but you discover that you need more stone to make the axe heads, much to your dismay.
-
Vestra Imperiosus Civitas
Earth: 1. Your band of nomads finds a little clear spot in the middle of the forest, ideal for starting a small encampment. There is plenty of wood surrounding it, along with various plants in the forest. 2. A few worker volunteer to help improve the basic stone axes that a few of the tribe members have, although they lack the resources to effectively do so. Archi: The Braves do as instructed, heading to the jungle. They state that they will return at the beginning of the next cycle. Rocco: A man volunteers to fiddle with the fibrous material, and does so. Shortly after he proclaims that the material is too moist to be of use. After you speak of building a storeroom, a man approaches you, claiming to be some sort of building planner. He gathers a team of workers, and they begin building a small storehouse. He estimates that it will be finished in one cycle. -5 units of wood. You further examine the strange lump, but it appears to have hardened. A few of your men locate the citizen responsible for finding the substance, and the man claims that it was found by the river. Grim: 1. The artisans make the most out of the materials provided, making a small stock of blunt axes and wooden spears. 2. When asked to make fishing tools, the workers point out the freshly-made wooden spears, claiming that such tools are all that is needed to properly fish. 3. You instruct a small group of workers to take up the wooden spears, and use them to fish at the nearby lake, for the next cycle. The workers agree with this, and prepare to depart for the lake. Nero: (PM me with further details on the effect of this) 1. Your tribesmen begin to selectively breed the little stock in horses that you have, aiming for the hardy pony you envision. However, you have a feeling that this will take a good deal of time. 2. You present the idea of a bow to a few of the craftsmen in your tribe. They agree that the idea is plausible, but request a source of wood and fibers to experiment with. Nex: Your fellow tribesmen begin setting up tents, in the manner specified. Soon, the small camp has been completely set up, according to your specifications. 1. A team of scouts is assembled, and likewise instructed to search for any herds of animals. Before leaving, they say that they will report their findings within the next cycle.
-
Vestra Imperiosus Civitas
Ross: 1. You call out for any individuals to forage for wood, but most of the villagers are preoccupied. A few of your loyal men volunteer to do the job, although although they are much less than you had hoped for. After some time, they return, dragging a felled tree. +5 units of wood. Mask: 1. The strong, hard-working men of the village are armed with the new tools, and are told to begin a foraging expedition. After giving their goodbyes, they head off. The remaining villagers continue to forage, but find nothing of interest. Rocco: 1. Many of the villagers seem interested in helping gather resources from the forest. A large group departs to the village outskirts, returning with a few small felled trees, an assortment of vines, and a large lump of a strange, sticky dirt. +7 units of wood, +2 units of fibrous material, +1 strange lump. Retech: 1. A small gathering party is sent into the forest, returning shortly after. Their findings include bushels of a strange plant, with small blue flowers. It seems slightly fibrous, but clearly not enough to work with in this state. +2 units of unknown plant 2. Citizens being using fallen branches and leaves to construct crude granaries. Grim: 1. Your workers depart on a search for resources. A few return, with 2 units of stone, and 1 unit of wood. They report a healthy grove of wood and a large cliff face near a small lake.
-
Vestra Imperiosus Civitas
@Nex: Yes, post your first actions when you wish. @Rocco: Generally, scouts return 1 cycle after they are sent out (IRL day), unless instructed otherwise.
-
Vestra Imperiosus Civitas
Results and updates: (Long post is long) Icuownage: As your small nomadic tribe stops for the night, you decided that this location is a prime place to start a permanent dwelling. The people gather around, and you declare that this place will be known as Karikiro. The villagers get busy constructing small wigwams. 1. You call for a small scouting party to assemble, and a few men gather around, listening to your instructions. They don't seem very enthusiastic, but set off on your instructions nevertheless. 2. As a new trial of man is announced, most people simply continue their daily work, ignoring the idea. However, a few eager fellows seem interested in the concept, and take the trial. Out of the lot, you find one stoneworker who seems to excel in his field of work, named Keirichi. 3. Keirichi begins tinkering with a small pile of stones. Before long he returns with a rather blunt stone axe. He requests more stone to continue his work. Archi: Your villagers take heed to the instructions to settle down, and begin constructing various crude dwellings. They don't seem to be too thrilled at the prospect of working. 1. A scouting party is assembled, and they quickly set off, as per your instructions. The lot seems competent, and you feel at ease. 2. You come across a particular woodworker, tinkering with a few small logs on the ground. He abruptly smashes a log against a sharp stone, and it splits in half, much to your surprise. The man takes notice of you, and introduces himself as Joshua, the carpenter. 3. The idea of such a floating vessel is presented to Joshua, but he seems rather reluctant to begin testing such an idea. However, he tells you that he will begin tests once you bring him a sufficient amount of wood (4 units). 4. A competition is announced, and you get a large crowd of men gathering around for the fights. Roughly 21 men fight, 9 of which show themselves to be skilled in the art of combat. One particular man stands out, by the name of Greg. He is crowned the champion. Him and the 9 men join the Kaol Braves, and request your next command. 5. You find a young man, fiddling with a few sticks. As he looks up at you, you toss a small piece of wood at him, which hits him square in the forehead. He curses you, taking the wood and running off. 6. Your men are sent to search for a stonemason, and you quickly come across a man, sitting atop a pile of dirt. He appears to be chipping away at a small stone. When you request that he create such a weapon, he lights up, rambling on about stone, but notes that he needs a few units of stone to experiment with. He introduces himself as Elijah. 7. After searching for some time, you find another small group of men willing to explore. They set off, as per your instructions. 8. Several women begin foraging around the village, bringing back a small handful of seed. Mather: Your people settle down, constructing haphazard houses and small shelters. 1. The villagers hear of your building projects, and manage to construct a large lean-to for a dining area. However, they lack the stone needed to create the storage, digging a small pit as a temporary fix. 2. As you walk around the village, you spot a large group of men, with one seemingly leading them. You approach the group, and they present themselves as a small clan of hunters. Some of them don wooden spears, but they have little else in terms of equipment. The leader of the clan greets you, calling himself Ansgar. 3. You tell the small clan that the village requires food, and they agree, setting off for the lake. Retech: Your people agree that this area is a fine place to settle, and they begin constructing various dwelling places. 1. Many of the villagers seem to be busy about their work, but you come across one that is sitting by a small pond, gazing at the water. He takes a small basket, scooping it in the water for no apparent reason. As you ask him about fishing, he begins telling you his various theories and ideas about the subject. However, he also tells you that he will require some sort of fibrous plant for one of his ideas to work. For the time being, he takes a small branch, whittling away at it with a rock. 2. You search far and wide for any group resembling hunters, but you cannot seem to find any at this time. (1 action for this cycle remains) Rocco: Your people, weary from the time spent traveling, agree that settling down permanently would be a good idea. They get to work, making a variety of lean-to shelters. 1. A scouting party is requested, and a large group of men quickly assemble, as instructed. They set off to scout the area around the village. 2. Several idle villagers volunteer to forage around the village outskirts, and return with a copious amount of seed. One villager returns with a small, impressionable lump of dirt. (One additional action remaining for this cycle) Ross: Your villagers agree that settling down and constructing a village in the jungle would be better than the previous style of life. As they construct wigwams and lean-tos, a light rain begins to wet the area. 1. As you search for men willing to explore, you overhear that a group had just recently set out to do such a thing. No further volunteers are found. 2. A large portion of the villagers volunteer to forage for any food, and set off, scouring the village outskirts for resources. After some time, many of them return, arms full of a strange, yellow fruit. Some of it is completely dry, while other pieces are moist, and sweet. (1 action remains for this cycle) Mask: A small camp is constructed, although the villagers seem clueless on the issue of naming it. 1. You call for a foraging group, and some villagers eagerly join. They search the village and village outskirts for any hint of materials, coming across 3 units of wood, and two units of stone. 2. The villagers begin tinkering with the small cache of resources found, creating a large array of blunt stone axes, and a few sharpened wooden spears. -3 wood, -2 stone. (1 action remains) Grim: The camp of Baile Gealtachta is founded. The followers of Laal begin a grand celebration, lightening the mood. 1. As you search for hunters, one particular group of men stands out. The small group of men seems to be sparring, some with wooden spears, others with clubs. They take notice of you watching, and stop, saluting you. A man by the man of Conlan approaches you, claiming to be the leader of the hunting group. You tell him to begin scouting for food, and they set off. 2. A few various craftsmen construct a small amount of stone tools, but demand the proper building resources in order to commence larger-scale production. (1 action remains this cycle)
-
Vestra Imperiosus Civitas
Clarification for tools: Your civilization may start with a few extremely basic tools, but not nearly enough for large scale production and work. The same goes for resources. You may start with some sparse materials, but for the most part (unless you are surrounded by a resource) you must forage / harvest the resource in order to use it. On that note, I will begin posting reports as I moderate now.
-
Vestra Imperiosus Civitas
-Player info- [spoiler=Mask] Civilization name: Phantoris Civilization adjective: (None) [spoiler=Cities][spoiler=Unnamed city (T1)] Resources: 2 food 10 hide 7 wood Troops: None Important figures: None Special buildings: None [spoiler=Icuownage] Civilization name: Japan Civilization adjective: Japanese [spoiler=Cities][spoiler=Karikiro (T1)] Resources: 2 food Troops: None Important figures: Keirichi, stonemason. Special buildings: None [spoiler=Dungeonal] Civilization name: Florece Civilization adjective: Florentine [spoiler=Cities][spoiler=Florence (T1)] Resources: 3 units of hide Troops: Reserves- 6 Important figures: Fernando, carpenter Special buildings: None [spoiler=Retech] Civilization name: Belgium Civilization adjective: Flemish [spoiler=Cities][spoiler=Brussels (T1)] Resources: 2 food 3 units fiber (flax) 4 units of wood Troops: None Important figures: The fisherman Special buildings: Crude storehouse [spoiler=Earthsage] Civilization name: Blade Civilization adjective: Sharp [spoiler=Cities][spoiler=Deepwood] Resources: 2 food 12 units of wood Troops: None Important figures: None Special buildings: None [spoiler=Sere] Civilization name: Deutschland Civilization adjective: (None) [spoiler=Cities]None [spoiler=Mather] Civilization name: Dakara Civilization adjective: (None) [spoiler=Cities][spoiler=Dakara] Resources: 3 food 4 hide Troops: None Important figures: Ansgar, hunter Special buildings: Small dining lean-to Storage pit [spoiler=Ross] Civilization name: Elysium Civilization adjective: (None) [spoiler=Cities][spoiler=Elysium] Resources: 2 food 5 units of wood. Troops: None Important figures: None Special buildings: None [spoiler=Archimage] Civilization name: Kaol Milleu Civilization adjective: Terran [spoiler=Cities][spoiler=Kaol] Resources: 10 wood 2 food Troops: Units- none Reserves- 10 Important figures: Joshua, woodworker Greg, general Elijah, stonemason Special buildings: None [spoiler=Nero] Civilization name: Mongolia Civilization adjective: Mongols [spoiler=Cities]None [spoiler=Rocco] Civilization name: Vale Civilization adjective: (None) [spoiler=Cities][spoiler=Vale] Resources: 2 food 2 units wood 3 units fibrous material 1 unit clay Troops: None Important figures: None Special buildings: Small storehouse [spoiler=Nex] Civilization name: Dusavi Civilization adjective: (None) [spoiler=Cities][spoiler=Dusavi] Resources: 2 food 5 stone 3 wood Troops: None Important figures: None Special buildings: None [spoiler=Grim] Civilization name: Talamh na fir olc Civilization adjective: Irish [spoiler=Cities][spoiler=Baile Gealtachta] Resources: 2.5 food 2 units stone 1 unit wood Troops: None Important figures: Conlan, hunter Special buildings: None [spoiler=The Survey] Survey: A travelling band of nomads wants to join your village, what do you do? The notorious loony claims that he has found an ancient map. What do you do? One day, an emissary arrives from a neighboring empire. He sends word that his kind demands tribute from your nation. What do you do? You come across a resource node, full of gem foreign to your people. However, another nation seems to have set up a small camp there as well. What do you do? A long-trusted advisor of yours is rumored to be planning to remove you from the throne. What do you do? A band of vicious cats has been attacking the local rodents, killing most of them off. What do you do? If you had to choose between military supremacy, economic might, or intellectual prowess, which would you wish for your nation to have? Your explorers come across a small tribe, with extremely primitive technology. They do not seem to be hostile. What is your response? After a lengthy military campaign, you overtake the capitol city of a rival nation. However, the city is still intact, along with most of the citizens being alive. What do you do? Your cities are starving and the only source of extra food is an empire that demands you give up your strongest squad of men. What do you do? Two of your neighbors, one on friendly terms, the other unfriendly, have recently fought in a war, and are now weak. What do you do? There is a red button on your desk, what is it for? There is a trial in your city, where a 'scientist' claims that the earth goes around the moon, rather than the moon being reborn each day by the sky gods. The courts have sentanced him to death, what do you do? While out with your fellow hunters, a large flying stone with a green middle hovers overhead, bathing you in a green light. What do you do? Choose one of the following: A) A B) A C) B D) 42 E) None of the above Announcements: (Look here for important updates!) Please keep all discussion to the kingdoms v2 discussion thread, if possible! Please post your empire name / adjective if you have not done so at this point! Assume that cycles reset around 8:00AM GMT
-
Vestra Imperiosus Civitas
-Maps-
-
Vestra Imperiosus Civitas
For centuries your people have lived the nomadic life, scouring the land for resources, barely scraping by. Various tribes often clash over the little food that there is, and even neighbors fight amongst themselves. The weather is harsh, extreme conditions beating down on the world and it's inhabitants. Death is prominent in the land, with mothers often burying their husbands, and children burying their siblings. Yes, these could be considered dark times, but a small gleam of hope shines through the somber atmosphere. Budding scholars have began presenting the idea of a “city”, such a place where residence is permanent. Brilliant generals, cunning traders, skilled craftsmen, and diligent scholars have become something less of a novelty, and more of a reality. Now, leader, it lies in your hands to lead your people to a better, promising future, to a golden age, where these solemn times will fade away as history. Exspectata ut vestri Imperiosus Civitas Rules and information: Cities- At the start of the game, you begin with a nomadic band. You can either settle down immediately, or travel around for some time, looking for that perfect spot. There are three different types of terrains your city can rest on. Cities that are not settled on these unique terrains will generally make enough food to support themselves, unless it is placed in certain locations (i.e: in the desert or tundra). City expansions are based on a tier system. New cities are tier 1. Tiers range from 1-3, and may have different names based on the Era. Upgrading a city requires a set amount of food units, and construction materials determined by the GM. Similarly, constructing a new city will require a set amount of food, along with associated construction materials. Raising the city's tier will allow it to harvest more resources and have various other effects. Construction in cities is not automatic for special buildings (i.e. Walls, castles, storage, libraries, etc.). Constructing such things may prove beneficial... Eras- Times change and we change with the times. When certain milestones are reached, E.G. you build a tier three city, or you discover a certain technology, your Era will advance. When this happens all the tier three cities become tier two, all the tier two cities become tier one and any tier one cities cease to exist. Exceptions only occur if you only have tier one cities, or if the vast majority are tier one, in which case you may keep a few. Unit/Army size, as well as resource gathering, increases to compensate for this. Once you hit the milestone for an era advancement, you will be given a small window of time before the advancement is complete. Resources- Resources are an essential part of growth for your empire. At the start of the game, the only resources that are known to man are stone, fish, crops, wood, and hide. Basic tools, such as stone tools / weapons, crude rafts, and clothing can be made using these resources at the initial setting. Keep in mind that different biomes will often yield different resources; forest will certainly contain wood, mountains will certainly contain stone, grasslands might contain both or neither. Heartlands are resource-rich terrains, often containing most of the basic resources , but have little to no food. They cannot sustain themselves, and must be supplied with food. This can be done by shipping food over from another city. If this shipping route is blocked off for whatever reason, your city will begin starving immediately. If you have not resolved this by the end of the next cycle, the city is abandoned. The second type of terrain is the fertile grassland. These special plots of land produce 3 units of food by default, one of which is required to support the city. Both the heartland and fertile grassland terrains have a decay effect. Heartlands have the chance of gradually being exausted, eventually becoming a wasteland, yielding little to no resources. Grasslands, on the other hand, can become dustbowls if overworked, but will recover some time after. These decay rates are based on the amount of cities on the terrain, so think twice before settling multiple cities on the same tile. The action system- An action system will be present, similar to the original dungeoneering. However, you are restricted to using a certain amount of actions per cycle (IRL day), in a sense. Each city you have gives you 3 actions per cycle by default. An action “bank” is also provided, containing 10 actions. Once a city of yours hits tier 2, an additional space of one action is added to the 'bank'. If this city is lost in combat the space is lost, but if you advance an era, and your city is demoted to tier one, you keep the space permenantly. You must clearly state you are storing an unused action in this bank, or else it will be lost. Actions may either be posted all at once, or one at a time. Each has their own advantages and disadvantages, since you will not be able to respond to the moderator’s report if you post all actions for the cycle at once. An example of the action system (Stuff in the brackets will rarely be posted): ----------------------- Player: I have my citizens settle down at the original location. (2 actions remain) Moderator: (R16) Your citizens hastily begin constructing wigwams, and before long, a small camp is built. Player: I assemble a scouting party, sending them on the outskirts of town for any resources. (1 action remains) Moderator: (R4) You find a small group of men willing to scout. However, the lot seems rather sickly and incompetent. They set off, disappearing into the fog. Player: I have the villagers scout around for any resources. (Final action) Moderator: (R18) A handful of villagers begin scouring the area for any hint of resources, finding 2 units of stone, 1 unit of wood, and a strange lump of matter (1 unit). -------------------- At this point, the player can either stop posting actions, or they can begin using actions from their bank. Delving further into the examination of the strange lump may improve research progress, but at the cost of actions. Combat- Combat will be similar to the original hegemony titles. However, providing detailed battle plans and use of the matrix-game system will be an important factor in battles. The matrix-game system is where one posts an action, the result, and three reasons to support why the result would happen. The effectiveness of the supporting reasons is determined by the GM. Example: I shall fortify the town (action), which will result in improved defenses. This should happen because I have a steady force of trained men, I have an experienced engineer, and an ally has provided sufficient funds for such fortifications. This example displays a skillful use of reasoning, which would be taken into consideration by the GM during the battle. Squads are an essential part of your military. Each squad costs one unit of food, providing enough for 30 men, during the first Era. Squads may have mixed-combat units. It is important to note that outfitting your squads will costs resources, and often they will start out with no equipment, except in exceptional circumstances or late game when they may have knives and broomsticks from home. Men, and women, may be put in reserves, which costs no food. However, they cannot be used in a combat situation unless they are put into a squad a year before the fight. Reserve forces will often be rusty in terms of training. If a currency system is in place, squads will often demand some form of pay. Research- Often, research will simply involve stating a concept that is within grasp, or analyzing a new resource found. However, if a complex project comes up, three reasons must be given to the GM explaining why such a project could be accomplished at the time. Research will often costs resources, manpower, or currency depending on what the field of research is. The duration of research is calculated by the GM. 3 research projects can be active at any time, but note that research requires an action. You start off in a time equivalent to the stone-age. Economy / trade- There will be no set currencies in-game. It is up to you (the player) to establish your own currency, if you so wish. Bear in mind that creating a useless / inflated currency will effect your people's faith in the economic system. Resource Wagons/Convoys may be sent out for one action, carrying any number of resources to another city. These will cost resources and money, if you have a currency. Resource Caravan (Happens every year without action cost) may be set up if there is a good amount of resource going to city A from city B and a good amount of resource coming from city A to city B. Resource Caravans are large convoys with their own armed guards, and you can add smaller, one time, convoys to these caravan for reduced prices. Note that trade routes require some sort of road/river between the two cities. Roads can meet with rivers and rivers are much cheaper to use. Dark blue river tiles directly flow to the ocean, and cannot be traveled upstream. The lighter blue river tiles may be used in both directions. Note that cities next to river tiles are charged little to no cost for boats. Espionage- Stealing technology, battle plans or resources can be done at any time after you first make contact...But roads, convoys, rivers and caravans passing through or ending in a target city dramatically improve your chances of successfully infiltrating the city. Roads, Convoys, Rivers and Caravans leaving the city aids your chances of escaping after the information has been stolen. Ending comments- Don't be afraid to speak up when it comes to projects! If you have any questions regarding a special project, PM me with the details. And remember...
-
Kingdoms v2 discussion
Yes, post your empire name, along with an adjective. Do not add "Empire" / "Monarchy" / "Most Serene Republic" and etc. Just the base name.