Year One: Winter
((from now on please post your spoilered summaries below your actions so that i dont have to search for them all over the place.
HeltaniaEven thougAh Heltania had a change of Leadership, things continue as normal, as it had always been.
[6] Even though Samus went mad the Agricultural Reforms he initiated were extremely successfull and soon the lands around The Capital of Talrius were prospering, and soon enough a Bunch of Granaries to store the Seasonal Produce from Heltanias farms turned into a prosperous town.
[2] [4 vs. 6] However increasing the Security of the Sultanates Trade Routes wasn't as successfull as hoped. WHile Bandits were indeed engaged they proved to be hardier than the Heltanian Patrols and 40 men were lost in skirmishes and ambushes all along the Trade Route with the Bandits.
[6] Your Call for Merchants has been heeded. Soon enough a Shadar Envoy reaches Talrius and offers to renew the Trade Agreement of Old. Shadar Merchants will deal with the Shipping of Goods if you wish or if you can procure a Merchant of your own then one of them can handle it.
Days after teh Shadar Envoy rreaches Talrius, you are awakened by a Guard at the brink of Dawn. a Massive Column marches towards the City. As it closes with the city you notice that it flies the banner of the Dwarven Confederacy or rather the West Peak Trade Company.
Preceded by a Marching Band and at least 3 Companies of Dwarven Soldiers marching in Orderly Ranks a Fat Dwarf is carried by several Greenfoot Tribesmen on a Palanquin. The Amount of Wealth Displayed here almost makes you blush.
It turns out the Dwarf on the litter is no other than Trade-General Urist Grinhafen (you have no diea what that rank means but he appears to be some big wig in the Confederacy). He offers a Trade Agreement with the Dwarven Confederacy aswell as another Agreement. The Dwarven Confederacy offers 2 Ducats per season for Fleet Stationing Rights.
First Company,Talrius City Guard lost 40 Men
Gained 2 Parcels of Farmland
Gained 1 Size 3 Town
spent 4 Ducats
Gregory[6] You and your men easily pass unseen into the lands of Kerns. Due to the High Bandit Activity all along the Blackwater Coast most patrols confine themselves to civilized areas.
[1,1] You learn that the Duchy of Kerns is incredibly poor. the Swamps and Moors don't give much as Farmlands and constant raids from Horsemen has exhausted the people. It's military is barely Four Thousand Men Strong, mostly armed peasants and hunters defending the villages from the worst transgressions of the Horse Tribes. The exemption to this is the Vojvods personal guard. Well Armed Heavy Cavalry paid for with the misery of the normal people. Kerns seems also to be pressured by the dwarves and has to pay tribute. In Return Dwarvish Free Companies regularly hunt down Marauding Horse Raiders from the Tribes. All in all Kerns is poor, mostly weak and wrecked by constant raids, pestilence, starvation and high taxes. [6] However the People of Kerns are used to this and in recent years there was a growing sentiment that the Vojvod should be replaced...maybe by the Emperor of Heltania...
Tsujochi[1] Your Scouts are captured, tortured and the Alliance soon knows everything it needs to know. Including where to find you and that Heltania has put a price on your head.
[?] Your efforts to locate Survivors fail. Ultimately it occurs to you that nobody else survived the Campaign against the Windborn.
You form the Oldest Children (between 8 and 14) into a New Company even against the complaints of the tribe elders and your warriors. You need more Men after all. While this allows you to bring in another hundred Riders it severly diminishes the growth of your people.
[4 vs, 4] Soon enough your border patrols stumble upon the Vanguard of the Horse Tribes. [2] Quickly getting surrounded the Company has nothing left but to fight. [3 vs. 2] through sheer luck your riders manage to escape with minimal losses, although you lose some of your prized horses...
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Herd Growth: [5] 20%
Cattle Growth: [6] 30%
The rich fertile grasslands of Kol'thelos are good for your Herds and your Herds grow exponentially.
The Horse Tribes have arrived in Kol'thelos
1 Company of Youths raised.
100 Windborn Horses born
300 Cattle born
20 Horses lost.
10 Tribesmen lost.
Varanasi Twins[5+2(Extra Ducat)+2 Windborn Horses] Through extensive use of money and the help of the Windborn Horsewives you manage to aquire quite the breeding stock of Horses and hire several dozen farmers for the singular purpose of Horse Breeding. Right now you can only produce Sumpter Horses but during the next two years you should easily manage to turn your current mix-breed into tough, light skirmishing horses.
While one of you two set up the Horse Breeding Business, the other twin concerned himself with matters of a more private nature. The Building of your own estate. And on top of that you managed to funnel out some of the best horses for yourselves.
1 Undeveloped Land turned into Horse Breeder(Sumpter +5)
Lost 3 Ducats
You established a Small Country Estate.Kol'thelosSimiliarly to Heltania the Duke of Kol'thelos releases several Agrarian Reforms, mostly by granting free land to the poor and attracting more farmers through tax advantages, soon several farming communities form around Kol'thelos.
Financing a Trade Post in Trinicria and another one in Heltania soon causes Trade to flourish and your coffers fill with tariffs.
[4] Everything seems to be going fine until vague rumours reach you that Horsemen are crossing the borders en masse...
2 Farmlands established
Tradepost in Heltania financed
Tradepost in Trinicria financed
two Trade Caravans financedAgnad NallbrineFreshly and well financed by the Duke you establish Trade Posts in Heltania and Trinicria. All seems well until your Trade Caravans get ambushed by Bandits. The Trade Caravan from Trinicria doesn't return at all, the one from Heltania manages barely to escape.
Trade Caravan lost.TrinicriaTrinicria as all other City States reforms its Agriculture and newly established Farming Communities soon dot the landscape. Reports reach you of increased banditry and a Trade Caravan leaving form your Capital towards Kol'thelos vanishes and is never heard of again.
3 Ducats spent
3 Parcels of Farmland established.
3 Ducats given to Master GiacomoGiacomoWith the Grant from Trinicria Master Giacomo invests in an entire Merchant Enclave in Kol'Thelos. The influx of Traders and Commerce into the City State causes an increase in immigrants and populace in Kol'Thelos proper. However the massive flow of Goods between Kol'thelos and Trinicria causes the Road Network to collapse under the flow of goods. Until this is fixed no trade will flow at all...
Built Trade Post in Kol'Thelos
Built Merchant Enclave in Kol'Thelos
Bought Three Caravans
The Country
Talrius - Size 3 City (3 Tax, 3 Manpower)
>Trade Post (Agnad Nallbrine)
Unnamed Town - Size 3 Town (3 Tax, 3 Manpower)
2 Parcels Farmland - Grain (2x 0.5 Tax, 0.5 Manpower)
7 Parcels of undeveloped land (7x 0.1 Tax, 0.1 Manpower)
Infrastructure
Fisherman's Dock (0/1 Tradeships)
Paved Road (1/5 Caravans) to Kol'thelos
1 Caravan To and From Kol'Thelos (Agnad Nallbrine)
Paved Road (0/5 Caravans) to Shadar Sultanate
Military
Army Tradition: None
Military Professionality: Strict Levy (+300% Manpower, -50% Morale, Losses may cripple Economy)
Available Manpower: 3.950 (2950 Talrius, 1000 Rural)
Maximum Manpower: 9.625
Replenishment per Year: 2310 (900 Talrius, 900 Unnamed Town, 510 Rural)
Losses this Year: 50 (50 Bandit Engagements)
10 x Talrius City Guard Companies (1.000, Levy, Simple, Militia, Recruits)
Economy
Treasury: 2,75 Ducats
Taxes: 7,7 Ducats
Tariffs: 0,5 Ducats
Troop Maintenance: 0.25 Ducats
Road Maintenance: 2 Ducats
Mercs: 0.25 Ducats
___________________________
Treasury: 8,45 Ducats
The Country
Kol'Thelos - Size 5 City (Provides 5 Tax, 5 Manpower)
> Trade Post (Giacomo)
> Merchant Enclave (Giacomo)
> Mansion (Agnad Nallbrine)
2 Parcels of Farmland (Provides 0,5 Tax, 0,5 Manpower)
9 Parcels of undeveloped land (9x 0.1 Tax, 0.1 Manpower)
1 Parcels of undeveloped land (1x 0.1 Tax, 0.1 Manpower)(grazed)
Varanasi Twins
Varanasi Estate
2 Parcels of Undeveloped Land (2x 0.1 Tax, 0.1 Manpower)
1 Horse Breeder (Sumpter +5)
Infrastructure
Fisherman's Dock (0/1 Tradeships)
Paved Road (1/5 Caravans) to Heltania
1 Caravan to and from Heltania(Agnad Nallbrine)
Paved Road (4/5 Caravans) to Trinicria
3 Caravans to and from Trinicria (Giacomo)
1 Caravan to and from Trinicria(Agnad Nallbrine)
Military
Army Tradition: Great Cavalry (Horses cost no extra upkeep, Professional Infantry costs double the normal upkeep)
Military Professionality: Strict Levy (+300% Manpower, -50% Morale, Losses may cripple Economy)
Available Manpower: 3.500 (3.000 Thelos, 1.500 Rural)
Maximum Manpower: 9.000
Replenishment per Year: 2.160 (1.500 Thelos, 660 Rural)
Mount Reserves: 0 Sumpter Horses
Mount Replenishment: 500 Sumpter Horses (500 Varanasi Twins)
1st Thelossian Light Noble Cavalry (1.000, Levy Reserve, Light, Structured, Recruits, Sumpter)
1st Thelossian Light Noble Infantry (1.000, Levy Reserve, Light, Structured, Recruits)
Economy
Taxes: 6,2 Ducats
Tariffs: 0,5 Ducats
Grazing: 0.1 Ducats
Troop Recruitment: 1 Ducat
Troop Maintenance: 0,75 Ducat
Road Maintenance: 2 Ducats
___________________________
Treasury: 2,85 Ducats
The Country
Trinicria - Size 4 City (Provides 4 Tax, 4 Manpower)
> Trade Post (Agnad Nallbrine)
> Mansion (Giacomo)
3 Parcels of Farmland (3x 0.5 Tax, 0.5 Manpower)
7 Parcels of undeveloped land (7x 0.1 Tax, 0.1 Manpower)
Unnamed Fort - Size 1 Fort
Infrastructure
Fisherman's Dock (0/1 Tradeships)
Trails (4/1 Caravans) to Kol'thelos
1 Caravan to and from Kol'thelos (Agnad Nallbrine)
3 Caravans to and from Kol'thelos (Giacomo)
Military
Army Tradition: Mercenaries (Mercenaries cost no upkeep, Regular Troops are twice as expensive in upkeep)
Military Professionality: Strict Levy (+300% Manpower, -50% Morale, Losses may cripple Economy)
Available Manpower: 4.000 (3000 Talrius, 1000 Rural)
Maximum Manpower: 7.750
Replenishment per Year: 1860 (1200 Talrius, 660 Rural)
Raglans Bunch (1.000, Professional, Simple, Professional, Experienced) Contract going for 4 more seasons
Unnamed Fort Garrison (500, Garrison, Light, Structured, Recruit)
Economy
Treasury: 2 Ducats
Taxes: 6.2 Ducats
Tariffs: 0 Ducats
Troop Maintenance: 0 Ducats
Road Maintenance: 0 Ducat
___________________________
Treasury: 8.2 Ducats
Kol'thelos Holdings
Mansion (+1 Company Cap, +1 Ship Cap, +1Pop)
Trinicria Holdings
Trade Post (+1 Goods, +1 Company Cap)
Heltania Holdings
Trade Post (+1 Goods, +1 Company Cap)
Trade Routes
Kol'Thelos <-> Trinicria - 1 Caravan - 2 Ducats
Overburdened
High Bandit Activity
Kol'thelos <-> Heltania - 1 Caravan -2 Ducats
High Bandit Activity
Personnel Assets
Cog [4 Cannons]
20 Men Crew (Professional, Simple, Structured, Recruits)
2 Caravans
Treasury
Trade: 2 Ducats
Tariffs: 1 Ducat
_______________________
Treasury: 1 Ducat
Trinicria Holdings
Mansion (+1 Company Cap, +1 Ship Cap, +1Pop)
Kol'thelos Holdings
Trade Post (+1 Goods, +1 Company Cap)
Merchant Enclave (+2 Goods, +1Pop)
Trade Routes
Kol'Thelos <-> Trinicria - 3 Caravans - 6 Ducats
Overburdened
High Bandit Activity
Personnel Assets
3 Caravans
Treasury
Grants: 3 Ducats
Treasury: 2 Ducats
Construction: 3 Ducats
Hiring: 1,5 Ducats
_______________________
Treasury: 0,5 Ducats
Holdings
Small Country Estate (+5 Company Cap, +1 Ducat Income)
Stable (+500 Coursers)
2 Parcels undeveloped Land (0,1 Tax , 0,1 Manpower)
1 Horse Breeder (Sumpter +5)
Treasury
Treasury: 3 Ducats
Estate: 1 Ducat
Development: 3 Ducats
___________________________________
Treasury: 1 Ducat
Contracts
Heltania: 0.25 Ducats/Season
Scouting/Patrolling
Undivided: 0.25 Ducats
Company Treasury: 1 Ducat
Personal Treasury: 1 Ducat
Gregory's Band [100, Mercenary, Simple, Professional, Blooded]
4 Companies Windborn Tribesmen (100, Professional, Light, Professional, Bloodied, Windborn-Horses)
1 Company Windborn Tribesmen (90, Professional, Light, Professional, Bloodied, Windborn-Horses)
1 Company Windborn Youths (100, Professional, Light, Structured, Green, Windborn-Horses)
Windborn Tribe
480 Windborn Horses
900 Women and children.
1300 Cattle (worth 4 Ducats)
Morale: meager
Provisions: good (currently grazing)
Currently occupying:
1 Parcel of Undeveloped Land (Grazed) (1 Season till Overgrazed)
Granted by Kol'Thelos:
1 Parcel of Undeveloped Land (Grazed) (1 Season till Overgrazed)
2 Parcels of Undeveloped Land