Strategy: Build Training Camp at Kroton [5]
Kroton, as one of the cities directly in the path of the Hive's advance, more than clearly sees the danger it presents and goes all-in with its efforts to build the training camp. A permanent barracks is established for recruits and the city's best soldiers come back from the front to train the next wave to be sent to kill (and hopefully not die to) the Hive.
Strategy: Build Logging Camps in Borolis [1]
The Borolis Woods are dark and full of terrors. Rumours abound that the woods are filled with terrifying centaurs that slay, flay, and impale the terrified settlers. Whether or not the woods are actually full of centaurs, the impalings are real and the
periokoi are not inclined to venture beyond heavily guarded outposts to stake their claims. Even the
helots under their ownership are rarely willing to venture into the forest to cut wood, and those that are sufficiently beaten to do so usually end up impaled against the very trees they sought to cut.
The Borolis Woods are settled, but produce about half their expected timber until things can be resolved there.
NB: I already did this and flipped a coin for Borolis when I did the turn an hour ago. I'm afraid I'm sticking with Borolis for now.
Year 304The year 304 sees the League's mages improve significantly in survivability. Now wielding a third distinct spell, the mages seem to be able to harden their own seemingly ordinary cloth robes into as hard a substance as bronze, with even the splashes of acid from spitter strikes sliding safely off it before completely destroying the fabric. The fortunate spearmen surrounding these spellcasters too seem to benefit from the enchantment, their boiled leather armour gaining something of the nature of bronze to it as well. Even the many unfortunate slaves dragged into the fight sometimes benefit from a mage's touch. Mages do still die to being punched through the chest by a Soldier drone's pincer, of course, but they seem to be able to avoid being killed by ordinary workers now.
For the Hive's part, it unleashes a small amount of a new type of drone, a house-cat sized insect without the deadly forelimbs of workers or soldiers and atrophied mandibles. Its limbs have been converted into forward-facing legs and it is covered in uneven armour. This 'hunter drone' proves fast; not so fast as a charging warhorse such as the
hippeis ride, but faster than the fastest of the League's runners. Instead of trampling foes, however, these tiny insects get close to their targets and then violently spray acid from their mouths before fleeing. It is effective against slaves, but they cannot generally approach close enough to most spearmen to vomit their attacks. Indeed, the creatures once cornered are easily enough despatched; a solid spear blow to the weak points in their armour will disable them, and a second killing stroke is often easier thereafter. The problem is catching the beggars in the first place.
The League chose not to accept the Thanatonian 'offer', insisting they could have an even seat at the table or none at all. The Thanetonian centurion departed, promising that his people would not be 'so generous next time'. However, the
aristoi of the League seem heartened by the council's decision in this matter. Better they stand together than raise one above the rest.
Whether the result of more apprentice assistance, the fact that the Hive withdrew their spitters or simply the fortifications at Oracuse, the hill fort does not fall this year.
The walled town of Dromio is less fortunate, as the Spitters are returned to the second front to provide their distinctive support. With worker ladders and an unceasing barrage of acidic spit, the town falls. Only two apprentices, a team of siege engineers and seven hoplites for a bodyguard manage to escape the ensuing massacre.
The 2nd Front moves to the edge of the Kydessan Plains and the Kydessan Woods. The Hive, as the attacker, may choose which territory the front will push through.The aphrokemae join the fight in the Nippan Woods, but the tide of battle is clear. They mostly help organise the retreat of a handful of more valuable troops to Nippi itself.
The Hive has taken the Nippan Woods and may extract its bounty. The 3rd Front has moved to the edge of Nippi, but has not yet pressed far enough forwards to besiege the walls.Opportunity: Design AdvantageWith the Thanetonians gone, many breathe a sigh of relief. Yet the question of government has now been raised. The League was formed in a hurry to put down a dangerous but short-lived threat. With no immediate end to the war in sight, many are questioning whether the League should (or even can) continue in its state as a loose alliance of independent states or whether it should unify as a single nation. Many oppose the loss of autonomy, but at the very least people can agree that the rather impromptu 'council' of city leaders could use formalising. You must design (for free) a system of government for the League that you think the League will accept.
Bear in mind that the League is composed of many people, but they can be lumped into a few obvious strata.
The
aristoi have most of the wealth and property, and will want to retain their privileges as rulers of their respective cities.
The
strategoi and the members of an increasingly permanent militia care about the privileges they can expect for being sent off to die.
The
perikoi who are mostly free small landowners and craftsmen, are mostly concerned with their own well-being and freedoms.
The
helots are a class of semi-free labourers half a step above slavery. Helots form a fraction of the 'slaves' we drag off to serve as meat shields (along with true slaves, who really don't have a say here) and care about not being too badly treated. We think. What do we care? They're helots.
Depending on the finalised proposal, you may get either an Advantage to Effectiveness, Cost or Bug-fixing/avoidance. Invoking your Advantage lets you roll the die twice, picking the better roll. An excellent proposal (and one well-received by the cities of the League, or at least a significant proportion of the important ones) may see other benefits.
Note: The League seems to be getting magic slaves out of nowhere. This is a reporting bug; they are using up spare manpower that isn't being used in ships (ships are allocated 10% of all manpower but don't use it all). Trying to fix that has resulted in game-breaking weirdness, so I'll take a shot at it when I'm not tired. I've left it be because it's representative; they might as well use that manpower anyway, it's going to waste if not.
Note 2: From next turn onwards, terrain will be taken into account. More on this when coded. 3 terrains will be considered; plains, forest and hills.It is the Design Phase. You have 5 Dice remaining.1st Front
1st Front [Hive 1st Front vs League 1st Front]
200 fortification power vs 5 siege power.
Territorial Control: 416 vs 501.35
Hive 1st Front
146 soldiers
266 workers
0 spitters
4 hunters
1399 manpower spent, 62 soldiers, 17 hunters, 910 workers reinforced.
Hive 1st Front Deaths: [artillery] 1 soldiers, 87 workers, 1 hunters, [ranged] 13 workers, [charge] 1 soldiers, 67 workers, [skirmish] 46 workers, [melee] 23 soldiers, 835 workers, 12 hunters
League 1st Front
7 skirmishers
2 bowmen
30 hoplites
6 cavalry
3 ballistae
5 apprentices
0 mages
124 spearmen
406 slaves
0 aphrokema
2237 manpower spent, 14 skirmishers, 21 hoplites, 9 cavalry, 2 ballistae, 5 apprentices, 235 spearmen, 2359 slaves, 0 mages reinforced.
League 1st Front Deaths: [charge] 4 spearmen, 55 slaves, [skirmish] 3 hoplites, 23 spearmen, 186 slaves, [melee] 14 skirmishers, 2 bowmen, 10 hoplites, 7 cavalry, 1 ballistae, 1 apprentices, 173 spearmen, 1927 slaves
---
2nd Front
2nd Front [Hive 2nd Front vs League 2nd Front]
500 fortification power vs 14 siege power.
Territorial Control: 833 vs 496.0
Hive 2nd Front [National!]
37 spitters
111 soldiers
679 workers
6 hunters
839.0 manpower spent, 13 spitters, 31 soldiers, 8 hunters, 457 workers reinforced.
Hive 2nd Front Deaths: [artillery] 1 soldiers, 64 workers, [ranged] 6 workers, [charge] 25 workers, [skirmish] 25 workers, [melee] 3 spitters, 6 soldiers, 271 workers, 2 hunters
League 2nd Front
0 aphrokema
0 skirmishers
0 bowmen
7 hoplites
0 cavalry
1 ballistae
2 apprentices
0 mages
0 spearmen
0 slaves
1738 manpower spent, 11 skirmishers, 16 hoplites, 7 cavalry, 1 ballistae, 4 apprentices, 182 spearmen, 1833 slaves, 0 mages reinforced.
League 2nd Front Deaths: [ranged] 7 skirmishers, 1 bowmen, 5 hoplites, 5 cavalry, 86 spearmen, 1037 slaves, [charge] 3 spearmen, 26 slaves, [skirmish] 4 hoplites, 25 spearmen, 150 slaves, [melee] 7 skirmishers, 1 bowmen, 13 hoplites, 5 cavalry, 2 ballistae, 2 apprentices, 107 spearmen, 620 slaves
---
3rd Front
3rd Front [Hive 3rd Front vs League 3rd Front]
Territorial Control: 725 vs 42.0
Hive 3rd Front
100 soldiers
621 workers
4 hunters
560 manpower spent, 25 soldiers, 7 hunters, 364 workers reinforced.
Hive 3rd Front Deaths: [artillery] 45 workers, [charge] 27 workers, [skirmish] 22 workers, [melee] 8 soldiers, 488 workers, 3 hunters
League 3rd Front [National!]
0 skirmishers
0 bowmen
11 hoplites
1 cavalry
1 ballistae
2 apprentices
0 mages
12 spearmen
0 slaves
15 aphrokema
1321 manpower spent, 6 aphrokema, 8 skirmishers, 12 hoplites, 5 cavalry, 1 ballistae, 3 apprentices, 138 spearmen, 1387 slaves, 0 mages reinforced.
League 3rd Front Deaths: [charge] 1 spearmen, 24 slaves, [skirmish] 2 hoplites, 18 spearmen, 187 slaves, [melee] 8 skirmishers, 6 hoplites, 4 cavalry, 1 ballistae, 1 apprentices, 107 spearmen, 1176 slaves, 4 aphrokema
---
==The League==
Production: 382/1500 ore, 2587/2100 timber, 1211/2220 training
Manpower: 1715/66235 {13247/turn} {6622 reinforced last turn.}
Kroton [League]: [City] 5089 population, 3 base food, 338 training
Sends 1018 manpower to League Node 1. Grew by 325 last year.
Sybylan Woods [League]: 1 base timber
Sybylos [League]: [City] 3393 population, 2 base food, 99 training
Sends 679 manpower to League Node 1. Grew by 217 last year.
Epidaea [League]: [City] 4283 population, 3 base food, 125 training
Sends 857 manpower to League Node 4. Grew by 374 last year.
Nippi [League]: [City] 3393 population, 2 base food, 99 training
Sends 679 manpower to League Node 3. Grew by 217 last year.
Kydessan Woods [League]: 2 base timber
Kydessos [League]: [City] 5712 population, 4 base food, 167 training
Sends 1142 manpower to League Node 2. Grew by 499 last year.
Latada [League]: [City] 4283 population, 3 base food, 125 training
Sends 857 manpower to League Node 5. Grew by 374 last year.
Paphessan Mines [League]: 2 base ore
Paphessos [League]: [City] 3819 population, 2 base food, 111 training
Sends 764 manpower to League Node 5. Grew by 198 last year.
Antespiae [League]: [City] 4283 population, 3 base food, 125 training
Sends 857 manpower to League Node 5. Grew by 374 last year.
Samai [League]: [City] 5729 population, 3 base food, 167 training
Sends 1146 manpower to League Node 5. Grew by 297 last year.
Dorytos [League]: [City] 7639 population, 4 base food, 323 training
Sends 1528 manpower to League Node 5. Grew by 396 last year.
Chersera [League]: [City] 3819 population, 2 base food, 111 training
Sends 764 manpower to League Node 5. Grew by 198 last year.
Arteiros [League]: [City] 4283 population, 3 base food, 125 training
Sends 857 manpower to League Node 6. Grew by 374 last year.
Lissona [League]: [City] 2856 population, 2 base food, 83 training
Sends 571 manpower to League Node 6. Grew by 250 last year.
Borolis [League]: [City] 3819 population, 2 base food, 111 training
Sends 764 manpower to League Node 6. Grew by 198 last year.
Cumida [League]: [City] 3819 population, 2 base food, 111 training
Sends 764 manpower to League Node 6. Grew by 198 last year.
Theros Isle [League]: 3 base ore
Latadan Woods [League]: 3 base timber
Borolis Woods [League]: 2 base timber
League 1st Front
7 skirmishers
2 bowmen
30 hoplites
6 cavalry
3 ballistae
5 apprentices
0 mages
124 spearmen
406 slaves
0 aphrokema
2237 manpower spent, 14 skirmishers, 21 hoplites, 9 cavalry, 2 ballistae, 5 apprentices, 235 spearmen, 2359 slaves, 0 mages reinforced.
League 1st Front Deaths: [charge] 4 spearmen, 55 slaves, [skirmish] 3 hoplites, 23 spearmen, 186 slaves, [melee] 14 skirmishers, 2 bowmen, 10 hoplites, 7 cavalry, 1 ballistae, 1 apprentices, 173 spearmen, 1927 slaves
League 2nd Front
0 aphrokema
0 skirmishers
0 bowmen
7 hoplites
0 cavalry
1 ballistae
2 apprentices
0 mages
0 spearmen
0 slaves
1738 manpower spent, 11 skirmishers, 16 hoplites, 7 cavalry, 1 ballistae, 4 apprentices, 182 spearmen, 1833 slaves, 0 mages reinforced.
League 2nd Front Deaths: [ranged] 7 skirmishers, 1 bowmen, 5 hoplites, 5 cavalry, 86 spearmen, 1037 slaves, [charge] 3 spearmen, 26 slaves, [skirmish] 4 hoplites, 25 spearmen, 150 slaves, [melee] 7 skirmishers, 1 bowmen, 13 hoplites, 5 cavalry, 2 ballistae, 2 apprentices, 107 spearmen, 620 slaves
League 3rd Front [National!]
0 skirmishers
0 bowmen
11 hoplites
1 cavalry
1 ballistae
2 apprentices
0 mages
12 spearmen
0 slaves
15 aphrokema
1321 manpower spent, 6 aphrokema, 8 skirmishers, 12 hoplites, 5 cavalry, 1 ballistae, 3 apprentices, 138 spearmen, 1387 slaves, 0 mages reinforced.
League 3rd Front Deaths: [charge] 1 spearmen, 24 slaves, [skirmish] 2 hoplites, 18 spearmen, 187 slaves, [melee] 8 skirmishers, 6 hoplites, 4 cavalry, 1 ballistae, 1 apprentices, 107 spearmen, 1176 slaves, 4 aphrokema
League 1st Navy
7 biremes
9 pentekonters
442 manpower spent, 4 pentekonters reinforced.
League 2nd Navy
7 biremes
9 pentekonters
442 manpower spent, 4 pentekonters reinforced.
League 3rd Navy
7 biremes
9 pentekonters
442 manpower spent, 4 pentekonters reinforced.
League Budget
10% of League manpower from all cities is devoted to constructing and staffing ships.
Ships 10% (Pentekonters)
Skirmishers 5%
Bowmen -%
Hoplites 12%
Cavalry 5%
Ballistae 6%
Mages 14% (11% Apprentices, 0% Mages)
Aphrokema 5% National Effort
Spearmen 42%
Slaves Excess Manpower
LEAGUE
Units
Slaves Cost: 1 manpower. Poor unfortunate souls, these 'draftees' are sent into war without training or even real equipment to plug the holes in the lines. Extremely cheap, but cannot be counted upon to hold or capture territory, as they will flee unless watched constantly.
Spearmen Cost: 1 mp, 1 training, 1 ore. Given leather armour and a bronze-covered shield, these militia forces have gone through some training in the simplest of weapons (but still an effective one).
Skirmishers Cost: 1 mp, 2 training. Lightly armoured and lightly equipped with slings and darts, these men have better stamina than most and are mobile, able to attack at short range.
Bowmen Cost: 1 mp, 2 training, 1 timber. Unarmoured but equipped with fine shortbows, these archers can engage the enemy at distance, thinning their ranks before the melee closes.
Hoplites Cost: 1 mp, 3 training, 3 ore. Well-trained troops armed with spear, shield and heavy bronze armour, these are the shock troops of a League army. They don't move quickly, but when they get there nobody gets past them. Unless they go around.
Cavalry Cost: 3 manpower, 1 ore, 3 training. Armed with spears and riding light, fast horses, these cavalry form a powerful skirmishing force that can harry foes and take advantage of the less mobile.
Aphrokema Cost: 1 mp, 10 training, 3 ore. National Effort. Costs lots of training, some ore. Hoplites, but hoplites trained from birth in a gruelling manner that costs the lives of the weaker. These men are deadly beyond measure and will not break, fighting to the very last man.
Apprentices Cost: 1 mp, 18 training. Capable of casting Lesser spells. Can cast up to 3 spells.
Spell List: Daze, Magic Weapon, -
Mages Cost: 1 mp, 45 training. Capable of casting Greater spells. Can cast up to 5 spells, including Lesser spells.
Spell List: Daze, Magic Weapon, - // Webs, -
Biremes Cost: 20 manpower, 10 training, 50 timber. Passenger Capacity: 50 manpower. Combination cargo ship and battle ship. Limited passenger capacity, but reasonable ranged combat with bows and a ram.
Pentekonter Cost: 23 manpower, 10 training, 55 timber. Passenger Capacity: 72 manpower. Dedicated cargo ship; better transport capacity than the standard bireme, but suffers in battle.
Ballistae Cost: 6 manpower, 20 training, 10 ore, 10 timber. Negates siege bonuses, some extreme-range anti-personnel effects. [Siege stat counteracts fortification bonuses on a flat level.]
Palisades Simple palisades for defence, on a natural hill. A level 1 fortress.
Walls Stable stone walls, built high, to defend cities and towns. A level 2 fortress.
Keeps Constructed wooden castles with stone supports, typically within a larger wall. A level 3 fortress.
Technology
Bronze Working - The League is most familiar with the art of smelting and shaping bronze from copper and tin.
Slave-Farmed Smallholds - Agriculture is farm-based, with high productivity from slave labour, although technological advances are limited.
Shipbuilding - The League is particularly capable at crossing the sea, even compared to the nations of the Continent.
Architecture - The League has a functioning understanding of architecture and construction, allowing it to build up to Level 3 Fortresses (Keeps).
Family Education - Close-knit groups of kin or kith are responsible for training and educating their own. Knowledge is preserved, but the quality of troops and scholars alike is highly variable.
Military Training Camps - Bog-standard troops are trained in semi-formal camps, led by veteran trainers. Corruption amongst the trainers has mostly been stamped out, surviving here and there.
Militia Service - Armies are nominally part time, but citizen militia can spare time to train and prepare for battle without draining the resources a professional army would.
Magic Schools - Mages are trained in a formal master-apprentice class setting.
Spells
Lesser Spells
Daze: Befuddles an enemy squad, making them easier to kill.
Magic Weapons: Hardens and balances melee weapons.
Enchant Armour: Hardens and strengthens cloth and armour. Primary form is sustained on the caster for situationally hoplite-level protection. Secondary form projected on other targets to harden their armour.
Greater Spells
Webs: Sticky webs immobilise a squad, rendering them easy to kill.