((Strife, for your purposes the map on the front page is generally accurate (It's generally the most up-to-date of them all.
The unamed Zelfie settlement is currently a Hamlet, as is Armok's !!Elf!! village.
Xotes: The Hub has reached the largest it can become without a suburbia. In order to become a City you need two adjacent Hamlets to it. In order to become a metropolis it requires three adjacent Villages. By now the pringer have denuded most of the area of usable metals at The Hub and it's surrounding areas.
Captn. Blood and Greiger havn't officially moved this turn yet either.
Greiger, it takes one turn per segment. Maintaining roads depends on the area. Akroma's road in the south between his core settlements is easy to maintain, and I'm assuming that his population can regularily go out and maintain the short road. My own population are constantly travelling between my settlements, but no people actually take up permanent residence along the road so thus I'm just using my nonmigrant symbol every few hexes to represent that. For the desert, it would be a hell of a lot tougher.
A road would need to be carefully maintained, and a tunnel would be unwise due to the nature of sand. A trading group of just dracons could get by with simple stone markers and buildings, but that would not aid other travellers in the least.
I'll leave it to you to think of a method for making a trade route there, I think.))
Raom watched the Roshani carefully, weighing the strangeness of him carefully. "Well, wood we have plenty of in the least. Copper, tin, silver... none of those we use in any great amount. The small amount we coax from the ground are incorporated into our crafts or clothes. At best, we can agree to trade some wood for gold. Go back to your people and tell them our offer, I'll send with you two vulpinans. The first will be Graed, my student, he'll be your bodyguard and our diplomat, the second will be our head lumberer Cenna. You will take with you a raft containing thirty logs to trade."
Noting the excited look on Ter's face the old ranger continued, "Cenna is to be in charge of all trades when you arrive. Understnd, the logs are not a gift to your people. We expect to get a fair deal for them."
Graed started at his mentor's statements, his eyes locking with Raom's for just a moment before saluting the old Vulpinan. His left hand raising to his heart in a brief salute before leading Ter away from the table and out of the door, "Come this way sir, Cenna lives on the northern edge of the river. I'll take you there on my own riverboat..."
Raom walked slowly over to the window, watching as the young bowman led the diplomat towards the river. If the Roshani was honest, then good times were going to be occuring very soon. If not... well... Graed can handle himself well in a scrape. He wasn't as good a shot as the old ranger yet... that would take a few years more, but he was competent and trustworthy.
The second was a rare trait amounst vulpinan's after all.
~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~≈~
Kara listened carefully
((OOC: I'm thinking about allowing military units like raiding parties and armies should be allowed to move faster at the expense of sleep and food. Such a forced march would allow them to move one more square than normal in a turn, but doing so for more than one turn causes members of that group to become sick, injured, and eventually die off. Obviously certain civs would be more resiliant to this effect, in particular the Tengu, Drogar, and Storm Giants (Thus they can forced march for two turns before reaching the sickened phase of a march). Captives, obviously, could also be force-marched along with an army. The captives would be forced to carry food and wounded of the controlling army and would need to die before the effects of the march would effect the controlling group.
What are your thoughts about this?
Suggested table:
code:
Turn of Forced March: Effect on Group
=========================
1st : No effect
2nd : Exhaused
3rd : Sick
4th : Injured
5th : 20% Death
6th : 50% Death
7th : Army collapses
Exhaused: This group fights poorly untill they end a turn in a settlement or do not move for a turn.
Sick: This group is beginning to get sick from lack of supplies. They will fight poorly untill they rest in a settlement for a turn.
Injured: Injuries are becoming common. This group will need to rest for many months untill it is battle-worthy
Death: x% of this group has dropped dead from exhaustion
Army Collapse: This group has disbanded, the few survivors no longer are willing to fight for their civ.
))[ May 22, 2008: Message edited by: Jamini ]