Turn 2 - The Wealth of Nations
Summer 1001 A.D.
In the wake of bouts of initial warfare and expansion, fiefdoms across the world turn to treatying and politics to fill their coffers.
Leader: Ali Shorabongmad
You take your time after the recent battles, choosing not to seize the opportunity to attack Northern Presst lest you leave your newly gained flank undefended. Beware that this will have given your enemies in the north time to rebuild.
The sages of your homeland have thought hard this month, experimenting with techniques to improve the production of your fields. Unfortunately, as your farmers are keen to point out, the problem is not the productivity of the fields but actually tilling the hard, frozen earth of the tundra and getting anything to grow. Instead of focusing on higher yields, your wise men turn their steel-edged minds to the task of developing farms in otherwise barren areas and in this they achieve some success.
Territories
Presst Sou (£500/turn): 2 Spearmen. Palace. [Game] (upk: £-40)
(+£25/turn from game)
Presst Wes (£27/turn): 2 light Macemen. (upk: -£100)
Finances:
Cash Reserves: 102
Revenue: +£552
Upkeep: -£140 [2 macemen]
Total: £514
Techs
Animal Husbandry I
Adaptive Farming I
Leader: Theris Anataki
You quietly rebuild your forces, bronze axes coming fresh from the hillside forges to equip your soldiers.
Territories
Storm Cen (£500/turn): 1 Light Axeman. Palace, Mine. [Copper] (upk: -£60)
(+£200: Mine)
Storm South (£16/turn): 1 Light Maceman. (upk: -£50)
Finances:
Cash Reserves: £66
Revenue: +£716
Trade Pact (Free Stormers): +68 (Access Grain)
Upkeep: -£110 [1 light maceman, 1 light axeman]
Total: £740
Techs
No non-Public techs.
Leader: Speaker Fredrick the Red
In the wake of the crippling defeats at Terret, the Senate votes for the drafting of a large, if ill-equipped militia of copper-tipped spear carriers. Without any more political opponents to be rid of, you now stake your own career on the coming invasion.
Territories
Storm Eas (£550/turn): 6 Spearmen, Palace, Farm. [Grain] (upk: -£120)
(+£28/turn from grain)
(+£100: Farm)
Finances:
Cash Reserves: £73
Revenue: +£678
Trade Pact (Taikeni): +£70 (Access Copper)
Upkeep: -£120 [6 spearmen]
Total: £701
Techs
No non-Public techs.
Leader: Emperor Demonic Spoon
The border guards in West Grok accept your very generous 'tribute', enough to keep their commander in wine and jam for quite some time. Fortunately, the merchants who maintain the eventual trade route will take care of future bribes. The caravan of pack beetles sets off on its long journey north. It will take 3 months to reach Lower Toldron. [The caravan will arrive at the start of Turn 4.]
You force the drones to work on forging some iron-tipped spears to keep them out of trouble and raise a makeshift militia against the threat of your neighbours.
Territories
Foul Cen (£500/turn): 2 Spearmen. Palace. [Iron] (upk: -£40)
Finances:
Cash Reserves: £0
Revenue: +£500
Upkeep: -£40 [2 spearmen]
Total: £460
Techs
No non-Public techs.
Armies
1 Caravan [Beaton]
Leader: Grand Duke Mortrati
As your rearmament continues in preparation for the next wave of expansion, your efforts at diplomacy return. Not surprisingly, neither of the territories you solicited have responded well to your overtures. Possibly this is because you essentially threatened them, or possibly because your emissaries were not trained in the fine art of social graces. However, they do report that whilst they were unable to get hold of exact numbers they can confirm that the complements of both Grouting North and Grouting West are comparable to your own in terms of number and that whilst the Northern Grouts rely entirely on a local militia the Western Grouts' entire military is composed of trained archers.
Territories
Grouting Cen (£500/turn): 1 Light Maceman, 1 Archer. Palace. [Gold] (upk: -£50)
(+£50/turn from gold)
Grouting Eas (£140/turn): 2 Light Macemen. (upk: -£150)
Finances:
Cash Reserves: £1090
Revenue: +£690
Upkeep: -£200 [4 light macemen]
Total: £1580
Techs
No non-Public techs.
Leader: Lady Alexia von Kashna
The concepts and designs pioneered by the youths of Garnlish begin to bear fruit with the construction of the first sawmill in the forest. Chopped trees and limbs are brought to the mill where pedal-powered blades are able to cut them into straight boards for use and lop off small limbs far more easily than the same actions performed by hand with an axe.
Woodcrafts and sawn lumber now flow freely across the border of North Garnlish, bringing you the wealthy boon of trade and fresh Farlander grain.
Territories
Garnlish Cen (£500/turn): 2 Light Macemen. Palace, Sawmill. [Lumber] (upk: -£100)
(+£25 from lumber)
(+£100: Sawmill)
Garnlish Nor (£149/turn): 2 Light Macemen. [Game] (upk: -£100)
(+7 from game)
Finances:
Cash Reserves: £6
Revenue: +£781
Trade Pact (Farland): +£78 (Access Grain)
Upkeep: -£200 [4 light macemen]
Total: £665
Techs
Mechanics I
Leader: Harticus
Unfortunately, your continued efforts to develop underground farms are stymied by a lack of funding. Your scholars, split in both attention and resources to try out new techniques for improving local infrastructure, fail to achieve any meaningful results.
On the bright side, your new trade agreement with Arcadia brings in wealth and new materials over the border between South Farnland and North Garnlish.
Territories
Farland Wes (£500/turn): Palace, Farms. [Grain]
(+£25/turn from grain)
(+£100: Farm)
Farland Sou (£159/turn): 3 Light Macemen. (upk: -£150)
Finances:
Cash Reserves: £34
Revenue: +£784
Trade Pact (Arcadia): +£78 (Access Lumber, Game)
Upkeep: -£150 [3 light macemen]
Total: £746
Techs
No non-Public techs.
Leader: The Traveller
United and North Pomfordite forces engage.
United Forces
Light Macemen: 4 Intact, 0 Damaged
North Pomfordite Forces
Archers: 2 Intact, 0 Damaged
Spearmen: 1 Intact, 0 Damaged
A North Pomfordite Archers has defeated a United Light Macemen, but sustained heavy damage. [59 vs 41]
A North Pomfordite Archers has utterly destroyed a United Light Macemen! [61 vs 27]
A North Pomfordite Archers has defeated a United Light Macemen, but sustained heavy damage. [81 vs 64]
A United Light Macemen has utterly destroyed a North Pomfordite Spearmen! [101 vs 68]
United Forces
Light Macemen: 1 Intact, 2 Damaged
North Pomfordite Forces
Archers: 0 Intact, 2 Damaged
The attackers have crushed all resistance.
With the mines reopened your workers are already busy smelting bronze maces for your growing military. The troops you already command engaged in a full-scale invasion of the oasis city of Palm in North Pomford, surprising the local garrison of archers and holding the gates until they were able to wipe out the remaining citizen militia. With the oasis now firmly under your control you are able to enjoy the spoils of war and control over this portion of the desert. Although the area has little in the way of notable resources, the citizens are industrious and work hard to extract every ounce of life they can from their barren land. To improve their lot any further, you will need to improve the infrastructure here.
[You cannot improve the basic income of Pomford North any further without first researching Infrastructure I. You may still be able to build resource-independent industries here.]
Territories
Lower Toldrun (£500/turn): 1 Light Maceman. Palace. [Copper] (upk: -£50)
(+£200: Mine)
Pomford North (£250/turn): 1+2 Light Macemen. (upk: -£150)
Finances:
Cash Reserves: £0
Revenue: +£950
Upkeep: -£200 (4 light macemen)
Total: £750
Techs
No non-Public techs.
Leader: Sheb McBrent
Your visions leave no doubt; magic has returned to the world. The last few months have been filled with furious efforts to raise support from the rest of the nobility to unite under the McBrents once more. In that you have had more success than you expected - there was some bloodshed, but the resulting windfalls and tributes have left you with a large initial war chest.
Though once rulers of most of Brent, your family's holdings have retreated only to Lower Brent. You reside in the capital, Bass, a port centred heavily around the vast local shoals of fish. Though the industry waned for some time, resulting in the closure of many of the older fisheries, the recent breaking of the Spell of Mastery seems to have caused the old shoals to return once again.
Resource: Fish. Fish adds +5% to your basic revenue per turn. Fisheries can be built in regions containing fish.
Territories
Lower Brent (£500/turn): 4 Light Macemen. Palace. [Fish]
(+£25/turn from fish)
Finances:
No upkeep for your first turn!
Cash Reserves: £1500
Revenue: +£525
Total: £2025
Techs
No non-Public techs.
Adaptive Farming I: Allows construction of Farms without requiring grain. Does not allow improvement of Farms without research both into advanced Agriculture and Adaptive Farming.
Making the most of marginal land or specially fertilising other areas, adaptive farming is all about adjusting to less-than-ideal environments. Some farmers have even learned to farm underground!
Added a new Public Domain technology ('Sea Travel I'), a new industry building ('Fishery') and a new resource ('Fish'). Additionally the 'wound margin' on battles has decreased from 20 to 12; i.e. a unit now only needs to succeed by a margin of 12 to completely destroy its opponent rather than suffer mutual wounding. This should make more advanced weaponry and troops more valuable, though zerg rush tactics will still be viable in these early stages.
Sea Travel I: Allows construction of Triremes and Fisheries. (Public Domain)
Fishery: £500. Requires Fish or similar. Generates £100/turn. Prereq: Sea Travel I