Olympia G4 turn 426
Report for Romans [qt5].
Season "Snowmelt", month 2, in the year 54.
Rules The Olympia Times
Game totals:
Players: 15
Controlled units: 421
Other units: 3,857
Faction [qt5] rank
------------- ----
Characters: 3 13th
Men: 25 11th
Gold: 313 13th
Land controlled: 0 11th
Skills known: 13/74 13th
Spells known: 8/79 13th
Provinces visited: 1/14,914 14th
Noble points: 67 (0 gained, 0 spent)
The next NP will be received at the end of turn 432.
The next five nobles formed will be: 7415 9731 7307 2250 6653
15 fast study days are left.
unit where loyal heal B CA gold peas work sail figh under name
---- ----- ----- ---- - -- ---- ---- ---- ---- ---- ----- ----
5633 n77 o2 100 0 8 84 Jorch
5177 n77 c400 100 0 114 5633 Roman Trader
2805 n77 c350 100 0 115 5 15 5 Caesar
==== ==== ==== ==== ====
313 5 15 5
Location Stack
-------- -----
Grinter
Forest [cc09]
Aldmead [n77] Jorch [5633]
Roman Trader [5177]
Caesar [2805]
stack total wt walk ride fly
----- -------- ----------- ----------- -----------
5633 200 200 0%
5177 100 100 0%
2805 3,500 1,700 34%
Romans [qt5]
Unclaimed items:
qty name weight
--- ---- ------
2,800 gold [1] 0
5 riding horses [52] 5,000 ride 750
50 wood [77] 1,500
100 stone [78] 10,000
Jorch [5633]
1: Sold five wood [77] to Aldmead [n77] for 30 gold.
1: > public
1: Received 100 CLAIM gold.
1: > Claim 1 200
1: Claimed 200 gold.
1: > study 803 14
1: Paid 100 gold to begin study.
1: Using 14 fast study days to accelerate learning of Appear common.
1: Learned Appear common [803].
1: Maximum aura now 7.
1: > study 805 21
1: Paid 100 gold to begin study.
1: Using 21 fast study days to accelerate learning of Heal.
1: Learned Heal [805].
1: Maximum aura now 8.
1: > sell 95 5 7
1: Try to sell five clay pots [95] for 7 gold each.
1: > make 95 5
1: Sold one clay pot [95] to Aldmead [n77] for 7 gold.
2: Sold one clay pot [95] to Aldmead [n77] for 7 gold.
3: Sold one clay pot [95] to Aldmead [n77] for 7 gold.
4: Sold one clay pot [95] to Aldmead [n77] for 7 gold.
5: Made five clay pots.
5: Sold one clay pot [95] to Aldmead [n77] for 7 gold.
6: > study 611
6: Paid 100 gold to begin study.
6: Study Survive fatal wound for seven days.
13: > study 611
13: Study Survive fatal wound for seven days.
20: > study 614 14
20: Paid 100 gold to begin study.
20: Using 14 fast study days to accelerate learning of Defense.
20: Learned Defense [614].
20: > use 614
26: Defense rating raised 3 to 83.
27: > use 614
Location: Aldmead [n77], in province Forest [cc09], in Grinter
Loyalty: Oath-2
Stacked over: Roman Trader [5177]
Health: 100%
Combat: attack 80, defense 83, missile 0
behind 0 (front line in combat)
Break point: 50%
Current aura: 8
Maximum aura: 8
Skills known:
Shipcraft [600]
Combat [610]
Defense [614], apprentice
Magic [800]
Meditate [801], apprentice
Perform common tasks for gold [802], apprentice
Appear common [803], apprentice
Heal [805], apprentice
Gatecraft [860]
Detect gates [861], apprentice
Jump through gate [862], apprentice
Partially known skills:
Survive fatal wound [611], 14/28
Inventory:
qty name weight
--- ---- ------
84 gold [1] 0
======
0
Capacity: 0/100 land (0%)
Pending trades:
trade price qty item
----- ----- --- ----
sell 6 20 wood [77]
Roman Trader [5177]
5: Aldmead [n77] sells tea [b438] at 30.
6: > claim 1 50
6: Claimed 50 gold.
6: > sell 95 5 7
6: Try to sell five clay pots [95] for 7 gold each.
6: Sold two clay pots [95] to Aldmead [n77] for 14 gold.
6: > study 602 7
6: Shipcraft [600] must be learned before [602] can be known.
6: > study 611
6: Paid 100 gold to begin study.
6: Study Survive fatal wound for seven days.
13: > study 611
13: Study Survive fatal wound for seven days.
20: > study 615 21
20: Paid 100 gold to begin study.
20: Using 21 fast study days to accelerate learning of Archery.
20: Learned Archery [615].
20: > use 615
26: Missile rating raised 4 to 54.
27: > use 615
Location: Aldmead [n77], in province Forest [cc09], in Grinter
Loyalty: Contract-400
Stacked under: Jorch [5633]
Health: 100%
Combat: attack 80, defense 80, missile 54
behind 0 (front line in combat)
Break point: 50%
Skills known:
Combat [610]
Archery [615], apprentice
Construction [680]
Trade [730]
Find tradegood for sale [732], apprentice
Find market for tradegood [733], apprentice
Partially known skills:
Survive fatal wound [611], 14/28
Inventory:
qty name weight
--- ---- ------
114 gold [1] 0
======
0
Capacity: 0/100 land (0%)
Pending trades:
trade price qty item
----- ----- --- ----
sell 7 3 clay pot [95]
Caesar [2805]
1: > claim 1 200
1: Claimed 200 gold.
1: > move out
1: One noble, 25 men: travel will take an extra day.
1: Travel to Forest [cc09] will take two days.
2: Arrival at Forest [cc09].
3: > wood 30
4: Cut 30 wood.
5: > move in
5: (assuming 'move n77')
5: One noble, 25 men: travel will take an extra day.
5: Travel to Aldmead [n77] will take two days.
6: Arrival at Aldmead [n77].
7: > study 601 14
7: Paid 100 gold to begin study.
7: Using 14 fast study days to accelerate learning of Sailing.
7: Learned Sailing [601].
7: > study 617
7: Paid 100 gold to begin study.
7: Study Weaponsmithing for seven days.
14: > study 617
14: Study Weaponsmithing for seven days.
20: Learned Weaponsmithing [617].
21: > study 616 14
21: Paid 100 gold to begin study.
21: Using 14 fast study days to accelerate learning of Swordplay.
21: Learned Swordplay [616].
21: > train 12 5
25: Trained five soldiers.
26: > use 616
30: Paid maintenance of 45 gold.
Location: Aldmead [n77], in province Forest [cc09], in Grinter
Loyalty: Contract-350
Health: 100%
Combat: attack 80, defense 80, missile 0
behind 0 (front line in combat)
Break point: 50%
Skills known:
Shipcraft [600]
Sailing [601], apprentice
Combat [610]
Swordplay [616], apprentice
Weaponsmithing [617], apprentice
Forestry [700]
Harvest lumber [702], apprentice
Partially known skills:
Shipbuilding [602], 7/14
Inventory:
qty name weight
--- ---- ------
115 gold [1] 0
5 peasants [10] 500 cap 500 (1,1,0)
15 workers [11] 1,500 cap 1,500 (1,1,0)
5 soldiers [12] 500 cap 500 (5,5,0)
30 wood [77] 900
======
3,400
Capacity: 900/2,600 land (34%)
Forest [cc09], forest, in Grinter, safe haven, civ-2
0: Garrison [9609], garrison, with ten soldiers, one pikeman guards
0: Forest [cc09].
2: Caesar [2805], with ten peasants, 15 workers, arrived from
2: Aldmead [n77].
4: Caesar [2805] cut 30 wood.
5: Caesar [2805], with ten peasants, 15 workers, entered Aldmead [n77].
Routes leaving Forest:
North, plain, to Koddekra's sub continent [cb09], 7 days
East, forest, to Koddekra's sub continent [cc10], 8 days
South, to Ocean [cd09], Great Sea, impassable
A magical barrier prevents entry.
West, to Ocean [cc08], Great Sea, impassable
A magical barrier prevents entry.
Inner locations:
Aldmead [n77], port city, safe haven, 1 day
It is raining.
Seen here:
Garrison [9609], garrison, on guard, with ten soldiers, one pikeman
Aldmead [n77], port city, in province Forest [cc09], safe haven
1: Aldmead [n77] bought five wood [77] from Jorch [5633] for 30 gold.
1: Caesar [2805], with ten peasants, 15 workers, exited Aldmead [n77].
1: Aldmead [n77] bought one clay pot [95] from Jorch [5633] for 7 gold.
2: Aldmead [n77] bought one clay pot [95] from Jorch [5633] for 7 gold.
3: Aldmead [n77] bought one clay pot [95] from Jorch [5633] for 7 gold.
4: Aldmead [n77] bought one clay pot [95] from Jorch [5633] for 7 gold.
5: Aldmead [n77] bought one clay pot [95] from Jorch [5633] for 7 gold.
6: Aldmead [n77] bought two clay pots [95] from Roman Trader [5177] for
6: 14 gold.
6: Caesar [2805], with ten peasants, 15 workers, arrived from
6: Forest [cc09].
Routes leaving Aldmead:
South, to Ocean [cd09], Great Sea, impassable
A magical barrier prevents entry.
West, to Ocean [cc08], Great Sea, impassable
A magical barrier prevents entry.
Out, to Forest [cc09], 1 day
Cities rumored to be nearby:
Sedeor [m40], in Plain [ch09]
Safepoint [s76], in Koddekra's sub continent [cd12]
Skills taught here:
Shipcraft [600], Combat [610], Construction [680], Forestry [700],
Trade [730], Magic [800], Gatecraft [860]
Market report:
trade who price qty wt/ea item
----- --- ----- --- ----- ----
buy n77 2 100 2 fish [87]
buy n77 7 17 5 clay pots [95]
buy n77 6 25 30 wood [77]
sell n77 50 10 100 pitch [261]
sell n77 12 25 30 wood [77]
sell n77 30 36 43 tea [b438]
It is raining.
Seen here:
* Jorch [5633], conjurer, accompanied by:
* Roman Trader [5177]
* Caesar [2805], with five peasants, 15 workers, five soldiers
Lore sheets
Sailing [601]
-------------
Usage: USE 601
Or: SAIL
Requires: character must be ship's captain
Time: varies with route taken
Pilot a ship in the given direction, or to the specified
location. If a location is specified, there must be a direct
route to it from the current location of the ship.
Compass points may be abbreviated: N, S, E, W.
The character issuing the Pilot ship order must occupy the
first position inside the ship (the character must be the
captain of the ship).
The captain must have a crew to assist in the handling of the
ship. Galleys require fourteen sailors as oarsmen to row the ship.
Roundships require at least eight sailors to man the ship's rigging.
ship crew
---- ----
galley 14 sailors
roundship 8 sailors
If the required number of crew are not available, travel is still
possible, but will take an extra day for each hand the crew is short.
For example, a galley with only 10 men at the oars will take four
extra days to travel across an ocean route. A roundship with no
sailors at all would take eight extra days to traverse a route.
Galleys perform equally well regardless of wind conditions.
Roundships may be becalmed and unable to travel. In the presence
of favorable wind they will travel across ocean routes in half
the rated time.
Overloaded ships do not sail well. They may take longer than
expected to travel across routes, and are almost certain to
capsize and sink in a storm. Captains should be careful not
to leave port in a vessel carrying too much cargo.
For convenience, one may use the SAIL order rather than "USE 601".
Knowledge of Pilot ship [601] is still required, however.
Survive fatal wound [611]
-------------------------
Usage: implicit
Knowledge of 611 confers the ability for a noble to survive
a wound which would be normally be fatal. If the noble's
health reaches zero, either through combat or by other harm,
instead of dying the noble will be restored to full health.
Once the skill has been used, it is forgotten. To survive
a second fatal would, the noble would have to study for
another four weeks to learn 611 again.
Defense [614]
-------------
Usage: USE 614
Time: seven days
The noble will spend time and effort practicing skills and
techniques of personal and combat defense. Each use of 614
raises the noble's defense rating by 3-5 points if his starting
level is less than 100, and 1-3 points thereafter. 5% of the
time the noble will have an exceptionally good study period and
will gain 10 points.
Archery [615]
-------------
Usage: USE 615
Time: seven days
Learning 615 gives the noble a +50 missile attack rating.
Each seven-day use raises the noble's missile rating by
3-5 points if his starting level is less than 100, and 1-3
points thereafter. 5% of the time the noble will have an
exceptionally good study period and will gain 10 points.
Knowledge of Archery also allows the noble to train archers and
elite archers, via the TRAIN order.
Swordplay [616]
---------------
Usage: USE 616
Time: seven days
Use of 616 will cause the noble to spend time and effort practicing
swordplay, for use in personal combat. Each seven-day use of 616
raises the noble's attack rating by 3-5 points if his starting
level is less than 100, and 1-3 points thereafter. 5% of the time
the noble will have an exceptionally good study period and will
gain 10 points.
Knowledge of Swordplay also allows the noble to train swordsmen,
knights, and elite guards, via the TRAIN order.
Weaponsmithing [617]
--------------------
Usage: MAKE -
Time: as given
Weapons and armor are required for the training of some kinds of
fighters. Archers require longbows, for instance, elite guard
require plate armor, etc.
Weapons and armor are made with the MAKE command. The following
weapons and armor may be produced:
num item material
--- ---- --------
72 longbow yew [68]
73 plate armor iron [79]
74 longsword iron [79]
75 pike wood [77]
85 crossbow wood [77]
One unit of the input material may turned into one of the desired
items each day. For example, MAKE 72 2 would spend two days turning
two yew [68] into two longbows [72].
See the MAKE command for further information.
Appear common [803]
-------------------
Usage: USE 803
Required aura: as given
Time to cast: one day
The caster expends aura to conceal the fact that he is a magician.
Nobles who possess magical powers are identified to others in the turn
reports with a tag:
max aura tag
-------- ---
5-10 mage
11-16 wizard
17+ sorcerer
Use of 803 allows the tag to be suppressed for a number of turns
equal to the amount of aura invested in the cast.
Uses of 803 are addititive. A mage with 4 turns of concealment
remaining who ordered "use 803 3" would have a total of seven turns
of concealment.
Heal [805]
----------
Usage: USE 805 [aura]
Required aura: 1-3 points, as given
Required item:
Time to cast: seven days
Attempt to cure the specified target of illness. Between one
and three points of aura may be invested in the attempt. The
default is one point.
The more aura invested, the less the chance of failure:
aura chance of failure
---- -----------------
1 30%
2 15%
3 5%
No healing will take place if the spell fails. If successful,
the target will cured of sickness, and the target's health will
begin to recover at the normal rate. The target must be in the
same location as the caster.
Order template
begin qt5 "KoDkmO1d" # Romans
unit qt5 # Romans
unit 5633 # Jorch in Aldmead [n77]
# > use 614 (executing for three more days)
make 95
unit 5177 # Roman Trader in Aldmead [n77]
# > use 615 (executing for three more days)
make 95
unit 2805 # Caesar in Aldmead [n77]
# > use 616 (executing for two more days)
make 95
end