Rolled 64, 3, 92, 88, 66, 46, 89, 31 = 479 (8d100)
>>6064345Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry II, Husbandry I, Carpentry I
Province: Hakaria | Pop: 5, F: 3+(2), P: 2+(3), W: 1, Up: 0 | 10 free slots
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton)
Resources: 1 Wood (Acacia), 3 Soil, 1 Metal (Tin)
Produced: 2 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0
–Turn 1–
1-2. Under command of the Headman the tribal riders will head out along the coast claiming vast swathes of territory for the Horde and forcing tribute of any peoples who may live there. [Expand along the Coast]
3. The Kharak Riders are the core of the horde and must be drilled into excellence that cannot be matched by any upon the continent and beyond.
[Research Cavalry III]
4. Another pasture will be raised for both cattle and Kharaks to feed our growing people.
[Build Pasture]
–Turn 2–
1. With the shiny metal found with their new homeland the Hakar spend their time attempting to learn how to craft the metal in tools and weapons.
[Research Metallurgy]
2. Expansion must continue along the coast, the rolling hills and abandoned farmland are easy pickings for the raiders.
[Expand along the coast]
3. The Horde rides upon its stomach and is always in need of fresh mounts
[Build Pasture]
4. With the expansion of the Horde territory another collection of carpenter’s rise up to provide the horde with bows, tent poles and other wooden goods
[Build Carpenter]