It is ''Year $year'' <br> of your glorious reign
Phase: $phase
<hr>
The Gods are:
''$gods_mood''
Patron: <<print $patron.name>>
<hr>
We have:
<<print $Stores.grain>> sacks of grain
<<print $Stores.goods>> parcels of goods
<<print $Stores.cattle>> heads of cattle
<<print $population_farm>> peasants
<<print $soldiers>> soldiers
<<print $craftsmen>> craftsmen
<<print $scribes>> scribes (need $scribes_needed)
<<print $priests>> priests
<hr>
''[[How to Play]]''
''[[Credits]]''
<a href="https://www.starkravingsanegames.com" target="_blank">''Website''</a>
<a href="https://www.starkravingsanegames.com/newsletter.html" target="_blank">''Subscribe to my Newsletter!''</a>Double-click this passage to edit it.Double-click this passage to edit it.<img src="images/layard_nineveh_title.jpg" width="1000">
<h2>A Briefing By the Royal Scribes</h2>\
Oh Great King, Mighty King, King Who Has No Equal in All of the Lands!
We, your very loyal and skilled advisors, salute you on this sacred occasion of your ascendance to the throne! We would like to assure you that the recent demise of your father – that Great King of Blessed Memory – $father_death_desc is nothing to worry about, and it is certainly not yet another sign of growing divine disfavour that will doom us all!
Sire, you now rule the glorious and mighty ''city state of <<print $city_name>>''! All the world marvels at our cultural accomplishments and trembles at the might of our military forces!
Our city state is populous and wealthy, Sire! There are currently ''$population_city people living in the city'' – including priests, scribes, and craftsmen – and some ''$population_farm peasants in the outlying villages''. (At least so we think. Census-taking is not an exact science.) The peasants produce food to feed our citizens and our cattle, which we need for our ''sacrifices to the gods''. (The cattle, not the citizens. No-one has done that for generations.) Our palace stores are overflowing with ''$Stores.grain sacks of grain'' and ''$Stores.goods parcels of goods'', and we own ''$Stores.cattle heads of cattle''!
There are other city states, but they are wicked and decadent and they perform their sacrifices incorrectly. We should conquer or destroy them if we can. Until we are in a position to do so, we could perhaps trade or ally with them if we must.
We and the other city states inhabit a fertile river valley, which lies at the centre of the world. Outside our valley reigns ''chaos and madness''. Sometimes horse riders from beyond raid our lands to steal our precious grain and cattle. Thankfully, our ''$soldiers brave soldiers'' stand ready to defend what is ours from these barbarians.
As you know, Sire, our world is ruled by the gods, who are mighty and terrifying. Some of the gods live in the heavens above us, whilst others live beneath the earth. No one knows exactly how many gods there are, but they are all ''extremely angry'' and they will ''destroy the world'' if they are not regularly appeased. Thus, your single most important job as our gracious King is to ''perform the annual sacrifices to the gods''. You must never neglect this sacred duty, Sire!
The patron god of our city is ''$patron.name, $patron.desc''. $patron.Subject is very angry, and you should probably sacrifice more to $patron.object than the others.
Whatever you do, Sire, we beg you not to forget:
<h2>''[[KEEP SACRIFICING OR THE WORLD IS GOING TO END!|Start of Year][$intro_done to 1]]''</h2>\<<silently>>\
<<UpdateDiplomacyArray>>
<<RecaculateProduction>>
<<set _tribute_grain_received = 0>>
<<set _tribute_cattle_received = 0>>
<<set _tribute_grain_paid = 0>>
<<set _tribute_cattle_paid = 0>>
<<set $grain_surplus = 0>>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i].tribute == 0>><<continue>><</if>>
<<if $Diplomacy.cities[_i].tribute > 0>>
<<switch $Diplomacy.cities[_i].tribute>>
<<case 1>><<set _tribute_grain_received += 100>>
<<case 2>><<set _tribute_grain_received += 250>><<set _tribute_cattle_received += 5>>
<<case 3>><<set _tribute_grain_received += 500>><<set _tribute_cattle_received += 10>>
<</switch>>
<</if>>
<<if $Diplomacy.cities[_i].tribute < 0>>
<<switch $Diplomacy.cities[_i].tribute>>
<<case -1>><<set _tribute_grain_paid += 100>>
<<case -2>><<set _tribute_grain_paid += 250>><<set _tribute_cattle_paid += 5>>
<<case -3>><<set _tribute_grain_paid += 500>><<set _tribute_cattle_paid += 10>>
<</switch>>
<</if>>
<</for>>
<<set $grain_surplus = ($grain_prod_adjusted + _tribute_grain_received) - ($grain_consumption + _tribute_grain_paid)>>
<</silently>>\
\
<img src="images/layard_hall.jpg" width="1000">
<h2>A New Year Is Upon Us!</h2>\
\
<<print $Story.event_new_star>>
The entire court salutes you, Sire! It is now Year $year of your glorious reign.
The priests say the gods are ''<<print $gods_mood.toLowerCase()>>!'' Please do not neglect to sacrifice at the end of the year, Sire.
Our ''$soldiers brave soldiers'' stand ready to march at your command, Sire!
We currently have ''$scribes scribes'', <<if $scribes > $scribes_needed>>which is <<print $scribes - $scribes_needed>> more than we need to assess the annual taxes and conduct the other affairs of the palace. The scribes have assured us that this is not a problem, however, as you can never have too many scribes.<<elseif $scribes < $scribes_needed>>which is <<print $scribes_needed - $scribes>> fewer than we need to assess the annual taxes and conduct the other affairs of the palace. The scribes have urged us to increase their numbers immediately!<<else>>which is the number we need to assess the annual taxes and conduct the other affairs of the palace. However, the scribes have reminded us that a few additional scribes would not hurt.<</if>>
We currently have ''$priests priests'' offering daily worship to the gods and preparing for the annual sacrifices. We need a minimum of 50 priests to conduct the sacrifices at all, and if we do not have at least 100 priests, they will be distinctly lacking in grandeur and the gods may take offense. <<if $priests < 50>>''We urgently need more priests, Sire!''<<elseif $priests < 100>>We could use a few more priests, Sire.<<else>>We probably have enough priests, Sire, although the priesthood may not agree with tht.<</if>>
Our scribes have inspected our villages and fields and believe that the peasants will harvest ''<<print $grain_prod>> sacks of grain'' this year. <<if $scribes < $scribes_needed>>However, because we have too few scribes to assess the taxes, we will ''only receive <<print $grain_prod_adjusted>> sacks'' of this harvest! We must urgently hire mores scribes and rectify this intolerable situation, Sire!<</if>> <<if _tribute_grain_received > 0 >>In addition to our own harvests, we will ''receive <<print _tribute_grain_received>> sacks of grain in tribute''.<</if>>
This year, our citizens will eat ''<<print $craftsmen>> sacks'', the soldiers will eat ''<<print $soldiers>> sacks'', the royal court will consume ''<<print (($scribes * 2) + ($priests * 2))>> sacks'', and our herds of cattle need ''<<print ($Stores.cattle * 10)>> sacks''. <<if _tribute_grain_paid > 0 >>In addition, our peace treaties with our wicked enemies oblige us to ''pay <<print _tribute_grain_paid>> sacks of grain in tribute''.<</if>> In total, <<if $grain_surplus > 0>>this will result in a surplus of ''<<print $grain_surplus>> sacks of grain''.<<elseif $grain_surplus == 0>> we expect to just barely break even on the grain production this year.<<else>>this will result in a deficit of ''<<print $grain_surplus>> sacks of grain''. <<if Math.abs($grain_surplus) > $Stores.grain>>We must urgently acquire more grain, Sire!<<else>>We have enough grain stores to get through the year, but we should seek to acquire more grain, Sire.<</if>><</if>>
<<if Math.abs($grain_surplus) > $Stores.grain>>As we do not have enough grain to feed our herds, we expect they will shrink by around ''<<print Math.ceil($Stores.cattle / 10)>> heads of cattle'' this year!<<else>>If fully fed, our herds will grow by around ''<<print Math.floor($Stores.cattle / 10)>> heads of cattle'' this year.<</if>> <<if _tribute_cattle_received > 0 or _tribute_cattle_paid > 0>> In addition, we will ''receive <<print _tribute_cattle_received>> heads and pay <<print _tribute_cattle_paid>> heads in tribute'' this year.<</if>> Remember that we must have at least ''<<print (20 + ($additional_sacrifices.length * 5))>> heads of cattle'' left to sacrifice to the gods at the end of the year!
We expect that our craftsmen will produce ''<<print $goods_prod>> parcels of goods'' for the Palace this year. <<if $scribes < $scribes_needed>>However, because we have too few scribes to assess the taxes, we will ''only receive <<print $goods_prod_adjusted>> parcels''!<</if>>
Sire, what is your command for the coming year?
- [[Recruit soldiers]]
- [[Appoint priests]]
- [[Train scribes]]
- [[War & Diplomacy]]
- [[Engage in trade]]
- [["Eh, I think I'll go hunting" (Do nothing)|Annual Divination]]
<<silently>>
<<AnnualDivination>>
<</silently>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<h2>Train New Soldiers</h2>
\
Unfortunately, we live in troubled times, Sire, and we would be well advised to maintain a strong military to deter our grasping neighbours who might want to take our fertile fields and vast riches for themselves. Or in case we want to take their fields and riches for our own very legitimate purposes, of course.
However, please keep in mind, Sire, that the soldiers are recruited from the peasants, and having fewer peasants means less food is produced.
We need to spend <<print $soldier_cost>> parcels of goods to equip each new recruit with weapons and armour.
Please decide how many soldiers you would like to appoint, Sire:
<span class="button"><<button "+1000">><<set $soldiers_new += 1000>><<CheckValidSoldiers>><</button>> <<button "+100">><<set $soldiers_new += 100>><<CheckValidSoldiers>><</button>> <<button "+10">><<set $soldiers_new += 10>><<CheckValidSoldiers>><</button>> <<button "+1">><<set $soldiers_new++>><<CheckValidSoldiers>><</button>> <<button "-1">><<if $soldiers_new > 0>><<set $soldiers_new-->><<else>><<set $soldiers_new = 0>><</if>><<CheckValidSoldiers>><</button>> <<button "-10">><<if $soldiers_new >= 10>><<set $soldiers_new -= 10>><<else>><<set $soldiers_new = 10>><</if>><<CheckValidSoldiers>><</button>> <<button "-100">><<if $soldiers_new >= 100>><<set $soldiers_new -= 100>><<else>><<set $soldiers_new = 0>><</if>><<CheckValidSoldiers>><</button>> <<button "-1000">><<if $soldiers_new >= 1000>><<set $soldiers_new -= 1000>><<else>><<set $soldiers_new = 0>><</if>><<CheckValidSoldiers>><</button>></span>
Sire, we are recruiting <span id="new-soldiers"><<print $soldiers_new>></span> new soldiers, which will cost us <span id="new-soldiers-cost">0</span> parcels of goods.
<span id="error-message-1"></span><span id="error-message-2"></span>
<span id="confirm-link"></span>
[[I have changed my mind. (return)|Start of Year]]
<img src="images/relief_tablet_shamash.jpg" width="500">
<<set $phase to "Divination">>Now that your agenda has been set and your decrees carried out, Sire, let us see what the rest of the year brings.
<h2>A Divination Is Performed!</h2>\
<<print $divination>>
\
<<SelectEvent>>\
<<if $Stores.cattle >= 5>><<link "Sacrifice some cattle to avert disaster! (-5 cattle)" $event_psg>><<set $Stores.cattle -= 5>><<set $phase to "Event">><</link>><<else>>Sacrifice some cattle to avert disaster! (-5 cattle) //Too few cattle!//<</if>>
<<if $priests >= 5>><<link "Execute the priests responsible for this divination! (-5 priests)" $event_psg>><<set $priests -= 5>><<set $executed += 5>><<set $phase to "Event">><</link>><<else>>Execute the priests responsible for this divination! (-5 priests) //Too few priests!//<</if>>
<<link "Eh, it'll probably be fine. (Do nothing)" $event_psg>><<set $phase to "Event">><</link>>
<<if false>><<link "DEBUG: Go to Year End" "Year End">><</link>><</if>><h2>Droughts!</h2>
\
The news are most terrible, Sire! The water levels in the Holy River Euphrates are so low this summer that we are unable to irrigate our fields! All our farmlands are dry and barren, and this year's harvest will be a complete failure. The peasants are certain to starve unless we do something!
A delegation of elders from the villages have arrived at the palace requesting that grain be distributed to the people from the royal granaries. Should we do so, Sire?
<<if $Stores.grain >= 500>>[[Open the royal granaries and feed the starving! (-500 grain)|Event 20: Droughts Granaries]]<<else>>Open the royal granaries and feed the starving! (-500 grain) //(Not enough grain!)//<</if>>
<<if $Stores.cattle >= 50>>[[Open the royal granaries and feed the starving! (-50 cattle)|Event 20: Droughts Cattle]]<<else>>Open the royal granaries and feed the starving! (-50 cattle) //(Not enough cattle!)//<</if>>
[[How unfortunate. Anyway, what's for dinner today? (Do nothing.)|Event 20: Droughts Starving][$population_farm -= 5000]]<h2>Locusts!</h2>\
\
<<if $event_tracker == 0>>\
<<set _grain_lost = Math.min($Stores.grain, 500)>>\
<<set $Stores.grain -= _grain_lost>>\
<<set $event_tracker = 1>>\
<</if>>\
\
A disaster has befallen us, oh King! The villagers are reporting that great swarms of locusts have descended upon our lands and fields, devouring not just the ripening grains, but indeed every scrap of food they can find!
The priests say that this misfortune has surely been inflicted upon us by the gods as punishment for our many sins and shortcomings. Or perhaps it is a curse invoked upon us by our enemies, who are well known to consort with sorcerors and other wicked doers of mischief.
Sire, the priests have discussed the situation, and they all agree that we must urgently offer sacrifices to gain favour with Ninkilim, the Lord of Teeming Creatures, so that he will command these vermin to leave our fields alone.
Meanwhile, a group of scribes have suggested that we could light great bonfires around the fields, as the clouds of smoke might drive away the locusts. This way we would not need to involve ourselves with the Teeming Lord, who is known to be a fickle and dangerous god.
We should also mention, Sire, that a local magician came to the palace this morning. He claims that he can speak the language of locusts, and if we pay him 200 parcels of goods, he will ask them to fly away and infest the lands of one of our neighbouring cities instead.
What should we do, Sire? We must act quickly before all our stores are devoured!
''We have lost <<print _grain_lost>> grain!''
<<if $Stores.cattle >= 10>>[[Have the priests sacrifice to Ninkilim at once! (-10 cattle)|Event 21: Locusts Sacrifices]]<<else>>Have the priests sacrifice to Ninkilim at once! (-10 cattle) //(Not enough cattle!)//<</if>>
<<if $Stores.goods >= 100>>[[Instruct the scribes to proceed with the bonfire plan! (-100 goods)|Event 21: Locusts Fires]]<<else>>Instruct the scribes to proceed with the bonfire plan! (-100 goods) //Not enough goods!//<</if>>
<<if $Stores.goods >= 200>>[[We should give this magician a chance to show what he can do.(-200 goods)|Event 21: Locusts Magician]]<<else>>We should give this magician a chance to show what he can do.(-200 goods) //(Not enough goods!)//<</if>>
[[Let us just wait for the vermin to leave on their own. (Do nothing.)|Event 21: Locusts Wait]]
<h2>Fire!</h2>
Great Majesty! Disaster is at hand! A major fire has broken out in the city and has already laid waste to several outlying neighbourhoods!
Sire, the city watchmen are mustering with their tools and water vessels to fight this fire. However, the fire has spread so much that we can only protect one part of the city. We can either save the central quarters, where the great temple to $patron.name is located, or the craftsmen's quarter, which is the economic heart of our city.
What should we do, Sire?
[[Save the temple!|Event 4: Fires Temple]]
[[Save the craftsmens' quarter!|Event 4: Fires Craftsmen]]
<<if false>>[[A fire, you say? How spectacular! Find my lyre, would you? (Do nothing)|Event 4: Fires Lyre]]<</if>><img src="images/relief_shalmanser.jpg" width="700">
<h2>A Marriage Proposal!</h2>\
\
<<silently>>\
<<UpdateDiplomacyArray>>
<<if $event_tracker == 0>>
<<set _selectedcity = false>>
<<run $Diplomacy.cities.shuffle()>>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<set $Diplomacy.negotiation_target = $Diplomacy.cities[_i]>>
<<if $Diplomacy.negotiation_target.opinion == -2>>
<<continue>>
<</if>>
<<if $Diplomacy.negotiation_target.relationship != 0>>
<<continue>>
<</if>>
<<if $Diplomacy.negotiation_target.marriage == true>>
<<continue>>
<</if>>
<<set _selectedcity = true>>
<<break>>
<</for>>
<<set $event_tracker == 1>>
<</if>>
<<if $Diplomacy.negotiation_target.opinion == 2>>
<<set _alliance_accept_chance = 0.9>>
<<elseif $Diplomacy.negotiation_target.opinion == 1>>
<<set _alliance_accept_chance = 0.75>>
<<else>>
<<set _alliance_accept_chance = 0.5>>
<</if>>
<<if randomFloat(1) < _alliance_accept_chance>>
<<set _alliance_psg = "Event 17: Marriage Alliance Accept">>
<<else>>
<<set _alliance_psg ="Event 17: Marriage Alliance Reject">>
<</if>>
<</silently>>\
\
A most intriguing development, oh King Whom All Other Kings Call "Brother"! Envoys have recently arrived from <<if _selectedcity == true>>our neighbouring city state of <<print $Diplomacy.negotiation_target.name>><<else>>Eshnunna, a city state in the far north,<</if>> to propose a marriage between one of their princes and a princess of Your Majesty's royal house.
While it is true that such a match would often be of great benefit to both sides, there is the small matter of the dowry, Sire. Given the high status of the couple, the king of <<if _selectedcity == true>><<print $Diplomacy.negotiation_target.name>><<else>>Eshnunna<</if>> could reasonably expect a bridal gift of no less than 250 parcels of goods from us on this occasion.
<<if _selectedcity == true>>As a reminder, Sire, this is what we currently know (or think we know) about the city of <<print $Diplomacy.negotiation_target.name>>:
<<CityView $Diplomacy.negotiation_target>><<else>>Unfortunately, Sire, the city of Eshnunna is too distant for such a relationship to be of much practical use to us, but it would still be a prestigious match that would further advance the position of Your Majesty's already illustrious dynasty.<br><</if>>\
How should we reply to this proposal, Sire?
<<if $Stores.goods >= 250>>[[What a splendid idea! We accept the proposal! (-250 goods)|Event 17: Marriage Accept]]<<else>>What a splendid idea! We accept the proposal! (-250 goods) //(Too few goods!)//<</if>>
[[What a ridiculous idea! Never!|Event 17: Marriage Refuse]]
<<if _selectedcity == true && $Diplomacy.negotiation_target.relationship == 0 && $Diplomacy.negotiation_target.opinion >= 0>>[[Try to negotiate an alliance with them!|Event 17: Marriage Alliance Accept]]<</if>><h2>Train New Soldiers</h2>
\
Good news, Sire! Your $soldiers_new new soldiers stand ready to defend the city!
[["Very good." (Proceed)|Annual Divination]]
<<set $soldiers_new to 0>>
<h2>Appoint New Priests</h2>
<<set $priests_new to 0>>\
Great King, without enough priests to look after the daily ceremonies (not to mention the annual sacrifices), we are most certainly doomed. The proper administration of religious affairs is your most important responsibility, Sire.
However, please keep in mind, Sire, that our priests are recruited from the ranks of our scribes, without whom we cannot assess taxes and conduct the other business of the Palace.
We need to spend <<print $priest_cost>> parcels of goods for each new priest to ensure that they are suitably equipped for their station and have the necessary materials to carry out the daily worship.
<span class="button"><<button "+100">><<set $priests_new += 100>><<CheckValidPriests>><</button>> <<button "+10">><<set $priests_new += 10>><<CheckValidPriests>><</button>> <<button "+1">><<set $priests_new++>><<CheckValidPriests>><</button>> <<button "-1">><<if $priests_new > 0>><<set $priests_new-->><<else>><<set $priests_new = 0>><</if>><<CheckValidPriests>><</button>> <<button "-10">><<if $priests_new >= 10>><<set $priests_new -= 10>><<else>><<set $priests_new = 0>><</if>><<CheckValidPriests>><</button>> <<button "-100">><<if $priests_new >= 100>><<set $priests_new -= 100>><<else>><<set $priests_new = 0>><</if>><<CheckValidPriests>><</button>></span>
Sire, we are appointing <span id="new-priests"><<print $priests_new>></span> new priests, which will cost us <span id="new-priests-cost">0</span> parcels of goods.
<span id="error-message-1"></span><span id="error-message-2"></span>
<span id="confirm-link"></span>
[[I have changed my mind. (return)|Start of Year]]
<h2>Train New Scribes</h2>\
<<set $scribes_new to 0>>\
\
The royal palace does not run itself, Sire, and we need a sufficiently large number of scribes in order to keep our accounts, maintain records and diplomatic relations, and look after the numerous other affairs of the realm. One can never really have too many scribes, Sire, or so the scribes assure us.
However, please keep in mind, Sire, that our scribes are recruited from the craftsmen, who produce much needed goods for our city.
We need to spend <<print $scribe_cost>> parcels of goods to provide each new scribe with the necessary materials for their profession as well as the approriate furnishings for their new station.
<span class="button"><<button "+100">><<set $scribes_new += 100>><<CheckValidScribes>><</button>> <<button "+10">><<set $scribes_new += 10>><<CheckValidScribes>><</button>> <<button "+1">><<set $scribes_new++>><<CheckValidScribes>><</button>> <<button "-1">><<if $scribes_new > 0>><<set $scribes_new-->><<else>><<set $scribes_new = 0>><</if>><<CheckValidScribes>><</button>> <<button "-10">><<if $scribes_new >= 10>><<set $scribes_new -= 10>><<else>><<set $scribes_new = 0>><</if>><<CheckValidScribes>><</button>> <<button "-100">><<if $scribes_new >= 100>><<set $scribes_new -= 100>><<else>><<set $scribes_new = 0>><</if>><<CheckValidScribes>><</button>></span>
Sire, we are training <span id="new-scribes"><<print $scribes_new>></span> new scribes, which will cost us <span id="new-scribes-cost">0</span> parcels of goods.
<span id="error-message-1"></span><span id="error-message-2"></span>
<span id="confirm-link"></span>
[[I have changed my mind. (return)|Start of Year]]
<img src="images/relief_shalmanser.jpg" width="700">
<h2>War & Diplomacy</h2>\
\
Oh Most Far-Seeing King, King Surveying the Four Quarters of the Earth! Although it is known that our neighbouring city states are all wicked and misguided in their ways, there may also be times when it is to our advantage to make agreements or even alliances with them, unworthy as they may be. Surely they would be fools not to accept anything we decide to offer them!
However, should you decide that war is necessary, Sire, the mighty armies of our city state are ready to march against our enemies on your command!
Our forces currently number <<print $soldiers>> soldiers!
<<CityViewDiplomatic $Eridu>>
<<CityViewDiplomatic $Kish>>
<<CityViewDiplomatic $Lagash>>
<<CityViewDiplomatic $Nippur>>
<<CityViewDiplomatic $Uruk>>
[[I have changed my mind. (return)|Start of Year]]
<h2>Engage in Trade</h2>\
\
Sire, although our neighbouring city states are both evil and wicked and perform their holy sacrifices in a very incorrect fashion, it is also true that they occasionally produce certain things that we need.
If we are not strong enough to attack them and take their things for ourselves, we could send an emissary to their rulers and demand to trade with them. Or perhaps even ask them nicely, if we care to.
We can barter the following items, Sire:
[[Buy cattle for grain]]
[[Buy grain for goods]]
[[Buy goods for cattle]]
[[I have changed my mind. (return)|Start of Year]]
<h2>Appoint New Priests</h2>
Good news, Sire! Your $priests_new new priests have been annointed in a festive ceremony and are offering praise to the gods even as we speak!
[["Very good." (Proceed)|Annual Divination]]
<<set $priests_new to 0>>
<h2>Train New Scribes</h2>\
\
Good news, Sire! Your $scribes_new new scribes have finished their training and are already hard at work assessing next year's taxes!
[["Very good." (Proceed)|Annual Divination]]
<h2>Flooding!</h2>\
\
Oh Most Excellent King, a disaster has occurred! The Holy River Euphrates has flooded and and large parts of our territory are now under water. This is a flood greater than any in living memory!
The city itself is safe, but many of our villagers have drowned, and most of our crops are completely inundated. If the waters do not recede soon, we will be lucky to gain even a tenth of our normal harvests this year!
Our priests have urged us to offer generous sacrifices to Irhan, the God Who Is the Holy River, and beseech Him to constrain Himself to His customary course. We should do this at once, Sire!
<<set _psg = either("Event 22: Flooding Wait Good", "Event 22: Flooding Wait Good", "Event 22: Flooding Wait Bad")>>\
\
[[Perform those rituals at once! (-500 grain)|Event 22: Flooding Ritual]]
<<link "Let's wait a bit and see what happens." _psg>><</link>>
<h2>Raids!</h2>\
\
<<silently>>\
<<set $Battle.enemy_type = "nomads">>
<<set $Battle.enemy = "the barbaric raiders">>
<<set $Battle.enemies_number = (random(5, 15) * 100)>>
<<set $Battle.enemies_desc = "mounted raiders">>
<<set $Battle.message = "Oh, Most Warlike and All-Conquering King, at your command our soldiers are marching against the barbaric raiders who threaten our peaceful city, eager to drive them back to the highlands from whence they came!">>
<<set $Battle.commander = "a nomadic chieftain">>
<<set $Battle.commander_personality = "impetuous">>
<<set $Battle.attacking to false>>
<</silently>>\
\
Oh, Mighty King! Great danger is at hand! Our border scouts report that a great force of mounted raiders have descended from the evil lands beyond the mountains and are headed for our city! Surely they plan to burn our villages and steal our precious cattle!
We must protect the city, Sire! We estimate that the attacking force numbers some ''<<print $Battle.enemies_number>> wicked raiders'', whereas we have ''<<print $soldiers>> brave soldiers'' ready to fight!
<<link "To battle!" "Battle">><</link>>
<<if $Stores.cattle >= 25>>[[Eh, let's just pay them off. (-25 cattle)|Event 1: Raids Pay][$Stores.cattle -= 25]]<<else>>Eh, let's just pay them off. //(Too few cattle!)//<</if>><h2>A Diplomatic Insult!</h2>\
\
<<silently>>\
<<UpdateDiplomacyArray>>
<<run $Diplomacy.cities.shuffle()>>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<set $Diplomacy.war_target = $Diplomacy.cities[_i]>>
<<if $Diplomacy.war_target.opinion == 2>>
<<continue>>
<</if>>
<<if $Diplomacy.war_target.opinion != 0>>
<<continue>>
<</if>>
<<break>>
<</for>>
<<set $Battle.enemy_type = "citystate">>
<<set $Battle.enemy = $Diplomacy.war_target>>
<<set $Battle.enemies_number = $Diplomacy.war_target.soldiers>>
<<set $Battle.enemies_desc = "soldiers">>
<<set $Battle.message = "Oh, Most Warlike and All-Conquering King, at your command our soldiers are marching against the forces of $Diplomacy.war_target.name, determined to avenge our great city's honour, which they have demeaned by their grave insults!">>
<<set $Battle.commander = "the king of $Diplomacy.war_target.name">>
<<set $Battle.commander_personality = $Diplomacy.war_target.king_personality>>
<<set $Battle.attacking to true>>
<<set $Battle.support_troops = 0>>
<</silently>>\
\
Sire! The king of our neighbouring city state of <<print $Diplomacy.war_target.name>> has sent us a very rude letter, in which he claims that we are evil and wicked, that our city is ugly, and that we commit grave errors in the way we perform our sacrificial rituals. This cannot be allowed to stand, or else our reputation will be ruined!
<<CityView $Diplomacy.war_target>>\
How should we respond, Sire?
\
<<set _psg = either("Event 7: Insult Reply Good", "Event 7: Insult Reply Good", "Event 7: Insult Reply Bad")>>\
<<link "This means war! Dispatch the soldiers! (Declare war)" "Battle">><</link>>
<<link "Reply with an even worse insult!" _psg>><</link>>
[[Well... That's just his opinion. (Do nothing)|Event 7: Insult Ignore]]
<h2>A War in the Heavens!</h2>
They report that a great conflict has broken out in the heavens and in the depths of the earth!
that our patron deity,
and the patron of a neighbouring city are on opposite sides of this heavenly war
If we attack this city and defeat it, it would surely help our patron in his struggles against the other gods and bring great fortune and divine favour upon us!
Capital idea! Array the soldiers! (Declare war)
Let us sacrifice some cattle to give him strength instead. (-10 cattle)<img src="images/relief_tablet_shamash.jpg" width="500">
<h2>A New God!</h2>\
\
Oh Great King, Incomparable King, King Who Discerns Between Right and Wrong! We come to you today with news that will truly shake the foundations both of the heavens and of the earth!
As you may recall, Sire, a new star appeared in the heavens last year, and since then our priests have fiercely debated what the significance of this portentous event could possibly be! After long discussions, they now report that all divinations – and even a few augural dreams – point at only one indisputable conclusion: The new star is a sign of ''a new god'' who has chosen to manifest Himself (or Herself, there is still some debate about this question) on our celestial hemisphere!
Much about this new god is still unknown, Sire, but the wisest and most knowledgeable of our priests and diviners have scrutinised the ancient records closely and they are certain that only a mighty deity of ''kingship and conquest'' would be able to manifest in this manner!
Some of the priests, especially the younger ones, are suggesting – no, they are practically //demanding// – that we ''change our city's patron deity'' to this new god! They claim that the new god is far more powerful than our patron or any of the other gods, even Enlil himself, and that the first city to submit to Her (or Him) will surely enjoy His (or Her) favour.
Meanwhile, others amongst the priesthood, especially the older priests, consider even the mere suggestion an insult to <<print $patron.name>>, whom our forefathers have venerated for innumerable generations, and they warn us that abandoning <<print $patron.Object>> would spell certain disaster for our city.
There have already been some rather violent clashes between the two priestly factions, Sire, and only the timely intervention of the temple guards prevented a bloodbath in the temple courtyard.
Oh Sagacious and Far-Seeing King, we all look to you for guidance and instruction! This might well be the most important decision of your reign, or indeed that of any king in the history of our city!
What should we do, Sire?
<<link "Kingship and conquest? Sounds good to me! (Accept the new god)" "Event: New God Yes">><</link>>
<<link "We shall never abandon <<print $patron.name>>! (Reject the new god)" "Event: New God No">><</link>>
<h2>Unrest in the City!</h2>\
\
Dire news, Your Majesty! There is great unrest in the city! Whether because of the price of bread, the lack of work, or some other misfortune, the citizens are rioting in the streets! We must do something before the entire city descends into anarchy, Sire!
We could of course call out the army and have our soldiers restore order by force. This would certainly involve a lot of unnecessary bloodshed, Sire, and should not be done lightly.
As an alternative to the use of force, we could open the royal stores and distribute some goods as a sign of Your Majesty's generosity and love for your people. This would likely be rather expensive, but certainly also very effective.
There is also a third option, Sire. Many of our citizens have a great hatred for the city intendant, the official in charge of the day-to-day management of the city.
They claim that he is both corrupt and arbitrary in his administration and his judgements, although the root cause is more likely to be that he is charge of collecting the taxes, which never makes a man very popular.
Either way, having the intendant executed would probably calm down the population, but our scribes – many of whom would like to become city intendants themselves one day – are arguing that this would be grossly unfair towards an experienced man who was once a palace scribe himself.
What should we do, Sire?
[[Call out the troops and restore order!|Event 8: Unrest City Troops]]
<<if $Stores.goods >= 1000>>[[Distribute goods to calm the masses! (-1000 goods)|Event 8: Unrest City Goods]]<<else>>Distribute goods to calm the masses! (Too few goods!)<</if>>
<<if $scribes >= 5>>[[Execute the city intendant and his deputies as scapegoats! (-5 scribes)|Event 8: Unrest City Execute]]<<else>>Execute the city intendant and his deputies as scapegoats! (-5 scribes) //Too few scribes!//<</if>>
<h2>Unrest in the Villages!</h2>\
\
Disconcerting news, oh Great King! The peasants in our villages, discontent with their lot in life, have taken up arms and are… well, they are not exactly "revolting", but certainly protesting very vigorously. They are refusing to work in the fields, and some manors belonging to tax collectors and other important royal officials have even been burned down. It will be harvest season soon, Sire, and we must re-establish order before then, one way or another.
We could always order the royal granaries to distribute some grain as a gift to the villages, which is a traditional and time-honoured of easing the peasants' hardships without actually admitting any faults on the part of the palace. However, this time things have reached a point where the peasants are so angry that it might require a significant amount of grain to convince them to go back to work.
As an alternative, much of the peasants' anger is directed at certain officials in particular whom they blame for many of their daily hardships. These are mostly officials who have admittedly been… perhaps a little over-zealous in their collection of taxes and other administrative tasks. Executing some of these men would do much to convince the peasants that we are taking their complaints seriously and are dedicated to establishing justice.
Or we could send in the army to restore order and force the peasants to return to their fields. This would involve some amount of unavoidable bloodshed, which is unfortunate, but it would also send a clear message that the royal prerogatives are not to be challenged. However legitimate the villagers' complaints might seem, we cannot allow them to set a precedent that they are able to change royal policy through the use of force! Who knows what these people might demand next?
What should we do, oh King?
<<if $Stores.grain >= 500>>[[Distribute extra grain to the peasants! (-500 grain)|Event 18: Unrest Villages Grain]]<<else>>Distribute extra grain to the peasants! (-500 grain) //Not enough grain!//<</if>>
<<if $scribes >= 10>>[[Execute the officials who caused this unrest! (-10 scribes)|Event 18: Unrest Villages Execute]]<<else>>Execute the officials who caused this unrest! (-10 scribes) //Not enough scribes!//<</if>>
[[Intolerable! Send the troops to restore order!|Event 18: Unrest Villages Troops]]<img src="images/relief_shalmanser.jpg" width="700">
<h2>Trade Crisis!</h2>\
<<silently>>\
<<if $event_tracker == 0>>
<<set _goods_lost = Math.min($Stores.goods, 200)>>
<<set _craftsmen_lost = Math.min($craftsmen, 50)>>
<<set $Stores.goods -= _goods_lost>>
<<set $craftsmen -= _craftsmen_lost>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
\
Bad news, Sire! A group of our merchants have recently returned from Terqa, one of the more distant city states with which we have enjoyed trading relations for a number of years. Our merchants are complaining that the officials of that city treated them most unfairly, imposing high levies on their goods and forcing them to buy Terqa's goods at very unreasonable prices.
The merchants report that none of their group made any profits from that journey, and a few were even forced into bankruptcy and had to sell themselves as slaves to cover their debts!
As much as we would like to punish the people of Terqa for this insulting behaviour, unfortunately their city is too far away and the terrain between us is too hostile for us to attack them, Sire. How should we react?
''We have lost <<print _goods_lost>> parcels of goods''
''We have lost <<print _craftsmen_lost>> craftsmen''
[[How dare they? Ban Terqa's merchants from our markets in retaliation!|Event 23: Trade Ban Merchants]]
[[Let us negotiate an agreement so this doesn't happen again.|Event 23: Trade Negotiate]]
[[We can't attack Terqa… but maybe one of their neighbours could?|Event 23: Trade War]]
[[What? What do I care about the troubles of a few merchants? (Do nothing.)|Event 23: Trade Don't Care]]
<h2>Treasury Robbed!</h2>\
\
<<if $event_tracker == 0>>\
<<set _goods_robbed = 200>>\
<<set _goods_robbed = Math.min(_goods_robbed, $Stores.goods)>>
<<set $event_tracker to 1>>\
<</if>>\
\
Terrible news, Great King! We have been robbed during the night, Sire! When the scribes inspected the royal treasury this morning, they found that wicked thieves had broken in during the night and stolen a large amount of gold and precious objects!
Our swiftest charioteers set off in pursuit of these sacrilegious thieves, but they were gone without a trace!
''We have lost _goods_robbed parcels of goods!''
<<if $soldiers >= 20>>[[Execute the guards who were on duty! (-20 soldiers)|Event 2: Treasury Robbed Execute]]<<else>>Execute the guards who were on duty! (-20 soldiers) //Too few soldiers!//<</if>>
<<link "Oh well, these things happen. (Do nothing)" "Year End">><</link>>
<img src="images/layard_obelisk.jpg" width="400">
<h2>Our Calendar is Wrong!</h2>\
\
Sire, a great calamity has befallen us! A group of palace scribes have discovered that the calendar by which we measure our daily lives and the turning of the seasons is seriously flawed! In the worst case, we might even be performing our annual sacrifices on the wrong date! It is horrible to imagine!
We should initiate a project to recalculate the calendar, but this will be a very expensive undertaking that will require the work of many scribes for months.
<<if $Stores.goods >= 200>>[[We have no choice, reform the calendar! (-200 goods)|Event 5: Calendar Wrong Reform]]<<else>>We have no choice, reform the calendar! (-200 goods) //(Not enough goods!)//<</if>>
[[Execute those scribes and tell no-one! (-5 scribes)|Event 5: Calendar Wrong Execute]]<img src="images/relief_tablet_shamash.jpg" width="500">
<h2>A New Star Is Discovered!</h2>\
\
Momentous news, Sire! After carefully scrutinising the heavens, our priests have reported the appearance of a new star! It has appeared one-third of a cubit to the left of the rising moon at equinox, which the priests believe marks it as a sign of a particularly momentous occasion in the heavens! At the same time, our diviners report sightings of large flocks of sacred birds flying directly above the temple complex, which can only mean that great changes are imminent for our city, and perhaps for the entire world!
Sire, some of the priests have suggested that we should offer sacrifices to the new star to ensure that whichever divine forces have manifested it will grace our city with their favour.
Great King, the priesthood and indeed the entire people have turned to your royal person for guidance ad instructions. What should they do on this unprecedented occasion?
<<if $Stores.cattle >= 10>>[[Perform sacrifices to honour this new star! (-10 cattle)|Event 24: New Star Sacrifice]]<<else>>Perform sacrifices to honour this new star! (-10 cattle) //(Not enough cattle!)//<</if>>
<<if $priests >= 5>>[[Execute the priests who discovered it! (-5 priests)|Event 24: New Star Execute]]<<else>>Execute the priests who discovered it! (-5 priests) //(Not enough priests!)//<</if>>
[[Bah! Let the heavens turn as they will. (Do nothing)|Event 24: New Star Nothing]]
<<run $Events.delete("Event 24: New Star")>>
<<set $year_name = "The Year A New Star Appeared In the Heavens">><h2>Very Ill Omens!</h2>\
\
Oh Great and Majestic King, King Before Whom All the World Trembles! The priests have reported that several most unfavourable omens have been observed!
First, so they tell us, a lamb with two heads was born in one of our villages, causing great fear and consternation amongst the peasantry. Furthermore, when that lamb was slaughtered and its liver given to the diviners to inspect, they found that it was seriously misformed in both size, colouration and texture! And as if that was not enough, the diviners also observed a flock of birds sacred to the god Enlil flying overhead and towards a southwesterly direction just as the divination was taking place!
Having consulted the ancient records and divination manuals, the priests agree that these are all very ill omens, surely sent by the gods to warn us of impending doom and disaster! They urge us to offer generous sacrifices to appease their wrath and save ourselves!
<<if $Stores.cattle >= 25>>[[Sacrifice immediately to avert whatever disaster this portends! (-25 cattle)|Event 13: Omen Sacrifice]]<<else>>Sacrifice immediately to avert whatever disaster this portends! (-25 cattle) //Not enough cattle!//<</if>>
<<if $priests >= 10>>[[Execute the priests who interpreted these omens and tell no one else! (-10 priests)|Event 13: Omen Execute]]<<else>>Execute the priests who interpreted these omens and tell no one else! (-10 priests) //Too few priests!//<</if>>
[[We can only hope and pray for the gods to be merciful. (Do nothing.)|Event 13: Omen Oh Noes]]
<<set $year_name = "the Year In Which a Lamb With Two Heads Was Born">><h2>Temple Collapse!</h2>\
\
<<silently>>\
<<if $event_tracker == 0>>
<<set _citizens_killed = random(20,50)>>
<<set _priests_killed = random(3,12)>>
<<set _citizens_killed = Math.min(_citizens_killed, $craftsmen)>>
<<set _priests_killed = Math.min(_priests_killed, $priests)>>
<<set $craftsmen -= _citizens_killed>>
<<set $priests -= _priests_killed>>
<<set $other_deaths += (_citizens_killed + _priests_killed)>>
<<set $event_tracker to 1>>
<</if>>
<</silently>>\
\
Oh, Mighty King! A great calamity has occurred! The beautiful temple to our city's patron deity, $patron.name, has collapsed! Thankfully, no ceremonies were in progress at the time, but even so, ''_citizens_killed citizens and _priests_killed priests were killed'' in the collapse, and many more were injured.
Surely this event is a sign that $patron.name is very angry with us! And it would anger $patron.name even more if we do not have a temple to $patron.HisHer great and terrible magnificence. The priesthood urges us to rebuild it immediately, Sire!
What should we do, Great King?
<<set _psg to either("Event 3: Temple Collapse Taxes Good", "Event 3: Temple Collapse Taxes Good", "Event 3: Temple Collapse Taxes Bad")>>\
\
<<if $Stores.goods >= 1000>>[[We shall construct an even more magnificent temple in its place! (-1000 goods)|Event 3: Temple Collapse Magnificent][$Stores.goods -= 1000]]<<else>>We shall construct an even more magnificent temple in its place! (-1000 goods) //Not enough goods!//<</if>>
<<if $Stores.goods >= 200>>[[We shall construct an... adequate temple for now. (-200 goods)|Event 3: Temple Collapse Adequate][$Stores.goods -= 200]]<<else>>We shall construct an... adequate temple for now. (-200 goods) //Not enough goods!//<</if>>
<<link "Collect additional taxes to pay for a new temple. (May anger the people)" _psg>><</link>>
[[The high priest is to blame for this! Execute him! (-1 priest)|Event 3: Temple Collapse Execute]]
<h2>A Declaration of War</h2>\
\
<<silently>>\
<<UpdateDiplomacyArray>>
<<set _selectedcity = false>>
<<run $Diplomacy.cities.shuffle()>>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<set $Diplomacy.war_target = $Diplomacy.cities[_i]>>
<<if $Diplomacy.war_target.opinion == 2>>
<<continue>>
<</if>>
<<if $Diplomacy.war_target.relationship != 0>>
<<continue>>
<</if>>
<<set _selectedcity = true>>
<<break>>
<</for>>
<<if _selectedcity == false>>
<<set $Diplomacy.war_target.name = "WARNING: NO CITY FOUND">>
<<set _error = true>>
<</if>>
<<set $Battle.enemy_type = "citystate">>
<<set $Battle.enemy = $Diplomacy.war_target>>
<<set $Battle.enemies_number = $Diplomacy.war_target.soldiers>>
<<set $Battle.enemies_desc = "soldiers">>
<<set $Battle.message = "Oh, Most Warlike and All-Conquering King, at your command our soldiers are marching to meet the attacking forces of $Diplomacy.war_target.name, determined to defend our city against those insiduous and impious scoundrels!">>
<<set $Battle.commander = "the king of $Diplomacy.war_target.name">>
<<set $Battle.commander_personality = $Diplomacy.war_target.king_personality>>
<<set $Battle.attacking to true>>
<<set $Battle.support_troops = 0>>
<<set _support_text = "">>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i] == $Diplomacy.war_target>>
<<continue>>
<</if>>
<<if $Diplomacy.cities[_i].relationship == 1>>
<<if $Diplomacy.cities[_i].opinion == 2>>
<<set _p = 250>>
<<else>>
<<set _p = 100>>
<</if>>
<<set $Battle.support_troops += _p>>
<<set _support_text += "- Our allies in " + $Diplomacy.cities[_i].name + " are sending ''_p troops''!\n">>
<</if>>
<<if $Diplomacy.cities[_i].relationship == 2>>
<<set $Battle.support_troops += 250>>
<<set _support_text += "- Our vassals in " + $Diplomacy.cities[_i].name + " are sending ''250 troops''!\n">>
<</if>>
<</for>>
<</silently>>\
\
Momentous tidings, Great King! Because they believe themselves to be strong and us to be weak, our neighbouring city state of <<print $Diplomacy.war_target.name>> has declared war on us! Even now their armies march against us, looking to burn our fields, steal our precious cattle and mock our patron deity.
<<CityView $Diplomacy.war_target>>\
Sire, our scouts report that the enemy has mustered some ''<<print $Battle.enemies_number>> troops'' for this attack. Meanwhile, our ''<<print $soldiers>> brave soldiers'' stand ready to defend our city!
<<if _support_text != "">>In addition, these other cities are coming to our aid:
<<print _support_text>><</if>>\
What should we do, Sire?
<<link "We shall fight to defend what is ours!" "Battle">><</link>>
<<if false>>[[Negotiate a settlement|Event 14: War Negotiate]]<</if>>
<h2>A Trade Proposal!</h2>
Oh Magnificent King, King Who Safeguards the Prosperity of the People!
A trade delegation has arrived from a neighbouring city with a proposal to increase
[[Accept the proposal|Event 19: Trade Proposal Accept]]
[[Refuse the proposal|Event 19: Trade Proposal Refuse]]
<img src="images/relief_shalmanser.jpg" width="700">
<h2>An Alliance Proposal!</h2>\
\
<<silently>>\
<<UpdateDiplomacyArray>>
<<if $event_tracker == 0>>
<<set _selectedcity = false>>
<<run $Diplomacy.cities.shuffle()>>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<set $Diplomacy.negotiation_target = $Diplomacy.cities[_i]>>
<<if $Diplomacy.negotiation_target.opinion == -2>>
<<continue>>
<</if>>
<<if $Diplomacy.negotiation_target.relationship != 0>>
<<continue>>
<</if>>
<<set _selectedcity = true>>
<<break>>
<</for>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
\
Oh Mighty King! An intriguing development! An envoy has arrived from <<if _selectedcity>><<print $Diplomacy.negotiation_target.name>><<else>>WARNING: NO CITY FOUND [If this happens, please select Refuse below, and if you want to be super helpful, report a bug in Event 12. Thanks!]<</if>>, one of our neighbouring city states, with a proposal for an alliance! They have brought a letter on a fired clay tablet in which the king of that city sends his greetings and addresses you as his "Brother King". While he recognises that our cities have had our differences in the past, he suggests that it is time to put that behind us and unite against our common enemies. He promises to be true to us and to send his soldiers to aid us in times of war if we will do the same for him.
We should consider this proposal very carefully, Sire. Although there is strength in cooperation, we must keep in mind that these people are fundamentally evil and wicked. They are always greedy for more land, they habitually mistreat and exploit our upstanding merchants, and they make grave mistakes in the way they perform their annual sacrifices. Who knows what manner of foul deeds we might unwittingly be led into by binding ourselves closer to them?
<<if _selectedcity>>As a reminder, Sire, this is what we currently know (or think we know) about the city of <<print $Diplomacy.negotiation_target.name>>:
<<CityView $Diplomacy.negotiation_target>><</if>>
[[Very well. May the god Enlil bless this new alliance. (Accept)|Event 12: Alliance Accept]]
[[Absolutely not. Send them away. (Refuse)|Event 12: Alliance Refuse]]
[[They sound weak to me. Attack them! (Declare war)|Event 12: Alliance Attack]]
This game is a <html><a href="https://starkravingsane.itch.io" target="_blank">Stark Raving Sane Games</a></html> production, designed, written, and all the other things by Andreas Kjeldsen, and released under a Creative Commons <html><a href="https://creativecommons.org/licenses/by-sa/4.0/deed.en" target="_blank">Attribution-Share Alike 4.0 International license</a></html>
Original version 1.0 released May 1st, 2024.
Current version 1.0.2 released May 3rd, 2024.
''Image Credits''
<a href="images/layard_nineveh_title.jpg" target="_blank"><img src="images/layard_nineveh_title.jpg" width="200"></a>
Title image: Based on a painting by Sir Austen Henry Layard (1817-1894) from a sketch by James Fergusson (1808–1886)
<a href="images/newman_sennacherib.jpeg" target="_blank"><img src="images/newman_sennacherib.jpeg" width="200"></a>
"The Palace of Sennacherib Restored". Wood engraving from "The thrones and palaces of Babylon and Nineveh" by John Philip Newman (1826-1899).
https://commons.wikimedia.org/wiki/File:Palace_of_Sennacherib_Restored.jpeg
<a href="images/layard_hall.jpg" target="_blank"><img src="images/layard_hall.jpg" width="200"></a>
'Artist’s impression of a hall in an Assyrian palace' by Sir Austen Henry Layard. https://commons.wikimedia.org/wiki/File:Artist%E2%80%99s_impression_of_a_hall_in_an_Assyrian_palace_from_The_Monuments_of_Nineveh_by_Sir_Austen_Henry_Layard,_1853.jpg
<a href="images/martin_babylon.jpg" target="_blank"><img src="images/martin_babylon.jpg" width="200"></a>
'The Fall of Babylon' by John Martin (1789-1854), https://wellcomecollection.org/works/pp9a7w9r
<a href="images/martin_nineveh.jpg" target="_blank"><img src="images/martin_nineveh.jpg" width="200"></a>
'The Fall of Nineveh' by John Martin (1789-1854)
<a href="images/myers_sargon.png" target="_blank"><img src="images/myers_sargon.png" width="200"></a>
'Drawing of a Court in Sargon’s Palace at Dur Sharrukin' from "A General History for Colleges and High Schools" by P. V. N. Myers (1890)
<a href="images/knab_babylon.png" target="_blank"><img src="images/knab_babylon.png" width="200"></a>
'The Hanging Gardens of Babylon' by Ferdinand Knab (1834-1902)
<a href="images/relief_huntingparty.jpg" target="_blank"><img src="images/relief_huntingparty.jpg" width="200"></a>
'Assyrian Hunting Party Returns from the Lion Hunt' by Lawson G. Stone, available under a Creative Commons Attribution-Share Alike 4.0 International license at https://commons.wikimedia.org/wiki/File:Assyrian_hunting_Party_Returns_from_the_Lion_Hunt.jpg
<a href="images/relief_sanherib.jpg" target="_blank"><img src="images/relief_sanherib.jpg" width="100"></a>
'Sanherib-tr-4271.jpg' by Timo Roller, available under a Creative Commons Attribution 3.0 Unported license at https://commons.wikimedia.org/wiki/File:Sanherib-tr-4271.jpg
<a href="images/relief_chariotgroup.jpg" target="_blank"><img src="images/relief_chariotgroup.jpg" width="200"></a>
'Chariot Group' by Aidan McRae Thomson, available licensed under a Creative Commons Attribution-Share Alike 2.0 Generic license at https://commons.wikimedia.org/wiki/File:Chariot_Group.jpg
<a href="images/relief_shalmanser.jpg" target="_blank"><img src="images/relief_shalmanser.jpg" width="200"></a>
'Shalmaneser III greets Marduk-zakir-shumi' by Osama Shukir Muhammed Amin FRCP(Glasg), available under a Creative Commons Attribution-Share Alike 4.0 International license at https://commons.wikimedia.org/wiki/File:Shalmaneser_III_greets_Marduk-zakir-shumi,_detail,_front_panel,_Throne_Dais_of_Shalmaneser_III_at_the_Iraq_Museum.jpg
<a href="images/relief_apkallu.jpg" target="_blank"><img src="images/relief_apkallu.jpg" width="100"></a>
'Eagle-headed and winged Apkallu holding a bucket and cone' by Osama Shukir Muhammed Amin FRCP(Glasg), available under a Creative Commons Attribution-Share Alike 4.0 International license at https://commons.wikimedia.org/wiki/File:Wall_panel._Eagle-headed_and_winged_Apkallu_holding_a_bucket_and_cone._From_Nimrud,_Iraq._9th_century_BCE._Pergamon_Museum.jpg
<a href="images/relief_ashurbanipal_lion.jpg" target="_blank"><img src="images/relief_ashurbanipal_lion.jpg" width="200"></a>
'Relief of Ashurbanipal hunting a Mesopotamian lion' by Mark.murphy, available under a Creative Commons Attribution-Share Alike 3.0 Unported license at https://commons.wikimedia.org/wiki/File:Nineveh_north_palace_king_hunting_lion.jpg
<a href="images/relief_BM00112855.jpg" target="_blank"><img src="images/relief_BM00112855.jpg" width="200"></a>
'Gypsum wall panel depicting a lion hunt in relief' by the British Museum, available under a Creative Commons Attribution-Share Alike 4.0 International license at https://www.britishmuseum.org/collection/image/112855001
<a href="images/relief_shalmanser_throne.jpg" target="_blank"><img src="images/relief_shalmanser_throne.jpg" width="200"></a>
'Detail from Throne Dais of Shalmaneser III' by by Osama Shukir Muhammed Amin FRCP(Glasg), available under a Creative Commons Attribution-Share Alike 4.0 International license at https://commons.wikimedia.org/wiki/File:North-West_Re-entrant,_West_Face,_Throne_Dais_of_Shalmaneser_III_at_the_Iraq_Museum.jpg
<a href="images/relief_tablet_shamash.jpg" target="_blank"><img src="images/relief_tablet_shamash.jpg" width="200"></a>
'Detail from the Tablet of Shamash by Prioryman, available under a Creative Commons Attribution-Share Alike 4.0 International license at https://commons.wikimedia.org/wiki/File:Tablet_of_Shamash_relief.jpg
<a href="images/tablet_BM00152339.jpg" target="_blank"><img src="images/tablet_BM00152339.jpg" width="100"></a>
'Clay tablet with astronomical treatise' by British Museum, available under a Creative Commons Attribution-Share Alike 4.0 International license at https://commons.wikimedia.org/wiki/File:MulApin-BritishMuseum.jpg
<a href="images/layard_obelisk.jpg" target="_blank"><img src="images/layard_obelisk.jpg" width="100"></a>
'Obelisk of Divanubara' by Sir Austen Henry Layard. https://www.gutenberg.org/cache/epub/55871/pg55871-images.html#Page_192
<a href="images/lefevre_khorsabad.png" target="_blank"><img src="images/lefevre_khorsabad.png" width="100"></a>
"Khorsabad – Assyrian Temple Restored" from André Lefèvre, Wonders of Architecture, 1886, https://archive.org/details/wondersofarchit00lef
<<return>>
<h2>Temple Collapse!</h2>\
\
<<set $priests-->>\
<<set $executed++>>\
\
Very good, Sire. As you commanded, we have executed the high priest of $patron.name for what must surely be his many failings. We can only hope this will appease the god's anger for now.
However, we still need a new temple, Sire.
<<set _psg to either("Event 3: Temple Collapse Taxes Good", "Event 3: Temple Collapse Taxes Good", "Event 3: Temple Collapse Taxes Bad")>>\
\
<<if $Stores.goods >= 1000>>[[We shall construct an even more magnificent temple in its place! (-1000 goods)|Event 3: Temple Collapse Magnificent][$Stores.goods -= 1000]]<<else>>We shall construct an even more magnificent temple in its place! (-1000 goods) //Not enough goods!//<</if>>
<<if $Stores.goods >= 200>>[[We shall construct an... adequate temple for now. (-200 goods)|Event 3: Temple Collapse Adequate][$Stores.goods -= 200]]<<else>>We shall construct an... adequate temple for now. (-200 goods) //Not enough goods!//<</if>>
<<link "Collect additional taxes to pay for a new temple. (May anger the people)" _psg>><</link>>
<h2>Temple Collapse!</h2>\
\
On behalf of the entire court and the people, we applaud you for having made an excellent decision, Sire! It will take the efforts of many scribes and craftsmen to complete this new temple, but we shall begin work immediately.
<<link "Just… try to keep down the expenses." "Year End">><</link>>
<h2>Temple Collapse!</h2>\
\
Very good, Sire. We shall begin construction immediately on a new temple of… moderate proportions. We can only hope that these more austere surroundings will not further arouse the god's anger against us.
<<link "I'm sure it will be fine." "Year End">><</link>>
<h2>Temple Collapse!</h2>
Sire, as expected, the announcement of additional taxes caused no small amount of grumblings from the merchants and craftsmen of the city, but in the end, the necessary resources were collected and construction on our new temple will begin immediately.
<<link "It is for the good of everyone." "Year End">><</link>>
<h2>Raids!</h2>
As you commanded, Sire, we have handed a large part of our cattle over to the raiders. They gleefully accepted our tribute and have retreated back to the barbaric highlands from whence they came.
That was both costly and humiliating, but at least our city is safe for now. At least until they return.
<<link "Yes, yes. At least they're gone for now." "Year End">><</link>>
<h2>Treasury Robbed!</h2>\
\
<<if $event_tracker == 1>>\
<<set $soldiers -= 20>>\
<<set $executed += 20>>
<<set $event_tracker = 2>>\
<</if>>\
\
Most Dreaded King, on your command we have executed the entire squad of guards who were on duty last night. We can only hope this will encourage their comrades to be more vigilant in the future.
<<link "I am quite sure it will." "Year End">><</link>>
<img src="images/relief_BM00112855.jpeg" width="700">
<h2>On the Field of Battle!</h2>\
<<set $phase = "Before the Battle">>\
<<set $Battle.divination = either(-1, 0, 1)>>\
\
<<print $Battle.message>>
Our ''$soldiers brave soldiers'' stand ready to <<if $Battle.attacking == true>>attack<<else>>defend our beautiful city against<</if>> the enemy's ''$Battle.enemies_number $Battle.enemies_desc'', Sire!
<<if $Battle.support_troops > 0>>In addition, our ''vassals and allies'' are supporting us with <<print $Battle.support_troops>> soldiers!<br><</if>>\
<<if $patron.name == "Dagan">>Our soldiers fight for Dagan, Sire! We know that our god will be on our side in this battle!<<else>>Our priests have performed their divinations, and they were <<if $Battle.divination == 1>>''favourable'', Sire! The gods surely favour us in this battle!<<elseif $Battle.divination == 0>>''inconclusive'', Sire. This battle could go either way.<<else>>''unfavourable'', Sire! We fear the gods are not on our side!<</if>><</if>>
We believe that their commander, <<print $Battle.commander>>, is ''<<print $Battle.commander_personality>>''.
We should choose our strategy for the upcoming battle:
An ''aggressive posture'' emphasises a strong attack. it is good against an indirect posture.
A ''defensive posture'' emphasises holding a strong position. It is strong against an aggressive posture.
An ''indirect posture'' emphasises mobility and initiative, trying to outmaneouver the enemy. It is strong against a defensive posture.
<<link "Aggressive posture: Charge the enemy!" "Battle Resolution">><<set $Battle.strategy to 0>><</link>>
<<link "Defensive posture: Hold our ground!" "Battle Resolution">><<set $Battle.strategy to 1>><</link>>
<<link "Indirect posture: Outwit the enemy!" "Battle Resolution">><<set $Battle.strategy to 2>><</link>>
<h2>A Hero Arrives!</h2>\
\
<<if $event_tracker == 0>>\
<<set $scribes -= 1>>
<<set $other_deaths += 1>>
<<set $event_tracker to 1>>\
<</if>>\
\
Mighty King! A strange man has arrived at court. He is dressed in a very peculiar way and carries a very big club, and he claims to be a hero on a quest to find the secret to immortality. He demands that we give him food and other supplies so that he may continue on his quest.
He was really quite rude and threatened us with laying a curse on our city if we did not help him. He also killed one of the palace scribes with his club because the man, so he claims, "looked at him disrespectfully". Since then all the other scribes have barricaded themselves inside the royal treasury, and they refuse to come out until the man is gone.
What should we do, sire?
''We have lost 1 scribe!''
<<if $Stores.grain >= 100 && $Stores.goods >= 100>>[[Just give him what he wants so he'll go away. (-100 grain, - 100 goods)|Event 9: Hero Help]]<<else>>Just give him what he wants so he'll go away. (-100 grain, - 100 goods) //Too few grain and/or goods!)//<</if>>
[[What? He shall have nothing from us!|Event 9: Hero Refuse]]
[[How dare he? Have him executed immediately!|Event 9: Hero Execute]]
<<set $year_name = "the Year a Hero Came to " + $city_name>><img src="images/martin_nineveh.jpg" width="1000">
<<set $phase to "End of the World">>\
<h2>The End of the World!</h2>\
\
Oh Great King, the world is ending!
Furious at our disrespectful lack of propitiation, the gods have unleashed fires and floods and destruction upon this world. The heavens have turned blood-red and the ground has burst open to unleash all the demons of the underworld upon the mortals! Plague spirits spread sickness and misery in all the great cities of the land! Hordes of nomads have crossed our borders and are killing and burning wherever they go! And the villages near the coast report that the oceans are rising and will soon cover the Earth even above the tallest mountains.
In time, the Chaos Mother Tiamat will be resurrected, the Tablet of Destinies will be dashed in pieces, and the world will once again be subsumed into the primordial chaos. Thankfully, at least we will all have died long before that happens.
<hr>
Sire, your reign, and indeed the whole world, has come to an end.
<<EndTally>>
One day, Sire, the gods will surely make the world anew, and perhaps then another king will reign over a city much like ours.
''The world has been destroyed!''
[[And so it ends. (Defeat)|End Passage]]
<img src="images/newman_sennacherib.jpeg" width="1000">
<h2>The Year Draws to a Close!</h2>\
<<silently>>\
<<UpdateDiplomacyArray>>
<<set _tribute_grain_received = 0>>
<<set _tribute_cattle_received = 0>>
<<set _tribute_grain_paid = 0>>
<<set _tribute_cattle_paid = 0>>
<<set _tribute_received_desc = "">>
<<set _tribute_paid_desc = "">>
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i].tribute == 0>><<continue>><</if>>
<<if $Diplomacy.cities[_i].tribute > 0>>
<<set _tribute_received_desc += "– We received ">>
<<switch $Diplomacy.cities[_i].tribute>>
<<case 1>><<set _tribute_received_desc += "100 sacks of grain from ">> <<set _tribute_grain_received += 100>>
<<case 2>><<set _tribute_received_desc += "5 heads of cattle and 250 sacks of grain from ">><<set _tribute_grain_received += 250>><<set _tribute_cattle_received += 5>>
<<case 3>><<set _tribute_received_desc += "10 heads of cattle and 500 sacks of grain from ">><<set _tribute_grain_received += 500>><<set _tribute_cattle_received += 10>>
<</switch>>
<<set _tribute_received_desc += $Diplomacy.cities[_i].name + "\n">>
<</if>>
<<if $Diplomacy.cities[_i].tribute < 0>>
<<set _tribute_paid_desc += "– We paid ">>
<<switch $Diplomacy.cities[_i].tribute>>
<<case -1>><<set _tribute_paid_desc += "100 sacks of grain to ">><<set _tribute_grain_paid += 100>>
<<case -2>><<set _tribute_paid_desc += "5 heads of cattle and 250 sacks of grain to ">><<set _tribute_grain_paid += 250>><<set _tribute_cattle_paid += 5>>
<<case -3>><<set _tribute_paid_desc += "10 heads of cattle and 500 sacks of grain to ">><<set _tribute_grain_paid += 500>><<set _tribute_cattle_paid += 10>>
<</switch>>
<<set _tribute_paid_desc += $Diplomacy.cities[_i].name + "\n">>
<</if>>
<</for>>
<<RecaculateProduction>>
<<set $grain_surplus = 0>>
<<set $Stores.grain += _tribute_grain_received>>
<<set $grain_surplus += _tribute_grain_received>>
<<set $Stores.grain += $grain_prod_adjusted>>
<<set $Stores.goods += $goods_prod_adjusted>>
<<set $grain_surplus += $grain_prod_adjusted>>
<<set _grain_shortage_text = "">>
<<if _tribute_grain_paid <= $Stores.grain>>
<<set $Stores.grain -= _tribute_grain_paid>>
<<else>>
<<set $Stores.grain = 0>>
<<set _grain_shortage_text += "We could not fulfill our grain tribute obligations!">>
<</if>>
<<set $grain_surplus -= _tribute_grain_paid>>
<<if ($priests * 2) <= $Stores.grain>>
<<set $Stores.grain -= ($priests * 2)>>
<<else>>
<<set $Stores.grain = 0>>
<<set _famine_priests = Math.trunc($priests * (random(15, 25)/100))>>
<<set $priests -= _famine_priests>>
<<set _grain_shortage_text += "We could not feed our priests and _famine_priests of them abandoned their calling! ">>
<</if>>
<<set $grain_surplus -= ($priests * 2) >>
<<if ($scribes * 2) <= $Stores.grain>>
<<set $Stores.grain -= ($scribes * 2)>>
<<else>>
<<set $Stores.grain = 0>>
<<set _famine_scribes = Math.trunc($scribes * (random(15, 25)/100))>>
<<set $scribes -= _famine_scribes>>
<<set _grain_shortage_text += "Some of our scribes went unfed and _famine_scribes of them left our service! ">>
<</if>>
<<set $grain_surplus -= ($scribes * 2) >>
<<if $soldiers <= $Stores.grain>>
<<set $Stores.grain -= $soldiers>>
<<else>>
<<set $Stores.grain = 0>>
<<set _famine_soldiers = Math.trunc($soldiers * (random(15, 25)/100))>>
<<set $soldiers -= _famine_soldiers>>
<<set _grain_shortage_text += "Our soldiers had too few rations and _famine_soldiers of them deserted! ">>
<</if>>
<<set $grain_surplus -= $soldiers >>
<<if $craftsmen <= $Stores.grain>>
<<set $Stores.grain -= $craftsmen>>
<<else>>
<<set $Stores.grain = 0>>
<<set _famine_craftsmen = Math.trunc($craftsmen * (random(10, 20)/100))>>
<<set $craftsmen -= _famine_craftsmen>>
<<set _grain_shortage_text += "There was famine among the craftsmen and _famine_craftsmen of them left the city! ">>
<</if>>
<<set $grain_surplus -= $craftsmen >>
<<set _cattle_growth = 0>>
<<set _cattle_loss = 0>>
<<set $grain_surplus -= ($Stores.cattle * 10) >>
<<if ($Stores.cattle * 10) <= $Stores.grain>>
<<set $Stores.grain -= ($Stores.cattle * 10)>>
<<set _old_cattle_herd = $Stores.cattle>>
<<set _cattle_growth = Math.floor($Stores.cattle / 10)>>
<<set $Stores.cattle += _cattle_growth>>
<<else>>
<<set $Stores.grain = 0>>
<<set _grain_shortage_text += "We could not feed our cattle properly this year!">>
<<set _old_cattle_herd = $Stores.cattle>>
<<set _cattle_loss = Math.ceil($Stores.cattle / 10)>>
<<set $Stores.cattle -= _cattle_loss>>
<</if>>
<<set $Stores.cattle += _tribute_cattle_received>>
<<set _cattle_shortage_text = "">>
<<if _tribute_cattle_paid <= $Stores.cattle>>
<<set $Stores.cattle -= _tribute_cattle_paid>>
<<else>>
<<set _cattle_shortage_text = "We could not fulfill our cattle tribute obligations!">>
<<set $Stores.cattle = 0>>
<</if>>
<<set $phase to "End of Year">>
<<YearName>>
<<set $event_tracker to 0>>
<<set $diplomacy_tracker to 0>>
<</silently>>\
\
Oh Mighty King, King Who Protects the Widow and the Waif! The last days of the year are almost upon us. This year shall forever be noted in our annals as ''"<<print $year_name>>"''.
It is now time to bring in the harvest, close our accounts, and take stock of the palace stores. Our tireless scribes are hard at work as we speak, Sire.
<<if _tribute_received_desc != "" or _tribute_paid_desc != "">>Your Majesty, our tribute situation is as follows:
<<print _tribute_received_desc>><<print _tribute_paid_desc>>
<</if>>\
After conducting their annual visits to the villages, the scribes report that our peasants produced ''<<print $grain_prod>> sacks of grain'' this harvest<<if $scribes < $scribes_needed>>, of which we only collected ''<<print $grain_prod_adjusted>> sacks'' due to our shortage of scribes<</if>>. <<if _tribute_grain_received > 0 or _tribute_grain_paid > 0>>In addition, we ''received <<print _tribute_grain_received>> sacks and paíd <<print _tribute_grain_paid>> sacks as tribute'' this year.<</if>>
Our city's population of craftsmen consumed ''<<print $craftsmen>> sacks'', our soldiers consumed ''<<print $soldiers>> sacks'', and the royal court consumed ''<<print (($scribes * 2) + ($priests * 2))>> sacks''. In addition, we required ''<<print (_old_cattle_herd * 10)>> sacks'' to feed our herds of cattle. In total, we <<if $grain_surplus > 0>>produced a surplus of ''<<print $grain_surplus>> sacks of grain'' this year.<<elseif $grain_surplus == 0>> produced just barely enough grain this year.<<else>>had a deficit of ''<<print $grain_surplus>> sacks of grain'' this year.<</if>> <<if _grain_shortage_text != "">>''<<print _grain_shortage_text>>''<</if>> We now have a total of ''<<print $Stores.grain>> sacks of grain in storage''.
Our city's craftsmen produced ''<<print $goods_prod>> parcels of goods'' this year, of which we collected ''<<print $goods_prod_adjusted>> parcels'' in taxes, and we now have ''<<print $Stores.goods>> parcels'' in storage.
<<if _cattle_loss == 0>>Our cattle herds were fully fed this year, and so they grew by ''<<print _cattle_growth>> heads of cattle''. <<else>>As we did not have enough grain to feed our cattle, our herds shrunk by ''<<print _cattle_loss>> heads'' this year!<</if>> <<if _tribute_cattle_paid > 0 or _tribute_cattle_received > 0>>We ''received <<print _tribute_cattle_received>> heads and paid <<print _tribute_cattle_paid>> heads as tribute'' this year.<</if>> The size of our herds now amounts to ''<<print $Stores.cattle>> heads of cattle'', Sire!
<<if ($Stores.cattle < (20 + ($additional_sacrifices.length * 5)) || $priests < 50)>>Unfortunately, Sire, we ''cannot afford to perform the annual sacrifices'' that would have appeased the gods' anger for another year. We can only throw ourselves on the mercy of their divine majesties and await their punishment with great trepidation.
[["Oh no!"|End of the World]]
<<else>>Thankfully, Sire, both our cattle herds and the number of our priests are large enough that we can prepare for the annual sacrifices that will appease the gods' anger for another year. The priests recommend that we proceed to the temple as soon as possible, Sire.
[["Prepare the ceremonies!"|Annual Sacrifices][$Stores.cattle -= (20 + ($additional_sacrifices.length * 5))]]
<</if>>
<img src="images/relief_shalmanser_throne.jpg" width="800">
<h2>A Bountiful Harvest!</h2>
Excellent news, oh Great King, Majestic Bringer of Prosperity! This year, the gods have chosen to bless our fields with a most bountiful harvest! The royal granaries are set to overflow with grain as soon as the annual taxes are assessed! Surely the gods have done this as appreciation for your wise, benevolent, and not least pious and god-fearing government!
Sire, what should we do with this unexpected blessing? We could always store it for future use, but perhaps we could also use it now for the benefit of the city.
[[We shall store the grain and prepare for lean years. (+1000 grain)|Event 11: Bountiful Harvest Store]]
[[Let us hold a great feast and attract skilled craftsmen to the city! (+250 craftsmen)|Event 11: Bountiful Harvest Feast]]
[[Trade the surplus for more cattle instead! (+25 cattle)|Event 11: Bountiful Harvest Trade]]
<h2>Droughts!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Stores.grain -= 500>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Most Benevolent King, Great King Who Safeguards the Welfare of the People! At your command, the gates to the royal granaries have been thrown wide open, and large amounts of grain distributed to our starving people! Although the stores will not last forever, it should be enough to sustain us until the date and chickpea harvests in the autumn.
We have avoided a famine, Sire, but we must pray for good harvests in the next few years so we can refill our stores.
<<link "That is what the granaries are for, after all." "Year End">><</link>>
<h2>The Peasants are Revolting</h2>\
\
<<silently>>\
<<if $event_tracker == 0>>
<<set _peasants_lost = Math.min(5000, $population_farm)>>
<<set $population_farm -= _peasants_lost>>
<<set $other_deaths += _peasants_lost>>
<<set $event_tracker = 1>>\
<</if>>
<</silently>>\
\
Sire, this already disastrous situation has taken a turn for the even worse! Thousands of our peasants have now starved to death, and the survivors, fed up with their hardships, have taken up arms and are determined to force open the royal granaries and distribute the grain to the hungry!
We can still give in to their demands, but considering how much worse the famine has become, as well as the fact that their demands are now backed by armed force, it would likely require a much larger amount of grain than before to pacify them.
What should we do, Sire?
''We have lost <<print _peasants_lost>> peasants!''
<<if $Stores.grain >= 1000>>[[Oh, fine! Open the royal granaries and feed the starving! (-1000 grain)|Event 20: Droughts Granaries Forced]]<<else>>Open the royal granaries and feed the starving! (-1000 grain) //(Not enough grain!)//<</if>>
[[Call out the soldiers and put a stop to this!|Event 20: Droughts Starving Military]]
<h2>Fire!</h2>
\
<<silently>>\
<<if $event_tracker == 0>>
<<set _goods_lost = Math.min(500, $Stores.goods)>>
<<set _citizens_killed = Math.min(1000, $craftsmen)>>
<<set $Stores.goods -= _goods_lost>>
<<set $citizens -= _citizens_killed>>
<<set $event_tracker = 1>>
<<set $other_deaths += _citizens_killed>>
<</if>>
<</silently>>\
\
Sire, after a long and arduous effort that lasted all night, the fire is finally under control, and the temple district is safe. The craftsmen's quarter, however, did not fare so well.
Although the loss of life was thankfully minimal, many of the city's important workshops were ravaged in the fire and large quantities of products and materials went up in flames. This will have a devastating impact on our economy, and many craftsmen have already left to seek new opportunities in other cities.
On the other hand, the priesthood of $patron.name have thanked us for presercing the magificent temple, and they have assured us that the god will look with upon us with favour as we rebuild the city and our economy.
''We have lost <<print _goods_lost>> goods!''
''We have lost <<print _citizens_killed>> craftsmen!''
<<link "What a disaster!" "Year End">><</link>>
<h2>Fire!</h2>
Sire, after a long and arduous effort that lasted all night, the fire is finally under control, and the craftsmen's quarter is safe. The temple district, however, did not fare so well.
The temple buildings themselves are of course built of strong bricks made of fired clay, which survived the fire well enough, but the decorations and precious ceremonial furnishings have all been destroyed, Sire!
The high priest of $patron.name is urging us to restore the temple and its interior as soon as possible – if possible even more lavishly than before!
<<if $Stores.goods >= 200>>[[Very well, we shall pay for the restoration of the temple. (-200 goods)|Event 4: Fires Craftsmen Pay]]<<else>>Very well, we shall pay for the restoration of the temple. (-200 goods) //Not enough goods!//<</if>>
[[The priests have their own resources, do they not? (Do not pay.)|Event 4: Fires Craftsmen No Pay]]
<h2>Fire!</h2>
<<if $event_tracker == 0>>\
<<set $Stores.goods -= 1000>>\
<<set $citizens -= 2000>>\
<<set $event_tracker = 1>>
<</if>>
Without guidance from the Palace, the city watchmen
<<link "Continue." "Year End">><</link>>
<h2>Our Calendar is Wrong!</h2>\
\
<<if $event_tracker == 0>>\
<<set $scribes -= 3>>
<<set $priests += 3>>
<<set $Stores.goods -= 200>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Most Erudite King, King Who Guides the World Along the Straight Path! At your command, the palace scribes have begun the difficult undertaking of recalculating our calendar.
Together with the priesthood, they will be spending the next year consulting ancient astronomical records and making new observations of the stars and the planets that move in their stately progression through the heavens above us. This work will take many months, Sire, but it is essential – everything we do, from the annual sacrifices to the sowing and harvest of the crops to the diviners' taking of omens, depends on the accuracy of our calendar!
Incidentally, three of our scribes have immersed themselves so much in this task that they have decided to join the priesthood at their own expense and dedicate their lives to studying the heavens.
//We have lost 200 goods!//
//Three of our scribes have become priests!//
<<link "We must have an accurate calendar!" "Year End">><</link>>
<h2>Our Calendar is Wrong!</h2>\
\
<<if $event_tracker == 0>>\
<<set $scribes -= 5>>\
<<set $executed += 5>>
<<set $event_tracker = 1>>\
<</if>>\
\
Very well, Sire. At your command, the small group of scribes who made the discovery were apprehended and executed before they could share it with anyone else. This dreadful knowledge will remain a secret known only to the most senior palace officials, and our flawed calendar will remain in use. We can only hope that it will not doom us all.
''We have lost 5 scribes!''
<<link "But think of how expensive it would have been!" "Year End">><</link>>
<h2>A New Star Is Discovered!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Stores.cattle -= 10>>
<<set $Story.event_new_star = 2>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Sire, our priests have performed their sacrifices to this new star. We can only hope the old gods do not take offence at this…
<<link "I'm sure it'll be fine. (Continue.)" "Year End">><</link>>
<h2>A New Star Is Discovered!</h2>\
\
<<if $event_tracker == 0>>\
<<set $priests -= 5>>
<<set $executed += 5>>\
<<set $Story.event_new_star = 1>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Very good, Sire. The priests who discovered the new star have been executed as you commanded, which Your Majesty presumably did for very good and very kingly reasons.
Since then, the other priests at the temple have reported that nothing new has happened in the heavens tonight, Sire. There is nothing to report. All stars were observed to be in their proper locations, but not more stars than that, and all is well. They also expect to have nothing new to report tomorrow. And also the day after that.
<<link "Excellent. (Continue.)" "Year End">><</link>>
<h2>A New Star Is Discovered!</h2>\
<<set $Story.event_new_star = 0>>\
\
Oh Great King, at your command the priests have merely recorded this new celestial phenomenon for the archives, then returned to their normal duties.
Although many will surely keep glancing up at the star and wonder what might have been, we should not hear any more about this in the future.
<<link "Excellent. (Continue.)" "Year End">><</link>>
<h2>A Diplomatic Insult!</h2>\
\
<<silently>>\
<<if $Diplomacy.war_target.name == "Eridu">><<set $Diplomacy.war_target = $Eridu>><</if>>
<<if $Diplomacy.war_target.name == "Kish">><<set $Diplomacy.war_target = $Kish>><</if>>
<<if $Diplomacy.war_target.name == "Lagash">><<set $Diplomacy.war_target = $Lagash>><</if>>
<<if $Diplomacy.war_target.name == "Nippur">><<set $Diplomacy.war_target = $Nippur>><</if>>
<<if $Diplomacy.war_target.name == "Uruk">><<set $Diplomacy.war_target = $Uruk>><</if>>
<</silently>>\
\
Sire, our scribes have laboured for days to produce a witty response to our neigbours' insulting letter, but it seems they have come up short.
Our envoys report that our neighbours not only laughed at our carefully-crafted response, but they also insulted our mothers and made fun of the way we shape our cuneiform letters. We are now the laughing stock of the whole world, Sire. (Or at least the part of it that matters.)
<<CityView $Diplomacy.war_target>>\
What should we do, Sire?
<<link "TO WAR! (Declare war)" "Battle">><</link>>
<<if $scribes >= 5>>[[Execute those scribes for incompetence and forget the whole thing. (-5 scribes)|Event 7: Insult Execute]]<<else>>Execute those scribes for incompetence and forget the whole thing. (-5 scribes) //Too few scribes!//<</if>>
<<link "Bah! We shall waste no more time on this nonsense! (Do nothing)" "Year End">><</link>>
<h2>A Diplomatic Insult!</h2>
Oh Proud and Equanimous King, King Who Guides the State With Firm Hand! We have wisely decided not to dignify our neighbours' puerile nonsense with a reply. They may say what they want about our rituals, but we know (and the gods agree) that we are the only city doing them the right way, and we know this because we are the ones doing them.
While our reputation amongst our neighbours may suffer a little in the short term, we are sure that people will soon find other things to concern themselves with.
<<link "Let us hope so." "Year End">><</link>>
<h2>A Diplomatic Insult!</h2>\
\
<<if $event_tracker == 0>>\
<<set $scibes -= 5>>
<<set $executed += 5>>
<<set $event_tracker = 1>>\
<</if>>\
\
Very good, Sire. We have executed the scribes who produced the unfunny letter, as well as a few additional ones just to be on the safe side.
This has caused some consternation amongst our surviving scribes, who are saying that the letter in question was actually very funny, and that it is not their fault – and certainly not that of their executed colleagues – if people are simply too stupid or too unfamiliar with Akkadian glosses on Ancient Sumerian words to understand a good pun when they see it.
Either way, Sire, this has been a rather embarrassing episode for us, and everyone in the city all to happy to just forget about it.
<<link "We have more important things to worry about." "Year End">><</link>>
<h2>Unrest in the City!</h2>\
\
<<silently>>\
<<if $event_tracker == 0>>
<<set _craftsmen_dead = random(200, 600)>>
<<set _soldiers_dead = random(25, 60)>>
<<set _craftsmen_dead = Math.min(_craftsmen_dead, $craftsmen)>>
<<set _soldiers_dead = Math.min(_soldiers_dead, $soldiers)>>
<<set $craftsmen -= _craftsmen_dead>>
<<set $priests -= _priests_dead>>
<<set $soldiers -= _soldiers_dead>>
<<set $other_deaths += _craftsmen_dead>>
<<set $other_deaths += _priests_dead>>
<<set $other_deaths += _soldiers_dead>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
\
Oh Terrifying King, upon Your Majesty's command the army has deployed to the streets to restore order in the city. The rioting citizens turned their anger upon the soldiers, but they were no match for our well-trained and well-armed professional soldiers. Things unfortunately got a little out of hand, Sire, and by the end of this terrible day, many of the city's residents lay dead, as well as quite a few soldiers.
Peace and order once again reigns in the city, and hopefully life will return to something resembling normal life. However, we should take care, Sire, for our citizens will not be quick to forget what happened today.
''We have lost <<print _craftsmen_dead>> craftsmen!''
''We have lost <<print _soldiers_dead>> soldiers!''
<<link "Let us hope nothing like that happens again." "Year End">><</link>>
<h2>Unrest in the City!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Stores.goods -= 1000>>
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Most Benevolent King! At your command, the palace has decreed that a great festival will be held shortly, and generous gifts of copper, dates and other valuable goods have been distributed to everyone in the city.
In addition, to make this seem like something more that just a crass bribe, it has been declared that these gifts have been made in the name of <<print $patron.name>>, the much-honoured patron deity of our city, and Enlil, the Father-God and Protector of Kings.
Thankfully, the gifts have had their desired effect, Sire, as the angry rioting has now subsided and the people are even praising Your Majesty's name and generosity. That said, we must hope this royal act of munificence will do more than just temporarily satisfy the people, because we really can't afford to do this too often.
<<link "Well, that was expensive. (Continue)" "Year End">><</link>>
<h2>Unrest in the City!</h2>\
\
<<if $event_tracker == 0>>\
<<set $scribes -= 5>>
<<set $executed += 5>>
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Dread and Righteous Majesty, at your command the royal palace has denounced the city intendant and several of his assistants for their many crimes – whether real or somewhat imagined – against our citizens, and a public execution was swiftly carried out in the marketplace. The residents of the city forgot all about the rioting and assembled to watch the spectacle. Afterwards, several impromptu parties were held throughout the city at which Your Majesty's name and great sense of justice were praised.
The city is once again at peace, Sire, and best of all, no-one was seriously harmed! Well, no-one except the city intendant and his assistants, of course. And perhaps they were even guilty of at least some of the things we charged them with. The gods of the underworld will probably sort it all out.
Oh, and we are working on finding a new city intendant, Sire. For some reason there aren't quite as many candidates for the position as there were last time.
<<link "An acceptable price for domestic tranquility. (Continue)" "Year End">><</link>>
<img src="images/lefevre_khorsabad.png" width="400">
<h2>The Annual Sacrifice Ceremonies Take Place!</h2>\
<<set $phase to "Sacrifice Ceremonies">>\
<<set $gods_mood to "Temporarily appeased">>\
Oh Great King, King Who Bring the Offerings on Behalf of the People! The last days of the year are upon us, and it is once more time for the great annual festival during which we offer our sacrifices to the gods and ask for their forgiveness and support.
During the twelve days of this festival, many important and ancient rituals and ceremonies take place, but surely the most spectacular is when on the eighth day the King (that is you, Sire) takes the God <<print $patron.name>> by the hand and walks with Him in a grand and festive procession throughout the city. In this way, the people can see that our King and our God both reside in our beloved city to watch over us, and that all things in the world are well and in their proper order.
By the time the festival ends on the twelfth day, when our sacrifices have been brought and our bonds of loyalty to the gods forged anew, the God returns to the temple where He will remain and receive His daily offerings until the next festival. And so the year comes to an end, and a new year awaits us, Sire.
''We have sacrificed 20 heads of cattle!''
<<if $additional_sacrifices.length > 0>>''We sacrificed an additional total of <<print ($additional_sacrifices.length * 5)>> heads of cattle to: <<for _i = 0; _i < $additional_sacrifices.length; _i++>><<print $additional_sacrifices[_i]>><br><</for>><</if>>\
''The gods have been appeased!''
''The world was not destroyed this year!''
<<link "Happy New Year!" "Start of Year">><<EndOfYear>><<GodsMood>><</link>>
<img src="http://scripturus.eu/projects/KeepSacrificing/img/mid_00152339_001.jpg" width="300">
In ''KEEP SACRIFICING OR THE WORLD IS GOING TO END'' you play as the king of a vaguely Sumerian/Akkadian city state. As king of a vaguely Sumerian/Akkadian city state, you have One Job: Perform the annual sacrifices that appease the gods. The vaguely Sumerian/Akkadian gods are extremely angry all the time, and they will destroy the world if not appeased.
At the beginning of each year, your loyal and skilled advisors will inform you of the state of your domain, and you will have the opportunity to take an action to improve your realm. (Or not. You're the king. You decide.)
After that, you will be presented with a annual event that you need to deal with. These are sometimes good. But they're usually bad.
At the end of the year, if you have at least 20 heads of cattle left in your herd as well as 50 priests left alive, you can perform an adequate sacrifice, calm the gods for another year, and then do it all over again. Otherwise the gods will destroy the world in their divine rage.
As in real life, there is no way to "win" this game. You can only delay the inevitable. Good luck.
P.S.: Actually, that's a lie. There is //one// way to win the game. If you find it, go ahead and send a screenshot of the victory screen to me on your social medium platform of choice. I'll give you an internet cookie if you do.
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P.P.S.: Incidentally, you could also follow me at ''any or indeed all'' of those places.
P.P.P.S.: Did I mention I have a newsletter? <a href="https://www.starkravingsanegames.com/newsletter.html" target="_blank">I have a newsletter</a>. You should subscribe to my newsletter.
<<return>>
<h2>Buying Cattle</h2>\
<<set $trade_cattle_to_buy to 0>>\
Oh Great King, we are preparing to dispatch our neighbours to markets in the neighbouring cities where they will barter for cattle in exchange for our grain.
In the current market, we should expect to pay <<print $trade_cattle_cost>> sacks of grain for one head of cattle, Sire.
<span class="button"><<button "+100">><<set $trade_cattle_to_buy += 100>><<CheckValidTradeCattle>><</button>> <<button "+10">><<set $trade_cattle_to_buy += 10>><<CheckValidTradeCattle>><</button>> <<button "+1">><<set $trade_cattle_to_buy++>><<CheckValidTradeCattle>><</button>> <<button "-1">><<if $trade_cattle_to_buy > 0>><<set $trade_cattle_to_buy-->><<else>><<set $trade_cattle_to_buy = 0>><</if>><<CheckValidTradeCattle>><</button>> <<button "-10">><<if $trade_cattle_to_buy >= 10>><<set $trade_cattle_to_buy -= 10>><<else>><<set $trade_cattle_to_buy = 0>><</if>><<CheckValidTradeCattle>><</button>> <<button "-100">><<if $trade_cattle_to_buy >= 100>><<set $trade_cattle_to_buy -= 100>><<else>><<set $trade_cattle_to_buy = 0>><</if>><<CheckValidTradeCattle>><</button>></span>
Sire, we are buying <span id="new-cattle"><<print $trade_cattle_to_buy>></span> heads of cattle, which will cost us <span id="new-cattle-cost">0</span> sacks of grain. <span id="error-message-1"><br></span>
<span id="confirm-link">Instruct the merchants. (Buy $trade_cattle_to_buy heads of cattle)</span>
[[I have changed my mind. (return)|Engage in trade]]
<h2>Buying Grain</h2>\
<<set $trade_grain_to_buy to 0>>\
Oh Great King, we are preparing to dispatch our neighbours to markets in the neighbouring cities where they will barter for grain in exchange for our goods.
In the current market, we should expect to get 5 sacks of grain for each parcel of goods, Sire.
<span class="button"><<button "+5000">><<set $trade_grain_to_buy += 5000>><<CheckValidTradeGrain>><</button>> <<button "+500">><<set $trade_grain_to_buy += 500>><<CheckValidTradeGrain>><</button>> <<button "+50">><<set $trade_grain_to_buy += 50>><<CheckValidTradeGrain>><</button>> <<button "+5">><<set $trade_grain_to_buy += 5>><<CheckValidTradeGrain>><</button>> <<button "-5">><<if $trade_grain_to_buy > 0>><<set $trade_grain_to_buy -= 5>><<else>><<set $trade_grain_to_buy = 0>><</if>><<CheckValidTradeGrain>><</button>> <<button "-50">><<if $trade_grain_to_buy >= 50>><<set $trade_grain_to_buy -= 50>><<else>><<set $trade_grain_to_buy = 0>><</if>><<CheckValidTradeGrain>><</button>> <<button "-500">><<if $trade_grain_to_buy >= 500>><<set $trade_grain_to_buy -= 500>><<else>><<set $trade_grain_to_buy = 0>><</if>><<CheckValidTradeGrain>><</button>> <<button "-5000">><<if $trade_grain_to_buy >= 5000>><<set $trade_grain_to_buy -= 5000>><<else>><<set $trade_grain_to_buy = 0>><</if>><<CheckValidTradeGrain>><</button>></span>
Sire, we are buying <span id="new-grain"><<print $trade_grain_to_buy>></span> sacks of grain, which will cost us <span id="new-grain-cost">0</span> parcels of goods. <span id="error-message-1"><br></span>
<span id="confirm-link">Instruct the merchants. (Buy $trade_grain_to_buy sacks of grain)</span>
[[I have changed my mind. (return)|Engage in trade]]
<h2>Buying Goods</h2>\
<<set $trade_goods_to_buy to 0>>\
Oh Great King, we are preparing to dispatch our neighbours to markets in the neighbouring cities where they will barter for goods in exchange for our cattle.
In the current market, we should expect to pay 1 head of cattle for each 100 parcels of goods, Sire.
<span class="button"><<button "+1000">><<set $trade_goods_to_buy += 1000>><<CheckValidTradeGoods>><</button>> <<button "+100">><<set $trade_goods_to_buy += 100>><<CheckValidTradeGoods>><</button>> <<button "-100">><<if $trade_goods_to_buy >= 100>><<set $trade_goods_to_buy -= 100>><<else>><<set $trade_goods_to_buy = 0>><</if>><<CheckValidTradeGoods>><</button>> <<button "-1000">><<if $trade_goods_to_buy >= 1000>><<set $trade_goods_to_buy -= 1000>><<else>><<set $trade_goods_to_buy = 0>><</if>><<CheckValidTradeGoods>><</button>></span>
Sire, we are buying <span id="new-goods"><<print $trade_goods_to_buy>></span> parcels of goods, which will cost us <span id="new-goods-cost">0</span> heads of cattle. <span id="error-message-1"><br></span>
<span id="confirm-link">Instruct the merchants. (Buy $trade_goods_to_buy parcels of goods)</span>
[[I have changed my mind. (return)|Engage in trade]]
<h2>A Sorceror Arrives!</h2>
Sire, a most curious man has arrived at court. He claims to be a powerful sorceror who can cast a terrible curse on our enemies that will cause them great sufferings and misfortunes. However, he demands a very high payment, which would cost us many precious heads of cattle, for performing this evil service.
He has also hinted – and frankly he was not even very subtle about it, Sire – that he will curse our own city most horribly if we do not pay him what he demands.
What should we do, oh King?
<<if $Stores.cattle >= 15>>[[A curse on our enemies, you say? Sounds good to me! (-15 cattle)|Event 10: Sorceror Accept]]<<else>>A curse on our enemies, you say? Sounds good to me! (Not enough cattle!)<</if>>
[[Absolutely not! Banish him from the city!|Event 10: Sorceror Refuse]]
[[What? Have this impious person executed immediately!|Event 10: Sorceror Execute]]
<h2>A Hero Arrives!</h2>\
\
<<silently>>\
<<if $event_tracker == 1>>
<<set _goods_lost = 100>>
<<set _grain_lost = 100>>
<<set _goods_lost = Math.min(_goods_lost, $Stores.grain)>>
<<set _grain_lost = Math.min(_grain_lost, $Stores.goods)>>
<<set $Stores.cattle -= 1>>
<<set $Stores.grain -= _grain_lost>>
<<set $Stores.goods -= _goods_lost>>
<<set $event_tracker = 2>>
<</if>>
<</silently>>\
\
Oh Great King, at Your Majesty's command we have thrown open the royal storehouses and supplied the hero with the supplies he has asked for. (Actually we just opened the doors and let him take what he wanted. It seemed safer that way.)
He spent quite a lot of time in there, taking all sorts of different things. Our storehouses are now measurably less full than they were yesterday, Sire.
When he was satisfied, he packed his new supplies in a huge bundle and left to continue on his so-called quest. He even took one of our cows with him on his way out.
And he didn't even say "thank you".
''We have lost 1 head of cattle.''
''We have lost 100 parcels of goods.''
''We have lost 100 sacks of grain.''
<<link "How rude!" "Year End">><</link>>
<h2>A Hero Arrives!</h2>\
\
<<if $event_tracker == 1>>\
<<set $Stores.cattle -= 1>>
<<set $event_tracker to 2>>\
<</if>>\
\
Sire, we have informed the 'hero' (at a safe distance) of Your Majesty's decision that he would get nothing from us. At these news, he fled into a mighty and terrifying rage and spent quite a long time trying to bash down the doors to the royal treasury with his club. We are not sure whether he wanted to plunder it or to murder more of the scribes who were still barricaded therein. Possibly both.
Thankfully, the doors held, and he eventually gave up and went to the marketplace instead. There he loudly denounced our city in front of both gods and men and asked the goddess Ishtar to place a horrible curse on us. He finished off by delivering a litany of choice insults about us, including some rather elaborate and very nasty personal remarks about Your Majesty's parentage, which everyone thought were really quite uncalled for.
When he was done, he finally left our city behind, although he did take one of our cows with him on the way out. No-one felt like trying to stop him.
Although he is gone now, Sire, everyone in the city is very worried about the curse he laid on us. It is known that Ishtar greatly favours this particular hero, and who knows what she might do in her wrath?
''We have lost 1 head of cattle.''
<<if $Stores.cattle >= 10>><<link "Sacrifice to Ishtar to counter this curse! (-10 cattle)" "Year End">><<set $Stores.cattle -= 10>><</link>><<else>>Sacrifice to Ishtar to counter this curse! (-10 cattle) //Too few cattle!//<</if>>
<<link "I am sure the goddess Ishtar has more important things to worry about. (Do nothing.)" "Year End">><</link>>
<h2>A Hero Arrives!</h2>\
\
<<if $event_tracker == 1>>\
<<set $soldiers -= 18>>
<<set $other_deaths += 19>>
<<set $event_tracker to 2>>\
<</if>>\
\
Bad news, Sire. When the guards tried to apprehend the so-called "hero", he attacked them with his mighty club and bludgeoned almost a score of them to death before they could take him down.
Even then, he invoked the goddess Ishtar with his last breath and asked her to curse our poor city with death and misfortune.
We are all very concerned, Sire, because Ishtar was known to greatly favour this particular hero, and who knows what she might do in her wrath?
''We have lost 18 soldiers!''
<<if $Stores.cattle >= 10>><<link "Sacrifice to Ishtar to counter this curse! (-10 cattle)" "Year End">><<set $Stores.cattle -= 10>><</link>><<else>>Sacrifice to Ishtar to counter this curse! (-10 cattle) //Too few cattle!//<</if>>
<<link "What a mess! Damn all these 'heroes'! (Do nothing)" "Year End">><</link>>
<h2>A Sorceror Arrives!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Stores.cattle -= 15>>
<<set $event_tracker to 1>>\
<</if>>\
\
Very good, Sire. We have paid the sorceror the price he demanded. Afterwards, he went outside the city to a place of power where he slaughtered a bull in its prime, drew strange patterns on the ground with its blood, and then danced and sang and threw many curses in the direction of the settlements of our enemy. Then he left with the rest of his cattle.
We can only hope that this peculiar ritual will be to the detriment of our enemies and not ourselves, Sire. One can never be too careful when dealing with such wicked individuals.
<<link "It is distasteful, but sometimes necessary." "Year End">><</link>>
<h2>A Sorceror Arrives!</h2>
Sire, at your command, we quickly apprehended the wicked sorceror and banished him from the city. He spent some time loitering outside the city gates, where he hurled insults at the guards and wished one terrible fate after another upon our city. Then he collected his belongings and left in the direction of one of the neighbouring cities.
We can only hope, Sire, that even our neighbours, however wicked and misguided they may be, will also refuse to treat with this evil-doer.
<<link "Best to have nothing to do with such evildoers." "Year End">><</link>>
<h2>A Sorceror Arrives!</h2>\
\
<<set $executed++>>\
\
Oh Mighty King, King Who Sits on the Throne of Judgement, at your command the palace guard apprehended the evil sorceror this morning before dawn and quickly put him to death. Then we burned his corpse and scattered the ashes in various places around the badlands, far away from any fields or human settlements, where they can do no harm.
Sire, our priests are greatly worried that merely having spilled the blood of such a man might be enough to invoke a terrible curse upon us. On the other hand, perhaps the gods will look favourably upon us and protect us for having put an end to such a wicked individual.
<<link "We can only pray and hope for the best." "Year End">><</link>>
<h2>A Declaration of War</h2>
<<link "So be it. (Accept)" "Year End">><</link>>
<<link "We shall not submit to this indignity! (Fight)" "Battle">><</link>>
<h2>Our Ally Goes to War</h2>
Most Warlike and Terrifying King! Our allies in the city of XX have declared war on a neighbouring city, no doubt for very good reasons, and they have now requested that we honour our alliance and send our troops to support them on their campaign.
If we think supporting our allies is in our best interests, our troops stand ready to march at youre command, Your Majesty! There can be little doubt that our ally would prevail in their fight with the combined might of our forces at their disposal.
On the other hand, some might argue that sending our troops to fight and die for the sake of some other king's ambitions, even if he is an ally, will hardly do much to further our own city's position. If we wish, we could of course refuse to send any troops at all, but it is unlikely that our alliance would survive such an act. We might also find it harder to enter into treaties with other cities in the future if they come to see us as unreliable partners.
If outright breaking the treaty is a step too far, Sire, we could also decide to send a minimal contingent of troops. Doing that would honour the technical terms of the treaty, while risking the lives of as few of our own troops as possible. Our allies would not be happy about this, but there would not be much they could do.
How should we proceed, Sire?
[[Of course we shall support our allies! Muster the troops! (Substantial assistance)|Event 16: Ally War Accept]]
[[Send them a token contingent. (Minimal assistance)|Event 16: Ally War Minimal]]
[[Are you sure we have an alliance with these people? I don't seem to remember that… (Refuse)|Event 16: Ally War Refuse]]<h2>Irrigation Canals Blocked</h2>
Great King! An inspection of the system of irrigation channels that water our fields, which your father of blessed memory ordered to be dug many years ago, has revealed that they have been improperly maintained for years! They are now so badly silted up that they can barely carry a trickle of water. Our fields are certain to suffer greatly, Sire!
We have interrogated the officials overseeing the irrigation system, but they could not offer any explanations for how this sad state of affairs came to be. However, we did notice that several of them were wearing some new and very expensive-looking jewelry.
What are your orders, Sire?
<<if $Stores.goods >= 200>>[[Dredge those canals, and make sure it's done properly this time! (-200 goods)|Event 15: Irrigation Dredge]]<<else>>Dredge those canals, and make sure it's done properly this time! (-200 goods) //(Not enough goods!)//<</if>>
[[Very unfortunate, but we can't afford to do anything about it. |Event 15: Irrigation Can't Afford]]
[[Intolerable! Execute the officials responsible for this mismanagement! (-10 scribes)|Event 15: Irrigation Execute]]
<<run $Events.delete("Event 15: Irrigation Channels Blocked")>>
<h2>A Marriage Proposal!</h2>\
\
Oh Great King, we have just learned that the king of <<print $Diplomacy.negotiation_target.name>> has ''accepted'' our counter-proposal to use this opportunity to join not just our royal families, but also our cities together in a grand alliance. Clearly, they see the advantages of being tied as closely to our great city as possible.
As a proof of their good will towards us, they have even offered to waive the traditional bridal gifts.
We can now proceed with the festivities that will make this happy occasion a formal reality. Or we can still decide to reject them if you prefer, Sire.
[[Excellent! We accept!|Event 17: Marriage Alliance Complete]]
[[On second thought, let's not do this.|Event 17: Marriage Refuse]]
<h2>A Marriage Proposal!</h2>\
\
<<UpdateNegotiationTarget>>\
<<set $Diplomacy.negotiation_target.marriage = true>>\
<<set $Stores.goods -= 250>>\
\
Oh Great King, with both parties in agreement, this marriage can now proceed! The ancient record tablet describing the proper marriage rituals have been consulted, sumptuous presents exchanged, the bride and groom clad in their marriage robes, and with magnificent processions and luxurious banquets to celebrate the occasion, the royal houses of our two cities are now bound closer together through this happy union of matrimony. May this new relationship endure forever!
(Although we still think they are wicked people, of course.)
''We are now related by marriage to the royal house of <<print $Diplomacy.negotiation_target.name>>!''
<<link "Congratulations to the happy couple!" "Year End">><</link>>
<h2>A Marriage Proposal!</h2>\
\
Oh Glorious King, we have firmly rejected the marriage proposed by the king of <<print $Diplomacy.negotiation_target.name>>. It goes without saying that the princesses of Your Majesty's royal house will only be married to persons from the very pinnacle of our society, and some random prince from <<print $Diplomacy.negotiation_target.name>> is most definitely not that.
It must be said that the delegation from <<print $Diplomacy.negotiation_target.name>> seemed rather vexed upon receiving our rejection. But one can only say that they must have thought too highly of the dignity of their royal house and should not have entertained such unrealistic ambitions in the first place.
<<link "I have no idea what they were thinking." "Year End">><</link>>
<h2>Unrest in the Villages!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Stores.grain -= 500>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Great King, King Who Establishes Justice in the Lands! On Your Majesty's command, we have ordered the royal granaries to distribute generous gifts of grain to the peasants as a sign of your love for the people and desire to see them prosper in their villages. Which they have now, thankfully, decided to return to peacefully rather than continue their campaigns of protest.
''We have lost 500 grain!''
<<link "Finally!" "Year End">><</link>>
<h2>Unrest in the Villages!</h2>\
\
<<silently>>
<<if $event_tracker == 0>>
<<set $scribes -= 10>>
<<set $executed += 10>>
<<set $Stores.goods += 150>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
\
Oh Great King, King Who Protects the Widow and the Waif! Having been ordered by Your Majesty to conduct an investigation into the grievances of the villagers, several senior palace officials recently travelled to the affected rural areas and
It seems most of the grievances concerned a tax collector by the name of Nabu-nazir and a number of his deputies, who were commonly regarded as going about their duties with an unseemly zeal and dedication to bleeding their assigned villages dry, even if it meant taking a family's very last shekel of grain.
Needless to say, the officials immediately had these men arrested and executed in the name of Your Majesty. (As it turned out, some of them were even guilty of actual crimes, which all things considered did make the whole process much easier!)
Seeing these people properly punished has cooled the tempers of the villagers to a considerable degree, and we are happy to report that peace and quiet reigns in the rural areas once more, Sire.
And we even found some improperly acquired luxury goods among the property of the executed officials, which have been added to the royal treasury.
''We have gained 150 parcels of goods!''
<<link "Excellent!" "Year End">><</link>>
<h2>Unrest in the Villages!</h2>\
\
<<set _villagers_lost = Math.round($population_farm * randomFloat (0.04, 0.06))>>\
<<set $population_farm -= _villagers_lost>>\
\
Oh Great King, upon Your Majesty's orders we have dispatched our soldiers to the rural areas to restore order and force the villagers back to the fields in time to bring in the harvest.
There have not been any more incidents of violence, since people apparently know better than to attack fully armed professional soldiers. However, our heavy-handed response to the situation has convinced a number of villagers to leave our lands and seek a better life elsewhere, which will reduce our grain income in the long run.
That said, tempers have cooled down again in the meantime, and we expect that most of this year's harvest will be gathered as expected.
''We have lost <<print _villagers_lost>> villagers!''
<<link "Not an ideal outcome." "Year End">><</link>>
<h2>Trade Crisis!</h2>\
<<silently>>\
<<if $event_tracker == 1>>
<<set _craftsmen_lost = Math.min($craftsmen, 50)>>
<<set $craftsmen -= _craftsmen_lost>>
<<set $event_tracker = 2>>
<</if>>
<</silently>>\
\
Sire, as you ordered, we have retaliated against our troublesome trading partners in Terqa by banning their merchants from our markets, and they have since retaliated against our retaliation by banning our merchants from their markets. No more commerce can take place between us and them.
This has severely disrupted many important established supply chains, leaving both us and Terqa worse off than before. It has also allowed several of our neighbours to take advantage of the opportunities that have opened due to the absence of our merchants.
Sire, this whole debacle – which may in fact have happened because of a simple misunderstanding – has now escalated to the point where it has done serious economic harm to both our cities. But at least we think it has hurt Terqa more than it has hurt us.
''We have lost an additional <<print _craftsmen_lost>> craftsmen''
<<link "And isn't that the important thing?" "Year End">><</link>>
<h2>Trade Crisis!</h2>\
<<silently>>\
<<if $event_tracker == 1>>
<<set $Stores.goods += 100>>
<<set $event_tracker = 2>>
<</if>>
<</silently>>\
\
Oh, Benevolent King, King Whose Majesty Is a Beacon to All! Our delegation of negotiators has returned from the city of Terqa with welcome news! It seems that Terqa is feeling threatened by the growing strength of Mari, another nearby city state, and are now looking to improve relations with cities outside their immediate region.
The king of Terqa has sent a very friendly letter on a fired clay tablet in which he calls Your Majesty his "Brother King", and while he does not apologise for the situation as such, he does recognise that trade between our cities is to everyone's benefit and should be allowed to continue.
Our counterparts from Terqa phrased this as an "exception" to the new trade rules, but whatever they call it, the result is that trade can resume between us on the old terms. As a concession to Terqa, we have convinced our merchants to reduce their prices for copper slightly, but on the other hand Terqa have agreed to buy more copper, since they are certain to need large quantities of it to produce weapons for a future war against Mari.
All in all, Sire, it is a very satisfactory outcome for both sides, and our merchants have already made a decent profit with their first caravans.
''We have gained 100 goods''
<<link "A solution that satisfies everyone." "Year End">><</link>>
<h2>Trade Crisis!</h2>\
\
Sire, we have wisely decided to ignore the complaints of our querulous merchants, and while they spent a long time grumbling about the lack of support from the Palace, it seems that things have since quiteted down on their own. Recently, one of our caravans travelled to Terqa, and although they were prepared for trouble, they were admitted to the city and allowed to conduct their business on the usual terms.
Our commercial relations with Terqa have returned to normal, Sire. It is possible the whole situation was caused by nothing more than a misunderstanding.
<<link "Merchants always complain about nothing." "Year End">><</link>>
<h2>A Bountiful Harvest!</h2>
\
<<if $event_tracker == 0>>\
<<set $Stores.grain += 1000>>
<<set $event_tracker to 1>>\
<</if>>\
\
Oh Majestic King, King Whose Foresight Is Second to None! On your orders, our officials have carefully accounted for the extra surplus of grain and made sure that it is safely stored in the royal granaries.
Although some people are complaining about the fact that nothing of this additional harvest was distributed to our citizens, we are certain that they will appreciate Your Majesty's judicious forethought if future harvests should prove less successful. We are well prepared for lean years should the gods decree them, Sire!
<<link "Full granaries makes for a happy kingdom." "Year End">><</link>>
<h2>A Bountiful Harvest!</h2>
\
<<if $event_tracker == 0>>\
<<set $craftsmen += 250>>
<<set $event_tracker to 1>>\
<</if>>\
\
Oh Great King, Whose Benevolence is Truly Boundless! At Your Majesty's decree, a great feast was held to celebrate and give thanks to the gods for the superb harvest they have seen fit to give us this year. Everyone in the kingdom, high as well as low, have received food and drink to their heart's content, and more.
News of our fertile fields has already spread far and wide amongst the cities, and the word is that no one in <<print $city_name>> ever needs to go hungry. Many skilled craftsmen have travelled here from the less fortunate lands and are looking to settle in our city.
This is certain to bring us great prosperity in the future, Sire – as long as we can actually feed that many new people in the coming years as well.
''We have gained 250 craftsmen!''
<<link "Continue." "Year End">><</link>>
<h2>A Bountiful Harvest!</h2>
\
<<if $event_tracker == 0>>\
<<set $Stores.cattle += 25>>
<<set $Stores.goods += 75>>
<<set $event_tracker to 1>>\
<</if>>\
\
Your Majesty, our scribes report that they have earned a healthy profit from selling our surplus grain. Merchants from the neighbouring cities have flocked to our markets, eager to profit from our bountiful grain and other products, and so we have been able to pick and choose from among the very best of the cattle they have to offer.
Our herds have grown significantly, and the increased activity at the markets have even resulted in some addiitonal income from taxes and market fees. Things are going great, Sire!
''We have gained 25 heads of cattle!''
''We have gained 75 parcels of goods!''
<<link "Excellent. Well done, everyone." "Year End">><</link>>
<h2>An Alliance Proposal!</h2>\
<<silently>>\
<<if $Diplomacy.negotiation_target.name == "Eridu">><<set $Diplomacy.negotiation_target = $Eridu>><</if>>
<<if $Diplomacy.negotiation_target.name == "Kish">><<set $Diplomacy.negotiation_target = $Kish>><</if>>
<<if $Diplomacy.negotiation_target.name == "Lagash">><<set $Diplomacy.negotiation_target = $Lagash>><</if>>
<<if $Diplomacy.negotiation_target.name == "Nippur">><<set $Diplomacy.negotiation_target = $Nippur>><</if>>
<<if $Diplomacy.negotiation_target.name == "Uruk">><<set $Diplomacy.negotiation_target = $Uruk>><</if>>
<<set $Diplomacy.negotiation_target.opinion = 2>>
<<set $Diplomacy.negotiation_target.relationship = 1>>
<</silently>>\
\
Oh Great King, King Whose Majesty Is Without Equal! After long and arduous negotiations, delegations of officials and priests from both cities have met to hammer out the final details of the treaty. We have now successfully entered into an unbreakable alliance with <<print $Diplomacy.negotiation_target.name>>!
Once completed, the treaty was ceremonially presented both in our own temple to <<print $patron.name>> and in the temple to <<print $Diplomacy.negotiation_target.deity>> in <<print $Diplomacy.negotiation_target.name>> so that the patron deities of both cities may witness and approve it.
Finally, our scribes have inscribed and fired several clay tablets to commemorate this felicitous occasion and enshrine it in our records for the benefit of future generations.
<<print $city_name>> and <<print $Diplomacy.negotiation_target.name>> stand together as equal partners against any who might try to oppose either one of our cities! At least for the moment.
''Our relationship with <<print $Diplomacy.negotiation_target.name>> is now Allied!''
''Their opinion of us is now Friendly (2)!''
<<link "May this alliance endure forever!" "Year End">><</link>>
<h2>An Alliance Proposal!</h2>
Your Majesty, we have scornfully rejected the alliance proposed by the city of <<print $Diplomacy.negotiation_target.name>>! Nice words on fired clay tablets are not enough to bridge the many issues that divide us, such as the intolerably high taxes they impose on our merchants, the claims they have made on our territory, the many obvious errors in their sacrificial ceremonies, and that particularly nasty letter they sent us shortly after your father of blessed memory ascended the throne – just to name a few.
In short, Sire, it is best not to have anything to do with such people, and we salute your wisdom in rejecting them.
<<link "Wait, what letter?" "Year End">><</link>>
<h2>An Alliance Proposal!</h2>\
\
<<silently>>\
<<if $event_tracker == 1>>
<<set $Battle.enemy_type = "citystate">>
<<set $Battle.enemies_number = $Diplomacy.negotiation_target.soldiers>>
<<set $Battle.enemies_desc = "soldiers">>
<<set $Battle.message = "Oh, Most Warlike and All-Conquering King, at your command our soldiers are marching against the forces of our evil neighbours in " + $Diplomacy.negotiation_target.name + "!">>
<<set $Battle.commander = "the king of " + $Diplomacy.negotiation_target.name>>
<<set $Battle.commander_personality = $Diplomacy.negotiation_target.king_personality>>
<<set $event_tracker = 2>>
<</if>>
<</silently>>\
\
Oh Warlike King, King Who Dominates the Four Quarters of the World! At your command, we are preparing to attack the city of <<print $Diplomacy.negotiation_target.name>> after they exposed their own weakness by requesting an alliance with us!
Let us remind you, Sire, that <<print $Diplomacy.negotiation_target.name>> can currently muster around <<print $Diplomacy.negotiation_target.soldiers>> soldiers, whereas our forces number some <<print $soldiers>> soldiers.
Shall we proceed with the attack, Sire?
<<link "To war! (Attack.)" "Battle">><</link>>
[[On second thought, let us reconsider.|Event 12: Alliance Proposal]]<h2>Very Ill Omen!</h2>\
\
<<silently>>
<<if $event_tracker == 0>>
<<set _craftsmen_departed = Math.min($craftsmen / 10, 150)>>
<<set _peasants_departed = Math.min($population_farm / 10, 2000)>>
<<set $craftsmen -= _craftsmen_departed>>
<<set $population_farm -= _peasants_departed>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
\
Sire, on Your Majesty's orders we have, whether wisely or not, decided to ignore these bad omens as if nothing had happened. And although no major disasters have in fact occurred yet, most people are convinced that it is only a matter of time, and many craftsmen and peasants have already left rather than risk their lives remaining in a doomed city.
We, your loyal advisors and scribes, will of course remain here to the last, Sire. We can only hope and pray that when the inevitable disaster strikes, the gods will see fit to leave at least some of us alive.
''We have lost <<print _craftsmen_departed>> craftsmen!''
''We have lost <<print _peasants_departed>> peasants!''
<<link "How bad could it possibly be?" "Year End">><</link>>
<h2>Very Ill Omen!</h2>
\
<<if $event_tracker == 0>>\
<<set $Stores.cattle -= 25>>
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Most Pious King, our priests have acted swiftly to offer their sacrifices and prayers, and they are now working day and night to save the city. Since they are not sure exactly which god – or indeed which gods – these evil omens come from, they have made sure to arrange the processions and ritual in such a way that all the altars and statues of the various deities benefit equally from them, only giving precedence to our patron <<print $patron.name>>, as is right and proper.
In addition, a ceremonial bronze statue fashioned in the resemblance of Your Majesty's glorious person has been carried into the main chamber of the temple where it will offer prayers – that is to say, Your Majesty in the form of the statue will offer prayers – to the gods day and night, beseeching them to take pity spare our city from the disasters they are surely about to inflict upon us.
We can only hope and pray that our sacrifices are generous enough, and that we are not too late to avert disaster, Sire.
<<link "Let us do so." "Year End">><</link>>
<h2>Very Ill Omen!</h2>\
\
<<if $event_tracker == 0>>\
<<set $priests -= 10>>
<<set $executed += 10>>
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Great King, King Who Mediates Between Heaven and Earth! On Your Majesty's orders we have put the diviners who reported the recent ill omens to death and made sure that no-one else learned about them. We have also bought the remains of the two-headed lamb for a handsome price and assured the villagers that there is no cause for concern. It seems that this event will pass without too much notice.
Obviously, Sire, human sacrifice is very bad, and while some of our remote ancestors were known to //very occasionally// do such things, these practices have been discontinued for many years. That said, since no major disasters have occurred since we executed the diviners, it would appear that the gods have //somehow// been appeased enough that they decided not to punish us for whichever sins they saw in us.
We are certain that these things are not at all connected, and that everything will be fine from now on.
<<link "Let's not think too much about that." "Year End">><</link>>
<h2>Irrigation Canals Blocked</h2>
\
<<if $event_tracker == 0>>\
<<set $scribes -= 10>>\
<<set $executed += 10>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Great and Terrifying King, King at Whose Command Justice Is Strictly Enforced! The palace officials have conducted an inquiry into the administration of the irrigation systems. They discovered that the officials have been using the resources allotted to them to fund their own lavish lifestyles instead of spending them on irrigation maintenance. Both the official in charge and his assistants were swiftly found guilty and put to death.
Everyone agrees that this is a good and righteous judgement, Sire, as oversight of the irrigation system is a very important and indeed a sacred charge, which should be carried out conscientiously and meticulously.
However, this still doesn't solve the problem of the blocked canals, Sire.
<<if $Stores.goods >= 200>>[[Dredge those canals, and make sure it's done properly this time! (-200 goods)|Event 15: Irrigation Dredge][$Stores.goods -= 200]]<<else>>Dredge those canals, and make sure it's done properly this time! (-200 goods) //(Not enough goods!)//<</if>>
[[Very unfortunate, but we can't afford to do anything about it. |Event 15: Irrigation Can't Afford]]
<h2>Irrigation Canals Blocked</h2>
\
<<if $event_tracker < 2>>\
<<set $Stores.goods -= 200>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Sire, at your command, the workmen have set about the laborious task of clearing and dredging the long-neglected irrigation canals. Unfortunately, the neglect has turned a task that would have been simple in a well-maintained system into a monumental project which will occupy many labourers and officials for several months.
At least when the work is completed, we will have a thoroughly cleaned and well-functioning irrigation system almost as good as when Your Majesty's father of blessed memory ordered it constructed in his day.
''We have lost 200 parcels of goods!''
<<link "We should really inspect those canals more often." "Year End">><</link>>
<h2>Irrigation Canals Blocked</h2>
\
<<if $event_tracker < 2>>\
<<set $scribes -= 10>>\
<<set $executed += 10>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Oh Great King, your decision not to fund the repair of the blocked irrigation canal has caused no small amount of dismay among those peasants who work the fields in that area. The oldest residents of the local villages – who recall the times before your father of blessed memory commanded the construction of the canal in question – have warned us that the fields in those times were often dry and dust-swept and only produced a meagre amount of grain each year. And with the canal now out of order, those fields are likely to return to their former state very soon.
As a consequence, our scribes believe that we are likely to see a significant drop in the surplus from our harvests, Sire. We can only hope and pray that this will not cause famines and disaster in the future.
''Our peasants will now harvest less grain each year!''
<<link "Very unfortunate." "Year End">><</link>>
<h2>Our Ally Goes to War</h2>
Sire, as one might expect, our allies did not respond well to the news that we would not be coming to their aid as we were sworn to do. They have accused us of faithlessness and perfidy and have now broken off their alliance with us.
Although this loss of our alliance is certainly cause for concern, Sire, we can also report that our former allies decided to attack even without our help, and they were soundly beaten by their enemies. This has left them severely weakened and vulnerable to attack by other cities… and since we are no longer allied with them, this is a situation that we could easily exploit ourselves.
While some might say that we would be acting duplicitously and perhaps even cruelly by first abandoning our allies and then exploiting their weakness, we should also consider the fact that some other city will almost certainly take advantage of the stuation if we do not.
''We have broken our alliance with [City]''
''Their opinion of us is now Unfriendly (-1)!''
<<link "They would probably have done the same in our place." "Year End">><</link>>
<h2>Our Ally Goes to War</h2>
Most Warlike King, King Whose Honour And Loyalty is Beyond Compare! At your royal command, our forces have marched to fight on the side of XXX, our worthy allies and support their attack on YYY. The two sides met in a mighty battle on the banks of the Euphrates River and the armies of XXX were ultimately victorious, no doubt primaril thanks to the efforts of our valiant soldiers – many of whom unfortunately perished in the fighting.
After the battle, the King of [Ally City] sent us a gift of 10 heads of cattle from his personal herds as a token of appreciation for our support. Which is nice of him, even if it won't bring back our fallen soldiers.
''We have lost XX soldiers!''
''We have gained 10 heads of cattle!''
<<link "They would probably have done the same for us… I hope." "Year End">><</link>>
/* == Recalculate production values == */
<<widget RecaculateProduction>>\
<<silently>>\
<<set $grain_prod = Math.floor($population_farm * $grain_harvest)>>
<<set $goods_prod = Math.floor($craftsmen / 10)>>
<<set $grain_consumption = $craftsmen + $soldiers + ($scribes * 2) + ($priests * 2) + ($Stores.cattle * 10)>>
<<if $scribes < $scribes_needed>>
<<set $grain_prod_adjusted to Math.floor($grain_prod * (1 - (0.005 * ($scribes_needed - $scribes))))>>
<<set $goods_prod_adjusted to Math.floor($goods_prod * (1 - (0.01 * ($scribes_needed - $scribes))))>>
<<else>>
<<set $grain_prod_adjusted = $grain_prod>>
<<set $goods_prod_adjusted = $goods_prod>>
<</if>>
/* Production shouldn't be below 0 */
<<set $grain_prod_adjusted = Math.max($grain_prod_adjusted, 0)>>
<<set $goods_prod_adjusted = Math.max($goods_prod_adjusted, 0)>>
<</silently>>\
<</widget>>\
/* == End of year calculations and cleanup == */
<<widget EndOfYear>>\
<<silently>>\
<<set $year++>>
<<set $phase to "Start of Year">>
<<set $year_name to "">>
<<set $event_psg = "">>
/* If we haven't had the New Star event yet, add one additional instance*/
<<if $Story.event_new_star == -1>>
<<run $Events.push("Event 24: New Star")>>
<</if>>
/* Handle Loyalty Points */
<<if $Eridu.relationship == 2>>
<<if $Eridu.opinion == 2>>
<<set $Eridu.loyalty_points += 2>>
<<elseif $Eridu.opinion >= 0>>
<<set $Eridu.loyalty_points++>>
<</if>>
<<if $Eridu.tribute == 3>><<set $Eridu.loyalty_points -= 2>><</if>>
<<if $Eridu.tribute == 2>><<set $Eridu.loyalty_points-->><</if>>
<<if $Eridu.loyalty_points < 0>><<set $Eridu.loyalty_points = 0>><</if>>
<</if>>
<<if $Kish.relationship == 2>>
<<if $Kish.opinion == 2>><<set $Kish.loyalty_points += 2>>
<<elseif $Kish.opinion >= 0>><<set $Kish.loyalty_points++>><</if>>
<<if $Kish.tribute == 3>><<set $Kish.loyalty_points -= 2>><</if>>
<<if $Kish.tribute == 2>><<set $Kish.loyalty_points-->><</if>>
<<if $Kish.loyalty_points < 0>><<set $Kish.loyalty_points = 0>><</if>>
<</if>>
<<if $Lagash.relationship == 2>>
<<if $Lagash.opinion == 2>><<set $Lagash.loyalty_points += 2>>
<<elseif $Lagash.opinion >= 0>><<set $Lagash.loyalty_points++>><</if>>
<<if $Lagash.tribute == 3>><<set $Lagash.loyalty_points -= 2>><</if>>
<<if $Lagash.tribute == 2>><<set $Lagash.loyalty_points-->><</if>>
<<if $Lagash.loyalty_points < 0>><<set $Lagash.loyalty_points = 0>><</if>>
<</if>>
<<if $Nippur.relationship == 2>>
<<if $Nippur.opinion == 2>><<set $Nippur.loyalty_points += 2>>
<<elseif $Nippur.opinion >= 0>><<set $Nippur.loyalty_points++>><</if>>
<<if $Nippur.tribute == 3>><<set $Nippur.loyalty_points -= 2>><</if>>
<<if $Nippur.tribute == 2>><<set $Nippur.loyalty_points-->><</if>>
<<if $Nippur.loyalty_points < 0>><<set $Nippur.loyalty_points = 0>><</if>>
<</if>>
<<if $Uruk.relationship == 2>>
<<if $Uruk.opinion == 2>><<set $Uruk.loyalty_points += 2>>
<<elseif $Uruk.opinion >= 0>><<set $Uruk.loyalty_points++>><</if>>
<<if $Uruk.tribute == 3>><<set $Uruk.loyalty_points -= 2>><</if>>
<<if $Uruk.tribute == 2>><<set $Uruk.loyalty_points-->><</if>>
<<if $Uruk.loyalty_points < 0>><<set $Uruk.loyalty_points = 0>><</if>>
<</if>>
<</silently>>\
<</widget>>\
/* == Annual Divination == */
<<widget AnnualDivination>>
<<silently>>
<<set $divination to either(
"Majesty! The priests have dripped sacred oil into the golden divination bowls, and the oil spread only sluggishly on the surface of the water! These are ill tidings indeed!",
"Majesty! The priests have observed the flight of the sacred geese, and they flew into the sunset whilst a cold wind blew from north-west! These are very ill tidings indeed!",
"Oh, Great King! The priests observed the movement of the clouds at noon and saw many ominous shapes amongst them! We fear ill times are at hand!",
"Great King! The priests have cut open a lamb, year-old without blemish, and examined its entrails. But alas! its liver was miscoloured and shrivelled! This can mean nothing but imminent disaster!",
"Magnificent King! The priests report that the Moon rose this morning encrowned with a shining halo as large as a man's outstretched hand at arm's length! Surely momentous events are in our future!",
"Sire! The priests have reported that when they performed the daily burnt offering to <<print $patron.name>>, our patron god, the smoke rose only hesitantly and in small wisps towards the heavens! They say this is a sign of the god's great displeasure with us!")>>
<</silently>>
<</widget>>
'
/* == Mood of the Gods == */
<<widget GodsMood>>
<<set $gods_mood to either("Extremely angry", "Extremely angry", "Absolutely furious", "Frothing mad", "Completely fed up", "Filled with rage", "Burning with fury", "Utterly incensed")>>
<</widget>>
/* == Year Name == */
<<widget YearName>>\
<<silently>>\
<<if $year_name == "">>
<<set $year_name to either(
"the Year in which the King measured the fields",
"the Year in which divinations were made in the temple",
"the Year in which a bronze statue of the King was brought to the temple",
"the Year in which the King ordered the tablets to be broken",
"the Year in which a grand chariot was made",
"the Year in which a magnificent twin weapon was made",
"the Year in which the interior of the temple was restored",
"the Year of many clay tablets",
"the Year in which the King gave justice to His lands",
"the Year in which the statue of the god was embellished")
>>
<</if>>
<</silently>>\
<</widget>>\
/* == Check Valid Priest Appointments == */
<<widget CheckValidPriests>>
<<set _recruit_allowed to true>>
<<replace "#new-priests">><<print $priests_new>><</replace>>
<<replace "#new-priests-cost">><<print Math.ceil($priests_new * $priest_cost)>><</replace>>
<<if Math.ceil($priests_new * $priest_cost) > $Stores.goods>>
<<replace "#error-message-1">>We do not have enough goods to appoint that many priests, Sire! <</replace>>
<<set _recruit_allowed to false>>
<<else>>
<<replace "#error-message-1">><</replace>>
<</if>>
<<if $priests_new > $scribes>>
<<replace "#error-message-2">>We cannot recruit more priests than we have scribes, Sire!<</replace>>
<<set _recruit_allowed to false>>
<<else>>
<<replace "#error-message-2">><</replace>>
<</if>>
<<if _recruit_allowed == true && $priests_new > 0>>
<<replace "#confirm-link">><<link "Begin the annointments. (Appoint $priests_new priests)" "Priests Appointed">><<set $Stores.goods -= ($priests_new * $priest_cost)>><<set $priests += $priests_new>><<set $scribes -= $priests_new>><</link>><</replace>>
<<else>>
<<replace "#confirm-link">><</replace>>
<</if>>
<</widget>>
/* == Check Valid Scribe Training == */
<<widget CheckValidScribes>>
<<set _recruit_allowed to true>>
<<replace "#new-scribes">><<print $scribes_new>><</replace>>
<<replace "#new-scribes-cost">><<print Math.ceil($scribes_new * $scribe_cost)>><</replace>>
<<if Math.ceil($scribes_new * $scribe_cost) > $Stores.goods>>
<<replace "#error-message-1">>We do not have enough goods to train that many scribes, Sire! <</replace>>
<<set _recruit_allowed to false>>
<<else>>
<<replace "#error-message-1">><</replace>>
<</if>>
<<if $scribes_new > $craftsmen>>
<<replace "#error-message-2">>We cannot train more scribes than we have craftsmen, Sire!<</replace>>
<<set _recruit_allowed to false>>
<<else>>
<<replace "#error-message-2">><</replace>>
<</if>>
<<if _recruit_allowed == true && $scribes_new > 0>>
<<replace "#confirm-link">><<link "Advise the academies. (Train $scribes_new scribes)" "Scribes Trained">><<set $Stores.goods -= ($scribes_new * $scribe_cost)>><<set $scribes += $scribes_new>><<set $craftsmen -= $scribes_new>><</link>><</replace>>
<<else>>
<<replace "#confirm-link">><</replace>>
<</if>>
<</widget>>
/* == Check Valid Soldier Recruitment == */
<<widget CheckValidSoldiers>>
<<set _recruit_allowed to true>>
<<replace "#new-soldiers">><<print $soldiers_new>><</replace>>
<<replace "#new-soldiers-cost">><<print Math.ceil($soldiers_new * $soldier_cost)>><</replace>>
<<if Math.ceil($soldiers_new * $soldier_cost) > $Stores.goods>>
<<replace "#error-message-1">>We do not have enough goods to equip that many soldiers, Sire! <</replace>>
<<set _recruit_allowed to false>>
<<else>>
<<replace "#error-message-1">><</replace>>
<</if>>
<<if $soldiers_new > $population_farm>>
<<replace "#error-message-2">>We cannot recruit more soldiers than we have peasants, Sire!<</replace>>
<<set _recruit_allowed to false>>
<<else>>
<<replace "#error-message-2">><</replace>>
<</if>>
<<if _recruit_allowed == true && $soldiers_new > 0>>
<<replace "#confirm-link">><<link "Send out the recruiters. (Recruit $soldiers_new soldiers)" "Soldiers Recruited">><<set $Stores.goods -= ($soldiers_new * $soldier_cost)>><<set $soldiers += $soldiers_new>><<set $population_farm -= $soldiers_new>><</link>><</replace>>
<<else>>
<<replace "#confirm-link">><</replace>>
<</if>>
<</widget>>
/* == Check Valid Trade Cattle == */
<<widget CheckValidTradeCattle>>
<<set _trade_allowed to true>>
<<replace "#new-cattle">><<print $trade_cattle_to_buy>><</replace>>
<<replace "#new-cattle-cost">><<print Math.ceil($trade_cattle_to_buy * $trade_cattle_cost)>><</replace>>
<<if Math.ceil($trade_cattle_to_buy * $trade_cattle_cost) > $Stores.grain>>
<<replace "#error-message-1">>We do not have enough grain to buy that many cattle, Sire! <</replace>>
<<set _trade_allowed to false>>
<<else>>
<<replace "#error-message-1">><br><</replace>>
<</if>>
<<if _trade_allowed == true && $trade_cattle_to_buy > 0>>
<<replace "#confirm-link">><<link "Instruct the merchants. (Buy $trade_cattle_to_buy heads of cattle)" "Cattle Bought">><<set $Stores.grain -= ($trade_cattle_to_buy * $trade_cattle_cost)>><<set $Stores.cattle += $trade_cattle_to_buy>><</link>><</replace>>
<<else>>
<<replace "#confirm-link">>Instruct the merchants. (Buy $trade_cattle_to_buy heads of cattle)<</replace>>
<</if>>
<</widget>>
/* == Check Valid Trade Goods == */
<<widget CheckValidTradeGoods>>
<<set _trade_allowed to true>>
<<replace "#new-goods">><<print $trade_goods_to_buy>><</replace>>
<<replace "#new-goods-cost">><<print Math.ceil($trade_goods_to_buy * $trade_goods_cost)>><</replace>>
<<if Math.ceil($trade_goods_to_buy * $trade_goods_cost) > $Stores.cattle>>
<<replace "#error-message-1">>We do not have enough cattle to buy that much goods, Sire! <</replace>>
<<set _trade_allowed to false>>
<<else>>
<<replace "#error-message-1">><br><</replace>>
<</if>>
<<if _trade_allowed == true && $trade_goods_to_buy > 0>>
<<replace "#confirm-link">><<link "Instruct the merchants. (Buy $trade_goods_to_buy parcels of goods)" "Goods Bought">><<set $Stores.cattle -= ($trade_goods_to_buy * $trade_goods_cost)>><<set $Stores.goods += $trade_goods_to_buy>><</link>><</replace>>
<<else>>
<<replace "#confirm-link">>Instruct the merchants. (Buy $trade_goods_to_buy parcels of goods)<</replace>>
<</if>>
<</widget>>
/* == Check Valid Trade Grain == */
<<widget CheckValidTradeGrain>>
<<set _trade_allowed to true>>
<<replace "#new-grain">><<print $trade_grain_to_buy>><</replace>>
<<replace "#new-grain-cost">><<print Math.ceil($trade_grain_to_buy * $trade_grain_cost)>><</replace>>
<<if Math.ceil($trade_grain_to_buy * $trade_grain_cost) > $Stores.goods>>
<<replace "#error-message-1">>We do not have enough goods to buy that much grain, Sire! <</replace>>
<<set _trade_allowed to false>>
<<else>>
<<replace "#error-message-1">><br><</replace>>
<</if>>
<<if _trade_allowed == true && $trade_grain_to_buy > 0>>
<<replace "#confirm-link">><<link "Instruct the merchants. (Buy $trade_grain_to_buy sacks of grain)" "Grain Bought">><<set $Stores.goods -= ($trade_grain_to_buy * $trade_grain_cost)>><<set $Stores.grain += $trade_grain_to_buy>><</link>><</replace>>
<<else>>
<<replace "#confirm-link">>Instruct the merchants. (Buy $trade_grain_to_buy sacks of grain)<</replace>>
<</if>>
<</widget>>
/* == End of Game Tally == */
<<widget EndTally>>You reigned for a total of <<if $year == 1>>one year<<else>><<print $year>> years<</if>>.
A total of <<print $battle_losses>> soldiers died in battle during your reign.
You had <<print $executed>> people executed.
Some <<print $other_deaths>> people died of other causes during your reign.<</widget>>
<h2>Temple Collapse!</h2>\
\
<<silently>>\
<<if $event_tracker == 1>>
<<set _soldiers_killed = random(30, 90)>>
<<set _craftsmen_killed = random(120, 300)>>
<<set _soldiers_killed = Math.min($soldiers, _soldiers_killed)>>
<<set _craftsmen_killed = Math.min($craftsmen, _craftsmen_killed)>>
<<set $soldiers -= _soldiers_killed>>
<<set $craftsmen -= _craftsmen_killed>>
<<set $other_deaths += (_soldiers_killed + _craftsmen_killed)>>
<<set $event_tracker to 2>>
<</if>>
<<silently>>\
Grave news, oh King! The announcement of additional taxes has caused a riot! Great crowds of craftsmen and commoners took to the streets and began looting and burning royal property throughout the city! In the end, our military forces managed to restore order, but not before ''<<print _soldiers_killed>> soldiers and <<print _craftsmen_killed>> citizens were killed'' in the fighting.
However, we were eventually able to collect the necessary funds for the new temple, and construction will begin immediately.
<<link "What a disaster!" "Year End">><</link>>
/* Game variables */
<<silently>>
<<set $intro_done to 0>>
<<set $year to 1>>
<<set $year_name to "the Year in which the King ascended the throne in the House of his Father">>
<<set $phase to "Start of Year">>
<<set $Stores to {}>>
<<set $Stores.grain to 1000>>
<<set $Stores.goods to 500>>
<<set $Stores.cattle to 100>>
<<set $grain_prod to 0>>
<<set $grain_harvest to 0.2>> /* units of grain harvested per peasant */
<<set $grain_prod to 0>>
<<set $grain_prod_adjusted to 0>>
<<set $goods_prod to 0>>
<<set $goods_prod_adjusted to 0>>
<<set $grain_consumption = 0>>
<<set $soldier_cost to 5>>
<<set $scribe_cost to 5>>
<<set $priest_cost to 10>>
<<set $soldiers to 1000>>
<<set $soldiers_new to 0>>
<<set $craftsmen to 5000>>
<<set $trade_cattle_to_buy = 0>>
<<set $trade_goods_to_buy = 0>>
<<set $trade_grain_to_buy = 0>>
<<set $trade_cattle_cost = 100>>
<<set $trade_goods_cost = 0.01>>
<<set $trade_grain_cost = 0.2>>
<<set $scribes to 200 + (random(25) + random(25))>>
<<set $scribes_new to 0>>
<<set $scribes_needed to 250>>
<<set $priests to 75>>
<<set $priests_new to 0>>
<<set $population_city to $craftsmen + $scribes + $priests>>
<<set $population_farm to 40000>>
<<set $executed to 0>>
<<set $battle_losses to 0>>
<<set $other_deaths to 0>>
<<set $additional_sacrifices = ["Inanna"]>>
<<set $city_name to "Inkhidu">>
<<set $patron to {}>>
<<set $patron.name to "Nabu">>
<<switch $patron.name>>
<<case "Nabu">>
<<set $patron.desc to "the god of scribes and wisdom">>
<<set $patron.subject to "he">>
<<set $patron.Subject to "He">>
<<set $patron.object to "him">>
<<set $patron.Object to "Him">>
<<set $patron.HisHer to "His">>
<<case "Ishtar">>
<<set $patron.desc to "the goddess of love, war and fertility">>
<<set $patron.subject to "she">>
<<set $patron.Subject to "She">>
<<set $patron.object to "her">>
<<set $patron.Object to "Her">>
<<set $patron.HisHer to "Her">>
<</switch>>
<<GodsMood>>
/* Diplomacy */
<<set $Diplomacy to {}>>
<<set $Diplomacy.cities to []>>
<<set $Diplomacy.suzerain to "">>
<<set $Diplomacy.allies to []>>
<<set $Diplomacy.war_target to "">>
<<set $Diplomacy.vassal_gift to "">>
<<set $diplomacy_tracker to 0>>
<<include CitiesInit>>
/* Battle Variables */
<<set $Battle to {}>>
<<set $Battle.enemies_desc to "undefined">>
<<set $Battle.enemies_number to -1>>
<<set $Battle.enemy_tactic to -1>>
<<set $Battle.attacking to false>>
<<set $Battle.victory_points = 0>>
<<set $Battle.demand_grain_0 = false>>
<<set $Battle.demand_grain_1 = false>>
<<set $Battle.demand_grain_2 = false>>
<<set $Battle.demand_goods_0 =false>>
<<set $Battle.demand_goods_1 = false>>
<<set $Battle.demand_goods_2 = false>>
<<set $Battle.demand_cattle_0 = false>>
<<set $Battle.demand_cattle_1 = false>>
<<set $Battle.demand_cattle_2 = false>>
<<set $Battle.demand_tribute = 0>>
<<set $Battle.demand_temple = false>>
<<set $Battle.demand_vassal = false>>
<<set $Battle.demand_vassal_military>>
<<set $alliance to 0>>
<<set $allied_troops to 0>>
/* Event array */
<<set $Events to [
"Event 2: Treasury Robbed",
"Event 3: Temple Collapse",
"Event 4: Fires",
"Event 5: Calendar Wrong",
"Event 6: Epidemic",
"Event 8: Unrest City",
"Event 9: Hero Arrives",
"Event 10: Sorceror Arrives",
"Event 11: Bountiful Harvest",
"Event 13: Very Ill Omen",
"Event 15: Irrigation Channels Blocked",
"Event 18: Unrest Villages",
"Event 20: Droughts",
"Event 21: Locusts",
"Event 22: Flooding",
"Event 23: Trade Crisis",
"Event 24: New Star"
]>>
<<set $event_psg = "">>
<<set $event_tracker to 0>>
/* Story Variables */
<<set $Story to {}>>
<<set $Story.event_new_star to -1>>
/* -1 not yet happened, 0 did nothing, 1 executed, 2 sacrificed, 3 had the New God event */
/* Father's death */
<<set _a to either(0,1,2,3,4,5,6)>>
<<switch _a>>
<<case 0>>
<<set $father_death to "hunting">>
<<set $father_death_desc to "in a bloody and gruesome hunting accident">>
<<case 1>>
<<set $father_death to "plague">>
<<set $father_death_desc to "in the plague that so devastated our lands">>
<<case 2>>
<<set $father_death to "stomach">>
<<set $father_death_desc to "of a gruesome stomach infection">>
<<case 3>>
<<set $father_death to "horse">>
<<set $father_death_desc to "after falling from his horse">>
<<case 4>>
<<set $father_death to "battle">>
<<set $father_death_desc to "in battle against barbarian raiders">>
<<case 5>>
<<set $father_death to "lightning">>
<<set $father_death_desc to "after he was struck by lightning">>
<<case 6>>
<<set $father_death to "drowning">>
<<set $father_death_desc to "when he drowned in the Holy River Euphrates">>
<<case 7>>
<<set $father_death to "brick">>
<<set $father_death_desc to "after a brick fell on his head">>
<</switch>>
<</silently>><img src="images/relief_BM00112855.jpeg" width="700">
<h2>On the Field of Battle!</h2>\
\
<<BattleResolution>>\
<<switch $Battle.strategy>>\
<<case 0>>\
''Strategy: Aggressive''
At your command, Sire, our soldiers are charging the enemy!
<<case 1>>\
''Strategy: Defensive''
At your command, Sire, our soldiers are holding their ground against the enemy!
<<case 2>>\
''Strategy: Indirect''
At your command, Sire, our soldiers are trying to execute a cunning stratagem against the enemy!
<</switch>>\
In the end, after a long and bloody battle, the outcome is a…
<h3><<print $Battle.outcome_desc>>!</h3>\
\
Our soldiers fought valiantly and killed <<print $Battle.enemylosses>> of the enemy, while our own losses amounted to <<print $Battle.ownlosses>> soldiers.
<<if $Battle.outcome == "Victory">>Eventually, our superior prowess proved too much for the enemy to withstand, and they were forced to withdraw from the field of battle.
<<if $Battle.enemy_type == "citystate">>[[Excellent!|Battle: Victory City]]<<else>>[[Excellent!|Battle: Victory Nomads]]<</if>><<else>>Eventually our forces were bested by the enemy and forced to retreat. We are now at the mercy of our foes, Sire!
<<if $Battle.enemy_type == "citystate">>[[Confound it!|Battle: Defeat City]]<<else>>[[Confound it!|Battle: Defeat Nomads]]<</if>><</if>>
<h2>Trade Crisis!</h2>\
\
Oh Wise and Cunning King, we have approached the city of Mari with an offer to pay them if they will attack their neighbours in Terqa on our behalf.
It seems that Mari and Terqa have long been at odds, and so the king of Mari has offered to declare war on Terqa on our behalf if we pay them 10 heads of cattle and 250 parcels of goods.
While this is rather expensive, it would send a clear signal to other cities that we will not allow them to obstruct the the legitimate affairs of our merchants without punishment, one way or another.
What should we do, Sire?
<<if $Stores.cattle >= 10 && $Stores.goods >= 250>>[[Acceptable. No one shall interfere with our merchants! (-10 cattle, -250 goods)|Event 23: Trade War Accept]]<<else>>Acceptable. No one shall interfere with our merchants! (-10 cattle, -250 goods) //(Too few cattle and/or goods!)//<</if>>
[[That is much too expensive! Forget it. (Do nothing.)|Event 23: Trade War Refuse]]<h2>Our Ally Goes to War</h2>
Most Sagacious King! We have wisely decided to limit our involvement in our allies' war to the bare minimum and sent only a few small companies to aid them.
Our allies went ahead with their attack anyway, and they did manage to win a small victory in the end. However, this victory cost the lives of many of their soldiers, and it is likely that they would have fared better if we had sent a larger force to help them.
Although our allies grumbled considerably about the limited support we have offered them, we have technically upheld our side of the alliance, so there is nothing they can do. However, we might see a similar lack of enthusiasm on their part should we ever need their help in the future.
''[City Name]'s opinion of us is now Neutral (0)!''
<<link "They would probably have done the same in our place." "Year End">><</link>>
<h2>A Vassal City Revolts!</h2>
Oh Mighty King! Our neighbouring city of XX, which has been bound to us as vassals and paid us tribute since our military victory over them some time ago, has risen in revolt against us!
They claim that our entirely reasonable tribute demands are too steep and that the craftsmen of their city are being bled dry by the unfair deals they have been forced to make with our city's merchants – accusations that are, needless to say, completely unfounded!
Whatever the merits of their claims, they have expelled our envoys from their city and have informed us that they will defend their freedom with force of arms if necessary.
What should we do, Sire?
[[Our troops will bring this wayward city in line! (Declare war)|Event: Vassal Revolts War]]
[[Fine, let us renegotiate the tribute agreement. (Negotiate)|Event: Vassal Revolts Negotiate]]
<h2>An Opportunity for Revolt!</h2>
<h2>Our Suzerain Demands Support!</h2>
Oh Magnificent King!
As you know, we have for some time now been subservient to the city
<h2>A Peace is Negotiated!</h2>\
<<silently>>\
<<set $phase to "Peace Negotiations">>\
<<if $Battle.enemy.name == "Eridu">><<set $Battle.enemy = $Eridu>><</if>>
<<if $Battle.enemy.name == "Kish">><<set $Battle.enemy = $Kish>><</if>>
<<if $Battle.enemy.name == "Lagash">><<set $Battle.enemy = $Lagash>><</if>>
<<if $Battle.enemy.name == "Nippur">><<set $Battle.enemy = $Nippur>><</if>>
<<if $Battle.enemy.name == "Uruk">><<set $Battle.enemy = $Uruk>><</if>>
<<set _current_vp = $Battle.victory_points>>
<<if $Battle.demand_grain_0 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_grain_1 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_grain_2 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_goods_0 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_goods_1 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_goods_2 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_cattle_0 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_cattle_1 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_cattle_2 == true>><<set _current_vp-->><</if>>
<<if $Battle.demand_tribute == 1>><<set _current_vp -= 2>><</if>>
<<if $Battle.demand_tribute == 2>><<set _current_vp -= 4>><</if>>
<<if $Battle.demand_tribute == 3>><<set _current_vp -= 6>><</if>>
<<if $Battle.demand_temple == true>><<set _current_vp -= 2>><</if>>
<<if $Battle.demand_temple_dagan == true>><<set _current_vp -= 2>><</if>>
<<if $Battle.demand_vassal == true>><<set _current_vp -= 5>>
<<if $Battle.demand_vassal_military == true>><<set _current_vp -= 3>><</if>>
<<if $Battle.demand_vassal_marriage == true>><<set _current_vp -= 1>><</if>>
<<else>>
<<set $Battle.demand_vassal_military = false>>
<<set $Battle.demand_vassal_marriage = false>>
<</if>>
<</silently>>\
Great King, by the grace of the gods we have won a ''<<print $Battle.outcome_desc>>'' in our war against <<print $Battle.enemy.name>>! The fighting has ended, both armies have collected their dead, and it is now time to negotiate a peace.
The magnitude of our victory gives us ''<<print $Battle.victory_points>>'' victory points, which we can spend to make demands during the negotiations, Sire.
VP remaining: <<print _current_vp>>
\
''One-time Payments''
<<checkbox "$Battle.demand_grain_0" false true autocheck>> <<checkbox "$Battle.demand_grain_1" false true autocheck>> <<checkbox "$Battle.demand_grain_2" false true autocheck>> 500 sacks of grain (1 VP each)
<<checkbox "$Battle.demand_goods_0" false true autocheck>> <<checkbox "$Battle.demand_goods_1" false true autocheck>> <<checkbox "$Battle.demand_goods_2" false true autocheck>> 250 parcels of goods (1 VP each)
<<checkbox "$Battle.demand_cattle_0" false true autocheck>> <<checkbox "$Battle.demand_cattle_1" false true autocheck>> <<checkbox "$Battle.demand_cattle_2" false true autocheck>> 10 heads of cattle (1 VP each)
''Annual Tribute''
<<if $Battle.enemy.tribute > 0>>No tribute<<else>><label><<radiobutton "$Battle.demand_tribute" 0 autocheck>> No tribute</label><</if>>
<<if $Battle.enemy.tribute >= 1>>Small tribute (2 VP) – //They already pay us a small tribute!//<<else>><label><<radiobutton "$Battle.demand_tribute" 1 autocheck>> Small tribute (2 VP) – They will pay us 100 sacks of grain annually</label><</if>>
<<if $Battle.enemy.tribute >= 2>>Medium tribute (4 VP) – //They already pay us a medium tribute!//<<else>><label><<radiobutton "$Battle.demand_tribute" 2 autocheck>> Medium tribute (4 VP) – They will pay us 5 cattle and 250 sacks of grain annually</label><</if>>
<<if $Battle.enemy.tribute >= 3>> Large tribute (6 VP) – //They already pay us a large tribute!//<<else>><label><<radiobutton "$Battle.demand_tribute" 3 autocheck>> Large tribute (6 VP) – They will pay us 10 cattle and 500 sacks of grain annually</label><</if>>
''Political Demands''
<<if $Battle.enemy.temple_patron == true>> Construct Temple (2 VP) – //They already have a temple to <<print $patron.name>>!<<else>><label><<checkbox "$Battle.demand_temple" false true autocheck>> Construct Temple (2 VP) – They will build a magnificent temple to <<print $patron.name>> and worship $patron.Object alongside their own patron</label><</if>>
''Vassalage''
<label><<checkbox "$Battle.demand_vassal" false true autocheck>> Simple Vassalage (5 VP) – We will bind them to us as <<if $patron.name == "Dagan">>a vassal city of our great empire<<else>>our vassal city and become their suzerain<</if>> (Add more obligations below)</label>
<<if $Battle.demand_vassal>> <label><<checkbox "$Battle.demand_vassal_military" false true autocheck>> Military Obligation (3 VP) – We will oblige them to send troops to aid us in our wars</label>
<label><<checkbox "$Battle.demand_vassal_marriage" false true autocheck>> Dynastic Marriage (1 VP) – We will join our royal house to theirs by marriage, improving our relations</label>
<</if>>\
<<if _current_vp < 0>>Make our demands! //Our demands exceed our Victory Points, Sire!//<<else>><<link "Make our demands!" "Battle Victory Aftermath">><</link>><</if>>
<<script>>
$(document).one(':passagerender', function (ev) {
$(ev.content).find("[type=checkbox]").on('propertychange change', function() { Engine.play(passage(), true); } );
});
<</script>>
<<script>>
$(document).one(':passagerender', function (ev) {
$(ev.content).find("[name='radiobutton-battledemand-tribute']").on("change", function() { Engine.play(passage(), true); } );
});
<</script>>
<h2>A Peace is Negotiated!</h2>\
<<silently>>\
<<set $phase to "Peace Negotiations">>\
<<set _current_vp = $Battle.victory_points>>
<<set _grain_offered = 0>>
<<set _goods_offered = 0>>
<<set _cattle_offered = 0>>
<<set _cant_afford = false>>
<<if $Battle.demand_grain_0 == true>><<set _current_vp-->><<set _grain_offered += 500>><</if>>
<<if $Battle.demand_grain_1 == true>><<set _current_vp-->><<set _grain_offered += 500>><</if>>
<<if $Battle.demand_grain_2 == true>><<set _current_vp-->><<set _grain_offered += 500>><</if>>
<<if $Battle.demand_goods_0 == true>><<set _current_vp-->><<set _goods_offered += 250>><</if>>
<<if $Battle.demand_goods_1 == true>><<set _current_vp-->><<set _goods_offered += 250>><</if>>
<<if $Battle.demand_goods_2 == true>><<set _current_vp-->><<set _goods_offered += 250>><</if>>
<<if $Battle.demand_cattle_0 == true>><<set _current_vp-->><<set _cattle_offered += 10>><</if>>
<<if $Battle.demand_cattle_1 == true>><<set _current_vp-->><<set _cattle_offered += 10>><</if>>
<<if $Battle.demand_cattle_2 == true>><<set _current_vp-->><<set _cattle_offered += 10>><</if>>
<<if $Battle.demand_tribute == -1>><<set _current_vp -= 2>><</if>>
<<if $Battle.demand_tribute == -2>><<set _current_vp -= 4>><</if>>
<<if $Battle.demand_tribute == -3>><<set _current_vp -= 6>><</if>>
<<if $Battle.demand_temple == true>><<set _current_vp -= 3>><</if>>
<<if $Battle.demand_vassal == true>><<set _current_vp -= 8>><</if>>
<</silently>>\
\
Great King, by the will of the gods we have suffered a <<print $Battle.outcome_desc>> in our war against <<print $Battle.enemy.name>>! The fighting has ended, both armies have collected their dead, and it is now time to negotiate a peace.
The magnitude of their victory gives our enemies ''<<print $Battle.victory_points>>'' victory points. We need to make sufficient concessions during the negotiations to cover this amount, Sire.
VP remaining: <<print _current_vp>>
''One-time Payments''
<<checkbox "$Battle.demand_grain_0" false true autocheck>> <<checkbox "$Battle.demand_grain_1" false true autocheck>> <<checkbox "$Battle.demand_grain_2" false true autocheck>> 500 sacks of grain (1 VP each) <<if _grain_offered > $Stores.grain>><<set _cant_afford = true>> //Not enough grain!//<</if>>
<<checkbox "$Battle.demand_goods_0" false true autocheck>> <<checkbox "$Battle.demand_goods_1" false true autocheck>> <<checkbox "$Battle.demand_goods_2" false true autocheck>> 250 parcels of goods (1 VP each) <<if _goods_offered > $Stores.goods>><<set _cant_afford = true>> //Not enough goods!//<</if>>
<<checkbox "$Battle.demand_cattle_0" false true autocheck>> <<checkbox "$Battle.demand_cattle_1" false true autocheck>> <<checkbox "$Battle.demand_cattle_2" false true autocheck>> 10 heads of cattle (1 VP each) <<if _cattle_offered > $Stores.cattle>><<set _cant_afford = true>> //Not enough cattle!//<</if>>
''Annual Tribute''
<<if $Battle.enemy.tribute > 0>>No tribute<<else>><label><<radiobutton "$Battle.demand_tribute" 0 autocheck>> No tribute</label><</if>>
<<if $Battle.enemy.tribute >= 1>>Small tribute (2 VP) – //We already pay them a small tribute!//<<else>><label><<radiobutton "$Battle.demand_tribute" -1 autocheck>> Small tribute (2 VP) – We will pay them 100 sacks of grain annually</label><</if>>
<<if $Battle.enemy.tribute >= 2>>Medium tribute (4 VP) – //We already pay them a medium tribute!//<<else>><label><<radiobutton "$Battle.demand_tribute" -2 autocheck>> Medium tribute (4 VP) – We will pay them 5 cattle and 250 sacks of grain annually</label><</if>>
<<if $Battle.enemy.tribute >= 3>> Large tribute (6 VP) – //We already pay them a large tribute!//<<else>><label><<radiobutton "$Battle.demand_tribute" -3 autocheck>> Large tribute (6 VP) – We will pay them 10 cattle and 500 sacks of grain annually</label><</if>>
''Political Demands''
<<if $Battle.enemy.tribute >= 1>>Construct Temple (3 VP) – //We already have a temple to <<print $Battle.enemy.deity>>!//<<else>><label><<checkbox "$Battle.demand_temple" false true autocheck>> Construct Temple (3 VP) – We will build a temple and offer sacrifices to their patron deity <<print $Battle.enemy.deity>> (Annual sacrifices will cost +5 heads of cattle) </label><</if>>
<<if false>><label><<checkbox "$Battle.demand_vassal" false true autocheck>> Vassalage (8 VP) – We will submit to them and become their vassal</label><</if>>\
<<if _current_vp > 0>>Offer our terms. //We must make more concessions, Sire!//<<elseif _cant_afford>>Offer our terms. //We can't afford to make these concessions, Sire!//<<else>><<link "Offer our terms!" "Battle Defeat Aftermath">><</link>><</if>>
Click this if you can't afford to make peace at all (Note: This is not good):
[[Unconditional Surrender]]
<<script>>
$(document).one(':passagerender', function (ev) {
$(ev.content).find("[type=checkbox]").on('propertychange change', function() { Engine.play(passage(), true); } );
});
<</script>>
<<script>>
$(document).one(':passagerender', function (ev) {
$(ev.content).find("[name='radiobutton-battledemand-tribute']").on("change", function() { Engine.play(passage(), true); } );
});
<</script>>
<h2>An Epidemic Rages!</h2>\
We bring very ill tidings, oh Great King! A terrible sickness is spreading throughout our lands! Many fields and villages lie empty as the inhabitants have either died or fled, and lately there have been reports of deaths in the city as well. The doctors report that the infected suffer from terrible fevers, tremors, and strange blemishes upon the skin. Usually death follows within days.
Our priests and learned men have consulted the renowned scholar Esagil-kin-apli's works of medicine and exorcism, and they have determined that this sickness has almost certainly been brought upon us by the terrible demon Asakku, he whose presence alone makes fish boil alive in their rivers!
To drive out Asakku and his evil cohorts, our priests recommend that we perform a great sacifice to the wind-demon Pazuzu and ask Him to beat His powerful wings so that a great wind will sweep through our lands. They assure us that this wind will banish these foul disease demons from our villages and back to the empty parts of the world where they belong. They also recommend that we prepare wax figures inscribed with the names of the god Namtar and the goddess Ninisina and place them around our villages.
We should do this as soon as possible, Sire.
<<if $Stores.cattle < 50>>Perform this sacrifice immediately! //(Not enough cattle)//<<elseif $Stores.goods < 50>>Perform this sacrifice immediately! //(Not enough goods)//<<else>>[[Perform this sacrifice immediately! (-50 cattle, -50 goods)|Event 6: Epidemic Sacrifice]]<</if>>
<<if $Stores.cattle < 20>>Perhaps a less grand sacrifice would satisfy Pazuzu? //(Not enough cattle)//<<elseif $Stores.goods < 20>>Perhaps a less grand sacrifice would satisfy Pazuzu? //(Not enough goods)//<<else>>[[Perhaps a less grand sacrifice would satisfy Pazuzu? (-20 cattle, -20 goods)|Event 6: Epidemic Lesser Sacrifice]]<</if>>
[[Let the sickness run its course. These demons will leave eventually.|Event 6: Epidemic Refuse]]
<<set $year_name = "the Year A Great Sickness Came To " + $city_name>><h2>An Epidemic Rages!</h2>\
\
<<silently>>\
<<if $event_tracker == 0>>
<<set $Stores.cattle -= 50>>
<<set $Stores.goods -= 50>>
<<set _craftsmen_dead = random(400, 800)>>
<<set _peasants_dead = random(2000, 6000)>>
<<set _scribes_dead = random(10, 45)>>
<<set _priests_dead = random(5, 15)>>
<<set _soldiers_dead = random(20, 250)>>
<<set _craftsmen_dead = Math.min(_craftsmen_dead, $craftsmen)>>
<<set _peasants_dead = Math.min(_peasants_dead, $population_farm)>>
<<set _scribes_dead = Math.min(_scribes_dead, $scribes)>>
<<set _priests_dead = Math.min(_priests_dead, $priests)>>
<<set _soldiers_dead = Math.min(_soldiers_dead, $soldiers)>>
<<set $craftsmen -= _craftsmen_dead>>
<<set $population_farm -= _peasants_dead>>
<<set $scribes -= _scribes_dead>>
<<set $priests -= _priests_dead>>
<<set $soldiers -= _soldiers_dead>>
<<set $other_deaths += (_craftsmen_dead + _peasants_dead + _scribes_dead + _priests_killed + _soldiers_dead)>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
Great King, after weeks of misery, this terrible sickness has finally left our realm! Entire villages are standing empty as the inhabitants have either died or left this land of death behind. Having counted the dead and updated the census tablets, our scribes can report that a total of ''<<print _peasants_dead>> villagers and <<print _craftsmen_dead>> craftsmen have died'' in the epidemic. In addition, ''<<print _soldiers_dead>> soldiers, <<print _scribes_dead>> scribes, and <<print _priests_dead>> priests are dead.'' Reports from our neighbouring cities indicate that they have been affected just as badly or in a few cases even worse than us.
In the end, however, our sacrifices to Pazuzu bore fruit. Hearing our prayers, the wind-demon spread his mighty wings and caused a great wind to blow through our lands, which scared away the disease demons that have plagued us for so long. While this has undoubtedly been a great calamity that will affect our lands for years to come, we can only imagine how much worse it would have been had Pazuzu not intervened to aid us and banish these demons.
<<link "Praise Pazuzu and His mighty wings!" "Year End">><</link>>
<h2>An Epidemic Rages!</h2>\
\
<<silently>>\
<<if $event_tracker == 0>>
<<set _craftsmen_dead = random(400, 800)>>
<<set _peasants_dead = random(2000, 6000)>>
<<set _scribes_dead = random(10, 45)>>
<<set _priests_dead = random(5, 15)>>
<<set _soldiers_dead = random(20, 250)>>
<<set _craftsmen_dead = Math.min(_craftsmen_dead, $craftsmen)>>
<<set _peasants_dead = Math.min(_peasants_dead, $population_farm)>>
<<set _scribes_dead = Math.min(_scribes_dead, $scribes)>>
<<set _priests_dead = Math.min(_priests_dead, $priests)>>
<<set _soldiers_dead = Math.min(_soldiers_dead, $soldiers)>>
<<set $craftsmen -= _craftsmen_dead>>
<<set $population_farm -= _peasants_dead>>
<<set $scribes -= _scribes_dead>>
<<set $priests -= _priests_dead>>
<<set $soldiers -= _soldiers_dead>>
<<set $other_deaths += (_craftsmen_dead + _peasants_dead + _scribes_dead + _priests_killed + _soldiers_dead)>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
Great King, after weeks of misery, this terrible sickness has finally left our realm! Entire villages are standing empty as the inhabitants have either died or left this land of death behind. Having counted the dead and updated the census tablets, our scribes can report that a total of ''<<print _peasants_dead>> villagers and <<print _craftsmen_dead>> craftsmen have died'' in the epidemic. In addition, ''<<print _soldiers_dead>> soldiers, <<print _scribes_dead>> scribes, and <<print _priests_dead>> priests are dead.'' Reports from our neighbouring cities indicate that they have been affected just as badly or in a few cases even worse than us.
This has undoubtedly been a great calamity that will affect our lands for years to come, Sire, and many are saying that it would have been better had we sacrificed to Pazuzu so that he could have banished these demons. Although others point out that he is also known to be a dangerous entity, and perhaps he might have made things even worse for us. We will never know.
<<link "Let us praise the gods, bury the dead, and move on." "Year End">><</link>>
<h2>An Epidemic Rages!</h2>\
\
<<silently>>\
<<if $event_tracker == 0>>
<<set $Stores.cattle -= 20>>
<<set $Stores.goods -= 20>>
<<set _craftsmen_dead = random(400, 800)>>
<<set _peasants_dead = random(2000, 6000)>>
<<set _scribes_dead = random(10, 45)>>
<<set _priests_dead = random(5, 15)>>
<<set _soldiers_dead = random(20, 250)>>
<<set _craftsmen_dead = Math.min(_craftsmen_dead, $craftsmen)>>
<<set _peasants_dead = Math.min(_peasants_dead, $population_farm)>>
<<set _scribes_dead = Math.min(_scribes_dead, $scribes)>>
<<set _priests_dead = Math.min(_priests_dead, $priests)>>
<<set _soldiers_dead = Math.min(_soldiers_dead, $soldiers)>>
<<set $craftsmen -= _craftsmen_dead>>
<<set $population_farm -= _peasants_dead>>
<<set $scribes -= _scribes_dead>>
<<set $priests -= _priests_dead>>
<<set $soldiers -= _soldiers_dead>>
<<set $other_deaths += (_craftsmen_dead + _peasants_dead + _scribes_dead + _priests_killed + _soldiers_dead)>>
<<set $event_tracker = 1>>
<</if>>
<</silently>>\
Great King, after weeks of misery, this terrible sickness has finally left our realm! Entire villages are standing empty as the inhabitants have either died or left this land of death behind. Having counted the dead and updated the census tablets, our scribes can report that a total of ''<<print _peasants_dead>> villagers and <<print _craftsmen_dead>> craftsmen have died'' in the epidemic. In addition, ''<<print _soldiers_dead>> soldiers, <<print _scribes_dead>> scribes, and <<print _priests_dead>> priests are dead.'' Reports from our neighbouring cities indicate that they have been affected just as badly or in a few cases even worse than us.
In the end, however, our sacrifices to Pazuzu bore fruit. Hearing our prayers, the wind-demon spread his mighty wings and caused a great wind to blow through our lands, which scared away the disease demons that have plagued us for so long. This has undoubtedly been a great calamity that will affect our lands for years to come, Sire, and perhaps a more generous sacrifice would have encouraged Pazuzu to intervene and banish these demons earlier than he did. But the ways of gods and demons are mysterious, and we will never know.
<<link "Well, praise Pazuzu and His mighty wings all the same." "Year End">><</link>><h2>A Diplomatic Insult!</h2>
Your Majesty, our scribes have laboured day and night to produce a witty response to our neighbours' insulting letter, and their efforts have not been in vain! We have sent a letter of our own – written in an exquisite cuneiform style, too, if we may say so, Sire – with an excellent joke at their expense that is certain to leave our neighbours reeling at its sheer cleverness.
The joke is a little hard to explain, Sire, but it has to do with the particular shade of blue the other city uses on the walls of their city temple, combined with a pun using an Akkadian gloss on their city's name in Sumerian. But rest assured that it is very funny, at least if one understands both Sumerian and Akkadian (which anyone whose opinion matters of course does).
The wordplay of this clever retort has firmly re-established our reputation amongst our neighbours, and our scribes can now get back to the important business of running the city, Sire.
<<link "Very good. That will teach them!" "Year End">><</link>>
<<set $year_name = "the Year the King of " + $city_name + " Ordered a Letter to be Sent">><h2>A Trade Proposal!</h2>
<<link "Continue." "Year End">><</link>>
<h2>A Trade Proposal!</h2>
<<link "Continue." "Year End">><</link>>
<h2>Locusts!</h2>\
\
<<if $event_tracker == 1>>\
<<set $Stores.cattle -= 10>>\
<<set $priests -= 1>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Oh Fearless King, at your command the priests set about preparing for the sacrifices to Ninkilim, the Lord of Teeming Creatures. Since no-one in their right mind would sacrifice to this deity unless compelled by absolute necessity, they had to spend several days searching through ancient clay tablets to find the correct prayers and procedures.
When they were finally ready to begin, the rituals were apparently so unsettling that all the participating priests were gravely shaken by the experience, and one of them even suffered a nervous breakdown in the middle of the ceremony. He has since retired to live out the rest of his life as a hermit deep in the southern deserts, far away from any locusts.
Regardless, it seems that the Teeming Lord received our offerings favourably, because not long afterwards, the swarms of locusts left our lands, and they even spent a while harrying the fields of our neighbours instead.
''We have lost 1 priest!''
''We have lost 10 cattle!''
<<link "Praise Ninkil… No, actually, we'd better not." "Year End">><</link>>
<h2>Locusts!</h2>
\
<<if $event_tracker == 1>>\
<<set $Stores.goods -= 100>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Oh Great King, at your command the royal scribes set about organising the construction of numerous large bonfires around our lands. We have requisitioned great quantities of wood for the purpose from our merchants, and whole armies of peasants have been called out to transport the wood and tend the bonfires.
However costly this measure has been in resources and manpower, Sire, it appears to have worked! The locusts seem to avoid the fires, and by the time the smoke clouds covered our fields, the great swarms left our lands!
The harvests are saved, Your Majesty, and we did not even need to call upon any foul vermin gods or place our trust in dubious magicians to do it! The royal scribes are always at Your Majesty's service!
<<link "Great work, everyone!" "Year End">><</link>>
<h2>Locusts!</h2>\
\
<<if $event_tracker == 1>>\
<<set _grain_lost = Math.min($Stores.grain, 500)>>\
<<set $Stores.grain -= _grain_lost>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Oh Great King, we have decided to wait out the locust swarms in the hope that they would fly away of their own accord sooner rather than later. And indeed they eventually did so, but only after they spent many days swarming around our fields and villages and devouring every scap of food they could find, even until the last straws on the fallow fields. Then they flew away, presumably to harry some other misfortunate city.
Thankfully, the last harvest was already complete and the grain safely stored indoors, where these pests could not get to them,so there is no immediate risk of famine. All the same, this has been a very costly experience, Sire.
''We have lost <<print _grain_lost>> grain!''
<<link "Well, at least they are gone now." "Year End">><</link>>
<h2>Locusts!</h2>\
\
<<if $event_tracker == 1>>\
<<set $Stores.goods -= 200>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Sire, we paid the strange magicians the price he demanded and he immediately set to work. Our officials report that he spent several days making preparations, which included imbibing varous magical potions, observing the flight patterns of the swarms, drawing ritual circles and patterns in the ground at various places, and burying small clay figurines of locusts in the worst affected fields.
When he was ready, he went out to a field near the centre of the swarms and addressed the locusts in a peculiar tongue that involved a lot of buzzing and humming, as well as strange words that did not remotely resemble any human language known to our scribes or our merchants.
Whatever he said to them, it must have been effective, because not long afterwards, the swarms of locusts left our lands, and they even spent a while harrying the fields of our neighbours instead, as he had promised. All in all, even though his services were expensive, it seems to have been resources well spent.
<<link "Excellent!" "Year End">><</link>>
<h2>Flooding!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Stores.grain -= 500>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Good news, Sire! The priests have gathered for a festive procession on the banks of the Euphrates! They ceremoniously poured vast quantities of beer into the Holy River as a sacrifice to Irhan (the God Who Is the River), and after a few days of anxious waiting, the waters finally began to recede from the fields! This year's harvests might yet be saved!
However, the priests have warned us that while we were spared the worst effects of this disaster by the benevolence of Irhan, this is no cause for complacency. We must be more conscientious than ever with our daily prayers and regular sacrifices to the various deities responsible for our welfare. The benevolence of the gods must never be something we take for granted!
<<link "Bless the River and His water!" "Year End">><</link>>
<h2>Flooding!</h2>
Oh Wise and Far-Seeing King, we have good news from the hinterlands! It seems that only a few days after the initial flooding, Irhan – the God Who Is the Holy River – took pity on us and is returning to His customary course. The flooding is subsiding, and it looks like the damage to our growing crops will only be minimal, Sire.
Our priests have considered the situation and concluded that Irhan, the God Who Is the Holy River, must have been moved by our piousness and god-fearing conduct and decided to spare us the worst effects of His wrath even without any sacrifices.
However, they have warned us that this is no cause for complacency, and they have admonished us to be very conscientious with our daily prayers and regular sacrifices to the various deities responsible for our welfare. The benevolence of the gods must never be something we take for granted!
<<link "We shall keep this in mind." "Year End">><</link>>
<h2>Droughts!</h2>
\
<<if $event_tracker == 1>>\
<<set $Stores.grain -= 1000>>\
<<set $event_tracker = 2>>\
<</if>>\
\
Oh Most Benevolent King, Great King Who Safeguards the Welfare of the People! At your command (which was given //almost// voluntarily and //definitely// not because Your Majesty was forced to do it by angry and armed peasants), the gates to the royal granaries have been thrown wide open, and large amounts of grain distributed to our starving people! Although the stores will not last forever, it should be enough to sustain us until the date and chickpea harvests in the autumn.
Satisfied, the peasants have put down their weapons and gone home, Sire. We have avoided a famine (and an uprising), but we must pray for good harvests in the next few years so we can refill our stores.
<<link "Let us hope so." "Year End">><</link>>
<h2>Droughts!</h2>
\
<<silently>>\
<<if $event_tracker == 1>>\
<<set _peasants_lost = Math.min(1500, $population_farm)>>
<<set _soldiers_lost = Math.min(200, $soldiers)>>
<<set $population_farm -= _peasants_lost>>
<<set $soldiers -= _soldiers_lost>>
<<set $other_deaths += (_peasants_lost + _soldiers_lost)>>
<<set $event_tracker = 2>>
<</if>>
<</silently>>\
\
Oh Awe-Inspiring and Majestic King, our troops have successfully put an end to the uprising, and peace and order reigns in the realm once more. Unfortunately, this peace was bought at a very high price as even more peasants died in the fighting, as well as quite a few of our soldiers.
On a positive note, Sire – if one can call it that – between the starvation and the fighting, so many peasants have now died that their own food stores should be sufficient to feed them until the date and chickpea harvests in the autumn. So the famine is officially over.
''We have lost <<print _peasants_lost>> peasants!''
''We have lost <<print _soldiers_lost>> soldiers!''
<<link "That's what I always say, any problem will solve itself sooner or later." "Year End">><</link>>
<h2>Declare War!</h2>\
\
<<silently>>\
<<set $Battle.enemy_type = "citystate">>
<<set $Battle.enemy = $Diplomacy.war_target>>
<<set $Battle.enemies_number = $Diplomacy.war_target.soldiers>>
<<set $Battle.enemies_desc = "soldiers">>
<<set $Battle.message = "Oh, Most Warlike and All-Conquering King, at your command our soldiers are marching against the forces of $Diplomacy.war_target.name, determined to right the many wrongs the inhabitants of that city have committed against us and the gods!">>
<<set $Battle.commander = "the king of $Diplomacy.war_target.name">>
<<set $Battle.commander_personality = $Diplomacy.war_target.king_personality>>
<<set $Battle.attacking to true>>
<<set $Battle.support_troops = 0>>
<<UpdateDiplomacyArray>>
<</silently>>\
\
Oh, Terrifying and All-Conquering King, we are considering declaring war on our wicked neighbours, the city state of <<print $Diplomacy.war_target.name>>! Our forces are ready to attack on your command, Sire!
<<CityView $Diplomacy.war_target>>\
Our forces currently number <<print $soldiers>> soldiers!
Our ''loyal vassals'' will send troops to assist us if obliged to do so. We have the following vassals:
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>><<if $Diplomacy.cities[_i].relationship == 2>>''<<print $Diplomacy.cities[_i].name>>'' – <<GetCityOpinion $Diplomacy.cities[_i] >> – <<if $Diplomacy.cities[_i].vassal_military == false>>Not obliged to send troops!<<elseif $Diplomacy.cities[_i].opinion == 2>>Will send 200 troops!<<set $Battle.support_troops += 200>><<elseif $Diplomacy.cities[_i].opinion >= 0>>Will send 100 troops!<<set $Battle.support_troops += 100>><<else>>Not loyal enough!<</if>><br><</if>><</for>>\
We can also attempt to call on ''our allies'' for help, Sire. Each ally will support us with 250 soldiers, although be warned that there is always a risk that an ally might refuse our call. This could strain our relationship and they might even break the alliance!
We are allied to the following cities:
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>><<if $Diplomacy.cities[_i].relationship == 1>>''<<print $Diplomacy.cities[_i].name>>'' – <<GetCityOpinion $Diplomacy.cities[_i] >> – <<print '<<linkreplace "Call">><<switch $Diplomacy.cities[' + _i + '].opinion>><<case -2>><<set _call_chance = 10>><<set _break_chance = 75>><<case -1>><<set _call_chance = 20>><<set _break_chance = 50>><<case 0>><<set _call_chance = 50>><<set break_chance = 25>><<case 1>><<set _call_chance = 75>><<set _break_chance = 10>><<case 2>><<set _call_chance = 90>><<set _break_chance = 0>><</switch>><<set _die_roll_call = random(99)>><<set _die_roll_break = random(99)>><<if _die_roll_call < _call_chance>>Our ally is sending troops! <<set $Battle.support_troops += 250>><<elseif _die_roll_break < _break_chance>>Our ally refused and has renounced our treaty, Sire!<<BreakAlliance $Diplomacy.cities[' + _i + ']>><<else>>Our ally has refused our call, Sire!<</if>><</linkreplace>>'>><br><</if>><</for>>\
<<link "To War!" "Battle">><</link>>
[[Nevermind, this is not the right time. (return)|War & Diplomacy]]
/* Prosperty: -2 Impoverished, -1 Struggling, 0 Normal, 1 Improving, 2 Thriving */
/* Opinion: -2 Hostile, -1 Unfriendly, 0 Neutral, 1 Favourable, 2 Friendly */
/* Relationship: -1 Our suzerain, 0 None, 1 Allied, 2 Our vassal
<<set _troop_mult_a = -1>>
<<set _troop_mult_b = 4>>
<<set _prosperity_mult = 100>>
<<set $Eridu to {}>>
<<set $Eridu.name to "Eridu">>
<<set $Eridu.epithet to "the First City">>
<<set $Eridu.prosperity to either(-1, -1, 0, 0, 1, 1, 2)>>
<<set $Eridu.soldiers to 1000 + (_prosperity_mult * $Eridu.prosperity) + (100 * random(_troop_mult_a, _troop_mult_b))>>
<<set $Eridu.deity to "Enki">>
<<set $Eridu.opinion to either(-2, -1, -1, 0, 0, 0, 1, 1, 2)>>
<<set $Eridu.relationship to 0>>
<<set $Eridu.king_personality to "cautious">>
<<set $Eridu.marriage to false>>
<<set $Eridu.tribute to 0>>
<<set $Eridu.temple_patron to false>>
<<set $Eridu.temple_dagan to false>>
<<set $Eridu.vassal_military to false>>
<<set $Eridu.loyalty_points to 0>>
<<set $Kish to {}>>
<<set $Kish.name to "Kish">>
<<set $Kish.epithet to "the City of Kings">>
<<set $Kish.prosperity to either(-1, -1, 0, 0, 1, 1, 2)>>
<<set $Kish.soldiers to 1000 + (_prosperity_mult * $Kish.prosperity) + (100 * random(_troop_mult_a, _troop_mult_b))>>
<<set $Kish.deity to "Zababa">>
<<set $Kish.opinion to either(-2, -1, -1, 0, 0, 0, 1, 1, 2)>>
<<set $Kish.relationship to 0>>
<<set $Kish.king_personality to "impetuous">>
<<set $Kish.marriage to false>>
<<set $Kish.tribute to 0>>
<<set $Kish.temple_patron to false>>
<<set $Kish.temple_dagan to false>>
<<set $Kish.vassal_military to false>>
<<set $Kish.loyalty_points to 0>>
<<set $Lagash to {}>>
<<set $Lagash.name to "Lagash">>
<<set $Lagash.epithet to "the City of Merchants">>
<<set $Lagash.prosperity to 2>>
<<set $Lagash.soldiers to 1000 + (_prosperity_mult * $Lagash.prosperity) + (100 * random(_troop_mult_a, _troop_mult_b))>>
<<set $Lagash.deity to "Ninurta">>
<<set $Lagash.opinion to either(-2, -1, -1, 0, 0, 0, 1, 1, 2)>>
<<set $Lagash.relationship to 0>>
<<set $Lagash.king_personality to "calculating">>
<<set $Lagash.marriage to false>>
<<set $Lagash.tribute to 0>>
<<set $Lagash.temple_patron to false>>
<<set $Lagash.temple_dagan to false>>
<<set $Lagash.vassal_military to false>>
<<set $Lagash.loyalty_points to 0>>
<<set $Nippur to {}>>
<<set $Nippur.name to "Nippur">>
<<set $Nippur.epithet to "the Sacred City">>
<<set $Nippur.prosperity to either(-1, -1, 0, 0, 1, 1, 2)>>
<<set $Nippur.soldiers to 1000 + (_prosperity_mult * $Nippur.prosperity) + (100 * random(_troop_mult_a, _troop_mult_b))>>
<<set $Nippur.deity to "Enlil">>
<<set $Nippur.opinion to either(-2, -1, -1, 0, 0, 0, 1, 1, 2)>>
<<set $Nippur.relationship to 0>>
<<set $Nippur.king_personality to "cowardly">>
<<set $Nippur.marriage to false>>
<<set $Nippur.tribute to 0>>
<<set $Nippur.temple_patron to false>>
<<set $Nippur.temple_dagan to false>>
<<set $Nippur.vassal_military to false>>
<<set $Nippur.loyalty_points to 0>>
<<set $Uruk to {}>>
<<set $Uruk.name to "Uruk">>
<<set $Uruk.epithet to "the City of Heroes">>
<<set $Uruk.prosperity to either(-1, -1, 0, 0, 1, 1, 2)>>
<<set $Uruk.soldiers to 1000 + (_prosperity_mult * $Uruk.prosperity) + (100 * random(_troop_mult_a, _troop_mult_b))>>
<<set $Uruk.deity to "Inanna">>
<<set $Uruk.opinion to either(-2, -1, -1, 0, 0, 0, 1, 1, 2)>>
<<set $Uruk.relationship to 0>>
<<set $Uruk.king_personality to "determined">>
<<set $Uruk.marriage to false>>
<<set $Uruk.tribute to 0>>
<<set $Uruk.temple_patron to false>>
<<set $Uruk.temple_dagan to false>>
<<set $Uruk.vassal_military to false>>
<<set $Uruk.loyalty_points to 0>>
<<UpdateDiplomacyArray>>
<h2>Fire!</h2>\
\
<<if $event_tracker == 0>>\
<<set _goods_lost = Math.min(200, $Stores.goods)>>
<<set $Stores.goods -= _goods_lost>>\
<<set $event_tracker to 1>>\
<</if>>
Oh Most Pious King, King Who Rights All That Is Wrong With the World! We have decided to follow (what is according to the priests) our religious duty and generously pay for the reconstruction of our beloved city temple.
The priests have promised that the interior of <<print $patron.name>>'s new temple will be even more exquisite and luxurious than anything we had before, and that it will surely establish our city as a famous religious centre throughout the known world.
''We have lost <<print _goods_lost>> goods!''
<<link "Continue." "Year End">><</link>>
<h2>Fire!</h2>
<<if $event_tracker == 0>>\
<<set $Stores.goods += 100>>\
<<set $event_tracker to 1>>\
<</if>>
\
Very well, Sire, we have informed the priesthood that they would have to pay for the restoration of the temple's furnishings out of their own resources. Obviously, the priests grumbled mightily about this decision, and many of them claimed – albeit rather quietly – that $patron.name would not look kindly upon such impious miserliness.
All the same, the temple hardly lacks financial means, and the craftsmen have begun working already. The temple will soon be restored to its former glory, and the additional business for our city's workshops will even give us a small additional tax surplus.
''We have gained 100 goods!''
<<link "Excellent." "Year End">><</link>>
<h2>Droughts!</h2>
\
<<if $event_tracker == 0>>\
<<set $Stores.cattle -= 50>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Most Benevolent King, Great King Who Safeguards the Welfare of the People! At your command, we have slaughtered a great number of cattle and distributed the meat to the starving people to avoid a famine.
The people are praising you for your dedication to their welfare, Sire, but please don't forget that we also have a duty to the gods, and that cattle are rather important in the execution of that duty.
<<link "Desperate times call for desperate measures." "Year End">><</link>>
<h2>Flooding!</h2>
\
<<if $event_tracker == 0>>\
<<set _grain_lost = Math.min($Stores.grain, 1000)>>\
<<set $Stores.grain -= _grain_lost>>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Great King, there is bad news from the hinterlands! Only after many days of flooding did the River Euphrates finally decide to return to its customary course, and by then the waters had done great damage to our fields and the ripening crops. While not completely destroyed, this year's harvest will be much less plentiful than we were expecting, Sire.
The priests are saying – politely, but not without a certain air of self-satisfaction – that this situation could have been avoided if we had followed their advice and offered sacrifices to the God Who Is the River, and they urge us – again, politely – to consider their advice more carefully in the future.
''We have lost <<print _grain_lost>> sacks of grain!
<<link "Confound it!" "Year End">><</link>>
<h2>Trade Crisis!</h2>\
\
<<silently>>\
<<if $event_tracker == 1>>
<<set $Stores.cattle -= 10>>
<<set $Stores.goods -= 250>>
<</if>>
<</silently>>\
\
Momentous news from the north, Sire! True to their word (and once we paid them), Mari have raised their armies and attacked Terqa to punish them for their disrespectful treatment of or merchants. After a short campaign, Mari defeated the forces from Terqa in a major battle along the banks of the Euphrates.
Not only that, but in fact they managed to defeat Terqa so utterly that they were able to occupy the city and annex is as a part of their growing empire! With this conquest of the rich farmlands of Terqa, Mari must now be considered the pre-eminent power in northern Mesopotamia.
Unfortunately, this has proven a less than ideal outcome for us, Sire. With their new position in the region, Mari feels strong enough to adopt even more restrictive trading policies than anything Terqa ever tried against us! Our merchants have now been banned from //both// Terqa and Mari, Sire, and they are demanding that they do something.
These cities are still too far away for us to attack them, Sire, but we could perhaps approach the city of Assur, a long-time rival of Mari, and ask them to attack…
''We have lost an additional <<print _q>> craftsmen''
<<link "No! Not one word more about merchants! I've had enough!" "Year End">><</link>>
<h2>Trade Crisis!</h2>\
\
Sire, after we wisely decided to reject the extortionate price Mari demanded for declaring war on the city of Terqa, it seems that they decided to go ahead and attack anyway. As a consequence, not just Terqa and Mari, but also several other cities along the upper reaches of the Euphrates are now engaged in a conflict between several complex networks of mutually hostile coalitions.
Whether because they need the trade, or because they trust us more than they trust their ambitious neighbours, Terqa have loosened their restrictive policies towards us, and our merchants can once again access that city's markets on the usual terms. The first caravans are already on their way, and for once, all our merchants are praising our wise and skillful handling of the situation.
<<link "They'll find sometning else to complain about soon enough!" "Year End">><</link>>
<h2>Offer an Alliance</h2>\
\
<<silently>>\
<<if $Diplomacy.negotiation_target.opinion == -2>><<set _success_chance = 0>><<else>><<set _success_chance = 10>><</if>>
<<set _success_text = "+10% - Base chance\n">>
<<if $Diplomacy.negotiation_target.opinion == 2>><<set _success_chance += 25>><<set _success_text += "+25% - The city is Friendly (2) to us\n">><</if>>
<<if $Diplomacy.negotiation_target.opinion == 1>><<set _success_chance += 15>><<set _success_text += "+15% - The city is Favourable (1) to us\n">><</if>>
<<if $Diplomacy.negotiation_target.marriage == true>><<set _success_chance += 15>><<set _success_text += "+15% - Our dynasties are related by marriage\n\n">>
<</if>>
<<if random(99) < _success_chance>>
<<set _result = "Alliance Accepted">>
<<else>>
<<set _result = "Alliance Rejected">>
<</if>>
<</silently>>\
Oh Most Sagacious Majesty, we are preparing to send a delegation to the city state of <<print $Diplomacy.negotiation_target.name>> to offer them a treaty of eternal alliance and kingly brotherhood.
<<CityView $Diplomacy.negotiation_target>>\
We believe there is a ''<<print (_success_chance)>>%'' chance that they will accept, including the following factors:
<<if $Diplomacy.negotiation_target.opinion == -2>>''0%'' - The city is Hostile (-2) to us and will never consider an alliance!
<<else>><<print _success_text>><</if>>
\
<<if $Diplomacy.negotiation_target.opinion == -2>>Yes, send the delegation at once! //Can't ally a hostile city!//<<else>><<link "Yes, send the delegation at once!" _result>><</link>><</if>>
[[Let us consider other options. (return)|War & Diplomacy]]
<h2>Send an Insult</h2>\
\
<<set _new_opinion = $Diplomacy.negotiation_target.opinion - 1>>\
<<CityView $Diplomacy.negotiation_target>>\
Your Majesty, we are preparing to send a letter to the rulers of <<if $Diplomacy.negotiation_target.relationship == 2>>our vassal city <</if>> <<print $Diplomacy.negotiation_target.name>> to let them know exactly what we think of their pathetic city, their misguided religious rites, and their frankly atrocious Akkadian grammar.
<<if $Diplomacy.negotiation_target.opinion == -2>>Since they are already <<if $Diplomacy.negotiation_target.relationship == 2>>Rebellious <<else>>Hostile<</if>> (-2) to us, this would have no further effect, but we could always do it anyway just to emphasise how much we dislike them.<<else>>We expect this will reduce their opinion of us to the point where they would be <<GetCityOpinionTerm _new_opinion>> towards us.<</if>>
Shall we proceed, Sire?
[[Yes, send the letter at once!|Insult Sent]]
[[Let us consider other options. (return)|War & Diplomacy]]
<h2>Send a Gift!</h2>\
<<silently>>\
<<set _new_opinion = $Diplomacy.negotiation_target.opinion + 1>>\
<<if $Diplomacy.negotiation_target.opinion == -2>>
<<set _result = either("Gift Success", "Gift Failure", "Gift Failure", "Gift Failure")>><<else>><<set _result = either("Gift Success", "Gift Success", "Gift Success", "Gift Failure")>><</if>>
<<if _result == "Gift Failure" && either(true, false, false)>>
<<set _result = "Gift Disaster">>
<</if>>
<</silently>>\
Oh Generous and Perspicacious Majesty, we are preparing to send a gift to our unworthy neighbours in the city state of <<print $Diplomacy.negotiation_target.name>> as a token of our generosity and high regard for them!
We believe that a gift worth 250 parcels of goods would be appropriate, Sire, since anything less is unlikely to be taken seriously. <<if $Stores.goods < 250>>//We cannot afford this gift, Sire!<</if>>
<<if $Diplomacy.negotiation_target.opinion == 2>>Since they are already Friendly (2) towards us, this would have no effect except to further emphasise our already high regard for them and their city.<<elseif $Diplomacy.negotiation_target.opinion == -2>>Since they are Hostile (-2) towards us, we expect there is only a ''25%'' chance that they will receive this gift favourably, which would increase their opinion of us to Unfriendly (-1).<<else>>We believe there is a ''75%'' chance that this will increase their opinion of us to the point where they would be <<GetCityOpinionTerm _new_opinion>> towards us.<</if>>
<<CityView $Diplomacy.negotiation_target>>\
Shall we proceed, Sire?
<<if $Stores.goods < 250>>Yes, send the gift at once, with our warmest regards! //We cannot afford this gift, Sire!<<else>><<link "Yes, send the gift at once, with our warmest regards!" _result>><</link>><</if>>
[[Let us consider other options. (return)|War & Diplomacy]]
<h2>Request Prayers for Intercession!</h2>\
Oh Most Pious King, King Appointed Governor by the Heavens! A delegation of our most senior priests are preparing to visit our neighbours, the city state of <<print $Diplomacy.negotiation_target.name>>. There they will meet with the local priesthood and most solemnly ask them to offer prayers to their patron deity, <<print $Diplomacy.negotiation_target.deity>>, on our behalf.
In return for this service, we expect that the priests of <<print $Diplomacy.negotiation_target.deity>> will ask for the traditional sacrificial gift, which is 10 heads of cattle.
Shall we proceed, Sire?
<<if $Stores.cattle < 10>>Send the delegation at once! //Not enough cattle!//<<elseif $Diplomacy.negotiation_target.opinion == -2>>Send the delegation at once! //Can't request intercession from a hostile city!//<<else>>[[Send the delegation at once!|Intercession Granted]]<</if>>
[[Let us consider other options. (return)|War & Diplomacy]]
<h2>Alliance Accepted!</h2>\
<<silently>>\
<<UpdateNegotiationTarget>>
<<set $Diplomacy.negotiation_target.opinion = 2>>
<<set $Diplomacy.negotiation_target.relationship = 1>>
<</silently>>\
\
Oh Great King, King Whose Majesty Is Without Equal! We have just received news that <<print $Diplomacy.negotiation_target.name>> has accepted our proposal for an alliance! After long and arduous negotiations, delegations of officials and priests from both cities have met to hammer out the final details of the treaty. Our two cities are now joined by an eternal and unbreakable alliance, Sire!
Once completed, the treaty was ceremonially presented both in our own temple to <<print $patron.name>> and in the temple to <<print $Diplomacy.negotiation_target.deity>> in <<print $Diplomacy.negotiation_target.name>> so that the patron deities of both cities may witness and approve it.
Finally, our scribes have inscribed and fired several clay tablets to commemorate this felicitous occasion and enshrine it in our records for the benefit of future generations.
<<print $city_name>> and <<print $Diplomacy.negotiation_target.name>> stand together as equal partners against any who might try to oppose either one of our cities! At least for the moment.
''Our relationship with <<print $Diplomacy.negotiation_target.name>> is now Allied!''
''Their opinion of us is now Friendly (2)!''
<<link "May this alliance endure forever!" "Annual Divination">><</link>>
<h2>Alliance Rejected!</h2>\
Oh Great King, King Whose Majesty Will Shine Throughout the Ages! We have just learned that the king of <<print $Diplomacy.negotiation_target.name>> has unwisely rejected our sincere offer of an alliance.
This is probably for the best, Sire, since it is well known that <<print $Diplomacy.negotiation_target.name>> is a weak city, governed by spineless rulers and fielding armies with weapons of very low-quality bronze. They would probably have been unreliable allies anyway, and we are surely better off without them.
<<link "Their loss!" "Annual Divination">><</link>>
<h2>Our Gift Was Well Received!</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<set _opinion_unchanged = false>>
<<if $Diplomacy.negotiation_target.opinion < 2>>
<<set $Diplomacy.negotiation_target.opinion++>>
<<else>>
<<set _opinion_unchanged = true>>
<</if>>
<<set $Stores.goods -= 250>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
Good news, oh Great King! Our gift was well received by the city state of <<print $Diplomacy.negotiation_target.name>> and our delegation treated with the utmost courtesy and hospitality.
Before they left, the king of <<print $Diplomacy.negotiation_target.name>> gave our envoys a letter, written on a fired clay tablet, in which he addresses Your Majesty as his "Brother King" and expresses his gratitude for the gifts and his desire for closer relations with our city.
''We have lost 250 parcels of goods!''
<<if _opinion_unchanged == true>>''Their opinion of us remains Friendly (2)!''<<else>>''Their opinion of us is now <<GetCityOpinion $Diplomacy.negotiation_target>>!''<</if>>
<<link "Excellent!" "Annual Divination">><</link>>
<h2>Our Gift Was Poorly Received!</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<set $Stores.goods -= 250>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
Bad news, Sire! Our delegation has returned from <<print $Diplomacy.negotiation_target.name>>, and they report that our generous gift was very poorly received. The officials of that city were very impolite towards our envoys, and they accused of us of having ulterior motives and of trying to purchase their friendship, which seems completely uncalled for and not as all what was our intention.
Despite our delegates' protests and assurances of good faith,they had to leave <<print $Diplomacy.negotiation_target.name>> empty-handed, and our relationship with that city remains unchanged. Which is just as well, Sire, because who would want to have anything to do with a city full of such ungrateful and boorish wretches?
''We have lost 250 parcels of goods!''
<<link "Those fools!" "Annual Divination">><</link>>
<h2>The Request is Granted!</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<set $Stores.cattle -= 10>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
You Majesty, our delegation has returned from <<print $Diplomacy.negotiation_target.name>> and report that the priests of that city received them with great hospitality and solemnity. They received our sacrificial gifts and swore oaths in front of the statue of <<print $Diplomacy.negotiation_target.deity>> that they would offer prayers on our behalf to the deity every day until the third new moon from now reveals itself in the sky.
''We have lost 10 heads of cattle!''
<<link "Very good!" "Annual Divination">><</link>>
<h2>Our Gift Was Disastrously Received!</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<set $Diplomacy.negotiation_target.opinion = -2>>
<<if $Diplomacy.negotiation_target.relationship == 1>>
<<set $Diplomacy.negotiation_target.relationship = 0>>
<<set _alliance_broken = true>>
<</if>>
<<set $Stores.goods -= 250>>
<<set _scribes_lost = 10>>\
<<set _scribes_lost = Math.min(_scribes_lost, $scribes)>>
<<set $scribes -= _scribes_lost>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
Disastrous news, Sire! We have just learned that the entire delegation we sent to the city of <<print $Diplomacy.negotiation_target.name>> has been executed!
Far from receiving our generous gifts with gratitude and appreciation for our good intentions, the officials of <<print $Diplomacy.negotiation_target.name>> treated our envoys with great suspicion and hostility. Then soon after our delegation arrived, some incident or other seems to have convinced <<print $Diplomacy.negotiation_target.name>> that our envoys were in fact spies or saboteurs – completely groundless accusations, obviously! – and so they were swiftly condemned and put to death.
This horrifying breach of propriety and the sacrosanctity of ambassadors cannot go unpunished, Sire! Instead of giving people like this gifts, we should rather consider waging war against them so nothing like this can ever happen again!
Also, they decided to keep our gifts, which is honestly just adding insult to injury, Sire!
''We have lost 250 parcels of goods!''
''We have lost <<print _scribes_lost>> scribes!''
''Their opinion of us is now Hostile (-2)!''
<<if _alliance_broken == true>>''We have broken our alliance with them!''<<else>>\<</if>>
<<link "They will regret this!" "Annual Divination">><</link>>
<h2>Send an Insult</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<if $Diplomacy.negotiation_target.opinion > -2>>
<<set $Diplomacy.negotiation_target.opinion-->>
<<else>>
<<set _opinion_unchanged = true>>
<</if>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
Oh Great King, we have sent a letter to <<print $Diplomacy.negotiation_target.name>> in which we enumerate, carefully and in very great detail, all of the things that are objectively wrong or inferior about their city compared to ours.
They tried to send an insulting letter in reply that made some pathetic pun about the colour of our temple walls and an Akkadian gloss on our city's name in Sumerian, but all our scribes agree that it fell completely flat. This exhange clearly went in our favour, Sire.
<<if _opinion_unchanged == true>>''Their opinion of us remains <<if $Diplomacy.negotiation_target.relationship == 2>>Rebellious <<else>>Hostile<</if>> (-2)!''<<else>>''Their opinion of us is now <<GetCityOpinion $Diplomacy.negotiation_target>>!''<</if>>
<<link "That will teach them… well, something!" "Annual Divination">><</link>>
<h2>War & Diplomacy</h2>\
\
<<UpdateNegotiationTarget>>\
\
Oh Most Merciful King, King Whom Other Kings Call "Father"! We are preparing to send a delegation to <<print $Diplomacy.negotiation_target.name>>, which is currently bound to us in vassalage.
<<CityView $Diplomacy.negotiation_target>>\
Each year in which our vassal's opinion of us is at least Ambiguous (0) or better, we will gain 1 Loyalty Point, or 2 Loyalty Points if their opinion is Devoted (2), which we can spend to change our relationship with the vassal. We currently have ''<<print $Diplomacy.negotiation_target.loyalty_points>> Loyalty Points'' with <<print $Diplomacy.negotiation_target.name>>, Sire.
<<if $Stores.goods >= 250>><<link "Send a small gift (-250 goods, +1 LP)" "Vassal Send Gift">><<set $Diplomacy.vassal_gift = "small">><</link>><<else>>Send a small gift (-250 goods, +1 LP) //Not enough goods!//<</if>>
<<if $Stores.goods >= 1000>><<link "Send a large gift (-1000 goods, +1 LP, +1 opinion)" "Vassal Send Gift">><<set $Diplomacy.vassal_gift = "large">><</link>><<else>>Send a large gift (-1000 goods, +1 LP, +1 opinion) //Not enough goods!//<</if>>
<<if $Diplomacy.negotiation_target.vassal_military == true>><<link "Free them from their obligation to send troops (+1 opinion)" "Vassal Cancel Obligation">><</link>><<else>><<if $Diplomacy.negotiation_target.loyalty_points >= 5>><<link "Oblige them to join our wars (-5 LP, -1 opinion)" "Vassal Impose Obligation">><</link>><<else>>Oblige them to join our wars (-5 LP, -1 opinion) //Not enough Loyalty Points!//<</if>><</if>>
<<if false>><<if $Diplomacy.negotiation_target.marriage == false>><<if $Diplomacy.negotiation_target.loyalty_points >= 3>><<link "Bind their royal house to ours by marriage (-3 LP)" "Vassal Marriage">><</link>><<else>>Bind their royal house to ours by marriage (-3 LP) //Not enough Loyalty Points!//<</if>><br><</if>><</if>>\
Set Annual Tribute
<<if $Diplomacy.negotiation_target.tribute == 0>>No Tribute //<– Current//<<else>><<link "No Tribute" "Vassal Set Tribute">><<set $Diplomacy.negotiation_target.tribute = 0>><</link>><</if>>
<<if $Diplomacy.negotiation_target.tribute > 1>><<set _cost_a = 0>><<else>><<set _cost_a = 2>><</if>>\
<<if $Diplomacy.negotiation_target.tribute == 1>>Small (100 grain, -<<print _cost_a>> LP) //<– Current//<<else>><<if $Diplomacy.negotiation_target.loyalty_points >= 2 || $Diplomacy.negotiation_target.tribute > 1>><<link "Small (100 grain, -<<print _cost_a>> LP)" "Vassal Set Tribute">><<set $Diplomacy.negotiation_target.tribute = 1>><<set $Diplomacy.negotiation_target.loyalty_points -= _cost_a>><</link>><<else>>Small (100 grain, -<<print _cost_a>> LP) //Not enough Loyalty Points!//<</if>><</if>>
<<if $Diplomacy.negotiation_target.tribute > 2>><<set _cost_b = 0>><<else>><<set _cost_b = 4>><</if>>\
<<if $Diplomacy.negotiation_target.tribute == 2>>Medium (5 cattle, 250 grain, -1 opinion, -<<print _cost_b>> LP, -1 LP/year) //<– Current//<<else>><<if $Diplomacy.negotiation_target.loyalty_points >= 4 || $Diplomacy.negotiation_target.tribute > 2>><<link "Medium (5 cattle, 250 grain, -<<print _cost_b>> LP, -1 LP/year)" "Vassal Set Tribute">><<set $Diplomacy.negotiation_target.tribute = 2>><<set $Diplomacy.negotiation_target.loyalty_points -= _cost_b>><</link>><<else>>Medium (5 cattle, 250 grain, -1 opinion, -<<print _cost_b>> LP, -1 LP/year) //Not enough Loyalty Points!//<</if>><</if>>
<<if $Diplomacy.negotiation_target.tribute == 3>>Large (10 cattle, 500 grain, -2 opinion, -6 LP, -2 LP/year) //<– Current//<<else>><<if $Diplomacy.negotiation_target.loyalty_points >= 6>><<link "Large (10 cattle, 500 grain, -6 LP, -2 LP/year)" "Vassal Set Tribute">><<set $Diplomacy.negotiation_target.tribute = 3>><<set $Diplomacy.negotiation_target.loyalty_points -= 6>><</link>><<else>>Large (10 cattle, 500 grain, -2 opinion, -6 LP, -2 LP/year) //Not enough Loyalty Points!//<</if>><</if>>
[[Let us consider other options. (return)|War & Diplomacy]]
<h2>Peace Is Concluded!</h2>\
\
<<silently>>\
<<if $Battle.enemy.name == "Eridu">><<set $Battle.enemy = $Eridu>><</if>>
<<if $Battle.enemy.name == "Kish">><<set $Battle.enemy = $Kish>><</if>>
<<if $Battle.enemy.name == "Lagash">><<set $Battle.enemy = $Lagash>><</if>>
<<if $Battle.enemy.name == "Nippur">><<set $Battle.enemy = $Nippur>><</if>>
<<if $Battle.enemy.name == "Uruk">><<set $Battle.enemy = $Uruk>><</if>>
<<set _victory_text = "">>
<<set _grain_gained = 0>>
<<set _goods_gained = 0>>
<<set _cattle_gained = 0>>
<<if $Battle.demand_grain_0 == true>><<set _grain_gained += 500>><</if>>
<<if $Battle.demand_grain_1 == true>><<set _grain_gained += 500>><</if>>
<<if $Battle.demand_grain_2 == true>><<set _grain_gained += 500>><</if>>
<<if _grain_gained > 0>>
<<set $Stores.grain += _grain_gained>>
<<set _victory_text += "We have gained _grain_gained sacks of grain!\n">>
<</if>>
<<if $Battle.demand_goods_0 == true>><<set _goods_gained += 250>><</if>>
<<if $Battle.demand_goods_1 == true>><<set _goods_gained += 250>><</if>>
<<if $Battle.demand_goods_2 == true>><<set _goods_gained += 250>><</if>>
<<if _goods_gained > 0>>
<<set $Stores.goods += _goods_gained>>
<<set _victory_text += "We have gained _goods_gained parcels of goods!\n">>
<</if>>
<<if $Battle.demand_cattle_0 == true>><<set _cattle_gained += 10>><</if>>
<<if $Battle.demand_cattle_1 == true>><<set _cattle_gained += 10>><</if>>
<<if $Battle.demand_cattle_2 == true>><<set _cattle_gained += 10>><</if>>
<<if _cattle_gained > 0>>
<<set $Stores.cattle += _cattle_gained>>
<<set _victory_text += "We have gained _cattle_gained heads of cattle!\n">>
<</if>>
<<if $Battle.demand_tribute > 0>>
<<set $Battle.enemy.tribute = $Battle.demand_tribute>>
<<switch $Battle.demand_tribute>>
<<case 1>><<set _victory_text += "$Battle.enemy.name will now pay us 100 sacks of grain in annual tribute!\n" >>
<<case 2>><<set _victory_text += "$Battle.enemy.name will now pay us 5 heads of cattle and 250 sacks of grain in annual tribute!\n" >>
<<case 3>><<set _victory_text += "$Battle.enemy.name will now pay us 10 heads of cattle and 500 sacks of grain in annual tribute!\n" >>
<</switch>>
<</if>>
<<if $Battle.demand_temple == true>><<set $Battle.enemy.temple_patron = true>><<set _victory_text += "$Battle.enemy.name will build a magnificent temple to $patron.name!\n">><</if>>
<<if $Battle.demand_temple_dagan == true>><<set $Battle.enemy.temple_dagan = true>><<set _victory_text += "$Battle.enemy.name will build a magnificent temple to Dagan and honour Him!\n">><</if>>
<<if $Battle.demand_vassal == true>><<set $Battle.enemy.relationship = 2>><<set _victory_text += "$Battle.enemy.name will become our vassals! (See the War & Diplomacy screen for vassal interactions.)\n">><</if>>
<<if $Battle.demand_vassal_military == true>><<set $Battle.enemy.vassal_military = true>><<set _victory_text += "We have obliged them to send troops to aid us in our wars!\n">><</if>>
<<if $Battle.demand_vassal_marriage == true>><<set $Battle.enemy.marriage = true>><<set _victory_text += "We have joined our royal house to theirs by marriage!\n">><</if>>
<<if $Battle.enemy_type == "citystate" && $Battle.enemy.opinion != -2>><<set $Battle.enemy.opinion = -2>><<set _victory_text += "$Battle.enemy.name is now Hostile (-2) to us!\n">><</if>>
<<if $Battle.enemy_type == "citystate" && $Battle.enemy.relationship == 1 && $Battle.demand_vassal == false>><<set $Battle.enemy.relationship = 0>><<set _victory_text += "Obviously, $Battle.enemy.name has ended their alliance with us after this!\n">><</if>>
/* If we have already had an event this year, go to Year End, else go to the Divination */
<<if $event_psg == "">>
<<set _psg = "Annual Divination">>
<<else>>
<<set _psg = "Year End">>
<</if>>
<</silently>>\
\
Oh All-Conquering and Triumphant King, King Whose Chariot-Horses Trample the Enemy! We have successfully concluded a treaty with our former enemies, <<if $Battle.enemy_type == "citystate">>the city state of <<print $Battle.enemy.name>>, and peace has now been restored. These are the terms of the treaty:<</if>>
''<<print _victory_text>>''
<<link "So be it." _psg>><<ResetBattleVariables>><</link>>
<h2>Peace Is Concluded!</h2>\
\
<<silently>>\
<<if $Battle.enemy.name == "Eridu">><<set $Battle.enemy = $Eridu>><</if>>
<<if $Battle.enemy.name == "Kish">><<set $Battle.enemy = $Kish>><</if>>
<<if $Battle.enemy.name == "Lagash">><<set $Battle.enemy = $Lagash>><</if>>
<<if $Battle.enemy.name == "Nippur">><<set $Battle.enemy = $Nippur>><</if>>
<<if $Battle.enemy.name == "Uruk">><<set $Battle.enemy = $Uruk>><</if>>
<<set _victory_text = "">>
<<set _grain_lost = 0>>
<<set _goods_lost = 0>>
<<set _cattle_lost = 0>>
<<if $Battle.demand_grain_0 == true>><<set _grain_lost += 500>><</if>>
<<if $Battle.demand_grain_1 == true>><<set _grain_lost += 500>><</if>>
<<if $Battle.demand_grain_2 == true>><<set _grain_lost += 500>><</if>>
<<if _grain_lost > 0>>
<<set $Stores.grain -= _grain_lost>>
<<set _victory_text += "We have lost _grain_lost sacks of grain!\n">>
<</if>>
<<if $Battle.demand_goods_0 == true>><<set _goods_lost += 250>><</if>>
<<if $Battle.demand_goods_1 == true>><<set _goods_lost += 250>><</if>>
<<if $Battle.demand_goods_2 == true>><<set _goods_lost += 250>><</if>>
<<if _goods_lost > 0>>
<<set $Stores.goods -= _goods_lost>>
<<set _victory_text += "We have lost _goods_lost parcels of goods!\n">>
<</if>>
<<if $Battle.demand_cattle_0 == true>><<set _cattle_lost += 10>><</if>>
<<if $Battle.demand_cattle_1 == true>><<set _cattle_lost += 10>><</if>>
<<if $Battle.demand_cattle_2 == true>><<set _cattle_lost += 10>><</if>>
<<if _cattle_lost > 0>>
<<set $Stores.cattle -= _cattle_lost>>
<<set _victory_text += "We have lost _cattle_lost heads of cattle!\n">>
<</if>>
<<if $Battle.demand_tribute < 0>>
<<set $Battle.enemy.tribute = $Battle.demand_tribute>>
<<switch $Battle.demand_tribute>>
<<case -1>><<set _victory_text += "We will now pay $Battle.enemy.name 100 sacks of grain in annual tribute!\n" >>
<<case -2>><<set _victory_text += "We will now pay $Battle.enemy.name 5 heads of cattle and 250 sacks of grain in annual tribute!\n" >>
<<case -3>><<set _victory_text += "We will now pay $Battle.enemy.name 10 heads of cattle and 500 sacks of grain in annual tribute!\n" >>
<</switch>>
<</if>>
<<if $Battle.demand_temple == true>><<set $Battle.enemy.temple_patron = true>><<set _victory_text += "We will build a temple to $Battle.enemy.deity, the patron deity of $Battle.enemy.name, and sacrifice 5 heads of cattle annually!\n">><</if>>
<<if $Battle.demand_vassal == true>><<set $Battle.enemy.relationship = 2>><<set _victory_text += "We will become a vassal of $Battle.enemy.name! (See the War & Diplomacy screen for suzerain interactions.)\n">><</if>>
<<if $Battle.enemy_type == "citystate" && $Battle.enemy.opinion != -2>><<set $Battle.enemy.opinion = -2>><<set _victory_text += "$Battle.enemy.name is now Hostile (-2) to us!\n">><</if>>
<<if $Battle.enemy_type == "citystate" && $Battle.enemy.relationship == 1 && $Battle.demand_vassal == false>><<set $Battle.enemy.relationship = 0>><<set _victory_text += "Obviously, $Battle.enemy.name has ended their alliance with us after this!\n">><</if>>
/* If we have already had an event this year, go to Year End, else go to the Divination */
<<if $event_psg == "">>
<<set _psg = "Annual Divination">>
<<else>>
<<set _psg = "Year End">>
<</if>>
<</silently>>\
\
Oh Great King, King Who Works Tirelessly to Safeguard the People! We have successfully concluded a treaty with our former enemies, <<if $Battle.enemy_type == "citystate">>the city state of <<print $Battle.enemy.name>>, and peace has now been restored. These are the terms of the treaty:<</if>>
''<<print _victory_text>>''
<<link "So be it." _psg>><<ResetBattleVariables>><</link>>
<img src="images/knab_babylon.png" width="1000">
<h2>All Hail the King of Kings</h2>\
<<set $phase to "Victory">>\
<<set $gods_mood to "Appeased by our victory">>\
\
Oh Great King, Mighty King, King of Kings, King of Kish, King of Sumer and Akkad, King of the Four Corners of the World!
As of today, as the last city along the river submits to our rule and agrees to honour Dagan in their temples, Your Great Majesty no longer rules a mere city state, but an empire the power and magnificence of which will shine throughout the known world. All other kings will call Your Great Majesty "Father" and send us tribute and offer sacrifices for your health and long reign. The annual sacrifices and the future of the world are finally assured, Sire!
This kingship having been bestowed upon Your Great Majesty by the will and benevolence of the god Dagan, your name and accomplishments will surely be remembered throughout all future ages of the world. Ours is truly an empire that – unlike all other past empires – will stand the test of time! We salute you, Sire!
<<EndTally>>
''All the world (or at least the parts that matter) have been united under your leadership!''
''We have forged an empire that will surely last forever!''
''Nothing bad will ever happen again!''
[[All Hail the King of Kings! (Victory)|End Passage]]
<img src="images/relief_shalmanser_throne.jpg" width="700">
<h2>End Matter</h2>\
\
Thank you for playing KEEP SACRIFICING OR THE WORLD IS GOING TO END!
This game is a production of Stark Raving Sane Games. (That's basically me, Andreas Kjeldsen. Hello!) It was written in <a href="http://www.twinery.org" target="_blank">Twine</a> using the <a href="https://www.motoslave.net/sugarcube/2/" target="_blank">SugarCube 2</a> format. Version 1.0 was released on May 1st, 2024.
If you enjoyed this game and would like to see what else I'm working on, you can check out my website:
<a href="https://www.starkravingsanegames.com" target="_blank">Stark Raving Sane Games</a>
You can also subscribe to my newsletter, which you definitely should:
<a href="https://www.starkravingsanegames.com/newsletter.html" target="_blank">The Stark Raving Sane Newsletter</a>
Finally, you can follow me on any (or indeed all) of these social media platforms, only some of which are owned by weird billionaires:
<a href="https://mastodon.gamedev.place/@VerySRSGames" target="_blank">Mastodon</a>
<a href="https://verysrsgames.bsky.social" target="_blank">Bluesky</a>
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<a href="https://www.instagram.com/starkravingsanegames" target="_blank">Instagram</a>
If you'd like to start a new game, click the "Restart" button in the menu to the left.
Otherwise, thank you for the privilege of your time!
<h2>Buying Grain</h2>\
\
Goods news, Sire! Our merchants have returned with <<print $trade_grain_to_buy>> sacks of fine grain, which have been stored in our granaries. Surely this will contribute greatly to our prosperity!
<<link "Very good. (Proceed)" "Annual Divination">><</link>>
<h2>Buying Goods</h2>\
\
Goods news, Sire! Our merchants have returned with <<print $trade_goods_to_buy>> parcels of goods, which have been added to our stores. Surely this will contribute greatly to our prosperity!
<<link "Very good. (Proceed)" "Annual Divination">><</link>>
<h2>Buying Cattle</h2>\
\
Goods news, Sire! Our merchants have returned with <<print $trade_cattle_to_buy>> healthy animals, which have been added to our herds. Surely this will contribute greatly to our prosperity!
<<link "Very good. (Proceed)" "Annual Divination">><</link>>
/* == Battle Resolution == */
<<widget BattleResolution>>\
<<silently>>\
<<set _our_forces = $soldiers + $Battle.support_troops>>
<<set _total = $Battle.enemies_number + _our_forces>>
<<set _our_win_chance = _our_forces / _total>>
<<set _enemy_win_chance = $Battle.enemies_number / _total>>
<<set _battle_roll = randomFloat(1)>>
/* Strategy: 0 - aggressive, 1 - defensive, 2 - indirect */
<<switch $Battle.commander_personality>>
<<case "cautious">><<set _enemy_tactic = either(0, 0, 1, 1, 1, 2)>>
<<case "impetuous">><<set _enemy_tactic = either(0, 0, 0, 0, 0, 2)>>
<<case "calculating">><<set _enemy_tactic = either(0, 0, 1, 1, 2, 2, 2, 2)>>
<<case "cowardly">><<set _enemy_tactic = 1>>
<<case "determined">><<set _enemy_tactic = either(0, 0, 1, 2, 2)>>
<<default>><<set _enemy_tactic = either(0, 1, 2)>>
<</switch>>
<<if $Battle.strategy == 0>>
<<if _enemy_tactic == 1>><<set _battle_roll -= 0.1>><</if>>
<<if _enemy_tactic == 2>><<set _battle_roll += 0.1>><</if>>
<</if>>
<<if $Battle.strategy == 1>>
<<if _enemy_tactic == 2>><<set _battle_roll -= 0.1>><</if>>
<<if _enemy_tactic == 0>><<set _battle_roll += 0.1>><</if>>
<</if>>
<<if $Battle.strategy == 2>>
<<if _enemy_tactic == 0>><<set _battle_roll -= 0.1>><</if>>
<<if _enemy_tactic == 1>><<set _battle_roll += 0.1>><</if>>
<</if>>
<<if $patron.name == "Dagan">><<set _battle_roll += 0.1>><</if>>
/* Battle roll can't go above 1 or below 0 */
<<set _battle_roll = Math.clamp(_battle_roll, 0, 1)>>
<<set $Battle.roll = _battle_roll>>
/* Victory for us */
<<if _battle_roll <= _our_win_chance>>
<<set $Battle.outcome to "Victory">>
<<if _battle_roll < 0.15>>
<<set $Battle.outcome_desc to "Crushing Victory">>
<<set $Battle.victory_points = 9>>
<<elseif _battle_roll < 0.4>>
<<set $Battle.outcome_desc to "Victory">>
<<set $Battle.victory_points = 6>>
<<else>>
<<set $Battle.outcome_desc to "Narrow Victory">>
<<set $Battle.victory_points = 3>>
<</if>>
/* Enemy losses are higher the better (lower) our battle roll was */
/* Also neither side can take more losses than twice the number of enemies, just for sanity */
/* Also also the winning side will take at least 10-15% losses, also just for sanity
<<set $Battle.ownlosses = Math.min(Math.round(($soldiers * (_battle_roll / _our_win_chance)) / 5), $Battle.enemies_number * 2)>>
<<set $Battle.ownlosses = Math.max($Battle.ownlosses, Math.round($soldiers * randomFloat(0.1, 0.15)))>>
<<set $Battle.enemylosses = Math.min(Math.round($Battle.enemies_number * ( (1 - (_battle_roll / _our_win_chance) ) / 2) ), _our_forces * 2) >>
<<else>> /* Defeat for us */
<<set $Battle.outcome to "Defeat">>
/* Reverse the battle roll */
<<set _battle_roll = 1 - _battle_roll>>
<<if _battle_roll < 0.15>>
<<set $Battle.outcome_desc to "Crushing Defeat">>
<<set $Battle.victory_points = 9>>
<<elseif _battle_roll < 0.4>>
<<set $Battle.outcome_desc to "Defeat">>
<<set $Battle.victory_points = 6>>
<<else>>
<<set $Battle.outcome_desc to "Narrow Defeat">>
<<set $Battle.victory_points = 3>>
<</if>>
<<set $Battle.enemylosses = Math.min(Math.round(($Battle.enemies_number * (_battle_roll / _enemy_win_chance)) / 5), _our_forces * 2)>>
<<set $Battle.enemylosses = Math.max($Battle.enemylosses, Math.round($Battle.enemies_number * randomFloat(0.1, 0.15)))>>
<<set $Battle.ownlosses = Math.min(Math.round($soldiers * ( (1 - (_battle_roll / _enemy_win_chance) ) / 2) ), $Battle.enemies_number * 2) >>
<</if>>
<<set $soldiers -= $Battle.ownlosses>>
<<set $phase to "Battle Aftermath">>
<<set $battle_losses += ($Battle.ownlosses + $Battle.enemylosses)>>
<<set $phase to "After the Battle">>\
<</silently>>\
<</widget>>\
/* == Reset Battle Variables == */
<<widget ResetBattleVariables>>
<<set $Battle.enemy_type = "">>
<<set $Battle.enemy = "">>
<<set $Battle.enemies_number = "">>
<<set $Battle.enemies_desc = "">>
<<set $Battle.message = "">>
<<set $Battle.commander = "">>
<<set $Battle.commander_personality = "">>
<<set $Battle.attacking to false>>
<<set $Battle.victory_points = 0>>
<<set $Battle.demand_grain_0 = false>>
<<set $Battle.demand_grain_1 = false>>
<<set $Battle.demand_grain_2 = false>>
<<set $Battle.demand_goods_0 = false>>
<<set $Battle.demand_goods_1 = false>>
<<set $Battle.demand_goods_2 = false>>
<<set $Battle.demand_cattle_0 = false>>
<<set $Battle.demand_cattle_1 = false>>
<<set $Battle.demand_cattle_2 = false>>
<<set $Battle.demand_tribute = 0>>
<<set $Battle.demand_temple = false>>
<<set $Battle.demand_temple_dagan = false>>
<<set $Battle.demand_vassal = false>>
<</widget>>
<h2>Break Alliance</h2>\
\
<<set _new_opinion = $Diplomacy.negotiation_target.opinion - 1>>\
<<CityView $Diplomacy.negotiation_target>>\
Most Terrifying King, we are preparing to inform the rulers of <<print $Diplomacy.negotiation_target.name>> that we are terminating our alliance with their unworthy city.
<<if $Diplomacy.negotiation_target.opinion == -2>>Since they are already Hostile (-2) to us, this would have no further effect on their opinion of us.<<else>>We expect this will reduce their opinion of us to the point where they would be <<GetCityOpinionTerm _new_opinion>> towards us.<</if>>
Shall we proceed, Sire?
[[Yes, send the letter at once!|Alliance Broken]]
[[Let us consider other options. (return)|War & Diplomacy]]
<h2>Break Alliance</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<BreakAlliance $Diplomacy.negotiation_target>>
<<if $Diplomacy.negotiation_target.opinion > -2>>
<<set $Diplomacy.negotiation_target.opinion-->>
<<else>>
<<set _opinion_unchanged = true>>
<</if>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
\
Your Majesty, at your command we have informed <<print $Diplomacy.negotiation_target.name>> that our alliance has come to an end. They have replied with a letter in which they say that they never really wanted to be allied with our "worthless city" anyway, and that they were just about to break the alliance themselves if we hadn't done it first.
Clearly we are better off without these people, Sire!
<<link "So be it." "Annual Divination">><</link>>
<img src="images/relief_tablet_shamash.jpg" width="500">
<h2>A New God!</h2>\
\
<<if $event_tracker == 0>>\
<<set $Story.event_new_star = 3>>\
<<set $patron.name = "Dagan">>\
<<set $event_tracker = 1>>\
<</if>>\
\
Oh Great King, King Who Commands the Entire People! After careful deliberations, the palace has issued a royal decree, which solemnly elevates the recently-revealed deity to the position as patron deity of our city!
Unfortunately, this caused a bit of a kerfuffle at the temple as the followers of the new god, uh, //gently suggested// to their most vocal opponents that they would be better off taking up residence elsewhere. There were a few… incidents, and the temple guards had to intervene again, but eventually the last holdouts were… convinced and everything is quiet within the walls of the temple once again. (Also, apparently we have a new high priest.) The remaining priests assure us that everything is already back to normal again, so it's probably nothing to worry about, Sire.
Following this… internal restructuring of the priesthood, the priests immediately proceeded to offer sacrifices to the new god and to invoke His (they are now quite certain that it is His) protection and support of our city. Furthermore, they are delighted to report that further divinations have revealed more about the identity of our new patron god! They have learned that His name is "Dagan", and that He originates in the barbaric lands far to the northwest, along the very upper reaches of the Holy River. Although clearly the people in those parts can not have worshipped Him appropriately, considering how He has now left those parts and travelled down the River to our part of the world. He has made a wise choice coming to our beautiful city instead!
Enlightened by this new knowledge, the priesthood has already requested that the best craftsmen in the city produce a luxurious new statue of Dagan, which once completed will be ceremoniously installed in the main hall of the temple where He can be properly worshipped.
To make room, the statue of Nabu has been relocated from the main hall to a… less prominent, but still highly respectable place elsewhere in the temple complex. The priests have assured us that he will be very comfortable there.
Now we can only wait and see what the future will bring, Sire.
''Dagan is now the patron god of our city!''
<<link "I have a great feeling about this! (Continue.)" "Year End">><</link>>
<<set $year_name = "The Year In Which Dagan Entered the Temple">>
<img src="images/relief_tablet_shamash.jpg" width="500">
<h2>A New God!</h2>\
\
Oh Great King, King Who Follows in the Footsteps of the Ancestors! After careful deliberations, the palace has issued a royal decree that soundly rejects any notion of replacing our beloved <<print $patron.name>> as the patron deity of our city.
This should put an end to all this talk of stars and new gods for good, Sire.
<<link "Good. (Continue.)" "Year End">><</link>>
<img src="images/relief_tablet_shamash.jpg" width="500">
<h2>Our Divine Destiny Is Revealed!</h2>\
\
<<set $Story.event_new_star = 4>>\
\
Oh Great King, Incomparable King, Majestic King Who Is Destined to Rule the Four Corners of the World! Recently, our diviners have observed numerous signs and omens of a character quite unlike anything observed before, either in living memory or recorded in our archives!
Whole flocks of sacred birds were seen flying over the Holy River Euphrates in the direction of the sea! A sacrificial lamb was recently found to have a liver coloured in gold and royal purple and of a very unusual shape not matching any found in the ancient records! And just this morning, a triple rainbow was observed in a westerly direction just after sunrise!
Sire, our priests and diviners all agree that these portents can only have one possible interpretation: It is the will of Dagan, whom we recently elevated as our new patron deity, that our city – under Your Majesty's gracious rulership, of course – should unite all the cities of this land into one empire blessed by Dagan, the God Who Establishes All Kingship.
If we were to found such an empire under our enlightened leadership, Sire, there would be no shortage of cattle, and we could finally assure that the sacrifices would be performed regularly and in the correct manner.
Unfortunately, it may require some amount of coercion for the other cities to see the wisdom of this revelation, but such is the price of greatness, Sire.
''We can now demand that other cities join our empire during peace talks!''
<<link "We have truly been blessed! (Continue.)" "Year End">><</link>>
<img src="images/martin_nineveh.jpg" width="1000">
<<set $phase to "Unconditional surrender">>\
<h2>We Have Surrendered in Disgrace!</h2>\
\
Oh Great King, not only have we been utterly defeated by our enemies, but we are also unable to pay enough concessions to conclude an honourable peace treaty! As we are forced to unconditionally surrender to the enemy, their victorious troops enter our beautiful city to plunder it and carry away its monuments and treasures to display in their own temples.
Afterwards your subjects, fed up with your leadership, throw you out of the city and install a different dynasty in the royal palace. So it goes.
Sire, your reign over <<print $city_name>> has come to an end. We can only hope that your successors will be just as pious and dilligent as you have been with the annual sacrifices.
<<EndTally>>
''Your subjects threw you out of the city!''
[[Oh no. (Defeat)|End Passage]]
/* == Update Diplomacy Array == */
<<widget UpdateDiplomacyArray>>\
<<silently>>\
<<set $Diplomacy.cities to []>>
<<run $Diplomacy.cities.push($Eridu)>>
<<run $Diplomacy.cities.push($Kish)>>
<<run $Diplomacy.cities.push($Lagash)>>
<<run $Diplomacy.cities.push($Nippur)>>
<<run $Diplomacy.cities.push($Uruk)>>
<</silently>>\
<</widget>>\
/* == Update Negotiation Target == */
<<widget UpdateNegotiationTarget>>\
<<silently>>\
<<if $Diplomacy.negotiation_target.name == "Eridu">><<set $Diplomacy.negotiation_target = $Eridu>><</if>>
<<if $Diplomacy.negotiation_target.name == "Kish">><<set $Diplomacy.negotiation_target = $Kish>><</if>>
<<if $Diplomacy.negotiation_target.name == "Lagash">><<set $Diplomacy.negotiation_target = $Lagash>><</if>>
<<if $Diplomacy.negotiation_target.name == "Nippur">><<set $Diplomacy.negotiation_target = $Nippur>><</if>>
<<if $Diplomacy.negotiation_target.name == "Uruk">><<set $Diplomacy.negotiation_target = $Uruk>><</if>>
<</silently>>\
<</widget>>\
/* == City Views == */
<<widget CityView>>\
''<<print _args[0].name>>, <<print _args[0].epithet>>''
Their Opinion: <<GetCityOpinion _args[0]>>
Our Relationship: <<GetCityRelationship _args[0]>> <<if _args[0].relationship == 1 && _args[0].opinion < 1>>//An ally with opinion Neutral (0) or lower may break the alliance!//<</if>> <<if _args[0].relationship == 2 && _args[0].opinion == -2>>//A Rebellious (-2) vassal will do everything they can to break free!//<</if>>
Prosperity: <<GetCityProsperity _args[0]>>
Military: <<print _args[0].soldiers>> soldiers
Patron Deity: <<print _args[0].deity>>
<<GetCityTribute _args[0].tribute>>\
<<if _args[0].temple_patron && $patron.name != "Dagan">>- They have built a temple to <<print $patron.name>><br><</if>>\
<<if _args[0].temple_dagan>>- They have built a temple to Dagan and honour Him<br><</if>>\
<<if _args[0].marriage>>- Our royal houses are related by marriage<br><</if>>\
<<if _args[0].vassal_military>>- They are obliged to join our wars<br><</if>>\
<</widget>>\
<<widget CityViewDiplomatic>>\
<<CityView _args[0]>>\
<<if _args[0].relationship == -1>><<link "Suzerain Relations" "Suzerain Relations">><<set $Diplomacy.negotiation_target = _args[0]>><</link>><<elseif _args[0].relationship == 2>><<link "Vassal Relations" "Vassal Relations">><<set $Diplomacy.negotiation_target = _args[0]>><</link>><<else>><<if _args[0].relationship == 1>><<link "Break Alliance" "Break Alliance">><<set $Diplomacy.negotiation_target = _args[0]>><</link>><<else>><<link "Declare War" "Declare War">><<set $Diplomacy.war_target = _args[0]>><</link>> – <<link "Offer Alliance" "Offer Alliance">><<set $Diplomacy.negotiation_target = _args[0]>><</link>><</if>>
<<link "Send a Gift" "Send Gift">><<set $Diplomacy.negotiation_target = _args[0]>><</link>> – <<link "Send an Insult" "Send Insult">><<set $Diplomacy.negotiation_target = _args[0]>><</link>>
<<link "Request the Intercession of Their Patron Deity" "Request Intercession">><<set $Diplomacy.negotiation_target = _args[0]>><</link>><</if>>
<</widget>>\
/* == Get City Stats == */
<<widget GetCityOpinion>><<if _args[0].relationship == 2>><<switch _args[0].opinion>><<case -2>>Rebellious (-2)<<case -1>>Disloyal (-1)<<case 0>>Ambiguous (0)<<case 1>>Loyal (1)<<case 2>>Devoted (2)<</switch>><<else>><<switch _args[0].opinion>><<case -2>>Hostile (-2)<<case -1>>Unfriendly (-1)<<case 0>>Neutral (0)<<case 1>>Favourable (1)<<case 2>>Friendly (2)<</switch>><</if>><</widget>>
<<widget GetCityOpinionTerm>><<switch _args[0]>><<case -2>>Hostile (-2)<<case -1>>Unfriendly (-1)<<case 0>>Neutral (0)<<case 1>>Favourable (1)<<case 2>>Friendly (2)<</switch>><</widget>>
<<widget GetCityOpinionTermVassal>><<switch _args[0]>><<case -2>>Rebellious (-2)<<case -1>>Disloyal (-1)<<case 0>>Ambiguous (0)<<case 1>>Loyal (1)<<case 2>>Devoted (2)<</switch>><</widget>>
<<widget GetCityRelationship>><<switch _args[0].relationship>><<case -1>>Our suzerain (-1)<<case 0>>None (0)<<case 1>>Our allies (1)<<case 2>>Our vassal (2)<</switch>><</widget>>
<<widget GetCityProsperity>><<switch _args[0].prosperity>><<case -2>>Impoverished (-2)<<case -1>>Struggling (-1)<<case 0>>Normal (0)<<case 1>>Improving (1)<<case 2>>Thriving (2)<</switch>><</widget>>
/* == Get City Tribute == */
<<widget GetCityTribute>><<if _args[0] != 0>>Tribute: <<if _args[0] > 0 >>They pay us <<else>>We pay them <</if>><<switch Math.abs(_args[0])>><<case 1>>100 sacks of grain<<case 2>>5 heads of cattle and 250 sacks of grain<<case 3>>10 heads of cattle and 500 sacks of grain<</switch>> annually<br> <</if>><</widget>>
/* == Get City Tribute Desc == */
<<widget GetCityTributeDesc>><<if _args[0] == 0>>No tribute <<else>><<switch Math.abs(_args[0])>><<case 1>>Small<<case 2>>Medium<<case 3>>High<</switch>><</if>><</widget>>
/* == Call Ally == */
<<widget CallAlly>>
<<silently>>\
<<switch _args[0].opinion>>
<<case -2>><<set _call_chance = 10>><<set _break_chance = 75>>
<<case -1>><<set _call_chance = 20>><<set _break_chance = 50>>
<<case 0>><<set _call_chance = 50>><<set _break_chance = 25>>
<<case 1>><<set _call_chance = 75>><<set _break_chance = 10>>
<<case 2>><<set _call_chance = 90>><<set _break_chance = 0>>
<</switch>>
<<set _die_roll_call = random(99)>>
<<set _die_roll_break = random(99)>>
<</silently>>\
<<if _die_roll < _call_chance>>Our ally is sending troops! <<set $Battle.support_troops += 250>><<elseif _die_roll_break < _break_chance>>Our ally refused and has renounced our treaty, Sire!<<set _args[0].relationship = 0>><<else>>Our ally has refused our call, Sire!<</if>><</widget>>\
/* == Break Alliance == */
<<widget BreakAlliance>>\
<<silently>>\
<<switch _args[0].name>>
<<case "Eridu">><<set $Eridu.relationship = 0>>
<<case "Kish">><<set $Kish.relationship = 0>>
<<case "Lagash">><<set $Lagash.relationship = 0>>
<<case "Nippur">><<set $Nippur.relationship = 0>>
<<case "Uruk">><<set $Uruk.relationship = 0>>
<</switch>>
<</silently>>\
<</widget>>\
<h2>Demanding Tribute</h2>\
\
Oh Great King, in Your Majesty's boundless wisdom, we have decided to impose a new tribute on our vassal city of <<print $Diplomacy.negotiation_target.name>>. The rulers of that city may not appreciate this, but they will surely come to accept it in time.
''<<print $Diplomacy.negotiation_target.name>> will now pay us a tribute of <<switch $Diplomacy.negotiation_target.tribute>><<case 1>>100 sacks of grain<<case 2>>5 heads of cattle and 250 sacks of grain<<case 3>>10 heads of cattle and 500 sacks of grain<</switch>> annually!''
<<if $Diplomacy.negotiation_target.tribute > 1>>''This will cost us <<print $Diplomacy.negotiation_target.tribute - 1>> Loyalty Points each year!''<br><</if>>\
<<link "Very good!" "Annual Divination">><</link>>
<h2>Demanding Tribute</h2>\
\
<<silently>>\
<<UpdateNegotiationTarget>>
<<if $Diplomacy.vassal_gift == "small">>
<<set _goods = 250>>
<<set _opinion = 0>>
<<else>>
<<set _goods = 1000>>
<<if $Diplomacy.negotiation_target.opinion == 2>>
<<set _opinion = 0>>
<<else>>
<<set _opinion = 1>>
<<set _new_opinion = $Diplomacy.negotiation_target.opinion + 1>>
<</if>>
<</if>>
<</silently>>\
\
Oh Magnanimous King, King Whose Generosity Flows Like A Mighty River! In order to demonstrate the love we have for our vassal city of <<print $Diplomacy.negotiation_target.name>>, like a good father loves his son, we may want to send them a generous gift.
<<CityView $Diplomacy.negotiation_target>>\
Sire, we are preparing to send a <<if $Diplomacy.vassal_gift == "small">>small gift of 250 parcels of goods to our vassal city of <<print $Diplomacy.negotiation_target.name>>. We expect that this gesture will earn us ''1 Loyalty Point'' with them.<<else>>large gift of 1000 parcels of goods to our vassal city of <<print $Diplomacy.negotiation_target.name>>. We expect that this gesture will earn us ''1 Loyalty Point'' with them<<if $Diplomacy.negotiation_target.opinion == 2>>. Since they are already Devoted (2) to us, it will have no effect on their opinion.<<else>>, and also increase their opinion of us to the point where they would be <<GetCityOpinionTermVassal _new_opinion>>.<</if>><</if>>
Shall we proceed, Sire?
<<link "Make it so!" "Annual Divination">><<set $Stores.goods -= _goods>><<set $Diplomacy.negotiation_target.opinion += _opinion>><<set $Diplomacy.negotiation_target.loyalty_points++>><</link>>
<<link "No, let us reconsider." "Vassal Relations">><</link>>
<h2>Demanding Military Support</h2>\
\
<<UpdateNegotiationTarget>>\
<<set _new_opinion = $Diplomacy.negotiation_target.opinion - 1>>\
\
Oh Most Warlike King, King At Whose Approach the Enemy Trembles! We can demand that our vassal city of <<print $Diplomacy.negotiation_target.name>> send troops to support us in our future wars, which is only right and proper for a vassal city to do, and which we have only refrained from demanding until now out of an excess of benevolence.
<<if $Diplomacy.negotiation_target.opinion == -2>>This will probably anger the rulers of <<print $Diplomacy.negotiation_target.name>> considerably, but since they are already Rebellious (-2) to us, it will make no difference.<<else>>The fact that this demand would probably hurt our relations with <<print $Diplomacy.negotiation_target.name>>, to the point where they would be <<GetCityOpinionTermVassal _new_opinion>>, is only further proof of how misguided these people are.<</if>>
<<link "Make it so!" "Vassal Obligation Imposed">><</link>>
<<link "No, let us reconsider." "Vassal Relations">><</link>>
<h2>Releasing Our Vassal From Their Obligations</h2>\
\
<<silently>>\
<<UpdateNegotiationTarget>>\
<<set _new_opinion = $Diplomacy.negotiation_target.opinion + 1>>\
<</silently>>\
\
Oh Most Benevolent King, King Whose Magnanimity Is Without Limit! Our vassal city of <<print $Diplomacy.negotiation_target.name>> is currently obliged to send troops to support us in our wars against our enemies, as is very right and proper for a vassal city to do.
However, should we decide – out of our boundless generosity – to release our vassal from this obligation, it would probably improve their opinion of us. And it would honestly not be a great loss to us, Sire, since they are not very good troops anyway.
<<if $Diplomacy.negotiation_target.opinion == 2>>Since they are already Devoted (2) to us, this would have no effect on their opinion.<<else>>This will increase their opinion of us to the point where they would be <<GetCityOpinionTermVassal _new_opinion>> towards us.<</if>>
<<link "Make it so!" "Vassal Obligation Cancelled">><</link>>
<<link "No, let us reconsider." "Vassal Relations">><</link>>
<h2>Releasing Our Vassal From Their Obligations</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<set _opinion_unchanged = false>>
<<if $Diplomacy.negotiation_target.opinion < 2>>
<<set $Diplomacy.negotiation_target.opinion++>>
<<else>>
<<set _opinion_unchanged = true>>
<</if>>
<<set $Diplomacy.negotiation_target.vassal_military = false>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
Sire, we have officially informed the city of <<print $Diplomacy.negotiation_target.name>> that we have no further need of their troops for the moment, an announcement which apparently caused no small amount of celebration both in their royal palace and in the city streets. One would think they would be grateful for the chance we have given them to participate in our great victories, but then again they are not known to be a martial people like we are.
''<<print $Diplomacy.negotiation_target.name>> will no longer send troops to our wars!''
<<if _opinion_unchanged == true>>''Their opinion of us remains Devoted (2)!''<<else>>''Their opinion of us is now <<GetCityOpinion $Diplomacy.negotiation_target>>!''<</if>>
<<link "We didn't need those troops anyway." "Annual Divination">><</link>>
<h2>Demanding Military Support</h2>\
\
<<silently>>\
<<if $diplomacy_tracker == 0>>
<<UpdateNegotiationTarget>>
<<if $Diplomacy.negotiation_target.opinion > -2>>
<<set $Diplomacy.negotiation_target.opinion-->>
<<else>>
<<set _opinion_unchanged = true>>
<</if>>
<<set $diplomacy_tracker = 1>>
<</if>>
<</silently>>\
\
Sire, our announcement to the city of <<print $Diplomacy.negotiation_target.name>> that we expect them to support us in our future wars, as is right and proper for a vassal city to do, has apparently caused no small amount of consternation in that city. This is most surprising, as one should think they would be honoured to send the sons of their city to die for the sake of our glorious military victories.
Either way, they are hardly in any position to refuse the obligation, Sire, although they may drag their feet with the support if their opinion of us reaches too low a level.
''<<print $Diplomacy.negotiation_target.name>> will now join our wars as long as their opinion of us is at least Ambiguous (0)!''
<<if _opinion_unchanged == true>>''Their opinion of us remains Rebellious (-2)!''<<else>>''Their opinion of us is now <<GetCityOpinion $Diplomacy.negotiation_target>>!''<</if>>
<<link "Very good." "Annual Divination">><</link>>
<h2>A Marriage Proposal!</h2>\
\
Oh Great King, we have just learned that the king of <<print $Diplomacy.negotiation_target.name>> has ''rejected'' our counter-proposal to use this opportunity to join not just our royal families, but also our cities together in a grand alliance. Apparently they are not yet ready to tie the fortunes of their humble city together with ours.
We can still decide to accept the marriage proposal, or we can just call the whole thing off if you so prefer, Sire.
<<if $Stores.goods >= 250>>[[Very well, we accept the proposal anyway. (-250 goods)|Event 17: Marriage Accept]]<<else>>Very well, we accept the proposal anyway. (-250 goods) //(Too few goods!)//<</if>>
[[How dare they? We refuse!|Event 17: Marriage Refuse]]
<h2>A Marriage Proposal!</h2>\
\
<<UpdateNegotiationTarget>>\
<<set $Diplomacy.negotiation_target.marriage = true>>\
<<set $Diplomacy.negotiation_target.relationship = 1>>\
<<set $Stores.goods -= 250>>\
\
Oh Great King, with both parties in agreement, this marriage can now proceed! The ancient record tablet describing the proper marriage rituals have been consulted, sumptuous presents exchanged, the bride and groom clad in their marriage robes, and with magnificent processions and luxurious banquets to celebrate the occasion, the royal houses of our two cities are now bound closer together not just through this happy union of matrimony, but also the new alliance which we have established. May this new relationship endure forever!
(Although we still think they are wicked people, of course.)
''We are now allied with <<print $Diplomacy.negotiation_target.name>>!''
''We are now related by marriage to the royal house of <<print $Diplomacy.negotiation_target.name>>!''
<<link "Congratulations to the happy couple!" "Year End">><</link>>
/* == Select Event == */
<<widget SelectEvent>>\
<<silently>>\
<<UpdateDiplomacyArray>>
<!-- Remove contingent events -->
<<run $Events.delete("Event 7: Insult")>>
<<run $Events.delete("Event 12: Alliance Proposal")>>
<<run $Events.delete("Event 14: War Declared")>>
<<run $Events.delete("Event 16: Ally Goes to War")>>
<<run $Events.delete("Event 17: Marriage Proposal")>>
<!-- If we haven't had Event 24 yet, add another instance -->
<<if $Story.event_new_star == -1>>
<<run $Events.push("Event 24: New Star")>>
<</if>>
<!-- Check cities array to see if we have a valid (non-friendly, non-vassal, non-allied) city for Events 7 and 14 -->
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i].opinion != 2 and $Diplomacy.cities[_i].relationship == 0>>
<<run $Events.push("Event 7: Insult")>>
<<run $Events.push("Event 14: War Declared")>>
<<break>>
<</if>>
<</for>>
<!-- Check cities array to see if we have a valid (non-hostile, non-allied) city for Event 12 -->
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i].opinion != -2 and $Diplomacy.cities[_i].relationship == 0>>
<<run $Events.push("Event 12: Alliance Proposal")>>
<<break>>
<</if>>
<</for>>
<!-- Check cities array to see if we have a valid (allied) city for Event 16 -->
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i].relationship == 1>>
<<run $Events.push("Event 16: Ally Goes to War")>>
<<break>>
<</if>>
<</for>>
<!-- Check cities array to see if we have a valid (non-hostile, non-allied) city for Event 17 -->
<<for _i = 0; _i < $Diplomacy.cities.length; _i++>>
<<if $Diplomacy.cities[_i].opinion != -2 and $Diplomacy.cities[_i].marriage == false>>
<<run $Events.push("Event 17: Marriage Proposal")>>
<<break>>
<</if>>
<</for>>
<<set $event_psg = $Events.random()>>
/* Override with Event: New God if we sacrificed to the new star last year */
<<if $Story.event_new_star == 2>>
<<set $event_psg = "Event: New God">>
<</if>>
/* Override with Event: Divine Destiny if we accepted Dagan as our new god */
<<if $Story.event_new_star == 3>>
<<set $event_psg = "Event: Divine Destiny">>
<</if>>
<</silently>>\
<</widget>>\