An advertisement was paced that invited Clans extra to repopulate the old World – west, north and north west of Mangalia. This was taken up by 16 Clans in 06/820. The initial invitation is now closed with two exceptions. First, one player expressed interest late in the piece, should another three players do so (the first three I receive by email) a fifth group can be set up. But not the top heavy Clans please. Second, where tracts of the word fall vacant and/or new lands are opened up there will be further possibilities.
A Tribe new settlers offer is bound by the following conditions.
Each Clan must create a (settler) Tribe (this is the unit that moves) you can send up to 1500/1500/1500 W/A/I from one of your present Tribes to this Tribe. This Tribe is free of Dip requirements.
The resettlement Tribe will NOT be able to spawn other Tribes – it may however generate Elements, Fleets, Garrisons and Couriers according to the normal rules for these units.
BUT in addition when the Tribe arrives in the new/old land it is supplemented by 1500/1500/1500 W/A/I taken from Locals. So if you decide to move zero people into your settlement Tribe it will still have 4500 in total.
It will be a long way from home but transport to location is provided free by local network
You can also transfer (up to) any goods from the list below before departure (using auto transfers)
Open to all? My preference is to not open this to big old Clans but I will see who puts their hand up and I will make decisions on a case-by-case basis.
Same skill transfer option as for normal Tribe creation (from one Tribe only) but combined skill points transferred cannot exceed 9. The new Tribe will start with Hunt3 and Herd3 regardless (plus 9 points for other skills taken coming from one of your Tribes)
4 game year attack moratorium from time of arrival from any unit outside of the initial starting Tribes (unless you attack first), and 18 months for these Tribes attacking each other
The new Tribe once formed cant transfer people back to the spawning Clan nor can it receive people from the rest of the Clan. Population growth will be higher than normal.
GM Actions are limited to one per turn – Engineering adjustments count as a GM Action
The Tribe can participate in the Fair as if it was part of the normal Clan (eg 8 transactions from your main Fair Tribe and 2 from this one – assuming pre reqs are met)
The Tribe will be able to participate in a new aspect of the game under development called World View (or Belief System) should this get up and running.
Cattle 200
Goat 2000
Horse 200
Bronze 1000
Coal 5000
Iron 1000
Silver 5000
Club 100
Jerkin 200
Provs 30000
Sling 1000
Wagon 300
Bark 1000
Bone 500
Gut 500
Leather 100
Skin 100
Stones 2000
Wax 20
groups will be told which group they are in and will have a couple of turns to negotiate with other members and decide what they want to bring, eg a recent start Clan is unlikely to have 200 Wagons and even sending 100 might leave then short at home. The onus is then on one of the older Clans to bring 300 Wagons and distribute them around.
While you are placed in groups there is no obligation in the longer term to be friends/allies – this may happen but like a start anywhere else in TN, it may not.
Q - Will all settlement tribes spawn in the same hex?
All from each group will
Q - If we take up the offer to do the initial move this month do those in the group all have to go at the same time?
You can do the spawn this turn but you wont move for a couple whereupon all move at the same time
Q - Do we need diplomacy skill to split?
You do not need Dip levels to support the "settler" Tribe. And it can be spawned from any Tribe
Q - Will the yaahl animals be with me in time for transfer to new settler tribe?
GM Since it will be a couple of turns before the Settlers move, yes, as long as the animals are in the Tribe you want to split the Settlers from
Q - What's the prefix going to be? X250
GM depends how many Tribes you have already - it will be the next in line
Q - Shall we handle everything in transfers?
GM yes, but I will do people in GM Actions when the Tribe is spawned.
GM so spawn Settlement Tribe at start of 09 820 (note I wanted to go earlier than this but a couple of players asked for time to prepare stuff). This Tribe will be placed in its newly settled hex. From here it may run Activities, Movement (not recommended), Scouting and Skill attempts
Q - Will we be able to transfer goods from multiple tribes/elements regardless of distance between them and the new tribe?
GM: the new Tribe is created like any other new Tribe (that is in a hex presently occupied by one of your Tribes, this in turn determines which units are able to transfer goods into it). Once the transfers are done the Tribe moves to its new location.
Q - Is there a minimum population to split off into an diplomacy-free new tribe?
No
Q - if I form a new tribe with less than 50, can in make skill attempts in the next few turns.
Yes
Q - Im assuming we only recieve the bonus 'local' population when we get to the new world, is that correct?
Correct.
Q - If I form a new tribe this turn, can it do activities?, can it move?, can it scout?
Activities..? Yes (indicate formation in GM Actions),
move - yes,
scout - yes
Q - If this new tribe can do activities and produce things in the next few turns, can it transfer those things to my other tribes before it teleports off?
Yes
Q - Can I seriously overload the new tribe, so it teleports off with a huge stack of provisions for instance?
You can only take the maximum permitted in the list of goods to take, if it teleports with more the excess will be lost.