the Umdraka nation - turn 0
the setup
I decided on the setup below for the nation:

A human nation following the church of the New Hope. Aptly named as this nation will be the shining light of the region, bringing a new age of prosperity to all… well, only humans I guess. New Hope is a religion of type 'Working the land' and will bring bonuses to the population growth and the food output. The heritage 'Farmer' will give starting technologies that allow me to start improving the terrain in and outside of my settlements immediately. It will be needed in my quickly expanding nation.
Objectives for this game example:
- Complete research of Unireme and build at least one galley.
- Build at least one more village that is developed into the size of a town.
- Improve at least 10 plains sectors outside the two starting settlements.
- Start cleaning the area by destroying at least one neutral camp.
- Move an heir to the starting town and make him perform royal actions.
turn 0
Reading the welcome message, "Bandits prey on travellers outside the capital and food is getting scarce. Soon, there will not be enough food to feed the population", it seems that I made a wise choice in religion type and heritage. The date is winter year 0.
The starting map:

It seems that Umdraka has a semi-coastal start, with the town lying on the coast and the capital on a large plain. Umdraka has 3 worker units; 2 in the capital and one in the town. Umdraka also starts with two scouts but I guess more of those will be needed. Both settlements have a good food production and full stores; there will be no starving this winter. I'll leave the settings for storing food as they are. The population in the capital is 5000 and in the town 500. My economy goes +2361 which seems pretty good, but there are a lot of ways I can put the money to use.
Detailed treasury report:
--> Current wealth: 2500 gold
--> Estimated income next cycle: 2841 gold
--> Estimated expenses next cycle: 520 gold
unit wages - 480, ship wages - 0
fort maintenance - 0, building maintenance - 40
alliance membership - 0
Orders for turn 1:
The capital is renamed Unta and the town Nero. The leader will be called Ard Korr from now on. I order the scout in Nero to follow the coast to the east and the scout at Unta to move west (it will turn to the north once I reach the unknown parts of the map). One worker in each settlement is ordered to improve the plains and the second worker in the capital to move one step north-east to be in position to start improving the terrain next turn.
Unta is ordered to build 1 scout and 3 workers, each to be placed in separate armies. This will cost 990 gold. Recruiting is expensive but at least their wages are lower. Unta will start constructing a tithe collector and Nero will build a fishing dock. Our glorious leader, Ard Korr, will see if he has an heir. Primary research will be set to primitive wood working (2 turns) and military organisation (3 turns). Primitive wood working will allow me to research ship building. I'll also order increase research efforts and see if it has an effect.
A total of 14 orders for the first turn.
Continue to turn 1.
