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EMBARGO
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The lands of the Vikings began to flourish with unprecedented splendor. Trade was more vibrant than ever before, and many tribes became richer than anyone could have imagined. Ever since the technology of teleporting goods and materials arrived in our home country from distant lands, everyone could enjoy whatever they desired. Gold from distant mines in the east could easily appear in the west, and western food satisfied those who lived in the eastern hills. Everyone had everything they needed in abundance.
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However, this paradise did not last long. Human greed was not satisfied with its own wellbeing when hostile tribes also enjoyed wealth. Then, a fratricidal idea arose among the Scandinavian natives - let us get rid of our neighboring tribes so that only we and the tribe from distant lands, with whom we trade extensively, have the privilege of possessing goods from all over the world. Let us take away the neighboring tribes' resource teleporters and impose an embargo on them!
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Thus, the lands between north and south were divided. The alliance that survives longer will win this conflict. Defeat the opposing team!
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Each tribe within an alliance has access to a limited pool of resources. In the west, vegetation flourishes without restraint, while in the east, desert hills are overflowing with all the riches of the earth. Using the tributes in the diplomacy window, you can send your ally the goods you have accumulated in your warehouses. When you both exchange resources, you will be able to effectively expand your settlement. The resources you send will appear in areas marked with a stockade. Each player has eight different tributes that they can send to their ally.
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When one of the allies is defeated, the curse of the teleporters is revealed. An earthquake will occur, and the other ally will lose all of their buildings without the possibility of rebuilding them. This measure is necessary in order to limit the occurrence of draws. Don't be selfish and don't leave your companion to their fate, because the consequences will come back to haunt you.
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On the western side, players start with skilled potters. They are necessary to build a school where each player can learn professions that cannot be unlocked naturally due to the exclusivity of the resources. Once the school is built, the potters will lose their characteristic glow. Make sure your potter doesn't die before then!
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In the east, scattered across the desert sands, tribes have nine chests filled with food. It is recommended that these be opened only in the event of famine or food crisis.
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A river runs across both lands. Players are encouraged to agree among themselves on how long the peace prohibiting crossing the river will last.
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THE FIGHT IS OVER!
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One side of this bloody conflict is by now in the afterlife. Not only was an embargo imposed on them, but they were also wiped off the face of the earth, down to the last civilian. The victorious villages are no longer in danger. It is time for them to enjoy their triumph and return to trading with their allies. Now, after fighting and supporting each other, they can peacefully juggle the goods and resources of this world among themselves. Who knows, after a fierce battle, they may want to continue expanding their settlement while enjoying a peaceful economy. Perhaps the real goal was never to annihilate the opponent, but to strengthen interpersonal bonds through trade and close cooperation.
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Who knows if the gods watched over our fate, but one thing is clear - the improbable became reality. Both we and our enemies left this world at exactly the same moment, leaving this land without a victor. A land that once thrived with splendor is now nothing more than a battlefield littered with corpses. Thus, human conflict has led us to this lamentable situation. Our enemies are dead, but at what cost? Perhaps in the next game, we will be able to determine a clear winner.
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Author: Mikulus (Mikolaj Walc)
Testers: Ingvar, Mikulus, Mysliw, Proszak
CulturesNation.PL
September 2025
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