I guess this one is going to contain a lot of notes in it
TURN 79
>>6020832>>6020844>Formicus Imperia1,2) Southward expansion (10/?)
3,4) Eastward expansion (7/?)
5,6) Westward expansion (7/?)
A massive swarm of ants is rhythmically marching toward the areas declared by the Empress as the new territories under her wise rule, bringing everything they've needed to establish new anthills even in the most adverse locations.
>I got to ask - are those expansions intended to get next tiers of Land Expansion, or just grabbing map tiles? A pretty important distinction, because some of those actions are potentially finished AND I need to know what to do with which, denominator- and outcome-wise7,8) It might be too late to breed and train the pioneers for the task of pioneering, but that doesn't stop the Princesses from trying (3/5)
9,10) As if the impressive tower of the Imperial Hive wasn't enough, chambers dedicated solely to Empress, her comfort and breeding of the new generations begin their construction (8/?)
>ALSOYour have 6 Empress Will, not 4, see
>>6020724====
TURN 87
>>6020825>Serene Republic of Enlightened Goatmen1) A smattering of hovels, small villages, and a single, central town are established in the Wolfwood. Various cottage industries are established on a small scale
>Other[Forest Settlements]
Resource Rumour (1/1)
2,3) Neither snow nor rain nor heat nor gloom of night... (3/6)
4,5) The smiths are trying to temper copper to be even harder and more sturdy, for what its worth (14/17)
6) Rather than a single figurine, the new trinkets are a set of beads, each blessed separately - but that takes time (3/12)
>It's most definitely /12, for you rolled 3 while having "empty" numerator, so it directly increased denominator - but I do like the fact you keep track on how things should work ^^7-9) The scouts are leaving no stone upturned and no cave unchecked in search for anything that could be of any use of the Republic (11/12)
>Helpful note, before things spiral out any furtherYou are SEVERELY constrained by having a vast amount of tier I buildings and techs, but in the same time not enough of them to compensate quality with quantity.
Normally I would just ignore it, but in a few days we will reach turn 100 and ants just got way ahead of everyone else with additional dice and extra, free progress. Yes, I know you got a monumental bad luck with the amount of crit-fails, which contributed to the state of affairs. Which is also why I'm pointing this issue out, rather than ignoring it.
===
TURN 88
>>6020961>Silver Guardians1-3) Relying on their extensive planning and preparation of the construction of their seat of power, the Guardians set up to work, expertly welding all the pre-made plumbing, while teams of golems are finishing the high-rise reservoir (21/24)
>This is a great example on how consumables can make or break an action, given your utterly dreadful roll>AlsoYou are in a position for swift increase of Power