TURN 58
>>6025140>Republic of Enare1,2) It's scoutin' time! (10/12)
3,4) Time to catch some road runners... preferably with the mail-delivery products (5/6)
5,6) It's a nice way to wind out after surviving all the dangers of the plains and just get together with your squeaky neighbours
>Population+ 100
>OtherGood Morale (1/1)
7,8) Re-planting wild bushes in neatly rows (5/6)
===
TURN 92
>>6025303>Silver Guardians1,2) Architects and construction teams add their tidbits to the general idea of proper engineering work
>Technology[Engineering I]
3-9) UNLIMITED POWER! (32®/?)
>Returning to game in style, I see. And consistent with rising Power on nat 100>Keep the ® in the notation===
TURN 94
>>6025160>Serene Republic of Enlightened Goatmen1) As if on cue, the road is muddy and the cart with the statue can barely move... there is some ominous omen with this one (3/6)
2,3) Having never worked with a metal like this, the smiths are unsure when to exactly start hammering, trying to figure things out as they go (11/20)
===
>>6025160FAQ
>Are we not supposed to have some sort of natural population growth?No. The notes I've inherited have a logarithm on pop growth, which is very fancy, except it lacked the practical application for population itself, making it a "number goes up" mechanic.
The revision I made to those rules means that pop only grows from actions (less busy work each turn/every x turns, much faster to implement without having to calculate a log) and it actually does something after reaching sufficiently high levels (or being decreased badly enough)