Rolled 100, 77, 20, 44, 71, 65, 56, 95, 20, 98 = 646 (10d100)
>>6055067>Quickview:Population: 10000
Power level: 1
Tech Level: 1
>Bonus:Magical Research +10
>Buildings:Worker Buildings
>[Workshops I]Input Buildings
[Gemseekers I]
Crafting Buildings
Leadership Buildings
Thinker Buildings
>[Lorehall I]Utility Buildings
>[Cloning Undercroft I]Technology:
>[Extradimensional Construction I]Military:
Other:
>[Experimental Portal]Consumables:
>Gemstones (1/1), Magic Scrolls (1/1)---
Gonna just focus on the basic needs of a population for now. I don't know that there is any way to account for a first world standard of living or building tall, but that's what I will be going for (eventually).
1, 2) [Bladesinger Wayfinders] (2/6) do a musical training montage.
3) [Water I] Druids begin a comprehensive water management program throughout Skaelwood and dig the first wells.
*This is an input or utility building for irrigation, drinking water, and crafting inputs for industries that need water.
4) [Food I] Unseen Servants begin sowing the first crops. Some fields of grains are sown, but there is a heavy focus on perennial shrubs and trees that will produce fruits and oils season after season.
*Simple input building to provide for the population's food needs.
5) [Elven Eateries I] Little more than field kitchens at the moment, Unseen Servants prepare and distribute food for the growing settlement.
*Simple utility building to provide for the population's needs.
6) [Builderguild] Skilled Craftsmen that provide the detail work that mindless unseen servants simply cannot are organized into a guildhall to help with the construction projects underway in the small boomtown.
*This is a Worker Building.
7) [Townhouses I] Wattle and Daub townhouses begin sprouting up over the years around the tower.
*This is a simple utility building for satisfying the housing needs of the population.
8) [Sickbay] Beds are set aside where the ill can go to receive triage, healing, and nursing.
*This is a Utility Building providing healthcare, improving quality of life.
9) [Silk I] Silkworm Production for textiles.
*This is an input building for Crafting Halls I to begin making clothing.
10) [Crafting Halls I] A cottage industry of wood carvers, potters, stone carvers, and primitive smithies springs up to provide for the motley needs of the growing town, but a special emphasis is placed on looms for silk fabric production.
*This is a Crafting building for general purpose needs that a high standard of living population needs.