Barnabas ibn Talim
>>5964714 >Name: The Mountainhold Confederation >Leader's name:Barnabas Ibn Talim >Race(s): Human, Orcs, Dwarves, And Goblin >Color(for if/when I get a map): RED >General location:A valley surrounded by mountains preferably a defensible position >Fluff about nation: The Mountainhold Confederation is a gathering of City States within the mountains of Madness. The central city Lowhold is a city based around agriculture and holds tightly on their monopoly of food to maintain their influence >Fluff about leader: Barnabas Ibn Talim is the first leader that did not come from Lowhold. Rather than ruling by decree he is more of a statesman and a mediator between the leadership of the cities >The people of the confederation hold stories and knowledge deep in their hearts. To the point where they have created grand libraries carved within the mountains and dedicated an entire caste of people in the pursuit of new knowledge and the preservation of the old. <<Increase rate of technological growth>>. However the Confederation is fairly scattered internally making expansion harder but they are quick to defend one another should the threat arise. <<Debuff to expansion but Bonus on defense>>
nation builders are a long term thing chief, hope you stick around
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:RWA6RIwB Sat 30 Mar 2024 12:34:52 No. 5964759 Report Quoted By:
>>5964747 I work home office most of the week, so no biggy. In my experience, the real problem is scheduling between my timezone (Yuro here) and player timezones when I end up with West Coasters or similar as majority.
Rabid Legion
>>5964714 >Name: The Rabid Legion >Leader's name: King Trumbiptis >Race(s): Beastmen >Color(for if/when I get a map): Green >General location: Mostly jungle and savanna. >Fluff about nation: Originally just regular beast they were blessed/cursed with humanoid form and intelligence by an unknown source . They continued to live like the animals they were until the lions started the Beast Unification War. The war lasted many years and many beastmen went extinct but now all the beastmen still alive are united. >Fluff about leader: Trumbiptis was the elephant chief. He became the beast king after killing the ape lord during the last battle of the war. >General magic practises or other speciality: After the war population growth has slowed significantly. However, using a ritual discovered by the leopards they can transform regular beast into beastmen. This is how they maintain a steady growth. Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:RWA6RIwB Sat 30 Mar 2024 14:18:16 No. 5964812 Report Ok, to not slow you guys down
>>5964747 >The Mountainhold Confederation Pick ONE
Bonus: Research +5
Defense rolls +1
OR
Bonus: Defense rolls +2
>Combat is d10 roll >>5964775 >The Rabid Legion PICK ONE
Bonus: Recruitment modifier
OR
Bonus: Population Growth modifier
>Both are under-the-hood, both are toward "horde" growth Rabid Legion
Rabid Legion
>>5964818 Population growth
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:RWA6RIwB Sat 30 Mar 2024 14:39:59 No. 5964822 Report >>5964819 You're free to post your moves. As far as my experience goes, there is no real point waiting for players when making a builder - a game with 2 people in and going forward is better than x people waiting for the start.
>>5964747 Same here
Silver Guardians
>>5964714 >Name: Silver Guardians
>Leader's name: First Exemplar
>Race(s): Golem castes from various types of stone up through various metals ending at silver, and human craftsmen who maintain them.
>Color(for if/when I get a map): Grey
>General location: Mountains
>Fluff about nation: An ancient order of crafters who obsessively guard an ancient mountain vault that has never been opened. Recent hard times have resulted in many golems and and practices to be lost. The nation is centered around the Silver Oath, a vow to eternally guard the sealed vault.
>Fluff about leader: The First Exemplar is a matriarchal position and acts as high priest and leader of the nation. The current Exemplar has a reputation as a cold and pragmatic leader, but none doubt her zeal toward the silver oath.
>General magic practises or other speciality: The creation of magical artifacts and tools, especially golems.
Rabid Legion
Rolled 95, 67 = 162 (2d100) >>5964822 Spend the first turn gathering wood and stone for future projects.
Anonymous
>>5964714 Name: Kingdom of Alicante
Leader: Queen Llorva Fenfir
Race: Multiple races of elves.
Color: Purple.
General Location: Ideally surrounding the entrance to a strait.
Fluff about nation: Alicante is a mainly merchant nation. They devote a lot of their land to harvesting and cultivating resources ranging from wood, metal, livestock, grain, gold, and more. Inside the borders it’s not out of place to see a bartering system take place, while outside the border when dealing with other nations a standard gold currency is used. They’re very outward people and regularly send expeditions to explore new lands for new resources or meet new people to trade with.
Fluff about leader: Since Alicante is an absolute monarchy, Llorva Fenfir rules alone (with her advisors). She’s the current head of the Fenfir clan, one of the 9 richest merchant clans in the nation. She hasn’t been in power for long, only about a year or two. She has no spouse or children at the moment. Her current agenda is building a solid defense and military for their nation.
General magic practices or other speciality: While some people in Alicante do indeed have magic, they’re mostly not powerful enough to do anything with it aside from everyday things like stirring a pot of beans without using their hands. Where they really shine is their proclivity for industriousness. Finding new and better ways to increase their supply & profits, transport them around more efficiently, make life more comfortable, etc.
Anonymous
>>5964714 >Name: Kingdom of Gegê >Leader's name: Yelü Yeli >Race(s): Khitai (human, or at least human supremacist) >Color(for if/when I get a map): turquoise >General location:(mountains, jungle, plains, ocean, lake, etc. More detailed the better I can make a map..maybe) In and around the Mountains of Madness, Centaur Steppes and the Jade Empire.
>Fluff about nation: The nation began pretty much on a whim after Yelü decided to irreverently mount an expedition into the relatively unprotected monastic mountain homes of expy fantasy Tibet. Naming his domain after his headquarters on what used to be the biggest temple around, more like a fortress really. The lad managing to placate the locals by promising to rollback on the supposed excesses of the previous monks. Which turned out to be luckily accurate enough to pass, for now. >Fluff about leader: The leader is basically one of those insufferable adventurer types you'd find in Crusader Kings mixed with a border prince from Warhammer, an aristocratic scion of the subjugated Yeli clan of the Khitai tribe from the Jade Empire, he grew up enchanted by the stories of ancestral steppe warlording and decided to give it a go despite his family pleading him to reconsider, they weren't even really nomads anymore! Nevertheless, he studied hard on the arts of warfare and blew all of his personal finances mounting a surprisingly successful military expedition into the lands adjacent to the Badass Monastery that weren't quite so badass. Now for the hard part of actually ruling and being taken seriously by his neighbors despite only being in his twenties. >General magic practises or other speciality (for a magic-related bonus, can be replaced with tech or situational bonus, too, so it doesn't have to be magic, but make it ONE): Generic Xianxia cultivation nonsense mixed with mongoloid "hun" sorcery. Anonymous
>>5964714 >Name: Letoltican >Leader's name: High Priest Hapo >Race(s): Bullywugs >Color(for if/when I get a map): Orange >General location: A swamp/lake/delta. Somewhere hot and wet. >Fluff about nation: The bullywugs are a theocracy, with their society centred around their temples. They worship a dualistic god, with equal and opposite aspects of fire and water, which maintain balance in the world. Within their temples are their spawning pools, where young bullywug tadpoles are protected and tended to until they develop into adults. They have a strict caste system, with young bullywugs quickly being assigned a role in society by the priesthood based on their early aptitudes, established through a series of basic tests. >Fluff about leader: Hapo is elderly by the standards of the short lived bullywugs. He has been made wise by his decades of life, and just as fire and water are equal and opposite to maintain the world, sees that there must be a balance in tradition and innovation to strengthen his people. Finding the correct balance of the two is his role as their leader and will be the role of his successors once he is gone. >General magic practises or other speciality: Elemental magic of fire and water. Barnabas ibn Talim
Rolled 96, 71 = 167 (2d100) >>5964812 Bonus: Research +5
Defense rolls +1
>Name: The Mountainhold Confederation >Leader's name:Barnabas Ibn Talim >Race(s): Human, Orcs, Dwarves, And Goblin >Color(for if/when I get a map): RED >General location:A valley surrounded by mountains preferably a defensible position >Fluff about nation: The Mountainhold Confederation is a gathering of City States within the mountains of Madness. The central city Lowhold is a city based around agriculture and holds tightly on their monopoly of food to maintain their influence >Fluff about leader: Barnabas Ibn Talim is the first leader that did not come from Lowhold. Rather than ruling by decree he is more of a statesman and a mediator between the leadership of the cities >The people of the confederation hold stories and knowledge deep in their hearts. To the point where they have created grand libraries carved within the mountains and dedicated an entire caste of people in the pursuit of new knowledge and the preservation of the old. However the Confederation is fairly scattered internally making expansion harder but they are quick to defend one another should the threat arise. Actions
>Research new construction methods to expedite current build projects <<Increase build rate>> Anonymous
>>5964822 >You're free to post your moves. As far as my experience goes, there is no real point waiting for players when making a builder - a game with 2 people in and going forward is better than x people waiting for the start. Goddammit, pastebin isn't working for me no more, I get this message: Hmm. We’re having trouble finding that site.
We can’t connect to the server at
pastebin.com .
If you entered the right address, you can:
Try again later
Check your network connection
>>5964896 I spend the first turn trying to claim the mandate of heaven for the subjugated masses and engaging in land redistribution of confiscated monasteries in order to bribe their loyalty as well.
dice+2d100
Anonymous
Rolled 5, 3 = 8 (2d6) >>5964982 Tarnation!
Anonymous
Rolled 54, 42 = 96 (2d100) >>5964983 Anonymous
Quoted By:
>>5964988 Ruh roh! Maybe sacrilege does have its consequences after all!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:lfg3rk9A Sat 30 Mar 2024 18:42:03 No. 5965016 Report For those having issues with pastebin:
>Rules https://notes.io/wdtim >FAQ https://notes.io/wdti1 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:lfg3rk9A Sat 30 Mar 2024 18:55:39 No. 5965032 Report >>5964889 >Silver Guardians Pick ONE
Bonus:
Crafting +10
Hard Labor +5
OR
Bonus:
Crafting +5
Hard Labor +10
>>5964924 >Kingdom of Alicante Pick ONE
Bonus:
Commerce +15
OR
Bonus:
Commerce +10
Tech: [Exploration I]
>>5964962 >Kingdom of Gegê Pick ONE
Bonus:
Cultivation +5
Tech: [Mountaineering I], [Riding I]
OR
Bonus:
Cultivation +15
>>5964975 >Letoltican Pick ONE
Bonus:
Elemental magic +10
Tech: [Sailing I]
OR
Bonus:
Elemental magic +15
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:lfg3rk9A Sat 30 Mar 2024 19:11:31 No. 5965057 Report TURN 1
Rest can catch-up
>>5964896 >Rabid Legion To handle all the sticks and stones, the most basic supply depo was established
>Building [Resource Depo I]
>Other Construction Materials (1/1)
>>5964980 >The Mountainhold Confederation After an exchange of ideas between the libraries, the scholars sum-up the most popular construction techniques among the cities of the Confederation
>Tech [Construction I]
>>5964982 >>5964988 >Kingdom of Gegê The new policies and societal ideas are baffling to the locals, but they play along, since just division of free land is being promised, and is currently ongoing (5/8)
Rabid Legion
Rolled 64, 7 = 71 (2d100) >>5965057 Begin scouting out the surrounding land
Anonymous
Quoted By:
>>5965032 Commerce +10
Tech: [Exploration I]
Gotta diversify.
Kingdom of Alicante
Rolled 68, 47 = 115 (2d100) >>5965057 First move is to begin construction of watchtowers along the border and assign some trained guards to them.
High Priest Hapo
Rolled 42, 88 = 130 (2d100) >>5965032 >Letoltican I'll take the +15 Elemental Magic bonus, thanks.
Actions:
>Develop sailing. As I didn't take it as the starting bonus... The bullywugs live around water, so fish are a great source of food. Fishing from land or by swimming have their limits, so lets make a better way.
>Establish foraging camps The swamps are full of resources and all of them are useful.
Anonymous
Rolled 6, 35 = 41 (2d100) >>5965032 >https://notes.io/wdtim >Kingdom of Gegê Pick ONE
Bonus:
Cultivation +5
Tech: [Mountaineering I], [Riding I]
>>5965057 >Kingdom of Gegê The new policies and societal ideas are baffling to the locals, but they play along, since just division of free land is being promised, and is currently ongoing (5/8)
Great! Quick! While the locals are playing along replace the native clergy with collaborators and our own goons to make the transition easier and to give even us further legitimacy! Also send diplomatic envoys to all of the neighboring realms about the righteous rise of a brand new kingdom which totally liberated a people who were oppressed under monks who turned their back on the divine in favor of unpious pleasures, hopefully this will convince the Badass Monastery to not come in and whoop our upstart asses in retaliation for invading they fellow monasteries. While we're at it, send letters gloating to our family that we were right and not simply committing suicide with extra steps.
>>5965016 Thank you! Is it too early to waste my turn yet?
Anonymous
Quoted By:
>>5965102 >6-19 Nothing happens In this case, that's actually a good thing, right? Also I can't upload images due to IP range ban, damnation! So anyway, here's a totally trustworthy link to what I picture Gegê being like:
https://www.arthistoryproject.com/artists/nicholas-roerich/tibet-himalayas/ Barnabas Ibn Talim
Rolled 38, 75 = 113 (2d100) >>5965057 With the new construction techniques the confederation has deemed it necessary to reform the civic bureaucracy of the confederation to better support widespread and robust civic undertakings
<<improve bureacracy so we can undertake a grand project>>
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:lfg3rk9A Sat 30 Mar 2024 21:58:19 No. 5965225 Report Still TURN 1
>>5965081 >Kingdom of Alicante The borderlands are slowly being fortified by a chain of basic watchtowers (7/10)
>>5965086 >Letoltican 1) Fishing off-shore seems far more complex than it seems, just as vessels capable of doing so (2/6)
2) A spot of dry land is used to start gathering foraged flotsam and other useful stuff (5/6)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:lfg3rk9A Sat 30 Mar 2024 22:13:15 No. 5965242 Report And to not keep the rest waiting
TURN 2
>>5965065 >Rabid Legion The beastmen starts to roam the surroundings of their dens and caves (4/10)
>>5965102 >Kingdom of Gegê The new land redistribution is ongoing, being almost done (7/8)
>>5965164 >The Mountainhold Confederation A new, basic legislation is set up to set a single charter encompasing both the cities and the smallholders in the hinterlands
>Tech: [Bureaucracy I]
Barnabas Ibn Talim
Rolled 18, 51 = 69 (2d100) >>5965242 Using the [Construction I] and [Bureaucracy I] Begin a grand infrastructure project to fortify the heartlands of the confederation
<<Build a series of forts and garrisons to protect the main holdings of the confederation>>
Rabid Legion
Rolled 22, 7 = 29 (2d100) >>5965242 Continue scouting
High Priest Hapo
Rolled 63, 30 = 93 (2d100) >>5965057 >>5965225 Guess I'll just finish off what I was doing then.
>Keep researching sailing. >Keep building our foraging posts. Silver Guardians
>>5965032 > Crafting +10 > Hard Labor +5 Kingdom of Alicante
Quoted By:
Rolled 8, 56 = 64 (2d100) >>5965225 Send a diplomatic expedition out to the nearest nation state for trade opportunity. If they don’t know where that is, send an expedition out to map the surrounding landscape.
Silver Guardians
Rolled 72, 90 = 162 (2d100) >>5965293 And a turn. Or should it be two?
> Explore the surrounding areas > Prospect for ores Anonymous
>>5964714 Still looking for players or nah?
Anonymous
>>5965242 >Kingdom of Gegê The new land redistribution is ongoing, being almost done (7/8)
Phew! So far so good! Who knew that rulership could be so stressful? Also, here’s my representative image for my glorious leader Yelü Yeli.
Anonymous
Quoted By:
>>5965401 I humbly suggest that the referee establish a defined limit of players based on what he can comfortably handle, I don’t wanna see him get overwhelmed and then crash.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 07:34:47 No. 5965646 Report Quoted By:
>>5965401 Still taking in. 8 players is perfectly fine to go, up to 12 is feasible.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 07:41:59 No. 5965648 Report Rolled 33 (1d100) General plea:
Can you please post your nation sheets with your posts? Right now it's easy to keep track of things without it, but soon it will stop being the case with 30+ buildings and techs
Anyone who has spare turns: make your moves ahead, effectively rolling "extra", so more people can be in the same turn. If you are in turn 1 or 2, this applies to you. The "current" finished turn is 3
NO ROLL
>>5965605 >Kingdom of Gegê You forgot the dice ;)
TURN 1
>>5965298 >Silver Guardians 1) A small group of scouts starts to go around surrounding vales (4/10)
2) The metal crafters starts looking for new sources of metal (5/6)
TURN 2
>>5965284 >Letoltican 1) The new fishing raft isn't too stable or big, but it has its own sail
>Tech [Sailing I]
2) A new depo is used to sort out all the forage and scavenge
>Building [Resource Depo I]
TURN 3
>>5965258 >The Mountainhold Confederation 1) A single design for small fortifications is established and implemented around the borders of the Confederation (4/9)
>>5965268 >Rabid Legion A group of game distracts the scouts, being more focused on the hunt and their bloodlust than exploring the area (5/10)
Silver Guardians
Rolled 47, 20, 93, 50 = 210 (4d100) >>5965648 > Crafting +10 > Hard Labor +5 Continue
> 1) A small group of scouts starts to go around surrounding vales (4/10) > 2) The metal crafters starts looking for new sources of metal (5/6) Then
> Construct roads connecting ideal metal sights to the capital > Begin construction of mines to acquire new metal sources Anonymous
>>5964714 >Name: Hasdurn Highland >Leader's name: Kaliek Sheij Melkunjar >Race: Pure Human >Color(for if/when I get a map): Deep Red >General location: Cold Tundra area >Fluff about nation: Ancient but still fledgling Nomads, They have lived in the northern tundras for about 2 thousand years >Fluff about leader: Self Proclaimed "Divine Savior of the Hasdurn Highlands". This is generally well accepted throughout the region as true. >General magic practises or other speciality: Specialized in horse (or whatever the closest thing to a horse is) mounted infantry I hope I'm not too late
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 08:18:04 No. 5965661 Report Rolled 16 (1d100) >>5965655 >I hope I'm not too late Not at all. There are catch-up rules, after all
>Hasdurn Highland Pick ONE
Bonus: Survival +10
Tech: [Riding I]
OR
Bonus: Survival +5
Tech: [Riding I], [Scouting I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 08:19:07 No. 5965662 Report Quoted By:
TURN 2 & 3
>>5965654 >Silver Guardians 1) Another valley is surveyed through (7/10)
2) A new source of metal is found
>Other [Copper Ore Deposit]
>Dice outcome from >>5965661 3) A winding path of beaten earth is being constructed toward the new mining deposit... (5/6)
4) While in the same time a new mine is being established over the site (3/6)
Hasdurn Highlanders
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 08:22:03 No. 5965665 Report >>5965664 Go on then ;) You can do a catch-up, similar to
>>5965654 , but you aren't forced to do it
TURN 2 & 3
>>5965654 Correction, since I've missed the fact I've already rolled once for it
>Silver Guardians 1) Another valley is surveyed through (7/10)
2) A new source of metal is found
>Other [Copper Ore Deposit]
[Tin Ore Deposit]
>Dice outcome from >>5965648 and >>5965661 . The irony is that you lucked out with the tin 3) A winding path of beaten earth is being constructed toward the new mining deposit... (5/6)
4) While in the same time a new mine is being established over the site (3/6)
Hasdurn Highlanders
Rolled 30, 98, 10, 100 = 238 (4d100) >>5965665 i assume i get to roll 4d100s like the silver dudes did
I want to put everything on researching horse based war strategy
Hasdurn Highlanders
>>5965669 nomadic raiders are so fucking back
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 08:46:52 No. 5965674 Report >>5965669 Oh, we've got a nat100. Noice
TURN 1 & 2
>Hasdurn Highland The best of the scouts, herders and hunters propose a new, revolutionary way of mounting saddles and saddle bags, allowing even the smallest of reindeer to be useful in military campaigns, carrying the rider and all the gear with ease. Even an elk from the warmer, souther lands can use those
>Tech [Deer Cavalry I ®]
Pick ONE
>Military 1 Reindeer Cavalry +1 [Exp]
OR
>Building [Saddle Maker I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 08:50:04 No. 5965676 Report Quoted By:
>>5965671 Just in case - you can still roll for turn 3, since officially that's where the game is right now.
Hasdurn Highlanders
Rolled 10, 94 = 104 (2d100) >>5965648 for turn 3 i want to roll both dices on advanced Reindeer/Elk care
Barnabas Ibn Talim
Rolled 37, 76 = 113 (2d100) >>5965648 With standardized building practices surely the building of extensive fortifications will be a breeze
Barnabas Ibn Talim
Quoted By:
>>5965688 For the sake of book keeping
Mountain Confederation
>Bonuses: +1 Defense, +5 research >Current Tech: Construction I, Bureaucracy I Rabid Legion
Rolled 99, 53 = 152 (2d100) >>5965648 The first part of my turn will continue scouting while the second trys to improve the resource depo
>Bonus Population Growth Modifier >Building [Resource Depo I]
>Other Construction Materials (1/1)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 12:01:09 No. 5965765 Report Quoted By:
>>5965754 >99 Damn, so close man
High Priest Hapo
Rolled 100, 53, 43, 12 = 208 (4d100) >>5965648 Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus: +15 to Elemental Magic
>Buildings: Resource Depo I
>Technology: Sailing I
>Turn 3 >both rolls into: Research Elemental Magic Time to call on my +15 bonus.
Fire and water are the two principle elements of the world. By building on our mastery of them, we can control everything.
>Turn 4 >one roll: research medicine/herbalism There are countless plants and fungus in the swamps and beneath the water. Properly used, many of them have useful effects.
>one roll: Send out the foraging parties to gather resources Now that our resource depos are built, it's time to send out the bullywugs to fill them up.
And with that I should be caught up. OP, happy with the way I laid out the nation sheet at the top? Happy to rearrange to your preference, and I left out the fluff parts to save a bit of space. If you give mine the stamp of approval/recommended changes hopefully everyone else can copy going forwards.
High Priest Hapo
>>5965798 Oh shit y'all, frogs getting themselves some fancy magic.
What do I get for rolling 115 out of 100, OP?
Anonymous
Quoted By:
>>5965800 You get a nat100, that's more than enough
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 13:45:27 No. 5965808 Report TURN 3
>>5965677 >Hasdurn Highland A new reindeer corral is not much, but it's better than nothing to protect the herd
>Building [Corral I]
TURN 4
>>5965688 >The Mountainhold Confederation A sparse net of basic forts is constructed around the borders of the Confederation, supervising chokepoints and important passes
>Military [Border forts I]
>>5965754 >Rabid Legion After some delay and prancing around, the beastmen return from their trip, bringing back news and their findings
>Other Expedition report (1/1)
Abundant Game (1/1)
>>5965798 >Letoltican 1,2) The wisest of sages, the oldest of water mages and the fierciest of fire summoners assemble together to discuss the ideas and practices regarding their magic. Together, they manage to finally provide a coherent synthesis of their separate schools
>Tech [Letoltican Magic I ®]
Pick ONE
>Military 1 Magi +1 [Exp]
OR
>Building [Sage's Hut I]
3) A foraging party is send out to look for useful speciments of plants and fungus they know and also the ones not tested before by anyone (2/6)
4) With everyone in awe of the new displays of magic and related celebrations, nobody bothered to actually go look for flotsam - and the ones that could were already busy with looking for herbs and fungi
>No progress due to low roll Silver Guardians
Rolled 25, 10 = 35 (2d100) >>5965665 > Skills Crafting +10
Hard Labor +5
>Other [Copper Ore Deposit]
[Tin Ore Deposit]
>Projects / Actions / Constructions 1) Another valley is surveyed through (7/10)
3) A winding path of beaten earth is being constructed toward the new mining deposit... (5/6)
4) While in the same time a new mine is being established over the site (3/6)
> Turn 4 > HOLD valley survey > Continue Road and Mine construction While simple stone golems walk the path over and over to beat it from wilderness to road, others continue the hard labor of sinking mineshafts into the earth. Soon an abundant source of bronze crafting materials will be ours and a true revitalization of our faded society can begin!
(Should I research alloys first, or can I just go for it?)
Silver Guardians
Quoted By:
>>5965821 Well, hopefully at least the road finished, and maybe that can help with the mine project next turn.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 15:11:00 No. 5965857 Report Still TURN 4, so you can be on par with rest
>>5965821 >Silver Guardians While it take substantial amount of time, the path is finally cleared and levelled as much as feasible, making carting easier
>Other [Basic roads I]
>Question You can go for it, but don't have to. Technologies HELP with things, their organisation and optimal construction, not unlock them. In other words - researching smelting will make smelting-related actions easier to conduct, by both making it "faster" (dice bonus) and easier (less total progress needed)
Best exemplified with two factions building border forts: one needs 10, while other 9 progress and had a slight bonus to the dice itself, too, due to tech applying
Kingdom of Gegê
Rolled 59, 66 = 125 (2d100) >>5965648 >Kingdom of Gegê >You forgot the dice ;) What?
>General plea: >Can you please post your nation sheets with your posts? Right now it's easy to keep track of things without it, but soon it will stop being the case with 30+ buildings and techs >Anyone who has spare turns: make your moves ahead, effectively rolling "extra", so more people can be in the same turn. If you are in turn 1 or 2, this applies to you. The "current" finished turn is 3 The new land redistribution is ongoing, being almost done (7/8)
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 Bonus:
Cultivation +5
Tech: [Mountaineering I], [Riding I]
I'm disconcerted at how I don't seem to have any military units?
>>5965671 Oi! That's supposed to be my gimmick! Not yours!
>>5965674 Pre-horse cavalry, kek.
Anonymous
Even more of TURN 3
>>5965937 >Kingdom of Gegê The monastery lands have been redistributed to the locals, buying their loyalty and changing
>Other [Freeholders]
Land Redistribution (1/1)
... wasn't your gimmick pic related?
Anonymous
>>5965808 >Name: Serene Republic of Enlightened Goatmen >Leader's name: First Speaker Baaran >Race(s): Goatmen >Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows >Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath. >Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people. >General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to the ancestors which is central to their cultural practices. Kingdom of Gegê
>>5965954 I have never seen that pic related before, lemme see what it is real quick.
>The film follows two rogue ex-soldiers, former non-commissioned officers in the British Army, who set off from late 19th century British India in search of adventure and end up in faraway Kafiristan, where one is taken for a god and made their king. Yeah, honestly that’s closest to what I’m doing in practice if not necessarily in spirit.
>The monastery lands have been redistributed to the locals, buying their loyalty and changing Changing what exactly?
Barnabas ibn Talim
Rolled 31, 81 = 112 (2d100) >>5965808 The Grand Council of the confederation had decided with the border forts in place they needed to be manned by a consistent and professional force.
>With Bureaucracy I organize the first army of the republic, a professional force paid for and trained by the council. >Population: 10000 >Military: Border forts >Power level: 1 >Tech Level: 2 >Construction I, Bureaucracy I >Bonus+1 Defense +5 Research Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 21:07:58 No. 5966171 Report >>5966017 >Serene Republic of Enlightened Goatmen Pick ONE
Bonus: Recruitment +5
Defense rolls +1
OR
Bonus: Recruitment +10
Shamanism +5
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 21:11:54 No. 5966176 Report >>5966033 >I have never seen that pic related before It's Easter, you know how to spend it now
>Changing what exactly? Ok, so you've got two articles from it:
[Freeholders] and Land Redistribution (1/1/
[Freeholders] is essentially your fluff to insert to stuff that makes them useful, It might be just as well [Tin Ore Deposit] (vide Silver Crafters) or [Undead Horde] or [Navigable River]. This is the stuff that STICKS AROUND for the duration. It's not a big, but it's a permanent bonus AND it also represents mechanically fluff of your actions
Land Redistribution has (1/1), which means it is EXHAUSTABLE. It's a one-off bonus, but a BIG one, to whatever you will apply it. It might as well be Abundant Game (1/1) (vide - Rabid Horde) or Construction Materials (1/1) (vide Rabid Legion once more) or Trade Deal (1/1 or Mana Node (1/1). Whatever it is, and to whatever you will apply (and it will logically fit into), it will provide a big, one-time bonus to progress needed to finish the project you are applying it into
If you ever played GUMSHOE or CYOAs, then think about it as if those were clues: you can apply them in a way YOU see fitting, rather than taking them literally. So, say, [Freeholders] can be applied to a recruitment action or a new taxes being imposed or constructing some communal buildings or whatever else it will fit into. Same with Land Redistribution. The main difference is how one is a perma fixture with small, but steady payoff, while other is a one-off big boon
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 21:14:02 No. 5966177 Report Quoted By:
>>5966017 >>5966171 Oh, and you have 4 turns of catch-up banked, so that's effectively a pool of 8d100 for you to use. You can spread them any way you see fitting. If you are new to builders, the safest bet is to bank 2 dice per action when mass-rolling and then finish-up any possible stragglers in your following moves.
Silver Guardians
Rolled 58, 35 = 93 (2d100) >>5965857 > Skills Crafting +10
Hard Labor +5
>Other [Basic roads I]
[Copper Ore Deposit]
[Tin Ore Deposit]
>Projects / Actions / Constructions 1) Another valley is surveyed through (7/10)
4) While in the same time a new mine is being established over the site (3/6)
TURN 5:
> Continue Scouting and Mine construction. Anonymous
Rolled 37, 72, 68, 2, 33, 50 = 262 (6d100) >>5965648 >Name: Serene Republic of Enlightened Goatmen >Leader's name: First Speaker Baaran >Race(s): Goatmen >Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows >Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath. >Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people. >General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices. >Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
1. With the world changing around us Baaran has sensed that something has shifted, an age of blood and conflict was sure to come and a stout standing militia must be gathered to defend our homeland. +10
2. The current wooden tools of the Goatmen are insufficient to till the soil, break stone or even defend themselves. A source of metal must be found.
3. To feed the Goatmen various orchards would be planted along the coast to allow for the villages to survive with constant foraging.
4. Many primordial beasts roam this land which could help us, search out a beast to domesticate.
5-6. With the scattering of villages that made up the Republic it was time for a proper city to be developed. Choosing a good defensive location upon the River Itza the ground shall be broken to build Capraopolis, a new home for all goatmen and center of the Republic.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Sun 31 Mar 2024 23:03:47 No. 5966267 Report Quoted By:
TURNS 1-3
>>5966253 >Serene Republic of Enlightened Goatmen 1) A call to arms to form new militia is being spread among the goatmen (3/6)
2) Prospectors roam the countryside in search for suitable ore deposits (4/6)
3) The gentle breezes and humid air should help the orchards grow and bear plentiful fruit (4/6)
4) Well, a beast is found, and it's primodial all right... it also wiped out the majority of a party that encountered the monster and scared survivors. Nobody even wants to get into that specific area now, and the thing already tasted blood (?/?)
- 100 population
5-6) After some extra deliberation with the old veterans and wise men, the most defensible position is being thoroughly surveyed (5/6)
Kingdom of Gegê
Rolled 38, 8 = 46 (2d100) >>5966176 >Okay then? Feasibly speaking, the primary reason why Yelü Yeli managed to carve his kingdom into existence in the way that he did was the desperate poverty of the lands which he chose to invade, barren mountainous ranges with little to nothing in the way of natural resources, where anything but a basal subsistence living was unrealistic. Partly explaining the success of the preceding monastic orders to begin with, given that the jump from the tough life of a local to the ascetic lifestyle of a monk wasn't that much of a leap in comparison to other regions.
Faced with this stark reality, the newly self-crowned King Yelü attempts to use his newly minted loyal [Freeholders] in order to bring about a [Agricultural Revolution], by quite literally trying to wring out water out of a stone in any which way possible thanks to the power of [Land Redistribution]. Water canals, dikes, ditches, dams, irrigation systems, waterways, waterworks. You name it! Yelü's gonna push for it!
If this ends up causing a horrific Great Leap Forward-style of famine I'm gonna chuckle. High Priest Hapo
Rolled 83, 70 = 153 (2d100) >>5965808 I'll take the hut, I figure it can be used to train more mages, among other things, in the future.
Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus: +15 to Elemental Magic
>Buildings: Resource Depo I, Sage's Hut I
>Technology: Letoltican Magic I ® , Sailing I
>Turn 5 >first roll: continue to research medicine/herbalism (2/6) >second roll: Scout for new resources on beyond the edges of our swamps. Seeing as the foragers were too busy to multitask, lets instead send some scouts to looks beyond our home. The swamps are full of many things... but not access to stone, metal or hard wood, all of which are needed for larger constructions.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Mon 01 Apr 2024 00:33:55 No. 5966350 Report Since it's time for bed and no point stalling (plus I completely missed the post by the Confederation, making me stall in the first place)...
TURN 5
>>5966083 >The Mountainhold Confederation A new force of border guards is being assembled and send to the fortifications
>Now since I was unsure if this is unit training or enhancement of fortifications, pick ONE Either
>Military 1 Border Guards (+0.3) [Militia]
OR
>Other [Border Guards]
>>5966227 >Silver Guardians 1) There is likely no stone left unturned in the direct vicinity of the lands of the Guardians
>Other Expedition Report (1/1)
Resource Rumour (1/1)
2) The mining pits are now almost deep enough to reach the usable ore (5/6)
>>5966309 >Kingdom of Gegê The arid highlands and just as arid steppe could definitely use some extensive irrigation canals, runoff walls, ditches and catchements (6/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:+vFpDv0n Mon 01 Apr 2024 00:37:00 No. 5966352 Report STILL TURN 5
>>5966348 >Letoltican 1) The sages examine all the specimen carefully, paying first and foremost attention to the ones they know already as effective remedies
>Tech [Medicine I]
2) With new ways of diverting attention and tasks, a new party is organised to scout and scavenge the surrounding lands (4/10)
>It's (4/6) if you are after resources only Barnabas ibn Talim
Rolled 65, 40 = 105 (2d100) >>5966350 The Mountain Confederation continues to create a volunteer force of highly trained border guards
>Continue building more border guards to protect the confederation >Population: 10000 >Military: Border forts, Border Guards[+0.3] >Power level: 1 >Tech Level: 2 >Construction I, Bureaucracy I >Bonus+1 Defense +5 Research Hasdurn Highlanders
Rolled 68, 100 = 168 (2d100) >>5966350 1st Roll is for researching more advanced methods of reindeer warfare
2nd Roll is for researching Elk usage.
I want to be able to field an army capable of using whatever they find
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Survival +10 >>5965674 i'm sorry i forgot to pick, if it's not too late i want the building
Anonymous
Rolled 27, 81, 37, 74 = 219 (4d100) >>5966350 >Name: Serene Republic of Enlightened Goatmen >Leader's name: First Speaker Baaran >Race(s): Goatmen >Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows >Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath. >Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people. >General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices. >Population: 9900 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
1. With the brutal beast savaging so many goatmen it was more important than ever that the militia was properly gathered to face down threats from outside the Republic. 3/6 +10
2. Continue searching for ore deposits for making tools or weapons. 4/6
3. In time these orchards will provide food and shade to all the Goatmen and their children 4/6
4. The perfection location to found Capraopolis will be found 5/6
Hasdurn Highlanders
>>5966592 WHAT THE FUCK, I'VE ONLY ROLLED TWICE AND I GET 2 NAT100s
Anonymous
Quoted By:
>>5966611 All hail our Reindeer overlords.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 08:21:53 No. 5966790 Report Rolled 31 (1d100) TURN 4
>>5966592 >Hasdurn Highlanders You have one turn of catch-up banked
1,2) The best specimen of reindeer are being picked for riding to see what they are fully capable of and how to best herd animals and potential enemies of the Highlanders from the elkback. Being so well attuned with riding the horned beasts, it's not that hard to figure out effective use of those.
>As far as I'm concerned, deer = elk, and "Deer Cavalry" sounded better than "Cervidae Cavalry", but here we are, with semantics mucking things up. So let's correct that just to make sure: REPLACE:
[Deer Cavalry I ®]
WITH
[Cervidae Cavalry I ®]
>Tech [Hasdurn Riding I ®]
Pick ONE
>Military 2 Reindeer Cavalry +2 [Exp] [Cav]
OR
>Military 1 Reindeer Cavalry +2 [Exp] [Cav]
>Building [Rider's Lodge II]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 08:23:47 No. 5966793 Report Quoted By:
TURN 5-6
>>5966609 >Serene Republic of Enlightened Goatmen 1) Even invoking the self-defense traditions of the goatmen doesn't seem to be enough to field a simple militia when such foul beast is roaming around (5/6)
2) A suitable source of copper is being found
>Other [Copper Ore Deposit]
3) In future seasons, the orchards should provide for the citizens
>Building [Orchards I]
4) With proper land survey, the grandest and most secure capital should be easy to build
>Other Land Survey For Capraopolis (1/1)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 09:37:27 No. 5966822 Report TURN 6
I have no idea why I keep missing your moves
>>5966587 >The Mountain Confederation A new batch of border guards report for duty
>Military 1 Border Guards (+0.3) [Militia]
>The [Militia] bracket is super-important, don't skip those Barnabas Ibn Talim
Rolled 16, 22 = 38 (2d100) >>5966822 Research foundational magical techniques allowing the confederation to better understand more advanced forms of magic.
>Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia] >Power level: 1 >Tech Level: 2 >Construction I, Bureaucracy I >Bonus+1 Defense +5 Research Barnabas Ibn Talim
Quoted By:
>>5966955 Perhaps the confederation isn't cut out for magic
Silver Guardians
Rolled 82, 23 = 105 (2d100) >>5966350 > Skills Crafting +10
Hard Labor +5
>Other [Basic roads I]
[Copper Ore Deposit]
[Tin Ore Deposit]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions 2) The mining pits are now almost deep enough to reach the usable ore (5/6)
TURN 6:
> Finish the Mine > Begin Construction of Forges with which to smelt the metal ores Hasdurn Highlanders
Rolled 26, 61, 96, 49 = 232 (4d100) >>5966790 everything on advanced bow making, please.
I'm going full mongol
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 14:30:52 No. 5966975 Report TURN 6
>>5966966 >Silver Guardians 1) The mines start to finally provide ore. It's nothing complex and the output is meager, but it's something
>Building [Mines I]
>Other REMOVE
[Copper Ore Deposit]
[Tin Ore Deposit]
ADD
[Copper Ore]
[Tin Ore]
2) The foundations for the forges are slowly being build (1/6)
>>5966971 >Hasdurn Highlanders 1,2) The short bows are nice, but not really that powerful. Surely there is something better (5/6)
3,4) At least the bowmakers organise themselves together, so making new ones should be more organised
>Building [Bow Maker I]
TURN 7
>>5966955 >The Mountain Confederation The gaze into aspects of magic is...less than spectacular (2/6)
Barnabas Ibn Talim
Rolled 42, 65 = 107 (2d100) >>5966975 The confederation decided to expand the scope and breadth of the research. The basics of magic will be understood to create the grand unifying magic theory
>Continue the research! >Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia] >Power level: 1 >Tech Level: 2 >Construction I, Bureaucracy I >Bonus+1 Defense +5 Research Hasdurn Highlanders
>>5966975 isn't that called a fletcher or something?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 15:40:54 No. 5967012 Report Quoted By:
>>5967010 I might be ESL, but I'm 200% certain fletcher makes arrows
Barnabas Ibn Talim
Quoted By:
>>5967010 Bow makers are bowyers fletchers make arrows
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 16:00:52 No. 5967028 Report Quoted By:
>>5966975 >organise themselves together, so making new ones should be more organised I just re-read this sentence.
Never post while in a rush
Silver Guardians
Rolled 64, 99 = 163 (2d100) >>5966975 > Skills Crafting +10
Hard Labor +5
> Buildings [Mines]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions 2) The foundations for the forges are slowly being build (1/6)
TURN 7:
> Continue construction of the forges > Build the first simple tools that will be used for the casting of metal, crucibles and tongs, and casting molds of clay. High Priest Hapo
Rolled 60, 51 = 111 (2d100) >>5966352 Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus: +15 to Elemental Magic
>Buildings: Resource Depo I, Sage's Hut I
>Technology: Letoltican Magic I ® , Sailing I, Medicine I
>Turn 6 >two rolls: Continue scouting our surroundings (4/10) Now we're committed we might as well scout for more than just resources. Keep those frogs searching.
Silver Guardians
General question, does dice spill over go anywhere? If a player rolls a 99 on a task with only one more progress required are most of the successes a 99 would grant wasted?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 17:12:39 No. 5967091 Report Quoted By:
>>5967074 >does dice spill over go anywhere Most of the time - no.
So any progress more than needed tends to be wasted, unless the task in question can get some "extra" (but that's mandated by ruleset).
So rule of the thumb: overflow is wasted
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 18:18:11 No. 5967153 Report TURN 6
>>5967037 >Letoltican Using the sailing rafts and other creative means to get around the marshes, the scouting party finally returns home with news of the various places they've visited
>Other Expedition Report (1/1)
Resource Rumour (1/1)
>Also: You have two turn banked, given that the "current" turn is 8 TURN 7
>>5967029 >Silver Guardians 1) The furnaces are ready, now it's a matter of installing bellows and get the golems to pump them (5/6)
2) The instructions must have been unclear, because rather than making tools, a toolmaker was constructed instead
>Building [Toolmaker I]
>Also: You have one turn banked, given that the "current" turn is 8 TURN 8
>>5967007 >The Mountain Confederation It's mostly just a theory about seven-dimensional constructs that only operate in a perfect vaccum, but it fit into a single, not too long treaty
>Tech [Magic Theory I]
Barnabas Ibn Talim
Rolled 83, 84 = 167 (2d100) >>5967153 >Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia] >Power level: 1 >Tech Level: 2 >Construction I, Bureaucracy I, Magic Theory I >Bonus+1 Defense +5 Research >Begin Construction of Mage Schools Anonymous
>>5967153 Skills
Crafting +10
Hard Labor +5
> Buildings [Mines]
[Toolmaker]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions 2) Forges (5/6)
TURN 8:
> Continue construction of the forges > Build Goat Pastures As the forges near completion the stocks of forging equipment is reviewed and found lacking. Leather gloves, aprons, and other protective gear is scarce, old and rotting. The first step to remedy this is to regather the lost herds of goats our people once tended on these mountain slopes. The leather is the first goal, the meat and milk a pleasant bonus.
TURN 9:
> Study Bronze Alloying > Construct leather Tanning facilities The creation of leather gear is no small task. Hides must be stretched and tanned, then formed into proper garments for our people. The first step of this is tanning, a foul and unpleasant task best reserved for the hardy but dim stone golems.
Meanwhile in the old masters of the craft experiment with the art of bronze, finding the right ratios, blessings, and additives to make the finest forms of this metal.
Silver Guardians
Rolled 7, 44, 16, 74 = 141 (4d100) >>5967238 Whoopsy dicey
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 21:26:13 No. 5967326 Report TURN 9
>>5967193 >The Mountain Confederation A two-store, six-classroom sized school, along with a shed, is build to house the future magicians. Just in case, it's set up far, far away from any other structures.
>Building [Mage School I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Mon 01 Apr 2024 21:33:58 No. 5967333 Report TURN 9
>>5967238 >>5967239 >Silver Guardians 1) Due to a clerical error when allocating golems, the nearly finished construction of the forge is left without any golems or manpower to do the final touches (5/6)
>No progress due to low roll 2) Herding is something that will be hard to delegate to golems, but at least it's less error-prone (2/6)
3) With no goats to herd yet, nobody's sure where the tannery should be even build (?/?)
>No progress due to low roll 4) The forge might be unifinished, but that doesn't mean the metalworkers and golem crafters can't discuss the optimal ways of getting the best quantity and quality of metal for their creations (5/6)
High Priest Hapo
>>5967153 Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus: +15 to Elemental Magic
>Buildings: Resource Depo I, Sage's Hut I
>Technology: Letoltican Magic I ® , Sailing I, Medicine I
>Turn 7 As I got a couple of consumables, lets just burn them straight away.
>first roll: establish a quarry To expand our temples and spawning pools we will need a supply of stone. Luckily we have a [Resource Rumour] which tells us of a place where the land rises from the swamps and good stone can be quarried.
>second roll: establish new settlements Our scouts travelled to the furthest reaches of the marshes, beyond even the most remote Letoltican settlements. In their [Expedition Report] they identified several places ideal for new bullywug villages. By spreading our people we increase our territory and access to new resources.
I know I have another turn banked, but I only had a couple minutes to throw this together so I'll catch up properly tomorrow.
Barnabas Ibn Talim
Rolled 61, 78 = 139 (2d100) >>5967326 >Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia] >Power level: 1 >Building: Mage school I >Tech Level: 2 >Construction I, Bureaucracy I, Magic Theory I >Bonus+1 Defense +5 Research >Train rudimentary battle mages Anonymous
Rolled 43, 70, 90, 49, 41, 13 = 306 (6d100) >>5967333 >Name: Serene Republic of Enlightened Goatmen >Leader's name: First Speaker Baaran >Race(s): Goatmen >Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows >Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath. >Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people. >General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices. >Population: 9900 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Buildings: [Orchards I]
>Others: [Copper Ore Deposit]
[Land Survey For Capraopolis (1/1)]
Turn 7
1. It is time for the militia to finish training and get out patrolling the lands of the Republic to protect it from monsters and raiders. 5/6 +10
2. Begin work on building a mine to access the Copper Ore Deposit
[Copper Ore Deposit]
Turn 8
1. As the mine is being construction we must work on a forgeworks to craft the copper into tools and weapons
2. Simple axes have always been used for hewing wood; it is time to craft an axe purely for war and the hewing of flesh.
Turn 9
1. The Shamans will begin to craft small ancestral totems that can be tied into the fur of the Goatmen to protect them for misfortune
2. The most stealthy of goatmen will be sent to scout out the great toothed beast and gather more information about it ?/?
Silver Guardians
Rolled 71, 22 = 93 (2d100) >>5967333 > Turn 10 The First Exemplar is apoplectic to say the least at the issues plaguing the forges.
> Finish the damn forge! 5/6 > Finish the study of Bronze making 5/6 Kingdom of Gegê
Quoted By:
>>5967666 >Turn 7 >Turn 8 >Turn 9 >>5967723 >Turn 10 Holy ravioli, this quest sure did explode while I was busy didn't it?
Kingdom of Gegê
Rolled 9, 21 = 30 (2d100) >>5966350 >Kingdom of Gegê >The arid highlands and just as arid steppe could definitely use some extensive irrigation canals, runoff walls, ditches and catchements (6/12) Oh God, I'm already getting lost trying to keep track of all of these stats.
TURN 6
Uh, I distribute my first dice towards finishing the [extensive irrigation canals, runoff walls, ditches and catchements (6/12)] and the other towards trying to secure a marriage alliance for my boy OC do not steal King Yelü Yeli of the Kingdom of Gegꙩ®. So long as it is a human and from a realm that could provide even a modicum of help for the lad's fledgling kingdom, he'll bite. For convenience's sake, I'll call this [Present Debutante].
Kingdom of Gegê
Quoted By:
>>5967754 I think that out of all of the players in this Standard Fantasy Nation Builder, my rolls have consistently been the worst of them all,
and I think that's funny as heck .
>21 My guess from this result is that either Yelü finds some kind of hagraven witched-out monstrosity of a woman that barely passes as a human anymore, or the local bastardized daughter of some insignificant tribe out in the middle of Durkadurkastan.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Tue 02 Apr 2024 06:45:17 No. 5967820 Report Rolled 39, 9 = 48 (2d100) >>5967406 Ok, to not stall your move, I will throw around the dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Tue 02 Apr 2024 06:55:30 No. 5967835 Report Quoted By:
TURN 6
>Kingdom of Gegê Under the guise of religious celebration, local traditions and few equally unverifiable excuses, the locals do their very best to not overwork themselves with the new irrigation project (5/12)
>You have 4 turns banked right now TURN 9
>>5967666 >Serene Republic of Enlightened Goatmen 1) The militiamen finish their assembly and are handled clubs to face the dangers of the world
>Military 1 Home Militia [Militia]
2) A mine is being dug around the deposit (4/6)
3) Close to it, a brand new forge is already nearing its completion (5/6)
4) An argument over the optimal size and thickness of the axe's beard is made between metalworkers (3/6)
5) Tiny horned figurines are being carved (3/6)
6) With a lot of bleeting and hastly excuses, everyone finds their way to not go on the search after the beast (?/?)
>At least the die is consistent on this one xD >>5967406 >>5967820 >Letoltican 1) Using the resource rumour, the suprisingly dry part of the bog is being located. The local stone deposit is turned into a small quarry
>Building [Quarry I]
>Other REMOVE Resource Rumour (1/1)
2) While the spots are almost perfect, there is a noticeable resentment to the idea of moving anywhere at all outside of the ancestral lands of Letoltican (4/12)
TURN 10
>>5967554 >The Mountain Confederation >Military The first group of mages makes their walk through the school building, trying to soak the knowledge of this humble abode in few minutes
>Military Battle Mages [+0.6] [Mag]
>>5967723 >Silver Guardians 1) The damn forge is finally ready: the furnace is lit, the bellows are operational and work can be finally done
>Building [Forge I]
2) With juuuust the right push, the discussion over the optimal ratio of ore and fuel turns into something more productive than a seed for a quarrel.
>Tech [Metallurgy I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Tue 02 Apr 2024 06:56:31 No. 5967837 Report TURN 6
>>5967754 >Kingdom of Gegê Under the guise of religious celebration, local traditions and few equally unverifiable excuses, the locals do their very best to not overwork themselves with the new irrigation project (5/12)
>You have 4 turns banked right now TURN 9
>>5967666 >Serene Republic of Enlightened Goatmen 1) The militiamen finish their assembly and are handled clubs to face the dangers of the world
>Military 1 Home Militia [Militia]
2) A mine is being dug around the deposit (4/6)
3) Close to it, a brand new forge is already nearing its completion (5/6)
4) An argument over the optimal size and thickness of the axe's beard is made between metalworkers (3/6)
5) Tiny horned figurines are being carved (3/6)
6) With a lot of bleeting and hastly excuses, everyone finds their way to not go on the search after the beast (?/?)
>At least the die is consistent on this one xD >>5967406 >>5967820 >Letoltican 1) Using the resource rumour, the suprisingly dry part of the bog is being located. The local stone deposit is turned into a small quarry
>Building [Quarry I]
>Other REMOVE Resource Rumour (1/1)
2) While the spots are almost perfect, there is a noticeable resentment to the idea of moving anywhere at all outside of the ancestral lands of Letoltican (4/12)
TURN 10
>>5967554 >The Mountain Confederation >Military The first group of mages makes their walk through the school building, trying to soak the knowledge of this humble abode in few minutes
>Military Battle Mages [+0.6] [Mag]
>>5967723 >Silver Guardians 1) The damn forge is finally ready: the furnace is lit, the bellows are operational and work can be finally done
>Building [Forge I]
2) With juuuust the right push, the discussion over the optimal ratio of ore and fuel turns into something more productive than a seed for a quarrel.
>Tech [Metallurgy I]
Barnabas Ibn Talim
>>5967554 Explore into and expand the surrounding areas for more farmland and increase the confederation's population
>Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >Power level: 1 >Building: Mage school I >Tech Level: 2 >Construction I, Bureaucracy I, Magic Theory I >Bonus+1 Defense +5 Research Barnabas Ibn Talim
Rolled 57, 89 = 146 (2d100) >>5967952 Forgot the dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:DWotDTHZ Tue 02 Apr 2024 13:10:10 No. 5967976 Report >>5967837 Just in case if anyone got confused by what happened for the Letoltican:
Consumables are effectively banked
successes.So the roll was abysmal, but combined with the consumable it was just barely enough to get a tier I building out of that roll anyway.
By tomorrow I should have a map. If stars align properly, it will be even sooner, but don't hold your breath for it.
Anonymous
Rolled 35, 55 = 90 (2d100) >>5967837 Skills
Crafting +10
Hard Labor +5
> Buildings [Mines]
[Toolmaker]
[Forge 1]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions 2) Herding is something that will be hard to delegate to golems, but at least it's less error-prone (2/6)
3) With no goats to herd yet, nobody's sure where the tannery should be even build [HOLD]
TURN 11
> Continue rounding up the goats > The Expedition Report (1/1) is reviewed and a cache of documents and ancient knowledge is discovered! Now to dig it out from the rock slide that buried it. While all are eager to begin the production of bronze tooling, the heat of the forge is entirely too much to bear without proper gear. Efforts turn to goats and a proper read of the Expedition Report. The First Exemplar recognizes one of the locations in the report, a library lost during the downfall to a rock slide. It must be recovered!
High Priest Hapo
Rolled 31, 10, 29, 45, 56, 33 = 204 (6d100) >>5967976 Thanks for filling in my missing rolls chief, though honestly with how tired I was when I posted I consider it a win that you could understand what I was after.
One question though,
>>5967153 here you've listed me on turn 6, and after I put up one set of rolls for turn 7
>>5967837 but here you've put me down as turn 9. By my reckoning I have turns 8, 9 and 10 to catch up to the front runners. If I'm wrong (possible, even likely) then I guess just shaft the extra rolls here. If that happens and any are nat100s I'll just go cry in the corner or something.
Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus: +15 to Elemental Magic
>Buildings: Resource Depo I, Sage's Hut I, Quarry I
>Technology: Letoltican Magic I ® , Sailing I, Medicine I
>Turn 8 >Both rolls into our new settlements. With such perfect spots located it only makes sense to spread out. Even if some people are reluctant to move away from their ancestral spawning pools, surely they can be persuaded round given time.
>Turn 9 >Both rolls building our temples With a source of stone supplied we can expand our temples. Worship of the elements is a central part of Letoltican life, and the holy spawning pools within the temples must be well protected to ensure future generations.
>Turn 10 >Both rolls expand our hunting infrastructure Fishing, foraging and hunting have always supported the bullywug people. We built boats for the fishers, depots for the foragers, now we will build camps for the hunters so that they can bring us back meat, hides and bone.
High Priest Hapo
Quoted By:
>>5968095 Six d100s and only one broke 50 (just). Pretty embarrassing.
Anonymous
Quoted By:
>>5968095 Yeah, that's my mix-up with the turn count. You've got your moves accounted till TURN 7 so far
Builder_Referee !2RBgTmYEzc
Builder_Referee !2RBgTmYEzc ID:ULtsQR8u Tue 02 Apr 2024 23:41:31 No. 5968306 Report I'm officially retarded. I was dead sure I've made a post... which was true, except I didn't post it, wasting 6 hours
TURN 11
>>5967952 >>5967953 >The Mountain Confederation A new drive to the fringes of the Confederation starts, along with going for the still unsettled valleys and gentler slopes (8/12)
>>5968028 >Silver Guardians 1) More goats, more shacks, more... ewww! (4/6)
2) A party of scholar-crafters is sent to the ruins of the library, with the help of particularly strong golems to get through the surface rubble (7/?)
>What exactly you want to squeeze out of this one? It might as well be finished, or still ongoing >>5968095 >Letoltican 1,2) The settlers are even promised extra serving of the dragonfly larva if they just move to the new location... without much results (6/12)
3,4) Thanks to the steady supply of stone and proper resource allocation, the construction of the new temple is going in blitzing pace, against all odds (5/6)
5,6) Having sail-powered rafts makes establishing even the most remote hunting camps much faster (5/6)
Builder_Referee !TVp3awfxeE
Builder_Referee !TVp3awfxeE ID:ULtsQR8u Tue 02 Apr 2024 23:42:33 No. 5968308 Report Quoted By:
>>5968306 And I also messed up the trip
Kingdom of Gegê
Quoted By:
>>5967837 Ah shit, referee I'm gonna have to tap out of this one, sorry, lot's of busywork catching up to me I'm sure you'll understand. Also, thanks for informing me of that pic related movie, hard to think it's from the 70s with how much quality it is.
Silver Guardians
>>5968306 Skills
Crafting +10
Hard Labor +5
> Buildings [Mines]
[Toolmaker]
[Forge 1]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
>Projects / Actions / Constructions 1) More goats, more shacks, more... ewww! (4/6)
2) A party of scholar-crafters is sent to the ruins of the library, with the help of particularly strong golems to get through the surface rubble (7/?)
3) With no goats to herd yet, nobody's sure where the tannery should be even build ?/?
I would like like it to become a Library, or something akin to that. A store of knowledge where scholars can go to research and study.
> With a sigh the Exemplar approves the reassignment of golems to goat dung shoveling. Hopefully this enough to get a supply of hide, milk and meat going. > With great flourish the first batch of Bronze Worker Golems are commissioned. Silver Guardians
Rolled 57, 61 = 118 (2d100) >>5968540 fergoshdarnit
Barnabas Ibn Talim
Rolled 72, 7 = 79 (2d100) >>5968306 >Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >Power level: 1 >Building: Mage school I >Tech Level: 2 >Construction I, Bureaucracy I, Magic Theory I >Bonus+1 Defense +5 Research >Dice 1: Continue exploring and claiming the surrounding lands >Dice 2: further refine our bureaucracy for more efficiency [Bureaucracy II] Barnabas Ibn Talim
>>5968548 Hey OP can I get more actions if I have more bureaucracy?
Silver Guardians
>>5968540 > Skills Crafting +10
Hard Labor +5
> Technology [Metallurgy 1]
> Buildings [Mines]
[Toolmaker]
[Forge 1]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Just realized I forgot to add Metallurgy to my sheet.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Wed 03 Apr 2024 16:20:54 No. 5968869 Report Let's hope I've got my trip back now
TURN 12
>>5968540 >>5968542 >>5968562 >Silver Guardians 1) After all the hassle and extra cleaning duty, the goat herd is merrily frolicking around, the shacks are up and soon the tanner will have skins to tan
>Building [Goat Pasture I]
2) The ore is smelted and the bronze is directly poured into the forms, with slow, but steady work (5/?)
>Remember to list things you put into units, so I can properly evaluate them >Other [Library II] (7/9)
>>5968548 >The Mountain Confederation 1) The frontier is settled, with everyone feeling safe-ish thanks to all the border fortifications
>Other [Land Expansion I]
[Frontier Settlements]
Frontier Settlements (1/1)
>No, this is not a mistake 2) Well, it would be great to have better means to manage the new lands... wouldn't it? (?/?)
>No progress due to low roll And I'm pretty certain your Tech level is still 1
>>5968550 Yes and no.
Getting more Bureaucracy is getting more techs and/or related infra, which in turn might increase your Power, which is one of the things adding extra dice
Barnabas Ibn Talim
Rolled 48, 52 = 100 (2d100) >>5968869 >Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >Power level: 1 >Building: Mage school I >Tech Level: 1 >Construction I, Bureaucracy I, Magic Theory I >Bonus+1 Defense +5 Research >Other: Land expansion, 1 frontier settlement Ah my bad
>fully settle the frontier land by setting up a series of defensive forts within it as well as constructing infrastructure within it >>Incorporate the frontier lands into the confederation to increase power I thought getting more tech gets you more tech level, my bad
Anonymous
Rolled 27, 86, 55, 88, 91, 14 = 361 (6d100) >>5968869 >Name: Serene Republic of Enlightened Goatmen >Leader's name: First Speaker Baaran >Race(s): Goatmen >Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows >Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath. >Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people. >General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices. >Population: 9900 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Buildings: [Orchards I]
>Military 1 Home Militia [Militia]
>Others: [Copper Ore Deposit]
[Land Survey For Capraopolis (1/1)]
Turn 10
1. Work continues on the mine, soon copper will adorn the wealthiest of Goatmen and the strongest of warriors 4/6
2. With the mine soon finished the forgeworks must be ready to turn copper into tools, weapons and jewelry 5/6
Turn 11
1. The design of the axe will be simple and effective, chopping into the armor or hide of any who threaten the goatmen. 3/6
2. The Shamans continue their carving of ancestral figurines to protect the republic militia from bad spirits 3/6
Turn 12
1-2. Send out scouts to search for the great toothed beast and learn more about it, we cannot avoid our problems forever, ?/?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Thu 04 Apr 2024 02:02:54 No. 5969219 Report TURN 12
>>5969203 >Serene Republic of Enlightened Goatmen 1) Soon... very soon copper will be for everyone that can afford it... but now - dig the mine pit! (5/6)
2) At least the forge is ready, waiting for ore to be smelted
>Building [Forge I]
3) Checking on the forge, the smiths and weapon-makers came to conclusion on how to best shape the axe
>Tech [Weaponsmithing I]
4) The totem production goes in full swing. Now even children have their own protective charm in the shape of The Mighty Goat-Man!
>Other [Protective Trinkets]
5,6) While some would rather pretend the problem went its own way, the scouting party finally starts searching for the beast. They quickly track down its lair
>Other Lair Of The Beast (1/1)
TURN 13
>>5968962 >The Mountain Confederation 1) The expansion of border forts is in full swing (3/9)
2) UNLIMITED POWAH! (3/?)
It does both
Silver Guardians
Rolled 89, 85 = 174 (2d100) >>5968869 > Skills Crafting +10
Hard Labor +5
> Technology [Metallurgy 1]
> Buildings [Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
> Copper and Tin flow into the Forge, then continues to be transformed into Bronze Golems. Toolmakers make the last touches, affixing specialized tools for a variety of purposes from stonecutting to tree chopping to field plowing. (But mostly stonecutting if I need to pick one) > Eager hands continue gathering up ancient scrolls and organizing them onto shelves. Anonymous
Rolled 81, 56 = 137 (2d100) >>5969219 >Name: Serene Republic of Enlightened Goatmen >Leader's name: First Speaker Baaran >Race(s): Goatmen >Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows >Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath. >Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people. >General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices. >Population: 9900 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
>Buildings: [Orchards I]
[Forge I]
>Military 1 Home Militia [Militia]
>Others: [Copper Ore Deposit]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Lair Of The Beast (1/1)]
Turn 13.
1. Finish the mine, we need the copper to properly arm our men in face of the Beast 5/6
2. While the militia prepares to face the Beast the Shamans shall begin to study the medical herbs of the region to create healing poultices.
Silver Guardians
Rolled 8, 53 = 61 (2d100) >>5969246 Annnd turn 13 too.
> Establish a Tannery to transform Goat Hides into workable leather > Follow the [Resource Rumor] to an new stone quarry site. Silver Guardians
Quoted By:
>>5969256 This Tannery is cursed.
Barnabas Ibn Talim
Rolled 91, 21 = 112 (2d100) >>5969219 >Population: 10000 >Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >Power level: 1 >Building: Mage school I >Tech Level: 1 >Construction I, Bureaucracy I, Magic Theory I >Bonus+1 Defense +5 Research >Other: Land expansion, 1 frontier settlement >>CONTINUE THE PROJECT Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Thu 04 Apr 2024 17:20:42 No. 5969633 Report TURN 13
>>5969250 >Serene Republic of Enlightened Goatmen 1) The greenish ore is being send to the forge for smelting
>Building [Mines I]
>Other REMOVE
[Copper Ore Deposit]
ADD
[Copper Ore]
2) It would be all that better if the metal was turned into sickles for easier harvesting of herbs (4/6)
TURN 14
>>5969246 >>5969256 >Silver Guardians 1) The new bronze golems are ready for work
+ 1 Bronze Golem Workers +0.9 [Civ]
>I've decided that you've thrown all into them anyway. It doesn't matter with the roll you've gave, but please list "assembly" parts whenever recruiting units. Helps a tonne 2) The old library is restored into mostly operational state and numerous scrolls previously deemed lost are retrieved
>Building [Library I]
Ancient Scrolls (1/1)
3) ... BAAA!
>No progress due to low roll 4) A sheer wall of stone is selected for the new quarry
>Building [Quarry I]
>>5969388 >The Mountain Confederation 1) The construction of new fortification is ready, securing both the new settlements and filling gaps in the old defenses of the Confederation
>Building [Border forts II]
2) MOAR POWAH! (4/?)
Barnabas ibn Talim
Rolled 59, 54 = 113 (2d100) >>5969633 >>Population: 10000 >>Military: Border forts II, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >>Power level: 1 >>Building: Mage school I >>Tech Level: 1 >>Construction I, Bureaucracy I, Magic Theory I >>Bonus+1 Defense +5 Research >>Other: Land expansion, 1 frontier settlement >Consolidate the bureaucracy! MORE POWER!!! Silver Guardians
Rolled 71, 3 = 74 (2d100) >>5969633 > Skills Crafting +10
Hard Labor +5
> Technology [Metallurgy 1]
> Buildings [Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
[Library 1]
[Quarry 1]
> Units Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Ancient Scrolls(1/1)
> Set the [Bronze Golem Workers] to improving the [Basic roads 1] with stone from the [Quarry 1] carved into bricks by the [Toolmaker] > With great fear and much muttering about curses the villagers once again consider...THE TANNERY Silver Guardians
Quoted By:
>>5969771 You can't make this shit up. It's honestly cursed.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Fri 05 Apr 2024 00:22:05 No. 5969930 Report TURN 15
>>5969732 >The Mountain Confederation 1,2) I'VE GOT THE POWER! (10/?)
>>5969771 >Silver Guardians 1) With this new workforce, this shouldn't take long to pave all the roads and straighten the trails (5/9)
2) The sheer amount of issues with the tannery and the fact most recent attempt ended up with the frame falling down on the builders makes people wary of the project. There are whispers of a jinx (?/7)
>No progress due to low roll, permanently increased amount of progress needed to finish due to punitive outcome Barnabas ibn Talim
Rolled 59, 100 = 159 (2d100) >>5969930 >>Population: 10000 >>Military: Border forts II, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >>Power level: 1 >>Building: Mage school I >>Tech Level: 1 >>Construction I, Bureaucracy I, Magic Theory I >>Bonus+1 Defense +5 Research >>Other: Land expansion, 1 frontier settlement >>THE GREAT BUREAUCRATIC LEAP FORWARD! >>>MORE POWER!!! Silver Guardians
Rolled 51, 89 = 140 (2d100) >>5969942 ULTIMATE BUREAUCRATIC POWER!
> Skills Crafting +10
Hard Labor +5
> Technology [Metallurgy 1]
> Buildings [Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
[Library 1]
[Quarry 1]
> Units Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Ancient Scrolls(1/1)
> Improved Roads [Hold] (5/9) > Drop everything and take stone from the [Quarry 1] shape it to bricks at the [Toolmaker 1] and attempt to build a fine temple on the site where the tannery was planned. May the spirits be appeased. Recent rains have uncovered ancient clay fragments from the soil of the tannery site revealing a terrible truth. Our mountain home is inhabited by ancient spirits who take the form of goats! Clearly we have offended them with our tannery! We must make amends with a shrine or temple!
Hasdurn Highlanders
>>5969633 I'M HERE, I'M BACK. HOW MANY CATCH UP DICE DO I HAVE?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Fri 05 Apr 2024 16:30:52 No. 5970345 Report TURN 16
>>5969942 >The Mountain Confederation With all your powers combined... HEYYEYAAEYAAAEYAEYAA!
>Tech [Confederated Bureaucracy I ®]
>Other Power: 2
GAIN 1d100 TO YOUR ROLL
PICK ONE
>Building [Magistrate I]
>Other 2 Decree (1/1)
OR
>Other Grand Magistrate™ project (1/1)
It is a nat100 on rising Power, after all
>>5970080 >Silver Guardians 1) The Temple of St. Redemptionus is build post-haste in the cursed place. Let's hope the jinx will stop plaguing future constructions
>Building [Temple I]
>Other Good Morale (1/1)
>>5970122 Last time you were evaluated here
>>5966975 in turn 6.
We are turn 16 now.
The math is simple.
That's 20d100 of dice.
And like stated in the rules, have mercy and don't roll more than 10d100 per catch-up, because it both cause weird thing with the RN generator AND makes it hard to evaluate outcomes due to sheer number of them.
Barnabas Ibn Talim
Rolled 94, 49, 93 = 236 (3d100) >>5970345 >>Population: 10000 >>Military: Border forts II, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag] >>Power level: 2 >>Building: Mage school I >>Tech Level: 1 >>Construction I, Bureaucracy II, Magic Theory I, Confederation Bureaucracy I >>Bonus+1 Defense +5 Research >>Other: Land expansion, 1 frontier settlement, 2 Decrees >With their new efficient means of governing Barnabas Retires from politics having served the confederation well. After a long and election seasoon Salim Battuta is elected the leader of the confederation. >>Salim's first act is to oversee the training of proffesional armies and reform the Militias into a proper defence force >>Research Army Proffesionalism I Silver Guardians
Rolled 75, 59 = 134 (2d100) >>5970345 > Skills Crafting +10
Hard Labor +5
> Technology [Metallurgy 1]
> Buildings [Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
[Library 1]
[Quarry 1]
[Temple 1]
> Units Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads I]
[Copper Ore]
[Tin Ore]
Ancient Scrolls(1/1)
Good Morale (1/1)
> Continue the Improved Roads (5/9) > Begin a study at the [Library 1] to improve our Golem Crafting skills. Salim Battuta
>>5970527 Yo silver do you want to slow down while the others catch up?
Anonymous
Quoted By:
>>5970599 Doesn't really matter until two nations start interacting does it? You can take multiple turns at once regardless, really shouldn't be hard to catch up.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 09:50:36 No. 5970904 Report TURN 17
Next round, I will have to post proper sheets, since things slowly start to diverge from what I need and what's in the posts.
>>5970446 >The Mountain Confederation A formal training, with the use of regulated regime, supervised by proper requisition forms and ledgers on the troops. Now sign here... and here. What not to like about the army life?
>Tech [Army Professionalism I]
>Other REMOVE [Militia] from EXISTING Border Guards units
>>5970527 >Silver Guardians 1) *Stomp stomp stomp* goes the golem, and then another one unloads the cobblestones
>Other [Basic roads II]
2) While the Guardians build golems, it's more of an artisan craft than anything else, everyone using their own techniques. Time to collect them all together (4/6)
>>5970599 I'd like to point out that you are the two regulars of this builder, so you "slowing down" pretty much means "game died". Which is already in danger, because there is a 90% chance I will be on a field work between 13th and 21st April, as I'm the only guy in the office who's both free by then and has the proper certification for the type of measurements.
Salim Battuta
Rolled 33, 93, 51 = 177 (3d100) >>5970904 >>Population: 10000 >>Military: Border forts II, 2 Border Guards[+0.3], 1 Battle Mage [0.6] [mag] >>Power level: 2 >>Building: Mage school I >>Tech Level: 1 >>Construction I, Bureaucracy II, Magic Theory I, Confederation Bureaucracy I >>Bonus+1 Defense +5 Research >>Other: Land expansion, 1 frontier settlement, 2 Decrees >With the borders well defended and land plentiful the Mountain Confederation will expand their grand libraries and attach universities to them >>Dice 1: Create the first house of learning >>Dice 2 & 3:Expand the mountain libraries Hasdurn Highlanders
Rolled 5, 3, 49, 54, 54 = 165 (5d100) >>5970904 put the first 4 on advanced riding strategies, and the last 1 on mixing random shit together until something useful gets made
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Cervidae Cavalry I] >Bonus: Survival +10 (i assume because i forgot to play for like 11 turns, nothing on my end is improved) Anonymous
>Name: Necran Holdings >Leader's name: Kava Juntara >Race(s): Necrani (elf-like pseudo-undead with eyes that glow in proximity to actual undead) >Color(for if/when I get a map): Grey-Green >General location: Random and out of the way, not close to anyone yet. >Fluff about nation: Fleeing a genocide by ghouls on their risen home world of Necron, they spread out across the universe via an unstable portal. A small number have surfaced here in an attempt to survive, though their small numbers and undead features may make that harder despite their capability to consume basically anything for food. They have just appeared on this world. >Fluff about leader: While not a born leader, he's the only one with the willpower and know how to run things and so he is the de facto head of the group. >General magic practises or other speciality: Necromancy. They come from a world that died and came back wrong, so they see it as a natural thing
Necran Holdings
>>5970954 Yooo Hasdurn, how have you been? I was the anon that played the Revellers months back
Hasdurn Highlanders
>>5970981 i've been bad, but i dont wanna blog post about it
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 14:22:52 No. 5971008 Report I will make a turn in about an hour, bit busy right now
>>5970980 >Necran Holdings PICK ONE
Bonus: Necromancy +15
OR
Bonus: Nercomancy +10
Survival +5
You've got 17 turns of catch-up, which is 34d100 of banked rolls. Please don't roll more than 10 dice at once.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 16:12:55 No. 5971071 Report >>5970954 >Hasdurn Highlanders Yeah, let's do odd-numbered roll when having even multiplications of dice, this is gonna make the book keeping so fucking great! Just like slapping together half a sentence to say "Yeah, whatever" and rolling.
I get it mate, you were out for almost a week, but this is a two way street. Put at least a semblance of effort into this, so I don't have to think about your faction for you. I need material to work with, not "do something"
1-4) Nothing happens
>No progress due to low roll 5) Shit's brewing (3/6)
You now have 19d100 to spare
TURN 18
>>5970931 >The Mountain Confederation 1) Like... another school? We already have a school at home, it makes mages do bzzz! (2/6)
2) A new library is set up in the capital. The building is rather fancy, with the prominent selection of Barnabas works
>Building [Library I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 16:15:16 No. 5971072 Report Quoted By:
As promised, sheets that make my life easier. Wall of greentext = hard to read Missing stuff = missed bonuses Missed ® = way to waste a nat100 outcome Ungrouped buildings = more time spent on checking for bonuses The Mountain Confederation>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research +1 Defense>Buildings [Mage School I], [Magistrate I]>Techs [Construction I], [Bureaucracy I], [Magic Theory I] [Confederated Bureaucracy I ®]>Military [Border forts II] 2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag] Other [Land Expansion I] [Frontier Settlements] 2 Decree (1/1), Frontier Settlements (1/1) Silver Guardians>Population: 10000 >Power level: 1 >Tech Level: 1 >Bonus: Crafting +10 Hard Labor +5>Building [Mines I], [Quarry I] [Toolmaker I], [Forge I] [Goat Pasture I] [Library I], [Temple I]>Tech [Metallurgy I]>Military 1 Bronze Golem Workers +0.9 [Civ]>Other [Basic roads II] [Copper Ore], [Tin Ore] Ancient Scrolls (1/1), Good Morale (1/1)
Necran Holdings
Rolled 42, 55, 64, 58, 100, 17, 33, 90, 26, 80 = 565 (10d100) >>5971007 Fair enough.
>>5971008 >>5971071 >Bonus: Nercomancy +10 >Survival +5 Choosing this one
We're gonna start building shelters, cemeteries, basic storage, fields, basic defenses, a well, and a basic shrine to our lost home. We are also going to scout out the area, see if we can find any important info about our area, and see if we can locate any resources.
Actions this turn: 1d100 per
>Build shelters >Build cemeteries >Build basic storage >Build fields >Build basic defenses >Build a well >Build a basic shrine to our lost home >Scout Area >Search for basic resources >Research edible plants Anonymous
Rolled 45, 46, 18, 93, 38, 30, 62, 69, 2, 82 = 485 (10d100) >>5971071 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9900 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military 1 Home Militia [Militia]
>Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Lair Of The Beast (1/1)]
Turn 14.
1. Continue research into the collecting of medical herbs 3/6
2. With weaponsmithing, mines and forges complete the coppersmiths can turn their attention to the making of simple tools for the populace.
[Forge I]
Turn 15
1-2. The time has come to recruit a true warparty to venture forth and slay the beast, they shall be equipped with our finest copper weapons and protective trinkets!
+10 Recruiting
[Forges I]
[Weaponsmithing I]
[Copper Ore]
[Protective Trinkets]
Turn 16
1. Slowly the economy is expanding with the goatmen beginning to expand into nearby forests to create a lumber mill
2. At the same time others will devote themselves to creating a vast quarry to retrieve stone from
Turn 17
1-2. Under the watchful eye of Baaran the Orchards are expanded to better supply food for the growing goatman population
Turn 18
1. With new weapons the Goatmen have begun to set up small hunting outposts across their land to harvest game for meat and hide
2. Some of the Elder Goatmen have gathered to discuss the ways of constructing the best buildings for the new capital
Silver Guardians
>>5970904 >Population: 10000 >Power level: 1 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I]
>Tech [Metallurgy I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1)
> Continue Golemancy 4/6 study > Scouts set out along the [Roads II] once more seeking new ores Silver Guardians
Rolled 26, 81 = 107 (2d100) >>5971114 Goatmen
>>5971114 Why do golems have a goat pasture? Do they eat the flesh of my lesser kin!
Anonymous
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 17:33:38 No. 5971130 Report >>5971116 They also plan to skin them and use the hides...
>>5971120 Yes
Goatmen
Quoted By:
>>5971130 By the will of Goat Allah this will not stand.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 17:57:16 No. 5971145 Report TURNS 1-5
>>5971076 >Necran Holdings Let's do this fast...
1 Shelters (2/6)
2 Cementaries (3/6)
3 Storage (4/6)
4 Fields (3/6)
5 Defense - nat100
>PICK ONE >Building [Necran Walls I®]
>Tech [Construction I]
OR
>Tech [Walls I]
>Tech [Necran Fortifications I®]
6 Well (0/6)
>No progress due to low roll 7 Shrine (2/6)
8 Scouting mission (5/12)
9 Prospecting for resources (1/6)
10 Eating well (5/6)
TURNS 14-18
>>5971107 >Serene Republic of Enlightened Goatmen 1) New herbal remedies are tested on a brave goatman. He makes it through!
>Tech [Medicine I]
2) Tools handy for civilian activities are on their way (3/6)
3,4) A group of braves is armed with Republic-issued spears. The tips glister in sinister, reddish hue of fresh copper
>Military 1 Goatman Patrolmen +0.9
5) Let's hope there are no beasts in this forest. Lumbermill is slowly build by a stream (2/6)
6) It would be great if those new tools were already delivered for the future quarry, rather than having to do with sticks and hot water (1/6)
7-8) So many more trees... Just think about the harvest in the autumn! (8/9)
9) Well, guess this IS a hostile world full of aggressive fauna - big and mean enough that even throwing protective trinkets at it won't do much
- 50 Population
10) The survey of the spot for Caprapolis sure is handy for this discussion (5/?)
>Just to be sure - you're trying to get new capital build OR you want to to develop construction tech? >>5971114 >>5971115 >Silver Guardians 1) The passions run high when it comes to specific techniques, but the resulting quarrel thankfully didn't impede the process of writing down the basics of the craft
>Tech [Golem Making I]
2) While the road doesn't reach far from already known places, it at least makes the first leap of the journey more pleasant (5/8)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 17:58:37 No. 5971146 Report >>5971145 God damn it...
>PICK ONE >Building [Necran Walls I®]
>Tech [Construction I]
OR
>Building [Walls I]
>Tech [Necran Fortifications I®]
Goatmen
Rolled 53, 48 = 101 (2d100) >>5971145 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military 1 Home Militia [Militia]
1 Goatman Patrolmen +0.9
>Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Lair Of The Beast (1/1)]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6
Turn 19
1. The time has come for the Goatmen Patrolmen and the Home Militia to march upon the Lair of the Beast and rid our home of its malign presence!
+[Lair Of The Beast (1/1)]
2. Finishing the creation of proper tools for the populace is the most important task at the moment, once done all other things will be so much easier! 3/6
I didn’t want to start building the capital yet, just research construction. I will only begin to build the capital which shall be the first wonder of our nation when I have a greater amount of materials and technology.
Silver Guardians
Quoted By:
>>5971116 There are humans too. And we gave up on the skinning and tanning, it was literally cursed, so we built a temple dedicated to goat spirits. Just cheese and milk for us now.
Salim Battuta
Rolled 84, 90 = 174 (2d100) >>5971145 >Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I]
>Techs [Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)
>Dice 1: Continue building the first universities >Dice 2 & 3: Research new means of constructions, Research construction 2 Salim Battuta
Rolled 24 (1d100) >>5971199 Forgot the last dice
Empress Genetrix
>Name: Formicus Imperia >Leader's name: Empress Genetrix >Race(s): Giant Ants and Aphids >Color(for if/when I get a map): Brown >General location: Dense primordial jungle valley surrounded by huge mountain ranges. The flora and fauna of this ancient land have grown to enormous sizes as dinostaurs, mammoths and other beasts stalk the lands (think Chult from D&D) >Fluff about nation: A nation of large, multi-limbed ants and their Aphid allies. Legends claim that a great glowing stone fell from the sky, and the first Queen and her brood one day that they comprehended and understood. Gifted with the blessing of sentience and reason, they choose to establish a great civilization amongst the hostile jungle, and grow to great heights hewing a home out of the mountain rock. >Fluff about leader: Empress Genetrix is the latest in a line of mighty Queens, whose size rivals that of buildings. Every day she lays scores of scores of young ants, many who grow into new forms and adaptations in service of her Empire. Gifted with the greatest intellect of all, she and her predecessors wish nothing but to see the Empire rise not simply in size and might, but to also rise above the animals and beasts that surround them. To be something more. She rules alongside the Queen of Aphids, whom she calls sister and ally. >General magic practises or other speciality: <<Mutation and Evolution>> The ants have a seeming ability to mutate not only the bodies of their populace at large, but create specialist forms adapted to tasks and situations. Flying scouts with sensitive antennae, or hulking bruisers for digging and war, to name a few paths. So too to their aphid allies, who what they lack in the strength and size of the ants make up for in wit and specialist mutation. Don't fill this in:>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus:
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sat 06 Apr 2024 20:38:30 No. 5971266 Report >think Chult from D&D You are the first person I "met" in 9 years that makes a reference to official D&D lore as a shorthand.
And I'm playing TTRPGs longer than most anons are alive.
>>5971237 >Formicus Imperia Pick ONE
Bonus: Population Growth modifier
OR
Bonus: Hard labor +10
Survival +5
You've got 18 turns of catch-up, which is 36d100 of banked rolls. Please don't roll more than 10 dice at once.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ZgQ+zM14 Sun 07 Apr 2024 10:52:35 No. 5971926 Report *Sounds of crickets*
Anonymous
>>5971926 Maybe they are still sleeping?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ZgQ+zM14 Sun 07 Apr 2024 11:03:09 No. 5971930 Report >>5971928 Sleeping all night? And all day?
... you aren't one of THEM, are you?
Salim Battuta
Quoted By:
>>5971930 Shieeet homie if you want people to do something I can post my next five turns. Also what the hell can I use my decress for?
Empress Genetrix
Quoted By:
>>5971926 Sorry, I'll post. Was myself busy yesterday IRL.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ZgQ+zM14 Sun 07 Apr 2024 12:44:36 No. 5971951 Report TURN 18
>>5971199 >>5971201 >The Mountain Confederation 1) The small university is up and ready. It has seven faculties, each taking a single room, but it's a start!
>Building [University I]
2,3) Having build so many forts sure comes with useful on-hand experience with construction (7/9)
TURN 19
>>5971176 >Serene Republic of Enlightened Goatmen 1) The beast is cornered in its lair!
2) The new tools are being made and delivered across the republic
>Tech [Tools I]
>Other [Copper Tools]
>Other COMBAT ROUND!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ZgQ+zM14 Sun 07 Apr 2024 12:47:56 No. 5971954 Report Rolled 8 (1d10) COMBAT ROUND
>>5971176 The beast charges toward the goatmen encroaching into its lair!
>Beast +1.5 You roll 2d10
Empress Genetrix
Rolled 52, 41, 3, 55, 3, 57, 78, 88 = 377 (8d100) >>5971266 Bonus: Population Growth modifier
Action 1
>Mutation: Tele-Antennae While the ants have eyes, it's their sensitive Antennae which are their finest instruments for sensing the world. The fine hairs aren't simply useful for hearing sound or smell, but conveying direct thoughts from one ant to another. The exact mechanism for this isn't yet known to ants, but one day they hope to understand.
Action 2
>Mutation: Brain Aphids With so many new intelligent voices, ideas, and a whole world out there to catalogue and discover, it is realized that a specialist caste will be needed to process and record vast amounts of knowledge. Specialist brain aphids, whose craniums are enlarged, are born into the world, taking to their roles as researchers and record keepers gladly
Action 3
>Leaf Fungus Farm The Great Tree's, soaring high into the sky, some as tall as the mountains, are the first and greatest sources of food for the ants. Their leaves the size of tent canvas, and roots as wide as rivers bore kilometers into the earth. Already some Ants begin to clamber up, seeking to bring down the great green leaves. They do not eat the leaves themselves, but pulp them, and lay the pulp among clusters of fungus and spores. These grow upon the pulp, and the ants feast upon the delicious fungi greatly.
Action 4
>Beast Hunters In addition to fungus farms, the great beasts provide plentiful sustenance, in meat and bone which can be ground down to feed the expanding hive. Great teams of beast hunters go forth, armed with little more than their mandibles and limbs, to subdue them in great numbers
Action 5
>Domesticated Dinosaurs The Brain Bugs, having analyzed the way these giant beasts react to the swarm, postulate a theory. They suspect that if some of these creatures could be made to fear and respect the Imperia, then perhaps they could be tamed. Much in the same way the aphids once tamed smaller insects. They charge some brave beast hunters not with killing them, but corraling them into caves or places of limited escape. There they could be fed, and slowly trained to acknowledge food with the ants. Some of these beasts might prove useful for labour and as mounts
Action 6
>Tunnel Roads Moving so much leaf and meat matter through thick jungle is proving annoying. Beneath the surface of the earth, great tunnels are being dug, to facilitate the movement of ants and aphids better
Action 7
>Mutation: Strong Bodies Great boulders, huge bones, giant piles of leaves. The ant bodies start to adapt for greater strength, to carry multiple times their own weight to compensate for the ever increasing burden of labour.
Action 8
>Dig Nurseries The ever pressing need for more ants, and the influx of food, calls for greater emphasis on the care and raising of the young. A great nursery is dug, where the eggs can be carefully managed, and the hatchling young fed, cleaned, and raised. Their individual talents discovered and nurtured too.
Anonymous
Rolled 7, 6 = 13 (2d10) >>5971954 1 Home Militia [Militia]
1 Goatman Patrolmen +0.9
The Goatmen bleat out a battle cry ad they charge forwards!
Empress Genetrix
Rolled 87, 33, 59, 93, 61, 56, 44, 78, 74, 15 = 600 (10d100) >>5972008 Action 9
>Leaf Fungus Farms Last season the Leaf Fungus Farms did poorly, perhaps due to a bad crop or harvest. Effort is made again to ensure the farms are bountiful, and perhaps new fungus strains grown.
Action 10
>Dinosaur Domestication The previous rounds of domesticated great lizards also had proven difficult. The beasts temperamental. Efforts are again tried to domesticate the mighty beasts.
Action 11
>The Mountain Hive The hive grows ever expontentially, more space is needed. The mountain seems to have unlimited space within its confines, and so great tunnels and chambers are soon dug
Action 12
>Tools Mandibles and limbs can only carry an ant so far. The ants have long since used sticks and other implements to make life a little bit easier. The Brain Aphids decree this a principle of 'leverage' and declare it a good thing. The ants start to come up with new ways to use tools, especially in the face of obstacles their mandibles cannot bite
Action 13
>The search for ore deposits There are some things the ants cannot dig, move, or push out the way. Great rock faces that have not even a little chink to chip away at. A search is on for some sort of hard material, stronger than stone, that might be a breakthrough. The Aphids believe it exists, and so the ants set out to find it
Action 14
>Written Language The voices of the ants are many, but their memory is not infallible, not even that of the Brain Aphids. A sophisticated series of scratches on stone and wood has been useful for tallying numbers and figures. A crude writing system is being developed
Action 15
>Tree Settlements In addition to the great mountain, the mighty tree's themselves are hewn into, creating vast chambers. Here can be planted the fungal farms so that the distance the leaf cutters have to travel is not so great, as well some nurseries.
Action 16
>Tech: construction Between the mountain and the trees and the tunnels, better and faster methods of construction are being analyzed and written down by the Brain Aphids
Action 17
>Primitive Fuedal System The Queen cannot herself handle the needs of the growing Imperia. She takes three daughters, and enobles them to 'Princesses' and 'Duchesses'. These soon find themselves also capable of raising eggs, though to a lesser extent than her. Each is born with an inherent sense of fealty to the one that is largest and raises the most eggs, and know that upon the death of the Queen, a chosen daughter will immediately be known and elevated to a new Queen.
Action 18
>Ores into Material Perhaps the ores were found, or perhaps they weren't. If they were not, then the search carries on. If they were, then a way is sought out to craft them into harder materials that the ants might use.
Silver Guardians
Rolled 79, 94 = 173 (2d100) >>5971145 >Population: 10000 >Power level: 1 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1)
> Scouts set out along the [Roads II] once more seeking new ores (5/8) > Construct a lumberyard The scouts can't help but dream of wagons to carry them along. Fortunately back home workers are already picking a spot for a lumber camp.
Salim Battuta
Rolled 23, 40, 41 = 104 (3d100) >Population: 10000
>Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I]
>Techs [Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)
>>5971951 >>Finish construction >Salim eases the burden on new families allowing with public support programs and combatting lowholds monopoly on food >>Increase population Necran Holdings
Rolled 69, 23, 18, 47, 55, 50, 29, 43, 43, 35 = 412 (10d100) >>5971145 >>5971146 I pick
>Building [Walls I]
>Tech [Necran Fortifications I®]
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
>Tech [Necran Fortifications I®]
We continue work on (All 1d100)
>Shelters >Cemeteries >Storage >Fields >Well >Shrine >Scouting >Prospecting >Researching Food We begin
>Building Roads Within Settlement [1d100] Salim Battuta
Quoted By:
>>5972050 >>Finish researching construction II* Empress Genetrix
Rolled 44, 13, 40, 71, 33, 1, 54, 42, 67, 50 = 415 (10d100) >>5972018 Action 19
>Dinosaur Domestication Efforts were better, but they could be improved (doing this again cause I saw the roll was low last time)
Action 20
>Search for Ores (again due to low rolls)
Action 21
>Mutation: Winged Ants As scouts hop and leap across the boughs of the great tree and the ravines of the ground, a new type of ant begins to appear among them. One with wings upon their back, the better to glide or make even longer jumps of flight.
Action 22
>Mutation: Honey Ants Meanwhile, other ants have taken an interest in the great flowers that rise high and the nectar within. These ants have consumed so much of the stuff and grown bloated, seemingly producing an even finer, sweeter substance. These honeypot ants
Action 23
>Ores into Materials/Tools To carve into the stone of the mountain, hard, strong tools are needed
Action 25
>Mutation: Acid Spitters Occasionally against threats from afar, or against hardened monsters, some of the ants have begun to spit a caustic acid at range
Action 24
>Cloth/Textiles Carrying things upon backs has always been annoying. Perhaps something to help. A bag if you will.
Action 25
>Mutation: Arcane Antennae (Magic Users) Some ants have found mysteries shards, fragments of glowing rock, among other oddities. Their antennae grow long, very long, and seem to sparkle a bit. Might this be the beginning of a new force hitherto unknown to ant kind?
Action 26
>Cast Development (The Magi) These ants and aphids which have developed specialist antennae have proposed to set up their own group, much like the Brain Aphids, but devoted to their new found powers
Action 27
>Irrigation Sometimes water proves a nuisance, lakes and ponds which prove a threat to tunnel roads. Other times a necessity, for water is needed to quench many ants thirst and that of the fungus plants. Our best diggers begin to develop ways to move water from one point to another
Empress Genetrix
Rolled 4, 33, 35, 20, 51, 83, 48, 9, 58 = 341 (9d100) >>5972068 Action 28
>Mutation: Hard Chittin Faced with continual difficulties in finding any sort of ores or substances to crack rock, Ant genomes carry the day, when their mandibles and bodies themselves seem to harden. Rather than relying on metallic tools, the ants seem to hone their very bodies to slice and carve into rock itself
Action 29
>Into the mountain And with such new gifts, they would carve even more territory deep into their mountain stronghold
Action 30
>Underground Mushrooms Within the mountain the ants would find chambers where, despite the lack of sun, great shrooms seem to grow giving off more sustenance.
Action 31
>Underground Cultivating More things are found, such as large centipedes and great termite colonies eating the roots. These do not have the sentience of ant-kin, and so are harvested for food
Action 32
>Music In the depths of the mountain tunnels, sounds seem to reverberate greater, and the antennae are able to pick them up much more precisely. Some ants have begun to wave their antennae around, the motions through the air creating a whistling, almost melodic sound. The first ant songs are being sung
Action 33
>Dyes Red berries, blue nectar, and an array of other fanciful colors. The Queen seeks that some of these be distilled and poured into cloth, such that she might wear them upon her body.
Action 34
>Army Structure The presence of very large termite colonies, who while not having the same sentience as us, do pose a threat. The army must not be neglected. The Queen summons her most experienced leaders, elevating them to the ranks of Legates and Centurions, that they might lead 1000s and 100s of ants in defense of the Imperia
Action 35
>Arcane Communication Some of those whose antennae grow long and seem to glow and spark with strange energies claim they have found a way to communicate messages across distances even greater than normal. If so, it would mean a new way to expand the Imperia to greater lengths!
Action 36
>Territorial Expansion The reach and breadth of the Imperia grows as ants seek new foraging grounds and places to set up small colonies
Empress Genetrix
Quoted By:
>>5972073 Those should be the 36 rolls. Let me know if anything seems wrong.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 17:08:01 No. 5972085 Report Rolled 6 (1d10) COMBAT ROUND
>>5971954 >>5972012 >ROUND RESOLUTION The charge is stopped cold in its tracks - the beast has easy time using its claws and jaws to toss around first few goatmen, The rest surround it, but it's hardly a winning
>1/2 Home Militia >Enemy move Then it does that every cornered animal would do - it charges, trying to get free, even if it means facing the pointy sticks with shiny tips
>Beast +1.5 Goatmen
Rolled 5, 5 = 10 (2d10) >>5972085 "Hold"
The Head Patrolman bleats out to his fellow Goatmen, their speartips gleaming in the sun staying trained upon the beast.
1/2 Home Militia [Militia]
1 Goatman Patrolmen +0.9
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 17:34:39 No. 5972099 Report Rolled 9 (1d10) COMBAT ROUND
>>5972085 >>5972087 The beast makes short work of the remaining militiamen. The spears barely slow its vicious attacks
>REMOVE HOME MILITIA >You now roll 1d10 >Enemy move Having tasted blood and still being surrounded, the monster tries to get through the pointy sticks directly to the tasty mutton
>Beast +1.5 Goatmen
Rolled 6 (1d10) >>5972099 The Patrolmen push forward with their spears pushing into the flanks of the Beast, they would avenge their fallen kin.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 17:45:47 No. 5972115 Report I'm gonna split this down to not go insane...
And sorry for no fluff, but this is just too much to dwell into at once
TURNS 1-4
>>5972008 1 3/6 Tele-Antennae
2 2/6 Brain Aphids
3 A giant roc picks up the ant workers
- 50 population
4 3/6 Beast Hunters
5 Attempt to approach a giant saurian ends with a stampede, killing many
- 50 population
6 3/6 Tunnel Roads
7 5/6 Strong Bodies
8 5/6 Dig Nurseries
TURNS 5-8
>>5972018 1 5/6 Leaf Fungus Farms
2 2/6 Dinosaur Domestication
3 3/12 Mountain Hive
4 TOOLS
>Tech [Tools I]
5 4/6 Ore Deposit
6 3/6 Writing
7 2/8 Tree Settlements
8 5/6 Construction tech
9 4/6 Feudalism
10 0/6 Smelting
TURNS 9-12
>>5972068 1 4/6 Dinosaur Domestication
2 4/6 Ore Deposit
3 2/6 Winged Ants
4 4/6 Honey Ants
5 2/6 Smelting
6 >CRIT FAIL
>The results of the new batch of eggs turns feral, blood-thirsty and extremely dangerous to the rest of the hive. It's a disaster for the whole colony >-500 population >[Other] >[Infestation] You've got a permanent negative effect, that MUST be dealt with post-haste. And it's not like you have bodies to throw at it
7 3/6 Textiles
8 2/6 Arcane Antennae
9 4/6 Magi
10 3/6 Irrigation
TURNS 13-16
>>5972073 1 Punitive outcome
>[Other] >[Overworked Queen] 2 5/12 Mountain Hive
3 2/6 Underground Mushrooms
>If this was intended to be more of the Leaf Fungus Farms, then it got finished. If not, then apply the outcome 4 1/6 Underground Culvitating
5 3/6 Music
6 5/6 Dyes
7 3/6 Army Structure
8 0/6 Arcane Communication
9 8/12 Mountain Hive
>I assume the last one is still mountain hive, which you didn't finished yet Regardless of your action, you have negative penalty BANKED for the crit-fail, but since you kinda mass-rolled, I will keep it for now on hold. That doesn't mean it won't apply, I'm just being lenient here
There is one /12 action, and one /8 action, everything else is up to /6
You are now turn 16, the game is turn 18, which means you have 6d10 to roll.
You have an ongoing crisis in your faction that has to be addressed first - it won't go away and it's quite literally eating you our
And this mass-roll?
Pure
Fucking
Insanity
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 17:49:39 No. 5972117 Report Rolled 5 (1d10) COMBAT ROUND
>>5972099 >>5972109 The creature is relentless and ignores more and more spears hanging from it sides, looking now like a blood-soaked porcupine. As fierce as it is, it can be defeated, even if at great cost
>1/2 Goatman Patrolmen >1/2 Beast This is it. Only a handful of warriors left. The monster is bleeding out. The goatmen are tired and decimated. One final lunge of the creature - either it will get free, killing the final few warriors, or die trying
>Beast +1.5 Goatmen
Rolled 1 (1d10) >>5972117 Clutching their Protective Trinkets and offering prayers to the ancestors the Patrolmen make for one final push to finish off the Beast.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:10:07 No. 5972127 Report TURNS 6-10
>>5972051 >Necran Holdings 1 Shelters are ready for their new residents
>Building [Shelters I]
2 Cementaries are going much slower - no dead to bury yet (4/6)
3 Storage (4/6)
>No progress 4 Fields will provide food soon
>Building [Fields I]
5 The rocky terrain makes well-digging harder (3/6)
6 Shrine is almost ready for first ceremony (5/6)
7 Scouting mission is cautiously and very, very slowly going forward (6/12)
8 Prospecting isn't any faster (2/6)
9 There are some edibles in the new world, even if all of them taste badly
>Tech [Nutrition I]
10. Land is being cleared for new roads (2/6)
TURN 18
>>5972026 >Silver Guardians 1) After a bit of prospecting in the countryside and wilderness, the scouts come back with news
>Other Resource Rumour (1/1)
2) The new lumbermill is up and going
>Building [Lumber Mill I]
>NOTE You are in a position to swiftly increase your Power rating
>>5972050 >The Mountain Confederation 1. There is a clear disagreement on the subject of the perfect shape and size for stones used for building two-store buildings and how this affects the whole process (8/9)
2. The food redistribution program is going... slowly (2/6)
3. If you rub two people together, you might not start a fire, but it's still useful for other things (2/6)
If I skipped someone or something - do tell
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:13:03 No. 5972130 Report FINAL COMBAT ROUND
>>5972120 >>5972120 Despite their best effort and utmost dedication in the face of impossible odds, the remaining goatmen are torn apart by the beast. The wounded monster returns to its lair, still as the unconquered master of the wilderness
>REMOVE Goatman Patrolmen Will the Serene Republic ever know peace from this foul beast?
Empress Genetrix
>>5972115 Just to clarify you need 6d10 from me immediately yes? Can roll that now.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:14:59 No. 5972133 Report >>5972127 Oh, and The Mountain Confederation is TURN 19
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:16:54 No. 5972135 Report >>5972132 Technically, it can be 8d100, since TURN 19 already
I SINCERELY suggest to focus. You have right now
THIRTY FUCKING FOUR (34!) ongoing actions
And a crisis going from a crit-fail
You have not a single unit to engage your crisis in combat, too.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:17:59 No. 5972136 Report Quoted By:
>>5972135 Sorry, 32.
Which is still about 25 too many
Empress Genetrix
>>5972135 Gotcha. Heh, tricky bit of make up actions you never know how big they'll be or what the result will be. Okay 8d100 actions coming up. Let's hope I pick them right...
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:21:37 No. 5972139 Report >>5972132 Ignore the posts I've just slashed, I've just realised I've messed up the count.
You are turn 18.
Which means you have:
1) A single roll of 2d100
2) Ongoing crisis
3) No units
4) 32 ongoing projects
You are officially screwed.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 18:23:25 No. 5972142 Report >>5972138 A sensible thing would be to roll 10d100, wait for eval and then do it again, until you are out of surplus. Or at least keep going with stuff that's already ongoing, since the dice-to-progress is no secret and you have no faction bonuses to roll outcomes. But you do you, I've seen weirder
Empress Genetrix
Quoted By:
>>5972139 Lol
Had i known how many of them would be multi action turns I'd have focused a few more rolls on fewer projects.
Only thing left to do is buck up and deal with it.
Empress Genetrix
>>5972142 oh...I had no idea I could do that. Normally in these games when it comes to such makeups the GM wants them all ready to go for a turn update.
Good to know! Well, worse comes to worse, I've got other nation ideas in mind and a much better idea on what not to do. But I ain't giving up yet!
>dice-to-progress is no secret Shit, was there a way to calculate the averages for how much progress an action would take? Damn. I should have paid attention to it. I see ways to calculate how much progress you'd get in the rules pastebin tho.
Empress Genetrix
Rolled 48, 99 = 147 (2d100) >>5972115 Actions 1 + 2
>RAISE ANT MILITIA UNITS AND DEAL WITH THE FERAL ANTS! I'd almost wish I could fold it into the Army Structure action. But this is a crisis and we MUST deal with it!
We've got ants now get them out there and FIGHT!
Goatmen
>>5972130 How exactly does the combat system work? If you got by total numbers I won the first two rounds but still took damage to my units.
Necran Holdings
>>5972127 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Shelters I]
[Walls I]
>Tech [Necran Fortifications I®]
[Nutrition I}
We continue work on (All 1d100)
>Cemeteries >Storage >Well >Shrine >Scouting >Prospecting >Building Roads We will begin (all 1d100)
>Finding animals to tame >Building Watch Towers >Research Better means of Construction Goatmen
Rolled 54, 18 = 72 (2d100) >>5972127 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6
Turn 19
1. With decimation of the Republic military forces the only choice ahead of Baaran is to recruit more Patrolmen, the Beast cannot be allowed to live and threaten their homes further.
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
2. Traveling from village to village Baaran would continue to recruit for an additional unit of patrolmen, only when the bones of this beast adorn the council chamber will the republic know peace.
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:00:39 No. 5972171 Report >>5972156 You need to roll equal or higher to deal damage at all. If a combat goes for longer than 4 rounds, the first unit in line gets damaged anyway, even if there was no successful hit on it. By round 8, everything without a defensive tag gets damaged and first unit is wiped out, and then by round 12 (if anything is left) even defensive tags won't help from auto-damage, while first three units get wiped out.
Effectively, more units = more chances to score the hit, rather than more units = victorious swarm summing up attacks. It's designed to balance whatever players will be throwing at each other in a purely abstract manner. Last time I saw those rules in action, they had to account for anti-air artillery and airships fighting against giant mechas, magi on flying carpets and their warg-riding goblin allies. Didn't made one bit of sense fluff-wise, but the numbers allowed the warg riders to be the last group standing, since despite being a +0.3 unit with [Militia] (which is a penalty) there were 19 of those at the start and by the end, there were still 4 left, while everything else was slowly withered out
Silver Guardians
Rolled 42, 71 = 113 (2d100) >>5972127 >Population: 10000 >Power level: 1 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1), Resource Rumor (1/1)
Not quite sure what a RAISE POWER action is, but here goes nothing.
> Village leaders from across the mountain vale gather together to write the Silver Accords, a collective agreement that binds the people of the mountains together with the Silver Guardians. May the locked vaults never be opened! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:01:40 No. 5972173 Report >>5972160 Dice, love
Unless you want me to roll
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:18:25 No. 5972191 Report Quoted By:
>>5972156 >>5972171 As for unit assembling, there are three axis to consider
On one hand, piling up tech and infrastructure gives better units with better and more numerous tags
On the other, doing so means the units eventually take longer to produce.
On third, there is quantity vs. quality.
The high tier buildings and/or techs might counter-balance how long it takes to get a good unit out of the pile-up, so it's not a lost cause to keep adding stuff. On the flip side, they make assembling low-tier units much more efficient, but they aren't that strong in combat, so it all boil to fine-tuning things for your faction;
Do you want a 1 Steam Tank +4.5 [HArm] [Art] [Anti-Inf] where you can roll even 1 and still make short work of whatever you're facing, OR you want 20 Poor Fucking Infantry +0 [Militia] and hope that at least three of them will roll 10 in a single 20d10 two rounds in a row, before the tank guy is going to build another tank and just roll over remaining PFI
We are turn 19, so a +1.5 unit is pretty tough, even if it's one and it has no tags
Empress Genetrix
>>5972171 >anti-air artillery and airships fighting against giant mechas, magi on flying carpets and their warg-riding goblin allies That sounds badass. Are there sci-fi versions of this game?
Someone told me this was going to be more copper age so I tried to stick to that mindset.
Do you think I can salvage the ants? I was going to try and deal with the crises first, then finish off a lot of the unfinished projects one by one.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:27:59 No. 5972197 Report Quoted By:
>>5972194 I mean everything is salvageable. As long as you prioritise and focus on finishing stuff that's possible to finish fast, it's going to work out. It just might take extra 10 to 20 turns.
As the title of the game says, it's a Standard Fantasy Nation Builder. Anything goes, fluff-wise
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:30:33 No. 5972200 Report Quoted By:
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:38:17 No. 5972209 Report TURN 19
>>5972150 >Formicus Imperia An entire swarm of workers is thrown at the feral ants!
>Military 3 Worker Swarms [Militia]
TURN 19
>>5972172 >Silver Guardians POWER TO THE GOLEM CRAFTERS! ALL HAIL THE FIRST EXEMPLAR! PROTECT THE VAULTS! (6/?)
TURN 20
>>5972161 >Serene Republic of Enlightened Goatmen 1) With some grim resolve, a new group of patrolmen is issued weapons and put into training (4/6)
2) The fate of the previous expedition doesn't encourage many new recuits (1/6)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:40:19 No. 5972210 Report Rolled 1, 4 = 5 (2d10) COMBAT ROUND
>>5972150 The feral ants are traced in the corridors of the hive! Death to betrayers of the Empress!
>2 Feral Swarms +0.3 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:41:20 No. 5972213 Report Quoted By:
>>5972150 >>5972210 You got 3d10 to roll. Combat is separate from actions, so you can and even should do it separately from your actions
Empress Genetrix
Rolled 1, 4, 9 = 14 (3d10) >>5972210 Go forth brave ants! For the Empress and Imperia!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 19:48:23 No. 5972224 Report Rolled 9, 4 = 13 (2d10) COMBAT ROUND
>>5972210 >>5972217 ROUND RESOLUTION
A fierce battle starts against the acid-spitting ants. While they have advantage of range, there are simply more of the loyal workers!
>Remove 1 Worker Swarm >1/2 Feral Swarms +0.3, Feral Swarm +0.3 >Enemy move The lack of any commanding ant makes the spitters unable to realise they are doomed - but it also makes them unable to stop fighting
Empress Genetrix
Rolled 7, 3, 2 = 12 (3d10) >>5972224 These feral ones fight fearlessly. If only insanity had not claimed them, what fighters they could have been! It is a sad thing we must do, but for the the Imperia to survive they must be put down! As we have done since old times, swarm them and finish them off!
Empress Genetrix
Quoted By:
>>5972226 Sorry, that should have been 2d10 not 3d10.
Empress Genetrix
Rolled 98, 85 = 183 (2d100) >>5972209 Action 1+2
>More Ant Militia The battle rages on, as ant bodies molten by acid are brought back for recycling, it is clear it will be no easy won battle. The ancient war cry is sounded, "MORE!"
More militia to the fray!
Silver Guardians
Rolled 18, 92 = 110 (2d100) >>5972209 > MORE POWA Goatmen
Rolled 11, 82 = 93 (2d100) >>5972209 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6
Turn 20
1. The recruitment of more Patrolmen must continue, promises of bountiful rewards of fruit, metal jewelry and fertile women. 4/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
2. Baaran will continue his rounds going to even the most remote villages to recruit patrolmen 1/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 20:08:04 No. 5972234 Report Rolled 5, 1 = 6 (2d10) COMBAT ROUND
>>5972226 ROUND RESOLUTION
Once the numbers of workers starts to dwindle down, the spitting ants, being born for war, gain obvious advantage in direct combat!
>Remove 1 Worker Swarm >Enemy move The fight continues, one ant against the other!
Empress Genetrix
I should update my statblock>Population: 99400 >Military: 2 Worker Swarms [Militia] (In Battle)>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I] Unfinished Projects 3/6 Tele-Antennae 2/6 Brain Aphids 3/6 Tunnel Roads 5/6 Strong Bodies 5/6 Dig Nurseries 5/6 Leaf Fungus Farms 4/6 Dinosaur Domestication 8/12 Mountain Hive 4/6 Ore Deposit 3/6 Writing 2/8 Tree Settlements 5/6 Construction tech 4/6 Feudalism 2/6 Winged Ants 4/6 Honey Ants 2/6 Smelting 3/6 Textiles 2/6 Arcane Antennae 4/6 Magi 3/6 Irrigation 2/6 Underground Mushrooms 1/6 Underground Culvitating 3/6 Music 5/6 Dyes 3/6 Army Structure 0/6 Arcane Communication Crisis/Problems I need to deal with!>Feral Ants / Infestation >Overworked Queen
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 20:14:59 No. 5972237 Report TURN 20
>>5972229 >Formicus Imperia The hive has always spare workers to throw at whatever puts it in danger!
>Military 4 Worker Swarm [Militia]
>>5972230 >Silver Guardians I got the power, I got the moves, I got the music, I got the grooves (12/?)
TURN 21
>>5972231 >Serene Republic of Enlightened Goatmen 1. Dreams about the bounty seems to distract more than they help with anything (5/6)
2. Getting personally involved seems to work out in the end - many young goats feel obligated to the call, as nobody wants to be seen as a coward
1 Goatman Patrolmen +0.9
>Some bad luck with the dice Empress Genetrix
>>5972234 Is it 1d10 per remaining ant swarm alive? Or do I keep rolling 3d10?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 20:16:40 No. 5972239 Report Quoted By:
>>5972238 It's 1d10 per unit.
You are left with 1, and just recruited 4 more.
Since this is a fight directly in your own heartland, units are directly added to the grinder.
Thus: 5d10 right now
Empress Genetrix
Rolled 9, 1, 6, 10, 2 = 28 (5d10) >>5972234 The wavering ants, under whithering acid fire, are suddenly bolstered by fresh reinforcements sent into the fray!
Limbs stamp the earth, mandlibles clack and clasp, as fresh battle is joined again!
"For every one of us that dies, two more shall take its place!"
Empress Genetrix
Rolled 85, 88 = 173 (2d100) >>5972236 >>5972237 Action 1
>Heal the Queen Give her pampering, extra food, and much needed rest. She has been overworked, and so we should help her recover
Action 2
>Finish the Nurseries 5/6 We will need fresh ants to recover from this recent incursion
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:ULtsQR8u Sun 07 Apr 2024 20:25:59 No. 5972249 Report FINAL COMBAT ROUND
>>5972234 >>5972242 Many more have to die, but eventually, the overwhelming numbers are enough to kill every last of the feral ants
>Remove 2 Worker Swarm You remove 1 due to rolls and 1 from consolidated damage from combat AND 4th round effect The menace is finally dealt with! No more intruders!
REMOVE
>Other Feral Ants / Infestation
Empress Genetrix
Quoted By:
>>5972249 Glorious victory! The ants let out a mighty cheer of clacks and clicks, antennae waving in collective joy at the repulsing of intruders. But what could have caused the madness in these who should have been warriors of the Queen? It's up to the Brain Aphids to find out! (when they're ready that is)
Goatmen
Rolled 7, 55 = 62 (2d100) >>5972237 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6
Turn 21
1. Young men had become too lax, dreaming of rewards instead of working for them! Baaran will shout and yell till then get into line to train. 5/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
2. Upon the furthest reaches of the republic where many villages barely consider themselves associated with it Baaran will continue his recruiting tour to find more men to join the Patrolmen.
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
As it was just Turn 20 I believe it was time for my population to increase.
Silver Guardians
Quoted By:
Rolled 80, 40 = 120 (2d100) >>5972237 > EVEN MORE POWER! What goes into power exactly? Is it the political consolidation of a nation over a wider region? So assets that allow you to project authority over a wider region?
Salim Battuta
Quoted By:
Ah shit what turn am I on?
Salim Battuta
>>5972127 >>5972133 >Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I]
>Techs [Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)
TURN 20
>Dice 1: Continue construction research >Dice 2&3:Continue the population increase Turn 21
Dice 4 5 6: RESEARCH BUREAUCRACY III
Salim Battuta
Rolled 43, 57, 58, 29, 47, 17 = 251 (6d100) >>5972397 AHHHH THE DICE
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 08:55:29 No. 5972753 Report TURN 21
>>5972397 >>5972399 >The Mountain Confederation 1) The new manual for constructors is approved with a dozen of official seals, along with the creation of Pass A-38
>Tech [Construction II]
2,3) Population goes up!
>Population + 100
4-6) More paperwork! Never enough permits! There must be order! (6/15)
TURN 22
>>5972277 >Serene Republic of Enlightened Goatmen 1) The recrutiment drive is still stalling (5/6)
2) At least the one directly commanded by Baaran is going smoother (4/6)
Salim Battuta
Rolled 49, 57, 18, 74, 13, 68 = 279 (6d100) >>5972753 >Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I]
>Techs [Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)
Turn 22
>Salim continues to improve the confederation's bureaucracy for as barnabas once said "Our people cannot thrive under chaos. There must be order and justice" >>Dice 1&2: Continue research of bureaucracy >>Dice 3: Research laws and regulation A JUST SOCIETY IS A FUNCTIONING SOCIETY Turn 23
>Dice 4:Continue researching and codifying the laws of the nation. WE ARE A NATION RULED BY LAW NOT PEOPLE >Dice 5&6: Continue researching bureaucracy Empress Genetrix
Rolled 76, 77 = 153 (2d100) >Population: 99400
>Military: 3 Worker Swarms [Militia]
>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I]
Unfinished Projects
3/6 Tele-Antennae
2/6 Brain Aphids
3/6 Tunnel Roads
5/6 Strong Bodies
5/6 Dig Nurseries
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
4/6 Ore Deposit
3/6 Writing
2/8 Tree Settlements
5/6 Construction tech
4/6 Feudalism
2/6 Winged Ants
4/6 Honey Ants
2/6 Smelting
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication
Crisis/Problems I need to deal with!
>Overworked Queen Turn 22
>>5972244 Turn 23
Action 1
We have a lot of building to do, let us finish that construction tech 5/6
Action 2
Strong bodies will be needed to build! Let us finish that too 5/6
Silver Guardians
Rolled 42, 23 = 65 (2d100) >>5972237 > Power? Ooph, if this is a swift rise I'd hate to see a slow one.
Necran Holdings
Rolled 35, 28, 54, 70, 23, 42, 87, 20, 52, 86 = 497 (10d100) >>5972173 The fuck? I put the dice in the options field.
Captcha:
>AKKKH Goatmen
>>5972753 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6
Turn 22
1. Training of these lazy recruits will finish someday . 5/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
2. The third group of patrolmen is coming together at least 4/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
Goatmen
Rolled 9, 50 = 59 (2d100) >>5972915 Goatmen
>>5972917 You've got to be fucking kidding me
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 19:35:58 No. 5973024 Report Note to players
Please keep track of the current progress. Less back-and-forth for me between 5 different posts to see who got what on which action so far
TURNS 11-15
>>5972160 >>5972910 >Necran Holdings 1 Cemeteries, ho!
2 Storage, ho!
3 Well, ho!
4 Shrine, ho!
>Building [Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Other Underground (1/1)
5 Slow scouting (7/12)
6 Prospecting (4/6)
7 Roads (3/6)
8 Animal husbando (1/6)
9 Watch towers (3/6)
10 Nails & Bolts Technologies (5/6)
TURN 21
>Silver Guardians After what felt like eternity of doing nothing in particular, a lighting strikes from a clear sky, energizing everything
>Other Power: 2
GAIN 1d100 TO YOUR ROLL
>Trust me, this was fast. Mountanhold got lucky with nat100 on theirs, yours wasn't half bad either TURN 22
>>5972849 >>5972849 >Formicus Imperia 1) The queen is being given gentle pats and energetic fluttering with leaves to cool off
>Other REMOVE [Overworked Queen]
2) The nursery is done and ready, just like the Queen herself
>Building [Nursery I]
3) Now that the ants don't have to do bazillion different things at once and the queen doesn't have a headache because of that, things go smooth. And so should go the building of new chambers and hives
>Tech [Construction I]
4) A new batch of ants - this time docile - comes with stronger legs
>Other [Strong Bodies]
>This works as a tech during unit assembly Sorry for skipping you in the turn count
TURN 23
>>5972766 >The Mountain Confederation 1,2, 5, 6) The paperwork stacks go up! All hail the great bureaucratic pile of 1244!
>Tech [Bureaucracy III]
>Other Permit (1/1)
3,4) Hold up! You've got a loicense on that law research?
>Tech [Law I]
>Other
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 19:38:03 No. 5973025 Report TURN 23
>>5972915 >>5972917 >>5972929 >Serene Republic of Enlightened Goatmen 1) Hey, where is everyone? (5/6)
2) Another unit of patrolmen is ready for duty
>Military 1Goatman Patrolmen +0.9
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 19:57:22 No. 5973039 Report Quoted By:
>>5972908 >>5973024 Just to make sure you get your update
Goatmen
Rolled 75, 61 = 136 (2d100) >>5973025 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 2 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6
Turn 23
1. Please for the love of the Ancestors complete this training 5/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
2. While the last gaggle of recruits are being trained Baaran will turn his eye to completing the discussion he started with the Elders about construction 5/6
Salim Battuta
Rolled 91, 40, 96 = 227 (3d100) >>5973024 >Population: 10100 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Proffesionalism]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)
Permits 1/1 >Spending Decrees, The permits, and the frontier settlement Salim uses the full might of the mountain confederation to increase their population through an aggressive public works program. Silver Guardians
Rolled 29, 11, 5, 69, 81, 77, 15, 99, 41 = 427 (9d100) >>5973024 >Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore]
Good Morale (1/1)
TURNS 22-24
The golems whir with energy, the Silver Accords are ratified! A mighty bolt of lightning marks the occasion, a sign of divine favor we hope. Great plans for further growth and expansion are laid out and the people are ready to make them happen.
> Stonemason: The shaping of stone has largely been the work of the builders themselves up to this point, but now future projects will have a stockpile of slabs precut and shaped. 2 Dice.
[Toolmaker I]
[Quarry I]
> Carpenter's Shop: Chairs, beds, wagons, barrels, boxes and more. Our growing nation has great need for furniture! 2 Dice.
[Toolmaker I]
[Lumber Mill I]
> Bee Keepers: There has been a great demand for candles among the scholars working late at the library, the first step to solve this is procuring a steady supply of Beeswax. 2 Dice.
> Heart Crystal Mine: Written of in our ancient lore, Heart Crystal are glowing stones that can provide great power to golems and other magical artifice. After much searching and comparing to ancient texts, we have found a site where these crystals might be acquired. 3 Dice.
[Toolmaker I]
Bronze Golem Workers +0.9
Resource Rumor (1/1)
Ancient Scrolls (1/1)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 22:55:00 No. 5973116 Report TURN 24
>>5973042 >Serene Republic of Enlightened Goatmen 1) The training FINALLY reaches its end, providing with another group of Patrolmen
>Military Goatman Patrolmen +0.9
2) In the meantime, a bit of chit-chat helps to iron out the principles of proper roof-tiling
>Tech [Construction I]
>>5973048 >The Mountain Confederation 1-3) It's official: Formication Day was written down into the Confederation's callender
>Population + 600
(Technically should be 612.5, but oh well)
>Other [Fertility Holiday]
REMOVE
1 Decree (1/1), Frontier Settlements (1/1) and Permit (1/1)
>>5973062 >Silver Guardians >Roll 9d100 >Don't even get 450 1, 2) There is a bit of an issue when it comes to cutting stones to the right angle and dimension, but it surely is just a minor hick-up (2/6)
3, 4) It's a good thing none of those has to be made golem-resistant, otherwise the carpenters would never manage (4/6)
5, 6) You know what happens when you get bees first? You end up getting ants!
>Building [Bee Keeper I]
7-9) The vast cavern seems to go right down to the center of the earth itself! But the deeper the Guardians go, the bigger specimen of luminous crystals they keep finding... It's trivial to set up a mine, or rather a simple collecting operation
>Building [Heart Crystal Mine I]
>Other [Heart Crystals]
Heart Crystals (1/1)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 22:56:56 No. 5973118 Report Quoted By:
On the front of the bad news: It's official, I'm out in the field between 13th and 20th April. I've got the most tedious measurements to make and chances are, I will have zero chance to update. That doesn't mean the game dies, it means it will be put on a hiatus. If I will be able to update within that week, I will, but it is HIGHLY unlikely to happen, since I will be in a near-total wilderness.
Goatmen
Rolled 83, 66 = 149 (2d100) >>5973116 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 3 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Turn 24
1. It is time to once again attempt to kill that damned Beast, the Goatmen of the Serene Republic will bring safety to their families!
+3 Goatman Patrolmen +0.9
+Cavern of the Beast
2. As the brave young men head out to face the Beast the older men of the villages will get back to work on the Quarry 1/6
+Copper Tools
+Construction I
+Tools I
Silver Guardians
Rolled 69, 58, 44 = 171 (3d100) >>5973116 >Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)
> Stonemason (2/6): The toolmakers bang out a few bronze squares, hoping to get the stone makers back on track. 1 Dice.
[Toolmaker I]
[Quarry I]
> Carpenter's Shop (4/6): The Exemplar lays down the law, bringing a halt to requests for 'Golem beds', and other impossibilities. 1 Dice.
[Toolmaker I]
[Lumber Mill I]
> Golem Teamsters (?/?): Another batch of Bronze Golems are commissioned to aid the growth of the nation, this time taking advantage of the refined designs and skills developed since last time, as well as the new Heart Crystals. These golems will operate a network of wagons providing transport of goods and services across the nation. 1 Dice
Crafting +10
[Metallurgy I]
[Golem Crafting I]
[Copper Ore]
[Tin Ore]
[Heart Crystals]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 23:47:30 No. 5973152 Report Rolled 10 (1d10) COMBAT ROUND
>>5973131 It's using the trees
Watching and waiting
Killing us of one by one...
>Beast +1.5 The beast jump right in the middle of the patrol send after it, like a cat pouncing on mice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Mon 08 Apr 2024 23:48:51 No. 5973153 Report Quoted By:
>>5973131 >11.5 Yeah, so you're officially fucked once more
Goatmen
Rolled 1, 8, 4 = 13 (3d10) >>5973152 "Spears up boys!"
Tfw no bonus for rolling good on the hunt
Salim Battuta
Rolled 44, 15, 42 = 101 (3d100) >>5973152 O O O F
>Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Proffesionalism]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
>build industrial sectors within the city states of the confederation that contains a multitude of foundries, smelters, blacksmiths, and a number of other craftsmen required to keep a city running and productive >>Build industrial sector Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 00:27:23 No. 5973177 Report Rolled 6 (1d10) COMBAT ROUND
>>5973152 >>5973170 >ROUND RESOLUTION Before anyone even had a chance to react, the beast tossed few goatmen like ragdolls, and charged through the middle of the formation to safety
>1/2 Goatman Patrolmen >Beast +1.5 The creature is laughing. Or at least that's how its howling sounds. After a bit of circling around, it pounces once more from a thicket
Goatmen
Rolled 9, 5, 6 = 20 (3d10) >>5973177 "Surround it!"
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:01:29 No. 5973193 Report Rolled 9 (1d10) COMBAT ROUND
>>5973177 >>5973186 >ROUND RESOLUTION Just like during the previous attempts, spears hang from the sides of the beast, but it doesn't stop its attacks and slaying of more and more goatmen with trivial ease
>Remove 1 Goatman Patrolmen >1/2 Beast >Beast +1.5 The monster trashes with its paw, shattering some of the poles of spears pointed in its direction
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:03:41 No. 5973195 Report Quoted By:
Goatmen
Rolled 7, 1 = 8 (2d10) >>5973193 "FORWARD! PRESS IN TIGHTER!"
You fucking cocksucker
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:09:52 No. 5973199 Report Rolled 10 (1d10) COMBAT ROUND
>>5973193 >>5973196 >ROUND RESOLUTION It is clear as day now. The spears do nothing. This is not an animal, but some monstrous creature straight from hell.
>1/2 Goatman Patrolmen >Beast +1.5 Tighter? There is no way to contain this thing! And it knows it, lashing out at any gap it can find in the thinner and thinner wall of spears
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:10:54 No. 5973200 Report >>5973199 Hahahahahaha...
To quote the classic: But wolves really ARE stronger
Keep in mind the next round will AUTOMATICALLY wound your th
Goatmen
Rolled 4, 3 = 7 (2d10) >>5973199 A futile struggle
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:11:55 No. 5973203 Report >>5973200 *third unit, since that's all you will be left with by then
Goatmen
Quoted By:
>>5973203 Won't that auto damage kill the Wolf at least
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:16:57 No. 5973209 Report Rolled 4 (1d10) COMBAT ROUND
>>5973199 >>5973202 ROUND RESOLUTION
This all feels so familiar. A wounded, speared like a pin-cushion beast against a rag-tag handful of still alive goatmen, everything sticky from blood and innards... was it a bad dream? Or is it now?
>Remove 1 Goatman Patrolmen >1/2 Goatman Patrolmen >Beast +1.5 This is it. Either the last few warriors make it through, or the beast will come on top of a fresh supply of mutton
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:18:01 No. 5973212 Report Quoted By:
>>5973209 All you have to do is roll 5 or more
Goatmen
Rolled 8 (1d10) >>5973209 It was do or die, the final attack.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:33:04 No. 5973243 Report TURN 25
>>5973131 >Serene Republic of Enlightened Goatmen The quarry construction goes without a hitch, with goat unaware of the slaughter going not so far away... (5/6)
>>5973135 >Silver Guardians 1) The agreed upon sizes and shapes of stones are selected
>Building [Stone Mason I]
2) In thanks for resolving the issue, the First Exemplar is gifted with a four-post, the post shaped like golems holding the roof
>Building [Carpenter I]
3) The new design is a tad bit more complex than the previous ones, especially since it's for a specific task (3/7)
>>5973171 >The Mountain Confederation This industrial undertaking, while grand, is a bit uncoordinated and not exactly well-regulated within the local zoning plans... (4/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:36:42 No. 5973252 Report FINAL COMBAT ROUND
>>5973209 >>5973236 After long, tough and bloody skirmish, the beast finally collapses from the sheer blood loss and exhaustion. Nobody is crazy enough to come close to it until its nostrils finally stop moving. What's left of the patrolmen is too tired and broken by their ordeal to even properly cheer their victory.
Nonetheless, the beast is finally slain. The Republic will finally know peace from the feral menace
Goatmen
>>5973252 May I add the corpse of the Great Beast as a resource?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 01:41:40 No. 5973257 Report Quoted By:
>>5973253 Oh, right, I forgot about the whole "put the skin and skull on display" from the first attempt
Sure. I presume you plan to keep it, so [] bracket. It goes to >Other
Salim Battuta
Rolled 19, 72, 46 = 137 (3d100) >>5973243 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
>Continue the great leap forward! I MEAN THE GREAT INDUSTRIALIZATION! >Build industrial zones Goatmen
Rolled 55, 37 = 92 (2d100) >>5973243 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Quarry 5/6
Lumber Mill 2/6
Orchards II 8/9
Turn 25
1. With the Beast defeated at the loss of so many young men lost there is no choice but to continue working on being thankful for their sacrifice.
+Copper Tools
+Construction I
+Tools I
2. With the Beast butchered the Goatmen can return into the woods and finish the Lumber Mill
+Copper Tools
+Construction I
+Tools I
Goatmen
Quoted By:
>>5973292 Sorry first action is 5/6 Quarry and the second is 2/6 Lumber Mill
Silver Guardians
Rolled 28, 67, 25 = 120 (3d100) >>5973243 TURN 26
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)
> Golem Teamsters (3/7): Smiths, engineers, and artificers argue long into the night on best practices. 1 Dice
Crafting +10
[Metallurgy I]
[Golem Crafting I]
[Copper Ore]
[Tin Ore]
[Heart Crystals]
> Academy: Golemcraft has long been passed down from master to apprentice, but with the codifying of practices there comes a need for a center of learning to train the next generation. 1 Dice
[Carpenter I]
[Stone Mason I]
[Library I]
> Expand the Mines: The need for more bronze is ever present among the various craftsmen of the vale. The golem work crews are set to work digging out new tunnels, laying braces, and of course transporting all the raw material that makes this operation possible. 1 Dice
Hard Labor +5
[Mines I]
1 Bronze Golem Workers +0.9 [Civ]
[Lumber Mill I]
[Basic roads II]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 07:41:31 No. 5973483 Report TURN 26
>>5973269 >The Mountain Confederation Eventually, all the paperwork is filled and the construction can proceed. A bunch of workshops is set in every town big enough to make it fit and work out
>Other [Industrial districts I]
>>5973292 >Serene Republic of Enlightened Goatmen 1) The quarry is providing first shipment of pebbles
[Quarry I]
2) Soon, the lumber mill should provide nice and even beams and planks (4/6)
>>5973311 >Silver Guardians 1) This argument bears some results, with assembling of the golems going slowly, but steadily forward (5/7)
2) It's good thing so many other craftsmen can help, as there is a need for a well-equipped workshop and lab for the future students (4/6)
3) With most of the workforce delegated to the school construction, the golems are left unsupervised and doing just the most menial, automated tasks in the mines (2/9)
Salim Battuta
Rolled 11, 76, 92 = 179 (3d100) >>5973483 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
>Expand the industrial districts, as the craftsmen begin to consolidate a new interest and voting bloc begins to emerge. soon Salim will be able to break lowhold's power on the confederation and make a true confederation of equals as Barnabas once strived for. >>Expand the industrial districts Necran Holdings
Rolled 65, 43, 45, 81, 31, 59, 46, 39, 47, 49 = 505 (10d100) >>5973024 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Tech [Necran Fortifications I®]
[Nutrition I}
Actions
Slow scouting (7/12) [2d100]
Prospecting (4/6) [1d100]
Roads (3/6) [1d100]
Animal Husbandry (1/6) [1d100]
Watch towers (3/6) [1d100]
Nails & Bolts Technologies (5/6) [1d100]
Research Medicine [1d100]
Recruit Guardians [1d100]
Research Advanced Necromancy [1d100 + Necromancy]
Goatmen
Rolled 91, 61 = 152 (2d100) >>5973483 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards I]
[Forge I]
[Mines I]
[Quarry I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development: Lumber Mill 4/6
Orchards II 8/9
Turn 26
1. The creation of a fine lumber mill to provide planks and other products for the Republic would be the final step before the construction of Capraopolis. 4/6
2. A long delayed project due to the Beast attacks the expansion of the Orchards will be finished 8/9
Silver Guardians
Rolled 2, 50, 91 = 143 (3d100) >>5973483 TURN 27
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)
> Golem Teamsters (5/7): The final prototyping begins of the leg designs begins, taking inspiration from the sturdy forms of the goats. 1 Dice
Crafting +10
[Metallurgy I]
[Golem Crafting I]
[Copper Ore]
[Tin Ore]
[Heart Crystals]
> Academy (4/6): Desks and chairs and workbenches are all good and well, but now comes the difficult task of writing a curriculum. 1 Dice
[Carpenter I]
[Stone Mason I]
[Library I]
> Expand the Mines (2/7): A few attempts are made to revise the golem instructions to be a bit more efficient. 1 Dice
Hard Labor +5
[Mines I]
1 Bronze Golem Workers +0.9 [Civ]
[Lumber Mill I]
[Basic roads II]
Empress Genetrix
Quoted By:
Will post, been busy all of today
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Tue 09 Apr 2024 22:33:36 No. 5973934 Report TURNS 16-20
>>5973750 >Necran Holdings 1-2) The scouts return with news
>Other Expedition Report (1/1)
Resource Rumor (1/1)
3) Prospecting 5/6
4) The most rudimentary road system is up and going
>Other [Basic roads II]
5) Animal HusbanDO (3/6)
6) A handful of watch towers is safeguarding the border
>Other [Border forts I]
7) Nails, Bolts and Screws!
>Tech [Construction I]
8) Medicine 2/6
9) The most basic unit is being assembled (3/6)
10) Necromancy, ho! (3/6)
TURN 27
>>5973550 >The Mountain Confederation ... are you playing as Albania?
1-3) This whole industry thing is starting to attract the weirdest people to the towns (11/24)
>>5973780 >Serene Republic of Enlightened Goatmen 1) It's about time to finally build that promised new capital
>Building [Lumber Mill I]
2) Most goats forgot there even was some orchard expansion planned
>Building [Orchards II]
>Other [Fresh produce]
>>5973782 >Silver Guardians 1) Something went horribly, terribly wrong, because when legs are inserted into the newest prototype golem, the creature bolts forward and just keeps going, damaging and destroying everything on its path, disappearing in the wilderness eventually. The loses both for the project and the Guardians are hard to measure
>PICK ONE Turn [Forge I] into Damaged Forge (1/1)
- 2 progress on golem assembly
>Making it (3/7) >OR - 4 progress on golem assembly
+ 1 progress needed to finish the golem
>Effectively making it (1/8) 2) The academy gains a charter, a handful of most basic textbooks and the first batch of students
>Building [Academy I]
3) The mines expansion is almost there. A big crane is build over the copper pit, which should make the excavating easier (8/9)
Salim Battuta
Rolled 21, 10, 43 = 74 (3d100) >>5973934 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
....noooo >>Continue industrialization. Goatmen
Rolled 91, 49 = 140 (2d100) >>5973934 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
>Military >Others: [Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
>In Development: N/A
Turn 27
1-2. It is time to begin the construction of Capraopolis the new capital of the Serene Republic of Goatmen, so many have died to bring safety to the community and the creation of this city will be the realization of that dream. From across the republic resources would be gathered to the surveyed location and slowly the first city of the Republic would be created. Wood and stone would be used to create sturdy homes for the Goatmen all surrounding a great Council House where the republic will be ruled from. As payment the workers will be provided with fresh produce and clean water everyday that they labor.
+[Copper Tools]
+[Construction I]
+[Lumber Mill I]
+[Quarry I]
+[Land Survey For Capraopolis (1/1)]
Silver Guardians
Rolled 92, 94, 28 = 214 (3d100) >>5973934 - 4 progress on golem assembly
+ 1 progress needed to finish the golem
Through the wall covered in the schematics. Redirected from the forges via a quick strike with a sledge. Over the goat pens, down a cliff, bouncing off a rock, then into the woods. Clouds of birds marked its path for some time. With a sigh, the First Exemplar gives the order to retrieve the prototype.
> Golem Teamsters 1/8. HOLD. > Find and Recover the prototype golem! It has to be stuck somewhere. Right? ?/? 2 Dice
> Finish the mine! 8/9 1 Dice
Empress Genetrix
Rolled 72, 36 = 108 (2d100) >>5973024 >Population: 99400 >Military: 3 Worker Swarms [Militia]
>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I]
[Construction I]
[Strong Bodies]
>Building [Nursery I]
Unfinished Projects
3/6 Tele-Antennae
2/6 Brain Aphids
3/6 Tunnel Roads
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
4/6 Ore Deposit
3/6 Writing
2/8 Tree Settlements
4/6 Feudalism
2/6 Winged Ants
4/6 Honey Ants
2/6 Smelting
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication
Turn 24
Action 1 We should finish those Leaf Fungus Farms, to provide food for our growing populace 5/6
[Tools I]
[Construction I]
The Brain Aphids are also necessary, to help control the evolution and development of the hive 2/6
Empress Genetrix
Rolled 83, 99 = 182 (2d100) >>5974360 Turn 25
Action 1 Keep helping the Brain Aphids to grow 4/6
Action 2 Tele-Antennae will make all our projects more efficient by providing better communications! 3/6
Empress Genetrix
Rolled 58, 32 = 90 (2d100) >>5974361 Turn 26
Action 1 The Brain Aphids, now equipped with good communication antennae, works hard on our writing system 3/6
Action 2 Let us continue with the Ore Deposit work! 4/6
Empress Genetrix
Rolled 86, 83 = 169 (2d100) >>5974363 Turn 27
Better writing, brain ahpids, communications, surely the the issues of smelting will not elude us now! 2/6
Turn 28
A fuedal structure will help to keep the hive organized and protected, with good leaders capable of managing and responding 4/6
Empress Genetrix
Quoted By:
>>5974365 That should be Turn27
Action 1 and action 2
Necran Holdings
Rolled 22, 27, 53, 21, 66, 96, 95, 42, 72, 89 = 583 (10d100) >>5973934 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Construction I]
>Other [Basic roads II]
[Border forts I]
Actions
Act on the Expedition Report and properly explore the area for any interesting locations such as caves and lakes [2d100]
Look into the Resource Rumor [2d100]
Prospecting 5/6 [1d100]
Animal HusbanDO (3/6) [2d100]
Medicine 2/6 [1d100]
The most basic unit is being assembled (3/6) [1d100]
Necromancy, ho! (3/6) [1d100+ Necromancy]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Thu 11 Apr 2024 05:30:16 No. 5974920 Report Sorry, got banned for 24 on all boards
TURNS 21-23
>>5974479 >Necran Holdings 1,2) Dice returned to player
3,4) Dice returned to player
>That's not how it works. The report is consumable that YOU declare as useful stuff when doing some things, rather than exploring already explored stuff. >When doing something that could benefit on being previously explored, you simply have to declare using consumable - in this case the report - and it's bunch of banked successes >Compare Goatmen this turn, who didn't roll enough for their capital, but used a consumable >You have 4d100 returned back, hence turn 23, not 25 5) Prospected
>Other Resource Rumor (1/1)
6,7) Animal Husbando
>Tech [Animal Husbandry I]
>Other Wild Animal Specimen (1/1)
8) Medicine (4/6)
9) Unit!
>Military 1 Necran Militia [Militia]
10) Necromanced!
>Tech [Necromancy I]
TURN 28
>>5973942 >The Mountain Confederation The industrialisation goes on a snail's pace (14/24)
>>5973953 >Serene Republic of Enlightened Goatmen Thanks to the now a bit dusty survey and easy access to materials, the construction goes extra fast, situating all the important structures nearby and yet creating a harmonious urban area
>Other [Capraopolis, Pearl of the Republic]
[Capital II]
REMOVE Land Survey For Capraopolis (1/1)
>>5974149 >Silver Guardians 1,2) The golem prototype is found eventually, continuously moving forward against a rock hard enough to stop it. The prototype is disabled, retried, examined, fixed and put into service, along with finishing the rest of the batch
>Military 1 Bronze Golem Teamsters +1.5 [Civ]
>The recovery is effectively the same action as finishing the golem anyway 3) With the calamity gone, the mine expansion is finished
>Building [Mines II]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Thu 11 Apr 2024 05:38:22 No. 5974929 Report TURN 27
>>5974360 >>5974361 >>5974363 >Formicus Imperia 1) Farms UP
>Building [Leaf Fungus Farms I]
2,3) Brain Aphids
>Other [Brain Aphids]
4) Antenae!
>Other [Tele-Antennae]
5) Writing!
>Tech [Communication I]
>Other [Literacy]
6) Ore Deposit!
>Building [Mines I]
7) Smelting up!
>Tech [Smelting I]
8) Ants! Going Feudal!
>Tech [Society I]
>Other [Feudalism]
Please don't split moves like this, it was an endless back and forth between posts to keep track of stuff
Salim Battuta
Rolled 79, 95, 40 = 214 (3d100) >>5974920 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas
>Continue the great leap forqard MORE INDUSTRY Necran Holdings
Rolled 69, 44, 5, 64, 47, 45, 7, 99, 56, 1 = 437 (10d100) >>5974920 Ahh gotcha, misunderstood.
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Construction I]
[Animal Husbandry I
[Necromancy I]
>Other [Basic roads II]
[Border forts I]
>Military 1 Necran Militia [Militia]
After reviewing the Expedition report, we find a large cave which could possibly be used either as a basic quarry or a greater fortification.
The Resource Rumor leads to us finding a large copper vein.
We find a docile 8-legged bovine that we can easily farm and breed.
Actions:
>Medicine [2d100] >Build Pastures [2d100] >Build Quarry [2d100] >Build Workshops [2d100] >Research Copper Working [2d100] Empress Genetrix
Rolled 51, 69 = 120 (2d100) >>5974929 Gotcha, will keep it all in one.
>Population: 99400 >Military: 3 Worker Swarms [Militia]
>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
>Building [Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
>Other [Brain Aphids]
[Tele-Antennae]
[Feudalism]
Unfinished Projects
3/6 Tunnel Roads
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
2/8 Tree Settlements
2/6 Winged Ants
4/6 Honey Ants
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication
Action 1
>3/6 Tunnel Roads We are far more equipped to tackle this project now than we were before. Tunnels will not only be vital to the growth of the hive via logistics, but most importantly allow for rapid movement of ant forces from hive to settlement and the borders.
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]
Action 2
>Worker-Militia Standardization. >Project to make it so the more [Worker Militia] I have in my standing forces, I also gain bonuses to construction and large projects >This could be the creation of a new unit type(?) or a refluffing of the army structure 3/6 The humble yet mighty Worker Ant is the backbone of our society. Able at once both to build, to harvest, and to fight for their Queen. Nature has blessed us with a natural order.
They serve function in times of Peace and War. Let us organize our army structure with them as the backbone. Perhaps some sort of "Corps of Engineering" as it were. Get the Brain Aphids on the case! Our new abilities to organize and communicate will surely come in handy here, as will many strong bodies.
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
Empress Genetrix
>>5975101 Btw if I need to make an action to specifically combine smelting + tools into copper tools let me know. Wasn't sure which if any techs applied.
Goatmen
Rolled 93, 18 = 111 (2d100) >>5974920 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
>Military >Others: [Copper Ore]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]
>In Development: N/A
Turn 28
1. Within the center of Capraopolis a massive shrine to the Ancestors will be created with a centerpiece being the bones and pelt of the Fanged One. Around the Fanged One altar copper protective trinkets modeled in the image of its victims and slayers will be placed to provide a powerful protective aura to the city. In this shrine members of the capital will be able to burn offerings to the ancestors and seek wisdom from those that came before.
+[Capraopolis, Pearl of the Republic]
+[Protective Trinkets]
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
+[Capital II]
+[Corpse of the Beast (1/1)]
2. On the outskirts of the capital a new barracks was created for the Patrolmen, many had been lost and the slow training had hampered the ability of the Republic to respond to threats.
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
Silver Guardians
Rolled 17, 25, 97 = 139 (3d100) >>5974920 TURN 28
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)
> Metallurgy experts gather to refine their art, and perhaps even find a way to alloy Heart Crystals and Bronze together. 1 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]
> The demand for quality tools is higher than ever and the people gather to expand the toolmaker facilities. 1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]
> In the midst of all the crafting, some simple farm work gets done, and some straightforward fields of flax are planted. Admittedly its golem labor that clears the fields of tree and boulder, and fine bronze tools certainly make the work easier. 1 Dice
Hard Labor +5
[Toolmaker I]
1 Bronze Golem Workers +0.9 [Civ]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Thu 11 Apr 2024 22:40:12 No. 5975487 Report TURNS 24-28
>>5975008 >Necran Holdings 1,2) Remedies!
>Tech [Medicine I]
3,4) Pastures for rowdy animals (3/6)
5,6) Blocks, stones and pebbles
>Building [Quarry I]
7,8) Workshop, go!
>Building [Workshop I]
9,10) Copper working
>CRIT FAIL! The newly build workshop is aflame. The Necrans and their undead thralls die by the dozen in the massive fire started by the smelting experiment.
>Other [The Great Fire of Holdings]
A permanent effect that needs to be addressed first, damage assessment when suppressed/faction wiped out
>REMOVE [Workshop I]
>After reviewing the Expedition report, we find a large cave which could possibly be used either as a basic quarry or a greater fortification. >The Resource Rumor leads to us finding a large copper vein. >We find a docile 8-legged bovine that we can easily farm and breed. Use them as part of your rolls, love. Like adding the bovine to the [Pasture II] expansion or a [Leatherworker I] so it can finish faster on a single die ;)
>>5975101 >Formicus Imperia 1) The new net of tunnels makes inner-hive logistics a breeze
>Other [Hive Tunnels I]
2) A new set of ants is being bred. They might make the old Worker Militia obsolete, but that's for the betterment of the hive (4/7)
>>5975123 You don't. There is no point in over-granulising things. Think broad and big, not minutiae details
TURN 29
>>5974974 >The Mountain Confederation (aka Albania) The industrial district in every major settlement is up and going. New workshops, new crafting shacks, new yards... and a whole lot of permits for it all
>Tech [Crafting I]
>Other [Industrial Districts I]
[Production I]
>>5975349 >Serene Republic of Enlightened Goatmen 1) There are clearly mixed feelings among the builders and the people visiting the finished shrine. On one hand, the beast have slain so many of the young and promising. On the other - it was heroically put down...
>Building [Shrine I]
>Other [Capraopolis, Pearl of the Republic]*
>I know it doesn't look like much of a difference, but I need a tracker on this, so the * is a pretty big deal 2) Just like the initial drive to the ranks, the barracks for existing soldiers follow suit - barely any difference between the empty lot and few weeks of work put into construction (1/6)
>NOTE You are in a position to swiftly increase your Power rating
>>5975402 >Silver Guardians 1) So far, it seems nobody can figure out where to even start and how to keep the crystals undamaged with so much heat from smelting (1/9)
2) With the surplus material and the teamster golems bringing them in a steady flow, the annex to the workshop is being quickly put up together (2/9)
>Note - the unit should be plural, golems, my bad 3) The land is cleared, plowed and planted in record time. Not even the best farmers could do it so fast
>Building [Fields I]
>If it has to be flax specifically, add Flax (1/1)
Salim Battuta
Rolled 20, 45, 77 = 142 (3d100) >>5974974 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion I]
[Frontier Settlements]
[Industrial Districts I] [Production I]>>5975487 >Expand the confederation further! Goatmen
Rolled 52, 69 = 121 (2d100) >>5975487 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
>Military >Others: [Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development: N/A
Turn 28
1. Even with the lack of will from the people Baaran will continue to force through the construction of the Barracks 1/6
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
2. Cultivating power!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:brT3Lsqy Fri 12 Apr 2024 06:35:53 No. 5975877 Report TURN 30
>>5975499 >The Mountain Confederation New drive to the frontier begins, with written allotments of land for settlers - that first have to be taken (9/24)
>>5975872 >Serene Republic of Enlightened Goatmen 1) It's almost embarrassing how many things require personal supervision of Baaran
2) Power, soon to be unlimited! (4/?)
Salim Battuta
Rolled 6, 81, 27 = 114 (3d100) >>5975877 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion I]
[Frontier Settlements]
[Industrial Districts I] [Production I] Dice 1 & 2 Continue to expand the frontiers Dice 3 send out scouts to see if there are other nations nearby. Maybe make a map in the process Necran Holdings
Rolled 34, 40, 88, 33 = 195 (4d100) >>5975487 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
[Medicine I]
[Quarry I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other [Basic roads II]
[Border forts I]
[The Great Fire of Holdings]
>Military 1 Necran Militia [Militia]
Actions
>Attempt to stop the Fire [3d100] >Pastures [1d100+Bovines] Silver Guardians
>>5975487 TURNS 30-31
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)
> Metallurgy studies continue. Perhaps powdering the crystals first is the way forward. Or overcharging them? (1/9) 2 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]
> An argument breaks out in the tool workshop over just how many kinds of spanners should exist. (2/9) 2 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]
> A professor at the Academy starts to study birds and leaves on the wind and hot embers rising from the fire. (Aerodynamics? Flight?) 2 Dice
[Library I], [Academy I]
Goatmen
Rolled 35, 1 = 36 (2d100) >>5975877 >Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map): >General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850 >Military: 1 Goatman Patrolmen +0.9
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
>Military >Others: [Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development: N/A
Turn 31
1. Finish construction of the Barracks 5/6
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
+[Construction I]
2. Cultivating power! 4/?
Silver Guardians
Rolled 20, 62, 9, 62, 2, 47 = 202 (6d100) >>5976074 Doh
Silver Guardians
Quoted By:
>>5976093 My capacity to roll below average does not disappoint I see.
> "Professor? Please step away from the ledge, I don't think that design can hold your-" > CRUNCH > "weight..." Empress Genetrix
Rolled 49, 97, 2, 90, 43, 19 = 300 (6d100) >Population: 99400>Military: 3 Worker Swarms [Militia]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Society I]>Building [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I]>Other [Brain Aphids] [Tele-Antennae] [Feudalism] Unfinished Projects 4/6 Dinosaur Domestication 8/12 Mountain Hive 2/8 Tree Settlements 2/6 Winged Ants 4/6 Honey Ants 3/6 Textiles 2/6 Arcane Antennae 4/6 Magi 3/6 Irrigation 2/6 Underground Mushrooms 1/6 Underground Culvitating 3/6 Music 5/6 Dyes 3/6 Army Structure 0/6 Arcane Communication Turn 29 Action 1>Worker Militias 3/6 Let us keep reorganizing the Militia-Workers. Servants of the Queen in War and Peace! [Brain Aphids] [Tele-Antennae] [Strong Bodies] Action 2>8/12 Mountain Hive With renewed vigor and ingenuity, let us complete the great Mountain Hive! [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Communication I] [Tele-Antennae] Turn 30 Action 1+2>2/8 Tree Settlements The great Tree Settlements will surely bolster the size and scope of our great Imperia! [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Communication I] [Tele-Antennae] Turn 31 Action 1>3/6 Irrigation Shovels, picks, strong backs and good logistics will see that new irrigation channels are dug, to provide water to hive and farm [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Communication I] [Tele-Antennae] Action 2>4/6 Dinosaur Domestication Those great and mighty beasts of burden and ferocious war animals will soon be ours to tame and use. [Brain Aphids] [Tele-Antennae] [Strong Bodies]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:vqKC48RQ Fri 12 Apr 2024 21:36:10 No. 5976241 Report THIS IS THE FINAL GUARANTEED UPDATE UNTIL 21st APRIL. ANY UPDATE PRIOR TO 21st IS GOING TO BE A RANDOM CHANCE, WITH ZERO GUARANTEE EVEN A SINGLE UPDATE WILL HAPPEN.
I WILL BE IN LITERAL BACKWOODS, SO FUCKING FIGURE.
GAME WILL RETURN TO MOR REGULAR FIXTURE WHEN I WILL RETURN IN THOSE EIGHT DAYS
TURN 29-30
>>5976040 >Necran Holdings 1-3) All efforts and even some necromancy are used to kill the raging inferno (9/?)
4) The multi-legged animals fill up the free space, ignoring the panic around them (6/9)
TURN 31
>>5975934 >The Mountain Confederation 1,2) At this pace, the confederation will run out of mountains to take over (14/24)
3) Ha ha, very funny with that map bit (1/16)
>>5976074 >>5976093 >Silver Guardians 1,2) Maybe better not overcharge anything. Especially not things that can explode, kill a load of people and destroy their lab, too (5/9)
3,4) It all always just boils down to that one crucial spanner in the works to make things grind into a halt (6/9)
5,6) ... daydreaming? fantasising? (?/?+?)
>It's borderline punishment, but still no progress due to cancelling out by the 2 >>5976091 >Serene Republic of Enlightened Goatmen 1) The barracks are up and going
>Building [Barracks I]
2) Yeah, the peace lasted too long. And there weren't enough problems with the fighting force of the Republic. It started in the barracks and then quickly spread. Then one of the sergeants declared himself the new king, emperor even. It was all funny, until the rebellious, militarised youth didn't start an open revolt
>CRIT FAIL! >Other [Billy Goat Rebellion] (3/3)
>In 3 turns, the rebels will win, unless put down or quelled >Talking about cliffhangers here >>5976111 >Formicus Imperia 1) New mod... new breed of ants is ready to serve
>Military 1) Soldier-Workers +0.6 [Large]
2) The massive expansion of the Hive is finally ready and operational
>Other [Mountain Hive]
3,4) With so much space in the new tunnels of the Hive, there seems to be little point to settle in the giant trees, too... yet the orders were clear (4/8)
5) The water is slowly filling up the shallow canals
>Other [Irrigation I]
6) Well, maybe another day, dino-riders will happen... but it is not that day! (5/6)
Salim Battuta
Rolled 88, 40, 30 = 158 (3d100) >>5976241 >>5975934 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion I]
[Frontier Settlements]
[Industrial Districts I] [Production I] >Dive 1 2 & 3 continue settling the land by sending out brave colonizers and supplied by the industrial sectors. They will be aided by the scouts that failed to get very far Necran Holdings
Rolled 61, 7, 42, 14 = 124 (4d100) >>5976241 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
[Medicine I]
[Quarry I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other [Basic roads II]
[Border forts I]
[The Great Fire of Holdings]
>Military 1 Necran Militia [Militia]
Actions
>Rebuild Workshops [2d100] >Build Copper Mine [1d100+Resource Rumor] >Pastures [1d100] Empress Genetrix
Rolled 2, 24 = 26 (2d100) >Population: 99400>Military: 3 Worker Swarms [Militia] 1 Soldier-Workers +0.6 [Large]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Society I]>Building [Mountain Hive] [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I]>Other [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] Unfinished Projects 5/6 Dinosaur Domestication 4/8 Tree Settlements 2/6 Winged Ants 4/6 Honey Ants 3/6 Textiles 2/6 Arcane Antennae 4/6 Magi 2/6 Underground Mushrooms 1/6 Underground Culvitating 3/6 Music 5/6 Dyes 3/6 Army Structure 0/6 Arcane Communication Turn 32 Action 1 >Tree Settlements 4/8 Some have asked "why the tree settlements? Have we not but just built the hive, are not the caverns vast?" The future, my fellow sister ants. It is for the future we build, not the present. One day the Mountain Hive shall be teeming, and so too the trees crawling with ants, as the Imperia expands outward. We lay the foundation for future growth of a truly mighty civilization! [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Communication I] [Tele-Antennae] Action 2>Tree Settlement Princess As part of the grand and glorious expansion, the Queen seeks again to enoble her best and mightiest daughters to become Princesses in their own right, enabling them via mutation and phermone that they might themselves lay eggs and sire from brave Princes. The first of such Princesses will be granted the first Tree Settlement, that she may establish a domain there, in fealty to the Queen of the Mountain Hive. Already the Brain-Aphids, with long experience tending to the Queen, make plans to gather the choices fungus and pick the best suitable candidates that will take to the enobling process better, communing with the hive at length to look for one such ant woman of the right calibre with a staunch body like our beloved Empress. [Feudalism] [Society I] [Brain Aphids] [Communication I] [Tele-Antennae] [Strong Bodies]
Builder_Referee !!II969kjvPWM
Builder_Referee !!II969kjvPWM ID:7QS1F3L4 Wed 17 Apr 2024 08:31:12 No. 5979671 Report Let's hope I remember my trip right
TURN 32
>>5976468 >The Mountain Confederation The new frontier is almost settled - sparsely and with a thin net of settlements, but it's no longer an untamed wilderness at this point (23/24)
>>5976603 >Necran Holdings 1, 2) The workshop is hastly put back, in hopes that it might provide tools to deal with the ongoing fire, or at least organise the effort
>Building [Workshop I]
3) Strike the earth! The new mine is set up
>Building [Mines I]
>Other [Copper Ore]
4) Those damned animals seem to be resilient not just to the inferno, but also attempts to simply move them between grazing spots! (6/9)
>No progress due to low roll >You still have the fire going, it's currently at 9/? to quench it >Also, Medicine most definitely goes to tech, love ;) >>5977552 >Formicus Imperia 1) The answer comes by itself - the branches, overloaded with ants and their construction, break down, damaging the site and also killing many, falling down. Due to the damage of the branches, it will now take extra effort to re-establish planned constructions (2/9)
>Other REMOVE 200 population
>Punitive roll outcome 2) Since the expansion toward the new frontiers recently halted down due to a tragic accident, the breeding and rising of new Princesses is postponed (1/6)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:7QS1F3L4 Wed 17 Apr 2024 08:32:13 No. 5979673 Report Quoted By:
Nala Al-Din
Rolled 50, 69, 97 = 216 (3d100) >>5979671 THE REF LIVES!
>Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion I]
[Frontier Settlements]
[Industrial Districts I] [Production I] >Salim After industrializing and settling the frontier will like his predecessor retire. he has served the Confederation well and has earned his rest. Meanwhile the halls of the Confederation welcomes the new first speaker a young woman named Nala Al-Din. she promises to expand the horizons of the confederation and ensure the safety of new frontiers >Dice 1: Finish settling the frontiers >Dice 2&3: Build several training grounds to prepare for the new military reforms Silver Guardians
Rolled 46, 6, 46, 24, 41, 98 = 261 (6d100) >>5976074 TURNS 32-33
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)
> Metallurgy studies continue. That's it! The crystals possess a natural charge that must be drained first, then they'll drink in the heat of the metal and...(5/9) 1 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]
> No one can deny the wall hung with 82 unique spanner types looks amazing. It's not tilting forward is it?(6/9) 1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]
> There is an incident involving a goats bladder, a naked professor, and a large tub of water. The assistant will recover eventually. Probably. We might even find the bladder once it stops bouncing! (Hot air balloons?) ?/?+? 2 Dice
[Library I], [Academy I]
> Emergency Bunkers: After the runaway golem incident there has been an increasing demand for disaster preparation. These heavy stone bunkers set into the hillside are the first step. 2 Dice
Hard Labor +5
Mason, Golem Workers,
Silver Guardians
Quoted By:
>>5979825 > Only above average roll of six is for the emergency bunker > 98 Are the dice trying to tell me something? At least 6 barely eeks into Do Nothing instead of Punitive.
Necran Holdings
Rolled 83, 98 = 181 (2d100) Necran Holdings>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10 Survival +5>Building [Shelters I] [Walls I] [Cemetery I] [Storage Depo I] [Well I] [Shrine I] [Quarry I] [Workshop I] [Mines I]>Tech [Necran Fortifications I®] [Nutrition I] [Medicine I] [Construction I] [Animal Husbandry I] [Necromancy I]>Other [Basic roads II] [Border forts I] [The Great Fire of Holdings] [Copper Ore]>Military 1 Necran Militia [Militia]>Actions >Fight Fire [2d100]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:7QS1F3L4 Fri 19 Apr 2024 11:07:05 No. 5981303 Report TURN 33
Ok, that's the second and final "on the road" update. Next one will happen only once I will return home, some 40-48 hours from now
>>5979704 >The Mountain Confederation 1) The new frontier welcomes all, being a motley collection of small settlements and villages
>Other [Land Expansion II]
2,3) Meanwhile in the heartland of the Confederation, the first real military facility is established
>Military [Training Grounds I]
>>5979825 >Silver Guardians 1) .... and now it's just a matter of doing this in a repeatable pattern to make sure the new alloy is stable (8/9)
2) Since everyone was busy checking the stability of the spanner wall (and getting to a safe distance from it), no actual progress on Toolmaker was done (6/9)
3,4) The bladder is found, and the traumatised assistant is given a comfort blanket. Time to see what the hell they were researching here (3/6)
5,6) Spacious, comfortable for prolonged stay and extra-resistant, the new bunkers dot the hills
>Military [Defense Bunkers I]
>Other [Emergency Bunkers]
>>5979901 >Necran Holdings The great fire is finally out. Time to assess the losses and damages
REMOVE
[The Great Fire of Holdings]
[Shrine I]
[Shelters I]
ADD
[Damaged Shrine I]
[Damaged Shelters I]
>Both require repair job, this action can be taken together and it doesn't require that much progress to finish - just saying Necran Holdings
Rolled 30, 34 = 64 (2d100) >>5981303 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Damaged Shrine I]
[Damaged Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
>Military 1 Necran Militia [Militia]
>Actions Repair shrine and shelters
Pastures
Nala Al-DIn
Rolled 50, 99, 44 = 193 (3d100) >>5981303 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion I]
[Frontier Settlements]
[Industrial Districts I] [Production I] >Train Mage Scouts in the new training ground and mage schools. They will be less focused on actual combat and more on survival and exploration. Their training regimen will also try to rectify the failure of previous scouting expeditions Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:IxMvv2dD Sat 20 Apr 2024 22:17:38 No. 5982590 Report TURN 34
Home, very cold home
>>5981379 >Necran Holdings 1) The burned out beams are replaced with fresh ones and smoldered walls are being painted over... (2/4)
2) You'd think it takes much less effort to wall off a part of grazing land and call it a day with a pasture (8/9)
>>5981505 >The Mountain Confederation 1-3) A group of more adventure-inclined apprentices are hand-picked for the project and taken for some camping to get hang of the basic survival stuff
>Military 1 Mage Scouts [0.9] [Mag] [Scout]
>I assume Magic Theory I was involved, but I need SPECIFIC components of making units listed. This does make a big difference. Think SMAC and its unit assembler >Also, your sheet is seriously outdated Nala Al-Din
Rolled 53, 86, 29 = 168 (3d100) >>5982590 Yes magic Theory was involved apologies, also what is SMAC?
>Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] >Dice 1:Send out Mage Scouts to make contact with other Civs>>1 Mage Scout [+0.9] [Mag] [Scout] >Dice 2 & 3: Expand the constituency of the confederacy to incorporate the new lands into the bureaucracy >>[Frontier Settlements] [Confederate Bureaucracy I] [Bureaucracy III] [Magistrate I] [Land Expansion I] [Code Of Barnabas] >>>INCREASE P O W E R Nala Al-Din
Quoted By:
>Just updating my character sheet >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] Anonymous
Rolled 74, 64 = 138 (2d100) >>5982590 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Damaged Shrine I]
[Damaged Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
>Military 1 Necran Militia [Militia]
>Actions Repair shrine and shelters
Pastures
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Mon 22 Apr 2024 21:10:23 No. 5984328 Report TURN 35
>>5982687 >The Mountain Confederation 1) What was that famous quote about wizards and going for adventure... (4/16)
2-3) The power of BUREAUCRACY! Respect my loicense! (6/?)
>>5984273 >Necran Holdings 1) The repairs are finally done, with fresh coat of paint added in the end
REMOVE
[Damaged Shrine I]
[Damaged Shelters I]
ADD
[Shrine I]
[Shelters I]
2) After the whole eternity, the pastures are finally ready, with the bovines carelessly munching on grass
>Building [Pastures II]
>Other [Hides]
Nala Al-DIn
Rolled 79, 77, 77 = 233 (3d100) >>5984328 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] >Dice 1: Continue the wizard adventure we must find other peoples! >Dice 2 & 3: WE WILL MAKE LICENSES FOR LICENSES Anonymous
Rolled 92, 13 = 105 (2d100) >>5984328 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
>Military 1 Necran Militia [Militia]
>Actions Research better weapons [1d100]
Research better tools [1d100]
Silver Guardians
Rolled 82, 21, 50, 99, 95, 66 = 413 (6d100) >>5981303 TURNS 34-35
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech [Metallurgy I]
[Golem Crafting I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers]
Heart Crystals (1/1)
Good Morale (1/1)
> Metallurgy! Document! Replicate! Test!(8/9) 1 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]
> Back to work on the Toolmaker II!(6/9) 1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]
> Through enough excited babbling about air being water, and hot air rising and a paper lantern drifting it slowly becomes apparent that maybe the professor is onto something.(Hot air balloons?) 3/6 1 Dice
[Library I], [Academy I]
> Paper Mill - The chalk dust is getting intolerable, and the ever increasing need to write things down is getting higher and higher. 2 Dice
[Toolmaker I]
[Lumber Mill I]
1 Bronze Golem Workers +0.9 [Civ]
> Candle Maker - Paper and candles. What could go wrong here? 1 Dice
[Toolmaker I]
[Bee Keeper I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Wed 24 Apr 2024 00:02:21 No. 5985330 Report TURN 36
>>5984642 >The Mountain Confederation 1) The wizards are frolicking through the countryside (9/16)
2,3) Permit to engage with power (16/?)
>>5984906 >Necran Holdings 1,2) With all the effort put into developing better means of killing things dead, nobody paid much attention to figure out how to put two spanners together
>Tech [Weapon Making I]
>>5984965 >Silver Guardians 1) The new means of forging are finally fully tested
>Tech [Metallurgy II]
2) If only the humble toolmaker shop could go in such pace (8/9)
3) This whole concept of flight without your own wings seems a bit of a stretch, but it looks harmless enough, with nobody jumping off their window yet
>Tech [Flight Theory I]
>Yes, this does has practical application 4,5) Since the whole flight thing seems to require copious amounts of paper, too
>Building [Paper Maker I]
>Other Big Stack Of Paper (1/1)
>The dice really hates you 6) Let's just hope nobody ends up getting ideas about setting lanterns over the library. Or the academy (4/6)
Nala Al-Din
Rolled 50, 67, 28 = 145 (3d100) >Population: 10700
>Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] >Dice 1: Continue the frolick, probably should change stance to remain hidden when meeting new peoples as some may not be friendly to begin with >Dice 2 & 3: MORE POWER!!! Anonymous
Rolled 96, 93 = 189 (2d100) >>5985330 Fair enough
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
>Military 1 Necran Militia [Militia]
>Actions Research transportation [1d100]
Research better tools [1d100]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Wed 24 Apr 2024 07:34:01 No. 5985709 Report TURN 37
>>5985341 >The Mountain Confederation 1) The wizards are going on an adventure! (12/16)
2, 3) UNLIMITED* POWER!
*real results might vary from advertisement (22/?)
>>5985706 >Necran Holdings 1) The bovines aren't perfect for draft animals, but it's better than nothing and can carry more than rised skeletons
>Tech [Transport I]
2) Not being distracted by anything now, the exact same crafters who were figuring out weapons, now put their minds into tools to make them happen.
>Tech [Tools I]
>Good rolls just got mercilessly sniped Anonymous
>>5985709 Necron loves me, this I know
For the dice, they tell me so~
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
>Military 1 Necran Militia [Militia]
>Actions Build underground shelters [1d100]
Expand settlements [1d100]
Nala Al-DIn
Rolled 97, 4, 43 = 144 (3d100) >Population: 10700
>Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] >Dice 1: we're so close! CONTINUE THE EXPEDITION >dice 2&3: I call upon our power UNLIMITED BUREAUCRACY WORKS Empress Genetrix
Quoted By:
>>5985709 Aw yeah we're back. Lemme put some actions real quick, sorry I've not been posting as much.
SpaceQM
Rolled 93, 9, 68, 8, 97, 41 = 316 (6d100) >>5985330 TURNS 36-37
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker I], [Forge I], [Goat Pasture I], [Paper Maker I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech [Metallurgy II], [Golem Crafting I], [Flight Theory I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers]
Heart Crystals (1/1)
Good Morale (1/1)
Big Stack Of Paper (1/1)
> Toolmaker II (8/9): 1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]
> Candle Maker (4/6): 1 Dice
[Toolmaker I]
[Bee Keeper I]
> Architecture Tech: There are big dreams of a vast Shining City...and big dreams need big plans! 2 Dice
[Library I]
[Paper Maker I]
[Academy I]
> Quarry II: A big city is going to need a lot of stone. Send in the golems! 2 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Toolmaker I]
Silver Guardians
Quoted By:
>>5985902 Whoops, forgetting to check the name field.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Wed 24 Apr 2024 22:53:04 No. 5986126 Report Rolled 94, 10 = 104 (2d100) >>5985736 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Wed 24 Apr 2024 22:55:47 No. 5986128 Report TURN 38
>>5985736 >>5986126 >Necran Holdings 1) A new, underground lai... shelter is ready
>Military [Underground Shelters I]
>Other [Underground Shelters]
2) Since most of the attention and effort went into digging, nobody did any surface building
>No progress due to low roll >>5985790 >The Mountain Confederation 1) Swosh! The wizards simply teleported back, with all the intel in tow
>Other Expedition Report (1/1)
Resource Rumour (1/1)
Ruin Findings (1/1)
2) ... no permit for that kind of power! HALT! (23/?)
>>5985902 Ha! The mask is off!
>Silver Guardians 1) Toolmaker's workshop is finally expanded with not one, nor two, but three racks of spanners!
>Building [Toolmaker II]
2) Which naturally means everyone went to celebrate the results, than working on candles (4/6)
3,4) With few quick sketches, a new concept of Shining City looks at least nice on paper... (4/6)
5,6) With the extra pairs of the broze golems, the quarry is expanded in double time!
>Building [Quarry I]
>Other [Surplus Stone]
Surplus Stone (1/1)
Nala Al-Din
Rolled 51, 17, 58 = 126 (3d100) >Population: 10700
>Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] Expedition Report (1/1) Resource Rumour (1/1) Ruin Findings (1/1) >>>Dice 1, 2 & 3: BIG BUREAUCRACY BEEEAAAM! MORE POWER Empress Genetrix
>>5979671 >Population: 99200 >Military: 3 Worker Swarms [Militia]
1 Soldier-Workers +0.6 [Large]
>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
>Building [Mountain Hive]
[Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
>Other [Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]
Unfinished Projects
5/6 Dinosaur Domestication
2/9 Tree Settlements
2/6 Winged Ants
4/6 Honey Ants
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication
Empress Genetrix
Rolled 31, 80, 22, 68, 31, 59, 43, 23, 65, 37 = 459 (10d100) >>5986346 Turn 33
Action 1
>2/9 Tree Settlements Do not be daunted by defeat, the ants must triumph
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]
Action 2
>Tree Princesses 1/6 The future of expansion of Imperia rests with these young women
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]
Turn 34
Action 1+2
>The Hivemind >aka Telepathic Bureacracy >Goal is to gain another action The Aphids have agree'd that a stronger, more unified, more organized Imperia will achieve far greater success. So they are devising a means to unify the many voices of the ants into one.
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]
Turn 35
Action 1+2
>The Hivemind [Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]
Turn 36
Action 1+2
>The Hivemind [Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]
Turn 37
Action 1
>2/6 Arcane Antennae Action 2
>4/6 Magi This ethereal force, able to propel messages beyond the range of normal ants, is believed to be the key to unlocking superior communication, and therefor organization, across vast distances
Empress Genetrix
Quoted By:
>>5986347 Forgive me btw if this is an assumption, I see a few other people rolling 3d100s and thought they were doing ordnung und sauberkeit to improve their action economy
Anonymous
Rolled 44, 15 = 59 (2d100) >>5986128 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
[Underground Shelters]
>Military 1 Necran Militia [Militia]
>Actions Expand quarry [1d100]
Expand settlements [1d100]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Thu 25 Apr 2024 21:21:39 No. 5986779 Report TURN 39
Fuck. I was dead-sure I've posted after getting back from work
>>5986270 >The Mountain Confederation 1-3) The power! It's RISING! (29/??)
>>5986346 >>5986347 >Formicus Imperia 1) The construction of the tree settlement is going at worse than slow pace (4/9)
2) Tree Princesses will help to manage the Greater Ant Empire
>Other [Tree Princesses]
3-8) Ants together stronger! Hive unified bigger! Power SURGING! (14/?)
9) If the antennae are rubbed at the right angle, they spark with electricity!
>Other [Arcane Antennae]
10) With the proper way of rubbing the antennae, it's a breeze to breed new kind of ants
>Other [The Magi Caste]
>>5986425 >Necran Holdings 1) While the stone is being chopped and new deposits unrevealed... (3/9)
2) ... there is nobody to expand the settlement itself (?/?)
>No progress due to low roll Nala Al-DIn
Rolled 40, 65, 73 = 178 (3d100) >>5986779 >Population: 10700 >Power level: 2 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other [Land Expansion II]
[Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] >>Dice 1 2 and 3: AND THIS IS TO GO FURTHER BEYOND! MORE POOOOOOOWAH Anonymous
Rolled 15, 100 = 115 (2d100) >>5986779 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
[Underground Shelters]
>Military 1 Necran Militia [Militia]
>Actions Expand quarry [1d100]
Expand settlement into new areas [1d100]
Silver Guardians
Rolled 61, 42, 79, 91, 4, 82, 70, 71, 17 = 517 (9d100) >>5985902 TURNS 38-40
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge I], [Goat Pasture I], [Paper Maker I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech [Metallurgy II], [Golem Crafting I], [Flight Theory I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone]
Surplus Stone (1/1)
Heart Crystals (1/1)
Good Morale (1/1)
Big Stack Of Paper (1/1)
> Candle Maker (4/6): As the party grows late everyone is reminded that the night sure is dark. 1 Dice
[Toolmaker II]
[Bee Keeper I]
> Architecture Tech 4/6: Walls here and here, craftsmen there, golem storage here...wait, was this a city plan or a study of architecture itself? 1 Dice
[Library I]
[Paper Maker I]
[Academy I]
> Academy II: With the architects and the golemancers fighting over the best offices there's no doubt, it's time to expand the Academy. 2 Dice
Academy
Carpenter, Mason, Lumbermill, Quarry
> Library II: And expand the library. How many copies of "Spanners and the art of Zen" do we need? 2 Dice
Library
Carpenter, Mason, Lumbermill, Quarry
Papermill
1 Bronze Golem Workers +0.9 [Civ]
> Golem Crafting II: Somehow in the midst of these construction projects someone is actually getting some work done advancing the art of Golemancy? 1 Dice
Golem Crafting I
Library, Academy, Papermill
Big Stack of Paper(1/1)
> Explore Abroad: The youth of the Silver Guardians set out on a journey to see distant lands and far off places, maybe find new interesting resources or markets. 2 Dice
Roads II
1 Bronze Golem Teamsters +1.5 [Civ]
Silver Guardians
Quoted By:
>>5987350 What sort of monster steals every single copy of "Spanners and the art of Zen" from the library!?"
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Fri 26 Apr 2024 22:41:47 No. 5987466 Report TURN 40
>>5987085 >The Mountain Confederation The power! It has risen! It has swollen! It has increased!
>Other Power: 3
>>5987239 >Necran Holdings 1) Still no progress on quarrying
2) Which doesn't really concern everyone, for the frontier settlements are booming with activity, orderly build and well protected
>Other [Necran Frontier I ®]
PICK ONE
>Tech [Construction II]
OR
>Other [Border forts II]
>>5987350 >Silver Guardians 1) A set of scented candles is made to inaugurate the opening of the candle maker. Some say - finally.
>Building [Trift Workshop I]
>Other [Candles]
2) And remember kids - keep the walls straight
>Tech [Architecture I]
>This is NOT the same as Construction 3, 4) Surplus material allowed to test all the lofty ideas about architecture. Turns out straight walls good, but arches supporting them - better!
>Building [Academy II]
5,6) If only the initial enthusiasm carries for the library's new department (4/9)
7) Some joker apprentice decided to use the paper for the new golem. While this was quickly discarded, it does give inspiring ideas (8/9)
>You ended up being literally 1 short from finishing. This would be 71 and the building would be ready. Spanners at work! 8,9) Who needs horses, when a golem can give you a piggy-back ride? (5/12)
Nala Al-Din
Rolled 24, 61, 62, 86 = 233 (4d100) >>5987466 >Population: 10700 >Power level: 3 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other >[Land Expansion II] [Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] Expedition Report (1/1) Resource Rumour (1/1) Ruin Findings (1/1) >dice 1&2: Research Standardized Training, basing it off of Army Professionalism >dice 3&4: Build a second Training grounds Anonymous
>>5987471 ... why are you rolling 4d100?
Nala Al-Din
>>5987479 oh shit do we not get an extra dice per power level?
Nala Al-Din
Quoted By:
>>5987479 if not ignore the 4th d100 then
Anonymous
>>5987466 What is a Trift Workshop? A Thrift Workshop?
Anonymous
Rolled 40, 68 = 108 (2d100) >>5987466 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Expand quarry [1d100]
Desecrate an underground area for better Necromantic workings [1d100+Necromancy]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:9B34DzcY Sat 27 Apr 2024 21:51:29 No. 5988487 Report >>5987702 It was supposed to be a Trinket Workshop, but I had a brain-fart. Blame my ELS
>>5987693 You get higher Power from increasing Power. It's a non-linear modifier, where getting a spare dice at lvl 2 is probably the least useful thing it does.
TURN 41
>>5987471 >The Mountain Confederation 1,2) The bureaucrats are already excited about the prospect of new forms to fill and probably some standard manual to approve for the army (5/6)
3) Perfect! A license to clear land for new proving grounds granted! Nothing like the smell of freshly-written invoices in the morning! (4/9)
>>5987913 >Necran Holdings 1) Finally, work is being made to expand the operation in the quarry pit (3/9)
2) Having pre-existing shelters makes things so much easier to set up a desecrated zone within (5/6)
Nala Al-Din
Rolled 11, 23, 91 = 125 (3d100) >>5988487 having more action economy is pretty good though.
>dice 1: Research Standardized Training, basing it off of Army Professionalism >Dice 2: Grow the population through fertility rites! >dice 3: Build a second Training grounds >Population: 10700 >Power level: 3 >Tech Level: 1 >Bonus: +5 Research
+1 Defense
>Buildings [Mage School I], [Magistrate I] [University I]
>Techs [Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military [Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other >[Land Expansion II] [Frontier Settlements]
[Industrial Districts I] [Production I] [Training Grounds I] [Fertility Holiday] Expedition Report (1/1) Resource Rumour (1/1) Ruin Findings (1/1) Anonymous
Rolled 7, 8 = 15 (2d100) >>5988487 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Expand quarry [1d100]
Desecration [1d100+Necromancy]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:hqwLVr8B Sun 28 Apr 2024 18:43:45 No. 5989416 Report TURN 42
>>5988622 >The Mountain Confederation 1) There is a debate if the new army manual should require a form A-38 or A-39, stalling the progress on the approval for new training process (5/6)
2) There are general noise complains on the festival celebration. Maybe this time it should be in some virgin areas? (1/5)
3) Nice (6/9)
>>5989305 >Necran Holdings 1) Quarry reports absolutely no real... (3/9)
2) ... or meaningful progress on desecrating things (5/6)
>I had to double-check if this wasn't d10 roll Nala Al-Din
Rolled 41, 34, 39 = 114 (3d100) >>5989416 >>Population: 10700 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory I] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I] >>Military >[Border forts II] >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Training Grounds I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >dice 1: They clearly require A-39! more training manuals! >Dice 2: CONTINUE GROWING THE POPULATION >Dice 3: Continue building the new training grounds Anonymous
Rolled 28, 82 = 110 (2d100) >>5989416 Fuuuuck.
Let's hope this roll goes better
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Expand quarry [1d100]
Desecration [1d100+Necromancy]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:hqwLVr8B Mon 29 Apr 2024 16:00:18 No. 5990071 Report TURN 43
>>5989534 >The Mountain Confederation 1) Finally, all the paperwork is ready for army to train a little bit more organised way
>Tech [StandariSed Training I]
2) I'ts a bit harder to get going with population growth in the cold, mountainsides this time of the year (3/5)
3) Since the new standards for training have been approved, it is only fitting that the new training ground... will be ready soon (8/9)
>>5990062 >Necran Holdings 1) An incremental progress on the new dig site for the quarry have been noted (4/9)
2) At least the new site for rising undead and other unholy actions is properly bathed in blood of the firstborns and chalked up
>Building [Desecrated Site I]
>NOTE You are in a position to swiftly increase your Power rating
Anonymous
Rolled 97, 29 = 126 (2d100) >>5990071 Good to know.
Also when do I increase population?
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Expand quarry [1d100]
Increase Power [1d100]
Nala Al-Din
Rolled 98, 32, 97 = 227 (3d100) >>5990071 >>Population: 10700 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory I] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II] >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Training Grounds I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Dice 1 & 2: Grow the population >Dice 3: Finish the training ground Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:hqwLVr8B Mon 29 Apr 2024 21:23:25 No. 5990251 Report TURN 44
>>5990075 >Necran Holdings 1) After what felt like ages, the new wall in the quarry is finally open for business! If only now the undead could do all the digging...
>Building [Quarry II]
>Other [Surplus Stone]
Surplus Stone (1/1)
2) POWER RISING! (1/?)
>>5990225 >The Mountain Confederation 1, 2) Once people get into it, they really get going
>Population + 300
>Technically speaking 287, but let's keep stuff simple 3) The new parade grounds got official approval.
>Building [Training Grounds II]
>>5990075 >Question Usually by rubbing two or more people together ( ͡° ͜ʖ ͡°) Skellingtons can also rub some bones.
My general advice would be: you have a literal trainload of tier 1 stuff and a tiny handful of tier 2. The game scales 1-5. Tier 1 is mostly bragging rights, fluff and minimal benefits
Anonymous
Are there openings still?
Nala Al-Din
Rolled 88, 73, 60 = 221 (3d100) >>5990251 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory I] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Dice 1, 2 & 3: Train 5 Legions at once using [Industrial Districts] [Production I] [Training grounds II] [Army Professionalism] and [Standardized Training I]. Also subtracting 500 population so that they will become legionnaires >>Using the [Industrial Districts I] to build the arms for the Legion and training them in the [Training grounds II] using the [Standardized Training I] and [Army Professionalism I] we will attempt to train an expeditionary legion to protect our newly claimed borders and to claim more land in the future Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:hqwLVr8B Tue 30 Apr 2024 00:09:08 No. 5990343 Report >>5990265 Sure. If you don't mind catching up 44 turns. Can be done, but might be tedious. I suggest at least glancing through the game, since we had two late-comers in it already.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:hqwLVr8B Tue 30 Apr 2024 05:58:33 No. 5990569 Report Quoted By:
TURN 45
Since I will be late today, a quick one despite just single post
>>5990281 >The Mountain Confederation 1-3) Such massive recruitment drive is both a strain to all the facilities and in the same time an excellent trial of how well the new training manual operates in practice (15/23)
>To not get into the math and the automated spreadsheet: if you plan of making the EXACT same unit in the future, making even number of those is going to be more economical thanks to rounding. Nala Al-Din
Rolled 27, 9, 57 = 93 (3d100) >>Population: 10500
>>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory I] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Continue the training of the 5 legions >>Though they realized they may have bitten off more than they can chew the confederation realizes that the mass training and mobilization is possible Anonymous
Rolled 6, 84 = 90 (2d100) >>5990251 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Study better fighting maneuvers [1d100]
Increase Power [1d100]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:hqwLVr8B Tue 30 Apr 2024 19:25:39 No. 5990877 Report TURN 45
>>5990827 You've got a catch-up turn, mate
>Necran Holdings 1,2) The power - it's SURGING! No time for study now! (6/?)
>Low roll on first action TURN 46
>>5990666 >The Mountain Confederation 1-3) The legionaries are many. They might not be particularly strong, and their training is very basic, but there is a legion of them... or at least soon there will be (20/23)
Nala Al-Din
>>5990877 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory I] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Dice 1: Finis the legionary training >Dice 2&3: Research magical theory 2 in the new mages school Nala Al-Din
Rolled 45, 63, 91 = 199 (3d100) >>5990935 forgot dice
Empress Genetrix
Quoted By:
>Population: 99200 >Military: 3 Worker Swarms [Militia] 1 Soldier-Workers +0.6 [Large]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Society I]>Building [Mountain Hive] [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I]>Other [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] Unfinished Projects 5/6 Dinosaur Domestication 4/9 Tree Settlements 2/6 Winged Ants 4/6 Honey Ants 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 3/6 Music 5/6 Dyes 3/6 Army Structure 0/6 Arcane Communication Hive Mind 14/?
Empress Genetrix
Rolled 36, 23, 56, 100, 85, 56, 46, 97, 34, 27 = 560 (10d100) >>5990877 Turn 40
>Action 1 - Hive Mind 14/? With new magi ants and arcane antennae, the hive mind grows ever closer to completion
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Arcane Antennae]
[The Magi Caste]
>Action 2 - Arcane Communication Now that we have the Arcane Antennae, let us learn how to use them to good effect. Our Magi will lead the way, added by the wit of the Brain Aphids. Surely the ability to transmit thoughts through even the thickest of walls and across vast distances, will greatly improve the strength and organizational capacity of the of the Hive Mind
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Arcane Antennae]
[The Magi Caste]
Turn 41
>Action 1 - Hive Mind 14/? (See previous bonuses from Turn 40)
>Action 2 - Arcane Communication [Brain Aphids]
[Communication I]
[Tele-Antennae]
[Arcane Antennae]
[The Magi Caste]
>Action 2 - Population Growth The time has come at last. With the siring of the mighty Princesses with strong bodies, the completion of the Tree Settlements and the Great Hive, the building of a Nursery and a proper way to organize it all, an era of great growth of the Imperium can commence. Let us see the number of ants swell to new heights!
[Tree Princesses]
[Nursery I]
[Feudalism]
[Society I]
[Brain Aphids]
[Strong Bodies]
Turn 42
>Action 1 - Hive Mind 14/? (See previous bonuses from Turn 40)
>Action 2 - Tree settlements 4/9 [Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]
Turn 43
>Action 1 - Hive Mind 14/? (See previous bonuses from Turn 40)
>Action 2 - Tree settlements 4/9 [Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]
Turn 44
>Action 1 - Hive Mind 14/? (See previous bonuses from Turn 40)
Turn 45
>Action 1 - Hive Mind 14/? (See previous bonuses from Turn 40)
>Action 2 - Population Growth The time has come at last. With the siring of the mighty Princesses with strong bodies, the near completion of the Tree Settlements and the Great Hive, the building of a Nursery and a proper way to organize it all, an era of great growth of the Imperium can commence. Let us see the number of ants swell to new heights!
[Tree Princesses]
[Nursery I]
[Feudalism]
[Society I]
[Brain Aphids]
[Strong Bodies]
Anonymous
Rolled 26, 16, 24, 10 = 76 (4d100) >>5990877 Ah shit, didn't see it.
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Study better fighting maneuvers [1d100]
Increase Power [2d100]
Increase Population [1d100]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:FZPlD9A6 Wed 01 May 2024 18:07:18 No. 5991666 Report TURN 44
>>5991012 >Formicus Imperia You are the unluckiest bastard ever - THIS close from a nat100 on Power increase
1, 3) The new form of organising the Hive is mastered and put into practice. The efficiency of managing the workers increases beyond imagination
>Other Power: 2
GAIN 1d100 TO YOUR ROLL
2,4) And with this new form of communication, using pheromones and clicks seems like such a primitive and inprecise manner of giving orders
>Tech [Arcane Communication I ®]
>Other [Arcane Communication ®]
PICK ONE
>Tech [Communication II]
>Other 2 Long-Range Command (1/1)
OR
>Other Magi-Rely™ project (1/1)
5,7) DICE TRANSFERRED TO POPULATION GROWTH DUE TO FINISHING OTHER ACTION - Pop Growth (5/6)
7) DICE TRANSFERRED TO POPULATION GROWTH DUE TO FINISHING OTHER ACTION
>Population + 200
6, 8) The tree settlements are finally ready and operational, under the strict control of the
Princesses
>Other [Tree Settlements]
DICE POOL FROM INCREASED POWER: 3d100
DICE POOL RETURNED DUE TO ACTION BEING FINISHED: 2d100
TOTAL NUMBER OF DICE STILL IN THE POOL: 5d100
And please, for the love of God, next time when you mass-roll, use number of actions (1-10), not actions per turn. It's incredibly confusing, especially when you messed up the numbering yourself and some of the actions got cancelled due to finishing early
====
TURN 47
>>5990935 >>5990937 >The Mountain Confederation 1) The legionaries are out of the boot camp
>Military 5 Confederate Legions +0.9
2,3) The combined forces of the university staff and the magi managed to figure out the new way of making gliphs - it's super-effective!
>Technology [Magic Theory II[
>>5991609 >Necran Holdings 1) Better fighting... (1/6)
2) ... and larger population go nowhere (1/6)
STALLED: POWER INCREASE (6/?)
Dem dice, mate...
Anonymous
Rolled 61, 29 = 90 (2d100) >>5991666 Yeah, tell me about it...
Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Increase Power [1d100]
Increase Population [1d100]
Nala Al-DIn
Rolled 22, 76, 63 = 161 (3d100) >>5991666 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory II] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +0.9 >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Dice 1&2: Expand the mage schoops >Dice 3: Train the legions Nala Al-DIn
Quoted By:
>>5991729 To expand on this
>Train the current 5 legions to a higher degree Empress Genetrix
>>5991666 Don't imagine I'm allowed to ask what they do am I? If not, let's go with Magi-Rely!
Silver Guardians
Rolled 43, 49, 67, 61, 85, 53, 95, 2, 99 = 554 (9d100) >>5987466 TURNS 41-43
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge I], [Goat Pasture I], [Paper Maker I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I], [Trinket Shop I]
>Tech [Metallurgy II], [Golem Crafting I], [Flight Theory I], [Architecture I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
Good Morale (1/1)
> Construction Tech: The masons have sadly informed the architects that none of their mortar has 'infinite' sticking power. 2 Dice
[Mason I]
[Library I]
[Paper Maker I]
[Academy II]
> Architecture II: No infinite sticking mortar? Alright, back to the drawing board. 2 Dice
[Mason I]
[Library I]
[Paper Maker I]
[Academy II]
> Library II 4/9: More shelves! And fasten them down tight! 2 Dice
Library
Carpenter, Mason, Lumbermill, Quarry
Papermill
1 Bronze Golem Workers +0.9 [Civ]
> Golem Crafting II 8/9: A paper golem! Ridiculous or remarkable? 1 Dice
Golem Crafting I
Library, Academy, Papermill
> Explore Abroad 5/12: Where will the road lead us? Oh, oh dear, they seem to have ran out. 2 Dice
Roads II
1 Bronze Golem Teamsters +1.5 [Civ]
Silver Guardians
Rolled 36, 80, 60, 77, 23, 67, 20, 89, 94 = 546 (9d100) >>5991932 Trying to predict the future is a bit tricky, but let's see if I can pull it off.
TURNS 44-45
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge I], [Goat Pasture I], [Paper Maker I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy II], [Farms I], [Trinket Shop I]
>Tech [Metallurgy II], [Golem Crafting I], [Flight Theory I], [Architecture I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
Good Morale (1/1)
> Construction Tech 5?/6?: 1 Dice
> Architecture II 8?/9?: 1 Dice
> Library II 9/9: Done, awaiting confirmation. > Golem Crafting II: Done, awaiting confirmation > Explore Abroad 5+6-?/12: ??? > Forge II: Bigger golems need bigger forges! 2 Dice
Stone Mason I, Toolmaker II, Surplus Stone
> Raise Population: The Harvest festival is here! Raise a glass, grab a pie, and enjoy the honey candies! Then cuddle close to your sweetheart as the fire burns low. 2 Dice
Farms, Bee Keepers
Good Morale (1/1)
Silver Guardians
Quoted By:
>>5991966 Whoops left too many dice on there. I presume you'll just ignore the last three.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:FZPlD9A6 Thu 02 May 2024 15:06:21 No. 5992266 Report Quoted By:
>>5991912 (tm) stuff is special projects related to specific nat100, if feasible. A long-running action with big buff once build/researched/finished. Think increasing power, but different - but still same.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:FZPlD9A6 Thu 02 May 2024 15:51:27 No. 5992308 Report TURN 45
>>5991932 >>5991966 >Silver Guardians 1,2) One of the golem crafter suggests to develop a golem mortar, that's gonna hold fast when simply told to do so (5/6)
3,4) Higher buildings, with bigger rooms! And windows! Bigger, brighter and shinier - the way of the New Architecture (8/9)
5,6) And of course write more books to stack them inside the library (8/9)
7) New means, theories and practical techniques of making golems are published in the "Golemcrafter Quarterly"
>Tech [Golem Crafting II]
8,9) Not much is heard from the expedition. Maybe they've got lost? (5/12)
>No progress due to both dice nulling themselves 10) While the idea of golem mortar was deemed to inpractical, an actual recipe for better mortar was figured out by trial and error
>Tech [Construction I]
11) While it's all cool to build faster, it's even cooler to design grand and functional buildings with precision and grace
>Tech [Architecture II]
12,13) With the use of newest building and planning ideas and practices, the new forge take about half the time of the original one
>Building [Forge II]
14, 15) Scented candles seems to get people into a particularly... productive mood
>Population + 200
TURN 48
>>5991669 >Necran Holdings 1) While there are suggestions to simply rise skeletons and call it a day, it's hardly a sustainable population growth method (5/6)
2) POWER RISING... slowly (7/?)
>>5991729 >The Mountain Confederation 1,2) A niew wing, with grand total of three new class rooms, is being build for the mages (6/9)
3) A valiant attempt to whip the legionaries into better shape is conducted (4/10)
Anonymous
Rolled 98, 31 = 129 (2d100) >>5992308 Necran Holdings
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Military 1 Necran Militia [Militia]
>Actions Increase Power [1d100]
Increase Population [1d100]
Nala Al-DIn
Rolled 78, 35, 93 = 206 (3d100) >>5992308 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory II] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +0.9 >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >continue training the legions! (Dice 1 & 2) >Finish the new wings of the mage school (Dice 3) Nala Al-DIn
Quoted By:
Shit I should train more scouts
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:FZPlD9A6 Fri 03 May 2024 07:20:50 No. 5992854 Report TURN 49
>>5992342 >Necran Holdings 1) POWER RISING! (13/?)
2) It's been a while since there have been newborns
>Population + 100
>>5992492 1,2) The legionnaries have been retrained with their formations
>Military REMOVE
5 Confederate Legions +0.9
ADD
5 Confederate Legions +1 [Train]
>This tag means the unit CAN'T be retrained further without throwing new tech/infra into it Nala Al-DIn
Rolled 56, 5, 61 = 122 (3d100) >>5992492 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory II] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) You forgot to add the progress on expanding and improving the mage school >Research new battle mage theorems (Dice 1 2 & 3) Empress Genetrix
>Population: 99400 >Military: 3 Worker Swarms [Militia] 1 Soldier-Workers +0.6 [Large]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Society I] [Arcane Communication I ®]>Building [Mountain Hive] [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I]>Other Power: 2 [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Tree Settlements] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] Magi-Rely™ project (1/1) Unfinished Projects 5/6 Dinosaur Domestication 2/6 Winged Ants 4/6 Honey Ants 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 3/6 Music 5/6 Dyes 3/6 Army Structure Stored Dice 5d100 + 8d100 (Turns 45 - 49)
Empress Genetrix
Quoted By:
>>5992944 Oh and uh, I guess actually +4d100 from the extra d100 from power 2
Empress Genetrix
Rolled 33, 40, 17, 81, 16, 100, 72, 74, 94, 52 = 579 (10d100) >>5992854 1. Finish up the Dinosaur Domestication! Now with more magic to aid our research 5/6
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
[Arcane Antennae]
[The Magi Caste]
[Arcane Communication ®]
[Communication I]
2. Honey Ants will feed the hive in dire times, the Magi will help with accelerating the mutation 4/6
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
[The Magi Caste]
3. Winged Ants will provide a new avenue of exploration from the skies 2/6
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
[Arcane Antennae]
[The Magi Caste]
[Arcane Communication ®]
[Communication I]
4. A proper General, a Legate, to command the great Ant Legions will need to arise 3/6 Army Structure
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
5. The Queen and the Princesses desire Textiles to cloth their bodies! Let our wises ants come up with the means.
[Brain Aphids]
[Tele-Antennae]
[Arcane Antennae]
[Arcane Communication ®]
[Communication I]
6. Dyes and colors too, so that they may be wreathed most regally 5/6
[Brain Aphids]
[Tele-Antennae]
[Arcane Antennae]
[Arcane Communication ®]
[Communication I]
7. They also desire music, to sooth the soul. Let there be instruments of wood and brass. 3/6
[Tools I]
[Smelting I]
[Society I]
[Brain Aphids]
8-10. What mysterious wonders and secrets will this new form of magic hold? Let the Magi delve into wonders yet unheard! Magi-Rely™ project (1/1)
[Brain Aphids]
[The Magi Caste]
[Tele-Antennae]
[Strong Bodies]
[Arcane Antennae]
[Arcane Communication ®]
[Communication I]
Empress Genetrix
Quoted By:
>>5992958 >100 on Dyes Time to be absolutely fabulous
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:s5m8AQYE Fri 03 May 2024 15:31:25 No. 5993149 Report Quoted By:
STILL TURN 49
>>5992906 Shit, my bad. I was in a bit of rush to get on a bike and cycle around the countryside. May Weekend, this sort of stuff. Which I guess I should have announce ahead, but unlike my field work, I knew for sure i'm going to have net connection here
3) The expansion of mage school is ready. A tiny astrological observatory came with it for free
>Building [Mage School II]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:s5m8AQYE Fri 03 May 2024 21:03:40 No. 5993379 Report TURN 48 AND 1/3
In practical terms, you are turn 49 AND have 6d100 of extra moves, so your next roll should be 9d100 to get rid of it all and catch up to turn 50
>>5992958 >Formicus Imperia 1) The electrical charges of the magi antennae are super-effective at subduing the beasts
>Technology [Dinosaur Domestication I]
>Other [Domesticated Dinos]
2) The Princesses grow concerned about the over-reliance on the magi, but they do bring results
>Other [Honey Ants]
3) Well, usually they do - since no progress on the flight (2/6)
4) New, commanding ants are taking charge over the warriors - for the Queen and for the Hive!
>Technology [Army Structure I]
5) They might desire many other things, but textiles won't show up any time soon
>No progress due to low roll 6) This tastes... purple
>Other [Formicus Dyes ®]
PICK ONE
>Technology [Communication II]
>Other [Color-Coding]
OR
>Other [Color-Coding]
2 Queen's Command (1/1)
>I'm grasping at straws here, I have no clue what use of dyes real or fictional ants have 7) A new marching band of ants is ready to please the royal needs
>Other [Rhytm Work]
8-10) The magi ants locked themselves in the highest of the high branches of the Tree Settlements, to not be disturbed any time soon (13/?)
TURN 50
>>5992906 >The Mountain Confederation 1-3) A new treaty, titled "On the use of magi as officers" is being discussed within the mages and the educated of the Confederacy (6/15)
Nala Al-DIn
Rolled 53, 98, 93 = 244 (3d100) >>5993379 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School I], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory II] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Continue the research into advanced magical theorems! Silver Guardians
>>5992308 TURNS 46-48
>Population: 10200 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy II], [Farms I], [Trinket Shop I]
>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
> Library II 8/9: Inevitably the question is asked, should we start raising geese for quills? Or invent the ball point pen. 1 Dice
> Explore Abroad 5/12: Is that a bear!? Run for it lads! 1 Dice
> Construction II: Wait, you want the walls how big? 2 Dice
> Plan the Silver City: While the construction techniques are worked out the architects begin the grand plans. 2 Dice
Architecture II
> Create Golem Constructors: The great city will require many hands! Make them! 4 Dice
Crafting +10
Golem Crafting II
Forge II
Metallurgy II
Mines II
Toolmaker II
[Copper Ore], [Tin Ore], [Heart Crystals]
Silver Guardians
Rolled 51, 41, 96, 98, 88, 3, 23, 37, 10 = 447 (9d100) >>5993658 Silver Guardians
>>5993661 Oh dear, I've allotted entirely too many dice for three turns. I must surrender to your judgement.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:s5m8AQYE Sat 04 May 2024 07:36:40 No. 5993725 Report TURN 48
>>5993658 >>5993661 >Silver Guardians 1) The library expansion is done. More space for scrolls, codexes and books
>Building [Library II]
2) Wilderness is sure a nasty and dangerous place, even with golem piggy-backs (7/12)
3,4) The wall shall be about 3.5
>Technology [Construction II]
5,6) The new town should have golem-only paths, so they won't end up trampling random buildings when going out of control (3/12)
7-9) The new kind of golem is in the design phase now, trying to fit within all the work and also dimension requirements (4/9)
>>5993662 No biggy, you've still rolled accordingly. Also, feel free to just make two moves to catch up. The important thing is to never roll more than 10d100 per post.
TURN 51
>>5993654 >The Mountain Confederation 1-3) An even more fitting treaty, "The Basic Principles of Aeromancy", gains a true following and dedicated style of casting
>Technology [Magic Theory III]
Nala Al-DIn
Rolled 31, 92, 40 = 163 (3d100) >>5993654 >>5993379 #>>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >With our mage schools, Universities and great libraries WE SHALL INCREASE OUR TECH LEVEL >《Mage School II, University I》 Anonymous
>>5990343 I've got like, 5 interested players from a discord builder. I think dumping them on you with 51 actions each night make your suckstart a shotgun though.
Empress Genetrix
Quoted By:
>>5993379 >>I have no clue what use of dyes real or fictional ants have Culture and fashion mostly, were not mere animals after all. I'm hoping luxuries and such have some mechanical benefit in game. Even if it doesnt, it's know I'm fancier than my neighbor.
Why be a mighty monarch if you cant also look fashionable while doing it?
Hrmmm. I need to find big silk worms.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:s5m8AQYE Sat 04 May 2024 21:46:44 No. 5994502 Report Quoted By:
>>5994440 "Nature finds a way"
As long as they won't just flat-out bombard the quest with just chain-posting, it is feasible.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:s5m8AQYE Sat 04 May 2024 21:49:31 No. 5994506 Report TURN 52
>>5993889 >The Mountain Confederation 1-3) The local average IQ is going to increase by at least two digits! (9/?)
Nala Al-DIn
Rolled 24, 47, 82 = 153 (3d100) >>5994506 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) Guessing we ain't getting a map >CONTINUE UPPING THE AVERAGE IQ OF THE CONFEDERATION. >>Higher tech level please Empress Genetrix
Quoted By:
Forgive my lack of posts, currently on a big vacation, should be home proper tomorrow.
Anonymous
>>5994506 Forgot to check the thread for a few days.
Necran Holdings
>Population: 10100 >Military: 1 Necran Militia [Militia]
>Power level: 1 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
>Actions Increase Power [3d100]
Research better fighting styles [1d100]
Build Dojo [1d100]
Build Arena [1d100]
Anonymous
Rolled 63, 13, 44, 85, 100, 92 = 397 (6d100) >>5995214 Anonymous
TURN 52
>>5995214 >>5995257 >Necran Holdings 1-3) The power has finally increased!
>Other Power: 2
GAIN 1d100 TO YOUR ROLL
4) Karate, tai-chi, aikido... dance fighting? Is that even a thing? (5/6)
5) A new dojo is being constructed, to find the best and most optimal ways of killing people dead - and then passing that knowledge on the trainees
>Building [Necran Dojo I ®]
PICK ONE
>Tech [Weapon Making II]
>Other Batch of Weapons (1/1)
OR
>Military 1 Necran Warriors +1 [Vet]
>Other Training Practice (1/1)
6) A new arena will be an excellent source of combat practice and also entertainment
>Building [Arena I]
YOU HAVE STILL 1d100 for turn 52
TURN 53
>>5994782 >The Mountain Confederation 1-3) THE IQ IS RISING! (18/?)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Sun 05 May 2024 23:59:21 No. 5995544 Report Quoted By:
>>5995542 Authorised by my trip
Nala Al-DIn
Rolled 94, 12, 66 = 172 (3d100) >>5995542 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Raise the standards for teachers and increase their pay we will be a learned nation! >Increase tech level Anonymous
Rolled 59, 5, 57, 72 = 193 (4d100) >>5995542 Hell yeah
Necran Holdings
>Population: 10100 >Military: 1 Necran Militia [Militia]
1 Necran Warriors +1 [Vet]
>Power level: 2 >Tech Level: 1 >Bonus: Necromancy +10
Survival +5
>Building [Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
[Desecrated Site I]
[Necran Dojo I ®]
[Arena I]
>Tech [Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other [Basic roads II]
[Border forts II]
[Copper Ore]
[Hides]
[Underground Shelters]
[Necran Frontier I ®]
Training Practice (1/1)
>Actions Research better fighting styles [1d100]
Upgrade the walls [1d100]
Upgrade the Workshop [1d100]
Expand the Shrine [1d100]
Silver Guardians
Rolled 99, 48, 22, 61, 83, 3, 40, 96, 1 = 453 (9d100) >>5993725 TURNS 49-51
>Population: 10200 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I]
[Library II], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy II], [Farms I], [Trinket Shop I]
>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction II]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
> Explore Abroad 7/12: Why is it always raining!? 1 Bronze Golem Teamsters +1.5 [Civ]
2 Dice
> Plan the Silver City 3/12: Soon the jokes begin that the plans will be larger than the city. 3 Dice
Architecture II
Library II
Academy II
Paper Maker I
> Create Golem Constructors 4/9: Strong but gentle. 2 Dice
Crafting +10
Golem Crafting II
Forge II
Metallurgy II
Mines II
Toolmaker II
[Copper Ore], [Tin Ore], [Heart Crystals]
> Research Remote Control: Heart Crystals have sometimes been observed to hum in pairs, or in response to passing golems. Perhaps we can use that. 2 Dice
Heart Crystals
Library II
Academy II
Paper Maker I
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Mon 06 May 2024 18:41:43 No. 5996291 Report TURN 51
>>5996114 >Silver Guardians There is something fishy with this roll. I MUST apply the crit-fail to something, so either you're missing 2 actions (since you only gave orders for 7 of 9 dice rolled) OR I'm supposed to add the penalty to the final action of the batch?
1-3) The land was thoroughly surveyed, and the plans of the whole urban complex were consulted with the most practical and bold of the architects. There is no way this going to end bad now
>Other Silver City Plans (1/1)
4,5) New batch of golems, purpose-build for construction, will come handy with the incoming construction of Silver City
>Military 1 Bronze Golem Constructors +1.8 [Civ] [Build]
>Yes, they can be paired with other units, yes, there is diminishing return from doing so, no, it's not high enough to render n-th unit useless 6,7) Maybe, just maybe better not try to give golem orders without a proper manual procedure to stop them (?/?)
>No progress due to penalty You still have 2 turns of catch up on top of it all.
TURN 53
>>5996078 >Necran Holdings 1) New, more efficient and ten times more gruesome means of killing people and things dead
>Technology [Martial Arts I]
2) The good old fortifications are so good, it will now take extra effort to even find ways of improving them (?/10)
>Penal outcome of a low roll 3) More tools, more work, more anvils and also more scrapping sounds - the way to the new workshop (3/9)
4) An organised effort to clean the old cobwebs from the least used building goes at full speed (5/9)
You still have a turn of catch up
TURN 54
>>5995847 >The Mountain Confederation 1-3) After a lot of pondering, navel gazing and musing, the technology level of the Confederation rises up a notch!
>Other Tech Level: 2
Research Aids (1/1)
Treaties and manuals (1/1)
>This is like super-duper important. Make sure you do note your current tech level in the sheet Silver Guardians
>>5996291 Apologies for the confusion, I accidentally put no white space between the first action using two dice and the nationsheet.
There's a
> Explore Abroad 7/12: Why is it always raining!? 1 Bronze Golem Teamsters +1.5 [Civ]
2 Dice stuck at the bottom of the sheet.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Mon 06 May 2024 19:21:27 No. 5996330 Report >>5996315 Oh, so it's MY fuck up the, since I didn't notice this...
Ok, re-stating stuff, and it's going to get ugly now
1,2) Finally, after what felt like forever, the expedition came back, bringing news
>Other Expedition Report (1/1)
2 Resource Rumour (1/1)
3-5) The land was thoroughly surveyed, and the plans of the whole urban complex were consulted with the most practical and bold of the architects. There is no way this going to end bad now
>Other Silver City Plans (1/1)
6,7) Given previous problems with experiments with new golem models, nobody's too keen with making an all-powerful constructor that might just as likely tear building apart
>No progress due to penalty 8,9) And as if on cue, the new, experimental, remote-operated golem goes haywire and starts its nonsensical actions through the lab and surrounding area. Everyone duck for cover, it's going straight for the supply of heart crystals!
>CRIT FAIL! - 200 population
>Yes, this IS accounting your bunkers >Other [Golem Rampage]
Unlike normal golems, this one is remotely operated. Except it doesn't respond to the controls. It might require to take down the whole thing, rather than trying to stop it.
THIS IS A PERMANENT, DAMAGING EFFECT UNTIL RESOLVED ONE WAY OR ANOTHER
Nala Al-DIn
Rolled 61, 1, 49 = 111 (3d100) >>5996291 >>Population: 10500 >>Power level: 3 >>Tech Level: 1 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) Treatise and manuals (1/1) >Dice 1&2: We shall EXPAND THE UNIVERSITIES FURTHER! >Dice 3: Build libraries in the cities proper instead of having to force people to travel to the grand libraries at the heart of the mountains Nala Al-DIn
Quoted By:
>>5996334 Updated nation sheet
>>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/) Also O H N O MY UNIVERSITIES Silver Guardians
Quoted By:
Rolled 55, 57, 4, 15, 50, 95 = 276 (6d100) >>5996330 Children and elderly to the bunkers! Golem masters at the ready! The teamsters are to lead the defect on a merry chase, while the workers carve out a sizable pit trap for the errant golem. Once it's fallen in the architects have a sizable rock picked out for smashing the damn thing to bits.
>Stop the Rampaging Golem! 6 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Mon 06 May 2024 23:18:31 No. 5996521 Report TURN 53
>Silver Guardians 1-6) The plan is going so far smoothly, with great effort put to stop the rampage and minimalise the casualties. All it takes now is for the golem to get into the prepared pit-trap (15/18)
TURN 55
>>5996334 >The Mountain Confederation 1,2) Turns out science in hands of mages is... le bad!
>CRIT FAIL! The mages, wizard and other scholars are growing stronger and more ambitious every day. Not everyone likes that. It's no longer Confederacy, but more of Magocracy! To hell with all that technology and wand-waving! Long live the spirit of the Mountainhold!
>Other [Anti-Magick Revolt]
An armed rabble is out there, trying to take down all the scholarly types down a peg or three
5 Armed Rabble +0.9
3) While the capital is in the middle of a violent struggle, frontier is getting its first access to the selected readings of Salim and other sages (3/5)
Nala Al-Din
Rolled 70, 16, 57 = 143 (3d100) >>5996521 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) >Dice 1&2:rolling to talk down the armed rabble >Dice 3: Research new training measures if they do not back down! >WE DO WHAT WE MUST COMMIT ALL OUR FORCES AGAINST THE RABBLE! >2 Border guards [0.3],1 Battle mage[0.6],5 Confederate legions [+1] [Train], Silver Guardians
Rolled 33, 6, 90 = 129 (3d100) >>5996521 The final stretch! A fast runner bolts down the alleyway, Hell-Cog in hot pursuit behind him! Run lad! Run!
>Stop that golem! 15/18 3 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Tue 07 May 2024 06:04:32 No. 5996862 Report Rolled 10, 1, 9, 1, 3 = 24 (5d10) COMBAT ROUND
>>5996536 The mob is busy trying to storm the university when the troops arrive. They quickly change their target to the soldiers, tossing cobblestones in their direction
>5 Armed Rabble +0.9 You roll 8d10
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Tue 07 May 2024 06:09:58 No. 5996867 Report TURN 54
>>5996648 >Silver Guardians The runner leaps over the pit, barely reaching the other side. The golem mindlessly follow, plummeting down the hole. Just to make sure, the boulder is dropped on it for extra measure.
>Other REMOVE
[Golem Rampage]
ADD
[Minor Damage To Buildings]
>A single dice should be more than enough to fix them TURN 56
>>5996536 >The Mountain Confederation You are free to make regular moves with the ongoing combat. 56th was spent on mobilising the army, now you've got free hand
Nala Al-DIn
Rolled 10, 1, 3, 2, 4, 9, 4, 9 = 42 (8d10) >>5996862 FOR THE CONFEDERATION!
Nala Al-DIn
Rolled 80, 71, 81 = 232 (3d100) >>5996867 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) >Dice 1, 2, 3: Merge the Mage universities and Normal Universities and improve the two altogether to create [Academies I] >University I Mage School II Silver Guardians
Rolled 15, 62, 76 = 153 (3d100) >>5996867 TURNS 49-51
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I]
[Library II], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy II], [Farms I], [Trinket Shop I]
>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction II]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
Silver City Plan (1/1)
Expedition Report (1/1)
2 Resource Rumour (1/1)
[Minor Building Damage]
> Create Golem Constructors 4/9: HOLD Crafting +10
Golem Crafting II
Forge II
Metallurgy II
Mines II
Toolmaker II
[Copper Ore], [Tin Ore], [Heart Crystals]
> Building Repairs: The pit is filled, and Hell-Cog buried in it. Fresh slabs and boards are fetched. Prayers of thanks whispered that the damage is no worse than it is. 1 Dice
> Solemn Graves: A fine hillside overlooking the vale is chosen to inter the fallen and build statues and monuments to their memory. 1 Dice
> Prototype Testing Grounds: Once is an accident, twice is a problem to be solved. Malfunctions and errant golems are an inevitable hazard of the craft and the First Exemplar declares that no new golems will be built until there is a safe, contained, and isolated place to test them. 1 Dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Tue 07 May 2024 23:42:46 No. 5997576 Report TURN 55
>>5997213 >Silver Guardians 1) Not much interest in repairing things, as everyone is anticipating construction of new capital anyway
>No progress due to low roll 2) A quaint graveyard is being dug and decorated (4/6)
3) An extra deep ditch is dug around the proving grounds, to make sure no malfunctioning golem gets out easily (5/6)
TURN 57
>>5997059 >The Mountain Confederation 1-3) Even more eggheads! The crowd is furious, but also powerless against it
>Building [Academy I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Tue 07 May 2024 23:44:44 No. 5997580 Report Rolled 3, 2, 5, 3, 2 = 15 (5d10) COMBAT ROUND
>>5996862 >>5997058 >ROUND RESOLUTION The poorly trained border guards are no match for the furious crowd. But the mob in particular takes a swing at the wizard trying to quell their protest, focusing all their anger on the bearded man in star-decked pajamas. This gives the legionaries free hand to operate barely opposed
>1/2 Border guards >1/2 Border guards >1/2 Battle mage >1/2 on all 5 Armed Rabble The street violence continues, with many already detained and other badly wounded
Silver Guardians
Rolled 87, 83, 24 = 194 (3d100) >>5997576 Toss another die at everything, c'mon lads, can't leave the windows busted up, dig them graves, etc etc
Empress Genetrix
Quoted By:
Rolled 77, 99, 19, 44, 9, 42, 79, 69, 56 = 494 (9d100) FINALLY back home. Okay, today and tomorrow I'll be able to post and should be able to catch up and get back to daily as much as possible.>Population: 99400 >Military: 3 Worker Swarms [Militia] 1 Soldier-Workers +0.6 [Large]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Society I] [Arcane Communication I ®] [Army Structure I]>Building [Mountain Hive] [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I]>Other Power: 2 [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Tree Settlements] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] 2 Queen's Command (1/1) Magi-Rely™ project 13/? Unfinished Projects 2/6 Winged Ants 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 9d100 to catch up to turn 50 Turn 49-50 1-3. I have no idea what the Queen's Command does, but let's find out! 1/1 4-6. The Mages find themselves in deep concentration 13/? 7-9. >Mutagenic Chambers We cannot rely on the mages nor the Brain Aphids for everything. Perhaps some sort of mutagenic pool, a place where a great amount of biomass and rare samples are gathered, as well as some glowing rocks, could help to accelerate the process? As our ancestors did before. But first we must find the glowing rocks.>I'm hoping just having my stat list is enough, otherwise I can go back to presenting bonuses
Nala Al-Din
Rolled 92, 60, 32 = 184 (3d100) >>5997580 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) >Conscript 4 battle mages! >>[Mage University II] [Standardized Training I] [Crafting I] >>" WE NEED MORE MAGES! MORE MEN AGAINST THE RABBLE!" Nala Al-Din
Rolled 3, 1, 7, 4, 6, 1, 10, 6 = 38 (8d10) >>5997672 >Roll against the rabble Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Wed 08 May 2024 07:34:41 No. 5997945 Report TURN 51
>Formicus Imperia 1-3) Dice and consumable transferred to next action
>It's a banked progress of whatever you will apply it to, equal to a good roll on a single die. We've been over this 4-6) With the full effort spend and personal guidance of the Queen Mother herself, the Magi-Rely™ is taking concrete shape - a new segment of the hive, dedicated entirely to long-range, precise commands given through the cracking sparks (32/?)
7-9) The chamber is ready to put first batch of eggs inside of it
>Building [Mutagenic Chamber I]
>Other [Mutagenic Chamber]
TURN 56
>>5997590 >Silver Guardians 1) A bit of plaster, some paint and... done! Everything looks brand new
>Other REMOVE
[Minor Building Damage]
2) Likewise, the hillside graveyard is finished. A somber place that hopefully will never need an expansion.
>Building [Cemetery I]
3) The new proving grounds are ready for future golem trials and experimentation
>Building [Proving Grounds I]
>Other [Golem Proving Grounds]
TURN 58
>>5997672 >The Mountain Confederation 1-3) Conscription of new mages start, but the students are more focused on looking through windows at the ongoing riot than pay attention to the classes (12/?)
>You sure you aren't going to add to it Magic Theory III? The roll is not enough to finish even without it, but I kinda need to know this Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Wed 08 May 2024 07:39:30 No. 5997947 Report Quoted By:
FINAL COMBAT ROUND
>>5997580 >>5997674 At least the mage has a force field for protection. Thus, the rabble swarms the poor border guards, trampling the poor guardsmen before fully subdued by the legionaries. Many are killed in the chaos, just as many end up detained and send for hard-labour for unlicensed public gathering and damage of the Confederate property without a proper permit. The Bureauc... the Confederacy endures! The revolt is over
>Remove both units of Border Guards >Other REMOVE [Anti-Magick Revolt]
Nala Al-DIn
>>5997945 Ah crap yes I forgot to add [Magic theory III] My apologies.
>>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II >2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) The Confederation Council
The Confederation Council ID:37YebDXE Wed 08 May 2024 11:25:04 No. 5998076 Report Rolled 29, 75, 16 = 120 (3d100) >>5998071 Forfor to add my actions
>Research [Standardised Training II] >We must learn from the mistakes of the riots >Nala Al-Din Resigns >Nala at her address was somber though her accomplishments were many the riots was a permanent stain upon her tenure as the leader of the confederation. She will retire far away from the center of power in the confederation in a self imposed exile, as though she has brought the confederation to greater heights she's also brought the confederation the closest to falling apart. >>at the moment talks are happening at who will become the next leader of the confederation. Empress Genetrix
Quoted By:
Rolled 35, 81, 79, 100, 60, 7, 44, 56, 20 = 482 (9d100) >>5997945 Apologies, I'll remember that from now on.
>Population: 99400 >Military: 3 Worker Swarms [Militia]
1 Soldier-Workers +0.6 [Large]
>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I]
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
[Arcane Communication I ®]
[Army Structure I]
>Building [Mountain Hive]
[Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
[Mutagenic Chamber I]
>Other Power: 2
[Mutagenic Chamber]
[Formicus Dyes ®]
[Domesticated Dinos]
[Honey Ants]
[Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]
[Tree Princesses]
[Tree Settlements]
[Arcane Antennae]
[The Magi Caste]
[Arcane Communication ®]
[Color-Coding]
[Rhytm Work]
Magi-Rely™ project 13/?
Unfinished Projects
2/6 Winged Ants
3/6 Textiles
2/6 Underground Mushrooms
1/6 Underground Culvitating
Turns 51-53 [3 actions a turn]
1-2. The new Mutagenic Chambers are expected to bring the notion of winged ants into reality
3-4. Carefully, tentatively, let us try again on the concept of acid spitter ants. This time with much more protections and experience, and with a more stable mutagenic chamber, the program is hoped to succeed where the previous one failed.
5-6. Unlike other races, the ants do not live in small settlements, villages or townships. Control is extended wherever the ant legions march, centered around the great Ant Hives like city-states. In order to exert more territorial control, the aphids begin to devise new patterns of [Ant Patrols] to exert territorial influence, which will soon go well with the soon to be new long range communications.
7-9. Magi-Rely™ 32/?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YJMyQt9X Wed 08 May 2024 21:18:48 No. 5998597 Report >>5964714 Phone posting is pain. And apparently saying DnD makes a bad starting system is racist now
https://notes.io/whcaX Silver Guardians
Rolled 83, 6, 83, 64, 39, 15, 33, 85, 56 = 464 (9d100) >>5997945 TURNS 57-59
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I]
[Library II], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy II], [Farms I], [Trinket Shop I], [Proving Grounds I], [Cemetery I]
>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction II]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other [Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
Silver City Plan (1/1)
Expedition Report (1/1)
1 Resource Rumour (1/1)
> Create Golem Constructors 4/9: With some peace of mind restored, work continues on the Constructor Golems. 2 Dice
Crafting +10
Golem Crafting II
Forge II
Golem Proving Grounds
Metallurgy II
Mines II
Toolmaker II
[Copper Ore], [Tin Ore], [Heart Crystals]
> A Highway to Distant Lands: The explorers return with interesting news of distant lands and useful resources, but how are we to trade with them at such distances. The answer is of course lots of roads. 2 Dice
Expedition Report (1/1)
Hard Labor +5
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
Stone Mason I
Surplus Stone
Quarry I
Construction II
> Market: No point in starting up trade if there's nowhere to buy and sell anything! 2 Dice
Lumber Mill I
Carpenter I
Construction II
> Stone Mason II: Better expand this, we've got a lot of work to do! 3 Dice
Lumber Mill I
Carpenter I
Construction II
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:v+mQdOFp Thu 09 May 2024 16:38:13 No. 5999518 Report People, you get regularnie turn update underground those
notes.io linki. You can wven repost their content for easier use
>>5998664 https://notes.io/whmfM Empress Genetrix
Quoted By:
>>5998597 Oh shit I just realized this is my update even.
Gotcha, will respond.
Empress Genetrix
Quoted By:
>Population: 99400 >Military: 3 Worker Swarms [Militia] 1 Soldier-Workers +0.6 [Large] 1 Spitter Ants +2 [Art] [Exp]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Formicus Acid I®] [Society I] [Arcane Communication I ®] [Army Structure I]>Building [Mountain Hive] [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Chamber I] [Magi-Rely™]>Other Power: 2 [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Tree Settlements] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 2 Queen's Command (1/1)
Empress Genetrix
Rolled 35, 13, 28, 83, 22, 67, 30, 68 = 346 (8d100) >>5998597 Turn 55-56
1-2. Ant Patrols 4/6
3-4. Raise more Soldier-Workers! They will not only protect the hive, but increase our construction speeds.
5-6. One of our young generals proposes that in order to lay more claim to the world beyond and expand the borders of Imperia, we should try a new form of mobile army. One capable of both rapid deployment, reinforcement, and construction. Able to cross rivers and mountains and jungle with ease, and most importantly, project force. The concept is described as the "Driver Ant" march, in which a mix of larger and smaller ants move in large, rapidly moving columns, eating leaf material and the large beast prey. It's something worth investigating!
>Apply Queen's Command 7-8. Even better Mutagenic Chambers are sought after! Larger ones for larger ant forms.
Empress Genetrix
Empress Genetrix
>>5998076 In case you didn't see your updates from
>>5998597 >>5998071 >>5998076 >The Mountain Confederation 1) New means of training are being written down for approval of the Council (8/9)
ALSO
>On hold Conscript 4 battle mages (12/18)
>[Mage University II] [Standardized Training I] [Crafting I] [Magic Theory III] Empress Genetrix
Quoted By:
>>5998664 updates from >>5999518 TURN 59
>>5998664 >Silver Guardians 1,2) New constructor golems are ready for action. Now with extra safety-promoting features!
>Military 1 Bronze Golem Constructors +1.8 [Civ] [Build]
3,4) The road stops being so basic...
>Other [Basic roads III]
5,6) A dedicated marketplaces are set up by the roads (3/6)
7-9) An additional tooling and small water tower make stone carving so much easier.
>Building [Stone Mason II]
>Other Stone Blocks (1/1)
Silver Guardians
Rolled 51, 88, 88 = 227 (3d100) TURNS 60>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10 Hard Labor +5>Building [Mines II], [Quarry I], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I] [Library II], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason II], [Academy II], [Farms I], [Trinket Shop I], [Proving Grounds I], [Cemetery I]>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction II]>Military 1 Bronze Golem Workers +0.9 [Civ] 1 Bronze Golem Teamsters +1.5 [Civ] 1 Bronze Golem Constructors +1.8 [Civ] [Build] [Defense Bunkers I]>Other [Basic roads III] [Copper Ore], [Tin Ore], [Heart Crystals] [Emergency Bunkers],[Surplus Stone], [Candles] Surplus Stone (1/1) Heart Crystals (1/1) Silver City Plan (1/1) Expedition Report (1/1) 1 Resource Rumour (1/1) Stone Blocks (1/1)> Market 3/6: No point in starting up trade if there's nowhere to buy and sell anything! 1 Dice Roads III Lumber Mill I Carpenter I Construction II> Carpenter II: The new city will need a vast amount of woodworking, and there's no denying that the basic carpentry setup we currently have simply isn't up to the task. 1 Dice Lumber Mill I Carpenter I Construction II 1 Bronze Golem Constructors +1.8 [Civ] [Build]> Lumber Mill II: There's little point in expanding the Carpenter's workshop if there isn't enough lumber to work with. 1 Dice Lumber Mill I Carpenter I Construction II 1 Bronze Golem Workers +0.9 [Civ] 1 Bronze Golem Teamsters +1.5 [Civ]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:JAsHWtv4 Sat 11 May 2024 12:08:06 No. 6001180 Report 6 hours to go. Thanks for re-postan
https://notes.io/whMnQ Empress Genetrix
Quoted By:
UPDATES! from
>>6001180 >>6000069 >Formicus Imperia 1,2) The new routes are tested, accounting for the terrain
>Tech [Logistics I]
>Other [Patrol Routes]
3,4) New swarm of ants is ready to serve
>Military 1 Soldier-Workers +0.6 [Large]
5,6) March of the million ants has to start with a single step!
>Tech [Logistics II[
>Other [Driver Ant]
7,8) New spawning pools and bigger hatching chambers are being dug (6/8)
>Applied Magi-Rely to it, since all other actions finished anyway TURN 60
>>6000961 >Silver Guardians 1) A small ring close to every road stop should do for now
>Building [Markets I]
2) The workshop is supplied with an extra set of jigs (6/9)
>You were short 1 more on the die to get 7/9 3) Bigger saws and better gearing are being installed in the mill (7/9)
Empress Genetrix
Quoted By:
>Population: 99400 >Military: 3 Worker Swarms [Militia] 2 Soldier-Workers +0.6 [Large] 1 Spitter Ants +2 [Art] [Exp]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Formicus Acid I®] [Society I] [Arcane Communication I ®] [Army Structure I] [Logistics II]>Building [Mountain Hive] [Nursery I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Chamber I] [Magi-Rely™]>Other Power: 2 [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Tree Settlements] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating
Empress Genetrix
Rolled 63, 79, 58, 3, 45, 76, 86, 23 = 433 (8d100) >>6001180 Turns 57-58
1. Bigger Mutagenic Pools! 6/8
2-3. In addition, we need more nurseries. Not only is the Queen laying, but now her princesses as well.
4-6. We need faster ways to recruit soldier-workers. I mean, the vast majority of Ants are going to be Soldier-Workers no? Perhaps [Caste Conscription] would suit our needs, where every basic labourer ant is also prepared for the duties of war.
>Apply Magic Relay +1 7-8. With new winged ants, better logistics, and patrols, we must expand the Imperia's borders further! Simple territorial expansion won't due, instead, perhaps we can develop [Border Hives]. These smaller hives, run by loyal Duchesses, are set in the fringes of our territory, to make supply depots and jumping off points for the Driver Ant marches. In time, with age and growth, these Duchesses may rise to the ranks of Princess as their hives grow.
The Confederate Council
Rolled 4, 4, 42, 73, 32, 29 = 184 (6d100) >>6000874 you are a cool empress
>>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training I] >>Military >[Border forts II], Training Grounds II > 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) Turn 59 >Dice 1, 2 Continue conscripting the 4 mages <12/?> >Magic theory 3,[Mage University II] [Standardized Training I] [Crafting I] Dice 3 >Research Standardized Training II Turn 60 >Train 4 Border guards to replace the lost numbers >Dice 4, 5 & 6 >Standardized Training, Army professionalism, Training Grounds II Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Sat 11 May 2024 18:46:23 No. 6001443 Report Finally back!
Officially done with /tg/. I've got more bans in past two years than I've got between /tg/ being a thing till September 2022, while the board quality reached all-time low.
TURN 58
>>6001233 >Formicus Imperia 1) The pools are filled with the green goo
>Building [Mutagenic Pools II]
2,3) More breeding space, safer hive!
>Building [Nurseries II]
4-6) For now, a regular conscription should suffice. Nobody wants to send the Brain Bugs to the frontlines
>Technology [Conscription I]
7,8) Ants on the rise! All for the hive! Done with exploring, time to expand, exploit and exterminate (6/12)
TURN 60
>>6001290 >The Mountain Confederation 1,2) Thanks to a long time with no actual classes, some of the students simply quit, setting back the training (10/18)
>Penalty from low roll 3) Hopefully, the new training method will fix those issues
>Technology [Standarised Training II]
Careful there, you only have 1 turn to move, everyone is still catching up with you.
Silver Guardians
Rolled 70, 63, 10 = 143 (3d100) >>6001443 TURNS 61
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry I], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I]
[Library II], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason II], [Academy II], [Farms I], [Trinket Shop I], [Proving Grounds I], [Cemetery I], [Markets I]
>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction II]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Stone], [Candles]
Surplus Stone (1/1)
Heart Crystals (1/1)
Silver City Plan (1/1)
2 Resource Rumour (1/1)
Stone Blocks (1/1)
> Markets II: These little markets aren't going to cut it! BIGGER! 1 Dice
Markets I
Roads III
Lumber Mill I
Carpenter I
Construction II
> Carpenter II (6/9): The first test of the constructor golems is going smoothly, a welcome relief. 1 Dice
Lumber Mill I
Carpenter I
Construction II
Toolmaker II
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Lumber Mill II (7/9): Briefly someone suggests having the goats power the expanded mill, and everyone has a good laugh about the matter. 1 Dice
Lumber Mill I
Carpenter I
Construction II
Toolmaker II
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
The Confederate Council
Rolled 82, 41, 73 = 196 (3d100) >>6001443 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) >Dice 1 & 2: continue recruiting mages! >Dice 3: Search for other civilizations. Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Sat 11 May 2024 21:08:40 No. 6001555 Report TURN 61
>>6001454 >Silver Guardians 1) Bigger markets - now with extra stalls! (5/9)
2) The carpenter workshop is ready to provide precision woodwork and well-cut pieces
>Building [Carpenter II]
3) Instead, a goat-shaped golem was used - at least for those days where the windmill stands still
>Building [Lumber Mill II]
>NOTE You are in a position to swiftly increase your Power* rating
* Additional dice sold in separate packages
>>6001530 >The Mountain Confederation 1,2) "Today's class is called Astrology 1 & 2..." (17/18)
3) "Direction - East! There is bound to be SOME civilisation there" (4/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Sun 12 May 2024 12:19:05 No. 6002238 Report Quoted By:
>>6001555 >Tier 2 resource building >Forgot to add resources >And combine them Bravo me
Thus:
>Silver Guardians >Other 1 Woodpile (1/1)
REMOVE
[Surplus Stone]
ADD
[Surplus Construction Materials]
The Confederation Council
The Confederation Council ID:37YebDXE Sun 12 May 2024 16:04:16 No. 6002409 Report >>6001555 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 1 Battle Mage [0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) >Dice 1 >>Mage conscription >Dice 2 & 3: Research Craft II >>Academies I, University I The Confederation Council
The Confederation Council ID:37YebDXE Sun 12 May 2024 16:05:16 No. 6002411 Report Rolled 80, 18, 58 = 156 (3d100) >>6002409 Forgot me dice
Empress Genetrix
Quoted By:
>Population: 99400 >Military: 3 Worker Swarms [Militia] 2 Soldier-Workers +0.6 [Large] 1 Spitter Ants +2 [Art] [Exp]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Formicus Acid I®] [Society I] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription I]>Building [Mountain Hive] [Nurseries II] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Tree Settlements] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating [Border Hives] 6/12
Empress Genetrix
Rolled 33, 18, 71, 26, 48, 58, 79, 71 = 404 (8d100) >>6001555 Turn 59-61
1-2. More Conscription!
>Apply Magic Relay 3-4. Even bigger Nurseries, the Hive must Grow
5-6. Border Hives 6/12
7-8. Giant Ants - With bigger mutagenic pools, let's try and raise some very large Giant Ants, heavily armored and able to cut tree's with their mandibles. We can try to use some of the big dinosaur DNA we have.
Empress Genetrix
Quoted By:
>>6002503 That is
>research better conscription methods btw
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Mon 13 May 2024 22:49:11 No. 6003836 Report I guess really no point waiting
TURN 60
>>6002503 >Formicus Imperia 1,2) The bright Brain Bugs are devising new means of shifting workers to soldiering. Would you like to know more? (3/9)
3,4) That's one big tunnel to chop out through the rocks... (5/12)
5,6) The new, outcropping sub-hives are ready to be populated by the swarm of ants
>Other [Border Hives]
7,8) Newer, bigger, stronger - and also taughter!
>Military 1 Giant Ant [Big] [Armor]
>Other [Giant Ants]
TURN 62
>>6002409 >>6002411 >The Mountain Confederation 1) Finally, after the long and laborious training, the newly appointed Sorcerers of the Hillside left the school
>Military 4 Battle Mage 1.2 [Mag]
2,3) There is a bit of confusion what kind of Craft that might be, but that's part of the process of researching and developing new things (5/9)
Silver Guardians
>>6001555 TURNS 62
>Population: 10000 >Power level: 2 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Toolmaker II], [Forge II], [Goat Pasture I], [Paper Maker I]
[Library II], [Temple I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter II], [Stone Mason II], [Academy II], [Farms I], [Trinket Shop I], [Proving Grounds I], [Cemetery I], [Markets I]
>Tech [Metallurgy II], [Golem Crafting II], [Flight Theory I], [Architecture II],[Construction II]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers],[Surplus Construction Materials], [Candles]
Heart Crystals (1/1)
2 Resource Rumour (1/1)
> Markets II (5/9): What are we selling at these things anyway? 1 Dice
Markets I
Roads III
Lumber Mill II
Carpenter II
Construction II
> Construct the Silver City: A sprawling city intended to be built in semi-circle tiers down the mountainside around the ancient Silver Vault. Layer after layer of walls will be home to craftsmen and scholars and masters of artifice. This may be but the first step in building such a grand city though. Surplus Stone (1/1)
Wood Pile (1/1)
Stone Blocks (1/1)
Silver City Plan (1/1)
2 Dice
[Surplus Construction Materials]
[Carpenter II], [Stone Mason II], [Quarry II],[Lumbermill II]
Construction II, Architecture II
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Silver Guardians
Rolled 8, 72, 94 = 174 (3d100) >>6003891 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Tue 14 May 2024 06:21:36 No. 6004276 Report TURN 62
>>6003891 >>6003894 >Silver Guardians 1) With all the resources and workforce diverted into the construction of the Silver City, nobody pays heed to a handful of stalls for local vendors (5/9)
>No progress due to low roll 2-3) Everyone puts their effort into the construction of the proper capital for the guardians. The golems are docile, the materials abundant, and the plan, combined with on-site expertise and corrections, is of immense help. The construction is in full swing (25/32)
And here I was, wondering why you keep hoarding resource tokens
Empress Genetrix
>Population: 99400 >Military: 3 Worker Swarms [Militia] 2 Soldier-Workers +0.6 [Large] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor]>Power level: 1 >Tech Level: 1 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction I] [Strong Bodies] [Formicus Acid I®] [Society I] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription I]>Building [Mountain Hive] [Nurseries II] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Border Hives] [Giant Ants] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Tree Settlements] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 5/12 Bigger Nurseries 3/9 Conscription II
Empress Genetrix
Rolled 49, 21, 88, 26, 4, 18, 47, 40 = 293 (8d100) >>6004276 Turn 61 - 62
1-4. Bigger Ant Legions! 3/9
(Conscription II - If possible do Conscription III)
5-8. More ants to fill the legions! 5/12
(Nurseries III - IV if we are so lucky to have overflow)
>Apply Queen's Command Phew, glad to have finally caught up.
The Confederation Council
The Confederation Council ID:37YebDXE Tue 14 May 2024 13:40:23 No. 6004481 Report Rolled 29, 57, 97 = 183 (3d100) >>6003836 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University I], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III] >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 5 Confederate Legions +1 [Train] >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts I] >[Production I] >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) >Dice 1: Continue researching Craft II >>We must learn how to more efficiently manifacture our wares so that everyone may live in plenty >Dice 2 & 3 >Build more Industrial Sectors so that our peoples will become more prosperous. As well as apply Magic theory to our new industries to improce them significantly >>Construction III Craft I Magic theory III Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:j20Flr+R Tue 14 May 2024 18:56:10 No. 6004782 Report Quoted By:
TURN 62
>>6004399 >>6004401 >Formicus Imperia 1-4) Every ant is a worker, but deep down, every ant is a warrior, too.
>Technology [Conscription II]
5-8) New nursing chambers are being insulated for better hatching and protections (10/12)
TURN 63
>>6004481 >The Mountain Confederation 1) One man can make a single knife all day, but five men, when split into separate tasks, can make twenty... (7/9)
2,3) People were complaining about noise of the industrial districts. Time for them to complain about the smell of smoke belching from there (10/20)
>This is more and more Albania