Since previous thread diededed:
Welcome to Standard Fantasy Nation Builder. First, start with providing description of your future nation.
Fill this in:
>Name: >Leader's name: >Race(s): >Color(for if/when I get a map): >General location:(mountains, jungle, plains, ocean, lake, etc. More detailed the better I can make a map..maybe) >Fluff about nation: >Fluff about leader: >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) Don't fill this in:
>Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Keep it short, but more than just a single sentence. I won't read your novel, but I would still like to get some info on your nation.
I'll look through them and provide bonuses (and penalties) based on the description.
Rules:
https://pastebin.com/CLx5enYp FAQ:
https://pastebin.com/3gmf1UHL ----
Not mine idea, stolen from good old times when we had builders still going. It's Easter, I've got loads of spare time and kind of bored.
Actual map will be provided once the game starts for real. I will probably set-up mibbit. Rules will likely to be changed as we play, since I've got only a partial recollection how this specific set worked. I already know I want to handle military differently and that I post in different hours than the original QM.
Either way - have fun and remember this is for kitchen sink setting, so don't take it too serious or pigeon-hole yourself into some muh realism faggotry.
PREVIOUSLY IN:
>>5964714
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Ab8CM8LW Tue 14 May 2024 20:38:16 No. 6004904 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
>>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 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Ab8CM8LW Tue 14 May 2024 20:40:59 No. 6004911 Report Quoted By:
To the discord guys that wanted to join: I'm free this Saturday. If we can organise it time-wise, it's possible to do each of you for one hour of intense catch up (separately, not all at once), but that assumes proper cooperation and presence.
The Confederate Council
Rolled 73, 77, 32 = 182 (3d100) >>6004904 >>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) Its starting to look more and more like mordor than albania. >I have outlined big claims due to Land Expansions, I imagine the gray spots is just pure industry >continue researching advanced crafting methods >Continue improving the industrial districts, MORE EFFICIENCY Silver Guardians
Rolled 33, 48, 93 = 174 (3d100) >>6004904 Hark! A map!
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): While the focus lay on the Silver City, a few wise merchants know there are long term gains to be made being the first to claim a stall. 1 Dice
Markets I
Roads III
Lumber Mill II
Carpenter II
Construction II
> Construct the Silver City (25/32): Walls, roads, houses and workshops, tis no small task. 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
Quoted By:
>>6004984 Whoops, that was supposed to be turn 63 I think?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Ab8CM8LW Tue 14 May 2024 23:39:02 No. 6005088 Report TURN 63
>>6004984 >Silver Guardians 1) A stall is just that - a stall. It's not going to run away anyhow (7/9)
2,3) The new, grand capital of the Guardians is ready. Each important place is provided with a proper housing. A net of roads and walk-ways is designed in such a way, golems can pass around freely with the heaviest loads and minimal risk of causing damage. The splendid architecture adds sense of greatness to the new seat of Guardians' power, incorporating the Vault's grand entrance to the surrounding buildings
>Other [X, the Guardian's Capital]
4 Well-Planned City (1/1)
2 Spacious Lot (1/1)
>Give this place a name instead of an X TURN 64
>>6004966 >The Mountain Confederation 1) Hammer your iron when it's still hot, especially when it has the unripe cherry color
>Tech [Crafting II]
2,3) That's one big bellows to build under the new metalworks (17/20)
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 II]>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 11/12 Bigger Nurseries
Empress Genetrix
Rolled 94, 100, 64, 8, 2, 54, 19, 34 = 375 (8d100) >>6005088 Turns 62-63
1-7. MORE CONSCRIPTION (III)!
The Empress demands an army. The greatest army the world has ever seen, one that will build the Imperia into greater heights unheard of. That, and armies are good at occupying territory. And we would like more territory too.
"No more shall we march one by one, or two by two. But sound a thunderous hurrah as we march by the thousands!"
8. Bigger Nurseries! 11/12
>Apply Magic Relay The Confederation Council
The Confederation Council ID:fxD6mQ1Q Wed 15 May 2024 15:54:04 No. 6005806 Report Rolled 6, 53, 79 = 138 (3d100) >>6005088 >>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 II], [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: We are close to improving the industrial sectors Dice 2 & 3: Research Chemistry. We must begin studying all materials to learn what we can and can't do >>Use Magic theory III to understand the properties of all materials. Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 15 May 2024 22:30:15 No. 6006165 Report TURN 64
>>6005342 >>6005344 >Formicus Imperia 1-7) As was said, so was done. A giant ant swarm is on a rise. The word of the Empress is command, after all. To war!
>Technology [Conscription III]
[Formicus Conscription ®]
PICK ONE
>Building [Barracks I]
>Other Swarming (1/1)
OR
>Military 2 Soldier-Workers +0.6 [Large]
>Other Swarming (1/1)
8) The nurseries are ready to bear the incoming swarming of ants
>Building [Nurseries III]
>>6005806 >The Mountain Confederation 1) Close, but still no cigars (17/20)
2,3) It sure comes in handy to know how much a beam can support
>Tech [Material Science I]
>Unless it really has to be chemistry Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 15 May 2024 22:31:16 No. 6006166 Report Quoted By:
>>6006165 TURN 65 for the Confederation
Empress Genetrix
>>6006165 >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 III]
[Formicus Conscription ®]
>Building [Barracks I]
[Mountain Hive]
[Nurseries III]
[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
Empress Genetrix
Rolled 4, 20, 68, 34 = 126 (4d100) >>6006165 1. Time to put our new barracks into work! Raise more Soldier-Workers!
>Swarming (1/1) 2. Now that we have borders hives to act as strongpoints, patrols, logistics, and so much more now we can properly do [Territorial Expansion]. Spread outward in all directions!
3. Even greater underground highways! Long and vast, able to quickly move armies and patrols.
4. Time to put the nurseries to use! Let the Queens and the Princesses raise more ants to our population!
The Confederate Council
Rolled 41, 81, 10 = 132 (3d100) >>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], Material Science I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [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: Come one just a little bit more to finish the upgraded industrial sectors >Dice 2&3: To cover our bases research chemistry Silver Guardians
Rolled 32, 20, 83 = 135 (3d100) >>6005088 TURNS 64
>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]
[Golem Testing Grounds]
[Theia, the Guardian's Capital]
Heart Crystals (1/1)
1 Resource Rumour (1/1)
4 Well-Planned City (1/1)
2 Spacious Lot (1/1)
The capital of the Guardians is christened 'Theia'. May she shine ever more!
> Markets II (7/9): With the vast task of the city complete some golem workers are redirected to finish up the market stalls. 1 Dice
Markets I
Roads III
Lumber Mill II
Carpenter II
Construction II
1 Bronze Golem Workers +0.9 [Civ]
> Elemental Ruby Mine: Of the discoveries made by the explorers, these are among the more interesting. With the right cut, and the right incantations they can enable golems to unleash bursts of flame! 1 Dice
Roads III
1 Resource Rumour (1/1)
1 Bronze Golem Teamsters +1.5 [Civ]
[Lumber Mill II]
> Expand the proving grounds: Scarce are the words 'Golems with flamethrowers' out of the golemancers mouth the Exemplar has required an expansion of the proving grounds. With a moat. 1 Dice
[Proving Grounds I]
[Surplus Construction Materials]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 16 May 2024 06:32:06 No. 6006572 Report TURN 64
>>6006521 >Silver Guardians 1) The stalls are being delivered directly, fully deployed, to their final destinations with the help of the golems
>Building [Markets II]
2) Strike the earth! A new mine is being opened
>Building [Fire Ruby Mine I]
1 Fire Rubies (1/1)
>No perma resource yet due to the roll barely making it to the finishing action 3) There is no such thing as "too cautious" when it comes to testing new golem models (6/9)
TURN 65
>>6006177 >>6006489 >Formicus Imperia 1) New ants are being hatched (3/?)
>How many at once? 2) The Long March for the hive starts with a first, tiny step (1/18)
3) New expressway tunnels between all the focal points of the Imperium (4/6)
4) The workers barely keep up with retrieving the eggs (3/6)
>Added +1 from Magi-Rely TURN 66
>>6006502 >The Mountain Confederation 1) Juuuust enough effort to finish the work, and not a single swing of a hammer more. The rest can be done by the workers of the districts
>Other [Industrial Districts II]
2, 3) Remember, never, ever, not even once mix soda with vinegar in front of the class
>Technology [Chemistry I]
Empress Genetrix
>>6006572 >How many at once? How many am I allowed? Or rather, what's the rule for that?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 16 May 2024 16:56:31 No. 6006924 Report Quoted By:
>>6006646 You can always declare more than one unit of specific kind to be made in a single go. This becomes handy once your units get cheaper than the default 6/6 progress, and thus a single die can get you more than one unit with max roll. And just in case it's not obvious now - your Soldier-Workers are cheaper than basic 6/6 progress.
Silver Guardians
Rolled 73, 90, 57, 27, 22, 100, 59, 97, 58 = 583 (9d100) >>6006572 TURNS 65-67
>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 II]
>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]
[Golem Testing Grounds]
[Theia, the Guardian's Capital]
Heart Crystals (1/1)
1 Resource Rumour (1/1)
4 Well-Planned City (1/1)
2 Spacious Lot (1/1)
Fire Rubies (1/1)
> Expand the proving grounds 6/9: Workers may be slightly distracted by luring each other into the trap door system. 1 Dice
[Proving Grounds I]
[Surplus Construction Materials]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Increase Power Level: With the capital built, now is as good as time as any to consolidate the power of the Silver Guardians over the region. 8 Dice
Silver Guardians
Quoted By:
>>6006932 > 100 Now that's POWER.
Empress Genetrix
Quoted By:
>>6006572 >Soldier-Workers. As many as my dice can afford. "All who work can be soldiers, all who are soldiers may work!"
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 III] [Formicus Conscription ®]>Building [Barracks I] [Mountain Hive] [Nurseries III] [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
Empress Genetrix
Rolled 76, 17, 42, 77, 34, 3, 87, 19 = 355 (8d100) >>6006572 65-67
1-2. MORE WORKER-SOLDIERS!
>As many as I can; purely them, for each one increases the strength of the Imperium in war and in peace ; more builders, more labourers, more occupiers of vast territories 3-4. Territorial Expansion! 1/18
>magic relay 5-6. Underground Highways! 4/6
7-8. More ant populace! 36
The Confederate Council
Rolled 5, 16, 93 = 114 (3d100) >>6006572 >>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], Material Science I, Chemistry I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [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 II] >[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: Expand closer to the sea >>Use the 2 Legions to clear out any possible resistance and to set up minor fortifications to cement our claims, any materials they need to build minor forts will be supplied by confederate industry >>Tech used: Industrial Districts II, Border Forts II, Construction II, 2 Confederate Legions, 1 Battle mage >Dice 2 & 3: Conscript 4 More Confederate Legions and arm them with superior armor made from new materials and chemical bonding techniques built from the industrial districts >>Training Ground II, Army Professionalism I, Standardized Training II, Industrial Districts II Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Fri 17 May 2024 16:14:03 No. 6008053 Report Sorry, fell asleep yesterday
TURN 67
>>6006932 >Silver Guardians 1) The new moat gives everyone a semblance of safety
>Building [Proving Grounds II]
2-9) POWER! RISED!
>Other Power: 3
2 Requisitions (1/1)
PICK ONE
Golem Factory™ project (1/1)
>Building [Proving Grounds III]
OR
Guardian's Citadel™ project (1/1)
>Technology [Architecture III]
OR
>Building [Proving Grounds III]
>Technology [Architecture III]
[Golem Crafting III]
>>6006942 >>6006945 >Formicus Imperia 1, 2) Even more soldier-workers!
4 Soldier-Workers +0.6 [Large]
>That's totalling previous turn roll 3,4) Give land to ants, before you get ants in your land! (11/18)
5,6) Delays on highway construction (4/6)
>No progress due to dice outcome 7,8) The hive grows bigger and bigger
>Population + 1000
>>6007144 >The Mountain Confederation 1) The conflicting orders, missing papers and permits, along with the sheer size of the planned expedition set back everything significantly, turning it into a bureaucratic mess (?/?+1)
>Penalty due to very low roll 2,3) New soldiers are being trained with even newer weapons (6/20)
The Confederate Council
Rolled 50, 75, 93 = 218 (3d100) >>6008053 >>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], Material Science I, Chemistry I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [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 II] >[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: full speed ahead on the expedition >>Use Magistrates to clear out the bureaucratic mess >>Magistrate I >Dice 3: Continue the training training program Silver Guardians
Rolled 13, 11, 82 = 106 (3d100) >>6008053 TURNS 68
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Paper Maker I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine I], [Fire Ruby Mine I], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II]
[Library II], [Academy II]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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]
[Golem Testing Grounds]
[Theia, the Guardian's Capital]
Heart Crystals (1/1)
1 Resource Rumour (1/1)
3 Well-Planned City (1/1)
2 Spacious Lot (1/1)
Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
The Golem Factory project is a daring and ambitious project, beyond the scope of anything ever attempted by the guardians. The building that contains the factory will in fact be a single large golem, a living building that functions as assistant, manufactory, and logistical mastermind. Such a grand undertaking will require an elevation of all our skills to the next level.
> The Scholars Level: The Academy and Library must be relocated and integrated into the Capital, then expanded to handle the demands of the city! 3 Dice
[Theia, the Guardian's Capital]
Well-Planned City (1/1)
[Library II], [Academy II]
[Architecture II],[Construction II]
[Surplus Construction Materials]
[Carpenter II], [Stone Mason II],
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 14:51:25 No. 6009022 Report TURN 68
>>6008263 >The Mountain Confederation 1,2) The katabasis has started (8/13)
3) Conditioning training for the future legionaries is at full speed
>>6008804 >Silver Guardians 1-3) The enormous new buildings to house the academy and library are being set up in the upper levels of the city. Craftsmen design new furniture and proper shelves, while the collection of the existing library is being cataloged and slowly packed, to be soon delivered (17/22)
Silver Guardians
>>6009022 Turn 69
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine I], [Fire Ruby Mine I], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II]
[Library II], [Academy II], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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]
[Golem Testing Grounds]
[Theia, the Guardian's Capital]
Heart Crystals (1/1)
1 Resource Rumour (1/1)
3 Well-Planned City (1/1)
2 Spacious Lot (1/1)
Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> The Scholars Level 17/22: The sheer number of golems it takes to carry the books alone is a sight to see. 1 Dice
[Theia, the Guardian's Capital]
[Library II], [Academy II]
[Architecture II],[Construction II]
[Surplus Construction Materials]
[Carpenter II], [Stone Mason II],
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Heart Crystal Mine II: While details on the Scholar Level finish up, an expansion to the mines are planned. 1 Dice
[Heart Crystal Mine I]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Workers +0.9 [Civ]
> Fire Ruby Mine II: Naturally, a steady supply of Fire Rubies is high on the priority list. 1 Dice
[Fire Ruby Mine I]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Teamsters +1.5 [Civ]
Empress Genetrix
Quoted By:
>Population: 10400 >Military: 3 Worker Swarms [Militia] 6 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 III] [Formicus Conscription ®]>Building [Barracks I] [Mountain Hive] [Nurseries III] [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 11/18 territorial expansion Underground Highway 5/6
Goatmen
Rolled 62, 17, 60, 63, 80, 63 = 345 (6d100) >>6009022 >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]
[Barracks I]
>Others: [Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development: Cultivating power! 4/?
Turn 32
1. For the love of the Republic the patrolmen must be raised once more to defend our homeland against this insane King Billy and his renegade monarchists!
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Barracks I
+Copper Ore
2. Summon forth the Patrolmen!
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Barracks I
+Copper Ore
Turn 33
1. More men must be recruited, these rebellious youths must be shown the error of their ways through force!
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Barracks I
+Copper Ore
2. Continue recruiting more Patrolmen
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Barracks I
+Copper Ore
Turn 34
1. One last effort of recruiting before the death of King Billy
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Barracks I
+Copper Ore
2. Arrest King Billy and his followers, use all force necessary
I'm only around 30 turns behind! Time to get into it! Last we left off I was dealing with King Billy and his insane monarchists! All these actions will be to recruit new men, just roll over any recruiting progress into one of the next turns actions if they don't instant complete.
Goatmen
Quoted By:
>>6009161 Area claim for when you actually complete the map
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 18:36:24 No. 6009259 Report >>6009161 LOOOOONG time no see ;)
Your last update was TURN 31, so that gives you 36+ turns of catch-up. What's your next time when we can rush bunch of updates in a manner that will allow to make it swift(ish), as opposed to being permanently behind?
Goatmen
>>6009259 I'm free for the day today
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 18:46:18 No. 6009280 Report Quoted By:
TURN 34
>>6009161 >Serene Republic of Enlightened Goatmen 1) It's not the first hardship the republic endured. Raise the troops! (5/6)
2) The standing troops are mobilised against the crazy upstart
3-5) While an emergency band of Patrolmen is hastly marched out of the barracks, another batch of recruits is put into just as quick training with the spear
>Military 3 Goatman Patrolmen +1.2
>I let it add up to a single recruitment drive, given you've got a crisis to face 6) One group of youth marches out to face the other group of youth, in a war where brothers will face each other...
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 18:49:13 No. 6009287 Report Rolled 10, 3, 9, 3, 1 = 26 (5d10) >>6009261 Great. Fantastic even
COMBAT ROUND
Surprising absolutely nobody, King Billy refused to go down peacefully. His packs of unruly younglings charge head-on with their horns against the Patrolmen
>5 Packs of Rebellious Youth +0.5 You roll 4d10
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 18:50:14 No. 6009289 Report >>6009287 Oh, and just to make it clear: you can obviously keep recruiting during ongoing combat.
Goatmen
Rolled 7, 1, 2, 1 = 11 (4d10) >>6009287 4 Goatman Patrolmen +1.2
"You are a disgrace to the republic! Break their horns!"
Empress Genetrix
Rolled 57, 33, 30, 1, 100, 18, 72, 36 = 347 (8d100) >>6009022 Turn 68-69
1+2. Keep working on the Underground Highways! Now with more worker ants 4/6
3-4. And keep working on the territorial expansion too with em 11/18
>Magic Relay 6 Soldier-Workers +0.6 [Large]
5-8. The Empress and the Princesses demand a new form of mutation from the Winged Ants. They want better Princes and an Emperor Consort ant, with more endurance and stamina, who can properly ensure the new generation of ants. The current ones keep dying too quickly and getting all shriveled...
[Mutagenic Pools II]
[Strong Bodies]
[Winged Ants]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 19:31:22 No. 6009327 Report Rolled 59, 75, 24 = 158 (3d100) To not stall
>>6009063 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 19:38:05 No. 6009335 Report Rolled 6, 7, 10, 7, 5 = 35 (5d10) COMBAT ROUND
>>6009287 >>6009301 >ROUND RESOLUTION Ouff! The young goats might lack training and military-grade weapons, but they make up with their resolve and their idolatry of King Billy. The Patrolmen are forced to retreat
>1/2 Pack of rebellious Youth +0.5 >1/2 Goatman Patrolmen +0.9 >3x 1/2 Goatman Patrolmen +1.2 Silver Guardians
Quoted By:
>>6009327 Whoops, didn't even notice
Goatmen
Rolled 2, 2, 9, 10 = 23 (4d10) >>6009335 The Patrolmen set up a defensive barricade hoping to fend off the enraged youth.
Man why are your rolls so fucking good, looks like I'm becoming a monarchy
The Confederate Council
Rolled 69, 94, 87 = 250 (3d100) >>6009022 >>>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], Material Science I, Chemistry I >>[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [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 II] >>[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 ) Blegh continue training the 4 legions Dice 3) Continue the expedition to the coast we must have a sea base! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 19:59:12 No. 6009363 Report TURN 69
>>6009063 >>6009327 >Silver Guardians 1) The new library halls are loaded with codexes and scrolls. The reading rooms are well-lit with excess candles. The academy's classrooms are functional and packed. The Scholar Level is there
>Building [Library III]
[Academy III]
>Other [Theia, the Guardian's Capital*]
[Scholars Level*]
2) New shafts are being dug and reinforced (5/9)
3) Let's just hope the rubbies won't start burning underground (2/9)
>>6009305 >Formicus Imperia 1,2) The new, five-line tunnels are ready for intense ant traffic
>Building [Underground Highways I}
>Other [Highways]
3,4) Something must have went wrong with the electric discharges of the Rely, for the worker-soldiers went into a complete frenzy, fighting each other! By the time the dust settles down, there is barely anything to sort out. Or was it really a malfunction?
>CRIT FAIL REMOVE
6 Soldier-Workers +0.6 [Large]
>Other ? ? ? (?/?)
>On hold Territorial Expansion (11/18)
5-8) The new kind of ant is being brought up - winged, but strong, male, but docile. And most importantly, the Empress herself is VERY pleased
>Population + 1000
>Other [Formicus Princes ®]
[Royal Wings ®]
PICK ONE
Empress Chambers™ project (1/1)
>Population + 1000
OR
Imperial Hive™ project (1/1)
>Military + 3 Soldier-Workers +0.6 [Large]
OR
>Population + 5000
====
Regarding the ? ? ? - no, you have no idea what's up and no point trying to search, but it goes to your sheet. It's info for me to keep track of it. Yes, this is a penalty from crit-fail
Also
>Roll crit fall and crit success >In a single roll >But for different actions Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:03:58 No. 6009368 Report STILL TURN 69
>>6009347 >The Mountain Confederation 1,2) The new legions are ready to see some action
>Military 4 New Model Legions +1.5
>It was supposed to be 12/20 last turn 3) The soldiers and settlers reach to the shores, setting up their new bases there
>Other [X, Window to the World]
>Replace X with name of the place >>6009344 ... remember the wolf?
Goatmen
Quoted By:
>>6009368 I am having flashbacks
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:07:34 No. 6009370 Report Rolled 6, 9, 3, 3 = 21 (4d10) COMBAT ROUND
>>6009335 >>6009344 Suffering heavy loses, the remaining patrolmen are forced to fortify a handful of central buildings, preventing storm of the young monarchists and saving their own hides. The situation is dire, but so far, the Republic hinges on
>1/2 1 Pack of rebellious Youth +0.5 >REMOVED 1 Pack of rebellious Youth +0.5 >REMOVE Goatman Patrolmen +0.9 >REMOVE 2x Goatman Patrolmen +1.2 Goatmen
Rolled 9 (1d10) >>6009370 The last stand of the Republic, Baaran grabs a spear and joins in this fruitless last stand. It seems King Billy will likely have his day...
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:17:00 No. 6009383 Report Rolled 8, 2, 6 = 16 (3d10) COMBAT ROUND
>>6009370 >>6009375 >ROUND RESOLUTION Against all odds - including the overwhelming numerical superiority - the republican forces keep their ground and manage to inflict serious loses to the youngsters. Maybe there is some value in the experience of the old against the fiery forces of the youthful revolutionaries?
>REMOVED 1 Pack of rebellious Youth +0.5 ===
Why not making your regular turns?
Goatmen
>>6009383 I assumed we wait for combat to be resolved before moving on to the next turn, am I wrong?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:23:10 No. 6009391 Report Quoted By:
>>6009387 Told you (
>>6009289 ) that it's perfectly ok to do regular turns in the same time. I mean you are about to be overrun, it's your best interest to march new troops into the grinder
Goatmen
Rolled 86, 19, 85, 42, 37, 39 = 308 (6d100) >>6009383 Turn 35
1-2. All men must answer to save the Republic!
Turn 36
1-2. All men must answer to save the Republic!
Turn 37
1-2. All men must answer to save the Republic!
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Barracks I
+Copper Ore
Silver Guardians
>>6009363 Asterisks?
[Theia, the Guardian's Capital*]
[Scholars Level*]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:34:49 No. 6009406 Report >>6009395 That's to keep track for things. To put it bluntly: if you get a crit-fail regarding Theia, it will involve things that are in it (obviously) and the asteriks is for me to remember about them being there.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:37:23 No. 6009412 Report Quoted By:
TURN 37
>>6009393 1-6) While the patriotic reaction is underwhelming given the dire situation, there are still goatmen who rise and stand up to defend their Republic
>Military 3 Goatman Patrolmen +1.2
Goatmen
Rolled 6, 7, 10, 8 = 31 (4d10) >>6009383 With a rush of new reinforcements the Patrolmen push back at the rebellious youths!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:43:41 No. 6009419 Report Rolled 7 (1d10) COMBAT ROUND
>>6009383 >>6009414 >ROUND RESOLUTION It seems not all is lost. A relief detail arrives to the seat of the government, taking the unruly youngsters by surprise while they try to ram open the doors of the Republic's assembly hall
>REMOVED 2 Pack of rebellious Youth +0.5 >1/2 Pack of rebellious Youth +0.5 >1/2 1x Goatman Patrolmen The sudden arrival of republican forces completely sweeps the tide of the combat. The rebels are forced into a disorganised retreat, but they aren't down yet. Chaotic combat erupts on the streets of Capraopolis
Goatmen
Rolled 1, 6, 6, 7 = 20 (4d10) >>6009419 The Patrolmen work to clean up the streets arresting rebels who surrender and slaying those who will not.
Silver Guardians
>>6009406 Note to self, invent the fire department before inventing Forge Golems.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:54:59 No. 6009431 Report FINAL COMBAT ROUND
>>6009419 >>6009423 The few stragglers are caught. The ones not dropping their weapons are put down, offered no quarter. The self-declared king Billy fights to his bitter end, knowing he will never be pardoned and going down on his own terms.
The Republic, while imperilled like never prior and THIS close from utter defeat, endures once more
>Other REMOVE
[Billy Goat Rebellion]
==============
>>6009425 This works the other direction, too. If you roll nat100 regarding either of linked things, I've got free fuel for results of such roll, rather than trying to come up with something
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 20:56:00 No. 6009432 Report >>6009431 Oh, right:
You also have to remove one of the Patrolmen, since it was already 1/2
Goatmen
Rolled 38, 2, 11, 64, 14, 95, 4, 92, 96, 12 = 428 (10d100) >>6009431 >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: 4 Goatman Patrolmen +1.2
>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]
[Barracks I]
>Others: [Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development: Cultivating power! 4/?
Turn 37
1. In the aftermath of Billy’s Rebellion the Assembly of Voices decides that something must be done with the youth, their minds were too easily poisoned by the promises of a madman. It is decided that a school must be made and compulsory education for all young goats to learn to cherish the spirit of democracy of which the republic is founded.
2. Cultivating power! 4/?
Turn 38
1. Begun construction of hunting outposts in the nearby woods to gather pelts, meat and bones for trade in the city.
2. A grand market will be erected within Capraopolis where people from all over the nation can come to trade.
Turn 39
1. With the brutal conflict the patrolmen have learned of a greater need to be able to defend themselves against unruly hordes. Shields will be designed to help defend themselves and giving them the ability to create an unbreakable wall.
2. From plates of copper new armor will be created to better equip the goatmen and defend them even further.
Turn 40
1. A small fishing wharf is created heading out into the sea for men to fish off of.
2. Small boats are created to better carry men out to sea and along the coasts.
Turn 41
1-2. A simple network of roads is created spiraling out from Capraopolis connecting every village within the budding nation to it’s heart.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 21:05:38 No. 6009450 Report >>6009439 Question regarding turn 39, both actions
1) Are you planning to up-armour existing troops with shields or develop shields for future troops?
2) Assuming action 1 is to get shields for future troops, does it mean you are trying to develop two separate "techs" for armour, as in [Shields I] and [Armour I], or just the action 2 is to get [Armour I]?
I know those are a bit abstract questions, but I need them to get the math work.
Goatmen
Quoted By:
>>6009450 [Shields I] and [Armor I] was the plan
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 21:22:59 No. 6009465 Report TURN 41
>>6009439 1) A new school building is slowly set up. The much bigger problem is how to teach the young to truly value and respect the abstract notion of democracy (2/6)
2) Facing such strong political upheaval set many things behind - including the Republic's power-base (1/?+3)
>Penalty from a low roll 3) With work to be done in the glorious capital, nobody is in any rush to get into wilderness. Especially not when there are already rumours about the Big Bad Wolf's offspring... (?/?)
>No progress due to low roll 4) A marketplace is being set in one of the central spots of Capraopolis, formalising existing trading spot (4/6)
5) Copper makes for terrible shield material, but it's still useful to reinforce the edge.. maybe? (?/?)
>No progress due to low roll 6) New, shiny armor is ready, its scales glistering in the sun
>Technology [Armour I]
7) It seems the goatmen really aren't interested with venturing anywhere into the wild, and especially not into the sea
>No progress due to low roll, nothing to penalise, and you just went through Crit Fail 8) But since boats can be build even in the capital, nobody complained about those
>Military 1 Small Boats [Ship]
9,10) A set of basic, beaten roads is set up between the most important points. They are more like paths, but better than nothing
>Other [Basic roads I]
>I was dead sure you had roads prior and started to Ctrl+F for them The Confederate Council
Rolled 40, 9, 40 = 89 (3d100) >>6009368 >>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], Material Science I, Chemistry I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 5 Confederate Legions +1 [Train], 4 Model Legions +1.5 >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >[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) [Blue Gates City, The Window to the world] >Dice 1&2: Rearm the old Confederate Legions and the new model legion with enchanted alloy equipment >>[Industrial District II], Crafting II, Material Science, Chemistry, Magic Theory, Mage School, Academy >Dice 3: Research Magical Mechanics >>Academy, University, Mage School, Magical Theory III >>>All of confederate academia continue to research more complex mechanics of magic and how reality can be bent with the use of magic. Rather than learning specific spells one can instead tweak and change a generally applicable formula to magic or better yet understand your opponent's magic better than they do and counter it. Goatmen
Rolled 80, 71, 91, 62, 81, 77, 93, 16, 23, 14 = 608 (10d100) >>6009465 >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: 4 Goatman Patrolmen +1.2
1 Small Boats [Ship]
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[Basic Roads I]
>Others: [Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development: Cultivating power! 4/?
Turn 42
1. Continue working on the school, the youth will learn the proper foundations of our nation ⅙
2. For the love of god cultivate power (1/?+3)
Turn 43
3-4. All four units of Patrolmen venture into the woods to capture the children of the Big Bad Wolf and drag them back to Capraopolis. In time these beasts will be broken and tamed like the wild children who followed that fool Billy.
Turn 44
1. The Boats created were small and slow, perhaps the research of proper boatbuilding technology was the path forward.
2. A whole copper shield was likely not to work but a wooden shield with a copper reinforced rim would work well enough. (?/?)
Turn 45
1. Work continues on the market slowly enriching the nation and all the merchants within it 5/6
2. To better transport goods around the nation an eldar goat has created a strange thing called a wheel and is attaching it to a wooden box… perhaps we should look into these “Carts”
Turn 46
1. When not at school young goats are sent out into the verdants plains searching for new animals that could be of use to the nation
2. The Eldar Medicine goats seek out new plants to grow and utilize, perhaps something that can be used to create new cloth
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 22:03:11 No. 6009492 Report TURN 46
>>6009472 >Serene Republic of Enlightened Goatmen 1) The new schools is finished and first class of young goats is introduced to the patriotic curriculum
>Building [School I]
>Other {Patriotic Education]
2) Power... SLOWLY... rising! (6/?+3)
3,4) To much surprise of the patrol, they DO find some wolf cubs. For now, they are in cages in the capital
>Technology [Taming I]
>Other Wolf Cubs (1/1)
5) It shouldn't be hard to find optimal way to float a piece of wood (5/6)
6) Probably a fearsome face painted on the shield would make it work better, demoralising the attackers (5/6)
7) The new marketplace not only provides place for commerce, but becomes a popular hang-out for the goatmen
>Building [Agora I]
8) Bah! Tall tales about some old crazy goat! No way a piece of wood would just move on its own over ground!
>No progress due to low roll 9) Well, the wolves are already there, so maybe some animal for them to eat... (1/6)
10) This, indeed, seems like a great endevour for one to conduct... (?/?)
>No progress due to low roll =====
Since you are already behind the curve and the dice blatantly hates you: my suggestion would be to focus on things, rather than spread out, before you end up like Formicus Imperia early on, with bunch of projects that took forever to finish.
Goatmen
Rolled 71, 68, 79, 27, 28, 7, 37, 64, 1, 85 = 467 (10d100) >>6009492 >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: 4 Goatman Patrolmen +1.2
1 Small Boats [Ship]
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
>In Development: Cultivating power! (6/?+3)
Turn 47
1. More cultivating power! (6/?+3)
2. We are on the cusp of having proper boats to carry us across the wave, soon not even the sea will be safe from the mastery of the Goatmen! 5/6
Turn 48
1. Faces of the Big Bad Wolf would adorn the shields, what once struck fear into the hearts of Goatmen will now terrify their foes! 5/6
2. With the boats done it is time to properly set up a fishing wharf
Turn 49
1-2. The Big Bad Wolf was a creature of monstrous size and ferocity, it’s children will be just like and shall be raised to fight alongside the Goatmen and perhaps if they grow big enough as mounts..
Wolf Cubs (1/1)
Turn 50
1-2. Continue the search for a good herding animal 1/6
Turn 51
1-2. Baaran will head out and personally see this strange “cart” that the old goat has designed, he knows better then to simply dismiss things as his peers often do.
Goatmen
Quoted By:
>>6009498 I am ready for the Cartists uprising
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:b+O4swSU Sat 18 May 2024 23:07:26 No. 6009530 Report TURN 51
The dice officially hate you
>>6009498 >Serene Republic of Enlightened Goatmen 1) POWER RISING! (10/?+3)
2) One wise goat devised brand new means of making wood float - it's all about the shape!
>Technology [Shipbuilding I]
3) Wolf heads adorn the brand new shields
>Technology [Shields I]
4) The goatmen are still adverse toward getting wet, especially by salt water (1/6)
5,6) It might take some time before the wolves reach maturity... (3/6)
7,8) There is always cattle... and some antilopes...
>Other [Roaming herds]
Herding Animals (1/1)
9,10) It's been days since Baaran went out for inspection, with no signs of him. People start to talk about him missing, or maybe even being dead. Some try to keep up. Others despair. Yet another are deep into plotting already
>CRIT FAIL >Other [Missing First Speaker]
The Republic is incredibly unstable recently, and without a leadership capable of steering it away from danger, it's yet again in peril. This is a permanent, negative trait that will only be removed once the speaker is found again - or replaced.
Goatmen
Rolled 91, 7, 40, 5, 34, 36 = 213 (6d100) >>6009530 >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: 4 Goatman Patrolmen +1.2
1 Small Boats [Ship]
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
Herding Animals (1/1)
[Missing First Speaker]
>In Development: Cultivating power! (6/?+3)
Turn 52.
1-2. The Wolves will be our greatest chance at tracking down and finding Speaker Baaran, they must be prepared for war! 1/6
Turn 53
1-2. The existing Patrolmen will be adorned with new armor and shields; they must be prepared to fight against all odds to retrieve Speaker Baaran. They will also be equipped with warhounds to accompany them if the above turn is successful.
Upgrade 4 Goatman Patrolmen +1.2 with [Armor I],[Shields I] and maybe Warhounds.
Turn 54
1-2. Hopefully adorned with new armor, shields and warhounds the Patrolmen will head out to find first Speaker Baaran.
Silver Guardians
Rolled 37, 3, 89 = 129 (3d100) >>6009363 Turn 70
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine I], [Fire Ruby Mine I], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
Heart Crystals (1/1)
1 Resource Rumour (1/1)
3 Well-Planned City (1/1)
2 Spacious Lot (1/1)
Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Heart Crystal Mine II (5/9): A handful of the very best crystals are gathered for the Golem Factory project. 1 Dice
[Heart Crystal Mine I]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Workers +0.9 [Civ]
> Fire Ruby Mine II (2/9): There is brief panic at the thought of a fire killing the entire mining crew. Extra air shafts, and extra doors to impede fire are ordered in. 2 Dice
[Fire Ruby Mine I]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Teamsters +1.5 [Civ]
Silver Guardians
Quoted By:
>>6009610 God damn it, these Fire Rubies just do not want to become available.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:3Brg0Kuy Sun 19 May 2024 12:26:32 No. 6009965 Report Map update will be when I will reach home in >10 hours.
TURN 54
>>6009556 >Serene Republic of Enlightened Goatmen 1,2) The wolf cubs are properly trained to behave and act
>Military 1 Wolf Cubs +0.3
3-6) That's a lot of armour and shields to be made post-haste, and even then, it's not enough time yet (5/7)
>You've got 3 Patrolmen, not 4 - >>6009432 TURN 70
>>6009471 >The Mountain Confederation 1,2) New equipment is being mass-produced all day and most of the night (2/11)
3) A dispute about applying calculus to magic erupts within the walls of the academy (3/?)
>Just to make sure - is this for Magic Theory IV, or separate tech? >>6009610 >Silver Guardians 1) The mine expansion is almost ready, with handful of specimen already mined in the process of establishing new shafts (8/9)
2,3) While the extra precautions surely will make mining of fire rubies safer, it makes it impossible to finish the work on original schedule (7/9)
Empress Genetrix
Quoted By:
>Population: 11400 >Military: 3 Worker Swarms [Militia] 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 III] [Formicus Conscription ®]>Building [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 11/18 territorial expansion Underground Highway 5/6 Territorial Expansion (11/18) Imperial Hive™ project (1/1)>Other (BAD) ? ? ? (?/?)
Empress Genetrix
Rolled 66, 15, 57, 43, 99, 7, 2, 5 = 294 (8d100) >>6009363 Turn 70-71
1-4. [The Imperial Inquisition]
Since the time of the first revolt by the acid spitters, and now the complete and mysterious berzerking of the Worker-Soldiers, the Empress has expressed her deepest displeasure and concern. She insists the Aphids devise a new breed of ant-aphid hybrid. One which combines their intelligence and the strong body of the worker, one with the mental fortitude and willpower to resist even the harshest of temptations. Those genes coded for mutation must be amplified, and they will be the watchmen of the Formicae Imperium
>Apply Magi-Relay 5-8. [Hive Mind Self-Correction]
The populace at large and the greater hive mind can be relied upon, theorizes the Magi. Abberant behavior such as that of the acid spitters and the other ants could be 'drowned out' by the concentrated thought patterns of the masses at large, their collective gestalt of obedience and loyalty use to drown and suppress all dissentious thought patterns and anomalous behavior. The Queen tasks her Magi with seeing this effect to reality.
Silver Guardians
Rolled 46, 96, 23 = 165 (3d100) >>6009610 Turn 71
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine I], [Fire Ruby Mine I], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
Heart Crystals (1/1)
1 Resource Rumour (1/1)
3 Well-Planned City (1/1)
2 Spacious Lot (1/1)
Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Heart Crystal Mine II (8/9): A few more finishing touches 1 Dice
[Heart Crystal Mine I]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Workers +0.9 [Civ]
> Fire Ruby Mine II (7/9): There is no small relief at the idea of not being trapped in a raging inferno deep underground. 1 Dice
[Fire Ruby Mine I]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Teamsters +1.5 [Civ]
> Gem Cutter: Heart Crystals and Fire Rubies both benefit from being carefully shaped, cut and polished. A new building dedicated to the task is set up in the Craftsmen's Level of the Capital. [Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Anonymous
Rolled 90, 33, 23 = 146 (3d100) >>6009965 >>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], Material Science I, Chemistry I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 5 Confederate Legions +1 [Train], 4 Model Legions +1.5 >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >[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) [Blue Gates City, The Window to the world] Seperare technology, we're gunning for Magical machines >Dice 1&2:Continue researching Magical Mechanics >Dice 3:Continue Re arming the legiond with Magical equipment Goatmen
>>6009965 >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 +1.2
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
Herding Animals (1/1)
[Missing First Speaker]
>In Development: Cultivating power! (6/?+3)
Turn 55
1-2. Finish armoring up the patrolmen 5/7
Turn 56
1-2. The Patrolmen and Wolf Cubs head out to search for First Speaker Baaran
Goatmen
Rolled 2, 66, 11, 25 = 104 (4d100) >>6010143 le dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Sun 19 May 2024 21:28:29 No. 6010323 Report I took the liberty of swapping Guardians color to teal, since there was no way to make it work with any shading of grey. Since Goatmen didn't specify colour at any point, why not black?
I checked all your land expansions and such, and I guess the map should tell you what's up, now that it's plain and visible.
TURN 56
>>6010143 >>6010144 >Serene Republic of Enlightened Goatmen 1,2) The Patrolmen are ready for official inspection, equipped with their brand new shields and armour
>Military 3 Goatman Patrolmen +1.8 [H. Armour]
REMOVE 3 Goatman Patrolmen +1.2
3,4) Let's hope they will find him soon... (1/?)
TURN 71
>>6009985 >Formicus Imperia 1-4) The new kinds of ants are there to make sure everyone thinks the happiest thoughts
>Military Formicus Inquisition [Civ]
>Other [Inquisition]
5-8) The sheer size of the hive and the conflicting orders relied to each ant separately cause... nothing (?/?)
>The roll outcome nullified itself >>6010009 >Silver Guardians 1) The heart crystals are now delivered straight from the new shaft
>Building [Heart Crystal Mine II]
>Other [Heart Crystals]
Heart Crystals (1/1)
2) After making sure everything is twice as fireproof as needed, there is a big inauguration of the mine expansion and improved safety standards
>Building [Fire Ruby Mine II]
>Other [Fire Rubies]
Fire Rubies (1/1)
3) With all the gems and rubies around to spare, it shouldn't be hard to figure out the most optimal way of cutting them (2/6)
>>6010117 >The Mountain Confederation 1) Calculus allows to measure the exact amount of energy the spell will need
>Technology [Magic Mechanics I]
2,3) Re-arment effort continues (5/11)
Goatmen
Rolled 59, 67 = 126 (2d100) >>6010323 >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 +1.8 [H. Armour]
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
Herding Animals (1/1)
[Missing First Speaker]
>In Development: Cultivating power! (10/?+3)
Turn 57
1-2. The Patrolmen march alongside their new pups following the trail of First Speaker Baaran, where could he have gone? Who could have taken him?
+3 Goatman Patrolmen +1.8 [H. Armour]
+1 Wolf Cubs +0.3
1/?
Anonymous
TURN 57
>>6010347 >Serene Republic of Enlightened Goatmen 1,2) The search for the first speaker continues (8/?)
Let's simplify [H. Armour] to [HArm]. It's even noted as such in the notes I've got to run this.
Anonymous
I want to make an offshoot citystate, with origins from another civ. Would that be possible? If it is, is there a player here that would like a nearby neighbour?While I will try to visit the thread when I am able, there is likely times where I will not be able to
Goatmen
Rolled 64, 67 = 131 (2d100) >>6010381 >+>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 +1.8 [H.Arm]
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
Herding Animals (1/1)
[Missing First Speaker]
>In Development: Cultivating power! (10/?+3)
Turn 58
1-2. The tireless search continues, the mystery of the disappearing First Speaker must be solved for the good of the Republic.
+3 Goatman Patrolmen +1.8 [H. Armour]
+1 Wolf Cubs +0.3
(8/?)
Zair Al-Dakar
Rolled 38, 41, 27 = 106 (3d100) >>6010117 >>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], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 5 Confederate Legions +1 [Train], 4 Model Legions +1.5 >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >[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) [Blue Gates City, The Window to the world] After a long stalemate a new leader has taken up the mantle within the confederate council. Zair Al-Dakar, A man from the new burgeoning frontier cities. Being voted in due to his exploits as a general in the army he has made a pledge to explore the new blue frontier, The Endless Blue as he has called it. >Dice 1: Begin codifying the scientific methods and better documentation methods to streamline the researching process >>Mage Schools, Academies, Universities, and Bureaucracy III >>Dice 2: Improve Universities >>>Industrial Sector II >>Dice 3: Research Shipbuilding not through normal scholarly channels but through trial and error of the foolhardy. >>>Material Science, Chemical Science, and The Industrial Sector >Having never encountered the ocean the people of the confederation are perplexed by the massive ocean they cannot ford it like any river as to them it appears like a river without end. However some see it as another frontier to be conquered, a massive blue plain where men may only sink, this has caught the imagination of many scholars and adventurous youngster causing the population of the Blue City to swell as many try their luck in fording the sea in their small river dinghies slowly improving and enlarging their ships until finally one can find what lies beyond The Endless Blue Anonymous
Rolled 84, 80 = 164 (2d100) >>6010435 I will just post my civ for now. If an offshoot citystate is off the table, instead I use the part marked with []
>Name: Republic of Enare >Leader's name: Randeen >Race(s): Races that match the nearest civ [Human] >Color: Dark Blue (or Purple) >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Leaders and certain traders have a keen understanding of trading, and how to best ensure both parties get the most out of trade. [Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging.] >Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Dice 1: Construct roads
Dice 2: Look for a good fruit or berry to farm
Silver Guardians
Rolled 3, 37, 82 = 122 (3d100) >>6010323 Turn 72
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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], [Fire Rubies]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Grand Metal Works: The time has come to bring the forge and toolmaker together into a expansive construction able to serve the needs of the city. The construction actually spans across both the Golem and Craftsmen levels, naturally serving both. Of particular pride is are the fire ruby empowered forges. 1 Dice
Spacious Lot (1/1)
Fire Rubies (1/1)
1 Bronze Golem Workers +0.9 [Civ]
[Surplus Construction Materials]
[Fire Rubies]
[Toolmaker II], [Forge II]
[Architecture II],[Construction II]
[Stone Mason II]
> Glassblowing: The bright minds of the academy have a peculiar request. They want to gather up wagons of sand, specific sand, melt it until it's molten, then blow into it with long pipes. The exemplar decides to humor them for now. 1 Dice
Resource Rumour (1/1)
[Fire Rubies]
[Tool Maker II]
1 Bronze Golem Teamsters +1.5 [Civ]
[Academy III]
> Gem Cutter 2/6: The toolmakers lend their expertise to the new craft with many a grinder and vice. 1 Dice
[Tool Maker II]
[Surplus Construction Materials]
[Architecture II],[Construction II]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Mon 20 May 2024 07:31:07 No. 6010737 Report Quoted By:
>>6010435 >>6010581 I'm not sure if I get what you want and what you're asking for.
You can always join, I just don't see the whole "tied to other civ", except it's not tied to anyone.
And I kinda need intense activity to make a catch-up of 70+ turns even remotely close to possible, especially when you plan to sit next to another player.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Mon 20 May 2024 07:32:29 No. 6010739 Report TURN 58
>>6010514 >Serene Republic of Enlightened Goatmen 1,2) The search for Baaran continues. The patrolmen question whoever they can find in the countryside and the wilderness. So far - to no results (15/?)
TURN 72
>>6010539 >The Mountain Confederation 1) How hard it can be to keep notes clear and caligraphed? (2/6)
2) Expansion of the civic university by new department starts slow, but steady (2/9)
3) Predictably, the attempt to build a bigger raft leads to logs moving apart (1/6)
>>6010610 >Silver Guardians 1) The rubies cause instant concern about fire and explosion hazard, so new means of securing the area of the multi-level forge are being devised, before even any work starts on the construction (0/25)
>Penalty to final progress needed from a low roll 2) Since it's manned by but a handful of enthusiasts, not much is done with making the glass (2/6)
>We're aiming for tech or building? 3) The toolmakers, having a lot of time due to their workshop being already closed for expansion, lend their expertise on dealing with cutting and polishing
>Building [Gem Cutter I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Mon 20 May 2024 07:51:52 No. 6010745 Report >>6010581 >plains, rolling hills >clannish >travelling long distances >good at trading >mfw >Republic of Enare PICK ONE
Bonus: Scouting +10
OR
Bonus: Scouting +5
Trade +5
Empress Genetrix
>Population: 11400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 III] [Formicus Conscription ®]>Building [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating 11/18 territorial expansion Underground Highway 5/6 Territorial Expansion (11/18) Imperial Hive™ project (1/1)>Other (BAD) ? ? ? (?/?)
Empress Genetrix
Rolled 24, 100, 90, 56 = 270 (4d100) >>6010739 Turn 73
1-2. Continue efforts to reorganize the Hive Mind to ensure our own citizens enforce the will of our beloved Empress.
3-4. The Imperial Hive Project will bring great security to our blossoming Imperium!
Imperial Hive™ project (1/1)
Empress Genetrix
Quoted By:
>>6010837 Praise the Ant Empress, beloved by all. May her progeny live forever, and sing in one voice, one mind, the glory of She and her Empire!
Goatmen
Rolled 83, 46 = 129 (2d100) >>6010739 >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 +1.8 [H.Arm]
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
Herding Animals (1/1)
[Missing First Speaker]
>In Development: Cultivating power! (10/?+3)
Turn 58
1-2. Over the hills and far away, the Patrolmen march alongside their faithful hounds searching for the First Speaker
+3 Goatman Patrolmen +1.8 [H.Arm]
+1 Wolf Cubs +0.3
(15/?)
Silver Guardians
>>6010739 I'll be honest I'm wishy washing on that a bit myself. The goal is to pick up [Glass] as a resource. If either approach works there I'd prefer research though, I'm trying to push toward an improvement to my Tech score. When my adhd doesn't chase other random things.
Zair Al-Dakar
Rolled 92, 76, 67 = 235 (3d100) >>6010739 >>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], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II] >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 5 Confederate Legions +1 [Train], 4 Model Legions +1.5 >>Other >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >[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) [Blue Gates City, The Window to the world] Dice 1 Surprisingly very hard, continue to codify the scientific method and documentation Dice 2 Continue Expanding the universities Dice 3 Continue researching ship building Empress Genetrix
Quoted By:
>>6011057 I feel you man.
On the one hand, I feel like I'm tapping very good into what Ants ought to be.
On the other though, I am torn between desires for culture, luxury items, glass, textiles, and all the goodies of civilization.
Anonymous
Quoted By:
>>6010745 Il take the
Bonus: Scouting +5
Trade +5
Republic of Enare
Rolled 80, 86, 15, 3, 41, 50, 98, 59, 63, 86 = 581 (10d100) Dice 1-4: Scout for resources, wood and food in focus Dice 5-8: Research ways to exploits these resources properly Dice 9 and 10: Scout for hard resources, metal and hard stone
Zair Al Dakar
Quoted By:
>>6010323 Posting this to remind my self to re arm the legions
Silver Guardians
Rolled 37, 21, 43 = 101 (3d100) >>6010739 Turn 73
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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], [Fire Rubies]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Grand Metal Works 0/25: A sizable cistern is filled with water, just in case. 2 Dice
1 Bronze Golem Workers +0.9 [Civ]
[Surplus Construction Materials]
[Fire Rubies]
[Toolmaker II], [Forge II]
[Architecture II],[Construction II]
[Stone Mason II]
> Glassblowing 2/6: An early prototype glass vase is sent to the Exemplar. 1 Dice
[Fire Rubies]
[Tool Maker II]
1 Bronze Golem Teamsters +1.5 [Civ]
[Academy III]]
Silver Guardians
Quoted By:
>>6011738 Well, it's not punitive at least? Watching Fire Rubies (1/1) and Spacious Lot (1/1) evaporate in the face of a punitive hurt.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Tue 21 May 2024 15:44:03 No. 6012091 Report My cat got pneumonia and almost died yesterday before meds kicked in, so I was pretty spaced out. Way too fucking spaced out for any meaningful update
=====
TURN 4
>>6011302 >Republic of Enare Ok, genuine question: how new are you to builders? No bad answers here.
Here is what I can do with your orders right now:
1-5) Expedition 1 finished
>Other Expedition Report (1/1)
Resource Rumour (1/1)
6,7) Excess dice returned to pool due to redundancy
8-10) Expedition 2 finished
>Other Expedition Report (1/1)
Resource Rumour (1/1)
Will be back to you
=====
TURN 59
>>6011037 >Serene Republic of Enlightened Goatmen 1,2) The patrol finally finds First Speaker Baaran. Turns out he had a carting accident and was stuck in a rural backwater, recovering from his injuries. Nothing serious, and he should be back to health soon
>Other REMOVE [Missing First Speaker]
=====
TURN 73
>>6011089 >The Mountain Confederation 1) Nothing like applied bureaucracy to solve all woes - the new, standard way of keeping research notes is implemented on all the accredited academics
>Tech [Research Method I]
>Other [Research Method]
2) Students start to grumble about just expanding departments, with no sight of dormitories (7/9)
3) A sturdier raft is being floated as a test (5/6)
>>6010835 >>6010837 >Formicus Imperia Can we please cut on the amount of AI-generated insects? My phobia is bad enough without extra fuel for it.
1,2) The Hive's mind is... hiving (11/16)®
3,4) The ants are gathering all the material needed for the construction (9/?)
>You've got turn 73 still banked, since you didn't roll nor issued orders for it >>6011738 >Silver Guardians 1,2) The parcel for the future Metal Works is being reinforced to keep the massive, multi-level building intact over the hillside, while materials are being hauled on-site (12/25)
3) The vase is cute, but it's barely a showcase of the new material (5/6)
Will be back to you, too
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Tue 21 May 2024 15:47:45 No. 6012098 Report A bit of FAQ and specifics, I guess
As a rule of thumb:
If just a single die is used for a roll, it takes a full brunt of the low roll.
To delve a bit into the math
At 5, it is still manageable, and tech, infra and consumables can overcome it or at least ignore the negative impact (since you need a bonus of "only" 16 - high, but doable), but at 4 it's pretty fucking tough (takes a bonus of 31, nigh-impossible), while 3 and 2 are effectively bad outcome no matter what, unless you can muster a pile-up that adds up to like +60 to die outcome (read: virtually impossible).
>>6011738 However, it doesn't BURN the consumables used, it means they aren't applied when the actual penalty happens. They would be only used up when they actually can turn the action into getting any progress. This particular case still lacked the sufficient amount to overcome it. In other words, what would you like more: crappy progress from consumables due to penalised roll, or postponed, proper progress from consumables a turn later?
Consumables:
They exist to write-in your own stuff over them, not as answer to all. It's effectively a plot coupon
>>6011302 Mate, if you plan to do it this abstract, and trying to catch up so many turns, I'm already done. I'm not talking fluff, but how wishy-washy and unspecific the commands are. They are effectively "do thing", without telling what the thing is supposed to be and barely hinting what it's supposed to to. And I refuse to work with "whatever, man" style of commands.
The game operates on the principle of you knowing what you want and inserting it into the game, rather than me rolling from some table to decide if you get, dunno, obsidian shard deposit, singing fruits, ruins of Not!Qingdao or maybe a flock of flying bison from search - (You) have to specify that stuff, and the consumables are there to help with the task, rather than provide concrete, exact result and resource.
If you are new to this whole builder thing, do tell.
Silver Guardians
Rolled 19, 12, 56 = 87 (3d100) >>6012098 Ah, that's cool. When an action has consumables in it's list of things it's using should I leave it there for the duration of the action? I've been removing them after the first dice resolves but it sounds like it might be less clear than that.
>>6012091 > Grand Metal Works 12/25: Carving the pillars holding up the building into the shape of golems is definitely critical to their function. 2 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
[Surplus Construction Materials]
[Fire Rubies]
[Toolmaker II], [Forge II]
[Architecture II],[Construction II]
[Stone Mason II]
> Glassblowing 5/6: With the golem teams moving over to the Grand Metalworks the team scrambles to create a fine set of glassware to prove their craft. 1 Dice
[Fire Rubies]
[Tool Maker II]
[Academy III]
Silver Guardians
>>6012120 At least they aren't punitive results?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Tue 21 May 2024 16:37:30 No. 6012146 Report >>6012121 It's a perfect case of why spreading dice is good, since that's still (eyeballed, might be more) 3 progress, despite both rolls being effectively zero on their own.
Silver Guardians
>>6012146 Oh, dice can total up? I sort of assumed they each operated independently. Punitive (2-5) still trigger independently though, right? So it's not a 19 and a 12, it's a 31? That has some pretty fascinating implications, two dice together are a lot more powerful than two dice separately.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Tue 21 May 2024 17:01:46 No. 6012174 Report Quoted By:
>>6012153 They do operate independently... unless there is 5 or less on any dice. Then you first have to cover for the hole created by the penal outcome, and then whatever progress is left will be applied. Bonuses are applied to each die separately, too, so rolling 21, 22 and 23 is better than just rolling 66 (as long as the bonus is big enough). Of course the counter-balance is that you might roll 99, 98 and 97 instead, which will be a total overkill for the action at hand, and the surplus will be simply wasted.
Empress Genetrix
>Population: 11400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 III] [Formicus Conscription ®]>Building [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Territorial Expansion (11/18) The (Better) Hive Mind 11/16 Imperial Hive™ project 9/?>Other (BAD) ? ? ? (?/?) Getting to the point I should probably just make a pastebin of stats, and hopefully organize them.
Empress Genetrix
Rolled 28, 79, 99, 58, 53, 18, 98, 89 = 522 (8d100) >>6012091 Oh yeah you're right, forgot one. Thanks!
1-4. The Hive Mind 11/16
>+ magic relay 5-8. The Imperial Hive Project 9/?
These twin projects are going to propel the Empire to new heights few can scarcely imagine. The first will shield us against any further disasters of disorder and dissent, the second will see our legions sweep across the land to lay claim all that belongs to our beloved Empress!
>Gotta say BR, it's been a very long time since we've had a classic builder like this. It's very nice. I like that building up actions is good too. Hoping I'm not fumbling too much on the parsing of actions, I know what I want and try to keep it directed. Especially for those /? actions >With some of these big projects, and so many bonuses, for me the difficulty is: am I spending too little dice, or overkilling it? I'm super grateful that you seem to bank at least some things for spillover which is a very wonderful thing to do. >I've been skipping on listing the specific bonuses I think apply to certain actions, in the hopes that you also go over sheets and look over what applies, and from what i can tell you're very generous in your interpretive application. If you think it's better for us to list them next to our turns, I can come up with some simple ways to group things together like Construction Bounuses: XXX or Research Bonuses: XXX for buildings, tech and mutations. >At the moment I clearly have many mechanical things I want to do to expand the glory of the Empire! But there's also the fluff aspirations too, I would very much like my people to be more than just the zerg creatures they are, but truly noble and regal in nature. Hence stuff like Music, Textiles, Cloth, Dyes, etc. stuff you'd expect any sensible Royalty to want to aggrandize themselves. Not quite the same thing as better swordsmanship or steel smithing, but I'm hoping Culture is a power in its own right. But man, these plot hooks are just so good. Hoping my guess is right and what i"m doing will give me something to work with against whatever the bad thing is. Republic of Enare
>>6012098 My bad Qm, I am new to this. I must have misinterpreted part of the wording in the OP. When I read under the civ bonus part here
>>6004902 >Keep it short, but more than just a single sentence. I won't read your novel, but I would still like to get some info on your nation. I thought this would, to some degree, apply to rolls when catching up as well. The FAQ mentioned "no more than 10 dice when catching up", but I can see how I should probably have used much less dice regardless.
I am willing to learn, and would very much like to join the game. Again, I am very sorry if im doing this incorrectly.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Tue 21 May 2024 21:21:13 No. 6012427 Report >>6012350 It's not about doing it incorrectly, I just need to know about your actions
1) what are you trying to do
2) what is the goal of it
As in - actual, concrete goal. It doesn't matter what it is, but I need to know what it is, if that makes any sense. "Research way to exploit abstraction from other abstract action" is as oblique as they get, and I have no idea what you are trying to achieve here.
I need at least some material thrown at me to work with. Just check what and how others are doing this stuff, especially since everyone has their style for it.
Zair Al-Dakar
Rolled 99, 29, 94 = 222 (3d100) >>6012091 >>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], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 5 Confederate Legions +1 [Train], 4 Model Legions +1.5 >>Other >Research Method I >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >[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) [Blue Gates City, The Window to the world] >Dice 1: continue the Stalled Rearmament >Dice 2:Continue the building of the universities, this time more dorm rooms with a focus on making the students more comfortable >Dice 3: Finish the boat research! Goatmen
Rolled 42, 31, 57, 10, 49, 71, 53, 97, 98, 59 = 567 (10d100) >>6012091 >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 +1.8 [H.Arm]
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
Herding Animals (1/1)
>In Development: Cultivating power! (10/?+3)
Turn 59
1-2. Continue cultivating power
Cultivating power! (10/?+3)
Turn 60
1-2. Vast pastures will be created for the new herds of cattle that will provide meat and leather for the young nation
Herding Animals (1/1)
Turn 61
1-2. With First Speaker Baaran being stuck in an isolated village in the middle of nowhere perhaps it is time to expand the borders of the nation further to all goatmen in the area.
Turn 62
1-2. While the cart accident caused quite a commotion Baaran still believes it is the future trying to introduce its use across the Republic
Turn 63
1-2. Work once again starts on the fishing wharf, with proper ships this time
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 22 May 2024 07:36:47 No. 6012914 Report TURN 69
>>6012807 >Serene Republic of Enlightened Goatmen Sorry for the rush job, but in a hurry, and you were last
1,2) POWER! (14/?+3)
3,4) New pastures are flocked with the animals
>Building [Pastures I]
5,6) The goatmen settle in organised way the surroundings of their city-state (7/12)
7,8) Moving - now in style!
>Technology [Land Vehicles I]
>Other [Wheel]
9,10) Despite the coldness of water and the smell of damp fur, the goatmen establish a fishing port
>Building [Fisheries I]
TURN 74
>>6012120 >Silver Guardians 1,2) The frame of the complex, along with massive firewalls, is taking shape (16/25)
3) A tea set in shape of water drops is delivered to the Exemplar
>Building [Glassmaker I]
>Other [Glass]
>>6012335 I'd rather have stats fully visible. If you skip something, then I can re-apply it whenever it applies. When it's in a pastebin...
>>6012339 >Formicus Imperia 1-4) The self-correcting mechanism of the ant behaviour has beed thoroughtly studied, planned and implemented with the use of the Magi-Rely. The Empress couldn't be more pleased with its results
>Building [Hive Mind Tower®]
>Other 2 Empress' Will (1/1)
PICK ONE
>Other 2 Empress Will (1/1)
OR
>Tech [Society II]
5-8) The monumental tower of the Imperial Hive starts to dominate over the landscape, representing the sheer power of the Empress and her subjects (24/?)
Will be back to you, just not now.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:K+RV/xZ/ Wed 22 May 2024 11:54:09 No. 6013069 Report Quoted By:
More of FAQ I guess
>>6012339 Ok, finally time to reply
>/? Those exist to avoid meta bullshit on important/big/game-changing/yes actions.
Whenever APPLICABLE, things spillover and/or banked. Not always, but still
>skipping bonusem I would rather have them listed, for at least two big reasons
- unit work as sum of parts involved in making them, but they MUST be listed, as that governs how much progress they need, how strong they will be and what traits they will have
- for every other action I have both easier time eyeballing things and, more importantly, get fuel for potential fails/nat100s
That doesn't mean you have to list every minutae of details, but throwing gist of it helps considerably - Silver Guardians are a good example due to sheer amount of factors (techs, structures, resources, consumables, different power and traits of units and constantly re-allocating them) involved.
>luxuries and fluff To not spill my beans - for I hate meta faggotry - EVERYTHING has an application. Part of what the entire "Others" category is for is to account for stuff that isn't simply building/tech/unit, yet still affects things around
Republic of Enare
Rolled 25, 8, 8, 55, 23, 58 = 177 (6d100) >>6012427 Gotcha, I will try like this then
>Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Scouting +5, Trade +5 Turn 1, both dice: Scout for berries, to make delicious jam. Bring the young along, so they may learn about what berries are edible, and which are not.
Turn 2, both dice: Check out the nearby mountaintop, to see if it is suitable as a prayer spot. A serene place to clear ones mind would only be good for the populace.
Turn 3, first dice: Try to tame some birds. Birds are the most free animal there is, and only a bird would suffice as a proper pet.
Turn 3, second dice: Gather the families for discussions. By hearing the opinions of the people, it would be easier for Randeen to make decisions with the support of the families.
Im testing with three turns for now. Does this look good (or better)?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 22 May 2024 21:34:40 No. 6013470 Report Jesus, them roll outcomes...
TURN 7
>>6013464 >Republic of Enare 1,2) It's going to be one long picnic... (1/6)
3,4) A small, austere gazebo would definitely help to stay there even in bad weather (3/6)
5) The problem with taming birds is that they tend to fly away (1/6)
6) The gathering of the families that didn't go for the picnic starts, exchanging ideas (3/6)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 22 May 2024 21:54:14 No. 6013484 Report Quoted By:
>>6013464 By the way, whenever you get an update, feel free to make a new move, since you have a looooot to catch up
Republic of Enare
Rolled 2, 13, 34, 85, 40, 36 = 210 (6d100) >>6013470 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Scouting +5, Trade +5 Turn 7, both dice: Continue discussions with the families. Attempt to make these meetings a regular thing, to increase the collected unity of our people.
Turn 8, both dice: Make some improvised holding items, to better store berries. Carving out some wood to make bowls would make berry transport easier
Turn 9, both dice: Continue to scout out the mountaintops for a prayerspot.
Empress Genetrix
>Population: 11400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Territorial Expansion (11/18) Imperial Hive™ project 24/?>Other (BAD) ? ? ? (?/?)
Zair Al-Dakar
>>6012914 where is Mountain confederation update?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 22 May 2024 23:12:33 No. 6013521 Report >>6013513 Fuck, I've missed your post again... It's what? 3rd time?
STILL TURN 74
>>6012479 >The Mountain Confederation 1) The legions are all fully rearmed and retrained with their new equipment
>Military 5 New Model Legions 1.5
REMOVE 5 Confederate Legions +1 [Trained]
2) The university expansion also includes a tiny canteen, quelling students protest
>Building [University II]
3) The first, workable raft is ready to sail... close to shore... with just light breeze... and no waves
>Technology [Shipbuilding I]
>Military Small Raft [Exp]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Wed 22 May 2024 23:18:01 No. 6013524 Report I guess you've stolen Goatmen spot as the person that the dice hate
TURN 10
>>6013492 >Republic of Enare 1,2) Rather than talking things peacefully, a family feud erupts in full force, with promises of bloody vendetta! (0/8)
>Population - 200
>Result from a really bad roll 3,4) Since it was faster this way, rather than carving bowls, old women woven some baskets
>Building [Weaver Hut I]
5,6) An impressive, steep mesa is established as a pilgrimage site
>Building [Shrine I]
>Other [Sacred Mesa]
Empress Genetrix
Rolled 42, 86, 23, 18 = 169 (4d100) >>6012914 1-4. All Ant Minds now as one! Across the great Tree Hives, over and through underground highways and branches!
>Construction Equipment: [Tools I]
[Smelting I]
[Mines I]
>Knowledge [Construction I]
>Organization [Brain Aphids]
[Arcane Communication I ®]
[Tele-Antennae]
[Magi-Rely™]
>Logistics [Logistics II]
[Underground Highways I]
[Highways]
[Hive Tunnels I]
>Culture/Loyalty/Fervor [Feudalism]
>Mutations [Strong Bodies]
>thx for answering questions BR. Really appreciate it Empress Genetrix
Zair Al-Dakar
Rolled 63, 7, 60 = 130 (3d100) >>6013521 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >University II >[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) [Blue Gates City, The Window to the world] >>Begin colonizing the coasts and the surrounding area using the full might of the Confederacies Dice 1, 2, & 3>>9 Model Legions +1.5, 5 Battle Mages +0.6, Industrial Districts II, Production I, Zair Al-Dakar
Quoted By:
>>6013615 Forgot to add in the following to the things being used
>Border forts II, Frontier Settlements Silver Guardians
Rolled 46, 62, 55, 16, 7, 4 = 190 (6d100) >>6012914 Turn 74,75
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Grand Metal Works 16/25: The daily announcement from the First Exemplar comes, reminding everyone that there is no such thing as too much fire safety. 3 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
[Surplus Construction Materials]
[Fire Rubies]
[Toolmaker II], [Forge II]
[Architecture II],[Construction II]
[Stone Mason II]
> Laboratories (Can we push all the way toward 3 at once?): The next improvement in scholarly pursuits! A network of labs and experiment sites are planned out, as well as orders to the glassblowers to produce sets of vials, jars, and oddly curved glass tubes that the scholars insist are very important. The Exemplar is skeptical, but signs off on the request regardless, as well as requests for a myriad other lab equipment ranging from boilers to kilns. 3 Dice
[Glass][Glass Maker I]
[Surplus Construction Materials]
[Scholars Level*]
[Carpenter II], [Stone Mason II], [Toolmaker II], [Forge II]
Silver Guardians
Quoted By:
>>6013646 A-a-at least they aren't all punitive?
Goatmen
Rolled 30, 37, 74, 31, 84, 90, 56, 40, 1, 91 = 534 (10d100) >>6012914 >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 +1.8 [H.Arm]
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
[Land Vehicles I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
[Pastures I]
[Fisheries I]
>Others: [Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
[Wheels]
>In Development: Cultivating power! (14/?+3)
Expansion 7/12
Turn 63
1-2. Continue cultivating power
Cultivating power! (14/?+3)
Turn 64
1-2. From among the roaming herds the Goatmen have begun to tame a variety of stout ponies to pull their new land vehicles
Turn 65
1-2. Expansion of the state continues with roads spreading out from Capraopolis
7/12
Turn 66
1-2. The Smiths are hard at work improving the quality of weapons available to the republican patrolmen
Turn 67
1-2. The Wolf Cubs now have access to large amounts of meat due to the new pastures, surely these cute creatures will grow up big and strong!
Goatmen
>>6013667 I'm actually going to have a fucking aneurysm
Anonymous
Quoted By:
>>6013667 >>6013670 What can I say... at least this time you have armoured units
Silver Guardians
Quoted By:
>>6013670 I'm going to have to sell you some golems whose entire job is to put down rebellions, because ouch.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 06:17:40 No. 6013793 Report Map update with next turn
TURN 74
>Serene Republic of Enlightened Goatmen 1,2) POWER IS STILL RISING! (17/?+3)
3,4) The tiny horses don't seem to mind if they graze inside or outside a pen
>Other Hardy Ponies (1/1)
[Ponies]
5,6) The goatmen settle upriver, securing most suitable lands
>Other [Land Expansion I]
7,8) There is a lot of hammering coming from the forge (5/6)
9,10) The cubs grow up on a steady diet. They grow really, really fast. And strong... And big... Maybe a bit too big?
When the report of wolf attack on shepherds reach Baaran, he chased the messenger out of his chamber by throwing a chalice in his direction
>CRIT FAIL! Wolf Revenge!
PREPARE FOR COMBAT ROUND
Also: you've got only one turn of your catch-up left, since, you know, turn 74 vs 75 mainline
TURN 75
>>6013505 >>6013555 >Formicus Imperia 1-4) The giant, reinforced mound is ready, the clear symbol of Imperial dominance over the area. There are but finishing touches to put into it and establishing proper trails inside before it can reach fully operational status (35/?)
>You still didn't mark your spot on the map >>6004904 , and I kinda need that now >>6013615 >The Mountain Confederation 1-3) The legionaries are protecting the settlers from whatever dangers they can face, while the districts churn out all the basic tools needed for the pioneer effort (8/16)
>That's waaaay more than a single Land Expansion can grab. Pick direction: S, E, NE, N, NW, SW >>6013646 >Silver Guardians 1-3) With all the extra safety precautions, the Grand Metal Works are finally ready to officially start the first fire... in its forge, that is. The First Exemplar personally starts it, wishing everyone best luck
>Building [Grand Metal Works - Crafters Level*]
>I'm gonna be a generous god, for I still don't understand why you've rolled double. Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 06:20:50 No. 6013797 Report Rolled 3, 3 = 6 (2d10) >>6013667 >>6013793 Forgot to link
>>6013793 COMBAT ROUND
The wolf pups apparently were THOSE wolf pups indeed. And they do have a bone or two to pick with the Republic over the matter of their late mum. So far, they are content with tearing the countryside apart
>2 Big Bad Wolves +1.5 You roll 3d10, since boats don't apply, and the wolves, well...
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 06:21:51 No. 6013798 Report Quoted By:
>>6013797 >3, 3 Well that's disappointing
Silver Guardians
>>6013793 Second set of turns was to start building laboratories? It is in the post right? I'm not like, hallucinating hard am I?
> Laboratories (Can we push all the way toward 3 at once?): The next improvement in scholarly pursuits! A network of labs and experiment sites are planned out, as well as orders to the glassblowers to produce sets of vials, jars, and oddly curved glass tubes that the scholars insist are very important. The Exemplar is skeptical, but signs off on the request regardless, as well as requests for a myriad other lab equipment ranging from boilers to kilns. 3 Dice
[Glass][Glass Maker I]
[Surplus Construction Materials]
[Scholars Level*]
[Carpenter II], [Stone Mason II], [Toolmaker II], [Forge II]
Silver Guardians
Quoted By:
>>6013804 Ohhhh, I'm just miscounting turns, my bad.
Empress Genetrix
Quoted By:
>>6004904 >>6013793 I can't believe I missed that weeks ago.
This seems as good a spot as any. The great woods are probably a good place for Jurrasic Park/Chult biosphere in my fluff.
Our capital is probably at the tallest mountain, and I've outlined some good locations for the Tree Hive and some of the border hives.
Gonna be away for a bit, on a long flight and a drive after, will post asap. If this territory was already claimed I'll change it once I can post again.
Goatmen
Rolled 8, 1, 8 = 17 (3d10) >>6013797 The heavily armored patrolmen march in formation a press of spears slamming into the Big Bad Wolves
3 Goatman Patrolmen +1.8 [H.Arm]
Zair Al-Dakar
Rolled 80, 68, 33 = 181 (3d100) >>6013793 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion II] >[Frontier Settlements] > >[Industrial Districts II] >University II >[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) [Blue Gates City, The Window to the world] We are expanding our lands MORE AND MORE!!! >We will secure the coast first Move E if there are any spill over we move N >>Dice 1 2 & 3 Silver Guardians
Rolled 53, 33, 69 = 155 (3d100) >>6013646 Turn 75
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Architecture III: The plans for the Golem Factory just keep getting more bold, to the growing concern of nearly everyone, except the architects. 1 Dice
[Scholars Level*], [Library III], [Academy III]
[Paper/Paper Mill I], [Candles]
> Construction III: As the architects work out the theory, the masons ponder the reality of how the devil stones this big are going to get this high. And more importantly stay there! 1 Dice
[Scholars Level*], [Library III], [Academy III]
[Surplus Construction Materials]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Mathematics: At a certain point the architects start getting distinctly... inventive with the numbers. Are there supposed to be all those letters and symbols and squiggly bits? 1 Dice
[Scholars Level*], [Library III], [Academy III]
[Paper/Paper Mill I], [Candles]
----
Would training a cadre of Sage units to aid research be acceptable?
Anonymous
Universal map update for everyone
TURN 75
>>6014470 >The Mountain Confederation 1-3) Another piece of flatlands is being claimed by the Confederation. It feels weird without having mountains anywhere in sight
>Other [Land Expansion III]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 21:29:36 No. 6014565 Report I guess I should update before posting
STILL TURN 75
>>6014553 >Silver Guardians 1) New, bolder, more expressive, more rough and fierce style is needed... the industrial! That has the right ring to it! (3/15)
2) Well, it's a mite bit too heavy to just stack narrow towers with stones... (2/15)
3) It would be nice to be able to count all the weights and volumes needed to make buildings happen (4/6)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 21:38:29 No. 6014573 Report Rolled 2, 6 = 8 (2d10) >>6013797 >>6014128 >ROUND RESOLUTION Luckily, the pups are nothing like their mom. Or maybe it's the quality of the armour that makes gnarling a goatman apart less feasible?
>2x 1/2 Big Bad Wolf But armour or not, the foul beasts won't stop at trying, figuring out weak spot of the spearwall
Anonymous
Rolled 92, 48, 100, 1, 94, 65, 1, 17 = 418 (8d100) >>6013524 Yeah, I think I got rid of all my good rolls here
>>6011302 lmao
>Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 10000 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I] >Other: [Sacred Mesa] Turn 10, both dice: Randeen brings the head of each family to the Sacred Mesa, to pray with them. Through some serene meditation, perhaps they can mend the recent rift between them
Turn 11, both dice: Collect berries to make jam. With new baskets, collecting should be easier.
Turn 12, both dice: Make woven hats for the populace. Keeping the sun out of ones eyes is not only comfortable, but also practical for work.
Turn 13, first dice: Tame bird. Maybe the birds can be baited with seeds before capture?
Turn 13, second dice: Make a nice path to the shrine. Clearing out a path and marking the way would make the shrine more accessible
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 23:43:01 No. 6014686 Report >>6014664 >Rolls nat100 >Rolls crit-fail >For the same action >Gets crit-fail in ANOTHER action I need a moment to recover, for my sides are killing me
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:bkqgPXnv Thu 23 May 2024 23:54:02 No. 6014694 Report TURN 14
>>6014664 >Republic of Enare 1,2) With a swift intervention of the young leader, the brewing conflict is quickly put down, and apologies are issues. This also sets the precedence for future clan meetings
>Other [Clan Meetings]
3,4) The new recipe for jam proved to be highly explosive. Fortunately, nobody was hurt nor nothing was destroyed, but the jam rain was falling for the entire afternoon... People still talk about the strange phenomena
>Crit-Fail and Crit-Succ cancelling each other 5,6) A really wide brim hats get especially popular
>Other [Hats]
>As nonsensical as it sounds, it still counts as a mechanical bonus Fad (1/1)
7) It flies, but it ain't no bird... RUN!
>Crit-fail 8) Since everyone is running for their lives, nobody had time to even think about making new paths
>No progress due to low roll ALSO
>Other [Wyvern Straffing]
A large, steppe wyvern was spotted on the verges of the land controlled by the Republic. The flying beast decided to head toward easiest meal - human settlements
This is a continuous, negative modifier that requires to be addressed one way or another. You have no military units right now, but that's just one of the solutions. You MUST deal with the crit-fail crisis, or it's going to hollow your action out.
Silver Guardians
Rolled 57, 94, 45 = 196 (3d100) >>6014565 Turn 76
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple 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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Architecture III 3/15: A whole new scale is being dreamed up. 2 Dice
[Scholars Level*], [Library III], [Academy III]
[Paper/Paper Mill I], [Candles]
> Construction III 2/15: Perhaps metal rods drilled through the stone will help? HOLD
[Scholars Level*], [Library III], [Academy III]
[Surplus Construction Materials]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Mathematics 4/6: The Exemplar herself creates the darkest of magics, the budget sheet. The scholars are not pleased. 1 Dice
[Scholars Level*], [Library III], [Academy III]
[Paper/Paper Mill I], [Candles]
Goatmen
Rolled 48, 12, 16, 85 = 161 (4d100) >>6013793 >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 +1.8 [H.Arm]
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 1 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
[Land Vehicles I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
[Pastures I]
[Fisheries I]
>Others: [Land Expansion I]
[Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
[Wheels]
[Ponies]
>In Development: Cultivating power! (14/?+3)
Weaponsmithing II 5/6
Turn 74
1-2. Continue cultivating power
Cultivating power! (14/?+3)
Turn 75
1-2. With the constant threats from inside and outside that plague the republic a new force must be recruited to deal with all threats quickly. From among the young patriotic goatmen a force of lightly armed charioteers will be recruited pulled into battle by the newly tamed hearty ponies!
Hardy Ponies (1/1)
[Forge I]
[Barracks I]
[Land Vehicles I]
[Weaponsmithing I]
[Copper Ore]
[Protective Trinkets]
[Wheels]
[Ponies]
[Taming I]
Goatmen
Rolled 3, 9, 2 = 14 (3d10) >>6014573 The few remaining veterans that slew the Big Bad Wolf are the heart and soul of this engagement using brutally learned lessons about combating such beasts.
3 Goatman Patrolmen +1.8 [H.Arm]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 24 May 2024 06:12:12 No. 6015027 Report TURN 76
>>6014731 >Silver Guardians 1,2) Since nobody burdened the architects with practical side of it, they keep dreaming about building bigger and fiercer (13/15)
3) This whole math thing is start to look positively evil
>Technology [Applied Math I]
>>6014844 >Serene Republic of Enlightened Goatmen 1,2) After what felt like eternity, the power has finally increased!
>Other Power: 2
GAIN 1d100 TO YOUR ROLL
3,4) The ponies are a bit too small to make it move really fast, but maybe that's better, given how rickety the frame of the chariot is
>Military Light Chariot +1
>I see a fierce competition for consistently low rolls ;) Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 24 May 2024 06:13:14 No. 6015029 Report COMBAT ROUND
>>6014573 >>6014847 >ROUND RESOLUTION "Sure, gramps, whatever you say" replies one of the fresh recruits, as the hedgehog of patrolmen remains a solid formation. The wolves barely got few openings
>REMOVED 1 Big Bad Wolf +1.5 >1/2 Goatman Patrolmen +1.8 [H.Arm] Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OHy/Lwcv Fri 24 May 2024 11:19:25 No. 6015147 Report Quoted By:
Rolled 5 (1d10) >>6015029 Bravo me for not rolling
Goatmen
Rolled 90, 10, 68 = 168 (3d100) >>6015027 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
[Shipbuilding I]
[Shields I]
[Land Vehicles I]
>Buildings: [Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
[Pastures I]
[Fisheries I]
>Others: [Land Expansion I]
[Roaming Herds]
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
[Wheels]
[Ponies]
>In Development: Cultivating power! (14/?+3)
Weaponsmithing II 5/6
Turn 76
1. The forges thrum with heat and activity, the new weapons will soon be done
Weaponsmithing II 5/6
2. With apparently our chariots being “rickety” the elders set to work designing a more advanced model
3. The next wave of expansion flows forth from the borders of the republic expanding into the forests upstream
Goatmen
Rolled 4, 2, 10, 2 = 18 (4d10) >>6015029 2 Goatman Patrolmen +1.8 [H.Arm]
1 Goatman Patrolmen +1.8 [H.Arm] 1/2
1 Light Chariot +1
The squad of light chariots come clattering over the nearby field flanking the wolves and catching them between a rock and a hard place.
Zair Al Dakar
Rolled 4, 25, 93 = 122 (3d100) >>6014559 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion III] >[Frontier Settlements] > >[Industrial Districts II] >University II >[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) [Blue Gates City, The Window to the world] >EXPAND WESTWARD TOWARDS THE COASTS! WITH ALL OUR MIGHT >Frontier settlements, 9 Model Legions, 5 Battle mages, industrial districts, Border forts II Anonymous
Rolled 80, 16, 61, 85, 95, 77, 89, 52 = 555 (8d100) >>6014686 Surely my rolls will be better this time
>>6014694 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9800 >Military: >Power level: 1 >Tech Level: 1 >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I] >Other: [Sacred Mesa], [Clan Meetings], [Hats], [Wyvern Strafing] Turn 14, both dice: Make spears. Long weapons with a pointy end should keep the wyvern at bay
Turn 15, both dice: Make bombs out of the explosive berries. Berry bombs would be good for fighting the wyvern, either by scaring or wounding it.
Turn 16, both dice: Craft better footwear. As long as the footwear make manouvering and running easier, things like comfort can be put aside for now. Not getting caught by the wyvern is top priority
Turn 17, both dice: Formulate plans to deal with the wyvern. Nothing is off the table, as long as it stops the people should be good.
Anonymous
Quoted By:
>>6015361 155 over an average of 400? Yeah, that'll do.
Silver Guardians
Rolled 95, 51, 87 = 233 (3d100) >>6015027 Turn 77
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting II], [Architecture II],[Construction II]
[Flight Theory I], [Applied Math I]
>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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Architecture III 13/15: Begrudgingly, the architects accept that perhaps bringing things back to reality might be required. 1 Dice
[Applied Math I]
[Scholars Level*], [Library III], [Academy III]
[Paper/Paper Mill I], [Candles]
> Construction III 2/15: The masons, with many a sigh, start the tricky business of filtering a reality from the architects dreams. 2 Dice
[Scholars Level*], [Library III], [Academy III]
[Surplus Construction Materials]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 24 May 2024 22:11:00 No. 6015671 Report Rolled 4, 2, 7, 3 = 16 (4d10) TURN 18
>Republic of Enare 1,2) Sticks are hastily sharpened, while their tips get hardened in fire (5/6)
3,4) Using that special jam recipe, a new, improvised explosive is ready to try out on the wyvern
>Tech [Explosives]
>Other Jam Bomb (1/1)
>This is a consumable, as denoted by the (1/1), meaning it operates as a banked amount of progress to the action it is applied to 5,6) For now, those shoes will be better used to run as far away as possible
>Other [Running Shoes]
7,8) Well, there is the gate and there is the boat... no, I mean there is the goat and there is the exploding jam...
>Other Plan "Wyvern" (1/1)
ALSO
>[Wyvern Strafing] Will be back to you with this one
TURN 76
>The Mountain Confederation 1-3) The Condederation will soon properly stretch from sea to sea! (5/20)
ALSO:
You've got one turn banked
TURN 77
>>6015275 >Serene Republic of Enlightened Goatmen 90, 10, 68
1) "Pointy end, or: how to make spears sharper", a new manual for metal smiths
>Technology [Weaponsmithing II]
2) As the light chariot is busy chasing off wolves, there was nothing to work with
>No progress due to low roll 3) If only the stream wasn't so rapid, the boats could help getting there (4/12)
>>6015381 >Silver Guardians 1) With application of math, the costs needed to make the boldest of the plans happen, the architects got quickly overruled, ending their frenzy and providing something more functional
>Technology [Architecture III]
2,3) Not having to deal with the outlandish ideas, the construction team can focus on practical solutions to real problems at double speed (11/15)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 24 May 2024 22:14:01 No. 6015673 Report Quoted By:
FINAL COMBAT ROUND
>>6015029 >>6015278 Unable to strike the patrolmen, and badly wounded, the one last remaining wolf howls to the sun and simply runs away, limping in its leaps. While the handful of veterans get their past trauma triggered by the howling, the fresh-faced recruits simply cheer over their victory
>Other REMOVE
[Wolf Revenge!]
Well that was disappointing.
==========================
>>6015361 >>6015671 >Republic of Enare [Wyvern Strafing]
While the people are busy finding best hiding spots and means to avoid the wyvern, it takes its time at leisure pace to terrorise the republic and hunt random people for food - and fun. Mostly fun
>Population - 160
==========================
Confederate linkage
>>6015316 >>6015671 Silver Guardians
Rolled 67, 26, 23 = 116 (3d100) >>6015671 Turn 78
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting II], [Architecture II],[Construction II]
[Flight Theory I], [Applied Math I]
>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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
> Construction III 11/15: With a little trepidation the first run of the prototype semi-golem-crane is attempted. In the proving grounds of course. 2 Dice
[Scholars Level*], [Library III], [Academy III]
[Surplus Construction Materials]
[Proving Grounds II / Golem Testing Grounds]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Chemistry: Some has to keep track of all these mortar mixes, how effective they are, what they're made of, which ones fizz and pop and smoke...maybe there's more to it? 1 Dice
[Scholars Level*], [Library III], [Academy III]
[Applied Math I], [Construction II?]
[Glassblower I, Glass]
Silver Guardians
>>6015743 Whoops, forgot to update architecture to III.
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting II], [Architecture III],[Construction II]
[Flight Theory I], [Applied Math I]
>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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Heart Crystals (1/1)
3 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory™ project (1/1)
Republic of Enare
Rolled 67, 46, 59, 27, 31, 33 = 263 (6d100) >>6015671 Question, how fast would I recover consumables (if used)?
And also, is "Fad (1/1)" from
>>6014694 a consumeable? If so, I will list it in the following updates
-------
>Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9640 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I] >Other: [Sacred Mesa], [Clan Meetings], [Hats], [Running Shoes], [Wyvern Strafing] >Consumable: Jam Bomb (1/1), Plan "Wyvern" (1/1) Turn 18, both dice: Complete the spears. Keep the wyvern away.
Turn 19, both dice: Execute plan "Wyvern". Lets teach the beast a lesson or two, with bombs and spears. Maybe even a little running away, if necessary.
Turn 20, both dice: Improve upon the berry bomb explosives. Bigger boom means bigger damage, hopefully to our enemies.
Zair Al Dakar
Rolled 50, 13, 19, 27, 52, 96 = 257 (6d100) >>6015671 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion III] >[Frontier Settlements] > >[Industrial Districts II] >University II >[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) [Blue Gates City, The Window to the world] Oop time to giga expand! >Dice 1 2 & 3 Expand westward >Dice 4 5 6, Create an arts and architecture academy Goatmen
Rolled 98, 81, 49 = 228 (3d100) >>6015671 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing II], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I]
>Others: [Land Expansion I], [Roaming Herds], [Copper Ore], [Protective Trinkets], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies]
>In Development: Turn 77
1. The smiths do not stop, every day they slave away slowly working to perfect their craft. In time the copper weapons of the Republic would be the envy of the entire world.
+[Copper Ore]
+[Forge I]
2. For years the Assembly of Voices had merely met outside but with the growing population and urbanization of the Republic it is time for a proper Assembly Hall to be constructed. This building would be the heart of Capraopolis, located near both the Agora and Central Shrine, where discussion and voting on the future of the Republic would be conducted.
+[Capraopolis, Pearl of the Republic]*
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
+[Capital II]
+ [Agora I]
+[Construction I]
+[Tools I]
3. Continue the latest phase of expansion
4/12
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 11:20:21 No. 6016272 Report Rolled 3 (1d10) TURN 21
>>6015752 >Republic of Enare 1,2) Spears are ready to be waved against the wyvern - and other enemies
>Technology [Weaponsmithing I]
3,4) Armed with spears, some of the people try to get attention of the wyvern, while the jam bomb is sneaked closer to the beast. Just as planned, when the beast dives in toward the new target, the fuse is lit and the bomb explodes. The surrounding area is yet again pelted with jam rain... and chunks of the wyvern!
>Other REMOVE:
[Wyvern Straffing]
Jam Bomb
Plan "Wyvern"
>Nobody said this game has to be super-serious >As for the math - the dice, combined with two different consumables, was exactly the amount you needed to get this done 5,6) There must be a way to make the jam more controllable when setting off... (4/6)
>Question & FAQ Yes, it is a consumable. Any (1/1) indicates a one-use "plot ticket" to whatever it is applied to and can be logically applied to in the first place
TURN 78
>>6015744 >>6015743 >Silver Guardians 1,2) Either it's the new crane, or use of golem to operate it, or maybe both, but the test stack of stone bricks is much higher than expected
>Technology [Construction III]
3) Well, it's hot when mixed, to better careful to not set anything ablaze (1/6)
>>6016019 >The Mountain Confederation 1-3) It's really slow going, even if those are barely some rolling hills. It's as if the Confederation was stretching at its limits now (9/20)
4-6) Opposite to the serious and pompous university, a new arts academy is opened, providing the bureaucratised republic with a sense of flair
>Building [Arts School I]
>>6016044 >Serene Republic of Enlightened Goatmen 1) The hammering never stops... (6/?)
>Soo... we are doing what, exactly? Next tier tech? Stock of weapons? Expand the forge? Because this might be potentially finished, or continue to next turn, depending on what's the goal 2) A new feat to the Republican power - if it's not going to make the assemblies more orderly, then at least the imposing building should remind goatmen about the virtues of their republican traditions (5/10)
3) New cottages are set along the River Itza (7/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 11:22:31 No. 6016273 Report Quoted By:
>>6015752 >>6016272 >Republic of Enare [Wyvern Straffing]
While the plan to deal with it was on its final phase, the wyvern managed to snatch few more innocents
>Population - 30
Silver Guardians
Rolled 38, 10, 94 = 142 (3d100) >>6016272 >Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting II], [Architecture III],[Construction III]
[Flight Theory I], [Applied Math I]
>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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
1 Heart Crystals (1/1)
2 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
> Chemistry 1/6: Why is it the scholars are always inventing new ways to burn down the city? 1 Dice
Scholars Level*], [Library III], [Academy III]
[Applied Math I], [Construction II?]
[Glassblower I, Glass]
> Golemancy III: The next generation of golems calls for higher intelligence and better internal decision engines. 2 Dice
Scholars Level*], [Library III], [Academy III]
[Heart Crystals]
[Golem Testing Grounds, Proving Grounds III]
Golem Factory: This 'living' workshop is actually a several interconnected buildings linked together by rails, conveyors and both tunnels and archways leading over streets, forming the heart of the Golem Level of the city. It's central feature though is the Golemancy woven throughout the buildings that allow their internals to move and assist the workers within.
HOLD
Golem Factory™ project (1/1)
1 Well-Planned City (1/1)
1 Heart Crystals (1/1)
[Surplus Construction Materials]
[Golem Crafting II], [Architecture III],[Construction III]
[Carpenter/Mason II]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 13:55:46 No. 6016365 Report >>6016322 Golem Factory when?
And don't say Soon™
Silver Guardians
Quoted By:
>>6016365 After I finish Golemancy III
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 18:13:48 No. 6016592 Report Oh well, might as well update
TURN 79
>>6016322 >Silver Guardians 1) Maybe it's just the world that is this a dangerous, flammable place and everything is just waiting to burst in flames? We will never know, without checking deeper into it... (3/6)
2,3) And a new, sleek design. Now only 10 tonnes of golem! (6/15)
Silver Guardians
Rolled 23, 56, 63 = 142 (3d100) >>6016592 > Chemistry 3/6: Requests for fire rubies all vigorously denied. 1 Dice
> Golemancy III 6/15: One day the craftsmen dream of a second story golem. 2 Dice
Silver Guardians
>>6016619 Out of curiosity, do dice totals past 100 follow the same 15 to 1 progress progression? Or do the required values climb a bit steeper?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 18:54:55 No. 6016648 Report Quoted By:
>>6016626 Math-wise, a single die can provide up to +8 progress without a nat100 (which is +10 progress), but that would take horrible amount of bonuses to a roll that's almost nat100 anyway. +7 is pretty much most you can squeeze from a non-nat100 roll, assuming the right situation and set of bonuses.
It is flat-out impossible to get more than +8 from a single dice without rolling 100, which in turn over-rides any potential bonuses (so you won't get, say, +11 thanks to a combo of nat100 and bonuses to roll outcome, it's just +10, period)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 18:57:58 No. 6016653 Report TURN 80
>>6016619 >Silver Guardians 1) With no rubies there are far less experiments on flammability (4/6)
2,3) With the incoming Golem Factory, there will be a golem in every house and a golem-powered carriage in every driveway... But now, let's design better golem models (14/15)
Silver Guardians
Rolled 25, 74, 62 = 161 (3d100) >>6016653 > Chemistry 4/6: 2 Dice
> Golemancy III 14/15: The golem in every pot however was quickly discontinued. 1 Dice
Silver Guardians
Quoted By:
>>6016666 > There is a desperate last minute discussion on if the emerging field is Alchemy or Chemistry. Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sat 25 May 2024 21:37:15 No. 6016812 Report TURN 81
>>6016666 >Silver Guardians 1) Yes!
>Technology [Chemistry I]
2) The art of golem making is reaching new heights
>Technology [Golemancy III]
Zair Al-Dakar
Rolled 78, 16, 18, 14, 60, 20, 50, 25, 13 = 294 (9d100) >>6016272 Time to catch up, I am 3 turns behind
>>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy I] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion III] >[Frontier Settlements] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] Turn 79 >Dice 1, 2 and 3 >>Continue the west ward expansion! Turn 80 >>Expand the academies >Dice 4 and 5 >Dice 6 >>Research Bureaucracy IV Turn 81 >Dice 7 >> Research bureaucracy Further >Dice 8 and 9 >>Expand the magistrate service Silver Guardians
Rolled 63, 55, 20 = 138 (3d100) >>6016812 >Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +10
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture III],[Construction III]
[Flight Theory I], [Applied Math I]
>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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
1 Heart Crystals (1/1)
2 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Fire Rubies (1/1)
2 Requisitions (1/1)
Golem Factory: This 'living' workshop is actually a several interconnected buildings linked together by rails, conveyors and both tunnels and archways leading over streets, forming the heart of the Golem Level of the city. It's central feature though is the Golemancy woven throughout the buildings that allow their internals to move and assist the workers within.
3 Dice
Golem Factory™ project (1/1)
1 Well-Planned City (1/1)
1 Heart Crystals (1/1)
[Surplus Construction Materials]
[Golem Crafting III], [Architecture III],[Construction III]
[Carpenter/Mason II]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
IT BEGINS!
Empress Genetrix
Quoted By:
Not dead. On a big trip this past week. Been busy. Will post soon as I am able to.
Anonymous
Rolled 40, 99, 37, 35, 55, 37, 24, 78 = 405 (8d100) >>6016272 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I] >Other: [Sacred Mesa], [Clan Meetings], [Hats], [Running Shoes] >Consumable: Jam Bomb (0/1), Fad (1/1) Turn 21, both dice: Make a sport out of the wyvern fight. Running and throwing a small rock covered in straw at each other, to remember the fight. Speed and accuracy is of most importance.
Turn 22, both dice: Establish a council for immidiate crisis solving. The wyvern came so suddenly and killed many, a council that actively form plans for potential future problems is necessary to prevent disaster.
Turn 23, both dice: Collect fruits for winemaking. A glass of something nice would do well while praying at the shrine, or when having some fun in town.
Turn 24, first dice: Improve upon the Jam Bomb. We are close to a breakthrough, surely.
Turn 24, second dice: Improve upon our fashion. We have cool hats and nice running shoes, maybe there is something else that can be done to make the populace even more stylish?
Anonymous
TURN 25
>>6016910 >Republic of Enare 1,2) A new team game quickly gains popularity, especially among children
>Technology [Conditioning I]
>Other [Sports]
3,4) A formal way of conducting clan meetings sure would be nice, especially without any blood feuds being announced over slight disagreements (4/6)
5,6) A nice, sun-kissed vintage should definitely help people to relax (5/6)
7) The tasters are trying to figure out the optimal zest of the jam to make it extra-expody (5/6)
8) Canes. Those seem to be big this season (5/6)
TURN 82
>>6016849 > The Mountain Confederation 1-3) People try to settle to the easiest parts to reach, along the shore and the river bank (15/20)
4,5) A proper permit for additional classrooms is being issued (3/9)
6,7) Which is an ample opportunity to practice the ins and outs of the Confederate bureaucracy (4/18)
8,9) It's about time to provide the officials and their large stacks of papers with a proper quarters (1/9)
>>6016864 >Silver Guardians 1-3) This is it. The moment all the Guardians have been preparing for and planning to accomplish. But that prep is paying off handsomely - the monumental complex of the Golem Factory is laid down in rapid pace, with materials reaching their destination and new production halls are set up where not long ago were just empty lots (23/?)
>Took a moment to properly calculate it all Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sun 26 May 2024 00:36:47 No. 6016972 Report Quoted By:
>>6016971 I approve this post with my trip
Anonymous
Rolled 22, 79, 49, 16, 73, 6, 22, 84 = 351 (8d100) >>6016971 Cool canes letsgooo
>Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I] >Other: [Sacred Mesa], [Clan Meetings], [Hats], [Running Shoes], [Sports] >Consumable: Jam Bomb (0/1), Fad (1/1) Turn 25, both dice: Establish a council for immidiate crisis solving. (4/6)
Turn 26, both dice: Make sturdier constructions. Not only would better walls keep the wind out of our homes, but eventual attacks would be less devestating to those who hide inside.
Turn 27, both dice: Scout out the borders. Set up some small rock waypoints to better navigate the landscape.
Turn 28, first dice: Collect fruits for winemaking. (5/6)
Turn 28, second dice: Improve upon our fashion. (5/6)
Anonymous
Quoted By:
>>6017008 At least the fashion roll was good (the only one that truly matters)
Silver Guardians
Rolled 6, 74, 76 = 156 (3d100) >>6016971 Golem Factory: A formal apology is offered to the toolsmiths that they weren't included in the initial plans.
3 Dice
[Surplus Construction Materials]
[Golem Crafting III], [Architecture III],[Construction III]
[Carpenter/Mason II]
[Toolmaker II]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Zair Al Dakar
Rolled 26, 86, 27 = 139 (3d100) >>6016971 >Dice 1 >finish the westward expansion >Dice 2 >Continue expanding the academies >Dice 3 >>Continue Expanding the Magistrate offices Holy shit were my rolls bad
Will post civ sheet later am lazy
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sun 26 May 2024 10:04:31 No. 6017352 Report TURN 29
>>6017008 1,2) The most basic shed was constructed for the council meetings, one that can be easily taken apart and moved
>Building [Council Hall I]
>Other [Council]
3,4) Settling down isn't exactly something the people are likely to do any time soon, but sturdier walls sound enticing (3/6)
5,6) Off they go, marking their path in the wild (5/12)
7) A small wineyard is ready to ferment the first batch
>Building [Wineyard I]
8) Canes with nice, round knot at the top are now SO hot!
>Other [Walking Sticks]
REMOVE
[Hats], [Running Shoes], [Walking Sticks]
ADD
[Travelling Gear]
TURN 83
>>6017219 >Silver Guardians 1-3) The giant industrial complex if soaring in the eyes. Within mere weeks, factory halls, transportation shacks and rails connecting it all are set-up within the confines of the Golem Level of Theia. There are pre-set assembly lines for most common operations of the Guardians, and, more importantly, halls where new ones can be set up on a fly, speeding up whatever project will be made with the help of the living machinery of the Factory
>Bonus REMOVE Crafting +10
ADD Crafting +15
>Building Golem Factory™
Any golem production requires -2 progress
Once per turn, automatically adds +1 progress to a single action
>>6017279 >The Mountain Confederation 1) Finishing it might take some time - the area is really remote, and settlers are already spread thin over the Confederation, leaving barely anyone to move to new territories (16/20)
2) An uninspired, beige-grey building is set up as a new wing to the Academy, offering options for such fantastic classes as "Bureaucracy 101" and "201" and "Middle Management 101"
>Building [Academy II]
3) The already working officials and bureacrats are green with envy, since expansion of their humble office spaces is going at snail's pace, even without any red tape slowing it down (2/9)
>am lazy Don't be
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sun 26 May 2024 10:06:43 No. 6017353 Report Quoted By:
>>6017352 Let's make that [Stylish Travelling Gear] to keep track of the source
Silver Guardians
Rolled 22, 71, 8 = 101 (3d100) >>6017352 >Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture III],[Construction III],[Chemistry I]
[Flight Theory I], [Applied Math I]
>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], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
2 Well-Planned City (1/1)
1 Spacious Lot (1/1)
2 Requisitions (1/1)
> Forge Golems: Integrated fire ruby forge palms, delicate graspers and the latest design sensibilities, this latest version of golem should prove an invaluable assistant in the metal works. 3 Dice
+15 Crafting Skill
1 Fire Rubies (1/1)
1 Heart Crystals (1/1)
[Metallurgy II], [Golem Crafting III]
[Heart Crystals][Fire Rubies][Copper Ore],[Tin Ore]
[Grand Metal Works - Crafters Level*]
Golem Factory™
[Proving Grounds III] [Golem Testing Grounds]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sun 26 May 2024 13:08:55 No. 6017441 Report >>6017423 >3d100 >Adds up to 101 Here we go again lads!
Silver Guardians
Quoted By:
>>6017441 I almost started a second action with the third dice, then decided against it. I chose wisely.
Republic of Enare
Rolled 41, 99, 65, 81, 65, 84, 37, 45 = 517 (8d100) >>6017352 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I], [Council Hall I], [Wineyard I] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports] >Consumable: Jam Bomb (0/1), Fad (1/1) Turn 29, both dice: Create dyes. By grinding different types of grass, berries and bark, we might develop color for different uses.
Turn 30, both dice: Scout out the borders (5/12)
Turn 31, both dice: Make sturdier constructions (3/6)
Turn 32, both dice: Make another attempt at taming birds. This time, surely, there will be no wyvern attack
Zair Al-Dakar
Rolled 31, 68, 83 = 182 (3d100) >>6017352 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion III] >[Frontier Settlements] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] I try not to, but phone posting be hard with a fairly old phone >Dice 1 & 3 >>Send in the legions and mages to aid the settlers in and use the advanced bureaucracy to create incentives to move into the frontiers >Dice 2 >>Bureaucracy 201 tend to deal with more serious things such as anti corruption measures and streamlining the flow of paper work Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sun 26 May 2024 20:26:52 No. 6017804 Report TURN 33
>>6017550 >Republic of Enare 1,2) A small dye shop is set up to provide all the ingredients and mixing
>Building [Dye Shop I]
>Other Dyes (1/1)
[Dyes]
3,4) The scouts return, bringing news about far-away places
>Other Expedition Report (1/1)
Resource Rumour (1/1)
5,6) Better and stronger buildings, with lighter frames to transport. And most importantly - still keeping an option to take them apart on a cart and move to new site!
>Technology [Construction I]
7,8) Hopefully, nothing is going to attack at all, not just wyverns (5/6)
TURN 84
>>6017423 >Silver Guardians 1-3) The test run of Golem Factory went without any issues. First day without any fire hazards, despite operating with so many fire rubies. And the forge golems? They report on duty, of course
>Military 1 Forge Golems +4 [Civ]
>Keep in mind that this is a result of throwing consumables at it. Without them, it's going to be far less spectacular, plus it's still a civilian unit >>6017784 >The Mountain Confederation 1,3) With a little incentive in form of standing army, people changed their mind and decided to settle the frontier. Post haste
>Other [Land Expansion IV]
2) As everyone went to the new colonies, barely any skilled hand were around to help building the bigger magistrate (6/9)
Republic of Enare
Rolled 14, 93, 77, 22, 23, 92, 33, 4 = 358 (8d100) >>6017804 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Construction I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I], [Council Hall I], [Wineyard I], [Dye Shop I] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes] >Consumable: Jam Bomb (0/1), Fad (1/1), Dyes (1/1), Expedition Report (1/1), Resource Rumour (1/1) Turn 33, first dice: Review the expedition report. Hopefully there are grazing grounds, eye-catching landscape, or neighbours to play sports with.
Turn 33, second dice: Improve upon the Jam Bomb (5/6)
Turn 34, both dice: Investigate the resource rumors. Any resource the population can benefit from would be good.
Turn 35, both dice: Develope better clothing materials. While straw works well for hats, a different material would be preferred for everyday clothes.
Turn 36, first dice: Improve and decorate the shrine on the Sacred Mesa. Additional prayer rooms, and maybe some art made with dye would do nicely.
Turn 36, second dice: Make another attempt at taming birds (5/6)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Sun 26 May 2024 21:42:09 No. 6017867 Report TURN 37
>>6017844 >Republic of Enare 1) Well, there are certainly some things out there... (4/?)
>Pick up what you want it to be, but it has to be one 2) The jam bomb is fully recreated and ready in storage, for either war, or breakfast
>Other Jam Bomb (1/1)
3,4) (finished action)
>We've been over with. You have to declare what it is 5,6) There is a whole lot of flax growing wild, so why not use that? (7/9)
7) An actual altar would be nice (2/9)
8) There was a nice flock of flamingos... but they flew away! (4/7)
>Penalty outcome from a low roll Zair Al Dakar
Rolled 56, 36, 92 = 184 (3d100) >>6017804 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] >Dice 1 >>Expand the services of the magistrate to the frontiers >Dice 2 & 3 >>Develop the frontiers by building frontier cities along major points of trade >>Residential districts are made with quick and sturdy buildings in mind while public buildings will be built by the art school department. All of which will be built with the help of magical means. We will also train new builders giving out a crash course in construction through a standardizer training program >>Art school I, Construction II, Material Science, Chemistry I, Magic Theory III, Magic Mechanics I, Standardized Training II Goatmen
Rolled 12, 28, 71, 68, 53, 88, 94, 25, 24 = 463 (9d100) >>6016272 >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
>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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing II], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I]
>Others: [Land Expansion I], [Roaming Herds], [Copper Ore], [Protective Trinkets], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies]
>In Development: Turn 78
1-2. The forges blaze with heat, in time the beautiful artisan works with the most supreme of edges shall grace the Republic
[Weaponsmithing III 6/?]
+[Copper Ore]
+[Forge I]
3. To keep track of the logistics of the ever expanding republic the Eldars have begun to develop a simple written script that can be carved on stone tablets, pressed into clay or painted onto hides.
+[Schools I]
Turn 79
1-2. The colonists head up along the river Itza creating new hamlets, orchards and lumberyards to take advantage of the deep woods around them. 7/12
3. Begin feeding the remaining wolf cubs… surely this will not go horribly
Turn 80
1-2. Work continues upon raising up the Assembly House, this towering symbol of Republican ideals shall be seen from across Capraopolis!
7/12
+[Capraopolis, Pearl of the Republic]*
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
+[Capital II]
+ [Agora I]
+[Construction I]
+[Tools I]
3. The Shamans will begin working on creating inscriptions and carvings to place upon the weapons of the republic’s warriors empowering them with the blessings of the ancestors.
+5 Shamanism
Silver Guardians
Rolled 76, 76, 27 = 179 (3d100) >>6017804 >Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter II], [Stone Mason II], [Gem Cutter I], [Glassmaker I], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture III],[Construction III],[Chemistry I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
1 Well-Planned City (1/1)
1 Spacious Lot (1/1)
2 Requisitions (1/1)
> Craftsmen's Level: Long over due, and perhaps it should have been done first even, the masons and carpenters turn their attention to their own workshops, tools and equipment. They are transferred into the city proper, with new bigger buildings and bigger better equipment. Following them are the various lesser workshops, the glassblowers and candlemakers and gemcutters. 3 Dice
Well-Planned City (1/1)
[Surplus Construction Materials]
[Stone Mason II/Carpenter II]
[Tool Maker II]
[Architecture III],[Construction III]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Mon 27 May 2024 19:48:08 No. 6018789 Report In hindsight, I should have posted earlier, but without the map. I only had time to do the update of it few minutes ago
TURN 81
>>6017914 >Serene Republic of Enlightened Goatmen 1,2) There is only this much that can be done with copper when making new weapons (7/15)
3) Hoof profile for a signature sounds like a good start with this whole marking system (4/6)
4,5) New virgin land and primeval forest are taken over by the settlers
>Other [Land Expansion II]
6) Many question the sanity of literally crying "Wolf!" (5/8)
7-8) The impressive front and spacious hall of assembly are truly impressive, offering both a practical and symbolic help to the government of the Republic and its system of political debate.
>Building [Asseembly House]
>Other [The Assembly]
9) Protective trinkets - now with 20% more protection! (1/9)
TURN 85
>>6017881 >The Mountain Confederation 1) "If the mountain won't come..."
>Building [Magistrate II]
2,3) Frontier development is going at full swing, since nobody wants to live in hovels (8/12)
>>6017936 >Silver Guardians 1-3) Housing so many different specialists, with access to easy transport and also any tooling they could use with proximity of the GOlem Mine complex would be a daunting task... but it has been thankfully planned well-ahead for (22/40)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Mon 27 May 2024 20:06:30 No. 6018809 Report Quoted By:
>>6018789 Should be 21/40, for I accounted the same bonus twice
Zair Al-Dakar
Rolled 22, 50, 68 = 140 (3d100) >>6018789 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] >Dice 1&2 >>Develop the frontiers further! >>Bolster progress with the industrial sectors! >Dice 3 >>Research Bureaucracy IV Silver Guardians
Rolled 53, 18, 70 = 141 (3d100) >>6018789 > Craftsmen's Level (21/40): With much work ahead the paperwork, budgeting and Requisitions(1/1) are put into place. The city hums with energy! 3 Dice
Requisitions(1/1)
Goatmen
Rolled 21, 3, 32, 84, 83, 90, 3, 12, 25 = 353 (9d100) >>6018789 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing II], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly]
>In Development: Shamanism 1/9
Wolf Growth 5/8
Writing 4/6
Weaponsmithing III 7/15
Turn 81
1-2. Work continues upon the improvement of weapon crafting, while new metals beyond copper would eventually be found they would work with what they had
Weaponsmithing III 7/15
+[Copper Ore]
+[Forge I]
3. Work continues upon the Hoof Script, allowing the Goatmen to record messages and tally numbers for trade
+[Schools I]
Writing 4/6
Turn 82
1-2. Within the primeval Wolfwood the patrolmen will search out a location to build a fortified city that will protect the new settlers and provide a place for trade within the new province.
3. Feeding the wolves continues…
Wolf Growth 5/8
Turn 83
1-2. The gatherings of Shamans continue their work
Shamanism 1/9
+5 Shamanism
3. Scouts will head out into the newly claimed lands searching for new metals
+[Land Expansion II]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Tue 28 May 2024 06:42:00 No. 6019282 Report Rush job, will be late, too
TURN 84
>>6019213 >Serene Republic of Enlightened Goatmen 1-2) Weaponsmithing III (6/17)
3) Done
>Technology [Writing]
>No numeral 4-5) Forest Settlements (10/12)
6) Done
>Other Wolf Pups (1/1)
7-8) Protective Trinkets II (0/12)
9) Expedition (1/12)
TURN 86
>>6018860 >The Mountain Confederation 1,2) Done
>Other [Frontier Settlements II]
3) Bureaucracy IV (5/18)
>>6018922 >Silver Guardians 1-3) Craftsmen's Level (35/40)
Zair Al-Dakar
Rolled 96, 28, 27 = 151 (3d100) >>6018860 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate I] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements II] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] >Dice 1 & 2: Continue to Develop the frontiers so that we may increase our population later >>Dice 3:continue to research Bureaucracy IV Empress Genetrix
>Population: 11400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Territorial Expansion (11/18) Imperial Hive™ project 24/?>Other (BAD) ? ? ? (?/?)
Empress Genetrix
Rolled 3, 12, 69, 100, 38, 24, 85, 16 = 347 (8d100) >>6013793 >>6018789 Turn 75-76
1-4. THE IMPERIAL HIVE 35/?
>Construction Equipment: [Tools I]
[Smelting I]
[Mines I]
>Knowledge [Construction I]
>Organization [Brain Aphids]
[Arcane Communication I ®]
[Tele-Antennae]
[Magi-Rely™]
>Logistics [Logistics II]
[Underground Highways I]
[Highways]
[Hive Tunnels I]
>Culture/Loyalty/Fervor [Feudalism]
>Mutations [Strong Bodies]
5-8. Pick up the pieces and figure out what went wrong with the last bout of territorial expansion. Send our armored ants and winged ants to scout, and give us information. Perhaps we can continue where we left off?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Wed 29 May 2024 07:33:16 No. 6020156 Report TURN 77
>>6019917 >>6019919 >Formicus Imperia 1-4) Blue Screen of Death
>Seriously, how the hell you are doing this? Always rolling a d100 on special projects >I need to seriously rethink few gameplay elements and also how to even evaluate the end result now >Will be back to you later with this, but the construction is finished 5-8) An open field investigation is done on the behalf of the brain aphids (8/12)
TURN 87
>>6019792 >The Mountain Confederation 1,2) A bold plan to set up a group of pre-planned towns the the outback is being implemented., At least on paper it looks great... (8/18)
3) A new kind of permit to wrap up three different loicenses into it is being designed (7/18)
Zair Al-Dakar
Rolled 55, 32, 94 = 181 (3d100) >>Population: 10500
>>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements II] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] >Dice 1&2:Continue the development of land >Dice 3: Course correct, streamline the bureaucratic process further by creating a single license for three forms! >>Continue bureaucratic IV research Silver Guardians
Rolled 52, 91, 97 = 240 (3d100) >>6019282 > Craftsmen's Level 35/40: One last push... Empress Genetrix
Quoted By:
>Population: 11400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Power: 2 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Imperial Hive™ Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Territorial Expansion (11/18) Investigation 8/12>Other (BAD) ? ? ? (?/?)
Empress Genetrix
Rolled 60, 29, 19, 59, 79, 45, 99, 74 = 464 (8d100) >>6020156 >I have absolutely no idea why my luck is so good with such things, but I am very pleased. I want to be able to raise troops. All da troops! Turn 77-78
1-4. Continue the investigations!
5-8. We have worker ants to build. . .but what about Pioneer Ants? Specialist ant crews meant for ranging afar and whose numbers boost the efforts of territorial expansion actions?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Thu 30 May 2024 00:22:51 No. 6020720 Report TURN 79
>>6020404 >Formicus Imperia 1-4) The investigation doesn't bear any concrete results. Ants seem to just naturally avoid the drylands on the north of the Imperia... but why?
>? ? ? continues! 5-8) Better ants for the better frontier!
>Other [Pioneer Ants]
TURN 87
>>6020342 >Silver Guardians 1-3) Finally! The grand project of Theia is finished, with Craftsmen's Level being the last to finish. People of various trade are stating to move in into their new quarters - and workshops.
>Building [Craftsmen's Level*]
[Carpenter III]
[Stone Mason III]
[Gem Cutter II]
[Glassmaker II]
>Other [Gems]
[Glass]
TURN 88
>>6020178 >The Mountain Confederation 1,2) There is a rumour about plans for rural schools, just for the sake of making the frontier more bearable (13/18)
3) The new set of windowsill regulations is bound to make a true impact on the Confederation (15/18)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Thu 30 May 2024 00:25:00 No. 6020722 Report ======
>>6019919 >>6020156 Regarding Imperial Hive™
The massive seat of power for the imperial court, with all the space and infrastructure to both manage the empire and allow the Empress to breed new generations unmolested. The court is busy with both pleasing the empress and making sure she is properly informed about everything. The military headquarters are set in the bottom levels, providing both security and place to station commanders and manage army movement - for every ant should be a soldier.
>Building Imperial Hive™
GAIN 1d100 TO YOUR ROLL
Once per turn, automatically adds +1 progress to a single action
PICK ONE
>Bonus +1 Defense
>This is a combat bonus - a default +1 to d10 combat rolls when you're the defender >Building [Fortified Anthills II]
>Even if you never had "tier I" OR
>Bonus + 5 Hard Labour
>Tech [Construction II]
OR
Empress Chambers™ project (1/1)
>Other 4 Empress Will (1/1)
>Population + 2000
>This is a special project FROM a special project, which by default, shouldn't happen, and it's with a nat100, on top of that. Cracking this nut was tough, because the rules simply don't accommodate on such pile-up >This is your 5th dice. That's the cap on dice amount. You won't get more, so a variety of actions that should normally increase your dice count will do nothing of such sort. >Naturally, you have those extra 2d100 stored from the turn where you already had the extra dice, but I didn't cover it yet. ======
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Thu 30 May 2024 00:26:38 No. 6020724 Report >>6020722 Fuck, I've messed up. Regardless of choice, you get 2 Empress Will (1/1), and 3rd option adds additional 4
Zair Al-Dakar
>>6020722 >>Lady has 5 dice per turn Man that really takes the wind out of my sails.
Goatmen
Rolled 72, 16, 40, 39, 86, 42, 11, 80, 77 = 463 (9d100) >>6020156 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing II], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], Wolf Pups (1/1)
>In Development: Protective Trinkets II 0/9
Turn 84
1. The vast Wolfwood is full of new resources such as lumber, streams full of fish and vast mineral wealth hidden underneath the earth.
10/12
2-3. Due to the expansion of the Republic it is now more important than ever that all corners be in contact. To do this the Republican Postal service would be established to deliver messages, parcels and news all across the republic! Riding upon hardy ponies and occasionally pulling carts they will go through hell and highwater to deliver the mail.
+[Taming I]
+[Hardy Ponies]
+[Land Vehicles I]
+[Writing]
+[Basic Roads I]
Turn 85
1-2. Work upon the perfection of copper weapon crafting continues.
6/17
3. Continue work on the more powerful protective trinkets
0/9
Turn 86
1-3. The expedition to find further metals continues.
1/12
Empress Genetrix
>Population: 13400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Empress Chambers™ project (1/1) 4 Empress Will (1/1)>Other (BAD) ? ? ? (?/?) 2d100 excess to be used up
Empress Genetrix
Rolled 81, 57, 85, 21, 81, 23, 22, 34, 64, 32 = 500 (10d100) >>6020156 >Gonna catch up my turns, then use the 2d100 later. Turns 77-79
1-2. Well, if the north is stonewalled to us for now, let's just expand in other directions. Like south, along the river!
3-4. And expand east, along the mountains.
5-6. And west, along the other moutains
Expansion Bonuses:
[Dinosaur Domestication I] + [Domesticated Dinos] <- for riding
[Tools I] [Smelting I] [Strong Bodies] <- tools and musclepower to clear paths
[Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for the frontier push
[Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding]
[Rhytm Work] <- organization
[Patrol Routes] [Driver Ant] [Formicus Princes ®]
[Royal Wings ®] <-scouts and vanguards
7-8. And let us raise more Pioneer ants, to fulfill the expansion.
[Conscription III]
[Formicus Conscription ®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
9-10. Truly the Imperial Hive, the mighty Imperial Court is a monument unrivaled in all of antdom. Vast swarms of servants, commanders, nursemaids and midwives flow in and out like a ceaseless river attending to her Majesty, bringing messages, envoys and tithes from the other Princesses. Yet still, the final piece, the Empress Chambers shall be built!
>Magic Relay +1 >Imperial Hive +1 see construction bonuses
>>6019919 Silver Guardians
Rolled 20, 21, 30 = 71 (3d100) >>6020720 >Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture III],[Construction III],[Chemistry I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
> City Plumbing: One last major infrastructure project is undertaken in Thea, the construction of a city wide plumbing system! A large reservoir is built in the mountains over the city, then simple gravity takes the water downhill through the city. A spacious lot becomes home to a public bathhouse with fire ruby heated water, while smaller water heaters are crafted for the homes of the city. Perhaps more importantly is the network of sewers that carries the used water away. 3 Dice
Mason/Carpenter/Forge/Metalworks
Architecture/Construction
Fire Rubies
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
1 Well-Planned City (1/1)
1 Spacious Lot (1/1)
1 Requisitions (1/1)
....this is going to end in flooding the city isn't it?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Thu 30 May 2024 10:18:21 No. 6021062 Report >>6020781 I literally spend entire day at work (the joys of workday right before long weekend) pondering on how to handle the three conflicting options:
1) Go as the rules go for a completely OP result, knowing it's going to unbalance the game for everyone else
2) Try to somehow keep things fair and square for everyone, ants included, regardless of the nat100
3) Nerf the shit out of the outcome, because I know it's OP and it's gonna gonna throw the game off the rails
I'm not particularly content with the end result, but this is as close as feasible to the option 2.
As for the dice - you are two steps away from getting 4th, so... yeah
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Thu 30 May 2024 11:22:04 No. 6021087 Report I guess this one is going to contain a lot of notes in it
TURN 79
>>6020832 >>6020844 >Formicus Imperia 1,2) Southward expansion (10/?)
3,4) Eastward expansion (7/?)
5,6) Westward expansion (7/?)
A massive swarm of ants is rhythmically marching toward the areas declared by the Empress as the new territories under her wise rule, bringing everything they've needed to establish new anthills even in the most adverse locations.
>I got to ask - are those expansions intended to get next tiers of Land Expansion, or just grabbing map tiles? A pretty important distinction, because some of those actions are potentially finished AND I need to know what to do with which, denominator- and outcome-wise 7,8) It might be too late to breed and train the pioneers for the task of pioneering, but that doesn't stop the Princesses from trying (3/5)
9,10) As if the impressive tower of the Imperial Hive wasn't enough, chambers dedicated solely to Empress, her comfort and breeding of the new generations begin their construction (8/?)
>ALSO Your have 6 Empress Will, not 4, see
>>6020724 ====
TURN 87
>>6020825 >Serene Republic of Enlightened Goatmen 1) A smattering of hovels, small villages, and a single, central town are established in the Wolfwood. Various cottage industries are established on a small scale
>Other [Forest Settlements]
Resource Rumour (1/1)
2,3) Neither snow nor rain nor heat nor gloom of night... (3/6)
4,5) The smiths are trying to temper copper to be even harder and more sturdy, for what its worth (14/17)
6) Rather than a single figurine, the new trinkets are a set of beads, each blessed separately - but that takes time (3/12)
>It's most definitely /12, for you rolled 3 while having "empty" numerator, so it directly increased denominator - but I do like the fact you keep track on how things should work ^^ 7-9) The scouts are leaving no stone upturned and no cave unchecked in search for anything that could be of any use of the Republic (11/12)
>Helpful note, before things spiral out any further You are SEVERELY constrained by having a vast amount of tier I buildings and techs, but in the same time not enough of them to compensate quality with quantity.
Normally I would just ignore it, but in a few days we will reach turn 100 and ants just got way ahead of everyone else with additional dice and extra, free progress. Yes, I know you got a monumental bad luck with the amount of crit-fails, which contributed to the state of affairs. Which is also why I'm pointing this issue out, rather than ignoring it.
===
TURN 88
>>6020961 >Silver Guardians 1-3) Relying on their extensive planning and preparation of the construction of their seat of power, the Guardians set up to work, expertly welding all the pre-made plumbing, while teams of golems are finishing the high-rise reservoir (21/24)
>This is a great example on how consumables can make or break an action, given your utterly dreadful roll >Also You are in a position for swift increase of Power
Empress Genetrix
Quoted By:
>>6021087 At the moment I want to fill the map. I take it [Territorial Expansion] is a technology that boosts such actions?
Empress Genetrix
Quoted By:
>Population: 13400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Pioneer Ants 3/5 Empress Chambers™ project (8/?) 6 Empress Will (1/1)>Other (BAD) ? ? ? (?/?) 2d100 excess to be used up
Empress Genetrix
Rolled 28, 19, 89, 96, 28, 45, 21, 92, 6, 82 = 506 (10d100) >>6021087 >feel free to put the excess from territorial expansion in one place to any of the other ones. >Hope linking is okay, it makes it easier to post on mobile if not I'll copy paste the bonuses for each turn Turn 79-80
1-2. Let's get back to the basics and study the [Territorial Expansion] technology/other.
>Gonna do this to let you calculate up the progress on map land expansion. I had some progress on this particular thing before, 11/18, but I take it was lost in the crit, so starting over is okay if that's needed >I imagine the bonuses for studying this aren't dissimilar to the ones for actually pushing the map borders yes? >>6020844 3-4. Pioneer Ants!
>Mutagenic bonuses here >>6020844 5-10. The Empress Chambers! 8/?
The Hive Mind focuses much of its will on this singular project, believing that in doing so vast swarms of ant legions shall rise from our gracious majesty and so allow us to truly spread the glory of the Imperia!
>Construction Bonuses >>6019919 Zair Al-Dakar
Rolled 37, 13, 53, 56, 28, 39 = 226 (6d100) >>6021062 You can give them debuffs until the number of dice they have is equal to their power level.
Like Give 0.5 multiplier to the progression requirement to do everything for every power level under their dice pool. E.G They want to research armored chitin, it would usually require 5 progression, with them it would be 15 since they have 3x debuff modifier on their progress required to complete something due to being over power level being 4 under their dice pool. it can also work the other way too if you want giving buffs for every power level you have over your dice pool.
>>6020404 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy III], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements II] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] Turn 87 Dice 1&2: Continue development of Frontier settlements Dice 3: Emphasize local bureaucrat autonomy in the new bureaucratic practices <<Continue Research Bureaucracy IV>> Dice 4 5 6: the confederation will create autonomous administration zones that are self governing yet still answer to the confederation council >>Attempt to create autonomous administrative departments run by magistrates that can effectively improve their zones without having to use dice >>[Confederated Bureaucracy I ®] Bureaucracy, Magistrate II, Code of Barnabas, Frontier Settlements Silver Guardians
>>6021087 > Finish up the Plumbing: Nothing like a bath after a long day in the forge. 2 Dice
> Research Engineering: As the scale and magnitude of projects grows, it becomes increasingly apparent more expertise is needed to handle the challenges ahead. 1 Dice
Silver Guardians
Rolled 54, 71, 26 = 151 (3d100) >>6021423 Don't flood don't flood don't flood I forgot the dice!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Thu 30 May 2024 23:59:31 No. 6021566 Report TURN 81
>>6021295 >Formicus Imperia 1,2) The eastward expansion continues, facing zero resistance around the river banks (9/15)
3,4) Maybe, after all, the Pioneer Ants will see some action
>Military Pioneer Ants +1.2 [Civ]
5-10) The grand chambers of the Empress are connected with all the important bits of the Imperial Hive and colour-coded with the royal dyes to make sure every ant knows their path even when asleep (29/?)
>On hold Westward Expansion (7/18)
>ALSO The southward expansion finished, claiming new land for the Imperia. Disappointingly, after reaching the shores of a grand lake, the ants find out the water to be salty
>Other [Land Expansion I]
>What happened was your Territorial Expansion merging with Southward (technically last turn), and the dice from this turn passed to Eastward, while also allowing to stat out Westward. As to why: I double-checked the original context for the expansion AND as to why it was /18, so you were effectively doing same thing for the second time, thus merging action and having enough progress to wrap it up ===
TURN 89
>>6021411 >The Mountain Confederation 1,2) Looks like people don't care much for school - but a bunch of inns did ease their travel through the semi-wilderness (17/18)
3) A new instructions are given to all Confederate officials of specific clearance, informing them about the new regulation of lessening the amount of forms citizens need to apply per petition, which should make things smoother
>Tech [Bureaucracy IV]
4-6) A new style of governing is being implemented - currently in limitex, experimental manner in selected frontier zones (9/12)
>Just to make it clear - it's going to simply add a flat bonus to dice outcome to stuff that's applicable, just like everything else. ---
Serious question: why hoarding consumables?
>>6021423 >>6021426 >Silver Guardians 1,2) The new plumbing system is officially operational, The First Exemplar herself turned the valve, releasing streams of water for homes, workshops and even small handful of purely decorative fountains
>Building [City Plumbing*]
>Other [Water Power]
3) Some of the younger apprentices grumble that it would be nice to include this into city planning before they worked their asses off on construction (1/6)
Republic of Enare
Rolled 72, 31, 98, 32, 2, 54, 54, 10 = 353 (8d100) >>6017867 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Construction I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut I], [Shrine I], [Council Hall I], [Wineyard I], [Dye Shop I] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Expedition Report (1/1), Resource Rumour (1/1) >>6017867 For the turn 33 first dice roll
>Pick up what you want it to be Friendly mushroom people were found out on the open plains, next to a small river. They make some funny noises.
For the turn 34 dice roll
>You have to declare what it is The resource that was discovered was spider silk. Found in a forest, woven around trees, ready to peel off.
Turn 37, both dice: Make another attempt at taming birds (4/7)
Turn 38, both dice: Improve and decorate the shrine on the Sacred Mesa (2/9)
Turn 39, both dice: Contact the friendly neighbours. Maybe we can trade something with them?
Turn 40, first dice: Develop better clothing materials. (7/9)
Turn 40, second dice: Find ways to use the spider silk. Another type of fabric, or perhaps there are other uses?
Zair Al Dakar
Quoted By:
>>6021566 I guess I'm waiting to do something big?
Zair Al-Dakar
Rolled 4, 40, 20 = 64 (3d100) >>6021566 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy IV], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements II] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Expedition Report (1/1) >Resource Rumour (1/1) >Ruin Findings (1/1) >Research aids (1/1) >Treatises and manuals (1/1) [Blue Gates City, The Window to the world] you know what just for you chief Dice 1 2 and 3 >Expended consumables >>Ruin Findings, Resource Rumor, Research Aids, Treatises and Manuals, Expedition Report >Technology and facilities used >>Mage School II, University II, Academy II, Magic Theory III, Magical Mechanics I, Chemistry I, Research Method I. Industrial Sectors >>>Using the reports and rumors learned from the expedition team The confederacy learns of a wondrous hyper material used by an ancient long gone civilization. Having learned more about the materials and magical properties they have embarked on a grand undertaking to understand and manufacture said ancient wonder material >>>Learn how to manufacture Zaryte! a material brimming with magical energy yet can be hardened through magical means to create a hardened metal that can change form at the user's will Goatmen
Rolled 55, 69, 50, 54, 96, 6, 4, 46, 52 = 432 (9d100) >>6021087 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing II], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements] Wolf Pups (1/1)
>In Development: Turn 87
1-2. The Smiths continue, they are so close to perfection they can taste it…
14/17
3. The mailmen train hard, plan new routes and prepare snazzy outfits!
3/6
Turn 88
1-2. The new shaman empowered trinkets are sure to be popular with all the warriors of the Republic.
3/12
3. The expedition to find new mineral resources will soon return
11/12
Turn 89
1-2. Within the primeval Wolfwood various villagers have come back to the capital bringing with them a new strange rusted red ore that can be melted down into a gray metal..
Resource Rumour (1/1)
3. Back in Capraopolis expansion begins upon the Patrolmen barracks
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 31 May 2024 23:01:30 No. 6022322 Report TURN 90
>>6021674 >The Mountain Confederation 1-3) Eureka! Or rather - Zaryte! When making a set of nails to be shipped to the frontiers, one of the smiths find out a new, unique trick to shape metal into desired form! The Academy's scholars hate him for putting in question all their knowledge! Rumours has it that there is an entire deposits of this metal in the drylands! Read more here...
>Technology [Zaryte Forging I]
>Other Zaryte Sample (1/1)
>ON HOLD Frontier Settlements II (17/18)
Self-Rule (9/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 31 May 2024 23:03:08 No. 6022324 Report Still TURN 90
>>6021720 >Serene Republic of Enlightened Goatmen 1,2) Before blade licking becomes a dangerous pasttime for forge workers, the Guild of Smiths announces breakthrough in metal-working
>Technology [Weaponsmithing III]
3) ... through flood and plague, we cannot fail - no wolf will stop this mail!
>Building [Postal Stops I]
>Other [Post Service]
4,5) Strings of beads are on the verge of becoming a fashion statement
>Other [Protective Trinkets II]
6) Well, the scouts most definitely should be back already... (11/12)
7,8) All the goatmen involved with the new ore complain about massive, splitting headaches (4/6)
9) "Enrich the Republic, strengthen the Army!" states the slogan on the barracks expansion (3/9)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cTKxCPfb Fri 31 May 2024 23:37:08 No. 6022334 Report TURN 41
>>6021637 >Republic of Enare 1,2) After numerous setbacks, the suitable bird to tame was finally found. It can't fly, but it's fast as hell
[Taming I]
>Other Road Runners (1/1)
3,4) The gazebo is decorated with new wood carvings and proper altar is being build
>Building [Shrine II]
5,6) The squeeky sounds of the mushroom people are hard to understand (3/7)
>Unless you meant players 7) Dotted linen the height of fashion
>Building [Weaver Hut II]
8) Eww... it's sticky! (?/?)
>No progress due to low roll >ALSO From previous actions
>>6017844 >>6017867 3,4) BAM!
>Building [Spider Farm I]
>Other [Spider Silk]
REMOVE Resource Rumour
Zair Al-Dakar
Rolled 67, 96, 58 = 221 (3d100) >>6022322 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy IV], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements II] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >Dice 1 Finish developing frontier settlements >Dice 2 Finish installing self rule >Dice 3 Research all possible Zaryte applications >>[Mage School II], [Magistrate II] [University II], Academy II] Goatmen
Rolled 87, 36, 80 = 203 (3d100) >>6022324 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing III], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House], [Postal Stops I]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets II], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements], [Post Service] Wolf Pups (1/1)
>In Development: Turn 90
1. What mysteries shall this strange new ore reveal to the Goatmen, perhaps there is some mystical source to these headaches?
4/6
2. Someday the expedition shall return home..
11/2
3. In time the Republican Army will grow big enough that no wolf or any other threat can harm the Republic.
3/9
Anonymous
Rolled 12, 93, 2, 2, 72, 89, 59, 27 = 356 (8d100) >>6022334 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Construction I], [Taming I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine II], [Council Hall I], [Wineyard I], [Dye Shop I], [Spider Farm I] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Expedition Report (1/1), Road Runners (1/1) Turn 41, both dice: Contact the friendly neighbours. (3/7)
Turn 42, both dice: Practice riding the Road Runners. If we can travel with their speed, we may travel the lands quicker, and run away from airborn predators.
Turn 43, both dice: Find ways to use the spider silk. Maybe our weavers could find a way to use this material? (?/?)
Turn 44, first dice: Improve upon our cuisine. We have wine and jam, but those are better served as sides. A main course would do us well.
Turn 44, second dice: Have some people dedicate themselves to maintain our shrines. Those who are most pious may have this honor, to tend to our holy place. This position is prestigious, as this is an important task.
Empress Genetrix
Quoted By:
Thank god, finally home.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Yyn7oSt3 Sun 02 Jun 2024 01:46:46 No. 6023288 Report TURN 45
>>6023186 >Republic of Enare 1,2) The shroom people simply need to be addressed really slowly to properly talk with them
>Other [Trade: Mushroom Tribes]
3,4) Rather than being used as mounts, the road runners pecked the hell out of their would-be jockeys and run away!
>Other REMOVE Road Runners (1/1)
>This is just phenomenal on how bad the roll is and how consistently impossible birb taming is for you 5,6) It makes great ropes, even better nets and excellent tent material - the trick is to weave it just right
>Building [Spider Farm II]
7) It's decided that whatever it's going to be, it shouldn't be poultry, due to the bad precedence so far (3/6)
8) Priesthood, pfth! (1/6)
===
TURN 91
>>6022335 >The Mountain Confederation 1) The wilderness, claimed so far only by few brave and bold, is starting to look a tiny bit more tame
>Other [Frontier Settlements II]
2) A new, experimental means of managing one of the frontier areas, where it won't do much harm if things won't work out
>Other [Administrative Self-Rule I]
3) Let's see what makes this metal tick... (4/9)
>>6023155 >Serene Republic of Enlightened Goatmen 1) Nah, it's just bog standard bog iron. Boooring
>Other [Iron ore]
2) Finally, the scouts came back, bringing news of the places they've seen
>Other Expedition Report (1/1)
Resource Rumour (1/1)
3) Tiles are set up on the new barracks' roof (8/9)
Anonymous
Rolled 67, 10, 63, 73, 30, 75, 97, 86 = 501 (8d100) >>6023288 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Construction I], [Taming I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine II], [Council Hall I], [Wineyard I], [Dye Shop I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Trade: Mushroom Tribes] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Expedition Report (1/1) Turn 45, both dice: Conduct a bird study. By learning how birds behave, we should have an easier time catching and properly tame the road runners eventually. They WILL bend the knee, sooner or later.
Please dont let this be a Wile E. Coyote moment, im begging you dice gods Turn 46, both dice: Attempt to tame a non-bird animal. We will get the bird eventually, in the mean time we could try out something else.
Turn 47, both dice: Meet up with the shroom people to develop a better way to communicate. If we are to cooperate in the future, avoiding misunderstandings will be key.
Turn 48, first dice: Improve upon our cuisine. (3/6)
Turn 48, second dice: Have some people dedicate themselves to maintain our shrines. (1/6)
Goatmen
Rolled 49, 79, 82 = 210 (3d100) >>6023288 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing III], [Medicine I], [Tools I], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House], [Postal Stops I]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets II], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements], [Post Service][Iron Ore] Wolf Pups (1/1), Expedition Report (1/1), Resource Rumour (1/1)
>In Development: 1. Work continues upon the barracks, the final touches being placed before the Patrolmen can move into their new home.
8/9
2-3. With access to the new iron which seems to be a better quality metal then copper the Goatmen begin to make improved iron tools
Empress Genetrix
>Population: 13400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion I] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Eastward Expansion 9/15 Westward Expansion (7/18) Pioneer Ants 3/5 Empress Chambers™ project (29/?) 6 Empress Will (1/1)>Other (BAD) ? ? ? (?/?) 2d100 excess to be used up
Empress Genetrix
Rolled 41, 29, 18, 53, 3, 70, 6, 21, 96, 58 = 395 (10d100) >>6023288 Turn 81-82
1-2. Westward Expansion 7/18
3-4. Eastward Expansion 9/15
"Into all the world, ye brave ants of the Empress!"
Expansion Bonuses:
1 Pioneer Ants +1.2 [Civ]
[Dinosaur Domestication I] + [Domesticated Dinos] <- for riding
[Tools I] [Smelting I] [Strong Bodies] <- tools and musclepower to clear paths
[Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for the frontier push
[Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding]
[Rhytm Work] <- organization
[Patrol Routes] [Driver Ant] [Formicus Princes ®]
[Royal Wings ®] <-scouts and vanguards
6-7. Now that we know the formula for Pioneer Ants, let's raise some more. A lot more!
>as many as the dice progress allow >Magic Relay +1 >The Imperial Hive +1 Recruitment Bonuses:
[Conscription III]
[Formicus Conscription ®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
8-10. The Empress Chambers! 29/?
>Construction Equipment: [Tools I]
[Smelting I]
[Mines I]
>Knowledge [Construction I]
>Organization [Brain Aphids]
[Arcane Communication I ®]
[Tele-Antennae]
[Magi-Rely™]
>Logistics [Logistics II]
[Underground Highways I]
[Highways]
[Hive Tunnels I]
>Culture/Loyalty/Fervor [Feudalism]
>Mutations [Strong Bodies]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Yyn7oSt3 Sun 02 Jun 2024 17:37:43 No. 6023893 Report TURN 49
>>6023337 >Republic of Enare 1,2) A group of studious citizens went to the task of finding out how birds think and react (4/9)
3,4) A snake was charmed. What could possibly go wrong?
>Military Snake [Poison]
5,6) A simplified pidgin is developed to facilitate further trade and cooperation
>Tech [Languages I]
7) A hot pot of stew goes well with everything
>Other [Cuisine]
8) A handful of people shaved their heads, put on loinclothes and started to meditate around the shrine
>Military Priests +0.6 [Civ]
>Other [Priesthood]
===
TURN 83
>>6023401 >>6023670 >Formicus Imperia 1,2) Westward Expansion (13/18)
3,4) New territories around the river are claimed for the empire
[Land Expansion II]
6,7) It's not so simple to train an ant to operate outside of the boundaries of the hive (3/5)
8-10) The luxurious, spacious chambers are ready to move in. The Empress is carried to her new seat, and the pre-established lines simplify both breeding new generations and carrying them to the nurseries, but also quick access to the court within the Imperial Hive
>Building [Empress Chambers ™]
Once per turn, automatically adds +1 progress to a single action
>Other Population +1000
Laid Eggs (1/1)
===
TURN 92
>>6023378 >Serene Republic of Enlightened Goatmen 1) Fortunately, nobody fell off the roof.
>Building [Barracks II]
2,3) Better tools for the better future
>Technology [Tools II]
Zair Al-Dakar
Rolled 51, 61, 93, 25, 31, 51 = 312 (6d100) >>6023288 >>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy IV], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I]>>6023893 Last posts for a while, going out to the boonies also you missed frontier settlement II was something I already had so I should have frontier Settlement III turn 92 and 93 >Dice 1 further study Zaryite >>Dice 2 3 4 5 6: INCREASE THE POPULATION! fill the frontier with people! Goatmen
Rolled 36, 72, 86 = 194 (3d100) >>6023893 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing III], [Medicine I], [Tools II], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House], [Postal Stops I]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets II], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements], [Post Service], [Iron Ore], [Iron Tools] Wolf Pups (1/1), Expedition Report (1/1), Resource Rumour (1/1)
>In Development: 1. Deep within the primeval Wolfwood an ancient statue has been found, carved from a singular piece of ancient black the grinning face of a Wolf. Who created such a statue is unknown but it is loaded upon a cart and taken back to the Capital.
2-3. With the newly discovered iron ore new weapons stronger and sharper weapons will be crafted by the smiths.
+[Iron Ore]
+[Forges I]
I have added [Iron Tools] to my Others
Republic of Enare
Quoted By:
Rolled 53, 91, 88, 96, 27, 60, 81, 66 = 562 (8d100) >>6023893 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: Snake [Poison], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Construction I], [Taming I], [Languages I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine II], [Council Hall I], [Wineyard I], [Dye Shop I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Priesthood], [Trade: Mushroom Tribes] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Expedition Report (1/1) Turn 49, both dice: Conduct a bird study. (4/9)
Turn 50, both dice: Invent a musical instrument. We have good string, time to make it sing.
Turn 51, both dice: Scout out the borders. There is still more to discover.
Turn 52, both dice: Hone our populations constitution. Travel is important to us, and if we are to ever reach the horizon we must improve our strength.
Empress Genetrix
Quoted By:
>Population: 14400 >Military: 3 Worker Swarms [Militia] 1 Spitter Ants +2 [Art] [Exp] 1 Giant Ant [Big] [Armor] Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion II] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Pioneer Ants 3/5 Empress Chambers™ project (29/?) 6 Empress Will (1/1) Laid Eggs (1/1)>Other (BAD) ? ? ? (?/?) 2d100 excess to be used up
Empress Genetrix
Rolled 76, 10, 72, 9, 1, 6, 18, 37, 19, 24 = 272 (10d100) Hey QM, I doubled checked but I'm not entirely sure how to visually envision the amount of land expansion on the map.
Being a bit conservative on how you've described Southward Expansion (i.e. reaching the 'Salty Lake') and that Eastward Expansion is done (which I wanted to be along the mountain ridge) this is what I'm imagining is completed so far, and pink is the unfinished Westward expansion.
I suppose I'll also try and include map goals for how much and where I wanna expand into, then you can tell me how much of it I can accomplish per X/Y action
Turns 83-84
1. Finish raising another Pioneer Ant! The Empire's ambition for territory is vast. 3/4
>Magic Relay +1 Recruitment Bonuses:
[Conscription III]
[Formicus Conscription ®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
2-3. Let us work towards completing the Westward expansion, along the mountains! 13/18
4-5. Now that we have reached the great salty lake, the rest of the Primordial Jungle shall be ours. Expand southeast (fill the forest along the river)
6. If we haven't already, expand eastward along that little desert tile with the strange tower. Maybe we can find out what it is!
>If some of these expansions are already done, just push more in that direction. Expansion Bonuses:
1 Pioneer Ants +1.2 [Civ]
[Dinosaur Domestication I] + [Domesticated Dinos] <- for riding
[Tools I] [Smelting I] [Strong Bodies] <- tools and musclepower to clear paths
[Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for the frontier push
[Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding]
[Rhytm Work] <- organization
[Patrol Routes] [Driver Ant] [Formicus Princes ®]
[Royal Wings ®] <-scouts and vanguards
7-8. We need newer better brain ants. But the Ant-Aphids first say we ought to maximize our abilities to mutate them first, to speed the process along. Mastering one ability at a time, than to be the jack of all trades.
Imperial Hive +1 to action
>Construction Bonuses >>6019919 >What's the max tech level if any? A lot of old games capped them at V or III 9-10. We are also woefully short on actual Soldier-Workers to defend the hive, ever since the disaster which claimed basically all of them long ago. Let the Queen's Chambers be used at last to raise more of them!
Empress Chambers ™ +1
Recruitment Bonuses:
[Conscription III]
[Formicus Conscription ®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Empress Genetrix
Quoted By:
>1 on expansion Oh damn, not again
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Yyn7oSt3 Mon 03 Jun 2024 20:07:49 No. 6024965 Report Sorry for delay, busy workday and tomorrow it's going to be even worse. Map update will happen when I will have time to spare
===
TURN 54
>Republic of Enare 1,2) Birds are deceitful little buggers, but can be easily tricked with food offerings
>Tech [Taming II]
3,4) It's called a guitar, and it's just as portable as everything else in the Republic
>Other [Music Instruments]
5,6) Off they go, into the unknown, searching for new interesting spots (5/12)
7,8) General exercises in long-distance walking and running are performed, encouraged for citizens of all ages
>Technology [Conditioning I]
===
TURN 85
>>6024694 >Formicus Imperia Pic related has southward, eastward and PART of westward (which finished this turn). You get 4 map pieces per expansion with your current power level, techs, unit and what not
1) Another group of hardy pioneers is ready to help in the virgin new lands
>Military Pioneer Ants +1.2 [Civ]
>That's 2 in total 2,3) The western frontier is claimed for the glory of the hive
>Other [Land Expansion III]
4,5) It's been quite for a long time. Too quiet. And they've been preparing all this time...
>CRIT FAIL The ants face alien presence in "their" territory - the massive, armored termites, who already claim this land for the Isoptera Khanate. And they won't let some pesky ants encroach into what's already claimed!
They must be the ones who slay the previous attempt to expand the empire, leaving no witnesses
>Other REMOVE ? ? ? (?/?)
6) With the chaos caused by the warmonging termites claiming lawfully imperial land as theirs, no scouts were send
>No progress from low roll 7,8) It's a perfect moment to rapidly increase the planning and computative abilities of the hive, for a war seems immanent (3/8)
9,10) The queen only laid third of the needed eggs. Let's hope it's just stress from the possibility of war with the termites and nothing more serious (1/?)
>How many you want from this action? Or you simply want to get whatever a pair of dice can get? ===
TURN 93
>>6023954 >The Mountain Confederation 1) Zaryite folding and tugging continues (7/9)
2-6) Expand and multiply and make this backwater yours...
>Population + 800
Could you please link to posts that had your last move evaluated? I have to search every single time what was you last progress, since you neither link to previous turn nor list progress from it.
>>6023958 >Serene Republic of Enlightened Goatmen 1) Shamans question if this is a good idea to combine wolf symbol and cursed cart that can cause so many accidents. But the statue is shipped - slowly (2/6)
2-3) The bellows pump air into the forge, turning the rusty metal into cherry-red (9/?)
>Got to ask - is this Weaponsmithing IV, or is it making weapons to be consumed by a future unit? Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Yyn7oSt3 Mon 03 Jun 2024 20:10:43 No. 6024969 Report Quoted By:
>>6024694 FAQ
>What's max tier of things V
The only thing unlimited is in theory the unit's bonus to dice outcome, but eventually, the debuff for cramming too many things will render it impossible to cram any more (but that would be at double-digit ranges, so no point stressing)
Things without an I to them when given in turn updated CAN NOT be "upgraded". Vast majority of them are in Other category and serve as fluff/fixed bonus of specific value.
And something that I've noticed way earlier: things with ®, as long as they were given with an I on turn update, can be further upgraded/expanded/whatever, just as if it was a normal building or technology.
Example:
[Confederated Bureaucracy I ®] can be simply upgraded, for it is better than the default variant due to being an unique feature from rolling a nat100
Zair Al Dakar
Republic of Enare
Rolled 75, 5, 35, 56, 96, 16, 56, 34 = 373 (8d100) >>6024965 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9610 >Military: Snake [Poison], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning I], [Construction I], [Taming II], [Languages I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine II], [Council Hall I], [Wineyard I], [Dye Shop I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Priesthood], [Music Instruments], [Trade: Mushroom Tribes] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Expedition Report (1/1) Turn 54, both dice: Scout out the borders. (5/12)
Turn 55, both dice: Bird taming boogaloo. We conducted a study, surely we will have more luck with taming this time.
Turn 56, both dice: Organize religious ceremonies. Guitar, sports and wine would make a nice get-together for the entire populace, maybe even for some invited mushroom people. The end of each ceremony will end on the sacred mesa, where we all gather for a serene prayer.
Turn 57, both dice: Make a berry orchard. While the populace enjoy foraging, it would be preferrable to have more stability when making jam. By making a small orchard we should be guaranteed to have some ready at all times.
Goatmen
Rolled 23, 6, 39 = 68 (3d100) >>6024965 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing III], [Medicine I], [Tools II], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House], [Postal Stops I]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets II], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements], [Post Service], [Iron Ore], [Iron Tools] Wolf Pups (1/1), Resource Rumour (1/1)
>In Development: 1. Heedless of the prattling of Shamans the primeval wolf statue is pulled from the forest and towards the capital.
2/6
2-3. With billows pumping the heat of the forges can be felt from across the city, it is said the first of these newly forged iron weapons would grace the patrolmen’s hands soon.
+[Iron Ore]
+[Forges I]
[Weaponsmithing IV 9/?]
Hey Builder_Refuree, are we not supposed to have some sort of natural population growth?
Silver Guardians
Rolled 30, 30, 21, 73, 27, 87, 100, 74, 80 = 522 (9d100) >>6021566 >Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture III],[Construction III],[Chemistry I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
> Engineering I (1/6): The classic chicken and egg issue. How do you know what you don't know? 2 Dice
> Did somebody say POWER? 7 Dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Tue 04 Jun 2024 05:15:02 No. 6025363 Report Quoted By:
>>6025068 There is a difference between "I have 5 minutes to make an update" and "I didn't have any time for the whole day long to update", love
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Tue 04 Jun 2024 06:04:01 No. 6025384 Report TURN 58
>>6025140 >Republic of Enare 1,2) It's scoutin' time! (10/12)
3,4) Time to catch some road runners... preferably with the mail-delivery products (5/6)
5,6) It's a nice way to wind out after surviving all the dangers of the plains and just get together with your squeaky neighbours
>Population + 100
>Other Good Morale (1/1)
7,8) Re-planting wild bushes in neatly rows (5/6)
===
TURN 92
>>6025303 >Silver Guardians 1,2) Architects and construction teams add their tidbits to the general idea of proper engineering work
>Technology [Engineering I]
3-9) UNLIMITED POWER! (32®/?)
>Returning to game in style, I see. And consistent with rising Power on nat 100 >Keep the ® in the notation ===
TURN 94
>>6025160 >Serene Republic of Enlightened Goatmen 1) As if on cue, the road is muddy and the cart with the statue can barely move... there is some ominous omen with this one (3/6)
2,3) Having never worked with a metal like this, the smiths are unsure when to exactly start hammering, trying to figure things out as they go (11/20)
===
>>6025160 FAQ
>Are we not supposed to have some sort of natural population growth? No. The notes I've inherited have a logarithm on pop growth, which is very fancy, except it lacked the practical application for population itself, making it a "number goes up" mechanic.
The revision I made to those rules means that pop only grows from actions (less busy work each turn/every x turns, much faster to implement without having to calculate a log) and it actually does something after reaching sufficiently high levels (or being decreased badly enough)
Republic of Enare
Rolled 71, 9, 33, 18, 81, 26, 61, 9 = 308 (8d100) >>6025384 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9710 >Military: Snake [Poison], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine II], [Council Hall I], [Wineyard I], [Dye Shop I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Priesthood], [Music Instruments], [Trade: Mushroom Tribes] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Expedition Report (1/1) Turn 58, both dice: Make a garden around the shrine. When people visit the shrine, a stroll through a garden would ease ones mind.
Turn 59, both dice: Experiment with the snake poison. If there are other applications for the poison, we should try to discover them.
Turn 60, first dice: Scout out the borders. (10/12)
Turn 60, second dice: Bird taming boogaloo. (5/6)
Turn 61, first dice: Make a berry orchard. (5/6)
Turn 61, second dice: Survey the spider silk forest. Maybe there are other resources to exploit?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Tue 04 Jun 2024 22:58:03 No. 6026040 Report TURN 62
>>6025985 >Republic of Enare 1,2) This is going to be very soothing once the plants take root (4/12)
3,4) The snake is being carefully milked for its venom for further study (2/6)
5) The scout once more return, bringing news of far away places
>Other 2 Expedition Report (1/1)
6) A new batch of wild road runners is captured and put into enclosure
>Other Road Runners (1/1)
7) First berry harvest is over, providing with more than enough fruits for whole year round of preserves
>Building [Orchard I]
8) Maybe there are, who knows...
>No progress due to low roll Empress Genetrix
Quoted By:
>Population: 14400 >Military: x3 Worker Swarms [Militia]
x1 Spitter Ants +2 [Art] [Exp]
x1 Giant Ant [Big] [Armor]
x2 Pioneer Ants +1.2 [Civ]
Formicus Inquisition [Civ]
>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 II]
[Arcane Communication I ®]
[Army Structure I]
[Logistics II]
[Conscription III]
[Formicus Conscription ®]
>Building [Hive Mind Tower®]
[Barracks I]
[Mountain Hive]
[Nurseries III]
[Underground Highways I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
[Mutagenic Pools II]
[Magi-Rely™]
>Other [Land Expansion III]
Imperial Hive™
Power: 3
[Inquisition]
[Highways]
[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]
[Formicus Princes ®]
[Royal Wings ®]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Unfinished Projects
3/6 Textiles
2/6 Underground Mushrooms
1/6 Underground Culvitating
Westward Expansion (13/18)
Pioneer Ants 3/5
Empress Chambers™ project (29/?)
6 Empress Will (1/1)
Laid Eggs (1/1)
2d100 excess to be used up
>>6024965 Whatever the dice can get
Empress Genetrix
Rolled 50, 8, 4, 20, 68, 93, 88, 31, 39, 37 = 438 (10d100) >need to tidy up the stat sheet a bit, some of the unfinished projects there are redundant/finished
>>6024965 https://youtu.be/_X068cknnNI It begins as a single twitch, a movement of an antennae from the Empress herself. One thought races through the entire Imperium like wildfire, like lightning, through earth and stone and wood via a million voices, a single word projected via the magical relays of the nation. Until the entire hive mind hears and knows of it:
WAR
The Termite treachery has been found. The Queen speaks directly to all her subjects, from her loyal Princesses, to the wisest of aphids to the lowliest of worker to the young newborns, from her mind to their very heart and soul:
"The Empire expects every ant to do their duty."
1-7. The entire nation is devoted to the mass conscription of ants for war. The vast tunnel networks give way from construction to the movement of fresh troops, building projects of wood and stone are given unto weapons and armor, every iota of the Empire's vast logistical chain put towards a singular purpose: raise as many ant warriors as possible.
>Raise Soldier-Workers as many as the dice can give. Recruitment Bonuses:
[Conscription III]
[Formicus Conscription ®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
3-10. The Brain Aphids are set upon the task of improving the organizational abilities of the nation to raise more ants and to keep them organized. Drum cadences are devised, highways are diverted and planned for the mass movement of troops, even the Magi get involved in ensuring that the hive mind is bolstered to maximize the production of Ant Warriors.
>Conscription IV [Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for assembly of troops
[Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding] [Rhytm Work] <- Organizational Bonuses
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Silver Guardians
Rolled 77, 98, 51, 20, 74, 13 = 333 (6d100) >>6025384 TURN 93,94
>Population: 10000 >Power level: 3 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture III],[Construction III],[Chemistry I],[Engineering I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
> POWER (32®/?): Excitement fills the air! The Exemplar meets with the wisest scholars, the brightest engineers, something is afoot! Or given the time spent looking up something is above? 2 Dice
> Engineering II: A great deal of time is spent explaining how engineering is different than Architecture. Everyone leaves confused. 2 Dice
> Chemistry II: A strange theory arises. What if you could mix things together and they not burst into flames? 2 Dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Wed 05 Jun 2024 07:08:16 No. 6026358 Report TURN 87
>>6026268 >Formicus Imperia 1-7) A massive brood of newly born ants is put through the most basic training and one hell of a lot of extra indoctrination against the kung-fu treachery of the termites. TO WAR!
>Military 5 Soldier-Workers +0.9 [Large]
8-10) With the mobilisation already ongoing, there is only this much that can be done on a fly... but it is very likely the hive will need replacements for their losses down the line (9/20)
===
TURN 94
>>6026341 >Silver Guardians 1,2) "Power level... increased" informs the mechanical voice of the Golem Factory PA system
>Other Power: 4
GAIN 1d100 TO YOUR ROLL
PICK ONE
Guardian's Citadel™ project (1/1)
>Technology [Architecture IV]
OR
Mechanics School™ project (1/1)
>Technology [Engineering III]
>This automatically wraps up Engineering II >Other Teaching aids (1/1)
OR
Water Turbine™ project (1/1)
>Building [Quarry III]
Surplus stone (1/1)
3,4) The art of engineering is most definitely different. But same. But still different. Same, same - but different! (4/9)
5,6) Things not burning? Preposterous! Why even call it chemistry then?! (5/9)
===
Just in case:
FAQ
>[Large] vs. [Giant]? Swarm unit vs. one really big thing
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Wed 05 Jun 2024 07:12:13 No. 6026360 Report Rolled 3, 7 = 10 (2d10) >>6026358 Fuck, forgot to roll
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Wed 05 Jun 2024 07:17:55 No. 6026369 Report Rolled 5, 8, 2, 9, 4, 6, 1, 3, 7, 1, 2, 7, 1, 8, 6, 1, 5, 9, 6, 4 = 95 (20d10) >>6026268 >>6026360 Seeing ants marching into what they see as their land, the termite army starts deploying into what the ants see as their land. And there is a whole lot of them.
COMBAT ROUND
The ground quakes under their legs and the dust they rise can be seen from afar
>10 Termite soldiers +0.5 [Arm] >3 Termite Bombardiers +1 [Art] >7 Giant Termites [Giant] You roll 10d10, unless you want to throw the inquisition and pioneers into the grinder, too (they are civilian units, they get a combat debuff by design)
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x3 Worker Swarms [Militia] x5 Soldier-Workers +0.9 [Large] x1 Spitter Ants +2 [Art] [Exp] x1 Giant Ant [Big] [Armor] x2 Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription III] [Formicus Conscription ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Conscription IV 9/20 6 Empress Will (1/1) Laid Eggs (1/1) 2d100 excess to be used up
Empress Genetrix
Rolled 5, 3, 9, 3, 7, 5, 10, 7, 4, 10 = 63 (10d10) >>6026369 The mood in the Queen's chambers is grim yet determined, the enemy outnumber us in divisions a near 2 to 1. Yet we did not seek war, for war came to us.
It is understood that the army as it is now will likely not survive, but that their job is to act as a delaying force, slowing the enemy down and hopefully whittling their numbers whilst greater ant hosts are raised in the home front.
x3 Worker Swarms [Militia]
x5 Soldier-Workers +0.9 [Large]
x1 Spitter Ants +2 [Art] [Exp]
x1 Giant Ant [Big] [Armor]
Empress Genetrix
Rolled 77, 21, 20, 81, 12, 63, 69, 29, 51, 100 = 523 (10d100) Turn 88-89 1-9. "First we must swarm the field with infantry, to slow the enemy down. Once we have a significant numerical advantage, we'll work on providing them the artillery support.">Raise Soldier-Workers as many as the dice can give. Recruitment Bonuses: [Conscription III] [Formicus Conscription ®] [Army Structure I] [Strong Bodies] [Barracks I] 10. The Queen devotes her body and soul into laying as many eggs as she can, to which the Aphids spend their days and nights perfecting the art of rearing these young ones into fresh soldiers. Nearly straight out of the egg they are expected to learn how to use their natural strength to dig into the earth, to link hands and form bridges, and to pick up weapons and to march to the front in long columns as young Driver Ants.>Conscription IV 9/20 [Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for assembly of troops [Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding] [Rhytm Work] <- Organizational Bonuses Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action +6 Empress Will (1/1) +Laid Eggs (1/1)
Empress Genetrix
>>6026546 >>6026358 Link
>100 to Conscription >On the one dice action even You have no idea how happy this makes me
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Wed 05 Jun 2024 16:19:00 No. 6026633 Report >>6026547 Well, the trade-off is that you clearly overdid it, spending a whole lot of consumables that would be an overkill even if you'd roll 2, so at least you're out of "ammo". Will update in a bit, since you are catching up anyway, then will check how we are standing with map and do that, too.
Empress Genetrix
Quoted By:
>>6026633 I probably should have accounted I would get more than one progress even on a 2. I saw 11 progress left and was like "hrmmm, if I throw +10 at it it should succeed automatically right?"
Ah well, consumables are meant to be spent!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Wed 05 Jun 2024 18:58:30 No. 6026729 Report Rolled 9 + 2 (1d10 + 2) TURN 89
>>6026546 >Formicus Imperia 1-9) A massive swarm of Soldier-Worker ants is directly put into service
>Military 6 Soldier-Workers +0.9 [Large]
>I assume you are still going with "get as many units in a single go, cutting the action on the last ready unit"? 10) The perfect organisation within the Empress Chambers allows some stunning efficiency improvements when it comes to the sheer breeding of the new ant generations and swiftly moving eggs to secured position for further growth. Once hatched, they are instantly send to new duties, learning on the job
>Technology [Conscription IV]
>Other Laid Eggs (1/1)
PICK ONE
>Technology [Formicus Conscription II ®]
OR
>Bonus Recruitment +5
>And in case you wonder what's the difference: option to upgrade your unique tech and gaining ability to keep upgrading it for eventual bigger bonus OR an instant, solid bonus right now, but no room for any upgrade Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Wed 05 Jun 2024 19:01:21 No. 6026732 Report Rolled 2, 3, 9, 5, 9, 3, 1, 3, 2, 7, 3, 9, 1, 6, 7, 7, 2, 5, 9, 2 = 95 (20d10) COMBAT ROUND
>>6026369 >>6026537 >ROUND RESOLUTION No matter how fierce is the ant defense, there is simply more of the termites. And if that wasn't bad by itself, they are bigger, meaner and tougher than ants. The only saving grace is that their fire support is rather sparse and poorly protected. But what started an attempt of sally forth quickly turns into a desperate defense...
>4x 1/2 Termite Soldiers >2x 1/2 Termite Bombardiers +1 [Art] >REMOVE 3 Worker Swarms [Militia] >REMOVE 1 Soldier-Workers +0.9 [Large] >REMOVE 1 Spitter Ants +2 [Art] [Exp] >4x 1/2 Soldier-Workers +0.9 [Large] ... and the termites aren't even really slowed down
===
You now roll 5d10, unless you add newly recruited units into the fray. Each counts as 1d10
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x6 Soldier-Workers +0.9 [Large] x4 1/2 Soldier-Workers +0.9 [Large] x1 Giant Ant [Big] [Armor] x2 Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription IV] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Conscription IV 9/20 Laid Eggs (1/1) 2d100 excess to be used up
Empress Genetrix
Rolled 35, 100, 59, 70, 86, 2, 38, 68, 6, 48 = 512 (10d100) >>6026732 x6 Soldier-Workers +0.9 [Large]
x4 1/2 Soldier-Workers +0.9 [Large]
x1 Giant Ant [Big] [Armor]
The desperate battle at the front continues, ants are dying by the hundreds, chopped to pieces by Termite pincers or melted into fleshy goop by Bombards. Some termites are not even slowed down, simply plow forward with ants biting at them.
And yet the Ants fight on still. They fight because they do not simply understand they eyes of the Empire are upon them, they -feel- it. The weight of the hive mind drives them onward, the will of thousands of ants encouraging them to fight.
So it is the same as a fresh wave of reinforcements marches into the frey. They move in lockstep, waving high a Dye'd banner, even as the sounds of battle and carnage before them rage on. None has known anything other than having been hatched and given a weapon, but each knows their purpose. They fight now, so that those that come after them need not fight. They go to war now, to buy peace for their unborn brethren and those still behind them.
They fight, for they were born to fight.
https://youtu.be/gmtk3Kcs_b0 Empress Genetrix
Rolled 7, 3, 7, 4, 4, 8, 7, 10, 4, 3 = 57 (10d10) >>6026883 Wrong dice.
Blasted wasted 100 Empress Genetrix
Rolled 17, 32, 2, 66, 71, 7, 4, 58, 90, 20 = 367 (10d100) >>6026729 >Yeah, as many in a single go I need to keep shoving troops to the front to slow the enemy down. I take it the alternative is deciding on a particular number like 15 or 20 and then you turning that into however much /X progress is needed Turn 89-90
1-7. More ants to the front are called for! The enemy march upon us, and we must march against them.
>Raise Soldier-Workers as many as the dice can give. Recruitment Bonuses:
[Conscription IV]
[Formicus Conscription IV®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
8-10. Despite the peril of the situation, the Aphids realize this is a golden opportunity to master the art of rallying the nation to war. And so they seek to perfect it.
>Conscription V [Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for assembly of troops
[Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding] [Rhytm Work] <- Organizational Bonuses
Empress Genetrix
Wasn't sure if I could keep the first dice, since it might not be fair to roll first then assign action, though my actions were gonna be the same regardless so I rolled again just in case.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Thu 06 Jun 2024 06:17:00 No. 6027149 Report Quoted By:
TURN 91
>>6026885 >Formicus Imperia 1-7) Haste makes waste... lots of waste
3 Soldier-Workers +0.9 [Large]
8-10) A valiant attempt to squeeze the last bit of efficiency from bringing more ants into the fold is made (11/25)
>>6026886 >FAQ Any "pre-roll" is always invalid
Combat turn in about 2-3 hours, no time to do the crunch now
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:mE9KUlUb Thu 06 Jun 2024 14:51:42 No. 6027369 Report Rolled 6, 10, 10, 5, 2, 8, 1, 1, 1, 3, 7, 2, 10, 2, 9, 7 = 84 (16d10) COMBAT ROUND
>>6026732 >>6026884 >ROUND RESOLUTION Maybe it's the desperation of the ants, or maybe it's just termite overconfidence in their superior numbers. Either way, while delaying tactics mostly fail and the ant soldiers are dying in droves, at least they take down some of the invaders...
>REMOVED 4x 1/2 Termite Soldiers +0.5 [Arm] 1x 1/2 Termite Soldiers +0.5 [Arm]
>REMOVE 4x 1/2 Worker-Soldiers +0.9 [Large] >REMOVE 1x Worker-Soldiers +0.9 [Large] ... emphasis on "some". The still mostly intact forces of the Khanate keep advancing, with no intent of retreat or stopping.
===
You're back to 5d10, unless throwing in more bodies.
Crunching was relatively fast, but finding time to make a post - not so much
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x8 Soldier-Workers +0.9 [Large] x1 Giant Ant [Big] [Armor] x2 Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription IV] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Conscription IV 11/25 Laid Eggs (1/1) 2d100 excess to be used up
Empress Genetrix
Rolled 90, 37, 73, 41, 83, 58, 20, 66, 50, 56 = 574 (10d100) Turn 91-92 1-7. The ants continue to rally to war, the desperate efforts at the front must be supported.>Raise Soldier-Workers as many as the dice can give. Recruitment Bonuses: [Conscription IV] [Formicus Conscription IV®] [Army Structure I] [Strong Bodies] [Barracks I] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Laid Eggs (1/1) 8-10. The Aphids realize that they must without a doubt improve the speed at which ants are raised.>Conscription V 11/25 [Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for assembly of troops [Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding] [Rhytm Work] <- Organizational Bonuses
Empress Genetrix
Rolled 4, 5, 3, 9, 6, 8, 1, 5, 4 = 45 (9d10) >>6027369 x8 Soldier-Workers +0.9 [Large]
x1 Giant Ant [Big] [Armor]
Three more divisions are fed into the bloody meatgrinder, the ants desperate to slow down the invaders with their very lives and their very blood!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Thu 06 Jun 2024 20:16:08 No. 6027569 Report TURN 93
>>6027390 >Formicus Imperia 1-7) The entire hive dedicates to just one task and one task only: bringing as many ants to the front as the driver can take
>Military 9 Soldier-Workers +1 [Large]
>A consumable was used, but considering the sheer amount of units and lack of any "building blocks" for the unit, that's a measly +0.1 extra to unit combat score 8-10) It seems there really isn't all that more that can be done to improve the logistics of raising an army, but that doesn't prevent the aphids from trying real hard on this one (23/25)
>This leaves you with the banked 2d100 to use and that's it for extra dice - you have no turns to catch up anymore, since other players reached turn 94 >Also: [Formicus Conscription II®], love. I'm pretty certain about it Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Thu 06 Jun 2024 20:23:39 No. 6027571 Report Rolled 6, 6, 8, 5, 5, 6, 1, 3, 3, 9, 1, 10, 5, 7, 2 = 77 (15d10) COMBAT ROUND
>>6027369 >>6027393 >ROUND RESOLUTION The tenacious defense is something the termites weren't clearly anticipating - for every group of ants they squash, tear apart and melt down, there are three more coming back. The swift offensive is slowly, but surely starting to lose momentum...
>REMOVED 1x Termite Bombardiers +1 [Art] 2x 1/2 Termite Soldiers +0.5 [Arm]
1x 1/2 Termite Bombardiers +1 [Art]
>REMOVE 2x Worker-Soldiers +0.9 [Large] 5x 1/2 Worker-Soldiers +0.9 [Large]
... but as long as there are still termite soldiers left, they aren't going anywhere else than deeper into the imperial domain, still trashing the defenders with frightening ease.
Empress Genetrix
>>6027569 Yes you're right that's a typo mybad.
Btw since they are now legitimately in the nest, I do want to ask, is it easier to summon more swarms of worker militia than it is worker-soldiers? Sorta curious about throwing the militia at them now.
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x10 Soldier-Workers +0.9 [Large] x5 1/2 Worker-Soldiers +0.9 [Large] x1 Giant Ant [Big] [Armor] x2 Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription IV] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Conscription IV 23/25 2d100 excess to be used up
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Thu 06 Jun 2024 21:58:35 No. 6027641 Report Quoted By:
>>6027610 To be frank, the difference in quantity would be insignificant vs. major deficit in quality. You have a really damn solid bonus to churning up units, so no real point trying to squeeze one or two more extra units at the price of making the entire batch crap - especially when you genuinely can face being overrun.
Republic of Enare
Rolled 64, 83, 55, 5, 20, 94, 56, 24 = 401 (8d100) >>6026040 >Name: Republic of Enare >Leader's name: Randeen >Race(s): Human >Color: Dark Blue >General location: Area with a variety of terrain. Plains, right next to hills and mountains. >Fluff about nation: Some powerful families banded together to settle new lands. On their journey to find these new lands, they got an affinity for traveling long distances and learn about the nature of the land and its bounty. >Fluff about leader: Randeen is a kind man who actively listens to advice and suggestions from his peers. While he is sometimes viewed as a pushover, most agree his decisions are grounded in good intentions. >Magic or speciality: Most citizens have an innate ability to know their way, and understand the land. Good at pathfinding and foraging. >Population: 9710 >Military: Snake [Poison], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine II], [Council Hall I], [Wineyard I], [Orchard I], [Dye Shop I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Priesthood], [Music Instruments], [Trade: Mushroom Tribes] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Expedition Report (1/1), 2 Expedition Report (1/1) Turn 62, both dice: Make a garden around the shrine. (4/12)
Turn 63, both dice: Experiment with the snake poison. (2/6)
Turn 64, both dice: Attempt to ride the Road Runners. Have some strong rope attached to the bird before mounting, so it does not run off immidiately.
Turn 65, first dice: Review the expedition report.
Turn 65, second dice: Assess the trade with the mushroom people. We have several products available for trade, surely they have something they can provide us.
Empress Genetrix
>>6027569 Turn 94 (+2d100 spare)
1-6. The enemy is at the very gates of the capital. The Queen's voice sounds through the collective hive mind: "Arise, mighty Imperium! Arise for a sacred fight. A fight for our ultimate survival, against the Termite hordes."
>Raise Soldier-Workers as many as the dice can give. Recruitment Bonuses:
[Conscription IV]
[Formicus Conscription II®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
7. The Aphids sense they are near a breakthrough, even as the enemy are at the gates they work on perfecting the mobilization of the Empire.
>Conscription V 23/25 [Logistics II] [Underground Highways I] [Hive Tunnels I] [Highways] [Border Hives]<- logistics/depots for assembly of troops
[Arcane Communication I ®] [Hive Mind Tower®] [Magi-Rely™] [Communication I] [Tele-Antennae] [Arcane Antennae] [Color-Coding] [Rhytm Work] <- Organizational Bonuses
Empress Genetrix
Rolled 2, 71, 54, 53, 76, 90, 93 = 439 (7d100) >>6027791 Dice
Empress Genetrix
>>6027571 The enemy is in our nest. Deeper and deeper they delve, but the further they go the more tenacious the ant resistance as they swarm on and on, seeking to blunt the invaders advance with wave upon wave of ant attack. Hope is kindled as for the very first time, the number of our divisions match the Termites own!
x10 Soldier-Workers +0.9 [Large]
x5 1/2 Worker-Soldiers +0.9 [Large]
x1 Giant Ant [Big] [Armor]
Empress Genetrix
Rolled 5, 8, 9, 1, 7, 6, 8, 8, 4, 9, 2, 6, 6, 4, 7, 8 = 98 (16d10) >>6027804 I dont know why dice wont roll if the D is capital
Goatmen
Rolled 32, 40, 57 = 129 (3d100) >>6025384 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing III], [Medicine I], [Tools II], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House], [Postal Stops I]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets II], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements], [Post Service], [Iron Ore], [Iron Tools] Wolf Pups (1/1), Resource Rumour (1/1)
>In Development: 1. The hardy ponies trudge forward towards the capital, heedless of the mud.
2/6
2-3. This new strange metal will be the bedrock that spreads a new age of industry and power upon the republic.
+[Iron Ore]
+[Forges I]
[Weaponsmithing IV 11/20]
Silver Guardians
Rolled 44, 91, 25, 32 = 192 (4d100) >>6026358 TURN ??
>Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture IV],[Construction III],[Chemistry I],[Engineering I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
Guardian's Citadel™ project (1/1)
"Bigger?"
"Much bigger."
"We're going to need more golems."
> Engineering II 4/9: Listen, it's more than just buildings. Or golems. 2 Dice
> Chemistry II 5/9: An afternoon is spent trying to figure out how to reproduce the Frozen Lab Incident. 2 Dice
Silver Guardians
Rolled 67, 37, 38, 40 = 182 (4d100) >>6028062 TURN ??
>Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture IV],[Construction III],[Chemistry I],[Engineering I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
Guardian's Citadel™ project (1/1)
> Engineering II ?/9 > Chemistry II ?/9 > Metalworking: While historically most golems have been lumbering giants where finesse is secondary, the latest designs are calling for ever more delicate mechanisms, which calls for ever more talented metalwork. 2 Dice
> Metallurgy III: Between the Grand Metal Works, the Forge Golems, the clever additions of the chemists, and of course the Fire Rubies, new metallurgy techniques never thought possible are being tried. 2 Dice.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 11:43:55 No. 6029244 Report Sorry for the loooong delay, but I got a little adventure when doing field measurements and got effectively stranded for a day innawoods
In case you've missed it, reposting the map in a different file format
And to not be a dick toward Silver Guardians about an extra move, everyone gets a turn of a catch-up.
===
TURN 66
>>6027680 >Republic of Enare 1,2) The gardens are ready. The place starts more looking like a proper temple complex rather than what started as a small gazebo to rest in.
>Building [Shrine III]
3,4) One of the "researchers" got knocked out when tampering with the venom, but fortunately didn't die. This might be useful information (4/6)
5,6) With the rope on the birds, it's both easier to stay on their back and also to somewhat control their speed!
>Military RR Riders +0.5 [Cav]
REMOVE Road Runners (1/1)
7) Eh... we've been over this so many times already... (3+?/?)
>State what you want to get out of it 8) They squeek so high, it's hard to get what they want to say. Or what they want at all (1/4)
>Also You are in a position for swift increase of Power
===
TURN 95
>>6027791 >>6027792 >Formicus Imperia 1-6) While the ants are eager to fight and defend their home and Empress, there is only this many that can be muster out at once
6 Soldier-Workers +0.9 [Large]
7) Right when the enemies are knocking at the gates, the brain aphids managed to squeeze that little extra of conscripting efficiency
>Technology [Conscription V]
>Also It might not be the right time to do it, but you are in a position for swift increase of Tech
>>6027883 >Serene Republic of Enlightened Goatmen 1) The ominous statue is closer and closer to the capital... (4/6)
2,3) The level of heat this metal requires to smelt or forge is perplexing, halting the progress (17/20)
===
TURN 96
>>6028062 >>6028065 >Silver Guardians 1,2) This is about engineering things out, not their semantics, damn it!
>Technology [Engineering II]
3,4) It mostly boils down to seeping ice-cold lemonade and pondering on the idea (8/9)
5,6) Bronze proves to be heavy no matter how the exact proportions of the alloy are selected, but it can be always fullered
>Technology [Metalworking I]
>I am confused what this tech is supposed to do, might be even outright redundant and could be wrapped with Metallurgy III as extra +6 progress 7,8) The heat of the forge is set on Extra Toasty. Let's see what's gonna boil out of it... (5/15)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 12:05:43 No. 6029257 Report COMBAT ROUND
2 1/2 Termite Soldiers +0.5 [Arm]
4 Termite soldiers +0.5 [Arm]
1 1/2 Termite Bombardiers +1 [Art]
1 Termite Bombardiers +1 [Art]
7 Giant Termites [Giant]
vs.
5x 1/2 Worker-Soldiers +0.9 [Large]
1 Worker-Soldiers +0.9 [Large]
9 Soldier-Workers +1 [Large]
1 Giant Ant [Big] [Armor]
>>6027571 >>6027805 >ROUND RESOLUTION For the first time since the war started, the ants have numerical superiority over the termites and start to simply overwhelm them. Particularly their fire support gets badly mangled.
>REMOVED 2x 1/2 Termite Soldiers +0.5 [Arm] >REMOVED 1x Termite Soldiers +0.5 [Arm] >REMOVED 1x 1/2 Termite Bombardiers +1 [Art] 1x 1/2 Termite Bombardiers +1 [Art]
1x Giant Termites [Giant]
>REMOVE 4x 1/2 Worker-Soldiers +0.9 [Large] 1x 1/2 Worker-Soldiers +0.9 [Large]
Unfortunately, the Empress herself can now see the bloody battle from the top of the Imperial Hive, bringing the fight dangerously close to the central hive.
The conflict is going for so long, it starts to wear down on every combatant.
>4th round auto-damage already applied in the round resolution Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 12:06:56 No. 6029258 Report Rolled 6, 5, 8, 2, 4, 4, 6, 10, 9, 2, 1 = 57 (11d10) >>6029257 Fuck, forgot to roll
Also, should be:
1x 1/2 Giant Termites [Giant]
Silver Guardians
>>6029244 Ooph, I need to learn to count. Or actually get some sleep.
To me Metallurgy is all about the composition of the metallic alloys, while Metalworking is the actual work of shaping them. The idea is that the latest golem designs are calling for more and more delicate parts, small hinges, bearings, little gears. If we really want to differentiate, changing Metalworking to Clockwork would work well, my next golem project is going to be Scribe Golems, and they're going to require small delicate parts to handle ink work.
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x16 Soldier-Workers +0.9 [Large] x1 1/2 Worker-Soldiers +0.9 [Large] x1 Giant Ant [Big] [Armor] x2 Pioneer Ants +1.2 [Civ] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18)
Empress Genetrix
Rolled 4, 3, 10, 3, 4, 10, 7, 2, 3, 4, 7, 3, 1, 2, 10, 6, 1 = 80 (17d10) >>6029258 The Ants fight as ferociously and tenaciously as they have ever been, now the eyes of the Queen are not simply upon them through the vision of the Antennae, but now her great eyes literally gaze upon them. She can see them fight, their bravery and determination, as she repeats the names and glories of individual ant companies and platoons which perish, to be remembered in the hive mind's collective as heroes.
The pendulum of battle seems close to swinging in the ants favor if they hold on, now that their numbers can speak for them! Six fresh divisions are already joining the battle, to the aid of their veteran comrades.
x9 Soldier-Workers +1 [Large]
x6 Soldier-Workers +0.9 [Large]
x1 1/2 Worker-Soldiers +0.9 [Large]
x1 Giant Ant [Big] [Armor]
Empress Genetrix
Rolled 30, 10, 49, 94, 37 = 220 (5d100) >>6029244 1-5. Now that we have superiority of infantry it's time to close the Armor Gap. Their Termites are massive! Gigantic things even compared to our Giant Ants, but we must make them still to aid our smaller bretheren in pinning them down and ripping them apart. The latest conscription efforts are hoped to bear fruit.
>Raise Giant Ants, as many as the dice can afford Recruitment Bonuses:
[Conscription V]
[Formicus Conscription II®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 16:34:02 No. 6029393 Report >>6029341 Metalworking is then redundant, because you already have a tech that does that and you have it on higher level, too.
Given the stated goals, let's call it [Precision Mechanisms I] to both have and eat the cake and move on ;)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 16:52:01 No. 6029400 Report Quoted By:
>>6029341 >>6029393 And to explain myself
FAQ
>What's the bloody difference, mate? As described, one is a general, catch-it-all tech that in the same time goes into the level of granularity that the game simply doesn't account for. And there is a tech that does that job (won't tell which, but it should be pretty obvious), while they wouldn't really "stack" just because they have different name. The other is still a catch-it-all tech, but oriented toward details, aka something Guardians don't have (being geared for very literal mass production), without having to go into overly narrow details in the same time on the specifics of what the tech does and when it applies.
The difference comes also application-wise: despite deceptively wide term, metalworking would have less application (read: only units made out of metal) vs. precision work, that applies a small, but actual umbrella bonus to everything.
Consider the following:
Part of the reason why so many Formicus "components" are under Other rather than Tech is that they are too narrow and one-off by design, but that doesn't make them invalid per se. However, they also allow to balance out how ants have a massive bonus to large quantity of units - they are crap by design, since they don't have exactly tiers to stack for unit bonus, but there is a crapload of units themselves and they can still get unit tags from those components, just not the high +x to the dice outcome.
Goatmen
Rolled 55, 19, 63 = 137 (3d100) >>6029244 >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 +1.8 [H.Arm]
1 Light Chariot +1
1 Small Boats [Ship]
1 Wolf Cubs +0.3
>Power level: 2 >Tech Level: 1 >Bonus: Recruitment: +10
Shamanism: +5
>Tech: [Weaponsmithing III], [Medicine I], [Tools II], [Construction I], [Armour I], [Taming I], [Shipbuilding I], [Shields I], [Land Vehicles I], [Writing]
>Buildings: [Orchards II], [Forge I], [Mines I], [Quarry I], [Lumber Mill I], [Capital II], [Shrine I], [Barracks I], [School I], [Basic Roads I], [Agora I], [Pastures I], [Fisheries I], [Assembly House], [Postal Stops I]
>Others: [Land Expansion II], [Roaming Herds], [Copper Ore], [Protective Trinkets II], [Copper Tools], [Fresh Produce], [Patriotic Education], [Capraopolis, Pearl of the Republic]*, [Wheels], [Ponies], [The Assembly], [Forest Settlements], [Post Service], [Iron Ore], [Iron Tools] Wolf Pups (1/1), Resource Rumour (1/1)
>In Development: 1. Such a presence, it strikes fear into all Goatmen who gaze upon it, many question the wisdom of First Speaker Baaran but the wizened old goat will not hear any objections.
4/6
2-3. Hours are spent within the forges searching for the perfect heat at which to properly work the metal.
+[Iron Ore]
+[Forges I]
[Weaponsmithing IV 17/20]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 18:42:54 No. 6029462 Report Rolled 3, 8, 1, 6 = 18 (4d10) TURN 96
>>6029350 >Formicus Imperia 1-5) It takes some extra time, nutrient and space to handle giant ants and bring them through puberty
>Military 3 Giant Ant +0.6 [Big] [Arm]
>>6029403 >Serene Republic of Enlightened Goatmen 1) The statue finally arrives to the capital
>Other [Wolf Totem]
>And I still have no idea what it's supposed to do or what was the goal 2,3) At last, the right heat level, right hammering technique and the proper sharpening are figured out. This metal is nothing like copper - it's far better!
>Technology [Weaponsmithing IV]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 19:43:43 No. 6029502 Report Rolled 3, 10, 8, 8, 3, 2, 8, 10, 6, 3, 4, 6, 5, 3, 6, 3, 4, 3, 3, 3, 3, 4, 4, 9, 6 = 127 (25d10) COMBAT ROUND
3 Termite soldiers +0.5 [Arm]
1 1/2 Termite Bombardiers +1 [Art]
1 1/2 Giant Termites [Giant]
6 Giant Termites [Giant]
vs.
9 Soldier-Workers +1 [Large]
6 Soldier-Workers +0.9 [Large]
2x 1/2 Worker-Soldiers +0.9 [Large]
1 Giant Ant [Big] [Armor]
>>6029257 >>6029258 >>6029349 >ROUND RESOLUTION Tired from combat, one of the groups of wounded and decimated worker-soldiers gets confused and goes in the wrong direction, not contributing to the fight. But they've gained a badly needed resprite
The rest of the collective is doing their best to defend their homes and to impress their imperial highness and their loving mother. The termites are going to crumble any minute, they forces almost completely overwhelmed. The victory can be almost sensed in the air...
>REMOVED 1x 1/2 Termite Bombardiers +1 [Art] >REMOVED 1x 1/2 Giant Termites [Giant] 1x 1/2 Termite soldiers +0.5 [Arm]
3x 1/2 Giant Termites [Giant]
4x 1/2 Soldier-Workers +1 [Large]
What is that sound? The ground trembles and the air brings a voice. A song, really. As the quakes get stronger and the voice is closer, the final lines can be heart:
"Rumble our steps, steps of the million - this is the warrior song"
The first termite climbs on top of the knoll against the Imperial Hive - and many more follow down the slope, bringing relief to the Isoptera forces and taking the ants by surprise
>>6026729 >>6029462 >REINFORCEMENTS! + 11 Termite soldiers +0.5 [Arm]
+ 1 Termite Bombardiers +1 [Art]
+ 6 Giant Termites [Giant]
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x5 Soldier-Workers +1 [Large] x4 1/2 Soldier-Workers +1 [Large] x6 Soldier-Workers +0.9 [Large] x1 1/2 Worker-Soldiers +0.9 [Large] x1 Giant Ant [Big] [Armor] x3 Giant Ant +0.6 [Big] [Arm] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18)
Empress Genetrix
Rolled 8, 4, 4, 8, 2, 3, 1, 4, 5, 1, 4, 3, 5, 10, 4, 2, 6, 5, 3, 6 = 88 (20d10) >>6029502 The surprise attack from below throws the ant defense into Chaos, the ants fighting in every direction now, as 3 Giant Ants push forward ants begin to rally around the giants and reform their lines, the battle entering a new and desperate phase.
x5 Soldier-Workers +1 [Large]
x4 1/2 Soldier-Workers +1 [Large]
x6 Soldier-Workers +0.9 [Large]
x1 1/2 Worker-Soldiers +0.9 [Large]
x1 Giant Ant [Big] [Armor]
x3 Giant Ant +0.6 [Big] [Arm]
(Not sure if me or Silver Guardian should take our turn 96 yet but I can)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sat 08 Jun 2024 22:54:53 No. 6029635 Report Quoted By:
>>6029633 You are always free to go with moves after a turn update, there is no pecking order who goes first. As long as you received a turn update, you can post another
Empress Genetrix
Rolled 76, 81, 83, 26, 94 = 360 (5d100) >>6029462 1-5. The sudden shift in balance by the termite flanking attack sends the hives into a panic frenzy, numbers are needed! The front must hold. All available ants are mustered to the front at once!
>Raise Ant-Soldier Workers as many as the dice can afford Recruitment Bonuses:
[Conscription V]
[Formicus Conscription II®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sun 09 Jun 2024 12:35:23 No. 6030260 Report TURN 97
>>6029708 >Formicus Imperia 1-5) The reserves are send directly into the battlefield, with no time to spare for even the most basic preparation
>Military 7 Soldier-Workers +0.9 [Large]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sun 09 Jun 2024 12:41:32 No. 6030264 Report COMBAT ROUND
1 1/2 Termite soldiers +0.5 [Arm]
2 Termite soldiers +0.5 [Arm]
3 1/2 Giant Termites [Giant]
3 Giant Termites [Giant]
11 Termite soldiers +0.5 [Arm]
1 Termite Bombardiers +1 [Art]
6 Giant Termites [Giant]
vs.
5 Soldier-Workers +1 [Large]
4 1/2 Soldier-Workers +1 [Large]
6 Soldier-Workers +0.9 [Large]
1x 1/2 Worker-Soldiers +0.9 [Large]
1 Giant Ant [Big] [Armor]
3 Giant Ant +0.6 [Big] [Arm]
>>6029502 >>6029633 >ROUND RESOLUTION It's a bloodbath. Both sides of the fierce battle sustain several loses and entire units are turned into mulch, further beaten into the ground by the remaining hordes of warring insects.
>REMOVED 1x 1/2 Termite soldiers +0.5 [Arm] >REMOVED 3x 1/2 Giant Termites [Giant] 2x 1/2 Termite soldiers +0.5 [Arm]
1x 1/2 Termite Bombardiers +1 [Art]
>REMOVED 3x 1/2 Soldier-Workers +1 [Large] >REMOVED 2x Soldier-Workers +1 [Large] >REMOVED 1x 1/2 Soldier-Workers +0.9 [Large] 1x 1/2 Soldier-Workers +1 [Large]
3x 1/2 Soldier-Workers +0.9 [Large]
It's like all the ants know now is an endless war.
===
The armour calculation at this scale is a fucking nightmare every round, since not all units have it and they are not in a neat order either (which is ok gameplay-wise, just pointing the calculation side of this), so it makes me double- and triple-check everything. And that's a mere flat modifier to the math.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sun 09 Jun 2024 12:54:04 No. 6030268 Report Rolled 7, 7, 10, 7, 7, 4, 10, 10, 2, 4, 6, 9, 10, 1, 7, 9, 3, 2, 8, 8, 9 = 140 (21d10) >>6030264 Oh, right, the dice
Empress Genetrix
Quoted By:
>Population: 14400 >Military: x2 Soldier-Workers +1 [Large] x1 1/2 Soldier-Workers +1 [Large] x1 1/2 Soldier-Workers +1 [Large] x10 Soldier-Workers +0.9 [Large] x3 1/2 Soldier-Workers +0.9 [Large] x1 Giant Ant [Big] [Armor] x3 Giant Ant +0.6 [Big] [Arm] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18)
Empress Genetrix
Rolled 6, 5, 1, 10, 10, 6, 2, 7, 2, 4, 7, 4, 8, 5, 3, 9, 1, 9, 2, 3, 3 = 107 (21d10) >>6030264 Ant and termites stain the very mountain hive with blood, their war cries echo through the tunnels. War. Always war. Only-War.
As 10 more fresh divisions are thrown into the frey, a prince at their helm yells loudly through his antennae: "Glory for the first ant that dies!"
x2 Soldier-Workers +1 [Large]
x1 1/2 Soldier-Workers +1 [Large]
x1 1/2 Soldier-Workers +1 [Large]
x10 Soldier-Workers +0.9 [Large]
x3 1/2 Soldier-Workers +0.9 [Large]
x1 Giant Ant [Big] [Armor]
x3 Giant Ant +0.6 [Big] [Arm]
Empress Genetrix
Rolled 82, 38, 11, 24, 94 = 249 (5d100) >>6030260 Turn 98
1-5. We MUST achieve numerical superiority again. Let tens of thousands of ant legs march until the invaders are driven out!
>Raise Ant-Soldier Workers as many as the dice can afford Recruitment Bonuses:
[Conscription V]
[Formicus Conscription II®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Silver Guardians
Rolled 45, 81, 59, 8 = 193 (4d100) >>6029244 TURN 97
>Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
>Building [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library III], [Academy III], [Paper Maker I]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
>Tech [Metallurgy II], [Golem Crafting III], [Architecture IV],[Construction III],[Chemistry I],[Engineering II], [Precision Mechanisms I]
[Flight Theory I], [Applied Math I]
>Military 1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Forge Golems +4 [Civ]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
Guardian's Citadel™ project (1/1)
> Chemistry II 8/9: Ice cream anyone? Can the Golem Factory Bonus finish this by itself or do I need to toss a die at it?
> Metallurgy III 5/15: Pure metals, carefully considered ratios of alloys. Nothing left to chance. 2 Dice.
> Scribe Golems: Calibrating a golem to manage a quill is nothing short of a modern miracle.Teaching it to spell is surprisingly easy though. 2 Dice
[Copper Ore], [Tin Ore], [Heart Crystals]
[Metallurgy II], [Golem Crafting III], [Engineering II], [Precision Mechanisms I]
Golem Factory, Forge Works, Forge II,
1 Forge Golems +4 [Civ]
[Golem Testing Ground][Proving Grounds III]
Zair Al-Dakar
Rolled 4, 54, 27, 27, 96, 64, 95, 63, 49, 28, 100, 18 = 625 (12d100) >>6023954 Alright from Turn 93
>>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy IV], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I] >Turn 94 >>Dice 1: continue researching Zaryite >>Dice 3& 2: Research Advanced training Turn 95: >>Dice 4 5 &6: Research Magitech Foundries Turn 96-98 >>Dice 7 8 9 10 11 12: EXPAND AND ENHANCE THE INDUSTRIAL SECTOR WITH MAGIC! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Sun 09 Jun 2024 23:19:47 No. 6030758 Report Quoted By:
>>6030681 I'm split about this. On one hand, it's nat100. On the other, that's more than 10 dice on a turn move (which is part of why there is a nat100).
Let me ponder for a minute, then I will make an update
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Mon 10 Jun 2024 00:45:24 No. 6030826 Report TURN 97
>>6030659 >Silver Guardians 1,2) Turns out it is not only possible to measure the melting point exactly, but even predict it with a bunch of basic equations
>Technology [Metallurgy III]
3,4) The new model of golem is nothing short of a technological marvel. Light and compact, it weights below twenty tonnes per unit and would be able to even handle embroidery if it was given the proper programming
>Unit Scibe Bronze Golems +2.5 [Civ]
>I can't find Forge Works. I know there was something like that at certain point, but Ctrl+F gives me nothing. Need help >>6030681 >The Mountain Confederation 1) The Zaryite research goes haywire from the weird properties of the metal (6/10)
>Penalty from low roll 2,3) New ways to train the troops are being devised (6/12)
4-6) Rather than using charcoal, a 3rd Circle Azerim's Fireball spell is used to power the new, experimental forge
>Technology [Magitech Production I]
7-12) Using the new, rudimentary understanding of magic and its applications for the production processes, the magi of the Confederation help to refurbish the existing industrial districts into something new entirely... (24®/30)
>Keep the ® in the notation ===
TURN 98
>>6030598 >Formicus Imperia 1-5) Another valiant attempt to close the gap with the sheer size of the termite invading force
>Military 5 Soldier-Workers +0.9 [Large]
.
======
FAQ
>>6030659 >Can an automated +1 progress bonus finish something on its own? Unfortunately no. As stated, automatically adds +1 progress to a single ACTION. The word "action" is the key here - it can bolster a move you are making, using at least a single die, but without die, there is no action to be automatically helped with. It is a highly useful bonus that mitigates bad dice outcomes and what not, but it does require a roll to happen in the first place.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Mon 10 Jun 2024 01:12:45 No. 6030850 Report COMBAT ROUND
2 1/2 Termite soldiers +0.5 [Arm]
11 Termite soldiers +0.5 [Arm]
1 1/2 Termite Bombardiers +1 [Art]
9 Giant Termites [Giant]
vs.
3 Soldier-Workers +1 [Large]
1 1/2 Soldier-Workers +1 [Large]
13 Soldier-Workers +0.9 [Large]
1 Giant Ant [Big] [Armor]
3 Giant Ant +0.6 [Big] [Arm]
>>6030264 >>6030268 >>6030595 >Your troop count doesn't add up. At all. But the dice count does, which is all that really matters to me >ROUND RESOLUTION It's no longer a battle. It's just one massive grinder. You throw into it any amount of insects and all that comes out is a beige paste. This is going for too long, yet the hive isn't any more secure than it was at the start of the war.
3x 1/2 Termite soldiers +0.5 [Arm]
3x 1/2 Giant Termites [Giant]
>REMOVED 4x Soldier-Workers +0.9 [Large] 3x 1/2 Soldier-Workers +1 [Large]
2x 1/2 Soldier-Workers +0.9 [Large]
3x 1/2 Giant Ant +0.6 [Big] [Arm]
After gaining local superiority, an outfit made by the giant termites is charging directly toward the Imperial Hive, trying to literally plow their path through the battlefield.
>WARNING! Next round is the 8th! ALL units without defensive tags will suffer automatic damage, being reduced by 1/2. This is going to be a carnage given the sheer amount of units already at 1/2 Anonymous
>>6030826 Whooops it's actually
> Grand Metal Works - Crafters Level Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Mon 10 Jun 2024 01:14:08 No. 6030853 Report Rolled 2, 8, 2, 10, 2, 1, 6, 5, 2, 3, 5, 9, 10, 6, 7, 10, 10, 10, 5, 9, 5 = 127 (21d10) >>6030850 Traditionally, forgot to roll
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Mon 10 Jun 2024 01:15:34 No. 6030855 Report Quoted By:
>>6030851 Makes sense. The action finished anyway, but I was curious what am I missing.
Empress Genetrix
Quoted By:
>Population: 14400 >Military: 4x 1/2 Soldier-Workers +1 [Large] 12x Soldier-Workers +0.9 [Large] 2x 1/2 Soldier-Workers +0.9 [Large] 1x Giant Ant [Big] [Armor] 3x 1/2 Giant Ant +0.6 [Big] [Arm] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Damn. Should have invested in at least a little bit of body armor for the troops. I sure hope this mass recruitment gives bonuses to researching the next levels of conscription!
Empress Genetrix
Rolled 70, 38, 68, 56, 26 = 258 (5d100) >>6030826 Turn 99
1-5. At the anticipation of terrible attrition rates, the ants decide to invest in more armor to stem the losses and hold the tide. No sooner are these ants ready than they are expected to get out there and fight!
>Raise Giant Ants as many as the dice can afford Recruitment Bonuses:
[Conscription V]
[Formicus Conscription II®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Empress Genetrix
Rolled 2, 4, 9, 4, 5, 10, 8, 6, 1, 9, 1, 2, 1, 4, 5, 2, 9, 7, 1, 7, 1, 5 = 103 (22d10) >>6030850 >Sorry about that. Must have been a typo. >Hoping I'm doing it right when you say (X troops 1/2) I deduct that number of troops from the ones that are "whole", since I'm guessing it represents damaged units. Many ants are about to die. But buy their blood and their sacrifice does the hive survive. The hive MUST survive.
4x 1/2 Soldier-Workers +1 [Large]
12x Soldier-Workers +0.9 [Large]
2x 1/2 Soldier-Workers +0.9 [Large]
1x Giant Ant [Big] [Armor]
3x 1/2 Giant Ant +0.6 [Big] [Arm]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Mon 10 Jun 2024 19:53:55 No. 6031664 Report Rolled 4, 9, 7, 6, 9, 3, 1, 3, 3, 6, 8, 8, 4, 2, 3, 2 = 78 (16d10) COMBAT ROUND
5 1/2 Termite soldiers +0.5 [Arm]
8 Termite soldiers +0.5 [Arm]
1 1/2 Termite Bombardiers +1 [Art]
3 1/2 Giant Termites [Giant]
6 Giant Termites [Giant]
vs.
4x 1/2 Soldier-Workers +1 [Large]
12x Soldier-Workers +0.9 [Large]
2x 1/2 Soldier-Workers +0.9 [Large]
1x Giant Ant [Big] [Armor]
3x 1/2 Giant Ant +0.6 [Big] [Arm]
>>6030850 >>6030853 >>6031073 >ROUND RESOLUTION The bloodbath at the fields just outside the Imperial Hive reaches its peak. Both sides are tired, and there is not a single combatant that wasn't wounded or harmed yet. But worst of it all, the termite charge seems to work out, getting closer and closer to the Hive, with barely anything left to slow the attack anymore.
>REMOVED 3 1/2 Termite soldiers +0.5 [Arm] >REMOVED 1 1/2 Termite Bombardiers +1 [Art] >REMOVED 3 1/2 Giant Termites [Giant] 3 1/2 Termite soldiers +0.5 [Arm]
>REMOVED 4 1/2 Soldier-Workers +1 [Large] >REMOVED 2 1/2 Soldier-Workers +0.9 [Large] >REMOVED 9 Soldier-Workers +0.9 [Large] >REMOVED 1 1/2 Giant Ant +0.6 [Big] [Arm] 3 1/2 Soldier-Workers +0.9 [Large]
1 1/2 Giant Ant [Big] [Armor]
2 1/2 Giant Ant +0.6 [Big] [Arm]
With but a handful of ant regiments in anything resembling combat shape, the termites regain initiative with their offensive.
===
Keep in mind that the 8th round damage was applied AFTER combat resolution, so you first had a chance to at least scratch few termites out.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:APKCJXqT Mon 10 Jun 2024 19:57:35 No. 6031666 Report TURN 99
>>6031071 >Formicus Imperia 1-5) While the remnants of the Formicus forces are struggling to at least delay the termite invasion, a desperate struggle to get as many giant ants into combat is going inside the hive. They aren't even fully mature to be send out...
>Military 5 Giant Ant +0.6 [Big] [Arm]
Empress Genetrix
Quoted By:
>Population: 14400 >Military: 3 1/2 Soldier-Workers +0.9 [Large] 1 1/2 Giant Ant [Big] [Armor] 2 1/2 Giant Ant +0.6 [Big] [Arm] 5 Giant Ant +0.6 [Big] [Arm] Formicus Inquisition [Civ]>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 II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription II ®]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [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] [Formicus Princes ®] [Royal Wings ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 3/6 Textiles 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18
Empress Genetrix
Quoted By:
Rolled 63, 81, 58, 4, 42 = 248 (5d100) >>6031666 Turn 100
1-5. The hive refuses to bow to extinction, and will fight on to the very last ant right up to the Empress Chambers if it must.
>Raise Ant-Soldiers, as many as the dice can afford Recruitment Bonuses:
[Conscription V]
[Formicus Conscription II®]
[Army Structure I]
[Strong Bodies]
[Barracks I]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Empress Genetrix
Rolled 62, 7, 43, 51, 29, 34, 39, 95, 50, 98, 38, 28, 22, 95 = 691 (14d100) >>6031664 In the grim darkness of the hive, there is only war.
In desperation, the ant generals opt to send the Inquisitors and the Pioneers, even civilians at this point are hoped to buy a few more minutes, a few more seconds, delaying the enemy however it takes to purchase victory.
3 1/2 Soldier-Workers +0.9 [Large]
1 1/2 Giant Ant [Big] [Armor]
2 1/2 Giant Ant +0.6 [Big] [Arm]
5 Giant Ant +0.6 [Big] [Arm]
2 Pioneer Ants +1.2 [Civ]
1 Formicus Inquisition [Civ]
Empress Genetrix
Quoted By:
Rolled 10, 4, 6, 4, 7, 8, 1, 1, 6, 1, 4, 8, 2, 10 = 72 (14d10) >>6031697 Wrong dice
Zair Al-Dakar
Rolled 16, 50, 46, 20, 65, 30 = 227 (6d100) >>6030826 >7-12) Using the new, rudimentary understanding of magic and its applications for the production processes, the magi of the Confederation help to refurbish the existing industrial districts into something new entirely... (24®/30) to turn 99
>>Population: 10500 >>Power level: 3 >>Tech Level: 2 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction II], [Bureaucracy IV], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production >[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting II], [Standardized training II], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 5 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5 >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >[Industrial Districts II] >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I] >Dice 1 continue researching zaryite perhaps we can use it as a power source >dice 2 Research advanced training methods >dice 4 & 5 Continue expanding the industrial sector with magic >dice 6&3 Create experimental Zaryite weaponry and use it to arm the termites, New ways to train the troops are being devised (6/12) Using the new, rudimentary understanding of magic and its applications for the production processes, the magi of the Confederation help to refurbish the existing industrial districts into something new entirely... (24®/30) Zair Al Dakar
Quoted By:
>>6031973 Zair pondered the actions he just authorized and wondered perhaps they can intervene in the termite wars. Then he realized that there may be a chance that termites may lose. They do have many empty frontier settlements and vast lands, Perhaps should the termites lose not only their war but their land they should welcome them within the confederacy, absorbing the first non humanoid into their growing nation. Though for now he will let the battle mages and the academics hammer out the details of weaponry.
>Assets used in arming the termites >>shipbuilding I And industrial sectors >>>The smugglers will use the rudimentary ships to navigate the inland sea to transport war material >>Industrial sectors II, Magic theory III, Magical Mechanics, Production, Zaryite forging >>>Advanced weapons made from zaryite and enchanted by the top mage schools will be provided to the termites >>Confederated bureaucracy I, Bureaucracy IV, Magistrates II >>>Using their meticulous record keeping the confederacy will use a false paper trail to hide their support of the termites making it seem like merchants and industrialist are merely providing the weapons that were 'stolen' by the smugglers