Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:EoY1Bimo Fri 21 Jun 2024 18:42:06 No. 6041568 Report TURN 107
>>6041062 >>6041077 >Formicus Imperia 1,2) TECH IS STILL RISING! (20/?)
3,4) A long, long abandoned project to provide fabrics and textiles is finally finished. The original loom got completely rotten in the meantime
>Other [Textiles]
5,6) The ants start to tinker with the structures damaged during the war...
>CRIT FAIL ... until one of them breaks down, taking many with it
>Population - 1000
>REMOVE PICK ONE
[Mountain Hive]
OR
[Tree Settlements]
>This choice will affect the map by a single tile 7,8) A group of ants is send to prospect the area, checking every nook and cranny
>Other Expedition Report (1/1)
[Mineral Deposit]
9,10) Now there is enough of them to maintain communication and have spares just in case
>Military 2 Aphid Telecoms +0.3 [Civ]
===
>>6041091 >Silver Guardians 1-3) The researchers figure out that a pound of feathers might actually falll down slower than a pound of lead, even if they weight the same
>Tech [Flight Theory II]
4) The lense helps with getting the really small stuff done, without any need for squinting!
>Tech [Precision Engineering II]
===
TURN 112
>>6040893 >The Mountain Confederation 1) The new form is fully readable, doesn't come with fine print and is even color-coded!
>Technology [Confederated Bureaucracy II ®]
2,3) A new army, done to the new standard, that consists of... (6/?)
===
Last Goatmen turn
>>6029462 Last Enare turn
>>6038727 ===
To remember about
>>6033219 >>6033503 Zair al dakar
Rolled 63, 75, 93 = 231 (3d100) >>6041568 >>Population: 11300 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I >A new army done to a new standard based on combining the utility mages provide and the shattering might of a legion formation. >Dice 1 >>Apply the new bureaucratic to the magistracy >>This should increase the efficiency of the confederation through diligent record keeping and streamlined processes. Allowing the Confederate departments to remove redundancy and combat corruption >Dice 2 and 3 >>Continue training the entire army! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:EoY1Bimo Fri 21 Jun 2024 23:15:14 No. 6041732 Report >>6041585 Ok, I will be blunt: are you trying to get new military tech, re-train your existing units or just train the best you can out of your tech?
Zair al dakar
Quoted By:
>>6041732 Just retrain the army so that they're the best they can be with current tech
Empress Genetrix
>>6041568 The termite assault wasn't all the termites was it? If there is a Khanate out there, the ants would want to engage in diplomacy with them.
Zair al dakar
>>6041822 also to answer your question last thread the confederate council is willing to host the talks if the termites agree
Silver Guardians
>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*], [City Logistics System II] Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action) [Scholars Level*], [Library IV], [Academy IV], [Paper Maker I] [Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing], [Test Labs II]>Tech [Metallurgy III], [Golem Crafting III], [Architecture IV],[Construction III],[Chemistry II],[Engineering II], [Precision Mechanisms II] [Flight Theory II], [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] 1 Scribe Bronze Golems +2.5 [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] [Logistics of Theia] Guardian's Citadel™ project (1/1)> Scout Golems: Enough theory, time to experiment. Using a chemical formula said to react to light, some carefully made lenses, and the latest ideas in miniaturization, flight and golemancy the Scout Golem is born. Hopefully. Copper, Tin, Glass, Heart Crystal Golem Crafting III, Chemistry II, Precision Mechanisms II, Flight Theory II
Silver Guardians
Rolled 49, 60, 43, 41 = 193 (4d100) >>6041922 Ah, dice. Four of them on the scouts, which is probably overkill?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Sat 22 Jun 2024 11:30:03 No. 6042101 Report TURN 109
>>6041922 >>6041923 >Silver Guardians 1-4) While build without following even half of the safety protocol normally in place, the new kind of golem enters service
>Military PICK ONE
2 Bronze Scouting Golems +2.5 [Scout]
OR
2 Bronze Scouting Drones +3 [Civ] [Scout]
>You were particularly non-specific this time around, so... ===
TURN 113
>>6041585 >The Mountain Confederation 1) More and more and more paperwork! (4/15)
2,3) Army training continues, with push-ups being followed by squats (17/23)
===
>>6041822 I'm afraid you are sitting on a ticking bomb. And bombs don't negotiate - they explode.
The termites did get a shipment of weapons from the Confederacy and a nat100 for implementation of those. That's what those two posts are keeping track of.
Look on the bright side - they won't attack on their own
Empress Genetrix
Quoted By:
>>6041912 The ants are very dissapointed in the failure of their messenger to return. Or perhaps they were turned away. In any event, it is made evident the Termites do not wish to engage in the most basic diplomacy.
The Queen prays that should their worst fears arise, the Confederacy will come to the aid of the ants. As does the Queen's pledge that should the need arise, the Ants will march for the Confederacy.
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 4 Aphid Telecoms +0.3 [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 III ®]>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] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] 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 TECH RISING! (16/?) Veteran's Outpost (1/1) Expedition Report (1/1) PICKED -[Tree Settlements]
Empress Genetrix
Rolled 60, 10, 5, 91, 97, 11, 84, 89, 46, 19 = 512 (10d100) >>6042210 Turn 107-108
1-2. It is a mystery why the mighty tree settlements have fallen. Such vast monolithic structures seemed so sturdy, now it lay upon its side, torn from its roots on the ground.
Some theorize the ants were too ambitious in their hallowing out of the tree, weakening it, with perhaps rot having not been noticed. Others suspect termite saboteurs, gnawing at the roots. Whatever the case, a new tree settlement must be rebuilt. Such settlements are necessary to control the vast jungle landscape, and serve as emergency fallback positions.
3-4. The realization that the Khanate still intends them harm is a frightful one, and the memory of their giant termites are unforgetable. And so the ants turn to the mutagenic chambers once more, ant magi weaving their magic to reform the ant genome, to spawn a new kind of Giant Ant.
>Research Giant Ants 5-6. The ants are good at the Long War, but without a defensive tag, the long war will grind us all to dust. Let us therefore, work on defense. Study enhanced exoskeleton mutation!
7-10. The Confederacy is raising their magi legions. Our lack of artillery in the previous war hindered us mightly. Recruit as many [Ant Spitter] bombardiers as the dice can afford
---
OTHER: Send 4 Aphid Telecoms divisions to the Confederacy.
>>6041912 Well dressed aphids arrive to the bureacrats and offices of the Confederacy, ready to offer their services in integrating information across the ether and acting as nodes for swift messaging.
Empress Genetrix
Quoted By:
>>6042224 >Also I know I have [Giant Ants] as an existing tech, but I want them to actually have the [Giant Tag] since I noticed the termites did but they didn't. I gather more degrees in that tech will allow for that Ant Spitter recruitment stuff to be applied
[Strong Bodies]
[Formicus Acid I®]
[Army Structure I]
[Conscription V]
[Formicus Conscription III ®]
[Nurseries III]
[Barracks I]
[Giant Ants]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Empress Genetrix
Quoted By:
Damn, forgot to allocate dice to finish tech research. Note to self remember that.
Silver Guardians
Rolled 27, 23, 95, 58, 63, 14, 80, 41 = 401 (8d100) >>6042101 >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*], [City Logistics System II]
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
[Scholars Level*], [Library IV], [Academy IV], [Paper Maker II]
[Trinket Shop I], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing], [Test Labs II]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy III], [Golem Crafting III], [Precision Mechanisms II], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
Guardian's Citadel™ project (1/1)
> Finding Silver: With the new golem scouts to help them to survey vast amounts of land from the sky, the quest for Silver Ore begins at last! 2 Dice
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Bronze Golem Teamsters +1.5 [Civ]
[Basic roads III]
> Quarry III: The Guardian's Citadel™ will require stone on an impressively large scale. Better start digging. 2 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Fire Ruby Mine III: The brightest and most unhinged minds at the Academy are always asking for more Fire Rubies, apparently they want to make some sort of horrifying flame based defense now. 2 Dice
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Heart Crystal Mine III: Deeper and deeper we search, for the bright and most powerful heart crystals to power new golem designs with. 2 Dice
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
Silver Guardians
Rolled 28, 92, 10, 28, 96, 27, 100, 85 = 466 (8d100) >>6042228 >Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy III], [Golem Crafting III], [Precision Mechanisms II], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
Guardian's Citadel™ project (1/1)
> Construction IV: As usual, the architects are dreaming faster and bigger than the golems on the ground can actually build anything. 2 Dice
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II]
1 Scribe Bronze Golems +2.5 [Civ]
[Chemistry II], [Engineering II], [Applied Math I]
[Paper]
> Forge III: An upgrade to the forge system long overdue. 2 Dice
[Surplus Construction Materials], [Metallurgy III], [Construction III], [Stone Mason III]
> Metallurgy IV: To weave metal like other men weave thread, that is our goal. 2 Dice
[Grand Metal Works - Crafters Level*], [Forge II], [Test Labs II]
[Chemistry II], [Engineering II], [Applied Math I]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Gems], [Paper]
> Debate Hall: Occasionally the academics break out into scuffles when they get wound up. Best give them a place to shout at each other formally about why each other's theories are terrible. Maybe the competition will spur on some actual knowledge by accident. 2 Dice
[Carpenter III], [Stone Mason III], [Glassmaker II], [Scholars Level*]
[Architecture IV], [Construction III]
Silver Guardians
Quoted By:
>>6042244 WELCOME TO THE DEBATE THUNDERDOME! IN THE RED CORNER, WEIGHING IN AT 122 POUNDS WE HAVE PROFESSOR BARSWORTH AND HIS FOUR ELEMENT UNIVERSAL SYSTEM! AND IN THE BLUE CORNER AT 113 POUNDS WE HAVE VISITING PROFESSOR FO WONG WITH HIS HIS FIVE ELEMENT SYSTEM! LET'S GET READY FOR SOME DISCOOOOOOOURSE!
so close to metallurgy 100...... Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Sat 22 Jun 2024 23:53:22 No. 6042603 Report TURN 109
>>6042210 >>6042224 >Formicus Imperia 1,2) A new grand tree is being searched for (4/8)
3,4) An ant to surpass giant termites... (4/9)
5,6) Stronger bodies for better suvival (6/9)
7-10) It might be pretty tough job to bolster the numbers of spitters, given the requirements on both firepower and survivability
>Military 3 Spitter Ants +1.5 [Art] [Arm]
ALSO
>On hold Magic Theory III (13/15)
>Since you didn't manage to increase tech before reaching turn 109 ===
TURN 113
>>6042228 >>6042244 >Silver Guardians 1,2) The drones are conducing low aerial surveys of the remote canyons, searching for anything that glisters... (4/6)
3,4) Quarry expansion is almost ready, with new water pumps installed in it for extra cutting power (11/12)
5,6) Pyromania should be made a disqualifying factor for becoming a scholar (4/12)
7,8) It's a good thing those things are mined by golems, or else the leukemia would long ago wiped out the miners (9/12)
=
1,2) With the new, precise golems, it should be possible to find the most optimal way of stacking bricks to get things done (8/18)
>If I may give a tip - your tech level is kinda hindering your research. Big time, given you are tech level 1, while researching mostly tier 4 stuff by now 3,4) Thanks to all the fire-hazard regulations imposed over the past... quite a few incidents, forge expansion is going at snail's pace (2/12)
5,6) While some scoff at the idea of metal thread, a metal rope doesn't sound so far-fetched (8/18)
7,8) The sides couldn't survive this one...
PICK ONE
>Building [Debate Thunderdome I ®]
>Technology [Martial-Arts I]
OR
>Building [Debate Hall I]
>Technology [Guardian-Fu I ®]
Zair Al Dakar
Rolled 80, 13, 7 = 100 (3d100) >>6042101 >>Population: 11300 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I >>Foreign Assets >4 telecom Aphids >>Dice 1 >MORE BUREAUCRACY >>dice 2 >MORE TRAINING! Anonymous
>>6042603 I uhhh, I was waiting for the Your Tech Can Rise Rapidly message.... I'll stop being dumb now.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Sun 23 Jun 2024 00:51:36 No. 6042642 Report Quoted By:
>>6042632 I'm almost certain I gave you the green light somewhere in the previous thread.
Also, that message is given when the progress required for increasing Power/Tech couldn't be any lower and thus no point stalling it any further for/by that player. That doesn't mean you have to wait for it, love
Zair al dakar
Quoted By:
>>6042610 ack forgot to increase my tech level
>>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I >>Foreign Assets >4 telecom Aphids Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY)>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 III ®] [Textiles]>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] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating New Tree Settlements 4/8 Giant(er) Ants 4/9 Defense Tag 6/9 Westward Expansion (13/18 TECH RISING! (16/?) Magic Theory III (13/15) Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 4, 30, 78, 39, 52, 35, 83, 24, 62, 51 = 458 (10d100) >>6042603 >>6042980 Turn 109-110
1-5. TECH RISING 16/?
6-7. Tree Settlement 4/8
Imperial Hive +1 to action
8. Giant Ants II 4/9
9. Defensive Tag (Exoskeleton Mutation) 6/9
Empress Chambers ™ +1 to action
10. Magic Theory III 13/15
Magic Relay +1 to action
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Sun 23 Jun 2024 23:55:22 No. 6043405 Report Almost went to sleep without an update
TURN 111
>>6042981 >Formicus Imperia 1-5) TECH LEVEL INCREASED!
>Tech Level: 2 6,7) Tree Settlement is rebuild, bigger, stronger and more reinforced than the previous one
>Other [Tree Settlement]
8) One day, the ants are going to be so much giantier. But this is not this day! (5/9)
9) The trick is to make the exoskeleton grow thicker in the right spots, rather than everywhere
>Other [Carapace]
10) Finally, the technology brought from the Confederation is fully implemented. You're a wizard now, Drone #604156
>Technology [Magic Theory III]
===
TURN 114
>>6042610 >The Mountain Confederation 1) The stacks of papers are growing, and the office clerks are busy with filling up more (9/15)
2,3) No training today, thanks to a hernia one of the legionaries got during doing crunches (17/23)
>No progress due to low roll Silver Guardians
>>6042603 >Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry II], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome I ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy III], [Golem Crafting III], [Precision Mechanisms II], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
Guardian's Citadel™ project (1/1)
Silver Guardians
Rolled 71, 31, 81, 14 = 197 (4d100) >>6042603 > Finding Silver 4/6: A location is pinpointed for a closer look... 1 Dice
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Bronze Golem Teamsters +1.5 [Civ]
[Basic roads III]
> Quarry III 11/12: Thank goodness we have the golems to move these slabs. 1 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Fire Ruby Mine III 4/12: The most powerful Fire Rubies actually slowly turn purple. A 'Blue Ruby' is theorized to exist if one digs deep enough. HOLD
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Heart Crystal Mine III 9/12: HOLD
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Construction IV 8/18: HOLD
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II]
1 Scribe Bronze Golems +2.5 [Civ]
[Chemistry II], [Engineering II], [Applied Math I]
[Paper]
> Forge III 2/12: HOLD
[Surplus Construction Materials], [Metallurgy III], [Construction III], [Stone Mason III]
> Metallurgy IV 8/18: 2 DICE
[Grand Metal Works - Crafters Level*], [Forge II], [Test Labs II]
[Chemistry II], [Engineering II], [Applied Math I]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Gems], [Paper]
Silver Guardians
Rolled 75, 25, 63, 81 = 244 (4d100) >>6043414 > TECH LEVEL HO! Zair Al Dakar
Rolled 48, 23, 63 = 134 (3d100) >>6043405 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I >>Foreign Assets >4 telecom Aphids >Continue the projects as per last post! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Mon 24 Jun 2024 06:32:29 No. 6043647 Report TURN 15
>>6043412 >>6043426 >Silver Guardians 1) Strike the earth!
>Other [Silver ore deposit]
2) The quarry starts to require from a lone golem to sit in the bottom and pump out the water
>Building [Quarry III]
>Other 2 [Surplus Stone]
3,4) A theoretical alloy is being discussed: stiff like a board, light as a feather (14/18)
5-8) TECHING UP! (15/?)
>>6043631 >The Mountain Confederation 1) More paperwork! All the old files can be recycled to get even bigger stacks of new forms and applications (12/15)
2,3) The training is nearly finished, integrating into the military the right cardio training and proper weapon handling (22/23)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Mon 24 Jun 2024 06:33:30 No. 6043649 Report Quoted By:
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY)>Power level: 1 >Tech Level: 2 >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 III ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Tree Settlement] [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] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Giant(er) Ants 5/9 Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1)
Republic of Enare
Rolled 82, 7, 39, 28, 60, 64, 20, 68 = 368 (8d100) >>6041566 >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages I], [Poison I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [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 People I], [Trade: Owlmen] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Owlmen' Scrolls (1/1), Wares (Mushroom People) (1/1), Expedition Report (1/1), 2 Expedition Report (1/1) Turn 74, both dice: Develop ranged weaponry. We have good string, perhaps we could make a bow of sorts.
Turn 75, both dice: Survey the spider silk forest. Maybe there are other resources to exploit? (0/?)
Turn 76, both dice: Improve language learning skills. Through the mushroompeople we developed simplified pidgins, but we now know dancing is another way to communicate. We must further advance our ability to understand others. Maybe we can learn something from the owlmen?
Turn 77, first dice: Establish a way to properly research and experiment. Lets have a look at the owlmen scrolls. (4/6)
Turn 77, second dice: Collect an opinion census regarding birds, and other animals. Birds was considered the most free animal there is, and as such has historically been in high esteem. However, with all the unfortunate events regarding birds, not to mention the lack of interest in roadrunner riding, we should perhaps reevaluate our stance. There must be another animal we can favor, either as a pet, or as a symbol of our people, should birds have fallen out of favor.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Mon 24 Jun 2024 23:38:40 No. 6044231 Report TURN 78
>>6043873 >Republic of Enare 1,2) Even a sling would do (5/6)
3,4) Expedition through the... half-known (4/6)
5,6) At least the owlmen don't squeek so much - they hoot in turn (8/9)
7) It's only a rough estimate of what the scrolls contained, but it felt like a manual of sorts - devices and such. Definitely a way to ponder on things
>Tech [Tinkering I]
>Other [Philosophy]
REMOVE Owlmen' Scrolls (1/1)
8) A search for a suitable replacement pet and beast of burden begins (4/8)
Republic of Enare
Rolled 11, 26, 89, 9, 10, 52, 51, 77 = 325 (8d100) >>6044231 >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages I], [Poison I], [Tinkering I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [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], [Philosophy], [Priesthood], [Music Instruments], [Trade: Mushroom People I], [Trade: Owlmen] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1), Expedition Report (1/1), 2 Expedition Report (1/1) Turn 79, both dice: Collect an opinion census regarding birds, and other animals. (4/8)
Turn 80, both dice: Survey the spider silk forest. Maybe there are other resources to exploit? (4/6)
Turn 81, first dice: Develop ranged weaponry. (5/6)
Turn 81, second dice: Improve language learning skills. (8/9)
Turn 82, both dice: Gather the people for festiveties. Invite the mushroom people and the owlmen. Gifts, wine, music, and good food for those attending. The most influential mushroom people and owlmen are invited to see our beautiful shrine.
Since my expedition reports didnt get consumed when I last reviewed them, does that mean I can still use them? If so, im looking to insert more peoples to trade with. Republic of Enare
Quoted By:
>>6044235 ITS ALWAYS THE BIRD ROLLS AAAAAA Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Tue 25 Jun 2024 00:05:22 No. 6044243 Report TURN 82
>>6044235 >Republic of Enare 1,2) There are no animals in sight. It will take to question people what animals they like the most (5/8)
3,4) Well, there are some interesting findings...
>Other Resource Rumor (1/1)
5) There is an argument if it shall be a sling or a bow (5/6)
>No progress due to low roll 6) A simplified system of signs and gestures to ease communication even without finding words
>Technology [Language II]
7,8) It's party time! The neighbours are enjoying it, too.
>Other Good Morale (1/1)
Yes Reminder you are in position to swiftly increase your Power
Zair al dakar
Rolled 60, 25, 37 = 122 (3d100) >>Population: 11300
>>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 Model Legions +1.5, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule I >>Foreign Assets >4 telecom Aphids >Dice 1 MORE PAPERWORK! >Dice 2 MORE TRAINING >Dice 3 MORE POWER Republic of Enare
Quoted By:
>Comment too long >Expedition report: A large jagged mountain, with forrest and snow flowing along its side. The snow collects on top of the trees, making the undergrowth lush and cool. Small hairy people live here, looking a little like small humanoid bears, using spears with metal tips. They seem friendly enough, likely since we dont travel heavily armed, but that might be speculation from our scouts. >Expedition report 2: A large thick but rocky swamp, shimmering in the sunlight. Some of these rocks are exceptionally hard, gleaming beautifully when cracked open. Water from a small lake occationally leak water onto the swamp during the shift in the tide. The area swarms with crabs. Short but burly men wearing tattered rags living in small huts wander the swamp, a couple of them greeted us when we presented them with some new clothes. >Resource rumor: The trees in the spidersilk forrest seem to have several properties. The wood secretes a viscous liquid, that hardens after half an hour. The bark is rather bouncy and resistant to blunt force, it turns out when melted and cooled down, it becomes a type of rubber.
Republic of Enare
Rolled 18, 36, 83, 6, 69, 60, 45, 45 = 362 (8d100) >>6044243 >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages II], [Poison I], [Tinkering I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [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], [Philosophy], [Priesthood], [Music Instruments], [Trade: Mushroom People I], [Trade: Owlmen], Resource Rumor (1/1), Good Morale (1/1) >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1), Expedition Report (1/1), 2 Expedition Report (1/1) Turn 83, both dice: Apply rubber to our clothes. More durable soles for our shoes and better protective gear when playing sports. If our clothes last longer, we can set more materials aside for trade.
Turn 84, both dice: Collect an opinion census regarding birds, and other animals. (5/8)
Turn 85, first dice: Develop ranged weaponry. (5/6)
Turn 85, second dice: Trade for more scrolls with the owlmen. Those scrolls sure are handy. Lets bring them a nice variety of wares, in case they would like to try something new.
Turn 86, both dice: Attempt to establish trade between the multiple smaller peoples. While we can trade our wares for wares we might need, if we can establish ourselves as the middlemen between the other factions, we should be able to take a cut. We love trade, and must ensure we can profit from this.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Tue 25 Jun 2024 06:25:16 No. 6044442 Report TURN 86
>>6044272 >Republic of Enare 1,2) Oh yes... kinky!
>Technology [Durability I]
>Other [Rubber]
>REMOVE Resource Rumor
3,4) The most popular animals are a camel, closely followed by giant spiders and also sand stingrays
>Other Animal Pets (1/1)
5) The bow wins thanks to better use from saddle
>Building [Bowyer I]
6) The owlmen exchange more scrolls for the tasty jam and some dashing hats
>Other Owlmen' Scrolls (1/1)
7,8) New trade connections are being established
>Other [Trade: Snowy Bears]
[Trade: Swamp Folk]
>REMOVE 2 Expedition Report
This fucking language sucks when it comes to diminutives ===
TURN 116
>>6044244 >The Mountain Confederation 1) There is enough paper in the offices to build forts and have inter-department wars there now - and that's what they've been doing ever since
>Other Administrative self rule II]
2) Troops are ready to roll out
>Military 9 Newer Model Legions +2
>REMOVE 9 Model Legions +1.5
3) POWER RISING! (2/?)
Zair al dakar
Rolled 38, 51, 99 = 188 (3d100) >>6044442 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >dice 1 2 3 >>MORE POLITICAL POWER! Republic of Enare
Quoted By:
Rolled 82, 16, 60, 54, 71, 33, 81, 30 = 427 (8d100) >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages II], [Poison I], [Tinkering I], [Durability I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [Council Hall I], [Wineyard I], [Orchard I], [Dye Shop I], [Bowyer I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Philosophy], [Priesthood], [Music Instruments], [Rubber], Good Morale (1/1), Animal Pets (1/1), Owlmen' Scrolls (1/1) >Trade: [Mushroom People I], [Owlmen], [Snowy Bears], [Swamp Folk] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1) Turn 87, both dice: Encourage gardening within the populace. While we have good access to food right now, we may not be so lucky in the future. If everyone grows some greens for themselves, we should be more self sustaining. Turn 88, both dice: Aquire more mounts. While we have some Roadrunners, they are notoriously hard to catch. We need an animal we can easily keep and contain, which more people may use for transport. Turn 89, both dice: Establish a city, at the feet of the sacred mesa. While most of our population will remain nomads roaming the lands, we should have one place where foreign peoples may travel to meet us. The clan council will meet here once a month, to discuss the future, while enjoying the present. Turn 90, both dice: Build small trade outposts across the land. Equipped with supplies and a variety of wares, our traders should have an easier time traveling to clients, restocking and bringing back profits.
Republic of Enare
Quoted By:
>I rolled above 400 for once
Empress Genetrix
Quoted By:
Not dead, just busy IRL. Will post asap.
Silver Guardians
>>6043647 >Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine II], [Fire Ruby Mine II], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome I ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy III], [Golem Crafting III], [Precision Mechanisms II], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore Deposit]
Guardian's Citadel™ project (1/1)
Silver Guardians
Rolled 78, 4, 61, 41, 21, 47, 14, 86 = 352 (8d100) >>6043647 > Fire Ruby Mine III 4/12: The most powerful Fire Rubies actually slowly turn purple. A 'Blue Ruby' is theorized to exist if one digs deep enough. 3 Dice
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Heart Crystal Mine III 9/12: 1 Dice
[Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III]
[Architecture IV], [Construction III], [Engineering II]
> Construction IV 8/18: HOLD
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II]
1 Scribe Bronze Golems +2.5 [Civ]
[Chemistry II], [Engineering II], [Applied Math I]
[Paper]
> Forge III 2/12: HOLD
[Surplus Construction Materials], [Metallurgy III], [Construction III], [Stone Mason III]
> Metallurgy IV 14/18: 2 Dice
[Grand Metal Works - Crafters Level*], [Forge II], [Test Labs II]
[Chemistry II], [Engineering II], [Applied Math I]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Gems], [Paper]
> TECH 15/?? 2 Dice
Silver Guardians
Quoted By:
>>6045651 > Heart Crystal Mine III 9/12: Rumors of vampiric crystals are strictly urban legends...right? > Metallurgy IV 14/18: Is this the leap that allows the creation of Glider Golems? > TECH 15/?? The scholarly mania, made worse by the Thunderdome, is reaching new levels of... brilliance? Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Wed 26 Jun 2024 20:54:35 No. 6045712 Report TURN 90
>Republic of Enare 1,2) Allotments to everyone! (5/6)
3,4) A camel is a smelly, mean animal, but it can endure a lot and walk far, far away
>Other Camels (1/2)
5,6) A grand undertaking at the holy site - a permanent settlement! (6/15)
7,8) A caravansary here and there should help to trade
>Building [Caravansary I]
>Other [Trade Outposts]
===
TURN 117
>>6044985 >The Mountain Confederation 1-3) POWER RISING (11/?)
>>6045651 >Silver Guardians 1-3) The most surprising part about this new batch of fire rubies is that nothing was set ablaze
>Building [Fire Ruby Mine III]
>Other 2 Fire Rubies (1/1)
4) The new shafts are operational, soon to provide loads of glowing crystals. No vampires in sight
>Building [Heart Crystal Mine III]
>Other 2 Heart Crystals (1/1)
5,6) It's hard to tell what are the direct benefits, but the guardians working in the forges seem to be giddy about technique that makes the brass 0.001(3)% more durable
>Technology [Metalurgy IV]
7,8) It's almost as if people are getting smarter by the minute - TECH STILL RISING! (20/?)
7,8)
Silver Guardians
>>6045649 >Population: 10000 >Power level: 4 >Tech Level: 1 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome I ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms II], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore Deposit]
Guardian's Citadel™ project (1/1)
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Silver Guardians
>>6045733 > Construction IV 8/18: HOLD
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II]
1 Scribe Bronze Golems +2.5 [Civ]
[Chemistry II], [Engineering II], [Applied Math I]
[Paper]
> Forge III 2/12: Distractions? What distractions? The forge still isn't done!? 2 Dice
[Surplus Construction Materials], [Metallurgy III], [Construction III], [Stone Mason III]
All them golems
> TECH 20/?? : The scholars reassure the First Exemplar that the jousting is entirely academic. 2 Dice
Silver Guardians
Rolled 100, 3, 55, 7 = 165 (4d100) >>6045765 Silver Guardians
>>6045766 Lads...I appreciate the extra effort, but uh...where did the lava tap come from!?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Thu 27 Jun 2024 06:08:43 No. 6046007 Report Quoted By:
>>6046003 The funniest part is that you've rolled nat100 and won't finish it in a single go anyway, because there is also a 3 and no way in hell to make it go away. But at least it's easy to work out fluff-wise
Zair al dakar
Rolled 12, 28, 37 = 77 (3d100) >>6044985 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >>POOOOOOWER!!! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Thu 27 Jun 2024 18:00:29 No. 6046300 Report Quoted By:
TURN 118
>>6045733 >>6045765 >>6045766 >Silver Guardians 1,2) Getting all the golems involved in the forge expansion offered the opportunity to get both proper measurements for forging and also do it to utmost precision. Unfortunately, this will now take extra time to fully implement all the important changes to the project (10®/13)
3,4) Finally, the tech has reached the new plateau!
>Tech Level: 2 >ALSO ON HOLD: Construction IV (8/15)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Thu 27 Jun 2024 18:02:53 No. 6046301 Report >>6046297 Oh you had to be shitting me - right when I was finishing an update!
===
TURN 118
>>6045733 >>6045765 >>6045766 >Silver Guardians 1,2) Getting all the golems involved in the forge expansion offered the opportunity to get both proper measurements for forging and also do it to utmost precision. Unfortunately, this will now take extra time to fully implement all the important changes to the project (10®/13)
3,4) Finally, the tech has reached the new plateau!
>Tech Level: 2 >ALSO ON HOLD: Construction IV (8/15)
>>6046297 >The Mountain Confederation 1-3) POWER RISING... supposedly (14/?)
Silver Guardians
Rolled 95, 64, 88, 72 = 319 (4d100) >>6046301 > Wrap up that forge lads (10®/13) 2 Dice
> [Debate Thunderdome II ®]: No, really, the indoor horse track is important, and no I don't where the horses came from. 2 Dice
Zair al dakar
Rolled 11, 45, 31 = 87 (3d100) >>Population: 11300
>>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >>FASTER AND FASTER!! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Thu 27 Jun 2024 22:47:03 No. 6046467 Report TURN 119
>>6046382 >Silver Guardians 1,2) The forge produces first sheet of metal to the new specs: twice as durable, yet four times thinner. The new era of forging is ahead of Guardians. The place basically runs itself, barely even requiring even golems to get things done
>Building [Automated Forge I ®]
>Other Metal Sheets (1/1)
PICK ONE
>Technology [Precision Mechanism III]
OR
[Engineering III]
3,4) A horse-shaped golem is not a real golem and thus doesn't count... Wait, what?
>Building [Debate Thunderdome II ®]
>Note that you are still "stuck" with Forge II, not getting III >>6046406 >The Mountain Confederation 1-3) POWER RISING slightly FASTER (19/?)
Empress Genetrix
Rolled 35, 18, 96, 24, 28, 39, 69, 16, 78, 7 = 410 (10d100) >>6043854 >>6046467 Turn 112-114
1-2. Giant Ants!
3-4. [Formicus Conscription IV ®]
5-6. Dig an underground highway to the Confederacy, to facillitate troop movement. If the termites attack, we'll want to have a clear route for our allies to aid us and for our civilians to evacuate if needed.
7-8. Develop [Underground Warfare] to counter the increasing threat of the Termites
9-10. Build a better Barracks II!
Anonymous
Rolled 52, 79, 44, 12, 15, 74, 9, 67 = 352 (8d100) >>6045712 >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages II], [Poison I], [Tinkering I], [Durability I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [Council Hall I], [Wineyard I], [Orchard I], [Dye Shop I], [Bowyer I], [Caravansary I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Philosophy], [Priesthood], [Music Instruments], [Rubber], [Trade Outposts], Good Morale (1/1), Animal Pets (1/1), Owlmen' Scrolls (1/1), Camels (1/2) >Trade: [Mushroom People I], [Owlmen], [Snowy Bears], [Swamp Folk] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1) Turn 91, both dice: Establish a city. (6/15)
Turn 92, both dice: Expand upon the shrine. Soon there is a city close by, meaning more will visit. As such, we need more space with more greenery, with more priests to tend to the shrine.
Turn 93, both dice: Introduce riding to the wider populace. Everyone should know how to ride, as travel becomes faster and more efficient. (I dont know if the 1/6 from earlier would apply here, since it is riding related)
Turn 94, first dice: Encourage gardening within the populace (5/6)
Turn 94, second dice: Develop ways to make medicine. We have the poison, now we need an antidote. Medical knowledge is sure to help us along in the future.
Zair al dakar
Rolled 42, 15, 13 = 70 (3d100) >>6046467 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >>FASTEEEEER! Anonymous
Quoted By:
Not dead, just quality family time. Update in the works
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e/Zpb1+9 Sat 29 Jun 2024 20:32:12 No. 6047779 Report TURN 94
>>6047135 >Republic of Enare 1,2) What started as few shacks for constructors starts to resemble actual city, with regular, paved roads, housing districts, few important places - including a regular marketplace - and basic facilities. All either already completed or ready in short notice (14/15)
3,4) With everyone qualified to do any kind of construction already tied with city building, the best that can be done with the shrine is maintaining the garden (3/17)
5,6) It's always easier being a nomad with a mount - whatever it should be
>Technology [Riding I]
7) After initial enthusiasm to gardening, all the interest dies almost as fast as it flared up (5/6)
>No progress due to a low roll 8) The priests insist they know a way, and that it involves something else than just prayers for the wounded (4/6)
>Word of advice - increase Power. It's almost turn 100 for you and you are at this point significantly lagging behind because of it ===
TURN 113
>>6047058 >Formicus Imperia 1,2) The enemy of good is better
>Other [Giant Ants]
3,4) Next step to improve conscription of ants and general resource management (7/18)
5,6) The old highway is being expanded and improved (4/9)
7,8) The road warriors.... soon! (5/6)
9,10) New quarters for the new, bigger ant warriors (5/9)
===
TURN 120
>>6047336 >The Mountain Confederation 1-3) POWER REFUSES TO BE HASTED! (21/?)
Silver Guardians
Rolled 34, 9, 95, 6, 21, 81, 86, 8 = 340 (8d100) >>6045733 >Population: 10000 >Power level: 4 >Tech Level: 2 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge I ®], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore Deposit]
Guardian's Citadel™ project (1/1)
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
> AbsoluTECHly more tech level 8 Dice
Anonymous
Rolled 77, 97 = 174 (2d100) >>6047779 >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages II], [Poison I], [Tinkering I], [Durability I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [Council Hall I], [Wineyard I], [Orchard I], [Dye Shop I], [Bowyer I], [Caravansary I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Philosophy], [Priesthood], [Music Instruments], [Rubber], [Trade Outposts], Good Morale (1/1), Animal Pets (1/1), Owlmen' Scrolls (1/1), Camels (1/2) >Trade: [Mushroom People I], [Owlmen], [Snowy Bears], [Swamp Folk] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1) I thought power increased automatically when certain milestones was reached, my bad Turn 95, both dice: Increase power
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Sun 30 Jun 2024 19:56:37 No. 6048908 Report Fucking hell. The joys of dynamic IP - you can inherit an 11 yo perma ban and then proof to people that nope, you are a different guy
===
TURN 95
>>6047801 >Republic of Enare 1,2) POWER RISING! (11/?)
===
TURN 120
>>6047793 >Silver Guardians 1-8) TECH RISING at suboptimal pace (19/?)
Anonymous
Rolled 56, 90 = 146 (2d100) >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages II], [Poison I], [Tinkering I], [Durability I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [Council Hall I], [Wineyard I], [Orchard I], [Dye Shop I], [Bowyer I], [Caravansary I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Philosophy], [Priesthood], [Music Instruments], [Rubber], [Trade Outposts], Good Morale (1/1), Animal Pets (1/1), Owlmen' Scrolls (1/1), Camels (1/2) >Trade: [Mushroom People I], [Owlmen], [Snowy Bears], [Swamp Folk] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1) Turn 96, both dice: Increase power (11/?)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:OxZiCxm6 Sun 30 Jun 2024 21:27:31 No. 6048952 Report TURN 96
>>6048946 >Republic of Enare 1,2) POWER STILL RISING! (20/?)
Silver Guardians
Rolled 85, 75, 75, 34 = 269 (4d100) >>6048908 MOAR TECH
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 01 Jul 2024 05:34:44 No. 6049256 Report TURN 121
>>6049011 >Silver Guardians 1-4) Tech of the tomorrow... today!
>Tech Level: 3 Silver Guardians
Rolled 74, 3, 78, 60 = 215 (4d100) >>6049256 >Population: 10000 >Power level: 4 >Tech Level: 2 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge I ®], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore Deposit]
Guardian's Citadel™ project (1/1)
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
> Construction IV 8/15: After many a delay, and a disastrous live demonstration in the Thunderdome, the latest construction research is back on track. 2 Dice
> Automated Forge II ®: The rapid production of the Autoforge is too useful not to expand on. 2 Dice
Zair al dakar
Rolled 100, 1, 65 = 166 (3d100) >>Population: 11300
>>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >>MORE POWER LET'S GOOO Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:QPOD626b Mon 01 Jul 2024 10:05:01 No. 6049364 Report Quoted By:
>>6049322 >Same action >100 >1 One word - lmao
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 01 Jul 2024 16:30:40 No. 6049521 Report TURN 121
>>6049322 >The Mountain Confederation 1-3) "Don't tread on me" says POWER while RISING slightly (25/?)
====
TURN 122
>>6049273 1,2) Using a folding chair for his demonstration, professor Barsworth explained to Dr. Illingworth all the faults of his theory of diagonal stacks - particularly when it comes to lumbar vertebrae area (12/15)
3,4) A new line for rolling is operational, using the endless supply of energy from the hydroworks of Theia
>Building [Automated Forge II ®]
Silver Guardians
Rolled 8, 97, 69, 81 = 255 (4d100) >>6049521 >Population: 10000 >Power level: 4 >Tech Level: 2 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason III], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore Deposit]
Guardian's Citadel™ project (1/1)
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
> Construction IV 12/15: A concerning amount of siege equipment is being gathered by the researchers. 1 Die
> Stone Mason IV: The water blade system used by the Quarry should be easy enough to adapt to the masons. 3 Dice
Republic of Enare
Rolled 34, 69 = 103 (2d100) >>6048952 >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], RR Riders +0.5 [Cav], Priests +0.6 [Civ] >Power level: 1 >Tech Level: 1 >Tech: [Weaponsmithing I], [Conditioning II], [Construction I], [Taming II], [Languages II], [Poison I], [Tinkering I], [Durability I], [Explosives] >Bonus: Scouting +5, Trade +5 >Buildings: [Weaver hut II], [Shrine III], [Council Hall I], [Wineyard I], [Orchard I], [Dye Shop I], [Bowyer I], [Caravansary I], [Spider Farm II] >Other: [Sacred Mesa], [Clan Meetings], [Stylish Travelling Gear], [Sports], [Dyes], [Spider Silk], [Cuisine], [Philosophy], [Priesthood], [Music Instruments], [Rubber], [Trade Outposts], Good Morale (1/1), Animal Pets (1/1), Owlmen' Scrolls (1/1), Camels (1/2) >Trade: [Mushroom People I], [Owlmen], [Snowy Bears], [Swamp Folk] >Consumable: Jam Bomb (1/1), Fad (1/1), Dyes (1/1), Good Morale (1/1), Wares (Mushroom People) (1/1) Turn 97, both dice: Increase power (20/?)
Surely power is there before turn 100 :) Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 01 Jul 2024 21:06:16 No. 6049735 Report TURN 97
>>6049711 >Republic of Enare 1,2) POWER HAS RISEN!
>Other Power level: 2
GAIN 1d100 TO YOUR ROLL
>You now roll 3d100 instead of 2d100 per turn. And before you ask - since we've been over this already - no, increasing Power further, while super-useful, doesn't provide extra dice. ===
TURN 123
>>6049565 >Silver Guardians 1) While everyone is playing life-size Catapults, no real research is being made (13/15)
2-4) The pump golem isn't all too happy about the extra work with the water crank, but there is a reason those things don't have voice.
>Building [Stone Mason IV]
>Other Stone Bricks (1/1)
>I just noticed this >2 [Surplus Stone] >Tracked it down, checked, my mistake, should be >2 Surplus Stone (1/1) >You've got [Surplus Stone] already included in the [Surplus Construction Materials], as a permanent construction bonus >Also, Tech lvl 3, love Zair al dakar
Rolled 54, 27, 91, 23, 99, 88 = 382 (6d100) >>6049521 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >Turn 122 and 123 >>MORE POLITICAL POWER Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 02 Jul 2024 06:57:18 No. 6050019 Report Quoted By:
TURN 123
>>6049827 >The Mountain Confederation 1-6) POWER RISING RAPIDLY, almost breaking the scale! (47/?)
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY)>Power level: 1 >Tech Level: 2 >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 III ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks I] [Mountain Hive] [Tree Settlement] [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 II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1)
Silver Guardians
Rolled 8, 87, 9, 6 = 110 (4d100) >>6049735 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore Deposit]
Guardian's Citadel™ project (1/1)
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Stone Bricks (1/1)
2 Surplus Stone (1/1)
> Construction IV 13/15: No more distractions! Focus! 1 Die
> Silver Mine: Namesake of the Guardians, and final ingredient in their most powerful alloys, metalworking and golems. A legion of workers and golems sets out to delve what is expected to be quite a large mine, eventually. [Silver Ore Deposit]
3 Dice
Silver Guardians
Quoted By:
>>6050287 A-a-a-at least they aren't punitive?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 02 Jul 2024 23:38:12 No. 6050480 Report TURN 124
>>6050287 >Silver Guardians 1) A new style of debate is being used - this time two teams of two members enter the Thunderdome and then just one man leaves (14/15)
>+1 from automated progress 2-4) The new, open pit mine is taking out ore reach in many metals - and silver is one of them
>Building [Silver Mine I]
>Other [Silver Ore]
REMOVE [Silver Ore Deposit]
Silver Guardians
Rolled 20, 4, 71, 45 = 140 (4d100) >>6050480 > Construction fucking four: gahhhh Dice
> Silver Mine II: No doubt about it, Theia has silver fever. 3 Dice
Empress Genetrix
Rolled 36, 64, 44, 89, 69, 85, 100, 6, 24, 79 = 596 (10d100) >>6050273 >>6047779 1-5. [Formicus Conscription IV ®] 7/18
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
>if there happens to be spillover, into V would be nice 6-7. Underground Highway to the Confederacy
8. Underground Warfare 5/6
9-10. Barracks II 5/9
Empress Genetrix
>>6050513 Nice. One hell of a highway.
Or is it a low way?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Wed 03 Jul 2024 18:31:09 No. 6051042 Report Quoted By:
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Wed 03 Jul 2024 18:51:43 No. 6051052 Report TURN 115
>>6050513 >Formicus Imperia 1-5) There is barely anything left to be improved when it comes to organising ants into their new tasks and roles, being almost at the plateau of efficiency. Almost.
>Technology [Formicus Conscription IV ®]
6,7) The newest highway allows lighting-fast transportation in both ways, having even enough space to accommodate driver ants
>Other [Formicus-Confederate Highway ®]
PICK ONE
>Technology [Formicus Roads I ®]
>Military 3 Road Warriors +2 [Cav] [Exp]
OR
>The Mountain Confederation >Military 6 Formicus Highwaymen +2 [Cav] [Exp]
8) The fight underground will have to wait (5/6)
>No progress due to low roll 9,10) Finally, the various ant warriors will have proper quarters rather than an improvised spot in a blind-end tunnel
>Building [Barracks II]
>>6049827 >The Mountain Confederation >Other [Formicus-Confederate Highway ®]
===
TURN 125
>>6050483 >Silver Guardians 1) The new model of doing research might not be more efficient, but it sure as hell is more fun to do
>Technology [Construction IV]
2-4) A little mishap happened, slowing down opening of the mine, but obviously, there is nothing to fear when digging deeper than previously (7/9)
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp]>Power level: 1 >Tech Level: 2 >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 IV ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1)
Silver Guardians
>>6050287 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
> Silver Mine II: Nothing bad ever happened from digging too deep. Say do you hear faint screaming? 1 Die
> Begin Construction of the Guardian's Citadel™! An ambitious project, half renovation, half entirely new fortress, all comically ambitious in scale. The architecture, construction, engineering expertise of the guardians will be pushed to their limit, as well as the logistics of the city and its resource buildings. Guardian's Citadel™ Project (1/1)
Stone Bricks (1/1)
2 Surplus Stone (1/1)
Silver Guardians
Rolled 3, 8, 84, 80 = 175 (4d100) >>6051241 Whoops dice. Last three on the citadel
Zair al dakar
Rolled 6, 70, 5, 72, 92, 43 = 288 (6d100) >>6050480 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >>Turn 124 and 125 >>GIVE ME MORE POWER MORE POLITICAL POWER! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Thu 04 Jul 2024 18:53:02 No. 6051616 Report TURN 125
>>6051323 >The Mountain Confederation 1-6) What a waste of POWER
>Power level: 4 ===
TURN 126
>>6051241 >>6051243 >Silver Guardians 1) Well, this is weird... where are the miners? (6/10)
>Penalty from low roll 2-4) Monumental walls are being erected all around Theia, with bastions and fortifications rising in every directions, all in neat and precise stacks of stone masonry. (25/?)
Silver Guardians
Rolled 56, 9, 99, 7 = 171 (4d100) >>6051616 > Silver Mine II: Fearing the worse the golems are dispatched to sort out the issue... or recover the bodies. 2 Dice
> Guardian's Citadel™: A good start, now to follow through! 2 Dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Fri 05 Jul 2024 06:28:10 No. 6051966 Report TURN 127
>>6051655 >Silver Guardians 1,2) The missing miners probably just went back to Theia some roundabout way... anyway, the excess ore is on its way to be smelted
>Building [Silver Mine II]
>Other Silver Ingots (1/1)
3,4) The defenses are put in particular around the outer limits of the capital, but also around the SIlver Vault. But the citadel is more than just walls, thou... (32/?)
Silver Guardians
Rolled 100, 47, 28, 95 = 270 (4d100) >>6051966 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action), [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering II], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], 2 [Surplus Stone], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Silver Ore]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
> Guardian's Citadel™ 32/?: There are a concerning number of ideas being thrown around, from "Living Architecture" to "Mana Beam Cannons". Meanwhile an army of carpenters and masons get to work on the thousand and one little details that make a fortress actually work, from beds to braces to cabinets. 2 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
> Metallurgy V: In the days before the decline, they called it Silver Steel, a process by which Silver, a soft ornamental metal becomes something more, something glorious. Perhaps even something holy. All the smiths in the city, with the sometimes unwelcome advice, of the scholars and chemists and even mathematicians dedicate themselves to the rediscovery of the holy alloy. 2 Dice
Silver Ingots (1/1)
1 Forge Golems +4 [Civ]
[Forge II], [Automated Forge II ®], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
[Metallurgy IV], [Chemistry II], [Applied Math I]
>The missing miners probably just went back to Theia some roundabout way SKINWALKERS! FEY! POSSESSION! DEMONS! DOPELGANGERS! Zair al dakar
Rolled 86, 73, 93, 53, 60, 74, 8, 23, 34 = 504 (9d100) >>6051323 how in the hell do I get more dice
>>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids 126 to 128 >Dice 1 2 >>Research Construction III >Dice 3 4 5 >>Research Bureaucracy IV >Dice 6 7 >expand the barnaban code >Dice 8 9 >Research Zaryite Weaponry Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Sat 06 Jul 2024 00:08:03 No. 6052497 Report Got myself into a minor car accident. Nothing serious, I'm fine, but I need few hours to get my shit together.
Anonymous
Quoted By:
>>6052497 Oof, take a few days man.
Empress Genetrix
Rolled 43, 33, 7, 43, 74, 62, 76, 87, 53, 78 = 556 (10d100) >>6051227 >>6051052 Turn 116-117
1-2. Underground Warfare 5/6
3-4. If we're going to have Road Warriors, we'll need to have a proper [War Rig] no? Go and find the best and biggest strongest Dinosaur to fit the bill! All shall witness us and our Dino Cav!
5-6. Formicus Conscription V!
7-10. Construction III!
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
>Hey GM, I really flubbed on keeping track of those +powers you've given me in the past. Based on the amount of rolls I have (and I only ever gained rolls when you gave me power) what power should I be? Empress Genetrix
Quoted By:
>>6052497 Ouch, just saw this, hope it wasn't too bad
Skael-in-the-Shadow
>>6051616 Hello, can I join?
Name: Skael-in-the-Shadow
Leader's Name: Skael-in-the-Shadow
Race: Shadow Elves
Color: Blue-Gray
General Location: Forested mountains
Fluff: A powerful Sh'dar-Kai wizard, after a life of study and practice of the arcane, set about retiring. He raised a tower of stone in the mountains to enjoy a relaxing life without being a pawn in the intrigues of the wider world. Though the world of men moved on, there were those who did not forget tales of a mage with the power over life and death, and desperate souls sought out this semi-mythical figure. Those who did manage to find the tower were not disappointed. Skael-in-the-Shadow did not turn a blind eye to those in need whom he could easily help, but also did not desire to attract attention to his continued existence with sensational tales of a charitable mage. The ill, old, and maimed would receive life anew, emerging from the Clone jars of the wizard's keep in youthful, healthy, and long-lived Sh'dar Kai bodies but in return they would swear an oath of fealty to Skael-in-the-Shadow and live forevermore in the magically shadowed forests of Skaelwood. The vast majority of the population are required to study either arcane arts, with these bulk of these merely crafting tokens of Unseen Servant for 8 hours a day, which in turn powers much of the manual labor of the economy. Those with no talent for the arcane will instead be shoehorned into service as Druids to manage the Skaelwood and bring in food and preserve the balance. If a person still has no talent for either the arcane or the divine, they will be inducted into the Shadow Javelins, a military order of shock troops.
Leader Fluff: Skael-in-the-Shadow was born a Wood Elf four and a quarter centuries ago. As an adult, he served as a priest of a little-known knowledge God, studying the arcane alongside his religious studies. Because the power of his church was so little, it attached itself to larger, more important churches throughout the realm. As a result, Skael was pledged in fealty as a liason-levy, and soon found himself in the seemingly endless wars of the Human realms as a healer. Over the years, his power and reknown grew, with his church greedily abusing their supposed control over Skael. Unsurprisingly, Skael renounced the church, and pursued his arcane interests full time. He led a storied campaign in one of the Realm Wars against the side his corrupt church had thrown in with. At the climax of the war, when victory became inevitable, Skael staged his own death by sacrificing himself. Unbeknownst to his comrades, however, Skael had created a Clone jar, and six months later, he was reborn as a young Sh'dar-Kai. He journeyed far into the wilderness, and began to use his vast arcane talents to carve out a place for himself to enjoy a life of peace and quiet.
Anonymous
>>6054094 QM, in his hospital bed: Really? Now?
Anonymous
Quoted By:
>>6054111 Shaken status effect. Walk it off.
Skael-in-the-Shadow
Quoted By:
>>6054094 Theorycrafting 'cause I wanted to
Also the name of the nation should be Skaelwood.
Population distribution is like 50% Arcanists, 30% Druids, 15% skilled craftsmen, and 5% administrators, specialists, and managers.
90% are adults, 10% are children.
>[Cloning Undercroft] Population Growth, Education, Healthcare, Morale. The heart of the civilization. Lots of security. Massive resource sink for gemstone.
>[Skael Tower] Administrative heart of Skaelwood. A nexus of extradimensional spaces and magical defenses. Most powerful families maintain an extradimensional mansion somewhere on the tower. This is Office space, Government, Prison, Castle, and R&D rolled into one. 2nd biggest resource sink, mainly gemstone. >[Workshops of the Unseen] 8.34% of Arcanists fulfill the Retail, Nursing, Rough Construction, Cooking, Hauling, Cleaning, Mining, and Plant Work needs of the population for a "first world" lifestyle/economy. Around 42 wizards per 1000 population. >[Crafthalls] Provides all the mundane material needs of the citizens. Textiles for clothing, Wood pellets for heating, Wagon wheels, Door knobs, Drinking mugs, Arrows, and more. 3% of labor hours IRL, maybe 15% without industrial machining but higher quality and artisanal. This is your remaining Skilled Craftsmen plus various freelance mages and a lot of unseen servants. Requires a vast array of inputs, but especially wood and iron and gemstone. >[Builderguild] Skilled Craftsmen produce Fine Construction to fulfil housing needs of the population. Should use up 10% of Skilled Craftsmen labor hours. IDK if this is worth listing but it is provided for by the economy. Inputs are wood and labor hours.
>[Lorehalls] Centers of Education. IRL 1.2% of labor hours for a first world lifestyle, but due to long lives and reincarnation as clones, .75% is probably ample for training and, perhaps more importantly, periodic retraining. >[Berryhof] Emergency Services. Druid-Paladins provide magical healing, fire fighting, policing, and even a post office in the form of Sending Ravens. >[Woodcaller] Unseen servants cut down trees and process them, but then Druids regrow them. This has no IRL parallel so I'm just gonna guess 50 druids per 1000 population >[Gemseekers] By far the biggest bottleneck for such a magical society is the voracious need for gemstone. A lot of labor is spent on mining, but due to the small size of Skaelwood I'm gonna say that the gemstones are 'sourced' illicitly from clandestine mines in faraway regions via teleportation gate networks, as well as the only trading Skaelwood is likely to do. This is a massive risk to Skael-in-the-Shadow's desire for privacy and peace, so the Gemseekers will disguise themselves and their operations and operate for years undercover. Big security sink. Skael-in-the-Shadow
>>6054094 (You)Theorycrafting 'cause I wanted to
Also the name of the nation should be Skaelwood.
Population distribution is like 50% Arcanists, 30% Druids, 15% skilled craftsmen, and 5% administrators, specialists, and managers.
90% are adults, 10% are children.
>[Cloning Undercroft] Population Growth, Education, Healthcare, Morale. The heart of the civilization. Lots of security. Massive resource sink for gemstone.
>[Skael Tower] Administrative heart of Skaelwood. A nexus of extradimensional spaces and magical defenses. Most powerful families maintain an extradimensional mansion somewhere on the tower. This is Office space, Government, Prison, Castle, and R&D rolled into one. 2nd biggest resource sink, mainly gemstone.
>[Workshops of the Unseen] 8.34% of Arcanists fulfill the Retail, Nursing, Rough Construction, Cooking, Hauling, Cleaning, Mining, and Plant Work needs of the population for a "first world" lifestyle/economy. Around 42 wizards per 1000 population.
>[Crafthalls] Provides all the mundane material needs of the citizens. Textiles for clothing, Wood pellets for heating, Wagon wheels, Door knobs, Drinking mugs, Arrows, and more. 3% of labor hours IRL, maybe 15% without industrial machining but higher quality and artisanal. This is your remaining Skilled Craftsmen plus various freelance mages and a lot of unseen servants. Requires a vast array of inputs, but especially wood and iron and gemstone.
>[Builderguild] Skilled Craftsmen produce Fine Construction to fulfil housing needs of the population. Should use up 10% of Skilled Craftsmen labor hours. IDK if this is worth listing but it is provided for by the economy. Inputs are wood and labor hours.
>[Lorehalls] Centers of Education. IRL 1.2% of labor hours for a first world lifestyle, but due to long lives and reincarnation as clones, .75% is probably ample for training and, perhaps more importantly, periodic retraining.
>[Berryhof] Emergency Services. Druid-Paladins provide magical healing, fire fighting, policing, and even a post office in the form of Sending Ravens.
>[Woodcaller] Unseen servants cut down trees and process them, but then Druids regrow them. This has no IRL parallel so I'm just gonna guess 50 druids per 1000 population
>[Gemseekers] By far the biggest bottleneck for such a magical society is the voracious need for gemstone. A lot of labor is spent on mining, but due to the small size of Skaelwood I'm gonna say that the gemstones are 'sourced' illicitly from clandestine mines in faraway regions via teleportation gate networks, as well as the only trading Skaelwood is likely to do. This is a massive risk to Skael-in-the-Shadow's desire for privacy and peace, so the Gemseekers will disguise themselves and their operations and operate for years undercover. Big security sink.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Pcx7lvLH Mon 08 Jul 2024 11:25:10 No. 6054260 Report Quoted By:
Im alive! Wrapping up all the fucking paperwork and bureacracy. Update ETA is 5 hours, I still have to haul my ass home>New guy Sure, always pleased to get more>"no walls of text" >2 posts of wall-text to get across "morally ambigious cloned elven mages" >mfw But at least you have it all thought out. Will have to talk out fitting hours for rapid catch up
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:Pcx7lvLH Mon 08 Jul 2024 11:44:46 No. 6054267 Report >>6054111 Be a good lad love and tell me what you see the Citadel for other than impressive defences. Ive got a d100 to figure out and barely any materiał to work with thanks to how rapidly it went fluff-wise
Silver Guardians
>>6054267 Could integrate some logistics and road stuff into it. The fortress auto supplies ammunition and gear, but in peacetime it also just does mundane logistics.
Maybe integrate the forges into it, the system that lobs bullets of molten metal is the same one that can smelt and extrude metal.
Got some other halfbaked concepts rattling around like hydraulics, or magnets or the entire wall is actually hundreds of interlocked golems but hopefully this helps I'm rambling oh dear-
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 14:55:37 No. 6054305 Report >>6054303 >Got some other halfbaked concepts rattling around like hydraulics, or magnets >magnets Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 16:07:20 No. 6054335 Report TURN 117
>>6052576 >Formicus Imperia 1,2) Finally, a formalised doctrine to move ants underground into combat, without clogging up the access tunnels!
>Technology [Underground Warfare I[
3,4) Some grumble about the old veterans that could haul the giant beast, but others prefer to let the sleeping dogs lie (3/6)
5,6) One final step in making sure ants can be put post-haste into whatever the situation calls for (7/21)
>Dice penalty from too low Tech level 7-10) New anthills are going to be twice as strong, three times taller and with every ant provided an additional 0.02 mm2 of space!
>Technology [Construction III]
>Just to be sure: you've picked Road Warriors last turn then? >Question As far as my check goes, you should be Power 2, since you never increased it beyond that.
===
TURN 126
>>6052360 >The Mountain Confederation 1,2) A new kind of mortar is being experimented on. It sets twice as fast as the one used so far (11/12)
3-5) The final step of pilling up paperwork, creating obstructions for citizens and cozy jobs for half-witted members of the society - the last say in bureaucracy! (13/21)
>You already have it, I assume you meant V 6,7) Barnabas Code was sufficient when it was written. But back then the Confederation was but a nascent nation, focused on simple, easy things... It's a time for serious amendments (5/24)
8,9) Using... certain experiences, gained... somewhere in the past, the weaponsmiths start to tinker once more with the zaryite samples they are given (3/4)
>FAQ >how in the hell do I get more dice Grow stronger, little brother ;) You are literally one tier of specific thing from dicing up. And it's like this for 50+ turns
===
TURN 128
>>6052295 >SIlver Guardians 1,2) The grand bastions and the central keep are finally ready. Their tall, thick white walls reflecting sun almost like silver. The keep will find plentiful usage, even when outside of - may it never happen - siege. One thing is guaranteed - the Silver Vault was never this well protected
>Building Guardian's Citadel™ (automatically adds +1 progress to a single action)
>Military [Walls of Theia ®]
1 Silver Vault Defenders [Eli] [Arm] [Gar] +5
>PICK ONE >[DEFENSE] >Bonus +2 Defense in Theia
>Military 2 Garrison Golems [H.Arm] [Gar] +4
>Other Spacious Lot (1/1)
OR
>[SCIENCE] Mechanics School™ project (1/1)
Even more SCIENCE
>Technology [Engineering III]
>Other Teaching aids (1/1)
>Military Garrison Golems [Arm] [Gar] +3
OR
>[OFFENSE] Coil Cannon™ project (1/1)
>Building [Mines III]
>Other Metal Ore (1/1)
>Military Garrison Golems [Arm] [Gar] +3
>No matter what, you get decent garrison forces. The question is how much and how strong is the total capacity to just turtle whatever thrown in your direction Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 16:15:55 No. 6054338 Report >>6054094 >>6054217 >Skaelwood PICK ONE
Bonus: Magic research +10
OR
Bonus: Scouting +5
Crafting +5
Put your marker on the map from here
>>6042603 Keep in mind that the empty spot in the orange territory was occupied for previous 80+ turns, so no, it's not free for grabs
I'd need your timezone in GMT, so we can coordinate for a rapid catch-up. At least this week, I'm staying home, so it's an excellent moment to do catch-up in quick succession.
Have you read the threads so far?
Do you have any specific questions?
I sincerely suggest checking previous threads and at the very least Ctrl+F for "FAQ", as those were some important things that have been covered already. palanq.win is an idiot-proof archive for /qst/
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 16:17:08 No. 6054339 Report Quoted By:
>>6054338 Oh, and one more very important thing:
10d100 is the maximum of rolls you should be doing at once.
Silver Guardians
>>6054335 Psst don't forget about the two Metallurgy V Dice.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 17:18:21 No. 6054374 Report Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 17:21:30 No. 6054377 Report Quoted By:
>>6054346 >>6054374 Never mind, I'm a doofus
STILL TURN 128
>>6052295 >Silver Guardians 3,4) Pouring all their existing knowledge and theories, the Guardians start to experiment to regain the long-forgotten technique (12/21)
Skael-in-the-Shadow
>>6054338 >Pick one bonus I suppose Magical Research +10 is the most sensible.
>Location Picrel. Maybe with spoopy forest doodads added if you are able.
>GMT My timezone is GMT-4 right now, sometimes it changes, I'll let you know if it does.
>Questions/Reading Gonna take me a long while to figure out how this works, yeah.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Mon 08 Jul 2024 21:23:20 No. 6054498 Report >>6054495 Ok, go on, you've got like 120 turns to catch up at this moment, so realistically, about 150
Skael-in-the-Shadow
Rolled 89, 6, 30, 28, 65, 12, 82, 35, 92, 88 = 527 (10d100) >>6054498 Right then. I'll give it a shot. Let's just get the basics out of the way.
>2d100 Workshops of the Unseen to create an Unseen Servant workforce.
>2d100 Gemseeker Operations to get gemstone coming in.
>2d100 Cloning Undercroft, I don't know if we should call this population growth, or a morale improvement to power.
>2d100 Skael Tower Lorehall, a library and laboratory for magical research
>2d100 Extradimensional Construction, research project for building extradimensional spaces stitched to the prime materium by only a doorway.
Empress Genetrix
Quoted By:
>>6054335 Yup. PIcked the roads and the road warriors.
Empress Genetrix
>>6054495 >That blank spot, is that the spot the termites have claimed? Or is it still blank cause I need to go and reoccupy it after the tree's fell Skael-in-the-Shadow
>>6054503 Termites? Never heard of 'em.
Empress Genetrix
>>6054507 Oh! Neighbors, lovely!
[spoilers]fingers crossed you guys take on the aspect of Teclis and Eldrad when it comes to diplomacy
Empress Genetrix
>>6054338 Hey do you mind if I do some rapid catchup too while were at it? I'm EST and most of my turns are upgrades and possibly some recruitment.
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp]>Power level: 2 >Tech Level: 2 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction III] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription IV ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Dinosaur Cavalry 3/6 Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 78, 91, 88, 50, 90, 56, 45, 91, 42, 39 = 670 (10d100) >>6054552 >>6054335 117-118
1-5. Clearly we must improve our technology even more. Let's see if we are capable of a tech up!
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
6-10. And let us see if we are within reach of a power up too
Skael-in-the-Shadow
>>6054549 It should be said we don't have IC contact with you yet, your bugness.
Empress Genetrix
Quoted By:
>>6054563 Not yet yeah. I'm tempted to open up a channel if I can though. I always like friendly neighbors.
Silver Guardians
Rolled 5, 26, 25, 48 = 104 (4d100) >>6054335 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], , [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction III]
> Golem Tech [Metallurgy IV], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders [Eli] [Arm] [Gar] +5
Garrison Golems [Arm] [Gar] +3
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
---
> Mechanics School™: As the artifice of the Guardians grows ever more sophisticated, the need for ever more specialized knowledge grows with it. 2 Dice
Teaching aids (1/1)
Mechanics School™ project (1/1)
[Surplus Construction Materials],[Glass],[Paper]
[Architecture IV], [Construction III]
[Carpenter III], [Stone Mason IV]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Scribe Bronze Golems +2.5 [Civ]
> Metallurgy V 12/21: Silver Steel! The old texts speak hundreds of uses, from flying machines to mana cannons, but the modern smith will settle for its prodigious strength to weight ratio. 2 Dice
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
1 Forge Golems +4 [Civ]
[Forge II], [Automated Forge II ®], [Grand Metal Works - Crafters Level*]
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
[Metallurgy IV], [Chemistry II], [Applied Math I]
Silver Guardians
Quoted By:
>>6054682 Hah, better I pay for my good luck here than at a more critical junction.
Zair al dakar
Rolled 55, 51, 59, 45, 40, 69, 33, 4, 36 = 392 (9d100) >>6054335 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>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 I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids Turn 126 128 129 >Dice 1 2 3 amend the barnaban code >Dice 4 Research Construction III >Dice 5 6 Research Bureaucracy IV >Dice 7 Research Zaryite weaponry >Dice 8 9 Create the department of Agricultural Administration >>Bureaucracy Magistrate industrial sector Zair al dakar
My rolls are atrocious Holy mother of god!
Anonymous
>>6054722 You're only sixty below average. Now a hundred below average...
Anonymous
Quoted By:
>>6054722 >>6054725 As long as you roll 40+ (at least at this stage of the game), it's a good roll, since you are likely to get at least 3 progress out of that die.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 12:41:13 No. 6054915 Report TURN 5
>>6054499 >Skaelwood 1,2) Workshop I (5/6)
3,4) Gemstone Prospecting I (2/6)
>I assume you want this as a building 5,6) Cloning Vats I (4/6)
7,8) DONE
>Building [Lorehall I]
9,10) DONE
>Technology [Extradimensional Construction I]
>Other [Experimental Portal]
Bunch of notes, since you are new, starting out and having a 100+ turn catch up to do:
>One At least first 50 or so turns, I will just give you numbers and move on, with minimal fluffing. This should help you get a hang of how it works from my side of the "table" and thus having easier time putting your actions later on, while (if we do it) the rapid catch up will be actually rapid.
>Two Number your actions. This allows to quickly consult which dice I need to connect with it, speeding writing a turn update like you wouldn't believe. Right now it's not a big deal, but in just few turns it's going to be a mess
>Three I need to know exactly what are you trying to pull with each action, since once it wraps up, I will have to, you know, write that in in the update. Also, there are actions that take longer than the standard 6/9/12/15/18 progress to finish (tier I-V), so I need to know when to apply those. Not a biggy at a start, but it snowballs really damn fast to a guessing game on my side. And I hate guessing.
>Four As for nation sheet: put your fluff on pastebin or other repository, but please post with your sheet. Consult Silver Guardians or Formicus Imperia on how to organise it. Right now it's almost blank, but the more I can see, the better it is for me to make updates and not skip things that would/could help you
>Five Reaching Power 2 is the easiest, most reliable and most straightforward way to gain 3rd dice (maximum you will ever get is 5d100 per turn, no matter how many die-adding milestones you will reach, simply first three give you die, rest won't). You will be informed where this will be a viable action (everyone was), so don't sweat it. And to reach that point, build, expand, experiment and so on ;)
Feel free to ask. Nothing worse than stumbling in the dark and not asking questions. Not all will be given straight answer, but still better than nothing. If you will "waste" your action on something that can't be done or works differently, the dice will be refunded, with a note and explanation.
===
TURN 119
>>6054552 >>6054553 >Formicus Imperia 1-5) TECH RISING RAPIDLY! (28/?)
6-10) POWER RISING slightly slower (16/?)
>>6054503 You still need to re-take it. It WAS a crit-fail, you know
>>6054550 Sure, we can work it out. As long as it's not middle of the night for me (so anything past your 8 PM), we are peachy. I might be on a medical leave, but that doesn't mean I plan to re-set my biological clock twice within a single week. I'm too old for that
>TBC Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 13:10:21 No. 6054932 Report TURN 129
>>6054720 >The Mountain Confederation 1-3) Before the clerks get ahead of themselves with turning the new code into a whole book, the more sensible type point out to the traditions of the Confederate bureaucracy that raised along with the original code. The text is made much shorter, to the point and to be understood by even complete layman (17/24)
4) The new mortar is approved by the Public Construction Sub-Committee for wide use
>Technology [Construction III]
5,6) But since the full attention is put into amending Barnabas Code, the other bureaucrats were left unchecked, creating the elusive Permit A-39, based on the circular B-65! The final say in contemporary bureaucracy has been reached
>Technology [Bureaucracy V]
7) With surprising level of craftsmanship given barely tested and known material, the smiths deliver first, experimental batch of new weaponry - sharper and more dense than anything used prior
>Technology [Zaryite Weaponry I]
8,9) There is a limit of cases done at once that even the Confederate bureaucracy can't handle at once
>No progress due to low roll ===
>>6054682 >Silver Guardians 1,2) The spacious, central keep of the Citadel is dedicated to the most important element of Theia, dominating over the rest of the city: the Mechanics School (11/?)
>This is the most unexpected use of teaching aids, but it fits, so let's go with it 3,4) This is it! After using up enormous amount of ore, countless hours and energy needed to keep the forge going, a large bar that has neither the look of steel nor silver is resting in the end of the rolling block of the automated forge.
>Technology [Metallurgy V]
>Other Bar of Silver Steel (1/1)
>Other You know you can re-train/build more/build different golems that you keep using for construction... right? Not that I dislike having a fixed bonus already memorised, but still. Besides, It's been a while since a new golem model went haywire
>Other other I've messed up order of things when giving you units last turn. Should be numeral, then tags, so the numeral won't be lost anywhere by chance later on
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 13:14:03 No. 6054936 Report >FAQ >Ok, so I get random consumables, but can I actually make them? Sure. It works the same as with Expedition Reports. As long as you have related building and/or tech that originally granted you a free consumable, you can simply declare it an action to make a new one. It's going to be a (relatively) quick and cheap one, as the point is to "bank" the dice on a consumable>But why should I do that? They are at a loss of maximum progress, aren't they? Yeah, but units you make get an extra punch when a consumable was thrown at them. Just remember that too many consumables into a single unit add to progress needed to finish said unit (they have to crowbar that stuff somewhere), but it does stack as raw power in the end.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Tue 09 Jul 2024 14:05:40 No. 6054957 Report Rolled 32, 94, 24, 47, 17, 32, 78, 19, 58, 64 = 465 (10d100) >>6054915 >Quickview: Population: 10000
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
Input Buildings
Crafting Buildings
Leadership Buildings
Thinker Buildings
>[Lorehall I] Utility Buildings
Technology:
>[Extradimensional Construction I] Military:
Other:
>[Experimental Portal] ---
1) {Building} [Workshops of the Unseen] (5/6) nears completion.
*This is meant to be a Worker building.
2, 3) {Building} [Gemseeker Operations] (2/6) focus their surveying on a promising lead
* Yes, this is meant to be an Inputs building. Basically, a mine.
4) {Building} [Cloning Undercroft] (4/6) continues.
* I think this will evolve into a wonder eventually. I should probably explicitly clarify that this is auto-revive cloning rather than copy and paste cloning. Planetside, not Deathkorps. (
https://www.dndbeyond.com/spells/2029-clone )
5, 6) {Military} [Bladesong Bough], the Arcane bough of the military, begins to coalesce around small patrol bands embedded with the Gemseekers.
*This is meant to create a scout squad of bladesingers. (
http://dnd5e.wikidot.com/wizard:bladesinging )
7, 8) {Research} [Power 2]
*A veteran from the Realm Wars mentioned something about 'researching POWER,' and Skael-in-the-Shadow was impressed with how passionate he sounded so he decided to give it a try.
9, 10) {Research} [Skael-in-the-Shadow Expertise]
*My idea here is that Skael-in-the-Shadow is already an archmage, so he is, himself, a resource that subordinate mages can learn from. This could be memoirs, proteges, or a syllabus and curriculum devised by him. This is meant to boost Magical Research, or some other kind of Tech and Research effect.
---
(I don't know if you really meant that Power II was something to be researched or if that was a misspeak, but we're going to give it the old wizarding school try. If it was a misspeak, it can be for something else related to military, such as my Divine Bough, the Darkthistle Bough. Who are Paladin/Druid town watch beat cops. This will be on the test.)
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Tue 09 Jul 2024 14:12:55 No. 6054959 Report Quoted By:
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 16:59:39 No. 6055067 Report TURN 9
>>6054957 >Skaelwood 1) DONE
>Building [Workshops I]
2,3) DONE
>Building [Prospecting Camp I]
>Other Gemstones (1/1)
>This is a consumable. Have you catch up on those already, or do I need to point the correct posts? 4) DONE
>Building [Cloning Vats I]
5,6) Bladesingers (scout) (2/6)
7,8) Dice returned to pool
>That's not how it works. Unless you plan to dump... about 25 turns worth of dice (potentially more if the rolls are bad) doing nothing but increasing Power and not getting any structures, techs or unit going. No rush on that, love. 9,8) DONE
>Other Magic Scrolls (1/1)
>As far as I read it, you procure a consumable from this action, getting a one-off plot coupon to use whenever fitting. >Other There are people who bother with DnD lore? Fascinating. Confusing, but fascinating nonetheless
Empress Genetrix
>>6055067 >There are people who bother with DnD lore? >Raises hand Can't say I'm super well versed in it, but it did always interest me. 40k's my jam though.
Btw I want to give the elves time to grow and flourish, but would I be in my rights to approach them diplomatically when I feel the time is right?
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp]>Power level: 2 >Tech Level: 2 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction III] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription IV ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 96, 10, 60, 37, 77, 40, 90, 57, 38, 64 = 569 (10d100) >>6054915 >>6055195 1-5) TECH RISING! (28/?)
6-10) POWER RISING (16/?)
Empress Genetrix
Quoted By:
>>6055197 Oh uh, Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action to Power
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 20:06:21 No. 6055199 Report >>6055194 Wait until they are at least turn 78
And I'm dead serious here.
Empress Genetrix
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 20:12:22 No. 6055204 Report TURN 121
>>6055195 >>6055197 >Formicus Imperia 1-5) TECH INCREASED!
>Tech Level: 3 6-10) POWER HAS RISEN!
>Power Level: 3 Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction III] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription IV ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 13, 92, 31, 30, 16, 43, 89, 15, 78, 62 = 469 (10d100) >>6055204 >>6055205 TURN 121-122
1-5. Formicus Conscription V! 7/21
Now with even better technology!
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
6-7. Dinosaur Cavalry! 3/6
8-10. Construction IV!
Everything requires good infrastructure, defenses, constructs. We'll need to master the art!
Empress Genetrix
>>6054720 The ants send a missive that they intend to master Construction V, and when finished will send the tech to the Confederacy, so as we both save time by not doubling on research.
We would in turn politely request Research Method I, Chemistry I or Material Science I (hopefully these can be lopped up in one action, but if they require an action apiece then Research Method I would be nice). This is only a request of course.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 20:29:56 No. 6055219 Report TURN 123
>>6055205 >>6055209 >Formicus Imperia 1-5) The brain aphids are bending over backward to figure out how to further refine means of mobilising the ants to do their imperial duty and die for the Empress (20/21)
>You were short 2 on on of your dice to wrap it up this turn 6,7) The particularly large dinos got captured. They are neither shiny nor chrome, so there is still a lot to work with
>Other Meanest Dinosaurs (1/1)
8-10) It would be great if the advances in construction happened before the giant Imperial Hive was build... So much effort could be saved! (9/15)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 20:33:17 No. 6055224 Report Quoted By:
>>6055211 >hopefully these can be lopped up in one action, but if they require an action apiece It's action apiece. No dice on this. Sharing tech is strong as it is, sharing multiple at once would be just completely busted.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Tue 09 Jul 2024 21:03:21 No. 6055240 Report Rolled 100, 77, 20, 44, 71, 65, 56, 95, 20, 98 = 646 (10d100) >>6055067 >Quickview: Population: 10000
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I] Input Buildings
[Gemseekers I]
Crafting Buildings
Leadership Buildings
Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I] Technology:
>[Extradimensional Construction I] Military:
Other:
>[Experimental Portal] Consumables:
>Gemstones (1/1), Magic Scrolls (1/1) ---
Gonna just focus on the basic needs of a population for now. I don't know that there is any way to account for a first world standard of living or building tall, but that's what I will be going for (eventually).
1, 2) [Bladesinger Wayfinders] (2/6) do a musical training montage.
3) [Water I] Druids begin a comprehensive water management program throughout Skaelwood and dig the first wells.
*This is an input or utility building for irrigation, drinking water, and crafting inputs for industries that need water.
4) [Food I] Unseen Servants begin sowing the first crops. Some fields of grains are sown, but there is a heavy focus on perennial shrubs and trees that will produce fruits and oils season after season.
*Simple input building to provide for the population's food needs.
5) [Elven Eateries I] Little more than field kitchens at the moment, Unseen Servants prepare and distribute food for the growing settlement.
*Simple utility building to provide for the population's needs.
6) [Builderguild] Skilled Craftsmen that provide the detail work that mindless unseen servants simply cannot are organized into a guildhall to help with the construction projects underway in the small boomtown.
*This is a Worker Building.
7) [Townhouses I] Wattle and Daub townhouses begin sprouting up over the years around the tower.
*This is a simple utility building for satisfying the housing needs of the population.
8) [Sickbay] Beds are set aside where the ill can go to receive triage, healing, and nursing.
*This is a Utility Building providing healthcare, improving quality of life.
9) [Silk I] Silkworm Production for textiles.
*This is an input building for Crafting Halls I to begin making clothing.
10) [Crafting Halls I] A cottage industry of wood carvers, potters, stone carvers, and primitive smithies springs up to provide for the motley needs of the growing town, but a special emphasis is placed on looms for silk fabric production.
*This is a Crafting building for general purpose needs that a high standard of living population needs.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Tue 09 Jul 2024 21:05:02 No. 6055241 Report Quoted By:
>>6055240 Skaelwood Bladesingers are the finest in the world. THE FINEST IN THE WORLD!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 22:20:58 No. 6055269 Report TURN 14
>>6055240 >Skaelwood 1,2) DONE
1 Wayfinders +1.5 [Scout]
PICK ONE
>Building [Wayfinders Camp I ®]
OR
>Technology [Dance Fighting I ®]
3) Wells (1/6)
4) Fields (1/6)
5) Eatery (4/6)
6) Buildinguild (4/6)
7) Housing (4/6)
8) DONE
>Building [Sickbay I]
9) Silk Farm (1/6)
10) DONE
>Other [Crafters Quarter I]
>That image >That entire dice roll And we missed each other by 5 minutes. Oh well.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Tue 09 Jul 2024 23:16:51 No. 6055280 Report Rolled 2, 87, 80, 53, 94, 15, 24, 73, 99, 29 = 556 (10d100) >>6055269 >Quickview: Population: 10000
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I] Input Buildings
>[Gemseekers I] Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I] Technology:
>[Extradimensional Construction I], [Dance Fighting I ®] Military:
>Wayfinders +1.5 [Scout] Other:
>[Experimental Portal] Consumables:
>Gemstones (1/1), Magic Scrolls (1/1) ---
1) [Eateries I] continue to spring up and develop.
2) [Buildingguild I] nears completion of their guild hall.
3) [Townhouses I] are filling into neat rows.
4, 5) [Water I] proves to be a challenging project due to its scope.
6, 7) [Fields I] are now sown, but there is fence to make, ditches to dig, and harvest won't be for some time.
8, 9, 10) {Magical Research} [Bluespace Wayfinding]
*I want my Wayfinders to research with the Experimental Portal to further develop magical transit. When it's complete I was thinking I roll 2d100 to determine X and Y coordinates on the map and have a unit sent to that random location, because that sounds like fun.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 23:34:33 No. 6055288 Report Rolled 65, 2 = 67 (2d100) TURN 19
>>6055280 >Skaelwood 1) The shoddy construction just collapsed
>Population - 50
>Penalty from low roll. 2) DONE
>Building [Building Guild I]
3) DONE
>Building [Townhouses I]
4,5) DONE
>Building [Wells I]
6,7) Fields (2/6)
8-10) DONE
>Other Expedition Report (1/1)
>Other You posting progress means I don't have to scroll to search for it, and thus it goes faster, while also having to search for corresponding stuff when the order changes. In other words - thing go faster
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 23:37:53 No. 6055290 Report Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Tue 09 Jul 2024 23:39:11 No. 6055292 Report Quoted By:
>>6055290 Damn, posted using wrong map. Oh well.
But the location sticks: far top, dry desert.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:/ZErlxIs Wed 10 Jul 2024 00:01:47 No. 6055305 Report Quoted By:
>>6055288 Oh, and before I go to sleep:
The action on eatery is completely cancelled. That's why it has no progress. The penalty is exactly high enough to reduce the existing progress to zero.
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction III] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription IV ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1) Meanest Dinosaurs (1/1)
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Wed 10 Jul 2024 01:03:21 No. 6055373 Report Rolled 50, 49, 1, 13, 42, 41, 52, 96, 95, 95 = 534 (10d100) >>6055288 >Quickview: Population: 9950
Power level: 1 (is the +1.5 on my wayfinders +1.5 to power?)
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers I], [Water I], Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], Technology:
>[Extradimensional Construction I], [Dance Fighting I ®] Military:
>Wayfinders +1.5 [Scout] Other:
>[Experimental Portal] Consumables:
>Gemstones (1/1), Magic Scrolls (1/1) ---
Actions:
1) USE Gemstone (1/1) to begin to revive those killed in the kitchen collapse. Those responsible are found liable for negligence and have their income garnished to pay off the enormous cost of the death toll over the next 50 years.
READ Expedition Report (1/1) (do I need to roll for this? or is this meant to be saved for when I do things in that region?)
2, 3) Skilled Craftsmen foreman teams oversee construction of the new Eateries.
4, 5) [Fields I] (2/6) More attention is diverted to the problems encountered as Skaelwood begins to be cultivated.
6, 7) [Silk Farm I] (1/6) It turns out domesticating silk worms is quite hard, ackshyually!
8) {Resources} [Gemseeking] Additional shifts of unseen servants are allocated to the Gemseekers to pay for the unexpected need for clones.
*Basically just mining for more gemstone consumable here.
9, 10) {Tech Research} The Lorehall is tasked with reviewing and codifying the results of our Blue Magic studies, and suggesting new avenues of possible research.
*I am trying to increase my tech level.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:vfgsjHEf Wed 10 Jul 2024 01:04:44 No. 6055377 Report Quoted By:
>>6055373 Damn, these eateries aren't playing around.
Zair al dakar
Rolled 86, 27, 24 = 137 (3d100) >>Population: 11300
>>Power level: 3 >>Tech Level: 3 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids>>6054932 Barnaban Code 17/24>>6055211 We'll give you research method and Material Science, at this point one of us needs to create a joint Technical Lab or university in exchange we'll need logistics II >Dice 1 Continue revising the barnaban Code >Dice 2 expand the agricultural production >>Production I Bureaucracy V >Dice 3 Established specialized industrial sectors to increase efficiency >>Bureaucracy V Construction III Production I Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Thu 11 Jul 2024 00:41:58 No. 6056040 Report Late with update, but can't sleep anyway
TURN 23
>>6055373 >Skaelwood 1) DONE
>Population + 50
REMOVE Gemstones (1/1)
2,3) Disaster! Someone had the bright idea to use open fire for cooking instead of building a kitchen. The result is entire housing quarter on ifre!
>Crit-Fail >Other [Great Fire of Skaelwood]
>You now have an ongoing crisis that has to be addressed post-haste. Doesn't have to be 5 turns spend on it, but you want to deal with it pronto 4,5) Fields I (4/6)
6,7) DONE
>Building [Silk Farm I]
8) DONE
>Other Gemstones (1/1)
9,10) Dice returned to pool
Other
>Expedition Report Apply it whenever you see fit, there is no actual content of it to read, it's just a plot coupon you get from sending scouts. (You) decide what they found, and it will be used in an action as a consumable to prop that up
===
TURN 130
>>6055933 >The Mountain Confederation 1) The new, updated version of the code is ready to be ratified (22/24)
2) No more gardening to get fed! No more herding! Time for crop fields of ample size! (1/6)
3) "... efficiency of what?" asks a foreman in the MIC-run ball-bearing factory (1/?)
Empress Genetrix
Quoted By:
>>6055933 The ants would gladly create the joint technical lab. Maybe if the rules do or don't allow for a single building to benefit two parties, we can just mechanically build two of the same of it (one for you and me) and fluff it as a joint lab.
Empress Genetrix
Rolled 47, 47, 13, 25, 32, 41, 92, 80, 89, 66 = 532 (10d100) >>6055343 >>6055219 123-124
1. Formicus Conscription V! 20/21
2-4. We've got the Road Warriors. We have the Dinosaurs. We know the Underground tunnel warfare. Now we must put it all together and create a mighty Rig of War! Hoisted on the backs of gigantic dinosaurs, these mobile platforms can move scores of ants. Like our Bombardier ants for example, plus trample and chomp things in their way.
>Research War Rigs! 5-10. Full legs ahead on construction IV! 9/15
>if possible, leftovers to Construction V too please Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
"We shall be the great Construction Corps of the Alliance!"
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:ED8Wze/2 Thu 11 Jul 2024 02:18:17 No. 6056079 Report Rolled 99, 62, 85, 77, 49, 97, 54, 32, 15, 76 = 646 (10d100) >>6056040 >Quickview: Population: 10.0k
Power level: 1 (is the +1.5 on my Wayfinders +1.5 to power?)
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers I], [Water I], [Silk Farm I] Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], Technology:
>[Extradimensional Construction I], [Dance Fighting I ®] Military:
>Wayfinders +1.5 [Scout] Other:
>[Experimental Portal] Consumables:
>Gemstones (1/1), Magic Scrolls (1/1) ---
Skael-in-the-Shadow stood in silence atop his tower. The hem of his mantle flapped back and forth in the winds born of rising thermal currents. Below him, orange light sprawled out from a half dozen epicenters throughout the Skaelwood.
"Cooking accidents," he was told. "Sabotage," he thought. His townhouses had been constructed from earthen daub walls to prevent just such calamities. No, he thought. He gave life eternal to his petitioners, but someone among them was throwing that back in his face. He had rendered a fair judgment against negligent builders, but it seemed that judgment had been a cause to burn his works in retaliation. No good deed goes unpunished, he thought to himself. Out loud, he reprised: "No bad deed will go unpunished, either."
---
1, 2) Druids will mobilize to suppress the fires as first responders leveraging the recently completed [Water I] works project.
*Fighting the Fire
3, 4) {Military} [Darkthistle Druids] will begin to coalesce under competent leadership out of the crucible of the crisis.
*Creating a military unit
5) [Righthof I] begins extradimensional construction in the Skael Tower (USE Gemstones 1/1), where justiciars will be trained and deployed to investigate crimes and corruption.
*Administrative building similar to a courthouse and secret police
6) {Resources} [Gemseekers] continue to receive a steady flow of Unseen Servants to fuel the voracious hunger for gems.
7) [Fields I] receive a token amount of labor admidst the crisis, but the work on farms never goes on hold even if the farmer would like it to.
8, 9) {Research} [Arcane Blades I] tech begins to be researched to improve melee combat proficiency of Arcane units the [Lorehall I]
10) {Explore} [Experimental Portal] triangulation experiments begin, sending yet another expedition. With three reports, we will begin to understand how to target our farcastings more precisely!
Zair al dakar
Rolled 67, 41, 82 = 190 (3d100) >>6056040 >>Population: 11300 >>Power level: 3 >>Tech Level: 3 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] > >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world] >[Administrative self rule II >>Foreign Assets >4 telecom Aphids >Finish the final Revisions of the barnaban code Dice 1 >Dice 2 Begin hiring more workers for the agricultural production >Dice 3 EFFICIENCY OF EVERYTHING! >>Going for production II Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Thu 11 Jul 2024 23:02:54 No. 6056651 Report Had a really busy day sorting another batch of post-crash paperwork, sorry
TURN 28
>>6056079 >Skaelwood 1,2) The fire is stopped
>Building [Damaged townhouses]
REMOVE [Townhouses I]
3,4) Are they druids, or dairy plant workers?
>Military Darkthistle Druids [Mag]
5) Righthof (3/6)
6) Gemseekers II (6/9)
7) DONE
>Building [Fields I]
8,9) Arcane Blades I (2/6)
10) Chevron three encoded... (5/12)
===
TURN 125
>>6056043 >Formicus Imperia 1) Here it is! The most efficient, effective and productive way of getting ants from the hatchery to the field - whatever field that would be
>Technology [Formicus Conscription V ®]
2-4) The War Rig is ready to roll out, patrolling the Highway
>Military War Rig +2 [Cav] [Arm]
REMOVE Meanest Dinosaurs (1/1)
5-10) Engineers - they clear the way
>Tech [Construction IV]
===
TURN 131
>>6056327 >The Mountain Confederation 1) With the final signatures of the delegates, the new version of the code is ratified
>Other [Amended Barnabas Code]
2 Ordnance (1/1)
2) And you too can became a skilled reaper driver! (4/6)
3) With all that bureaucracy passed recently, it shouldn't be hard to write down specs for screw threading (7/9)
Anonymous
Quoted By:
>>6056651 *Ordinance, obviously
Silver Guardians
>>6054682 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], , [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting III], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders [Eli] [Arm] [Gar] +5
Garrison Golems [Arm] [Gar] +3
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
Silver Guardians
Rolled 19, 89, 4, 26 = 138 (4d100) >>6056680 > Mechanics School™ 11/??: The scribe golems are working overtime to make dozens of copies of "Safety Protocols and You" and "101 Ways to make a behemoth of stone and metal". 2 Dice
[Surplus Construction Materials],[Glass],[Paper]
[Architecture IV], [Construction III]
[Carpenter III], [Stone Mason IV]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Scribe Bronze Golems +2.5 [Civ]
> Golem Crafting IV: The latest round of practical experiments and research into the latest golem designs begins, each researcher vying for the honor of designing the first Silver Steel golem. 2 Dice
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®], [Proving Grounds III] [Golem Testing Grounds]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
Anonymous
TURN 130
>>6056699 >Silver Guardians 1,2) ... but did they remember to copy the "Fire Hazard, and how to report it"? Is the Mechanics School really safe? (21/?)
3,4) New batch of folding chairs delivered to Debate Thunderdome distracted the scholars from proper research. But Professor Wiggleworth won his third consecutive featherweight championship (2/12)
Zair al dakar
Rolled 54, 77, 36 = 167 (3d100) >>6056327 it is absolutely infuriating that I still have no idea how to increase my dice level, fuck it Imma go out with a bang
>>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >>Foreign Assets >4 telecom Aphids >Dice 3 Conscript 10 Legions >ATTACK THE ANTS Zair al dakar
Rolled 7, 10, 3, 3, 7, 10, 4, 5, 8, 5, 9, 1, 3, 3, 5 = 83 (15d10) >>6056714 Attacking the ants
Zair al dakar
Rolled 4, 1, 9, 2 = 16 (4d10) >>6056715 battle mage rolls
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 01:48:49 No. 6056727 Report Rolled 28, 65, 51, 44, 93, 25, 83, 32, 95, 99 = 615 (10d100) >>6056651 No worries.
>Quickview: Population: 10.0k
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers I], [Water I], [Silk Farm I], [Fields I] Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Damaged Townhouses] Technology:
>[Extradimensional Construction I], [Dance Fighting I ®] Military:
>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] Other:
>[Experimental Portal] Consumables:
>Magic Scrolls (1/1) ---
1) {Exploration} [Extradimensional Portal] expedition (5/12) checks their shuriken mags. Chevron five locked.
2, 3) {Research} [Arcane Blades] (2/6) are being used to cut watermelons as scientists with clipboards write down the results and nod to each other.
4) [Gemseekers II] (6/9) dig greedily, dig deep.
5) [Righthof] (3/6) trains detectives how to press X to doubt.
6, 7) [Lorehall II] begins, adding a scholastics wing and dedicated research wing.
8, 9) [Eateries] begin to be constructed again, with more eyes watching from shadowy places.
10) [Damaged Townhouses] repairs and fireproofing efforts begin.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 13:12:09 No. 6056942 Report >>6056714 >>6056715 >>6056717 ? ? ?
I will give you a visual clue.
It's been 47 turns since you switched from so-far single-minded goal to do... a lot of different things. Many of which would also bear extra die if you stayed to them long enough.
Do you have any idea how confusing it is from my side of the "table"?
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 13:26:09 No. 6056948 Report TURN 33
>>6056727 >Skaelwood 1) Chevron four... (6/12)
2,3) DONE
>Technology [Arcane Blades I]
4) DONE
>Building [Gemseekers II]
>Other Gemstones (1/1)
[Gems]
>[Gems] is a regular resource, meaning it always adds up to things as a (very small) flat bonus whenever applicable. Said that, consult and compare >>6054936 5) DOUBT!
>Building [Righthof I]
6,7) Lorehall II (6/9)
8,9) DONE
>Other [Eateries]
10) DONE
>Building [Townhouses I]
REMOVE [Damaged Townhouses]
===
TURN still 131
>>6056714 >The Mountain Confederation 1-3) Dice returned to the pool
I guess by the time you read this, you'll be like Fonzie - cool.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 14:02:59 No. 6056957 Report Rolled 64, 89, 72, 76, 35, 98, 39, 13, 90, 79 = 655 (10d100) >>6056948 >Quickview: Population: 10.0k
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I] Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I] ---
Technology:
>[Extradimensional Construction I], [Dance Fighting I ®], [Arcane Blades] Military:
>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] Other:
>[Experimental Portal] Consumables:
>Gemstones (1/1), Magic Scrolls (1/1) ---
1, 2) {Exploration} [Experimental Portal] expeditionary squad goes up to the gate and begins manually turning the inner ring...
3) {Wonder} [Cloning Undercroft] A long term project is started to upgrade the Undercroft into a Wonder.
4) [Skael Tower] A project to upgrade Skael Tower to be a defensive Citadel for Skaelwood begins.
5) [Hen Keups] are built.
*Input building for eggs.
6) [Sheep Parrocks] are built.
*Input building for milk, wool, and meat.
7) [Arcane Foundry] begins construction to supply the Bladesingers with neat laser swords. Vvrow...
8) {Military Unit} Bladesinger Regulars begin training with the new Arcane Blades.
9, 10) {Research} [Shuriken Pistols] are researched for the magically impaired bough of the military.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 14:42:33 No. 6056968 Report Rolled 9, 2 = 11 (2d100) TURN 38
>>6056957 >Skaelwood 1,2) Chevron seven - encoded!
>Other Expedition Report (1/1)
3) Die returned to the pool -> die moved to next action
>You need to gain a project for wonders or whatever they would be called. And those come from a nat100. To say nothing about your current state of affairs 4) DONE
>Military [Fortified Tower]
>Other [Skael Tower]
5) Eggs (2/6)
6) DONE
>Building [Sheep Ranches I]
7) Foundry I (2/6)
8) Stalled (0/6)
>No progress from low roll >I assume you are adding the Arcane Blades tech to this unit? 9,10) Does it shoot lighting in alternative mode?
>Technology [Shurikens I]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 14:44:26 No. 6056969 Report Quoted By:
>>6056968 The scouts using the gate land right in the middle of the ocean.
>Top, left corner of the map Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 15:15:21 No. 6056990 Report Rolled 21, 44, 39, 67, 17, 52, 81, 72, 71, 88 = 552 (10d100) >>6056968 >Lightning Shuriken Pistols Sadly, shooting lightning with RMB would require magic storing that we lack the technology for at present. Maybe in the future our Goth Scientists will discover mana capacitors.
>Adding Arcane Blades tech to the unit Yes. I assume it can only improve the unit.
>It's another the-stargate-is-under-water-on-the-other-side episode It's okay, it's okay. Farcast-1 are trained professionals. Every squad has a member with Shape Water cantrip. They can make a raft or something, surely.
---
>Quickview: Population: 10.0k
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I] Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I] Military Buildings
>[Fortified Tower] Other Buildings
>[Experimental Portal], [Skael Tower], ---
Technology:
>[Extradimensional Construction I], [Dance Fighting I ®], [Arcane Blades I], [Shurikens I] Military Units:
>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] Consumables:
>Gemstones (1/1), Magic Scrolls (1/1), Expedition Reports (2/2) ---
1) [Lorehall II] (6/9) continues even though I forgot it in the last post.
2) [Eggs I] (2/6) continues.
3) [Arcane Foundry I] (2/6) continues.
4) {Military Unit} Arcane Blade Warriors (0/6) continue training. It turns out new martial techniques must be developed to use the new blades.
5, 6) {Research} [Abjuration Magic I] is studied to fortify our warriors in battle.
7, 8) [Proving Grounds I] begins to be built in the woods where warriors can be trained on a larger scale.
9) [Brewery I] begins where Elven Berry Mead can be made.
10) [Honey I] begins to be harvested from natural log apiaries hanged all around the Skaelwood.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 15:53:43 No. 6057008 Report TURN 43
>>6056990 >Skaelwood 1) [Lorehall II] (7/9)
2) [Eggs I] (5/6)
3) [Arcane Foundry I] (4/6)
4) Bladesingers (4/6)
5,6) DONE
>Technology [Abjuration Magic I]
>I had to check DnD rulebook to see what abjuration does game-wise. Curses on you! 7,8) DONE
>Building [Proving Grounds I]
9) [Brewery I] (4/6)
10) Bee-keepers (5/6)
>And I'm pretty sure you should have 2 Gemstones consumables Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 16:28:58 No. 6057023 Report Rolled 41, 78, 42, 68, 15, 4, 36, 7, 17, 2 = 310 (10d100) >>6057008 >Quickview: Population: 10.0k
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I] Crafting Buildings
>[Crafters Quarter I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Other Buildings
>[Experimental Portal], [Skael Tower], ---
Technology:
>[Extradimensional Construction I], [Dance Fighting I ®], [Arcane Blades I], [Shurikens I], [Abjuration I] Military Units:
>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] Consumables:
>Gemstones (2/2), Magic Scrolls (1/1), Expedition Reports (2/2) ---
Gettin' some work done today.
1) [Lorehall II] (7/9) continues construction.
2) [Eggs I] (5/6) nears completion.
3) [Arcane Foundry I] makes progress.
4) {Military Unit} [Bladesingers] (4/6) are nearly ready for deployment.
5) [Brewery I] (4/6) just found out what yeast is, and is disgusted.
6) [Beekeepers I] (5/6) just found out what honey is, and is disgusted.
7, 8) {Exploration} [Experimental Portal] revs up the MALP for the final triangulation expedition.
9, 10) {Research} [Magesilk Armor] to improve the defense of magical units.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 16:30:25 No. 6057025 Report Quoted By:
>>6057023 Well, at least the Arcane Foundry didn't explode.
Silver Guardians
Rolled 29, 27, 15, 98 = 169 (4d100) >>6056702 > Mechanics School™ 21/?: The guardians would invent fire extinguishers, if anyone trusted the chemists enough to let them spray a fire with chemicals. 2 Dice
[Surplus Construction Materials],[Glass],[Paper]
[Architecture IV], [Construction III]
[Carpenter III], [Stone Mason IV]
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
1 Bronze Golem Constructors +1.8 [Civ] [Build]
1 Scribe Bronze Golems +2.5 [Civ]
> Golem Crafting IV 2/12: A number of curiously unconventional questions are being asked on the topic of 'What is a Golem', leading to Professor Dionets slamming a glass of water with two olives in it onto a table and declared "Behold a Golem!". 2 Dice
[Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®], [Proving Grounds III] [Golem Testing Grounds]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 16:54:13 No. 6057037 Report TURN 48
>>6057023 >Shaelwood 1) DONE
>Building [Lorehall II]
2) DONE
>Building [Egg Hatchery I]
3) DONE
[Arcane Foundry I]
4) DONE
>Military Bladesingers +0.3
5) [Brewery I] (4/6)
>No progress due to low roll 6) [Beekeepers I] (4/7)
>Penalty from low roll 7,8) Big circle starts to spin... slooowly (2/12)
9,10) What's worse than uncooperative silkworms? Giant, hungry silkworms, brought to live by magic! And that chew on everything! Lets' get rid of those pests!
>Other [Pest Infestation in the Lorehall (3/3)
>Lorehall is disabled for next 3 turns >Also You are in a position for swift increase of Power
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 16:58:08 No. 6057039 Report TURN 131
>>6057032 >Silver Guardians 1,2) The keep is already divided into neat classrooms, auditories and labs, time to furnish those with the required equipment... (29/?)
3,4) Some question if it was really just water in the glass and how does the glass content affects the essence of the golemness (9/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 17:02:56 No. 6057040 Report Quoted By:
>>6057039 Oh, wait, I forgot:
*(31/?)
Since you have automatic +2 and neither action will be finished this round.
Silver Guardians
Rolled 9, 85, 77, 85 = 256 (4d100) >>6057039 ONWARD
Toss another couple dice at each of em
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 17:21:32 No. 6057056 Report Rolled 58, 81, 49, 26, 70, 60, 57, 95, 56, 84 = 636 (10d100) >>6057037 And it only took me twice as long as Silverman Guardians to get my power upgrade. So how do I get my swift increase in power?
---
>Quickview: Population: 10.0k
Power level: 1
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I], [Hens I] Crafting Buildings
>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall II] (Infested) Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Other Buildings
>[Experimental Portal], [Skael Tower], ---
Technology:
>[Extradimensional Construction I], [Dance Fighting I ®], [Arcane Blades I], [Shurikens I], [Abjuration I] Military Units:
>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] >Bladesingers +.3 Consumables:
>Gemstones (1/1), Magic Scrolls (1/1), Expedition Reports (2/2) ---
1) [Brewery I] (4/6) The brewers get over their revulsion and continue their work.
2) [Beekeepers I] (4/7) One of the beekeepers, who was reduced to saying nothing but "insect vomit" was removed from the project and replaced. Work gets back underway.
3, 4) {Exploration} [Experimental Portal] expedition (2/12) triggers the sonic idle animation, but continues.
5-10) SWIFT INCREASE IN POWER!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 17:22:01 No. 6057057 Report TURN 132
>>6057049 >Silver Guardians 1,2) During the opening ceremony of the Mechanics School, the First Exemplar herself reminds the students and the cadre to never mix any chemicals with fire, no matter how curious they would be.
>Building Mechanics School ™
Automatically adds +1 progress to a single action
>Other Teaching aids (1/1)
3,4) The debate concludes that the real golem is the one we find in the end of the long and laborious production process.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 17:29:33 No. 6057063 Report Quoted By:
TURN 53
>>6057056 >Skaelwood 1) Berry mead starts to flow in quantity, without anyone waiting even a week for extra seasoning.
>Building [Brewery I]
2) Now with no complainers around, everyone can enjoy their sweet honey in peace
>Building [Bee Keeper I]
3,4) Chevron three encoded... (7/12)
5-10) POWER HAS RISEN!
>Other Power level: 2
GAIN 1d100 TO YOUR ROLL
>Question for FAQ You make an action titles "Rising Power" or similar. Same goes with increasing tech. Which you already did.
When you are given "You are in a position for swift increase of X", it means the action itself won't get any cheaper, effectively informing you that it's the right time to think about spending copious amount of dice on it.
And just to make it clear: please don't roll more than 10d100, which in this case means doing 3 turns at once to lessen the headache of keeping track of dice.
Silver Guardians
>>6057057 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
Silver Guardians
Rolled 16, 89, 55, 65 = 225 (4d100) >>6057072 > Golem Retrofit Project: There's no denying that a great deal of advancements have occurred between now and the earliest golems, and as exciting at the Molten Blademaster Death Golem 9000 would be, perhaps a retrofit of the older models of might be a better use of time. The Workers, Teamsters, Constructors and Scribe golems are all brought in for refitting with latest designs, including replacing key components with Silver Steel variants. 2 Dice
Crafting +15
[Golem Testing Grounds]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
[Forge II], [Automated Forge II ®], [Grand Metal Works - Crafters Level*]
[Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III]
> Golem Miners: These adorably small golems are more drill than anything else, designed to scout through narrow cracks and dig exploratory tunnels through the earth, seeking out the critical ores and supplies the Guardians crave. 2 Dice
Crafting +15
[Golem Testing Grounds]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
[Forge II], [Automated Forge II ®], [Grand Metal Works - Crafters Level*]
[Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 17:46:56 No. 6057076 Report >>6057073 Just to make sure - you plan to split the consumable on 4 units?
Silver Guardians
>>6057076 Wait, what consumable? Is Silver Steel still just in a limited amounts only sort of state? Wasn't planning on any consumable use here
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 17:51:34 No. 6057082 Report Quoted By:
>>6057078 Ok, then just misunderstanding then.
You do have right now on your list Silver Steel Bar (1/1), hence the question. The rest I can handle, I just need to know about this particular LEGO brick.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 18:03:08 No. 6057089 Report Rolled 65, 94, 53, 63, 88, 49, 69, 28, 30, 16 = 555 (10d100) >Quickview: Population: 10.0k Power level: 2 Tech Level: 1>Bonus: Magical Research +10>Buildings: Worker Buildings>[Workshops I], [Builderguild I] Input Buildings>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I], [Hens I], [Beekeepers I] Crafting Buildings>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings>[Righthof I] Thinker Buildings>[Lorehall II] (Infested) Utility Buildings>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I], [Brewery I] Military Buildings>[Fortified Tower], [Proving Grounds I] Other Buildings>[Experimental Portal], [Skael Tower], --- Technology:>[Extradimensional Construction I], [Dance Fighting I ®], [Arcane Blades I], [Shurikens I], [Abjuration I] Military Units:>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] >Bladesingers +.3 Consumables:>Gemstones (1/1), Magic Scrolls (1/1), Expedition Reports (2/2) --- What you're seeing now is a normal Goth. And this, this is a goth that has ascended past a normal goth, a Sh'dar Kai, or, you could just call it an Elf Goth. And this... [vascularity increases] ...this is to go even further BEYOND! [otherworldly screaming] (it's just the moths chasing people around the lorehall) --- 1, 2) {Exloration} [Experimental Portal] expedition (7/12) check their inflatable rafts as the blue portal yawns to life. 3, 4) [Magesilk Armor] (0/?) is experimented with from dead magic giant moth carcasses. 5-6) {Military Unit} Shuriken Fallbacks begin training at the proving grounds. These magically challenged units take overwatch positions for Bladesingers to fallback to if a fight is not going their way. 7-8) {Military Unit} Shuriken Fallbacks - a second unit begins to be drawn up to embed with Darkthistles 9-10) [Leadership School] - a military academy for training officers becomes necessary under the swelling size of the armed forces.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 18:32:34 No. 6057108 Report Rolled 87, 4 = 91 (2d100) TURN 56
>>6057089 >Skaelwood 1,2) *FUSH!* goes the spinning wheel!
>Other Expedition Report (1/1)
3,4) Silkworms definitely need to be breed BIGGER to make this whole thing worth the hassle
>Technology [Magesilk Armour I]
5-7) "Shuriken throwing 101: Never throw your star without taking a contemplative stance first. Make it know you are walking the path of the warrior"
>Military 2 Shuriken Fallbacks +0.3
>Actions merged, since it's same unit and it's more economical this way. Any time you train multiples of the same unit, it will be in almost all cases cheaper to loop them together 8,9) New training facility - this time with desks and blackboards, rather than field course (3/6)
>Told you to do 3 turns of catch-up from now on, that's 9d100, love. >Dice shenanigans to make things work out, thankfully your 10th die was below progress threshold ===
TURN 133
>>6057073 >Silver Guardians 1,2) Golems are being reconstructed to the new specs and parts. What's useful is kept, everything else is discarded for upgrades. The forges are producing and rolling new metal parts non-stop (10/14)
3,4) Thankfully, a small assembly line was free from any tasks, allowing to come up with a new, experimental design, build it and then send to the proving grounds for additional tests
>Military Silver-Lining Golem Miners +4.8 [Civ]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 18:35:46 No. 6057109 Report >>6057108 The gate is very consistent and far less random than it seems, sending each and every time the scouts far, far away, but in organised fashion
Zair al dakar
Rolled 43, 69, 79, 30, 93, 100, 85, 86, 62 = 647 (9d100) >>6056942 I have no idea what I was doing 47 turns ago and speaking of which I have no clue what I'm doing at this point either! Also what happened to the fonz!?
>>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >+5 Research >+1 Defense >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion IV] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >>Foreign Assets >4 telecom Aphids 131 to 133
>Dice 1 2 3 Consctipt 6 Model Legionnaires >Dice 4 5 6 7 8 9: MORE LAND EXPANSION LED BY THE ARMY I'll wait on the war because the ants seems to be MIA
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 19:22:30 No. 6057129 Report Rolled 93, 55, 27, 9, 2, 73, 85, 62, 45 = 451 (9d100) >>6057108 >9d100 Ah, I see what you mean. Thought I was just burning all 10d100s until I caught up.
>Quickview: Population: 10.0k
Power level: 2
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I], [Hens I], [Beekeepers I] Crafting Buildings
>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall II], Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I], [Brewery I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Other Buildings
>[Very Stable Genius Portal], [Skael Tower], ---
Technology:
>[Extradimensional Construction I], [Dance Fighting I ®], [Arcane Blades I], [Shurikens I], [Abjuration I], [Magesilk Armor I] Military Units:
>Wayfinders +1.5 [Scout] >Darkthistle Druids [Mag] >Bladesingers +.3 >Shuriken Fallbacks +.3 Consumables:
>Gemstones (2/2), Magic Scrolls (1/1), Expedition Reports (3/3) ---
1) [Very Stable Genius Portal] Spinny Wheel Calibration, using (3/3) Expedition Reports. The thing was pointed too far north, but we've made great strides since then. ...Great strides. We will try to take what we've learned and target a more precise and closeby location. The lush river valley to the northeast.
2-3) [Magesilk Armor] applied to Wayfinders since FC-1 is exposed to the most danger. Now where are we going to find more gigantic moths..? Wait. I don't like where this is going.
4) [Leadership School] (3/6) - Cadets invent what they call a 'builder' style wargame played by writing down hypothetical buildups of pretend civilizations.
5, 6) [Workshops of the Unseen II] begin, to meet the needs of the expanding economy.
7) [Builderguild II] begins as well, in some sort of imagined rivalry with the barely-existent Unseen Servants.
8-9) {Research} [Illusion Magic I] begins to be studied, with plans to use illusions to make Skaelwood more hidden. After we get these moth carcasses out of here, that is.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 21:12:35 No. 6057172 Report TURN 59
>>6057129 >Skaelwood 1) An attempt is made to directly control the landing location... chevron six locked (18/20)
REMOVE 3 Expedition Reports
>Plus a little lesson what consumables do 2,3) The Wayfinders are kitted with the finest, shiniest and toughest silk the entire of Skaelwood could weave
>Military Wayfinders +1.8 [Scout] [Arm]
4) All efforts on the rapid weaving left nobody to man the construction site (3/6)
>No progress due to low roll 5, 6) Even if the Workshop is crucial, it won't build itself when effort was put elsewhere (1/9)
>Penalty from low roll 7) In a rare case of helping yourself first, the builders are expanding their own operation (5/9)
8,9) A bubble that burst in flashing lights almost caused a seizure of one of the researchers, but the illusion definitely worked.
>Technology [Illusion Magic I]
>For the sake of your utility, posts with land-based locations the gate brought you: >>6055290 and >>6057109 , if it will be ever needed for anything. And if I start to re-watch SG-1 for the second time within this decade, I will blame you, find you, put holes through your knees with a rusty Bosch drill and pull a ribbon through them. A pink one.
===
TURN 133
>>6057123 >The Mountain Confederation 1-3) Mustering the newest legions of the most recent model (13/14)
4-9) With the ample help of the military, settlers take under their control the final stretches of land that the Confederacy can easily claim. It's not much now, but it soon will grow, just like the frontiers of old.
>Other [Land Expansion V]
GAIN 1d100 TO YOUR ROLL
PICK ONE
>[SWISS] >Bonus +1 Defense
>Making it +2 in total >Other [Natural Borders of the Confederacy ®]
OR
>[DIXIE] >Bonus +5 Expansion
>Yes, I know how superfluous it is at this stage +5 Scouting
>Other [Manifest Destiny ®]
You were expanding overland like crazy. And then you suddenly stopped, right at the final stage. I was giving you hinds ever since, including right when you've stopped Zair al dakar
Rolled 34, 24, 73, 77 = 208 (4d100) >>6057172 Man with how long it took to expand I got it in my head that I needed to stop expansion
OR
>[DIXIE] >Bonus +5 Expansion
>Yes, I know how superfluous it is at this stage +5 Scouting
>Other [Manifest Destiny ®]
>>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 9 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >Dice 1 Finish training the 6 New Legions >>EXPAND SOUTHEAST take the unoccupied land in between two rivers >Dice 2 3 4 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 22:30:42 No. 6057202 Report >>6057182 Wait, it was 6?
FUUUUCK!
(13/27)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 22:32:16 No. 6057203 Report Quoted By:
>>6057202 No, scratch that,we will do it 3 now, since they are finished, and 3 next action, with the discount on it so the math adds up in the end
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Fri 12 Jul 2024 22:41:46 No. 6057209 Report Rolled 21, 65, 69, 54, 92, 51, 100, 60, 63 = 575 (9d100) >>6057172 >And if I start to re-watch SG-1 for the second time within this decade, I will blame you, find you, put holes through your knees with a rusty Bosch drill and pull a ribbon through them. A pink one. You started it.
>>6054305 , I am blameless. You just gotta accept that we are the sixth race.
>Quickview: Population: 10.0k
Power level: 2
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild I] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I], [Hens I], [Beekeepers I] Crafting Buildings
>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall II], Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I], [Brewery I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Other Buildings
>[Very Stable Genius Portal], [Skael Tower], ---
Technology
Theoretical:
>[Abjuration I] [Illusion I] Practical:
>[Arcane Blades I], [Shuriken Pistol I] [Magesilk Armor I], [Bluespace Building I], Technical:
>[Dance Fighting I ®] Military Units:
>Wayfinders +1.8 [Scout] [Arm] >Darkthistle Druids [Mag] >Bladesingers +.3 >Shuriken Fallbacks +.3 Consumables:
>Gemstones (2/2), Magic Scrolls (1/1) ---
1) [Leadership School I] (3/6) Cadets keep playing tabletop rpgs and calling them wargames.
2) [Builderguild II] (5/9) continues to think of numero uno.
3) [Chappa'Ai] (18/20) spins to the seventh chevron.
4-6) [Quality of Life I] The [Workshop II] is put on hold, instead focusing on bringing all the constructions together into a cohesive high quality lifestyle in a thriving economy.
*Instead of (for example, since it just happened) [Land Expansion] to get more actions, I'm pursuing a route of building tall for a similar effect.
7-9) Bladesingers Regulars begin to receive [Arcane Blades], [Magesilk Armor] and receive [Dance Fighting (r)] training.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 12 Jul 2024 23:51:38 No. 6057241 Report TURN 61
>>6057209 >Skaelwood 1) They are too busy with thinning their paints to even do that (4/6)
2) The guild get a new wing, handling teamsters and non-essential bits
>Building [Builderguild II]
3) *FUSH!* and the portal opens to the desired location.
>Now... what was the goal of this action crunch-wise? Just expedition? Land-grab? Link to location? Help me out here, love 4-6) Dice returned to the pool
>I honestly don't understand the goal of the action. I mean I get the end goal, I just on't know what this specific action is doing. 7-9) Bladesingers are put through some extra training and badly needed equipment upgrade. It's during the fitting when someone has the bright idea to actually try the whole Bladesinging
>Military Blade Dancers +2.7 [Arm]
REMOVE Bladesingers
>Technology [Bladesinging I ®]
PICK ONE
>Building [Barracks I]
OR
>Technology [Conditioning I]
>Not only SG-1 temptations, but forcing me to do DnD read ups. Do you have any idea how much I despise DnD, particularly the rules and weird names for mechanical features? ===
TURN 134
>>6057182 >The Mountain Confederation 1) The first batch of the Legionaries join the ranks, time for the next one
>NOTE Ongoing (1/13) for another 3 Legions
>Military 3 First Legions +2
2-4) Another piece of empty land to be settled down... soon (11/12)
>Just so this is clear: you already got a die from territory and power increase. So neither of those is going to provide you with your 5th die. Silver Guardians
Rolled 51, 58, 15, 4 = 128 (4d100) >>6057108 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts 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]
1 Scribe Bronze Golems +2.5 [Civ]
1 Silver-Lining Golem Miners +4.8 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
> Golem Retrofit Project 10/14: The Forge Golems are definitely looking a little jealous, despite their long tenure as top of the line golems. 2 Dice
Crafting +15
[Golem Testing Grounds]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
[Forge II], [Automated Forge II ®], [Grand Metal Works - Crafters Level*]
[Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III]
> Mines III: The new Mining Golems are put to work finding new veins of ore to exploit, digging ever deeper and deeper... 2 Dice
1 Silver-Lining Golem Miners +4.8 [Civ]
[Architecture IV], [Construction IV], [Engineering III]
[Carpenter III], [Stone Mason IV], [Toolmaker II]
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Sat 13 Jul 2024 00:56:25 No. 6057269 Report Rolled 7, 6, 6, 8, 6, 3, 10, 5, 7 = 58 (9d10) >>6057241 >What was the goal of the Portal Upgrading the Experimental Portal to [Webway Network I], I suppose. This will really help with my Elven Illuminati cred.
>I don't understand building tall If someone can invest actions into expansionism and land grabbing to get an extra action, that is 'building wide.' It stands to reason that investing the same number of actions into your people and your city 'building tall' could also get extra actions. It seems to me other players do their land grabbing and expansions by just applying dice towards that goal. I am doing the same, but applying the dice under [Quality of Life] instead of expansionism.
>Pick one [Conditioning I] because the [Proving Ground] was meant to be my barracks building. We've got comfy townhouses to sleep in.
>D&D read ups Oh dear, well you don't have to. I didn't even mean to invoke D&D in my last post, what did you read about? I intend to research some more schools of magic but I don't think you have to fact check me on them. There are like 8 schools of magic I think, so it's a lot of actions to sink into magic, especially if I upgrade them and come up with practical daughter technologies.
---
>Quickview: Population: 10.0k
Power level: 2
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild II] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I], [Hens I], [Beekeepers I] Crafting Buildings
>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall II], Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I], [Brewery I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Other Buildings
>[Very Stable Genius Portal], [Skael Tower], ---
Technology
Theoretical:
>[Abjuration I] [Illusion I] Practical:
>[Arcane Blades I], [Shuriken Pistol I] [Magesilk Armor I], [Bluespace Building I], Technical:
>[Dance Fighting I ®], [Bladesinging I ®], [Conditioning I] Military Units:
>Wayfinders +1.8 [Scout] [Arm] >Darkthistle Druids [Mag] >Blade Dancers +2.7 [Arm] >Shuriken Fallbacks +.3 Consumables:
>Gemstones (2/2), Magic Scrolls (1/1) ---
1) [Leadership School] cadets stay up all night preparing a thesis based on their wargaming to show to their instructors.
2, 3, 4) {Military} Darkthistle Druids are trained in [Conditioning I], [Arcane Blades], and [
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Sat 13 Jul 2024 00:58:17 No. 6057270 Report Quoted By:
>>6057269 oof, forgot to finish my actions
Oh, wait, those dice were ass.
Everything went better then expected.
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Sat 13 Jul 2024 01:06:21 No. 6057274 Report Rolled 92, 32, 64, 17, 78, 57, 88, 64, 13 = 505 (9d100) ..nevermind I rolled d10s. Jeez I need to hit the hay. Sorry for the triple post, and goodnight. 1) [Leadership School] 2-4) {Military} Darkthistle Druids are trained in [Conditioning I], and [Arcane Blades]. 5, 6) [Silk Farm II] The druids looked horrified when we told them we wanted bigger moths. 7, 8) {Research} [Cloaks of Shrouding] using our insights from [Illusion Magic I] 9) {Explore} [Webway Network] FC-1 begins visiting settlements and asking about the state of the world and how it has changed in the past century. *I am trying to discover who my neighbors are and what the big happenings are, such as this ant war that has been going on
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Sat 13 Jul 2024 09:19:48 No. 6057429 Report TURN 64
>>6057269 >>6057274 >Skaelwood 1) Finally, a proper game of Kriegspiel is being had
>Building [Leadership School I]
2-4) The druids huff and puff during their daily 20 mile runs, but since the last at finish doesn't eat, everyone is putting effort into their training
>Military Darkthistle Druids +0.6 [Mag]
REMOVE Darkthistle Druids [Mag]
5,6) They looked even more horrified the grubs are going to be the new grub if they will fail, MUAHAHAHA... khm! (8/9)
7,8) The rudimentary nature of the illusion spell leaves a lot to desire when it comes to the scale of a cloak (9+2/?)
>That's a tech or a building? Or effect? 9) The big dumb ring starts to spin once more (0/?)
>No progress from low roll ALSO
>Other [Sets of Webway Coordinates]
[Webway Location 44;85]
Expedition Report (1/1)
>To conclude your previous turn action to figure out the gate >Technically speaking, you are in the past - the war didn't happen yet for another 20 or so turns turns ===
TURN 134
>>6057254 >Silver Guardians 1,2) The refits are finished. The old-new golems are tested and calibrated. Then, without finding any major or minor issues or faults, they are deemed good to work. Some final fine-tuning is being done
PICK ONE
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
>[Acc] - accurate, a situational modifier OR
>Military 1 Silver-Lining Golem Workers +4.8 [Civ]
1 Silver-Lining Golem Teamsters +4.8 [Civ]
1 Silver-Lining Golem Constructors +4.8 [Civ] [Buiild]
1 Silver-Lining Golem Scribes +4.8 [Civ]
3,4) The golems are digging very, very deep - and doing so very fast, despite hitting few times already. Maybe a bit too deep... (6/12)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Sat 13 Jul 2024 14:58:52 No. 6057565 Report Quoted By:
>>6057429 *hitting bedrock, of course
Zair al dakar
Rolled 68, 4, 15, 64 = 151 (4d100) >>6057182 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 12 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production I] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >Dice 1 2 Train up the last batch of legionnaires >Dice 3 Finish up the last land expansion for a while >Dice 4 Increase production efficiency <<Production II>> here we come Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Sat 13 Jul 2024 20:52:21 No. 6057860 Report Rolled 80, 58, 67, 90, 26, 35, 2, 46, 39 = 443 (9d100) >>6057429 ooh my aching 'ead.
>[Cloak of Shrouding] a tech or a building? Or effect? A practical tech (how to take Illusion I theoretical magic and apply it to a practical effect: cloaks for our military. Same as Arcane Blades and Magesilk Armor.
>Technically you're in the past I thought of that, but then I figured it would be way too confusing to do things that way. Consider an alternative: maybe I'm in the present but since we're so isolationist only a fraction of my (eventual) power is being focused on the outside world.
>Quickview: Population: 10.0k
Power level: 2
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild II] Input Buildings
>[Gemseekers II], [Water I], [Silk Farm I], [Fields I], [Sheep I], [Hens I], [Beekeepers I] Crafting Buildings
>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings
>[Righthof I] Thinker Buildings
>[Lorehall II], [Leadership School I] Utility Buildings
>[Cloning Undercroft I], [Sickbay I], [Townhouses I], [Eateries I], [Brewery I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Other Buildings
>[Webway Gate 44;85], [Skael Tower], [Webway Address Book I] ---
Technology
Theoretical:
>[Abjuration I] [Illusion I] Practical:
>[Arcane Blades I], [Shuriken Pistol I] [Magesilk Armor I], [Bluespace Building I], Technical:
>[Dance Fighting I ®], [Bladesinging I ®], [Conditioning I] Military Units:
>Wayfinders +1.8 [Scout] [Arm] >Darkthistle Druids +0.6 [Mag] >Blade Dancers +2.7 [Arm] >Shuriken Fallbacks +0.3 Consumables:
>Gemstones (2/2), Magic Scrolls (1/1), Expedition Report (1/1) ---
1, 2, 3) [Quality of Life I] We try to make the gods recognize that our quaint elven eateries, mead, and tip top healthcare system is totally just as cool as landgrabbing, ackshyually.
4) {Explore} My Big Dumb Fat Webway Adventure goes on, ba da dum da dumb da-da.
5) [Godshof] Speaking of Gods, we need a temple. This will be made with extradimensional construction in Skael Tower. USE Gemstone (1/1)
6) [Playhalls I] We need some entertainment facilities. Halls with stages in them for plays and other large social activities begin to be built.
7) [Town Groves] Natural oases are built in between the rows of townhouses, providing natural spaces to preserve the balance. Beauty and Recreation building.
8) [Silkworms II] (8/9)
9) [Cloaks of Shrouding] (9+2/?)
Empress Genetrix
>>6056651 >Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm]
4 Military Inquisitors +0.6 [Arm]
2 1/2 Pioneer Ants +1.2 [Civ]
1 Formicus Inquisition [Civ]
3 Spitter Ants +1.5 [Art] [Arm]
4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY)
3 Road Warriors +2 [Cav] [Exp]
War Rig +2 [Cav] [Arm]
>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I]
[Tools I]
[Smelting I]
[Construction IV]
[Strong Bodies]
[Formicus Acid I®]
[Society II]
[Arcane Communication I ®]
[Army Structure I]
[Logistics II]
[Conscription V]
[Formicus Conscription V ®]
[Textiles]
[Magic Theory III]
>Building [Hive Mind Tower®]
[Barracks II]
[Mountain Hive]
[Tree Settlement]
[Nurseries III]
[Underground Highways I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
[Mutagenic Pools II]
[Magi-Rely™]
[Formicus Roads I ®]
>Other [Land Expansion III]
Imperial Hive™
Power: 3
[Inquisition]
[Highways]
[Border Hives]
[Giant Ants II]
[Patrol Routes]
[Winged Ants]
[Spitter Ants]
[Mutagenic Chamber]
[Formicus Dyes ®]
[Domesticated Dinos]
[Honey Ants]
[Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]
[Tree Princesses]
[Arcane Antennae]
[The Magi Caste]
[Arcane Communication ®]
[Color-Coding]
[Rhytm Work]
[Driver Ant]
[Formicus Princes ®]
[Royal Wings ®]
[Mineral Deposit]
[Carapace]
[Formicus-Confederate Highway ®]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Unfinished Projects
2/6 Underground Mushrooms
1/6 Underground Culvitating
Westward Expansion (13/18
Veteran's Outpost (1/1)
Expedition Report (1/1)
Empress Genetrix
Quoted By:
Rolled 35, 42, 85, 7, 74, 47, 16, 18, 80, 6 = 410 (10d100) >>6057996 >>6056651 125-126
1-10. Construction V!
We will master this technology, then build bigger and greater constructs than ever before!
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Sun 14 Jul 2024 13:03:25 No. 6058369 Report >Middle of writing the update >Get distracted by a text from work >Start doing other things >6 hours later >"Wait, did I post the update?" TURN 67
>>6057860 >Skaelwood 1-3) The gods would probably approved more if they were worshiped at all. Or at least offered some of that mead
>Other [Quality of Life I]
4) FC-1 is ready to go, chevron four encoded... (6/12)
5) An extra-gaudy altar is being build (5/6)
REMOVE 1 Gemstones
6) Elven Lounge, with blackjack and booze! That's definitely going to increase productivity (2/6)
7) It will take a LOT of time to grow those seeds and saplings into actual groves, or even a small greenery squares (0/8)
>Moved die from 9th action 8) The silkworms are noticeably bigger now. About thrice as big as they were
>Building [Silk Farm II]
>Other Silk (1/1)
9) Action concluded in previous turn, die moved to 7th action
ALSO
>Technology [Illusion II]
>Cloak of Shrouding Then it's effectively [Illusion II] "tech". The game isn't all that granular to effectively do the same thing twice.
>Quantum and time You're in the past, because it's easier this way to count it all ;)
===
TURN 127
>>6057996 >Formicus Imperia 1-10) While a bit excessive, all effort of the Empire was poured into improving and refining the smallest details on how to make the most of it in any given construction project. The final say in the matter of building is here
>Technology [Construction V]
===
TURN 135
>>6057833 >The Mountain Confederation 1,2) The training of legions might take a bit longer than anticipated... (3/13)
3) The pioneers put the final wooden posts, marking the new border
>Other [Riverside Land]
4) Behold! The new manual on drilling holes and their grooving standards
>Technology [Production II]
>ALSO The [SWISS] choice should have also cover for [Border Forts III]. But I couldn't find it in your sheet until spotting it now - I knew you had some fortifications, but was unable to find it.
You can reconsider the choice, given I messed up.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Sun 14 Jul 2024 13:04:27 No. 6058371 Report Quoted By:
>>6058369 Note to self: Ants rebuild the Tree Settlement bunch of turns ago
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] War Rig +2 [Cav] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18 Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 42, 69, 74, 38, 12, 84, 48, 87, 72, 97 = 623 (10d100) >>6058369 >>6058511 Turn 128-129
1. Prepare to send Construction V to the Confederacy, as promised!
2-3. The time has come again to raise more worker-soldiers, defenders and constructors of Empire they are the very face of Formicus might! Now with our superior Conscription this should be easier.
4-5. As agree'd upon, let us construct a Joint-Technical Laboratory! We'll build it at the Confederacy Capital.
>For this project, I would like to construct something that boosts research both for myself and the Confederacy, fluffed as a joint research lab. If ruleswise I need to do something else like build two buildings for each of us, so be it. Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
5-6. Develop a superior Mutagenic Chamber II. This advanced laboratory will be needed for superior antforms.
7-8. And Build a bigger Mutagenic Pool will aid in mutation research
9-10. Research special Gene-Sire Princes. By having specific princes absorb and carry specific genetic material for the types of ants we want our beloved Empress and Princesses to lay, it will make developing, refining and applying further learned mutations to fresh batches of eggs far easier.
Samir Kamandula
Rolled 37, 27, 21, 87 = 172 (4d100) >>6058369 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 12 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Riverside land] we will stay as is
>After nearly Declaring war upon the ants due to them being seen as a possible competitor they can nip in the bud Zair is ousted from power and replaced by the more isolationist Samir Kamandula >Dice 1 2 >Finish the river land expansion >Dice 3 4 >Continue Training the last 3 legions Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Mon 15 Jul 2024 01:07:22 No. 6058721 Report Rolled 96, 86, 86, 51, 64, 79, 83, 89, 67 = 701 (9d100) >>6058369 >Made Arcane Blades [Evocation I], Made Magesilk Armor [Abjuration II], made [Extradimensional Construction] [Conjuration I], made Shuriken Pistols [Transmutation I] as per spells like Magic Stone or Catapult for flinging things with magic. >Quickview: Population: 10.0k
Power level: 2
Tech Level: 1
>Bonus: Magical Research +10
>Buildings: Worker Buildings
>[Workshops I], [Builderguild II] Input Buildings
>[Gemseekers II], [Silk II], [Water I], [Fields I], [Sheep I], [Hens I], [Beekeepers I] Crafting Buildings
>[Crafters Quarter I], [Arcane Foundry I] Leadership Buildings
>[Righthof I], [Godshof I] Thinker Buildings
>[Lorehall II], [Leadership School I] Utility Buildings
>[Sickbay I], [Townhouses I], [Eateries I], [Brewery I], [Playhall I] Military Buildings
>[Fortified Tower], [Proving Grounds I] Transit Buildings
>[Webway Gate 44;85], [Webway Address Book I] Other
>[Skael Tower], [Cloning Undercroft], [Quality of Life I] ---
Technology
Theoretical:
>[Abjuration II], [Illusion II], [Evocation I], [Conjuration I], [Transmutation I] Technical:
>[Dance Fighting I ®], [Bladesinging I ®], [Conditioning I] Military Units:
>1 Wayfinders +1.8 [Scout] [Arm] >1 Darkthistle Druids +0.6 [Mag] >1 Blade Dancers +2.7 [Arm] >2 Shuriken Fallbacks +0.3 Consumables:
>Gemstones (1/1), Magic Scrolls (1/1), Expedition Report (1/1), Silk (1/1) ---
1) {Exploration} [Webway Gate I] FC-1 is on a standard scouting mission today to P2X-416, absolutely nothing zany will happen. (6/12)
2) {Research} [Conjuration II], this is the school of magic for teleportation and such so it should be higher than I have it.
3) [Water II], some of the druids watched a youtube video on contour swales or something and they're insisting we implement it.
4) [Town Groves I] continues.
5, 6) [Workshops of the Unseen II] resumes (0/?)
7, 8, 9) {Military Unit} Shuriken Cannon [Artillery] begins trials at the Proving Grounds.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Mon 15 Jul 2024 09:41:13 No. 6058921 Report TURN 70
>>6058721 >Skaelwood >Made Arcane Blades [Evocation I], Made Magesilk Armor [Abjuration II], made [Extradimensional Construction] [Conjuration I], made Shuriken Pistols [Transmutation I] as per spells like Magic Stone or Catapult for flinging things with magic. ABSOLUTELY FUCKING NO
You don't change nilly-willy what you've got nor retroactively alter what those things do. Like seriously, what the hell mate?!
1) *FUSH!"
>Other Expedition Report (1/1)
2) Dice returned to the pool -> Dice moved to next action
>You don't have such tech. You don't. 3) The wells are deepened, fully reaching the aquifer without additional magic tricks
>Building [Wells II]
>And I'm damn sure I gave you Wells I, too 4) And there, we will plant a small geranium... (3/8)
5,6) Workshops II? Nice (6/9)
7-9) An experimental, balista-sized shuriken launcher in fully tested and operational
>Military 1 Shuriken Cannon +0.6 [Art]
===
TURN 129
>>6058511 >>6058519 >Formicus Imperia 1) The information is relied via the telecoms aphids
>Which apparently are no longer on the sheet of the Confederation, or I'm getting blind 2,3) More soldiers for the hive! More workers for the empire!
>Military 2 Soldier-Workers +0.9 [Large]
>Juuuust below the 3rd unit 4,5) The foundations for the joint lab is being laid. The building will have to accommodate for completely different forms of communications between the researching people and insects (7/20)
6) Storing more of the green goo inside the chambers (6/9)
>You already assigned 5th dice to the joint lab 7,8) New spawning pools are being dug (3/6)
9,10) Princes in nothing more than name, those dedicated workers carry the extra package of material to the breeding process
>Other [Gene-Sire Princes]
>>6058602 >Other [(Construction V) Manual] (1/1)
===
TURN 136
>>6058602 >The Mountain Confederation 1,2) New territories to be added to the Riverside Land (4/13)
3,4) On your feet, maggots! Time for morning exercises! (10/13)
>mfw it accidentally starts to resemble States, with Texas to be added Empress Genetrix
Quoted By:
>>6058602 "Her Majesty sends her most heartfeldt tidings and wellwishes to the new Chief Councillor," says Councilor Thrk'tek "may his tenure be fruitful and bountiful, and long live our noble Republic and Confederation."
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +0.9 [Large]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Hive Tunnels I] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Joint Laboratory 7/20 Mutagenic Chamber II 6/9 Mutagenic Pool II 3/6 Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 27, 22, 40, 71, 4, 85, 6, 84, 43, 49 = 431 (10d100) >>6058921 >>6059059 >Just remembered I should have specified all the tags I wanted to when making units per the rules. Ah well, upgrades are nice too 1-2. If the last war taught us anything, it's that while we can fight and win a war of attrition, *avoiding* attrition on our own end is the wisest tactic.
As the Confederate Office of Saftey and Hazard Awareness dictates, make sure all our worker-soldiers have appropriate hard-hats and protection!
>Upgrade Worker-Soldiers with [Carapace] defensive tags. 3-4. Keep building up that Mutagenic Pool! 3/6
5-6. And the Mutagenic chamber too 6/9
7-10. The Joint Laboratory takes the greatest precedence, for it will lead us to a brighter tomorrow. Keep building it! 7/20
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:3INz+uU1 Mon 15 Jul 2024 18:50:41 No. 6059259 Report >>6058921 [Conjuration I] is [Extradimensional Construction]
[Wells I] is [Water I]
I changed some of the tech names to fit them with your ruling here
>>6058369 about [Cloak of Shrouding]
Samir Kamandula
Rolled 16, 59, 86, 33 = 194 (4d100) >>6058921 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 12 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Riverside land] >Dice 1 Research Construction V >>Construction V manual >Dice 2 Finalize legion training >Dice 3 4 Add territories to the riverside province Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Tue 16 Jul 2024 05:49:32 No. 6059618 Report Quoted By:
>>6059259 I changed the name, because this is a separate tech would be redundant. We had situations like this prior with other nations. But if I listed something myself in a turn update, then it means it sticks
Turn update in about 15-30 minutes, bit of a rush due to a doctor reschedule.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Tue 16 Jul 2024 05:50:33 No. 6059620 Report Quoted By:
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Tue 16 Jul 2024 06:35:51 No. 6059635 Report RUSH JOB
>>6059070 Ants
1,2) +3 progress
3,4) Done - Mutagenic Pool I
5,6) Done, Mutagenic Chamber II
7-10) Done, [Joint-Research Lab] in Others section
>>6059343 Building [Joint-Research Lab]
>>6059343 Confederation
1) (9/18)
2) 3 First Legions +2
3,4) (12/13)
Will be probably out for next 20-24 hours
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Tue 16 Jul 2024 06:36:51 No. 6059637 Report Quoted By:
>>6059635 And no tier to the JRLab, it's a self-contained building
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm]
4 Military Inquisitors +0.6 [Arm]
2 1/2 Pioneer Ants +1.2 [Civ]
1 Formicus Inquisition [Civ]
3 Spitter Ants +1.5 [Art] [Arm]
4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY)
3 Road Warriors +2 [Cav] [Exp]
War Rig +2 [Cav] [Arm]
2 Soldier-Workers +0.9 [Large]
>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I]
[Tools I]
[Smelting I]
[Construction V]
[Strong Bodies]
[Formicus Acid I®]
[Society II]
[Arcane Communication I ®]
[Army Structure I]
[Logistics II]
[Conscription V]
[Formicus Conscription V ®]
[Textiles]
[Magic Theory III]
>Building [Hive Mind Tower®]
[Barracks II]
[Mountain Hive]
[Tree Settlement]
[Nurseries III]
[Underground Highways I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
[Mutagenic Pools II]
[Magi-Rely™]
[Formicus Roads I ®]
>Other [Land Expansion III]
Imperial Hive™
Power: 3
[Inquisition]
[Highways]
[Border Hives]
[Giant Ants II]
[Patrol Routes]
[Winged Ants]
[Spitter Ants]
[Mutagenic Chamber II]
[Formicus Dyes ®]
[Domesticated Dinos]
[Honey Ants]
[Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]
[Tree Princesses]
[Arcane Antennae]
[The Magi Caste]
[Arcane Communication ®]
[Color-Coding]
[Rhytm Work]
[Driver Ant]
[Formicus Princes ®]
[Royal Wings ®]
[Mineral Deposit]
[Carapace]
[Formicus-Confederate Highway ®]
[Gene-Sire Princes]
[Joint-Research Lab]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Unfinished Projects
2/6 Underground Mushrooms
1/6 Underground Culvitating
Westward Expansion (13/18)
Joint Laboratory 7/20
Mutagenic Pool III 6/???
Veteran's Outpost (1/1)
Expedition Report (1/1)
>>6059635 >I should have specified I already had Mutagenic Pools II and was going to III! (This was my mistake too, I was researching for II when it should have been III Feel free to put the progress into whatever it really supposed to be I should have realized something when it was X/6 Empress Genetrix
Rolled 99, 81, 10, 62, 80, 48, 48, 96, 22, 34 = 580 (10d100) >>6059635 >>6059896 1-2. Keep applying Exo-Armor to the Worker-Soldier Ants. Honsestly I kinda want all the units to have that defensive tag, but start with the worker ants first and apply any spillover to a general armouring up of the military. Those bigger mutagenic pools *should* help I hope!
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
4-6.
>[Mutagenic Chamber III] 0/??? 7-10.
>[Mutagenic Pools III] 6/??? The Aphids predict that the future glory of Ant-Kind will rest in our ability to tap into our very genetic structure and unlock potential abilities far beyond what we could do with technology alone!
Empress Genetrix
Quoted By:
>>6059910 That should be 3/??? for armouring up the Soldier-Workers.
Samir Kamarkand
Rolled 50, 26, 43, 48 = 167 (4d100) >>6059343 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Riverside land] >Dice 1 Research [General machinery] >Magitech insistrial complex, Production II, Construction, Magitech productions,crafting II >Dice 3 Finish the expansion >Dice 4 Research Construction V >Dice 2 Built joint research facility with the ants Samir Kamarkand
Quoted By:
>>6060503 Magitech Industrial complex* phone posting hard
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Wed 17 Jul 2024 22:43:07 No. 6060854 Report TURN 133
>>6059896 >>6059910 >Formicus Imperia 1,2) An exoskeleton thickening bath. Side effect might include: liquefied inner organs, growing excess limbs, drooling and peanut allergy
>Military 2 Soldier-Workers +1 [Large] [Arm]
3 Road Warriors +2 [Cav] [Exp] [Arm]
REMOVE 2 Soldier-Workers +0.9 [Large]
REMOVE 3 Road Warriors +2 [Cav] [Exp]
3) ? It went missing somewhere, but it's a non-progress die anyway
4-6) Now let's mix and match few different pieces of ants...
>Building [Mutagenic Chamber III]
7-10) After a bit of kerfuffle with construction plans, the pools are finally operational
>Building [Mutagenic Pools III]
===
TURN 136
>>6060503 >The Mountain Confederation 1) Machining the thesis right now (3/5)
2) Dice returned to the pool, action already finished
>Next turn roll 5d100 3) The new land, now dubbed Between Rivers, have been claimed
>Other [Mesopotam Territory]
REMOVE [Riverside Land]
4) A pre-fabricated design of attested and approved goat shed is being designed, to test the principles send down by the ants (12/18)
Samir Kamarkand
Rolled 91, 9, 55, 6, 91 = 252 (5d100) >>6060854 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction III], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >Dice 1Continue researching Machines >Dice 2 3 4 Research Magic theory IV >Dice 5 Finish Construction V Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools III] [Mutagenic Pools II] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber III] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Joint Laboratory 7/20 Mutagenic Pool III 6/??? Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 34, 14, 16, 32, 32, 38, 28, 79, 44, 62 = 379 (10d100) >>6060854 >>6061130 134-135
1-5. Mutagenic Chambers IV!
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
6-19. Mutagenic Pools IV!
Magic Relay +1 to action
Project Formicus Superiori will soon come to fruition. We shall become a greater people, with wise minds and strong of body.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Thu 18 Jul 2024 22:07:29 No. 6061510 Report TURN 135
>>6061130 >>6061133 >Formicus Imperia 1-5) The chambers are growing... (10/15)
6-10) ... and the pools are already deepened
>Building [Mutagenic Pools IV]
===
TURN 137
>>6061080 >The Mountain Confederation 1) Machines ironed out
>Technology [Machinery I]
2-4) New approach to the fifth-dimensional loop of first degree of disappearing is being studied (4/15)
5) The pre-fab shed it a great success!
>Technology [Construction V]
Empress Genetrix
Sure hope our friend among the silver guardians is okay.
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools IV] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber III] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) [Mutagenic Chamber IV]10/15 Veteran's Outpost (1/1) Expedition Report (1/1)
Silver Guardians
>>6061557 Just busy and sleeeeepy
Samir Kamarkand
Rolled 4, 49, 93, 6 = 152 (4d100) >>6061510 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >Dice 1 2 Research Magic theory IV >Dice 3 Study Ballistic weaponry >>How come bow shoot far? >Dice 3 Study Advanced Tactics >>Our previous military campaigns have been far too costly We must learn our mistakes Samir Kamarkand
Quoted By:
>>6061727 Advance tactics was dice 4 and clearly that failed
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 19 Jul 2024 11:39:23 No. 6061850 Report >>6061557 The real question is where are the space elves. Don't tell me this is a reaction to saying no to a self-declared change in the sheet content.
>>6061701 Get sleep and get back to action ;)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 19 Jul 2024 11:47:59 No. 6061853 Report >>6061727 I know this is going to probably sound silly, but you want to use it later for general ballistics OR is this some pointlessly veiled and sneaked attempt to get guns, rather than state it outright you are researching guns? Because it does make a difference - not in the research itself, but its application. So if the goals is getting guns, just get those. And if the goal is to get ballistics as such, that's fine, too.
Also, a friendly reminder to everyone that this is a silly kitchen sink fantasy game. Nobody is going to tell you to fuck off if you pull a portable gatling gun made of a diplodocus, bamboo, linen and pebbles. In fact, that's always far more interesting than the standard version.
Empress Genetrix
Rolled 15, 73, 87, 98, 19, 21, 97, 72, 73, 99 = 654 (10d100) >>6061558 >>6061510 1-3. Mutagenic Chambers IV! 10/15
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
4-10. Mutagenic Pools V!
Harder. Better. Faster. Stronger.
These are the demands of our beloved Empress when it comes to her progeny!
Empress Genetrix
>>6061853 Based.
I'm having so much fun with the ants as is. I really miss this style of game where there's so much freedom.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:YOYkYTIT Fri 19 Jul 2024 14:48:06 No. 6061967 Report TURN 137
>>6061558 >>6061884 >Formicus Imperia 1-3) Deep in the chambers of the Imperial Hive.... things.... are growing! *Thunder*
>Building [Mutagenic Chambers IV]
4-10) Digging the pools any deeper would just made the structure unstable, rather than helping to hold anything that size inside
>Building >[Mutagenic Pools V] ===
TURN 138
>>6061727 >The Mountain Confederation 1,2) There are so many different spells and techniques to them, that analysing them all might take some really long time... (6/15)
3) The distances and flight pattern of various objects are diligently written down and organised into tables
>Technology [Ballistics I]
4) The war against the termites was so long ago, barely anyone remembers any details (0/?)
>No progress due to low roll ===
>>6061893 Mechanically, this game is incredibly boring and uninspired, effectively applying euro-game logic to a builder. But because of that, anything goes and everything checks out. And rather than head-canon, there is strict just bunch of basic math (unless it's the god-damn armoured mass combat, screw that tedium) to everything and thus there are no issues to decide which kid in the sandbox has more OP superpowers when trying to one-up each other.
I had to forklift (ha ha) large chunk of useless crap, but it's surprisingly adaptable for that, too. So yeah - might not come with any fancy crunch, but this means any fluff will get a pass, because it's the same set of modifiers, no matter how it's called.
Samir Kamarkand
Quoted By:
>>6061853 General ballistics, Guns are fine but using a magic powered hyper accelerated trebuchet sounds even better
Samir Kamandula
Rolled 32, 28, 49, 3 = 112 (4d100) >>6061967 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >Dice 1 RESEARCH HYPER PHYSICS >>MAGIC THEORY III, Ballistics I >Dice 2 3 Research Magic Theory IV >Dice 4 Research Avance Battle tactics Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:Z8CUM62y Fri 19 Jul 2024 22:53:57 No. 6062234 Report >>6061850 I just don't really know how to proceed since you didn't really resolve the issue or tell me how to resolve it.
Samir Kamandula
Quoted By:
>>6062234 I think you got your dice back so you get a free action or something also I think the issue is that you can't rename stuff on your sheet unless you take an action to do so you gotta research your magics right and proper
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sat 20 Jul 2024 08:53:12 No. 6062440 Report >>6062234 I resolved your ongoing actions - with commentaries
>>6058921 - and informed you that there is no way in hell for such a switcheroo. I fail to see how either of this prevented you from making your new actions, or, you know, asking directly after that update. The only semi-uncertain part is to if you still have your original techs given in past updates (yes, you do) or if they got slashed when you decided to change them (no, they didn't).
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sat 20 Jul 2024 08:59:18 No. 6062444 Report TURN 139
>>6062228 >The Mountain Confederation 1) Gravity gun, here we come... (2/5)
2,3) The entirety of entropic spells have been carefully catalogued - with and without the quantum involved. Time for the fire and plasma ones... (12/15)
4) Since there is virtually nobody that knows or wants to talk about war-time experiences, this might take a bit longer than usually (0/9)
>Penalty from low roll - keep in mind this is tier I tech, yet a /9 divisor Skael-in-the-Shadow !NOTlN89zL6
Skael-in-the-Shadow !NOTlN89zL6 ID:Z8CUM62y Sat 20 Jul 2024 09:10:09 No. 6062447 Report >>6062440 You arbitrarily changed one of the practical techs to a theoretical tech on the grounds that techs 'aren't that granular.'
So then the other practical techs should also be changed to their respective schools of magic to make it consistent. I was even putting dice towards it to play along.
There is no reason to care what the tech is called since it's all ad hoc flavor anyway. As long as it's the same 'tier', it shouldn't make a difference how I flavor it. I do not understand the hullabaloo over flavor names. But now that the issue has been raised it's got to resolve one way or the other. I didn't get the impression that it was going to be resolved, so I didn't bother arguing about it.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sat 20 Jul 2024 09:58:51 No. 6062453 Report >>6062447 >There is no reason to care what the tech is called It is, because
- you have a very specific faction bonus to a very specific thing
- you've assembled units using those techs
- and got according tags
After a switch, half of your units should logically be re-stated and one of them cease to exist. Which is just a mess to manage. And that assuming I would say "fuck it" in the first place and let players run their sheets with elements they see fit to put there at a given moment. Even ignoring that, there is a matter of potentially insufficient/overflowing progress, that would have to be applied retroactively to keep it fair and square.
So yes, there is a fuck-huge difference what the fluff of the moment actually is. Even the silly joke about SG-1 has mechanical application (and a pretty decent one), simply because it's named and contextualised properly.
The issue have been resolved in a turn update, where the whole thing was already covered. As far as I'm concerned, you throw a fit, because you were told "no", and clearly weren't interested anymore, given dead silence for 5 days, then sudden activity when it's brought up. If all you can come up with is arguing over it or dropping the issue and off the game, I'm just baffled.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sat 20 Jul 2024 10:00:01 No. 6062455 Report Quoted By:
>>6062447 >>6062453 And all this bullshit aside:
You could simply ask first.
Samir Kamandula
Rolled 86, 6, 65, 8 = 165 (4d100) >>6062444 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory III], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] I pray the dice gods be merciful
>Dice 1 RESEARCH HYPER PHYSICS >>MAGIC THEORY III, Ballistics I >Dice 2 3 Research Magic Theory IV >Dice 4 Research Avance Battle tactics Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sun 21 Jul 2024 12:37:41 No. 6063253 Report Quoted By:
TURN 140
>>6063143 >The Mountain Confederation 1) If you supercharge an object, it can fly further!
>Technology [Hyper Physics I]
2,3) Finally, the full catalogue of spells, their affects and permutations of the flow of energy when they are being cast!
>Technology [Magic Theory IV]
4) The best of the best of the best are working on the new tactics, sir! It's just that they aren't any good in the first place (1/9)
>I love the consistently awful rolls on tactics Silver Guardians
Rolled 53, 98, 45, 28, 86, 9, 77, 2 = 398 (8d100) >>6057429 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines II], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge II ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts I]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
> Mines III 6/12: The question eventually arises...just how far down can we go? 2 Dice
1 Silver-Lining Golem Miners +4.8 [Civ]
[Architecture IV], [Construction IV], [Engineering III]
[Carpenter III], [Stone Mason IV], [Toolmaker II]
> TECH: Pushing the boundaries of knowledge, one folding chair at a time. 2 Dice
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
> Test Labs III: The chemists have declared their next project will be very safe. It might also flood the city in a honey like goo, but it definitely won't be caustic, or harden into an unbreakable amber, preserving the city for all eternity. 2 Dice
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
> Automated Forge III ®: Some blacksmiths might grouse that letting a machine do the backbreaking labor is cheating, but those blacksmiths rarely do the backbreaking labor themselves anyway. 2 Dice
Silver Guardians
Rolled 99, 77, 2, 2, 26, 78, 5, 40 = 329 (8d100) >>6063266 > TECH: There is a momentary distraction as the quintessential nature of knowledge itself is briefly disputed. 2 Dice
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
> Test Labs III: In a surprise to absolutely no one, an expansion to the testing labs is ordered almost immediately, before anyone's pets can be flash-preserved. Well, anyone else's. 2 Dice
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
> Automated Forge III ®: After all, once you've forged your ten thousandth nail, they all more or less look the same. 2 Dice
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
> Silver Mine III: The first rumors of the colossus project begins to circulate, and with them a sharp uptick in projected metal needs. 2 Dice
1 Silver-Lining Golem Miners +4.8 [Civ]
[Architecture IV], [Construction IV], [Engineering III]
[Carpenter III], [Stone Mason IV], [Toolmaker II]
Silver Guardians
>>6063268 >2, 2 Huzzah! The emergency quick release system works! Look at that entire new wing of the lab sliding down the side of the mountain!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sun 21 Jul 2024 14:58:28 No. 6063294 Report Quoted By:
>>6063271 Well, SOMETHING definitely got tested there
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sun 21 Jul 2024 15:20:08 No. 6063305 Report TURN 138
>>6063266 >>6063268 >Silver Guardians 1,2) The secrets of the earth are definitely hidden even deeper. For now, a new, long shaft into new deposits will have to do
>Building [Mines III]
>Other Metal Ore (1/1)
3,4,9,10) TECH RISING! (19/?)
5,6,11,12) The teamster and worker golems are already set in a cordon to slow down whatever will pour out of the labs. Except instead of anything pouring, the newly build lab just slides off the surface of the mountain, spreading like jam then turning into a rock. Supposedly all just as planned! (5/14)
>Even with +3 this is still a blow on total progress 7,8,13,14) A new set of rollers is being carefully build for the proposed production line of bars. Once they are installed, the Forge returns to full opeation, increasing metal processing efficiency by 17,(9311)%!
>Building [Automated Forge III ®]
15,16) The drilling begins, right to the cru... oh, just the surface deposit? Fine, we will visit the hollow insides of earth the other date! (6/12)
Silver Guardians
>>6063305 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine II] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge III ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs II], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts I]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
Silver Guardians
Rolled 62, 70, 68, 46, 20, 85, 97, 29 = 477 (8d100) >>6063517 > TECH 19/??: Wait, scientific method? Reproducibility? Nonsense! 2 Dice
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
> Test Labs III 5/14: The nearest several offices to the testing labs all put requests to be moved. 2 Dice
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
> Silver Mine III 6/12: Wild speculation begins as to what sort of mysterious metals might be found in the very depths of the earth. 2 Dice
1 Silver-Lining Golem Miners +4.8 [Civ]
[Architecture IV], [Construction IV], [Engineering III]
[Carpenter III], [Stone Mason IV], [Toolmaker II]
> Martial-Arts II: Can you teach a Golem kung-fu? The scholars intend to find out. 2 Dice
Samir Kamandula
Rolled 7, 8, 53, 64 = 132 (4d100) >>6063143 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] You know what fuck it we ball
>Dice 1 2 Research Advanced Battle Tactics >Dice 3 4 REFORM THE ENTIRE ARMY >>New commanders, new organizations, new training program >>Standardized training, bureaucracy IV, Amended Barnaban Code Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Mon 22 Jul 2024 15:57:54 No. 6064071 Report TURN 140
>>6063517 >>6063524 >Silver Guardians 1,2) TECH STILL RISING STEADILY! (30/?)
3,4) Finally, now that nothing is burning, oozing, freezing or inexplicably turning purple, the test lab is finally properly refitted for the new tests. A perimeter wall outside was added just in case
>Building [Test Labs III]
5,6) Right now, all the new deep shaft bears is a very regular ore of very regular silver... but just think about all the possibilities of digging deeper!
>Building [Silver Mines III]
>Other Silver Ore (1/1)
7.8) Some suggest the use of the Debate Thunderdome was instrumental with figuring out this little issue! Use the hip! The hip!
>Technology [Martial Arts II]
===
TURN 141
>>6063599 >The Mountain Confederation 1,2) Bro, maybe war is wrong and we should just make love and peace? (1/9)
>Still no progress, Jesus Christ, my sides.... 3,4) The fresh recruits get confused when they are put back to basic, while everyone else complains about FNGs.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Mon 22 Jul 2024 17:40:30 No. 6064152 Report Quoted By:
Huzza!
A second builder!
>>>6063746 >>>6063746 >>>6063746 Even if I might not be the reason behind it, I will still claim it as an ultimate win
Silver Guardians
>>6063517 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine III] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge III ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry II], [Engineering III], [Applied Math I], [Martial-Arts II]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
2 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
Silver Ore (1/1)
Silver Guardians
Rolled 6, 26, 46, 50, 19, 95, 3, 29 = 274 (8d100) >>6064187 > TECH 30/??: F-F-FOR SCIENCE! 2 Dice
> Chemistry III: The Chemists insist that their new lantern oil will definitely burn five times as long, and not five times as fast. 2 Dice
Testing Labs
> Flight Theory III: Pay no attention to the partially visible diagram of a rocket propelled golem circling the moon. 2 Dice
> Golem Crafting V: Definitely pay no attention to the improvements in golem intelligence, efficiency, and weight that might enable a Golem to sustain controlled flight. Cross department coordination? Here? Never! 2 Dice
Teaching Aids (1/1)
Empress Genetrix
Hey QM, just been busy of late, when I return back home in a few days will reply!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Mon 22 Jul 2024 19:30:22 No. 6064237 Report Quoted By:
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Mon 22 Jul 2024 19:48:32 No. 6064251 Report TURN 142
>>6064187 >>6064196 >Silver Guardians 1,2) TECH RISI... it's rising, right? (31/?)
3,4) To much surprise it was not only burning at the promised rate, but also didn't explode!
>Technology [Chemistry III]
5,6) The new set of wings and propellers should allow to fly really far away. Professor von Kuppelweiser claims it will go "To infinity.... and beyond!" (10/12)
7,8) Thanks to all the precautions needed with the new golem models and related safety protocol, the new project about making them even more precise and articulated is going surprisingly slow (8/21)
>I had to be really creative with your +3 auto-progress here, this is the best I could do. I assumed decent progress on Crafting V is better than a penalty to it, but wrapped up Flight III. Samir Kamandula
Rolled 64, 80, 92, 42 = 278 (4d100) >>6064071 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >Dice 1 2 Research Advanced Battle Tactics >>this time we're calling everyone in! >>MAGE SCHOOL ACADEMY UNIVERSITY AND THE FUCKING ART STUDENTS! >Dice 3 4 REFORM THE ENTIRE ARMY >>Better training Edition! >>>Practically retraining the army again Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Tue 23 Jul 2024 08:19:06 No. 6064651 Report STILL TURN 142
>>6064430 >The Mountain Confederation 1,2) With the invaluable contribution of painters, sculptors and math students, a new kind of revolutionary training regime for officers have been created
>Technology [Advanced Tactics I]
3,4) While the officers are playing, the grunts are running loops and climbing obstacles (18/30)
>Forgot to post progress last turn. I am retraining just the Legions, since, you know, the amount of units alone makes it pretty long Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication I ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chamber IV] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 31, 79, 21, 72, 34, 93, 57, 23, 88, 93 = 591 (10d100) >>6061967 >>6065566 1-5!
[Mutagenic Chambers IV]
6-10. Now comes the greatest project of all time. The BRAIN Aphids!
We have relied upon our brilliant minded brethren for many generations, but now we have the chance to advance their capacity for knowledge and understanding far and beyond. No more will they be smaller than us, no, for their great cranial capacity and size will make them into quite large creatures indeed.
Each and everyone of them shall be an intellect unmatched, whom the hive can tap into for knowledge as we advance the magics and technologies.
[Brain AphidsII]
Empress Genetrix
Quoted By:
>>6065671 That should be *V for mutagenic chambers
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Wed 24 Jul 2024 17:33:20 No. 6065741 Report Ants alive
Checked
Witnessed
No low roll, gonna make it
TURN 139
>Formicus Imperia >>6065566 >>6065671 1-5) Time to build some proper gothic arches and maybe borrow a spark-making machine from the Confederacy. This is no mere chamber, but THE Chamber to create the newest and boldest breeds of ants!
>Building [Mutagenic Chambers V]
6-10) Someone could question the concept of giving unrestricted access to resources and computation capacity to an inner-circle caste - but that would have to be the members of said caste, currently finishing their spa time in the mutagenic pools. Now they are doing the towering over the ants - and not just intellectually.
>Military Brain Aphids +2.1 [Giant] [Civ] [Arm]
>Other [Brain Aphids II]
Silver Guardians
>>6064251 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine III] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge III ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II]
> Other Tech [Chemistry III], [Engineering III], [Applied Math I], [Martial-Arts II]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
1 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
Silver Ore (1/1)
> TECHNOMANCY HO! 31/?? 2 Dice
> Flight Theory III 10/12: Everyone watching is quite confident that the Professor is going down in history...one way or another. 1 Dice
> Golem Crafting V 8/21: The apple golem shows some promise, until it roots itself and has a photosynthesis error. 3 Dice
> Silver Lined Monk Golem: Absolutely nothing can wrong with creating a golem designed for coupling martial excellence, silver steel plating and rocket powered jumps. 2 Dicd
Silver Ore (1/1), Fire Rubies (1/1)
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
[Golem Testing Grounds]
[Metallurgy V], [Golem Crafting IV], [Precision Mechanisms III], [Flight Theory II],[Martial-Arts II]
Silver Guardians
Rolled 89, 18, 45, 30 = 182 (4d100) >>6066074 Whoops, too many things, thought I was behind a turn. Better slim it down.
> Flight Theory III 10/12: Everyone watching is quite confident that the Professor is going down in history...one way or another. 1 Dice
> Golem Crafting V 8/21: The apple golem shows some promise, until it roots itself and has a photosynthesis error. 3 Dice
Samir Kamarkand
Rolled 65, 39, 23, 64 = 191 (4d100) >>6064651 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] [Advanced Tactics I] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2, 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >Dice 1 2 3 4 >>More training more reform Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Thu 25 Jul 2024 07:16:15 No. 6066306 Report TURN 143
>>6066074 >>6066081 >Silver Guardians 1) The new propellers work. And nothing got burned down or demolished. But maybe it's time to test it on monkeys, rather than the main researcher
>Technology [Flight Theory III]
2-4) After few failed tests with a penguin-shaped golem, the researchers go back to the main thesis, eventually publishing a five-tome almanach describing all the ins and outs of golem-making and general golemancy
>Technology [Golem Crafting V]
>>6066135 >The Mountain Confederacy 1-4) Finally, the troops finish yet another extensive, field exercise. That would be... at least 3rd this month. Hopefully they will do better in combat now than the last time
>Military 15 First Legions +2.5 [Train]
REMOVE 15 First Legions +2
Empress Genetrix
Rolled 94, 55, 61, 92, 3, 56, 81, 2, 11, 20 = 475 (10d100) >>6065741 >Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm]
4 Military Inquisitors +0.6 [Arm]
2 1/2 Pioneer Ants +1.2 [Civ]
1 Formicus Inquisition [Civ]
3 Spitter Ants +1.5 [Art] [Arm]
4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY)
3 Road Warriors +2 [Cav] [Exp] [Arm]
War Rig +2 [Cav] [Arm]
2 Soldier-Workers +1 [Large] [Arm]
Brain Aphids +2.1 [Giant] [Civ] [Arm]
>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I]
[Tools I]
[Smelting I]
[Construction V]
[Strong Bodies]
[Formicus Acid I®]
[Society II]
[Arcane Communication I ®]
[Army Structure I]
[Logistics II]
[Conscription V]
[Formicus Conscription V ®]
[Textiles]
[Magic Theory III]
>Building [Hive Mind Tower®]
[Barracks II]
[Mountain Hive]
[Tree Settlement]
[Nurseries III]
[Underground Highways I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Mutagenic Pools V]
[Magi-Rely™]
[Formicus Roads I ®]
>Other [Land Expansion III]
Imperial Hive™
Power: 3
[Inquisition]
[Highways]
[Border Hives]
[Giant Ants II]
[Patrol Routes]
[Winged Ants]
[Spitter Ants]
[Mutagenic Chambers V]
[Formicus Dyes ®]
[Domesticated Dinos]
[Honey Ants]
[Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]
[Tree Princesses]
[Arcane Antennae]
[The Magi Caste]
[Arcane Communication ®]
[Color-Coding]
[Rhytm Work]
[Driver Ant]
[Formicus Princes ®]
[Royal Wings ®]
[Mineral Deposit]
[Carapace]
[Formicus-Confederate Highway ®]
[Gene-Sire Princes]
[Joint-Research Lab]
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Unfinished Projects
2/6 Underground Mushrooms
1/6 Underground Culvitating
Westward Expansion (13/18)
Veteran's Outpost (1/1)
Expedition Report (1/1)
139-140
1-10. Brain Aphids III (and IV if we can)
+Brain Aphids +2.1 [Giant] [Civ] [Arm]
Neverbefore have the Brain Aphids been granted such intellectual prowess, such incredible abilities. They think twice as fast as they did before, and the entire hive mind can sense it. Drawing a little bit upon each and every ant for capacity and returning it back, the whole hive is in a silent uproar as the collective consciousness grows smarter and smarter.
Now the Brain aphids turn upon their own minds, envisioning what genes would be best to enhance it. The Queen is most pleased at this.
>It's Brain Bug Time Silver Guardians
>>6066306 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine III] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge III ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry III], [Engineering III], [Applied Math I], [Martial-Arts II]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
1 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
> TECHNOMANCY HO! 31/?? 2 Dice
> Silver Lined Monk Golem: Absolutely nothing can go wrong with creating a golem designed for coupling martial excellence, silver steel plating and rocket powered jumps. 2 Dice
Silver Ore (1/1), Fire Rubies (1/1)
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies]
[Golem Testing Grounds]
[Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III],[Martial-Arts II]
Silver Guardians
Rolled 46, 85, 82, 56 = 269 (4d100) >>6066521 Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Thu 25 Jul 2024 18:09:38 No. 6066624 Report TURN STILL 139
>>6066496 >Formicus Imperia 1-10) Dice returned to the pool
>That's the problem I faced - I don't have any market to point that you have technically new element on the Other list, but they aren't really tier II, either. Let's call it ADVANCED Brain Aphids, rather than II >Sorry for the disappointment. ===
TURN 144
>>6066521 >>6066524 >Silver Guardians 1,2) TECH ON THE RISE AGAIN! (39/?)
3,4) Especially nothing wrong with that big fire ruby integrated with its systems. That's definitely not gonna explode in a dramatic way when damaged.
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
Empress Genetrix
>>6066624 Sure! Am I still able to advance of push them further? Otherwise I'll move onto some other projects.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Thu 25 Jul 2024 20:36:48 No. 6066729 Report >>6066698 You can breed more of them (and yes, [Civ] units are super-useful, go ask Guardians on that). Not "upgrade"
Empress Genetrix
>>6066729 Got it.
If I get your meaning right whenever I get [Civ] unit I'll consider them the 'build more of these and you benefit' type deal, and focus on advancing other stuff that's not unit based.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Thu 25 Jul 2024 21:52:33 No. 6066761 Report Quoted By:
>>6066736 >FAQ for easier Ctrl+Fing in the future This was covered all the way back in the first thread, so to ease on searching in the archive:
1) Units, particularly [Civ] ones (but not only) can be applied to actions
2) They add a bonus just like buildings and technologies and any other things
3) Stacking units operates on diminishing returns, so having more of them to the job adds less and less per unit
4) Having few exact same units, each assigned to different tasks, is perfectly fine
>Example 1 3 Constructor Team [Civ] [Builder] assigned to a single building action: legit, diminishing returns
>Example 2 3 Constructor Team [Civ] [Builder] assigned to 3 different building actions: legit, each gives full bonus, but there is just one of them to each of those actions
>Example 3 1 Constructor Team [Civ] [Builder] and 1 Combat Engineers [Arm] [Acc] assigned to a single action: legit, diminishing returns even if those are different unit types
Samir Kamandula
Rolled 6, 82, 31, 100 = 219 (4d100) >>6066306 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >Dice 1 2 3 4 >>Merge the [Mage School II], [Magistrate II] [University II], Academy II] into the a system of polytechnic institutions that cooperate and coordinate with one another. >>>we're going for [Educational System II] and [Polytechnical institutions II] Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Fri 26 Jul 2024 08:55:02 No. 6067058 Report TURN 144
>>6066818 >The Mountain Confederation 1-4) The combined effort of the scholars, bureaucrats, wizards and MIC representatives allows to both maintain the academia's integrity, develop the right charters and documentation for the process and also help to foster training of the future, highly-trained workforce for the magitech factories. With all the paperwork and negotiations done, it's just a matter of refurbishing few of the facilities and start to enroll students (19®/24)
>Your first nat100 in a looong while >Don't drop the ® Samir Kamandula
Rolled 6, 68, 41, 15 = 130 (4d100) >>6067058 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Mage School II], [Magistrate II] [University II], Academy II] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] I have not been blessed with the nat 100s sadly
Dice 1 2
>Continue the Educational system project (19®/24) Dice 3
>Research Magical Mechanics II Dice 4
>research Magitech Production II Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:cLBg1TA9 Sat 27 Jul 2024 06:51:50 No. 6067721 Report Quoted By:
TURN 145
>>6067571 >The Mountain Confederation 1,2) Samir and few of the councilors give a speech during inauguration and opening of the new council, hoping for a bright, new, educated future of the Confederacy
>Buildings [Confederate Polytechnic ®*]
[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]]
>Other [Confederate Education ®]
Teaching aids (1/1)
Scrolls and diagrams (1/1)
>Neither is tiered, but they do pack a punch PICK ONE
Stargazing Observatory™ project (1/1)
OR
Calculus Engine™ project (1/1)
>Both affect research differently 3) Calibrating the flow of magic, to know the exact amount of energy needed for various spells and hexes (4/9)
4) It's time to put the new facilities to practical use, under the careful patronage of MIC commission for new, practical solutions, developing better means of production (2/9)
Samir Kamandula
Rolled 95, 96, 34, 69 = 294 (4d100) >>6067571 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) "The future ahead of us uncertain but with knowledge we can plot a course through the haze of unpredictability to a brighter future. You the students of the Confederate Polytechnic will be plotting the course, it will be your hands that will build the foundations of a new future, A prosperous future for the confederacy" ~Samir Kamandula, First councilor of the confederacy.
Dice 1 2
>Begin Forming Construction Companies to better facilitate the building of new cities Dice 3
>Research Magical Mechanics II Dice 4
>Research Magitech Production II Silver Guardians
Rolled 49, 69, 50, 26, 73, 60, 55, 12 = 394 (8d100) >>6066624 >Population: 10000 >Power level: 4 >Tech Level: 3 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine III] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge III ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry III], [Engineering III], [Applied Math I], [Martial-Arts II]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
1 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
> TECHNO! UNCE UNCE UNCE UNc-wait, wrong techno 39/?? 2 Dice
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
> Rocket Science: The chemists have announced that all of those errant explosions are in fact, a new scientific field. 2 Dice
[Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
[Chemistry III], [Engineering III], [Applied Math I]
[Metallurgy V], [Precision Mechanisms III], [Flight Theory III]
[Fire Rubies]
> Automated Forge IV ®: There's no much thing as too many bolts. 2 Dice
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
> Silver Mine IV: Just how far down is the bottom of the world? 2 Dice
1 Silver-Lining Golem Miners +4.8 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
Silver Guardians
>>6068270 (shit, sorry, jumping the gun again)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:fb36i7G/ Sun 28 Jul 2024 00:47:25 No. 6068276 Report Quoted By:
Power shortage in my area after a storm, spent half a day searching just for a single bar. They are already working on it, so update in 12 or so hours. Sorry :/ 19th attemp of sanding this
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:fb36i7G/ Sun 28 Jul 2024 00:52:27 No. 6068278 Report Quoted By:
Power shortage in my area after a storm, spent half a day searching just for a single bar. They are already working on it, so update in 12 or so hours. Sorry :/ 21th attemp of sanding this
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:3iWdv2dR Sun 28 Jul 2024 13:20:18 No. 6068561 Report TURN 146
>>6068111 >The Mountain Confederation 1,2) A new construction company is established and already declares plans for a house for every family, with a picket fence and nice neighourhood
>Unit or legal entity? 3) Increase the power, the reactor will hold! (8/9)
4) New way of making glass to the exact shape and size needed, with no need of molding or cutting is just one of the new solutions to old problems (7/9)
>>6068270 >Silver Guardians 1,2) TECHNO! TECHNO!
>Tech level: 4 3,4) Some say it's not really rocket science... but it's stiill just as tough
>Technology [Rocket Science I]
5,6) Time for screws to rifle themselves - and in quantity (14/16)
7,8) What if we dig to the bottom and fall into the void below? (7/15)
>>6068272 Not really - you were 144, so catch-up to 146.
I put the +3 into Automated Forge
Empress Genetrix
>>6066624 >>6066496 >since stats are basically unchanged 1-5. Brain Ants! Make them. Make as many as we possibly can!
6-10. Superior Arcane Communication will only further empower our research and organization capacity!
[Arcane Communication II ®]
>there's a Tech and an Other for this. Dunno how they interact Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Empress Genetrix
Quoted By:
Rolled 54, 30, 77, 23, 37, 14, 96, 59, 89, 31 = 510 (10d100) >>6068879 Dice
Samir Kamandula
Rolled 76, 60, 39, 41 = 216 (4d100) >>6068561 the construction companies are units
>>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics I, Zaryte Forging, Magitech Production I, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag] >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) Dice 1 2
>Improve Confederate Polytechnic campus in general by expanding all campuses! <<GIGA PROJECTS TIME!!>>
Dice 3
>Research Magitech Productions Dice 4
>Research Magical Mechanics Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Mon 29 Jul 2024 18:50:36 No. 6069540 Report Sorry for lack of morning update, still post-outrage issues. But I think it should be stable from now on
On the flip-side, I finally made up my mind on how to do catch-up OTHER than rolling horrendous amount of dice, so yeah, this might be good.
===
TURN 141
>>6068879 >Formicus Imperia 1-5) Surely, her Imperial Highness must meant Brain Aphids...
>Military 3 Brain Aphids +2.1 [Giant] [Civ] [Arm]
>You were a bit short of the 3rd, so that's where the automated progress actually went 6-10) And especially sending direct orders far, far, FAR away
>Technology [Arcane Communication II ®]
>Question You originally got a nat 100 tech, BUT it also applied an effect that's listed in Others. This means that regardless of the tech level, you do get a strong bonus from the effect, PLUS the ability to improve the tech. Effectively - a double bubble.
>ALSO In case if you're interested, you can use alternative catch-up rules, advancing you directly to turn 147 (so the current farthest turn). Instead of rolling, you get 101+18 progress to spend. It's the average progress you can get out of your dice pool + fixed progress from your projects across those 6 turns. Well, technically it is 100.89+18, but I am a generous god.
===
TURN 147
>>6068937 >The Mountain Confederation 1,2) Alright then - IT BUILDIN' TIME! CATERPILLAR! BOBCAT! (11/28)
3) The perfect formula to get the perfectly blended brandy is the final say in the magitech production
>Technology [Magitech Production II]
4) The reactor did hold, providing results of the ongoing experimentation
>Technology [Magical Mechanics II]
>Also >Military 2 Construction Company +1.5 [Civ]
>Applied retroactively to this turn Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Mon 29 Jul 2024 22:21:41 No. 6069676 Report Quoted By:
>>6069540 * 2 Construction Company +1.5 [Civ] [Build]
>Because it's so obvious, my brain skipped the bit Samir Kamandula
Rolled 12, 9, 91, 2 = 114 (4d100) >>6069540 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) Dice 1 2
>Continue Improving the CPI Dice 3 4
>Expand the frontier settlements turning them into C I T I E S! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Tue 30 Jul 2024 09:04:26 No. 6069936 Report TURN 148
>>6069701 >The Mountain Confederation 1,2) The construction company are busy fighting with the putties and clays! What a fight! Shame the construction is untouched in the meanwhile (13/28)
3,4) It's finally time to tame the wilderness and provide proper, urban facilities - like local offices, posts and departments (2/20)
Samir Kamandula
Rolled 39, 88, 30, 12 = 169 (4d100) >>6069936 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >Dice 1 2 Continue improving the CPI this time with more supervision >Dice 3 4 LET THE TAMING OF THE WILDERNESS COMMENCE! Anonymous
TURN 149
>>6070225 >The Mountain Confederation 1,2) After defeating the clay monsters, the construction team goes back to their actual job of expanding the campus (22/28)
3,4) The wilderness is a bit too wild for quick and fast taming of the old days. Especially since it takes now a proper infrastructure, rather than adding "City" to the settlements name and call it a day (5/20)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Wed 31 Jul 2024 14:41:04 No. 6070558 Report Quoted By:
>>6070557 I approve this post with my trip
Samir Kamandula
Rolled 33, 87, 74, 68 = 262 (4d100) >>6070225 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements III] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >Dice 1 Slow down the CPI Improvement >Dice 2 3 4 Focus our efforts on building the cities! Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm] 4 Brain Aphids +2.1 [Giant] [Civ] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication II ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chambers V] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
>>6070968 BTW friend, I may not be posting as often as I do but I am always down for some jolly cooperation.
Empress Genetrix
Rolled 37, 73, 40, 98, 42, 19, 67, 69, 64, 45 = 554 (10d100) >>6071149 >>6069540 141-142
1-10. [Arcane Communication III] (And more)
The power of the hive mind, the strength of the collective grows. Each individual ant, no matter how small, no matter how minor, contributes a fragment of their mental power towards the greater collective, guided by the Brain-Aphids vast intellects and commanded by her Majesty.
Mutagenic code is injected into the pools, ants march in and out, enhancing their antennae, while others form into living nodules, linking arms and antennae together to enhance communication. Soon, very soon, the hivemind itself shall become as one vast living brain, with the many thousands of ants each being like a cell in it, contributing subconsciously, yet retaining their individual personalities and consciousness.
Empress Genetrix
Quoted By:
>>6071155 Should be said
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Samir Kamandula
>>6071150 Aight since you are alive we're going to start a mega project where we both contribute to building the CPI so we can both reap the benefits of a massive high tech lab
Silver Guardians
Rolled 20, 22, 36, 66 = 144 (4d100) >>6068561 >Population: 10000 >Power level: 4 >Tech Level: 4 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine III] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge III ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry III], [Engineering III], [Applied Math I], [Martial-Arts II], [Rocket Science I]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
1 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
> Automated Forge IV ® 14/16: There's no much thing as too many bolts. 1 Dice
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
> Silver Mine IV 7/15: Just how far down is the bottom of the world? 2 Dice
1 Silver-Lining Golem Miners +4.8 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
> Applied Math II: Apparently if you do a sheet of figures first the soaring arc of a rocket can be predicted! The math is straightforward, convincing the chemists to do it less so. 1 Die
Silver Guardians
Quoted By:
>>6071400 Mercy dice! I'm sorry I forgot to write new fluff!
> Automated Forge IV ® 14/16: Some people wonder just how many rockets the chemists are planning to launch. > Silver Mine IV 7/15: The miners are beginning to suspect the goal is in fact a tunnel through the world. Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:fSUsTtEB Fri 02 Aug 2024 14:22:16 No. 6071803 Report Quoted By:
Alive, just banned for next 4 hours. Even if the ban isnt minę, but on dynamic IP
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Fri 02 Aug 2024 17:48:25 No. 6071907 Report TURN 143
>>6071149 >>6071155 >Formicus Imperia 1-10) Brain aphids might be now big and with massive heads, but even they pale in comparison with the sheer mass of the hive. And their brains and brawls can easily be combined, handling all the decisions centrally and then follow with precise order anywhere within the range of the antennae.
>Technology [Arcane Communication IV ®]
>Enough progress to do a double-tech, since this is clearly the goal >And I seriously need to dig out that disaster B-movie with ants building a bio-computer out of themselves ===
TURN 147
>>6071400 >>6071400 >Silver Guardians 1) Hopefully none, and especially not from the forge itself, since it just had the newest machinery installed, applying automation even to the most precise tasks. Some say the forge is turning into the most complex golem ever build by the Guardians
>Building [Automated Forge IV ®]
2,3) Much to disappointment of just about everyone involved, the tunnel simply reaches the new deposit of nearly native silver. Maybe next time something interesting will be dug out in the depths of earth
>Building [Silver Mine IV]
>Other Silver Ore (1/1)
4) ... why are chemists doing the math? And why they are using matches for that? (6/9)
===
TURN 150
>>6070968 >The Mountain Confederation 1) The expansion of the campus goes to a standstill, with 5 workers watching the 6th shoveling dirt from one tile to another (24/28)
2-4) Ah yes, finally the proper infrastructure to call Ruby City a city: post office, tax office, land office and also the office spaces for rent. Now about time to find some rubies...
>Other [Urbanised Frontier]
[Frontier Settlements IV]
Samir Kamandula
Rolled 48, 31, 92, 54 = 225 (4d100) >>6071907 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements IV] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) Don't mind the new IP it is temporary.
Dice 1
>Final Campus expansion go! Dice 2 3 4
>URBANIZE AGAIN CITIES UPON CITIES UPON CITIES WILL INCREASE OUR POPULATION! Silver Guardians
>>6071400 >Population: 10000 >Power level: 4 >Tech Level: 4 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine IV] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge IV ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry III], [Engineering III], [Applied Math I], [Martial-Arts II], [Rocket Science I]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
1 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
Silver Ore (1/1)
Silver Guardians
Rolled 38, 26, 60, 80, 94, 2, 25, 33 = 358 (8d100) >>6072546 > Applied Math II 6/9: Everyone secretly hopes the chemists will be too burdened by math homework to get back to setting things on fire. 1 Die
> Silver Mine V: With some measure of grumbling, everyone accepts that maybe the true purpose of a silver mine is to produce a lot of silver. Who knew? 3 Dice
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
> Rocket Science II: With the theoretical maximum of silver production being approaching many are turning their eyes toward the silver shining moon. The very idea seems like hubris of the highest order, and yet... 2 Dice
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
[Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
[Chemistry III], [Engineering III], [Applied Math I]
> Golem Calculators: It was inevitable that as the math required in the sciences rose, someone would decide to make a golem to handle the sums. The designers are particularly proud of the built in micro-scribe unit that scribbles all the details on internal reservoir of paper with a low grade fire ruby tipped pen that burns the script into the page, and dozens of colorful gems arranged behind a glass pane to form charts and graphs. 2 Dice
1 Heart Crystals (1/1)
[Metallurgy V], [Golem Crafting V], [Precision Mechanisms III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Golem Testing Grounds]
Silver Guardians
Rolled 61, 20, 83, 88 = 252 (4d100) >>6072560 >94, 2 Wow! Look at that rocket go! And go! And, hey where'd it go?
> Observatory: As the latest prototype rocket flies off into the distance to the cheers of the chemists, more logical minds start work on mountain top observatory to get a closer look at everything in the sky, via a massive adjustable telescope. 2 Dice
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Forge Golems +4 [Civ]
[Glass][Surplus Construction Materials]
[Architecture IV], [Construction IV], [Precision Mechanisms III],[Engineering III], [Applied Math I]
[Water Power]
[Scholars Level*]
> Library V: The latest trend at the library is the import of foreign books via the market, though the shelf space is getting rather limited. The mining golems are brought in to dig out a catacomb of new cellars. 2 Dice
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
[Markets II]
[Surplus Construction Materials]
[Architecture IV], [Construction IV]
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Sat 03 Aug 2024 23:49:08 No. 6072894 Report TURN 150
>>6072560 >>6072572 >Silver Guardians 1) It's time to find new, non-flammable task for the chemists - for they are done with counting ways to burn research facilities
>Technology [Applied Math II]
2-4) There is still a sliver of hope that the mining operation will bring unknown, unexpected and unexplored things from beneath the earth (15/18)
5,6) This time, it wasn't the chemists! But it was dangerously close to their antics, when the water-pump rocket gave the poor professor von Kuppelweiser a blue eye during simple lab tests (4/9)
7,8) The first few golems are designed more of a test to see if they can actually count that high and fast, rather than the final design. But as long as it works, why not making more of them later, up to proper specs - maybe they will do integrals then, too?
>Military 1 Silver-Lining Golem Calculators +5 [Civ] [Eng]
9,10) A set of ingenious lenses was put together by glassblowers and cut to specs, creating the largest magnifying glass ever known to humankind. With it, no star shall be just a tiny dot on the night sky... or at least that's the theory
>Building [Observatory I]
11,12) The tunnels are carefully and slowly bored under the library complex, to not destabilise the whole structure or turn the building into an underground facility thanks to a cave-in (13/18)
===
TURN 151
>>6072132 >The Mountain Confederation 1) The ribbon and tribunes are being installed, all for the grand opening of the new facilities of the Polytechnic (27/28)
2-4) Time to forget the frontier is a thing, and make it core territories, not different in any way from the capital region of the Confederation (12/24)
Empress Genetrix
Quoted By:
>>6071348 Let us do just this then!
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm] 4 Brain Aphids +2.1 [Giant] [Civ] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication IV ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chambers V] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
Rolled 62, 93, 17, 23, 13, 4, 44, 25, 33, 6 = 320 (10d100) >>6073288 >>6071907 1-3. Let us contribute our part in the great Confederate Polytechnical Institute!
We'll uh, need some larger chairs, tables and rooms for some of our more advanced students to show up.
Well, for now we can just have other ants carry the Brain-Aphids!
4-10. Continue the last [Arcane Communication IV ®] upgrade! Between our unrivaled capacity for learning, and the advanced knowledge and research done by our allies in the Confederacy, our joint ability to learn will be unmatched!
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Sun 04 Aug 2024 23:12:07 No. 6073694 Report TURN 145
>>6073349 >Formicus Imperia 1-3) While the Empress herself couldn't make it for the grand opening, one of the Princesses showed just in time to cut the ribbon of the expanded campus facilities, now also ant-friendly
>Other [Polytechnic Stipend]
>Technically that's in the past, but you were planning to pull this for longer than that, so oh well... 4-10) So far, the attempt to transfer this ability to a non-ant specimens were less than successful. But who knows, maybe it's not about the antennae? (13/21)
TURN 151 reshuffle
>>6072894 >>6072132 >Building [Confederate Polytechnic ®*]
[*Campus: [Mage School III], [Magistrate III] [University III], [Academy III]]
Samir Kamandula
Rolled 81, 27, 54, 99 = 261 (4d100) >>6072894 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School II], [Magistrate II] [University II], [Academy II]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Frontier Settlements IV] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >Dice 1 >>Improve the Polytechnic School so that ants are better integrated >Dice 2 3 4 >>MORE CITY BUILDING! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Mon 05 Aug 2024 06:00:29 No. 6073952 Report >>6073878 >>Improve the Polytechnic School so that ants are better integrated Unless you plan to expand it once more, it already wrapped up here
>>6073694 Samir Kamandula
Quoted By:
>>6073952 we are expanding it further
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Tue 06 Aug 2024 15:27:21 No. 6075088 Report Quoted By:
TURN 152
>>6073878 >The Mountain Confederation 1) With barely finished campus expansion and refurbish, now it's time to make dorms and cantina more ant-friendly. Someone even suggested building a genuine anthill, but was scoffed off (6/36)
2-4) This is it. The final say in developing the land and improving the live-hood of the people of the Confederation. A goat-pulled carriage in every driveway and a boiled mountain goat mutton in every pot for everyone. The only frontier that exists anymore is outside the borders of the great nation.
>Other [Developed Nation]
[Proper Urbanisation]
[Cities, Towns & Settlements]
S (1/1)
GAIN 1d100 TO YOUR ROLL
REMOVE
[Frontier Settlements IV]
[Urbanised Frontier]
Samir Kamandula
Rolled 35, 29, 31, 19, 96 = 210 (5d100) >>6073878 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School III], [Magistrate III] [University III], [Academy III]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >Dice 1 2 3 4 5 >>ALL IN ON IMPROVING THE THE POLYTECHNIC INSTITUTE! Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm] 4 Brain Aphids +2.1 [Giant] [Civ] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication IV ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chambers V] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication ®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] [Polytechnic Stipend] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1) [Arcane Communication IV ®] (13/21)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Thu 08 Aug 2024 05:48:11 No. 6076380 Report TURN 153
>>6075481 >The Mountain Confederation 1-5) There might be no anthill, but the campus is already equipped with special ramps and additional entrances, while new furniture is being delivered daily (21/36)
===
>There is no winning move here >I update you ASAP, the rest gets too big distance and will flake even more >I wait with the update, you get discourage and it also look dead-ish here Silver Guardians
Quoted By:
>>6076380 Sorry, life is just thrashing me at the moment or I'd be tossing out stuff too.
Empress Genetrix
Quoted By:
>>6076380 I absolutely do not want this game to die. I would even play if it were just myself and another player.
Honestly I'd play a solo style narrative campaign to, but that being said I much enjoy having the Silver Guardians and Confederates.
Life's been kicking my butt too. Sometimes I post stats and just end up passing out before I can get the turn out.
Empress Genetrix
Rolled 3, 11, 92, 15, 8, 28, 59, 75, 37, 20 = 348 (10d100) One things for sure, I don't intend to leave this game without getting it back on those damned termites!
I've also got other ideas on major projects for the ants, but I want to maximize research like the Confeds are up to.
And I'm excited for the great Hive Mind!
>>6075952 >>6076380 1-6. [Arcane Communication IV ®] (13/21)
Magic Relay +1 to action
Imperial Hive +1 to action
Empress Chambers ™ +1 to action
7-10. Help with the institute!
Samir Kamandula
Rolled 61, 52, 74, 67, 11 = 265 (5d100) >>6076380 If you'll allow the ants and the confederation to merge I'd be willing to start a horde faction to start some shit to get things going, the confederation is too lawful to start non defensive wars or unjust interventions.
>>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School III], [Magistrate III] [University III], [Academy III]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >Dice 1 2 >>Expand the institutions labs as well >>As the amenities for the ants are added the facilities too are refurbished to account for ant based sciences and make room for their experiments. The Technical Institutions library is expanded as well grabbing whatever knowledge books they can copy or borrow of the ants >Dice 3 4 5 >>Scout out the northern lands >>>We totally aren't looking for the silver guardians Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Thu 08 Aug 2024 19:21:09 No. 6076721 Report >>6076699 >the confederation is too lawful to start non defensive wars or unjust interventions. Oh look! The evil-doers!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Thu 08 Aug 2024 19:45:42 No. 6076732 Report TURN 147
>>6075952 >>6076485 >Formicus Imperia 1-6) Giving up on trying to bring up humans to the right wave-length, the ants just refined the details of proper antennae positioning for maximum efficiency of relay
>Technology [Arcane Communication IV ®]
7-10) Ants are sending supplies to the far-away capital of the Confederation, hoping to help them finish the task... (+13)
===
TURN 154
>>6076699 >The Mountain Confederation 1,2) Much to the confusion of the constructors, a massive shipment of material and construction workers arrived to the site of the expanding campus, bringing also actual ants to help around. And with double the workforce, triple the results!
>Building [Confederate Polytechnic ®*]
[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]
3-5) A scouting detail was send out to explore the far-away lands. It's a scientific mission, and most definitely not staffed with military personel. (10/12)
Samir Kamandula
Rolled 73, 4, 81, 21, 67 = 246 (5d100) >>6076721 say the locations and we will I N T E R V E N E
>>6076732 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School III], [Magistrate III] [University III], [Academy III]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >Dice 1 2 3 4 >>Upgrade Legion weaponry with ESOTERICAPHYSICAL WEAPONRY >>Hyper Physics I,Magitech Industrial Complex III >Dice 5 Continue scouting Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Fri 09 Aug 2024 06:26:13 No. 6077007 Report Quoted By:
TURN 155
>>6076793 >The Mountain Confederation 1-4) Dice returned to the pool
>Roll 9d100 next time >I checked - you already had those (turn 139) included in your military units (turn 142) and since then your legions haver [Train] tag, meaning you need to add something new to the mix 5) The souts return, bringing detailed maps of the northern frontiers
>Other Expedition Report (1/1)
Empress Genetrix
>>6076699 Hopefully it need not necessarily come to that, though if you wanted to have some PVP, I promise I shall book up on the Confederation and give them justice.
Empress Genetrix
>>6076732 I just realized I made a mistake that was supposed to be the V I was researching, not the IV.
>>6073694 Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm] 4 Brain Aphids +2.1 [Giant] [Civ] [Arm]>Power level: 3 >Tech Level: 3 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication IV ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chambers V] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication V®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] [Polytechnic Stipend] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1)
Silver Guardians
>>6072894 >Population: 10000 >Power level: 4 >Tech Level: 4 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine IV] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge IV ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®], [Observatory I]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry III], [Engineering III], [Applied Math II], [Martial-Arts II], [Rocket Science I]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Silver-Lining Golem Calculators +5 [Civ] [Eng]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
1 Fire Rubies (1/1)
2 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
Metal Ore (1/1)
Silver Ore (1/1)
Silver Guardians
Rolled 66, 98, 9, 62, 59, 97, 58, 75 = 524 (8d100) >>6077235 Silver Mine V (15/18): Maybe the heaps and heaps of silver was the real treasure all along.
1 Die
Silver-Lining Golem Miners +4.8 [Civ]
Rocket Science II 4/9: Maybe a really tightly wound springs would get the job done...
2 Dice
Library V (13/18): A meek intern suggests some sort of golem that can quickly print by pressing ink stained letters to a page, and is promptly booed out of the building. Everyone knows fire ruby scorch-pens are the future. Printing presses! Hah, what will the kids think of next?
2 Dice
Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Build] [Acc]
Chemistry IV: The chemist are proud to present their next project. Liquefying Fire Rubies into a a concentrated highly explosive form. There is a surge of retirements of professors who work near the testing labs.
3 Dice
1 Fire Rubies (1/1)
[Scholars Level*], [Library IV], [Academy IV], [Test Labs III], [Debate Thunderdome II ®]
Samir Kamandula
Rolled 50, 55, 6, 7, 63, 39, 40, 82, 89 = 431 (9d100) >>6076793 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >Dice 1 2 >>Research Zaryite Hyper Weaponry >Dice 3 4 5 6 7 8 9 >>>INCREASE OUR TECH LEVELS! >>6077128 the confederation got that turtle in them, it'll be hard to book em
Empress Genetrix
Quoted By:
>>6077252 Lol you misunderstand I meant like, study up on their lore and all haha.
Empress Genetrix
Quoted By:
>>6077252 Btw at some point I'd appreciate having access to Magic School IV and Magic Theory IV. I'm going to invest in those soon. Will keep providing aid whence I can on joint projects
Empress Genetrix
Rolled 51, 27, 54, 61, 17, 55, 45, 88, 97, 58 = 553 (10d100) >>6076732 >>6077130 1-10. Raise our Tech Level as well!
>Tech level 4 The ants are all astir, each and everyone of them now part of the great hivemind, a flood of information flows throughout the entire colony.
Within the joint laboratories of the Confederacy, Brain Ant and human scientist work on advancing the technologies to new heights.
The Queen has sent a formal petition to the Council via her ambassadors, requesting access to the magic of the Confederacy, that they would improve upon it.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Fri 09 Aug 2024 22:32:56 No. 6077460 Report Quoted By:
Update in the morning (my time, so like 10 hours), I'm too tired to process this now
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Sat 10 Aug 2024 13:40:38 No. 6077862 Report Apologies, that was longer than planned, but at least I finally slept well for the first time in two weeks and managed to fix the leaking washing machine, so morning and noon well-spent.
===
TURN 149
>>6077130 >>6077438 >Formicus Imperia 1-10) TECH RISING FAST AND HASTILY! (31/?)
>>6077129 Made me ponder why it's /21, but that explains it.
Sure, update to V
===
TURN 152
>>6077235 >>6077247 >Silver Guardians 1) Probably the entire silver deposit is now within the reach of the maze of shafts. And it's not, then the mining complex is big enough to still deliver insane amount of ore.
>Building [Silver Mines V]
>Other Silver Ore (1/1)
Metal Ore (1/1)
2,3) A monkey was launched to check if the spinning won't have nauseating effects. Results: inconclusive
>Technology [Rocket Science II]]
4,5) With the right amount of pulpits and golem scribes, it should be possible to get a single book copied in mere six months! The new wing of the library will be filled within just a few generations.
>Building [Library V]
>Other [Catalogue of Knowledge]
Books, codex and scrolls (1/1)
6-8) Much to surprise - and also disappointment of a few anti-social individuals - nothing exploded in uncontrollable manner nor burned down and the experiment worked just as planned and intended. Booooring!
>Technology [Chemistry IV]
===
TURN 156
>>6077252 >The Mountain Federation 1,2) There must be more interesting ways of using this metal than just swords and armours (8/9)
3-9) TECH RISING at moderate speed (18/?)
Silver Guardians
>>6077862 >Population: 10000 >Power level: 4 >Tech Level: 4 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine V] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge IV ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library V], [Academy IV], [Test Labs III], [Debate Thunderdome II ®], [Observatory I]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry IV], [Engineering III], [Applied Math II], [Martial-Arts II], [Rocket Science II]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Silver-Lining Golem Calculators +5 [Civ] [Eng]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Catalogue of Knowledge]
1 Heart Crystals (1/1)
Metal Sheets (1/1)
Silver Steel Bar (1/1)
1 Teaching Aids (1/1)
2 Metal Ore (1/1)
2 Silver Ore (1/1)
Books, codex and scrolls (1/1)
Silver Guardians
Rolled 16, 90, 53, 23, 6, 53, 90, 68 = 399 (8d100) >>6077879 > Academy V: All the knowledge and wisdom in the world is no good if it remains sealed up in old books and older brains. The Library built down, but the Academy builds up, a tower of wisdom. 2 Dice
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
[Library V], [Catalogue of Knowledge], [Logistics of Theia], [Surplus Construction Materials], [Architecture IV], [Construction IV]
> Automated Forge V ®: Some are beginning to suspect that the Forge is quietly improving itself when no one else is around, though the more likely answer is that optimization has become a peculiar hobby of the engineers to maintain the building. 2 Dice
Metal Sheets (1/1)
1 Forge Golems +4 [Civ]
1 Silver-Lining Golem Calculators +5 [Civ] [Eng]
[Engineering III], [Logistics of Theia], [Surplus Construction Materials], [Architecture IV], [Construction IV]
> Rocket Science IV: Armed with the most dangerous concoctions the chemists can invent, and some sizable blast barriers, the so called Rocketeers set out to push the envelope. Mostly by sending it so far only the observatory can spot it. 2 Dice
1 Teaching Aids (1/1)
[Test Labs III], [Observatory I], [Library V], [Academy IV], [Catalogue of Knowledge]
> Chemistry V: Now the chemists are saying all sorts of insane things like people being made of chemistry, and somehow fighting diseases with chemistry. Volunteers to drink alchemist mystery drinks are surprisingly in short supply. 2 Dice
Books, codex and scrolls (1/1)
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
[Test Labs III], [Library V], [Academy IV], [Catalogue of Knowledge]
Silver Guardians
>6077889 >Population: 10000 >Power level: 4 >Tech Level: 4 >Bonus: Crafting +15 Hard Labor +5> Resource Buildings [Mines III], [Silver Mine V] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge IV ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing] Guardian's Citadel™ (Automatically adds +1 progress to a single action) Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action) Mechanics School ™ (Automatically adds +1 progress to a single action)> Academic Buildings [Scholars Level*], [Library V], [Academy IV], [Test Labs III], [Debate Thunderdome II ®], [Observatory I]> Building Tech [Architecture IV], [Construction IV]> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]> Other Tech [Chemistry IV], [Engineering III], [Applied Math II], [Martial-Arts II], [Rocket Science II]>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc] 1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc] 1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc] 1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc] 1 Silver-Lining Golem Miners +4.8 [Civ] 1 Forge Golems +4 [Civ] 2 Bronze Scouting Drones +3 [Civ] [Scout] 1 Silver-Lining Golem Calculators +5 [Civ] [Eng] [Defense Bunkers I] [Walls of Theia ®] 1 Silver Vault Defenders +5 [Eli] [Arm] [Gar] 1 Garrison Golems +3 [Arm] [Gar] 1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]>Other [Basic roads III] [Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper] [Emergency Bunkers], [Surplus Construction Materials], [Candles] [Golem Testing Grounds] [Theia, the Guardian's Capital*] [Water Power] [Logistics of Theia] [Catalogue of Knowledge] 1 Heart Crystals (1/1) Silver Steel Bar (1/1) 2 Metal Ore (1/1) 2 Silver Ore (1/1)
Silver Guardians
Rolled 27, 9, 21, 36 = 93 (4d100) >>6077891 > Glassmaker III: With the size of the lenses called for by the observatory, plus the number of smaller telescopes being requests, an expansion to the glassworks is definitely in order. 2 Dice
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
[Architecture IV], [Construction IV], [Engineering III], [Chemistry IV], [Surplus Construction Materials]
> Paper Maker III: Business cards have become all the rage among the professors of the Academy, much to the annoyance of the already overworked paper mill. 2 Dice
1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
[Architecture IV], [Construction IV], [Engineering III], [Surplus Construction Materials]
Samir Kamandula
>>6077862 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science I, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >>Dice 1 >>Research Zaryite Hyper Weaponry >Dice 2 3 4 5 >>MORE TECH LEVELS! Samir Kamandula
Rolled 79, 38, 65, 75, 32 = 289 (5d100) >>6078360 forgot them dice
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Sun 11 Aug 2024 22:37:57 No. 6078965 Report TURN 155
>>6077879 >>6077889 >>6077891 >>6077897 >Silver Guardians 1,2) Higher and higher goes the tower of knowledge, which will come handy later for the Coriolis effect experiments (10/18)
3,4) It is just as likely that some of the golems originally assigned to construction never got new orders and just kept going with the forge (11/18)
5,6) Wait a minute... what happened to the previous set of tests and rocket experiments? Something's off here... (8/12?)
>Shouldn't it be III? 7,8) It's a shame those things can't be tested on golems. Ultimately, the chemists experiment on themselves, with less than interesting results. But nobody melted nor burst in fire, so... success? The biggest one is the fact that nobody is going to try to burn anything down in the name of science... right guys? Right?
>Technology [Chemistry V]
9,10) With the prestigious expansion of even more prestigious academy, not much resources and manpower is left for the humble glass workshops... (4/12)
11,12) Those egg-head researchers are demanding the paper to be bone. As if grey-beige paper wasn't enough anymore and regular white was too obvious! (5/12)
===
>>6078360 >>6078363 >The Mountain Confederation 1) It's finally there - the new, sharpest razor blade! Can shave a man with a single stroke even when he still has a week-old stubble
>Technology [Zaryite Weaponry II]
2-5) TECH STILL RISING STEADILY! (31/?)
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Sun 11 Aug 2024 22:39:00 No. 6078966 Report Quoted By:
>>6078965 And that was turn 157 for the Confederation
Samir Kamandula
Rolled 66, 63, 28, 10, 89 = 256 (5d100) >>6078965 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science II, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >>Dice 1 2 3 4 5 LET THE TECH RIIIIISE
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Mon 12 Aug 2024 21:36:34 No. 6079520 Report TURN 158
>>6079161 >The Mountain Confederation 1-5) Tech reached the new plateau... almost at the peak now
>Tech level: 4 Samir Kamandula
Rolled 23, 62, 77, 66, 17 = 245 (5d100) >>6079520 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science II, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >>WE GO FOR THE PEAK >>>TECH RISES >DICE 1 2 3 4 5 Silver Guardians
>>6078965 >Shouldn't it be III? I was trying to go two steps at once, if that's alright.
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:e5BdRR5Y Tue 13 Aug 2024 06:17:58 No. 6079753 Report Quoted By:
TURN 159
>>6079564 >The Mountain Confederation 1-5) TECH RISING... UP TO THE SUMMIT! (14/?)
===
>>6079632 You technically can, but the progress requirement would be /27, so...
Samir Kamandula
Rolled 77, 61, 63, 53, 29 = 283 (5d100) >>Population: 11300>>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science II, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >>PEAK TECHNOLOGY!!!
Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:J19LjMsA Wed 14 Aug 2024 09:13:23 No. 6080591 Report Turn 160
>>6080148 >The Mountain Confederation 1-5) TECH ON A RAISE! (31/?)
Anonymous
Empress Genetrix
>>6080591 Havent been able to post in days due to internet problems. Please continue the techup!
Empress Genetrix
Rolled 9, 71, 67, 45, 76, 84, 40, 46, 81, 34 = 553 (10d100) >>6080726 Dice?
Samir Kamandula
Rolled 38, 23, 54, 62, 30 = 207 (5d100) >>6080148 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science II, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >>MORE TECH!!! Builder_Referee !!4bMkQrXIEyU
Builder_Referee !!4bMkQrXIEyU ID:uAbJ6uQZ Thu 15 Aug 2024 08:38:18 No. 6081117 Report Given how close we are to auto-sage, next update probably in a new thread. If the thread auto-sages first, don't panic, I will make new one, I'm just out on a family retreat, but the new thread will be made.
===
TURN 151
>>6080727 >Formicus Imperia 1-10) New bounds of technology, science and knowledge
>Tech Level: 4 ===
TURN 161
>>6080831 >The Mountain Confederation 1-5) The boys and girls of the Polytechnic are doing their best, but there is only this much one can do when climbing to the pinnacle of science (42/?)
Empress Genetrix
Quoted By:
Thanks for the update, enjoy your family vacay
Empress Genetrix
Quoted By:
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm] 4 Brain Aphids +2.1 [Giant] [Civ] [Arm]>Power level: 3 >Tech Level: 4 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication IV ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chambers V] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication V®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] [Polytechnic Stipend] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1)
Empress Genetrix
>Population: 13400 >Military: 1 Ant Soldiers +0.9 [Arm] 4 Military Inquisitors +0.6 [Arm] 2 1/2 Pioneer Ants +1.2 [Civ] 1 Formicus Inquisition [Civ] 3 Spitter Ants +1.5 [Art] [Arm] 4 Aphid Telecoms +0.3 [Civ] (SERVING THE CONFEDERACY) 3 Road Warriors +2 [Cav] [Exp] [Arm] War Rig +2 [Cav] [Arm] 2 Soldier-Workers +1 [Large] [Arm] 4 Brain Aphids +2.1 [Giant] [Civ] [Arm]>Power level: 3 >Tech Level: 4 >Bonus: Population Growth modifier >Tech [Dinosaur Domestication I] [Tools I] [Smelting I] [Construction V] [Strong Bodies] [Formicus Acid I®] [Society II] [Arcane Communication V ®] [Army Structure I] [Logistics II] [Conscription V] [Formicus Conscription V ®] [Textiles] [Magic Theory III]>Building [Hive Mind Tower®] [Barracks II] [Mountain Hive] [Tree Settlement] [Nurseries III] [Underground Highways I] [Leaf Fungus Farms I] [Communication I] [Mines I] [Mutagenic Pools V] [Magi-Rely™] [Formicus Roads I ®]>Other [Land Expansion III] Imperial Hive™ Power: 3 [Inquisition] [Highways] [Border Hives] [Giant Ants II] [Patrol Routes] [Winged Ants] [Spitter Ants] [Mutagenic Chambers V] [Formicus Dyes ®] [Domesticated Dinos] [Honey Ants] [Brain Aphids] [Tele-Antennae] [Feudalism] [Irrigation I] [Tree Princesses] [Arcane Antennae] [The Magi Caste] [Arcane Communication V®] [Color-Coding] [Rhytm Work] [Driver Ant] [Formicus Princes ®] [Royal Wings ®] [Mineral Deposit] [Carapace] [Formicus-Confederate Highway ®] [Gene-Sire Princes] [Joint-Research Lab] [Polytechnic Stipend] Magic Relay +1 to action Imperial Hive +1 to action Empress Chambers ™ +1 to action Unfinished Projects 2/6 Underground Mushrooms 1/6 Underground Culvitating Westward Expansion (13/18) Veteran's Outpost (1/1) Expedition Report (1/1) I keep forgetting to update some stuff that/s already V
Empress Genetrix
Quoted By:
Rolled 8, 42, 22, 50, 99, 35, 17, 66, 6, 39 = 384 (10d100) >>6081933 >>6081117 Let us catch up on our allies via our amazing students, now that we have reached their tech level. When we have approached their understanding of the world and combined it with ours, nothing shall stop the glorious alliance.
1. Magic Theory IV
2. Magical Mechanics I
3.Hyper Physics I
4-6. I don't know what Zaryte is, but if we were to find it and learn how to harvest it, we would boost the supply of the Confederate-Imperial alliance. We'll need a sample first
7.Magi-Tech Production I
8. Chemistry I - Our acid bombardiers will benefit from superior knowledge of chemistry
9. Crafting I - we need better weapons for our ants
10. Research Method I - The hive mind will learn the art of human research
Samir Kamandula
Quoted By:
Rolled 67, 34, 50, 19, 81 = 251 (5d100) >>6081117 >>Population: 11300 >>Power level: 4 >>Tech Level: 3 >>Bonus: >[DIXIE] >+5 Research >+1 Defense >+5 Expansion >+5 Scouting >>Buildings >[Confederate Polytechnic ®*] >>[*Campus: [Mage School IV], [Magistrate IV] [University IV], [Academy IV]] >>Techs >[Construction V], [Bureaucracy V], [Magic Theory IV], Material Science II, Chemistry I, Magical Mechanics II, Zaryte Forging, Magitech Production II, Hyper Physics I >[Confederated Bureaucracy II ®] [Army Professionalism I] [Crafting II], [Standardized training III], Research Method I, Ship Building I, Zaryte Weaponry, [ballistics 1] >>Military >[Border forts II], Training Grounds II [Advanced Tactics I] > 4 Battle Mage [+0.6] [Mag], 15 First Legions +2.5 [Train], 6 Young Mages +1.2 [Mag], 2 Construction Companies >small raft [EXP] >>Other >Research Method I >>[Land Expansion V] >[Urbanised Frontier] >[Amended Barnabas Code] >Magitech Industrial Complex III >University II >[Production II] >Art school I >[Fertility Holiday] >Zaryte Sample [Blue Gates City, The Window to the world]
>[Administrative self rule II >[Manifest Destiny ®] >[Mesopotam Land] >[Confederate Education ®] >[Urbanised Frontier] >Teaching aids (1/1) >Scrolls and diagrams (1/1) >Calculus Engine™ project (1/1) >S(1/1) >[Developed Nation] >[Proper Urbanisation] >[Cities, Towns & Settlements] >>PEAK TECH IS AT REACH! Silver Guardians
>>6078965 >Population: 10000 >Power level: 4 >Tech Level: 4 >Bonus: Crafting +15
Hard Labor +5
> Resource Buildings [Mines III], [Silver Mine V] [Quarry III], [Goat Pasture I], [Lumber Mill II], [Bee Keeper I], [Heart Crystal Mine III], [Fire Ruby Mine III], [Farms I]
> Crafting Buildings [Toolmaker II], [Forge II], [Automated Forge IV ®], [Carpenter III], [Stone Mason IV], [Gem Cutter II], [Glassmaker II], [Paper Maker II], [Trinket Shop I], [Craftsmen's Level *], [Grand Metal Works - Crafters Level*],
> General Buildings [City Logistics System II], [Proving Grounds III], [Cemetery I], [Markets II], [Temple I], [City Plumbing]
Guardian's Citadel™ (Automatically adds +1 progress to a single action)
Golem Factory™ (Any golem production requires -2 progress. Once per turn, automatically adds +1 progress to a single action)
Mechanics School ™ (Automatically adds +1 progress to a single action)
> Academic Buildings [Scholars Level*], [Library V], [Academy IV], [Test Labs III], [Debate Thunderdome II ®], [Observatory I]
> Building Tech [Architecture IV], [Construction IV]
> Golem Tech [Metallurgy V], [Golem Crafting V], [Precision Mechanisms III], [Flight Theory III]
> Other Tech [Chemistry V], [Engineering III], [Applied Math II], [Martial-Arts II], [Rocket Science II]
>Military 1 Silver-Lining Golem Workers +4.2 [Civ] [Acc]
1 Silver-Lining Golem Teamsters +4.2 [Civ] [Acc]
1 Silver-Lining Golem Constructors +4.2 [Civ] [Buiild] [Acc]
1 Silver-Lining Golem Scribes +4.2 [Civ] [Acc]
1 Silver-Lining Golem Miners +4.8 [Civ]
1 Forge Golems +4 [Civ]
2 Bronze Scouting Drones +3 [Civ] [Scout]
1 Silver-Lining Golem Calculators +5 [Civ] [Eng]
[Defense Bunkers I]
[Walls of Theia ®]
1 Silver Vault Defenders +5 [Eli] [Arm] [Gar]
1 Garrison Golems +3 [Arm] [Gar]
1 Silver-Lining Monk Golem +6.5 [Acc] [HtH]
>Other [Basic roads III]
[Copper Ore], [Tin Ore], [Silver Ore], [Heart Crystals], [Fire Rubies], [Glass], [Gems], [Paper]
[Emergency Bunkers], [Surplus Construction Materials], [Candles]
[Golem Testing Grounds]
[Theia, the Guardian's Capital*]
[Water Power]
[Logistics of Theia]
[Catalogue of Knowledge]
1 Heart Crystals (1/1)
Silver Steel Bar (1/1)
2 Metal Ore (1/1)
2 Silver Ore (1/1)
Academy V 10/18
Automated Forge V ® 11/18
Rocket Science III/IV 8/27
Glass Makers III 4/12
Paper Makers III 5/12
Silver Guardians
Quoted By:
Rolled 96, 63, 90, 53, 19, 26, 58, 11, 85, 57 = 558 (10d100) >>6083181 Two dice each.
> Academy V 10/18: Round and round the endless arguments on which professors get new offices, or new offices and now you're telling me the students want classrooms too!? > Automated Forge V ® 11/18: The Golem Singularity becomes the latest topic of conversation. Can you make a golem that can make a golem smarter than itself? > Rocket Science III/IV 8/27: Wait, the budget proposal is for how many experiments? For how long? Just how high up is the moon anyway? > Glass Makers III 4/12: It takes some doing to convince the accountants to sign off on buying "Special Sand" from the markets. Paper Makers III 5/12: A massive debacle breaks out when a batch of eggshell is passed off as bone.
Empress Genetrix
Quoted By:
Time for a new thread soon!