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Time for another civilization quest! But first, I need to know what kind of civilization game do you want to play, so please answer the following questions.
>>
>>6168796
Races/Species
> Humans: Versatile, adaptable, balanced attributes.
> Elves: Long-lived, magical affinity, forest dwellers.
> Dwarves: Masters of mining and metallurgy, mountain/underground homes.
> Orcs: Strong warriors, tribal societies, thrive in harsh environments.
> Beastfolk: Animal-like traits (e.g., feline, canine, avian), often nomadic or tribal.
> Dragonoids: Rare and powerful, scales and elemental abilities.
> Constructs: Artificial beings, ancient remnants or newly created golems.


Starting Population
> Tiny (10–50 people): Ideal for a close-knit, survival-focused group. Examples: A small tribe, shipwreck survivors, or outcast settlers.
> Small (51–200 people): A growing community with some basic division of labor. Examples: A frontier village, a band of refugees, or a nomadic caravan.
> Medium (201–1,000 people): Supports more specialization and modest infrastructure. Examples: A burgeoning town, a fortified hamlet, or an isolated cult.
> Large (1,001–10,000 people): A self-sufficient community with internal politics and trade networks. Examples: A city-state, a tribal confederation, or a hidden sanctuary.
> Massive (10,001+ people): Fully developed, requiring complex leadership and extensive resources. Examples: A sprawling metropolis, an ancient enclave, or a mega-tribe.
Population Structure
> Homogeneous: Everyone shares the same culture, race, or background.
> Diverse: A mix of races, ideologies, or refugees from multiple regions.
> Fragmented: Different factions or tribes within the population.
Population Dynamics
> Stable: Steady growth or decline, predictable challenges.
> Booming: Rapid growth, risk of overpopulation.
> Declining: Aging population or catastrophic loss (e.g., war, plague).
Key Roles
> Balanced: Proportional distribution of farmers, warriors, artisans, and scholars.
> Specialized: Majority focused on one role (e.g., warriors, traders).
> Lopsided: Missing or scarce roles (e.g., no healers, few warriors).


Starting Biome
> Grasslands: Fertile lands for farming and trade, easy to expand.
> Forests: Abundant resources, hidden from outsiders, magical affinity.
> Mountains: Defensive advantages, mineral wealth, harsher climates.
> Deserts: Scarce resources, high survival skills required.
> Tundra: Extreme conditions, reliance on hunting/fishing.
> Swamps: Hidden dangers, unique flora/fauna, mystical atmosphere.
> Islands/Archipelagos: Naval-focused expansion, isolation.
> Underground Caverns: Mysterious, claustrophobic, abundant minerals but low sunlight.
Population Density
> Sparse: Small, tight-knit community; survival-focused.
> Moderate: Balanced growth and development; enough people for variety.
> Dense: Large cities or tribes; potential for political complexity and resource strain.
>>
>>6168797


Number and Strength of Enemies
> None: Focus on internal growth and challenges.
> Few, Weak Enemies: Occasional raids or natural predators.
> Moderate, Equal Enemies: Rival civilizations or hostile wildlife.
> Many, Overwhelming Enemies: Requires alliances or heavy fortification.
Magic
> None: Technology-focused progression.
> Low Magic: Subtle and rare, requires special training.
> High Magic: Commonplace and a key part of society.
> Wild Magic: Unpredictable, often chaotic, tied to the environment.
> Forbidden Magic: Taboo but powerful; moral and societal implications.
Religion
> None: Secular or pragmatic society.
> Monotheistic: One dominant god; centralized beliefs.
> Polytheistic: Pantheon of gods with varied domains.
> Animistic: Worship of spirits in nature and ancestors.
> Cult-Based: Secretive, potentially malevolent groups.
> Divergent Faiths: Competing religions causing internal conflict.
Government Type
> Tribal Council: Decisions made collectively.
> Monarchy: Ruled by a single leader or dynasty.
> Theocracy: Governed by religious leaders.
> Oligarchy: Controlled by a few powerful elites.
> Democracy: Citizens have a say in decision-making.
> Anarchy: No formal government, survival of the fittest.
Resource Availability
> Abundant: Rapid development, little scarcity.
> Moderate: Balanced between need and availability.
> Scarce: Encourages trade, conflict, and creative problem-solving.
Technology Level
> Stone Age: Basic tools and weapons.
> Bronze Age: Agriculture and early civilizations.
> Iron Age: Stronger tools, basic trade networks.
> Medieval: Advanced weaponry, feudal societies.
> Steampunk/Fantasy-Tech: Magic-tech hybrids, unique innovations.
Quest Objectives
> Expansion: Build settlements and conquer land.
> Survival: Defend against natural or enemy threats.
> Exploration: Discover new lands and resources.
> Unification: Bring rival tribes or factions together.
> Domination: Defeat or subjugate rival civilizations.
> Ascension: Harness magic or divine power to transcend mortal limits.

That's it, make your choices.
>>
>>6168798

>Elves

>Medium

>Homogenous

>Declining

>Balanced

>Grasslands

>Moderate

>Moderate

>Low Magic

>Divergent Faiths

>Oligarchy

>Scarce

>Bronze Age

>Unification
>>
>>6168797
>>6168798
> Humans: Versatile, adaptable, balanced attributes.

> Medium (201–1,000 people): Supports more specialization and modest infrastructure. A burgeoning town.

> Homogeneous: Everyone shares the same culture, race, or background.
> Booming: Rapid growth, risk of overpopulation.
> Balanced: Proportional distribution of farmers, warriors, artisans, and scholars.
> Grasslands: Fertile lands for farming and trade, easy to expand.
> Sparse: Small, tight-knit community; survival-focused.

> Moderate, Equal Enemies: Rival civilizations or hostile wildlife.
> Wild Magic: Unpredictable, often chaotic, tied to the environment.
> Animistic: Worship of spirits in nature and ancestors.
> Tribal Council: Decisions made collectively.
> Abundant: Rapid development, little scarcity.
> Bronze Age: Agriculture and early civilizations.

> Expansion: Build settlements and conquer land.
> Survival: Defend against natural or enemy threats.
> Exploration: Discover new lands and resources.
> Unification: Bring rival tribes or factions together.
> Domination: Defeat or subjugate rival civilizations.
>>
>>6168797
>Beastfolk
>Tiny
>Diverse
>Booming
>Balanced
>Tundra
>Dense
>>6168798
>Moderate, Equal Enemies
>High Magic
>Divergent Faiths
>Tribal Council
>Scarce
>Steampunk/Fantasy-Tech
>Exploration
>>
>>6168797
> Beastfolk: Animal-like traits (e.g., feline, canine, avian), often nomadic or tribal.
> Small (51–200 people): A growing community with some basic division of labor. Examples: A frontier village, a band of refugees, or a nomadic caravan.
> Diverse: A mix of races, ideologies, or refugees from multiple regions.
> Stable: Steady growth or decline, predictable challenges.
> Lopsided: Missing or scarce roles (e.g., no healers, few warriors).
> Swamps: Hidden dangers, unique flora/fauna, mystical atmosphere.
> Moderate: Balanced growth and development; enough people for variety.

The idea is here is that this is a group of refugee beastfolk fleeing discrimination and/or slavery from humans (or any race really) into the inhospitable swamps

> Moderate, Equal Enemies: Rival civilizations or hostile wildlife.
> Wild Magic: Unpredictable, often chaotic, tied to the environment.
> Animistic: Worship of spirits in nature and ancestors.
> Tribal Council: Decisions made collectively.
> Moderate: Balanced between need and availability.

I feel like these synergize pretty well and will give a good amount of conflict starting out.

> Bronze Age: Agriculture and early civilizations.
> Survival: Defend against natural or enemy threats.

I love bronze age shit and survival fits well with the options I picked above.
>>
Such varied options.

Should I make a custom option that is an average of everything (thus making everyone dissatisfied) or roll a dice and pick one of the options?

> Make a custom option
> Roll a dice
>>
>>6169211
This was bound to happen, I’m sure.
>Roll a dice
>>
Rolled 1 (1d4)

>>6168837
>>6168917
>>6168957
1 - Elves
2 - Humans
3 - Tundra beastfolk
4 - Swamp beastfolk
>>
>>6169211
> Roll a dice

This but maybe include the other civs as rival civs or lore in the world.
>>
>>6169248

The elves of the Emerald Plains live amidst the once-thriving land, now scarred by decline. This fertile region, home to twenty unique villages, was once a beacon of prosperity. However, as resources dwindle, trade routes become increasingly unreliable, and food scarcity intensifies, the once balanced society—marked by agriculture, craftsmanship, and scholarship—now struggles to maintain its foundations.

Among these villages, some are renowned for their specific strengths but bear the weight of certain disadvantages. Elderthorn, with its deep-rooted wisdom, helps preserve knowledge, but its difficult terrain hampers the flow of materials. In contrast, Silvergrove flourishes in silver production, but its reliance on trade means its food production suffers. Flamepeak, though rich in metallurgy, faces a declining population due to its harsh environment, while Crystalvale thrives in magical resources but suffers from the isolation that limits its growth.

In addition to economic strains, the elves face a political fracture. The Oligarchy, though meant to provide stability, has only fostered division as rival factions vie for control. Further complicating matters, the elves’ spiritual life is deeply divided by five prominent religions: The Way of the Sky Mother, which promotes balance and peace; The Path of the Hunter, which celebrates strength and combat mastery; The Flame of the Forge, dedicated to fire and craftsmanship; The Dreamweavers, who meditate on divine messages through dreams; and The Circle of Seasons, a nature-focused pantheism centered on the cycles of life.

These religious factions often conflict, each attempting to dominate the others, weakening the elves’ unity. The unification they so desperately seek remains elusive.

Adding to the elves’ woes, the Kingdom of the High Elves lies to the east in the ancient Home Forest. The High Elves view the settlers of the Emerald Plains as lesser elves, a stain on their once-proud heritage for choosing to live outside the ancestral forest. This resentment breeds further isolation for the elves of the plains, intensifying the cultural rift between them and their kin.

Externally, threats loom on every side. To the north, human settlers press into their lands, eyeing the fertile plains for their own use. To the west, marauding orcs raid their villages, causing devastation and fear. And to the south, the Beastfolk—driven by their own ambitions—cast covetous eyes on the plains, hoping to take advantage of the elves’ weakening state.

The elves of the Emerald Plains are at a crossroads. With their population in decline and resources stretched thin, they strive for unification, not just within their villages but also among their warring faiths and fractured leadership. The future of the Emerald Plains is uncertain, but they are determined to restore balance, rebuild their strength, and reclaim their place in the world before it’s too late.
>>
>>6169345
1. Elderthorn: Known for its ancient oak trees and wise elder council, this village has a rich history of storytelling and tradition.
2. Silvergrove: A serene village with a deep connection to the forests, famed for its silver-leaved trees and elegant woodwork.
3. Flamepeak: A village built near a dormant volcano, renowned for its metalwork and smithing, with the divine fire of craftsmanship at its heart.
4. Crystalvale: Nestled within a valley surrounded by sparkling crystal formations, this village is known for its spiritual and artistic creativity.
5. Moonshade: Shrouded in mist, this village thrives under the light of the moon, with a focus on mystical practices and ancient rituals.
6. Starfall: Situated on high cliffs, this village gazes toward the heavens and is known for its astronomical studies and celestial observatories.
7. Ashenhold: A fortified village with a reputation for resilience, built from stone and ash, where the inhabitants focus on survival and defense.
8. Wildbloom: A vibrant village surrounded by untamed flowers and plants, where herbalism and nature magic are at the forefront of their culture.
9. Stormwatch: Located on a hill overlooking the plains, this village is ever watchful for approaching dangers, known for its scouts and weather foresight.
10. Brightwood: Surrounded by the brightest of forests, this village is celebrated for its peaceful culture, but also faces external threats that constantly test their unity.
11. Frostmere: A colder, high-altitude village where the residents have adapted to harsh winters, specializing in hunting and wintercraft.
12. Redstone: Built near a rare red stone quarry, this village is known for its artisans and masons, who create beautiful sculptures and structures.
13. Dewhaven: A tranquil village near the plains, with a focus on agriculture and clean water, making it the heart of food production in the region.
14. Ashgrove: A village located at the edge of a burnt forest, struggling to rebuild after a devastating fire, focusing on resilience and the return of nature.
15. Stonehelm: A rugged, fortified village located near the mountains, with a history of defense against invaders, skilled in crafting sturdy stone buildings and armor.
16. Wispfall: Known for its ethereal beauty, this village is enveloped in mist and light, where illusion magic and artistic expressions thrive.
17. Thornwatch: A small, heavily fortified village built along a thorny ravine, known for its sharp-minded warriors and defense strategies.
18. Skyvale: Perched on the edge of a cliff overlooking the plains, this village is known for its wind-based magic and aerial defenses.
19. Silverthorn: Famed for its skilled healers, this village is built around a massive, sacred silverthorn tree, central to their spiritual practices.
20. Leafdawn: A village surrounded by lush forests where the worship of nature and the seasons is practiced, with an emphasis on harmony and growth.
>>
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>>6169346

Select your village:

1. Elderthorn
+10% Knowledge (deep-rooted wisdom and libraries)
-10% Materials (difficult terrain hampers resource gathering)

2. Silvergrove
+10% Silver (rich deposits of silver)
-10% Food Production (reliant on trade for food)

3. Flamepeak
+10% Materials (rich in metals and ores)
-10% Population (harsh environment leads to a declining population)

4. Crystalvale
+10% Mana (abundant mystical resources)
-10% Population (isolation causes a lack of growth)

5. Moonshade
+10% Food Production (fertile land and efficient farming)
-10% Knowledge (limited access to education and scholars)

6. Starfall
+10% Knowledge (influence from scholars and mystics)
-10% Silver (lack of valuable mining resources)

7. Ashenhold
+10% Materials (abundant stone and timber)
-10% Mana (poor magical resources)

8. Wildbloom
+10% Resources (abundant flora for crafting)
-10% Population (difficult to maintain a stable community)

9. Stormwatch
+10% Materials (natural fortifications and abundant stone)
-10% Food Production (weather instability affects crops)

10. Brightwood
+10% Knowledge (close ties to natural scholars and druids)
-10% Materials (low access to mining resources)

11. Frostmere
+10% Mana (strong magical energy from frozen lakes)
-10% Food Production (extreme cold limits farming)

12. Redstone
+10% Materials (rich in stone and iron deposits)
-10% Population (harsh conditions limit the ability to grow)

13. Dewhaven
+10% Resources (abundant natural resources like herbs and textiles)
-10% Silver (lack of access to precious metals)

14. Ashgrove
+10% Food Production (productive farms and pastures)
-10% Mana (magically barren landscape)

15. Stonehelm
+10% Materials (rich quarries and stone supply)
-10% Population (difficult living conditions in highland caves)

16. Wispfall
+10% Knowledge (concentration of magical scholars and researchers)
-10% Silver (low access to precious ores)

17. Thornwatch
+10% Resources (abundant plant and animal life for crafting)
-10% Population (predators and dangers limit settlement size)

18. Skyvale
+10% Knowledge (ancient knowledge preserved in the mountain peaks)
-10% Food Production (poor soil limits agricultural output)

19. Silverthorn
+10% Silver (silver mining operations thrive)
-10% Mana (difficult magical environment)

20. Leafdawn
+10% Resources (rich forests for crafting materials)
-10% Population (constant migration limits community growth)
>>
>>6169347
Elderthorn.
>>
>>6169351

Support.

Is this an actual, legitimate civilization quest? I am pleasantly surprised if so
>>
Now let's generate the civilization step by step.

POPULATION

You may choose any number between 201 and 1000 for your starting population or you may roll 200+1d800.

Assign them Professions.

Usual professions are Farmers, Artisans, Warriors, Healers, but you can choose whichever ones you want.

Farmers can feed 2 people. Warriors consume 10 times more food than regular population.

You should strive to organize your population in such a way that it generates a food surplus.
>>
>>6169389

Once you have your population, determine your

STOCKPILES

you can have up to 10 times your resource gatherer population in stockpiles

The main resources are Lumber, Stone and Metals.

HOWEVER you have 10% penalty to resources, so you can only have 9 times your resource gatherer population in stockpiles.
>>
>>6169392

Now that you have stockpiles, determine your

SILVER

Elves use silver as money because gold attracts dragons.

You can have up to 10 times your population in Silver reserves.

You can choose a special profession that deals with silver (silver miner, merchant, whatever), and you can have 100 times in silver the amount of those guys.
>>
>>6169394


having stockpiles and silver you can now purchase

CONSTRUCTIONS

each tier 1 construction costs 100 resources or 400 silver, your choice.

The costs double for each tier above 1.

Starting, you can only have tier 1 constructions.

Choose from the list:

Farm: +10% Food Production
Granary: +20% Food Storage Capacity
Lumber Mill: +10% Lumber Production
Stone Quarry: +10% Stone Production
Iron Mine: +10% Metal Production
Forge: +10% Metalcraft Efficiency
Blacksmith: +10% Weapon and Armor Crafting Efficiency; allows training swordsman
Tavern: +10% Morale (Boosts population happiness)
Market: +15% Silver Generation
Trade Post: +10% Trade Efficiency
Library: +10% Knowledge Production
Shrine: +10% Mana Regeneration
Barracks: +10% Army Training Speed
Training Ground: +10% Warrior Strength
Watchtower: +10% Defense
Herbalist's Hut: +10% Healing Efficiency
Sawmill: +10% Lumber Production; allows training longbowmen
Beekeeper's Hut: +10% Honey Production (Food)
Tannery: +10% Leather Production
Stable: Allows training cavalry

Or you can create your own buildings, that give 10-20% bonus on something (should be 10% most of the time unless you have a good reason).
>>
>>6169400


Then there is TECHNOLOGY

Roll 2d10 for the amount of techs that you have or select any number between 2 and 20. The less techs that you have the more difficult it will be. The only ones you really need are Agriculture and Basic Mining, the rest is entirely optional.

HOWEVER

you have a bonus to Knowledge, so you start with 2 more techs.


Basic Metallurgy – Unlocks bronze tools and weapons.
Agriculture – Increases food production in cities.
Hunting – Improves resource gathering from animals.
Pottery – Enables construction of pottery for food storage.
Stoneworking – Allows the construction of stone buildings and walls.
Masonry – Unlocks advanced stone structures and fortifications.
Domestication – Allows the use of animals for labor and transportation.
Wheel – Unlocks the ability to build chariots and carts.
Tillage – Improves farming yields through better soil management.
Early Architecture – Unlocks basic city planning and building upgrades.
Bronze Weapons – Provides access to bronze swords, spears, and armor.
Bowmaking – Unlocks the use of bows and arrows for ranged combat.
Trade Routes – Unlocks basic trade routes to other cities.
Writing – Develops basic record-keeping and communication systems.
Basic Construction – Unlocks simple roads and bridges.
Calendar – Unlocks seasonal planning and farming bonuses.
Basic Military Tactics – Improves military organization and unit coordination.
Alchemy – Develops early chemistry for medicinal and industrial uses.
Siege Engineering – Unlocks basic siege weapons like battering rams.
Primitive Religion – Establishes early religious practices to increase stability.
Basic Mining – Unlocks the ability to mine basic resources like iron and stone.
Fishing – Increases food production through fishing.
Herbal Medicine – Unlocks basic medicinal practices using plants.
Craftsmanship – Improves the quality of goods produced by artisans.
Early Diplomacy – Unlocks basic diplomatic exchanges with neighboring civilizations.
Basic Navigation – Allows the construction of basic boats for coastal exploration.
Basic Metallurgy (Advanced) – Enhances the quality of bronze tools and weapons.
Primitive Education – Establishes rudimentary schools for knowledge dissemination.
Woodworking – Unlocks the ability to build advanced wooden structures.
Civic Organization – Organizes basic local governance and law enforcement.


You can invent your own techs too if you want, but keep them bronze age themed.
>>
>>6169405


Next is MAGIC

you have as much Mana as half your population

since it is a low magic setting, all you can spend your mana into is Blessings

Learning a Tier 1 blessings cost 100 mana, the other tiers cost double and so on

You can only start with tier 1 blessings. You need a shrine to have an active blessing. You can have multiple shrines, but only one to each religion (so up to five).

To activate a T1 blessing costs 100 mana and whatever other resources the deity decides at the moment. You may also be required to perform a quest before the blessing can be granted.

Here is a list:

1. Blessing of Fertility
Effect: Increases food production by 10% for all farms and crops.

2. Blessing of the Harvest
Effect: Doubles the yield of food from crops for a single season.

3. Blessing of the Forge
Effect: Boosts metal production by 15%, making the forging of weapons and tools more efficient.

4. Blessing of Wisdom
Effect: Increases knowledge and research speed by 10%.

5. Blessing of Speed
Effect: Reduces the time it takes to build structures by 10%.

6. Blessing of Protection
Effect: Increases the durability of buildings and fortifications by 10%.

7. Blessing of Healing
Effect: Reduces the time needed for troops or settlers to recover from injuries by 20%.

8. Blessing of Trade
Effect: Increases silver income from trade by 10%.

9. Blessing of Growth
Effect: Accelerates population growth by 10%.

10. Blessing of the Waters
Effect: Provides a permanent boost to water-based food production (fishing, farming near water) by 15%

You can also create your own, giving a bonus of 10-20% for something (15% or 20% if it is a very specific thing).

Mana regenerates when you spend turns regenerating it, by the amount of Healers that you have.
>>
>>6169411


Your RESOURCES are as follows:

Nearby River,
Silver Mine (depleted),
Iron Mine (depleted),
Quarry (depleted),
Nearby Forest (nearly depleted);
Merchant Route - closest town to the High Elves Ancient Forest.

You can do about them whatever you want.
>>
>>6169412


Roll 2d6 and choose that amount of LOCAL THREATS from the list. You may also choose as many as you want instead, the more threats the more dangerous the area.

Bandits - Small groups of raiders targeting trade routes and settlements.
Wild Wolves - Packs of wolves attacking livestock and villagers.
Giant Spiders - Venomous spiders terrorizing forests and farmlands.
Cave Trolls - Dangerous creatures living in nearby caves, attacking travelers.
Disease Outbreak - A deadly plague spreading through the population.
Firestorm - A sudden wildfire sweeps across the land regularly.
Bandit King - A powerful leader of a bandit group causing havoc in nearby areas.
Giant Snakes - Huge serpents attacking settlers and hunters.
Local Cultists - A group of fanatical followers causing trouble or sabotaging settlements.
Famine - Crop failure leading to a shortage of food occurs regularly.
Poisonous Fog - A cloud of toxic gases or mist envelops the settlement regularly.
Hostile Tribe - A neighboring tribe that regularly raids and causes conflict.
Bear Attacks - Aggressive bears attacking farmers and hunters.
Storms - Severe weather causing destruction and flooding.
Marauding Orcs - Orc warbands attacking settlements and caravans.
Mountain Lions - Predatory big cats attacking livestock and people.
Haunted Forest - Supernatural creatures or ghosts haunting nearby forests.
Thieves - Organized criminals robbing stores and homes.
Outlaws - Exiled criminals causing trouble in the region.
Plague Rats - Vermin carrying disease, affecting food and sanitation.
Vampires - Creatures of the night preying on the population.
Bandit Ambush - A well-organized ambush along trade routes.
Goblins - Mischievous creatures stealing supplies and causing chaos.

You can invent your own threats if you prefer.
>>
>>6169416


Next is ATTITUDE and MORALE.

You start with moral 5/10 and attitude 5/10 with your neighbours, the Stonehelm and the Moonshade.

For each 1 point you take from your morale, you can improve their attitude by two (one each, or two only one).

For each 2 points you take from their attitude, you can improve your moral by one.

This is because it is stressful to appease your allies.

ATTITUDE

0 – Hostile
1 – Very Negative
2 – Negative
3 – Unfriendly
4 – Neutral/Indifferent
5 – Somewhat Positive
6 – Positive
7 – Very Positive
8 – Supportive
9 – Extremely Positive
10 – Adoration/Extreme Favor

MORALE

0 – Completely Defeated
1 – Despondent
2 – Miserable
3 – Low
4 – Disheartened
5 – Neutral/Stable
6 – Steady
7 – Encouraged
8 – High
9 – Very High
10 – Inspired/Unstoppable

You could try to appease distant neighbours, but the costs double (for each 1 point in attitude you want, you need to spend 1 morale)

You could antagonise distant neighbours as well, but the cost also doubles (for each 1 morale you want, you need to reduce their attitude by 4)
>>
>>6169419


So in short:

Population
Army
Food
Stockpiles
Silver
Constructions
Technology
Magic
Resources
Threats
Morale
Attitude

You can fill it up and then we can start.
>>
>>6169389

Damn, there’s a lot of rolling to be done. However, it’s clear that setting pop to 1000 is best. Here’s my suggestion

Farmers: 700 -> 700 food surplus
Artisans: 100 -> 600 food surplus
Healers: 50 -> 550 food surplus
Warriors: 50 -> 50 food surplus (which we keep)

Other anons should chime in next, I don’t want to dictate everything on my own
>>
>>6169445
>However, it’s clear that setting pop to 1000 is best.

well, of course maximum population is "best"

but the point isn't to min max everything

I mean, unless you really want to

in any case, your settlement will have a huge penalty to population growth because anon chose

> Declining: Aging population or catastrophic loss (e.g., war, plague).

So if anything your population will likely only decrease unless you're really drastic about it
>>
Rolled 701 + 200 (1d800 + 200)

Alright, I will start generating the settlement as an example, feel free to modify it if you prefer.

>>6169389
Rolling for population
>>
Rolled 9, 6 + 2 = 17 (2d10 + 2)

>>6169568
>>6169445

Since I got precisely the value needed for your choices, I'm going with them.

Farmers: 700 -> 700 food surplus
Artisans: 100 -> 600 food surplus
Healers: 50 -> 550 food surplus
Warriors: 50 -> 50 food surplus (which we keep)

Since we have 100 Artisans, we can have 900 stockpiles.

Let's go for 300 Lumber 300 Stone and 300 Metals.

Now silver

We can have 9,000 silver.

I'm gonna take all the buildings from the list for 8,000 silver.
>>6169400

Rolling 2d10+2 for the technologies
>>
Rolled 5, 2 = 7 (2d6)

>>6169405


I am taking

Agriculture – Increases food production in cities.
Basic Mining – Unlocks the ability to mine basic resources like iron and stone.

Bowmaking – Unlocks the use of bows and arrows for ranged combat.
Bronze Weapons – Provides access to bronze swords, spears, and armor.
Hunting – Improves resource gathering from animals.
Pottery – Enables construction of pottery for food storage.
Stoneworking – Allows the construction of stone buildings and walls.
Masonry – Unlocks advanced stone structures and fortifications.
Domestication – Allows the use of animals for labor and transportation.
Wheel – Unlocks the ability to build chariots and carts.
Writing – Develops basic record-keeping and communication systems.
Primitive Education – Establishes rudimentary schools for knowledge dissemination.
Trade Routes – Unlocks basic trade routes to other cities.
Fishing – Increases food production through fishing.
Herbal Medicine – Unlocks basic medicinal practices using plants.
Primitive Religion – Establishes early religious practices to increase stability.
Woodworking – Unlocks the ability to build advanced wooden structures.

>>6169411

We have 450 MANA

I'm taking a blessing of trade, a blessing of healing, a blessing of wisdom; and I'm activating a blessing of wisdom in our shrine. All that costs 400 mana, leaving us with 50.

>>6169412

Resources are fixed

>>6169416

Rolling for threats
>>
>>6169416

I'm taking

bandits
wild wolves
giant spiders
bandit king
bandit ambush
outlaws
thieves

This region really has a bandit problem due to the trade route.

>>6169419

I'm not gonna change morale nor attitude, I'll leave them at 5/10.
>>
Alright, so we have:

Leader (name it, choose character class, lv 3)

Population 901 (700 Farmers, 100 Artisans, 50 Healers, 50 Warriors) + 1% pop growth (per action spent)
Army 20 Swordsmen 20 Longbowmen 10 Cavalry
Food 1450/1800 (+10% farms +10% beehives, 350 surplus) 350/2160 Food stored (food reserves equal production +20% granary)
Stockpiles 300 Lumber 300 Stone 300 Metal +110 (Artisans +10% bonus)
Silver 1,000 silver + 115 (artisans +15% bonus)
Constructions: farm, granary, lumber mill, stone quarry, iron mine, forge, blacksmith, tavern, market, trade post, library, shrine, barracks, training grounds, watchtower, herbalist's hut, sawmill, beekeper's hut, tannery, stable.
Technology agriculture, basic mining, bowmaking, bronze weapons, hunting, pottery, stoneworking, masonry, domestication, wheel, writing, primitive education, trade routes, fishing, herbal medicine, primitive religion, woodworking; currently researching: nothing (+30% research speed)
Trade Routes: None! (bandit infested region)
Magic known blessings: trade, healing, wisdom; active blessings: wisdom
Resources nearby river, depleted mines and quarries, nearby forest, merchant route
Threats bandits, wild wolves, giant spiders, bandit king, bandit ambush, outlaws, thieves
Morale 5/10
Attitude Stonehelm 5/10 Moonshade 5/10

Options:

A. Increase Population
B. Improve Army
C. Gather Food
D. Stockpile Resources
E. Construct
F. Research
G. Magic
H. Resource Acquisition
I. Diplomacy/War
J. Implore Morale
K. Other (specify)

Is this okay?
> Yes, let's roll with it
> No, I want to change some things

Now, for the action economy, how many actions do you want per turn?
> One
> Two
> Three
> Write in
>>
>>6169580

>yes

Looks good to me, QM

>two actions per turn

This seems like a good balance without being unwieldy.

For turn 1, I suggest:

>Research <Calender>
>Build 5 farms if allowed for 500 silver, keep 500 silver in reserve

My thought is that we should basically always be researching given our knowledge-spec, and to begin, we need to immediately boost our agricultural production if we want to support a big enough army to defend our territory. Our early research should be focused on boosting farm production or reducing the costs of army upkeep until we’re in a more stable spot
>>
>>6169580
>Yes
Actions
>Two, but one additional for events, when they occur

>F: Research
>B: Improve army
>>
>>6169580
> Yes, let's roll with it
> Two



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