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File: 1552144820594.jpg (138 KB, 1100x850)
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Not a single builder going? Let's fix that!

Welcome to Standard Fantasy Nation Builder. First, start with providing description of your future nation.

Fill this in:
>Name:
>Leader's name:
>Race(s):
>Color(for if/when I get a map):
>General location:(mountains, jungle, plains, ocean, lake, etc. More detailed the better I can make a map..maybe)
>Fluff about nation:
>Fluff about leader:
>General magic practises or other speciality (for a magic-related bonus, can be replaced with tech or situational bonus, too, so it doesn't have to be magic, but make it ONE)
Don't fill this in:
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Keep it short, but more than just a single sentence. I won't read your novel, but I would still like to get some info on your nation.
I'll look through them and provide bonuses (and penalties) based on the description.

Rules:
https://pastebin.com/CLx5enYp

FAQ:
https://pastebin.com/3gmf1UHL

----

Not mine idea, stolen from good old times when we had builders still going. It's Easter, I've got loads of spare time and kind of bored.
Actual map will be provided once the game starts for real. I will probably set-up mibbit. Rules will likely to be changed as we play, since I've got only a partial recollection how this specific set worked. I already know I want to handle military differently and that I post in different hours than the original QM.
Either way - have fun and remember this is for kitchen sink setting, so don't take it too serious or pigeon-hole yourself into some muh realism faggotry.

And if you are completely new to what builders are, then the source from which I've taken this one:
>>3331678
>>3337052
>>3366973
>>3391706
>>3422638
>>
>>5964714
>Name: The Mountainhold Confederation
>Leader's name:Barnabas Ibn Talim
>Race(s): Human, Orcs, Dwarves, And Goblin
>Color(for if/when I get a map): RED
>General location:A valley surrounded by mountains preferably a defensible position
>Fluff about nation: The Mountainhold Confederation is a gathering of City States within the mountains of Madness. The central city Lowhold is a city based around agriculture and holds tightly on their monopoly of food to maintain their influence
>Fluff about leader: Barnabas Ibn Talim is the first leader that did not come from Lowhold. Rather than ruling by decree he is more of a statesman and a mediator between the leadership of the cities
>The people of the confederation hold stories and knowledge deep in their hearts. To the point where they have created grand libraries carved within the mountains and dedicated an entire caste of people in the pursuit of new knowledge and the preservation of the old.
<<Increase rate of technological growth>>. However the Confederation is fairly scattered internally making expansion harder but they are quick to defend one another should the threat arise. <<Debuff to expansion but Bonus on defense>>

nation builders are a long term thing chief, hope you stick around
>>
>>5964747
I work home office most of the week, so no biggy. In my experience, the real problem is scheduling between my timezone (Yuro here) and player timezones when I end up with West Coasters or similar as majority.
>>
>>5964714
>Name: The Rabid Legion
>Leader's name: King Trumbiptis
>Race(s): Beastmen
>Color(for if/when I get a map): Green
>General location: Mostly jungle and savanna.
>Fluff about nation: Originally just regular beast they were blessed/cursed with humanoid form and intelligence by an unknown source . They continued to live like the animals they were until the lions started the Beast Unification War. The war lasted many years and many beastmen went extinct but now all the beastmen still alive are united.
>Fluff about leader: Trumbiptis was the elephant chief. He became the beast king after killing the ape lord during the last battle of the war.
>General magic practises or other speciality: After the war population growth has slowed significantly. However, using a ritual discovered by the leopards they can transform regular beast into beastmen. This is how they maintain a steady growth.
>>
Ok, to not slow you guys down

>>5964747
>The Mountainhold Confederation
Pick ONE
Bonus: Research +5
Defense rolls +1
OR
Bonus: Defense rolls +2
>Combat is d10 roll

>>5964775
>The Rabid Legion
PICK ONE
Bonus: Recruitment modifier
OR
Bonus: Population Growth modifier
>Both are under-the-hood, both are toward "horde" growth
>>
>>5964812
>>
>>5964818
Population growth
>>
>>5964819
You're free to post your moves. As far as my experience goes, there is no real point waiting for players when making a builder - a game with 2 people in and going forward is better than x people waiting for the start.

>>5964747
Same here
>>
>>5964714
>Name:
Silver Guardians
>Leader's name:
First Exemplar
>Race(s):
Golem castes from various types of stone up through various metals ending at silver, and human craftsmen who maintain them.
>Color(for if/when I get a map):
Grey
>General location:
Mountains
>Fluff about nation:
An ancient order of crafters who obsessively guard an ancient mountain vault that has never been opened. Recent hard times have resulted in many golems and and practices to be lost. The nation is centered around the Silver Oath, a vow to eternally guard the sealed vault.
>Fluff about leader:
The First Exemplar is a matriarchal position and acts as high priest and leader of the nation. The current Exemplar has a reputation as a cold and pragmatic leader, but none doubt her zeal toward the silver oath.
>General magic practises or other speciality:
The creation of magical artifacts and tools, especially golems.
>>
Rolled 95, 67 = 162 (2d100)

>>5964822
Spend the first turn gathering wood and stone for future projects.
>>
>>5964714
Name: Kingdom of Alicante
Leader: Queen Llorva Fenfir
Race: Multiple races of elves.
Color: Purple.
General Location: Ideally surrounding the entrance to a strait.
Fluff about nation: Alicante is a mainly merchant nation. They devote a lot of their land to harvesting and cultivating resources ranging from wood, metal, livestock, grain, gold, and more. Inside the borders it’s not out of place to see a bartering system take place, while outside the border when dealing with other nations a standard gold currency is used. They’re very outward people and regularly send expeditions to explore new lands for new resources or meet new people to trade with.
Fluff about leader: Since Alicante is an absolute monarchy, Llorva Fenfir rules alone (with her advisors). She’s the current head of the Fenfir clan, one of the 9 richest merchant clans in the nation. She hasn’t been in power for long, only about a year or two. She has no spouse or children at the moment. Her current agenda is building a solid defense and military for their nation.
General magic practices or other speciality: While some people in Alicante do indeed have magic, they’re mostly not powerful enough to do anything with it aside from everyday things like stirring a pot of beans without using their hands. Where they really shine is their proclivity for industriousness. Finding new and better ways to increase their supply & profits, transport them around more efficiently, make life more comfortable, etc.
>>
>>5964714

>Name: Kingdom of Gegê
>Leader's name: Yelü Yeli
>Race(s): Khitai (human, or at least human supremacist)
>Color(for if/when I get a map): turquoise
>General location:(mountains, jungle, plains, ocean, lake, etc. More detailed the better I can make a map..maybe)

In and around the Mountains of Madness, Centaur Steppes and the Jade Empire.

>Fluff about nation: The nation began pretty much on a whim after Yelü decided to irreverently mount an expedition into the relatively unprotected monastic mountain homes of expy fantasy Tibet. Naming his domain after his headquarters on what used to be the biggest temple around, more like a fortress really. The lad managing to placate the locals by promising to rollback on the supposed excesses of the previous monks. Which turned out to be luckily accurate enough to pass, for now.

>Fluff about leader: The leader is basically one of those insufferable adventurer types you'd find in Crusader Kings mixed with a border prince from Warhammer, an aristocratic scion of the subjugated Yeli clan of the Khitai tribe from the Jade Empire, he grew up enchanted by the stories of ancestral steppe warlording and decided to give it a go despite his family pleading him to reconsider, they weren't even really nomads anymore! Nevertheless, he studied hard on the arts of warfare and blew all of his personal finances mounting a surprisingly successful military expedition into the lands adjacent to the Badass Monastery that weren't quite so badass. Now for the hard part of actually ruling and being taken seriously by his neighbors despite only being in his twenties.

>General magic practises or other speciality (for a magic-related bonus, can be replaced with tech or situational bonus, too, so it doesn't have to be magic, but make it ONE): Generic Xianxia cultivation nonsense mixed with mongoloid "hun" sorcery.
>>
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264 KB JPG
>>5964714
>Name: Letoltican
>Leader's name: High Priest Hapo
>Race(s): Bullywugs
>Color(for if/when I get a map): Orange
>General location: A swamp/lake/delta. Somewhere hot and wet.

>Fluff about nation: The bullywugs are a theocracy, with their society centred around their temples. They worship a dualistic god, with equal and opposite aspects of fire and water, which maintain balance in the world. Within their temples are their spawning pools, where young bullywug tadpoles are protected and tended to until they develop into adults. They have a strict caste system, with young bullywugs quickly being assigned a role in society by the priesthood based on their early aptitudes, established through a series of basic tests.

>Fluff about leader: Hapo is elderly by the standards of the short lived bullywugs. He has been made wise by his decades of life, and just as fire and water are equal and opposite to maintain the world, sees that there must be a balance in tradition and innovation to strengthen his people. Finding the correct balance of the two is his role as their leader and will be the role of his successors once he is gone.

>General magic practises or other speciality: Elemental magic of fire and water.
>>
Rolled 96, 71 = 167 (2d100)

>>5964812
Bonus: Research +5
Defense rolls +1

>Name: The Mountainhold Confederation
>Leader's name:Barnabas Ibn Talim
>Race(s): Human, Orcs, Dwarves, And Goblin
>Color(for if/when I get a map): RED
>General location:A valley surrounded by mountains preferably a defensible position
>Fluff about nation: The Mountainhold Confederation is a gathering of City States within the mountains of Madness. The central city Lowhold is a city based around agriculture and holds tightly on their monopoly of food to maintain their influence
>Fluff about leader: Barnabas Ibn Talim is the first leader that did not come from Lowhold. Rather than ruling by decree he is more of a statesman and a mediator between the leadership of the cities
>The people of the confederation hold stories and knowledge deep in their hearts. To the point where they have created grand libraries carved within the mountains and dedicated an entire caste of people in the pursuit of new knowledge and the preservation of the old. However the Confederation is fairly scattered internally making expansion harder but they are quick to defend one another should the threat arise.

Actions
>Research new construction methods to expedite current build projects <<Increase build rate>>
>>
>>5964822
>You're free to post your moves. As far as my experience goes, there is no real point waiting for players when making a builder - a game with 2 people in and going forward is better than x people waiting for the start.

Goddammit, pastebin isn't working for me no more, I get this message: Hmm. We’re having trouble finding that site.

We can’t connect to the server at pastebin.com.

If you entered the right address, you can:

Try again later
Check your network connection

>>5964896
I spend the first turn trying to claim the mandate of heaven for the subjugated masses and engaging in land redistribution of confiscated monasteries in order to bribe their loyalty as well.

dice+2d100
>>
Rolled 5, 3 = 8 (2d6)

>>5964982
Tarnation!
>>
Rolled 54, 42 = 96 (2d100)

>>5964983
>>
>>5964988
Ruh roh! Maybe sacrilege does have its consequences after all!
>>
For those having issues with pastebin:
>Rules
https://notes.io/wdtim
>FAQ
https://notes.io/wdti1
>>
>>5964889
>Silver Guardians
Pick ONE
Bonus:
Crafting +10
Hard Labor +5
OR
Bonus:
Crafting +5
Hard Labor +10

>>5964924
>Kingdom of Alicante
Pick ONE
Bonus:
Commerce +15
OR
Bonus:
Commerce +10
Tech: [Exploration I]

>>5964962
>Kingdom of Gegê
Pick ONE
Bonus:
Cultivation +5
Tech: [Mountaineering I], [Riding I]
OR
Bonus:
Cultivation +15

>>5964975
>Letoltican
Pick ONE
Bonus:
Elemental magic +10
Tech: [Sailing I]
OR
Bonus:
Elemental magic +15
>>
TURN 1
Rest can catch-up

>>5964896
>Rabid Legion
To handle all the sticks and stones, the most basic supply depo was established
>Building
[Resource Depo I]
>Other
Construction Materials (1/1)

>>5964980
>The Mountainhold Confederation
After an exchange of ideas between the libraries, the scholars sum-up the most popular construction techniques among the cities of the Confederation
>Tech
[Construction I]

>>5964982
>>5964988
>Kingdom of Gegê
The new policies and societal ideas are baffling to the locals, but they play along, since just division of free land is being promised, and is currently ongoing (5/8)
>>
Rolled 64, 7 = 71 (2d100)

>>5965057
Begin scouting out the surrounding land
>>
>>5965032
Commerce +10
Tech: [Exploration I]
Gotta diversify.
>>
Rolled 68, 47 = 115 (2d100)

>>5965057
First move is to begin construction of watchtowers along the border and assign some trained guards to them.
>>
Rolled 42, 88 = 130 (2d100)

>>5965032
>Letoltican

I'll take the +15 Elemental Magic bonus, thanks.

Actions:

>Develop sailing.
As I didn't take it as the starting bonus... The bullywugs live around water, so fish are a great source of food. Fishing from land or by swimming have their limits, so lets make a better way.

>Establish foraging camps
The swamps are full of resources and all of them are useful.
>>
Rolled 6, 35 = 41 (2d100)

>>5965032
>https://notes.io/wdtim
>Kingdom of Gegê
Pick ONE
Bonus:
Cultivation +5
Tech: [Mountaineering I], [Riding I]

>>5965057
>Kingdom of Gegê
The new policies and societal ideas are baffling to the locals, but they play along, since just division of free land is being promised, and is currently ongoing (5/8)

Great! Quick! While the locals are playing along replace the native clergy with collaborators and our own goons to make the transition easier and to give even us further legitimacy! Also send diplomatic envoys to all of the neighboring realms about the righteous rise of a brand new kingdom which totally liberated a people who were oppressed under monks who turned their back on the divine in favor of unpious pleasures, hopefully this will convince the Badass Monastery to not come in and whoop our upstart asses in retaliation for invading they fellow monasteries. While we're at it, send letters gloating to our family that we were right and not simply committing suicide with extra steps.

>>5965016
Thank you! Is it too early to waste my turn yet?
>>
>>5965102
>6-19 Nothing happens
In this case, that's actually a good thing, right? Also I can't upload images due to IP range ban, damnation! So anyway, here's a totally trustworthy link to what I picture Gegê being like: https://www.arthistoryproject.com/artists/nicholas-roerich/tibet-himalayas/
>>
Rolled 38, 75 = 113 (2d100)

>>5965057
With the new construction techniques the confederation has deemed it necessary to reform the civic bureaucracy of the confederation to better support widespread and robust civic undertakings
<<improve bureacracy so we can undertake a grand project>>
>>
Still TURN 1

>>5965081
>Kingdom of Alicante
The borderlands are slowly being fortified by a chain of basic watchtowers (7/10)

>>5965086
>Letoltican
1) Fishing off-shore seems far more complex than it seems, just as vessels capable of doing so (2/6)
2) A spot of dry land is used to start gathering foraged flotsam and other useful stuff (5/6)
>>
And to not keep the rest waiting

TURN 2

>>5965065
>Rabid Legion
The beastmen starts to roam the surroundings of their dens and caves (4/10)

>>5965102
>Kingdom of Gegê
The new land redistribution is ongoing, being almost done (7/8)

>>5965164
>The Mountainhold Confederation
A new, basic legislation is set up to set a single charter encompasing both the cities and the smallholders in the hinterlands
>Tech:
[Bureaucracy I]
>>
Rolled 18, 51 = 69 (2d100)

>>5965242
Using the [Construction I] and [Bureaucracy I] Begin a grand infrastructure project to fortify the heartlands of the confederation

<<Build a series of forts and garrisons to protect the main holdings of the confederation>>
>>
Rolled 22, 7 = 29 (2d100)

>>5965242
Continue scouting
>>
Rolled 63, 30 = 93 (2d100)

>>5965057
>>5965225
Guess I'll just finish off what I was doing then.

>Keep researching sailing.

>Keep building our foraging posts.
>>
>>5965032
> Crafting +10
> Hard Labor +5
>>
Rolled 8, 56 = 64 (2d100)

>>5965225
Send a diplomatic expedition out to the nearest nation state for trade opportunity. If they don’t know where that is, send an expedition out to map the surrounding landscape.
>>
Rolled 72, 90 = 162 (2d100)

>>5965293
And a turn. Or should it be two?

> Explore the surrounding areas
> Prospect for ores
>>
>>5964714
Still looking for players or nah?
>>
>>5965242
>Kingdom of Gegê
The new land redistribution is ongoing, being almost done (7/8)

Phew! So far so good! Who knew that rulership could be so stressful? Also, here’s my representative image for my glorious leader Yelü Yeli.
>>
>>5965401
I humbly suggest that the referee establish a defined limit of players based on what he can comfortably handle, I don’t wanna see him get overwhelmed and then crash.
>>
>>5965401
Still taking in. 8 players is perfectly fine to go, up to 12 is feasible.
>>
Rolled 33 (1d100)

General plea:
Can you please post your nation sheets with your posts? Right now it's easy to keep track of things without it, but soon it will stop being the case with 30+ buildings and techs
Anyone who has spare turns: make your moves ahead, effectively rolling "extra", so more people can be in the same turn. If you are in turn 1 or 2, this applies to you. The "current" finished turn is 3

NO ROLL
>>5965605
>Kingdom of Gegê
You forgot the dice ;)

TURN 1
>>5965298
>Silver Guardians
1) A small group of scouts starts to go around surrounding vales (4/10)
2) The metal crafters starts looking for new sources of metal (5/6)

TURN 2
>>5965284
>Letoltican
1) The new fishing raft isn't too stable or big, but it has its own sail
>Tech
[Sailing I]
2) A new depo is used to sort out all the forage and scavenge
>Building
[Resource Depo I]

TURN 3
>>5965258
>The Mountainhold Confederation
1) A single design for small fortifications is established and implemented around the borders of the Confederation (4/9)

>>5965268
>Rabid Legion
A group of game distracts the scouts, being more focused on the hunt and their bloodlust than exploring the area (5/10)
>>
Rolled 47, 20, 93, 50 = 210 (4d100)

>>5965648
> Crafting +10
> Hard Labor +5

Continue
> 1) A small group of scouts starts to go around surrounding vales (4/10)
> 2) The metal crafters starts looking for new sources of metal (5/6)

Then
> Construct roads connecting ideal metal sights to the capital
> Begin construction of mines to acquire new metal sources
>>
>>5964714
>Name: Hasdurn Highland
>Leader's name: Kaliek Sheij Melkunjar
>Race: Pure Human
>Color(for if/when I get a map): Deep Red
>General location: Cold Tundra area
>Fluff about nation: Ancient but still fledgling Nomads, They have lived in the northern tundras for about 2 thousand years
>Fluff about leader: Self Proclaimed "Divine Savior of the Hasdurn Highlands". This is generally well accepted throughout the region as true.
>General magic practises or other speciality: Specialized in horse (or whatever the closest thing to a horse is) mounted infantry
I hope I'm not too late
>>
Rolled 16 (1d100)

>>5965655
>I hope I'm not too late
Not at all. There are catch-up rules, after all

>Hasdurn Highland
Pick ONE
Bonus: Survival +10
Tech: [Riding I]
OR
Bonus: Survival +5
Tech: [Riding I], [Scouting I]
>>
>>5965661
Option 1 please
>>
>>5965664
Go on then ;) You can do a catch-up, similar to >>5965654, but you aren't forced to do it


TURN 2 & 3

>>5965654
Correction, since I've missed the fact I've already rolled once for it
>Silver Guardians
1) Another valley is surveyed through (7/10)
2) A new source of metal is found
>Other
[Copper Ore Deposit]
[Tin Ore Deposit]
>Dice outcome from >>5965648 and >>5965661. The irony is that you lucked out with the tin
3) A winding path of beaten earth is being constructed toward the new mining deposit... (5/6)
4) While in the same time a new mine is being established over the site (3/6)
>>
Rolled 30, 98, 10, 100 = 238 (4d100)

>>5965665
i assume i get to roll 4d100s like the silver dudes did
I want to put everything on researching horse based war strategy
>>
File: horses.jpg (71 KB, 800x540)
71 KB
71 KB JPG
>>5965669
nomadic raiders are so fucking back
>>
>>5965669
Oh, we've got a nat100. Noice

TURN 1 & 2
>Hasdurn Highland
The best of the scouts, herders and hunters propose a new, revolutionary way of mounting saddles and saddle bags, allowing even the smallest of reindeer to be useful in military campaigns, carrying the rider and all the gear with ease. Even an elk from the warmer, souther lands can use those
>Tech
[Deer Cavalry I ®]

Pick ONE
>Military
1 Reindeer Cavalry +1 [Exp]
OR
>Building
[Saddle Maker I]
>>
>>5965671
Just in case - you can still roll for turn 3, since officially that's where the game is right now.
>>
Rolled 10, 94 = 104 (2d100)

>>5965648
for turn 3 i want to roll both dices on advanced Reindeer/Elk care
>>
Rolled 37, 76 = 113 (2d100)

>>5965648
With standardized building practices surely the building of extensive fortifications will be a breeze
>>
>>5965688
For the sake of book keeping

Mountain Confederation
>Bonuses: +1 Defense, +5 research
>Current Tech: Construction I, Bureaucracy I
>>
Rolled 99, 53 = 152 (2d100)

>>5965648
The first part of my turn will continue scouting while the second trys to improve the resource depo
>Bonus Population Growth Modifier
>Building
[Resource Depo I]
>Other
Construction Materials (1/1)
>>
>>5965754
>99
Damn, so close man
>>
Rolled 100, 53, 43, 12 = 208 (4d100)

>>5965648


Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus:
+15 to Elemental Magic
>Buildings:
Resource Depo I
>Technology:
Sailing I


>Turn 3

>both rolls into: Research Elemental Magic
Time to call on my +15 bonus.
Fire and water are the two principle elements of the world. By building on our mastery of them, we can control everything.

>Turn 4

>one roll: research medicine/herbalism
There are countless plants and fungus in the swamps and beneath the water. Properly used, many of them have useful effects.
>one roll: Send out the foraging parties to gather resources
Now that our resource depos are built, it's time to send out the bullywugs to fill them up.


And with that I should be caught up. OP, happy with the way I laid out the nation sheet at the top? Happy to rearrange to your preference, and I left out the fluff parts to save a bit of space. If you give mine the stamp of approval/recommended changes hopefully everyone else can copy going forwards.
>>
>>5965798
Oh shit y'all, frogs getting themselves some fancy magic.

What do I get for rolling 115 out of 100, OP?
>>
>>5965800
You get a nat100, that's more than enough
>>
TURN 3

>>5965677
>Hasdurn Highland
A new reindeer corral is not much, but it's better than nothing to protect the herd
>Building
[Corral I]

TURN 4
>>5965688
>The Mountainhold Confederation
A sparse net of basic forts is constructed around the borders of the Confederation, supervising chokepoints and important passes
>Military
[Border forts I]

>>5965754
>Rabid Legion
After some delay and prancing around, the beastmen return from their trip, bringing back news and their findings
>Other
Expedition report (1/1)
Abundant Game (1/1)

>>5965798
>Letoltican
1,2) The wisest of sages, the oldest of water mages and the fierciest of fire summoners assemble together to discuss the ideas and practices regarding their magic. Together, they manage to finally provide a coherent synthesis of their separate schools
>Tech
[Letoltican Magic I ®]
Pick ONE
>Military
1 Magi +1 [Exp]
OR
>Building
[Sage's Hut I]
3) A foraging party is send out to look for useful speciments of plants and fungus they know and also the ones not tested before by anyone (2/6)
4) With everyone in awe of the new displays of magic and related celebrations, nobody bothered to actually go look for flotsam - and the ones that could were already busy with looking for herbs and fungi
>No progress due to low roll
>>
Rolled 25, 10 = 35 (2d100)

>>5965665
> Skills
Crafting +10
Hard Labor +5
>Other
[Copper Ore Deposit]
[Tin Ore Deposit]
>Projects / Actions / Constructions
1) Another valley is surveyed through (7/10)
3) A winding path of beaten earth is being constructed toward the new mining deposit... (5/6)
4) While in the same time a new mine is being established over the site (3/6)

> Turn 4
> HOLD valley survey
> Continue Road and Mine construction

While simple stone golems walk the path over and over to beat it from wilderness to road, others continue the hard labor of sinking mineshafts into the earth. Soon an abundant source of bronze crafting materials will be ours and a true revitalization of our faded society can begin!

(Should I research alloys first, or can I just go for it?)
>>
>>5965821
Well, hopefully at least the road finished, and maybe that can help with the mine project next turn.
>>
Still TURN 4, so you can be on par with rest

>>5965821
>Silver Guardians
While it take substantial amount of time, the path is finally cleared and levelled as much as feasible, making carting easier
>Other
[Basic roads I]

>Question
You can go for it, but don't have to. Technologies HELP with things, their organisation and optimal construction, not unlock them. In other words - researching smelting will make smelting-related actions easier to conduct, by both making it "faster" (dice bonus) and easier (less total progress needed)
Best exemplified with two factions building border forts: one needs 10, while other 9 progress and had a slight bonus to the dice itself, too, due to tech applying
>>
Rolled 59, 66 = 125 (2d100)

>>5965648
>Kingdom of Gegê
>You forgot the dice ;)

What?

>General plea:
>Can you please post your nation sheets with your posts? Right now it's easy to keep track of things without it, but soon it will stop being the case with 30+ buildings and techs
>Anyone who has spare turns: make your moves ahead, effectively rolling "extra", so more people can be in the same turn. If you are in turn 1 or 2, this applies to you. The "current" finished turn is 3

The new land redistribution is ongoing, being almost done (7/8)

>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1

Bonus:
Cultivation +5
Tech: [Mountaineering I], [Riding I]

I'm disconcerted at how I don't seem to have any military units?

>>5965671
Oi! That's supposed to be my gimmick! Not yours!

>>5965674
Pre-horse cavalry, kek.
>>
File: p3538_p_v13_ae.jpg (956 KB, 2160x2880)
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956 KB JPG
Even more of TURN 3

>>5965937
>Kingdom of Gegê
The monastery lands have been redistributed to the locals, buying their loyalty and changing
>Other
[Freeholders]
Land Redistribution (1/1)

... wasn't your gimmick pic related?
>>
File: Goatmen.jpg (36 KB, 564x798)
36 KB
36 KB JPG
>>5965808
>Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map):
>General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to the ancestors which is central to their cultural practices.
>>
>>5965954
I have never seen that pic related before, lemme see what it is real quick.

>The film follows two rogue ex-soldiers, former non-commissioned officers in the British Army, who set off from late 19th century British India in search of adventure and end up in faraway Kafiristan, where one is taken for a god and made their king.

Yeah, honestly that’s closest to what I’m doing in practice if not necessarily in spirit.

>The monastery lands have been redistributed to the locals, buying their loyalty and changing

Changing what exactly?
>>
Rolled 31, 81 = 112 (2d100)

>>5965808
The Grand Council of the confederation had decided with the border forts in place they needed to be manned by a consistent and professional force.

>With Bureaucracy I organize the first army of the republic, a professional force paid for and trained by the council.


>Population: 10000
>Military: Border forts
>Power level: 1
>Tech Level: 2
>Construction I, Bureaucracy I
>Bonus+1 Defense +5 Research
>>
>>5966017
>Serene Republic of Enlightened Goatmen
Pick ONE
Bonus: Recruitment +5
Defense rolls +1
OR
Bonus: Recruitment +10
Shamanism +5
>>
>>5966033
>I have never seen that pic related before
It's Easter, you know how to spend it now
>Changing what exactly?
Ok, so you've got two articles from it:
[Freeholders] and Land Redistribution (1/1/
[Freeholders] is essentially your fluff to insert to stuff that makes them useful, It might be just as well [Tin Ore Deposit] (vide Silver Crafters) or [Undead Horde] or [Navigable River]. This is the stuff that STICKS AROUND for the duration. It's not a big, but it's a permanent bonus AND it also represents mechanically fluff of your actions
Land Redistribution has (1/1), which means it is EXHAUSTABLE. It's a one-off bonus, but a BIG one, to whatever you will apply it. It might as well be Abundant Game (1/1) (vide - Rabid Horde) or Construction Materials (1/1) (vide Rabid Legion once more) or Trade Deal (1/1 or Mana Node (1/1). Whatever it is, and to whatever you will apply (and it will logically fit into), it will provide a big, one-time bonus to progress needed to finish the project you are applying it into

If you ever played GUMSHOE or CYOAs, then think about it as if those were clues: you can apply them in a way YOU see fitting, rather than taking them literally. So, say, [Freeholders] can be applied to a recruitment action or a new taxes being imposed or constructing some communal buildings or whatever else it will fit into. Same with Land Redistribution. The main difference is how one is a perma fixture with small, but steady payoff, while other is a one-off big boon
>>
>>5966017
>>5966171
Oh, and you have 4 turns of catch-up banked, so that's effectively a pool of 8d100 for you to use. You can spread them any way you see fitting. If you are new to builders, the safest bet is to bank 2 dice per action when mass-rolling and then finish-up any possible stragglers in your following moves.
>>
Rolled 58, 35 = 93 (2d100)

>>5965857
> Skills
Crafting +10
Hard Labor +5
>Other
[Basic roads I]
[Copper Ore Deposit]
[Tin Ore Deposit]
>Projects / Actions / Constructions
1) Another valley is surveyed through (7/10)
4) While in the same time a new mine is being established over the site (3/6)

TURN 5:
> Continue Scouting and Mine construction.
>>
File: Goat.jpg (72 KB, 564x737)
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Rolled 37, 72, 68, 2, 33, 50 = 262 (6d100)

>>5965648
>Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map):
>General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5

1. With the world changing around us Baaran has sensed that something has shifted, an age of blood and conflict was sure to come and a stout standing militia must be gathered to defend our homeland. +10
2. The current wooden tools of the Goatmen are insufficient to till the soil, break stone or even defend themselves. A source of metal must be found.
3. To feed the Goatmen various orchards would be planted along the coast to allow for the villages to survive with constant foraging.
4. Many primordial beasts roam this land which could help us, search out a beast to domesticate.
5-6. With the scattering of villages that made up the Republic it was time for a proper city to be developed. Choosing a good defensive location upon the River Itza the ground shall be broken to build Capraopolis, a new home for all goatmen and center of the Republic.
>>
TURNS 1-3

>>5966253
>Serene Republic of Enlightened Goatmen
1) A call to arms to form new militia is being spread among the goatmen (3/6)
2) Prospectors roam the countryside in search for suitable ore deposits (4/6)
3) The gentle breezes and humid air should help the orchards grow and bear plentiful fruit (4/6)
4) Well, a beast is found, and it's primodial all right... it also wiped out the majority of a party that encountered the monster and scared survivors. Nobody even wants to get into that specific area now, and the thing already tasted blood (?/?)
- 100 population
5-6) After some extra deliberation with the old veterans and wise men, the most defensible position is being thoroughly surveyed (5/6)
>>
Rolled 38, 8 = 46 (2d100)

>>5966176
>Okay then?

Feasibly speaking, the primary reason why Yelü Yeli managed to carve his kingdom into existence in the way that he did was the desperate poverty of the lands which he chose to invade, barren mountainous ranges with little to nothing in the way of natural resources, where anything but a basal subsistence living was unrealistic. Partly explaining the success of the preceding monastic orders to begin with, given that the jump from the tough life of a local to the ascetic lifestyle of a monk wasn't that much of a leap in comparison to other regions.

Faced with this stark reality, the newly self-crowned King Yelü attempts to use his newly minted loyal [Freeholders] in order to bring about a [Agricultural Revolution], by quite literally trying to wring out water out of a stone in any which way possible thanks to the power of [Land Redistribution]. Water canals, dikes, ditches, dams, irrigation systems, waterways, waterworks. You name it! Yelü's gonna push for it!

If this ends up causing a horrific Great Leap Forward-style of famine I'm gonna chuckle.
>>
Rolled 83, 70 = 153 (2d100)

>>5965808

I'll take the hut, I figure it can be used to train more mages, among other things, in the future.

Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus:
+15 to Elemental Magic
>Buildings:
Resource Depo I, Sage's Hut I
>Technology:
Letoltican Magic I ® , Sailing I

>Turn 5

>first roll: continue to research medicine/herbalism (2/6)

>second roll: Scout for new resources on beyond the edges of our swamps.

Seeing as the foragers were too busy to multitask, lets instead send some scouts to looks beyond our home. The swamps are full of many things... but not access to stone, metal or hard wood, all of which are needed for larger constructions.
>>
Since it's time for bed and no point stalling (plus I completely missed the post by the Confederation, making me stall in the first place)...

TURN 5
>>5966083
>The Mountainhold Confederation
A new force of border guards is being assembled and send to the fortifications
>Now since I was unsure if this is unit training or enhancement of fortifications, pick ONE
Either
>Military
1 Border Guards (+0.3) [Militia]
OR
>Other
[Border Guards]

>>5966227
>Silver Guardians
1) There is likely no stone left unturned in the direct vicinity of the lands of the Guardians
>Other
Expedition Report (1/1)
Resource Rumour (1/1)
2) The mining pits are now almost deep enough to reach the usable ore (5/6)

>>5966309
>Kingdom of Gegê
The arid highlands and just as arid steppe could definitely use some extensive irrigation canals, runoff walls, ditches and catchements (6/12)
>>
STILL TURN 5

>>5966348
>Letoltican
1) The sages examine all the specimen carefully, paying first and foremost attention to the ones they know already as effective remedies
>Tech
[Medicine I]
2) With new ways of diverting attention and tasks, a new party is organised to scout and scavenge the surrounding lands (4/10)
>It's (4/6) if you are after resources only
>>
Rolled 65, 40 = 105 (2d100)

>>5966350
The Mountain Confederation continues to create a volunteer force of highly trained border guards

>Continue building more border guards to protect the confederation

>Population: 10000
>Military: Border forts, Border Guards[+0.3]
>Power level: 1
>Tech Level: 2
>Construction I, Bureaucracy I
>Bonus+1 Defense +5 Research
>>
Rolled 68, 100 = 168 (2d100)

>>5966350
1st Roll is for researching more advanced methods of reindeer warfare
2nd Roll is for researching Elk usage.
I want to be able to field an army capable of using whatever they find
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus: Survival +10
>>5965674
i'm sorry i forgot to pick, if it's not too late i want the building
>>
File: elder goat.jpg (58 KB, 564x798)
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58 KB JPG
Rolled 27, 81, 37, 74 = 219 (4d100)

>>5966350
>Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map):
>General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9900
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5

1. With the brutal beast savaging so many goatmen it was more important than ever that the militia was properly gathered to face down threats from outside the Republic. 3/6 +10
2. Continue searching for ore deposits for making tools or weapons. 4/6
3. In time these orchards will provide food and shade to all the Goatmen and their children 4/6
4. The perfection location to found Capraopolis will be found 5/6
>>
>>5966592
WHAT THE FUCK, I'VE ONLY ROLLED TWICE AND I GET 2 NAT100s
>>
>>5966611
All hail our Reindeer overlords.
>>
Rolled 31 (1d100)

TURN 4
>>5966592
>Hasdurn Highlanders
You have one turn of catch-up banked
1,2) The best specimen of reindeer are being picked for riding to see what they are fully capable of and how to best herd animals and potential enemies of the Highlanders from the elkback. Being so well attuned with riding the horned beasts, it's not that hard to figure out effective use of those.
>As far as I'm concerned, deer = elk, and "Deer Cavalry" sounded better than "Cervidae Cavalry", but here we are, with semantics mucking things up. So let's correct that just to make sure:
REPLACE:
[Deer Cavalry I ®]
WITH
[Cervidae Cavalry I ®]

>Tech
[Hasdurn Riding I ®]

Pick ONE
>Military
2 Reindeer Cavalry +2 [Exp] [Cav]
OR
>Military
1 Reindeer Cavalry +2 [Exp] [Cav]
>Building
[Rider's Lodge II]
>>
TURN 5-6

>>5966609
>Serene Republic of Enlightened Goatmen
1) Even invoking the self-defense traditions of the goatmen doesn't seem to be enough to field a simple militia when such foul beast is roaming around (5/6)
2) A suitable source of copper is being found
>Other
[Copper Ore Deposit]
3) In future seasons, the orchards should provide for the citizens
>Building
[Orchards I]
4) With proper land survey, the grandest and most secure capital should be easy to build
>Other
Land Survey For Capraopolis (1/1)
>>
TURN 6

I have no idea why I keep missing your moves

>>5966587
>The Mountain Confederation
A new batch of border guards report for duty
>Military
1 Border Guards (+0.3) [Militia]
>The [Militia] bracket is super-important, don't skip those
>>
Rolled 16, 22 = 38 (2d100)

>>5966822
Research foundational magical techniques allowing the confederation to better understand more advanced forms of magic.

>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia]
>Power level: 1
>Tech Level: 2
>Construction I, Bureaucracy I
>Bonus+1 Defense +5 Research
>>
>>5966955
Perhaps the confederation isn't cut out for magic
>>
Rolled 82, 23 = 105 (2d100)

>>5966350
> Skills
Crafting +10
Hard Labor +5
>Other
[Basic roads I]
[Copper Ore Deposit]
[Tin Ore Deposit]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions
2) The mining pits are now almost deep enough to reach the usable ore (5/6)

TURN 6:
> Finish the Mine
> Begin Construction of Forges with which to smelt the metal ores
>>
Rolled 26, 61, 96, 49 = 232 (4d100)

>>5966790
everything on advanced bow making, please.
I'm going full mongol
>>
TURN 6

>>5966966
>Silver Guardians
1) The mines start to finally provide ore. It's nothing complex and the output is meager, but it's something
>Building
[Mines I]
>Other
REMOVE
[Copper Ore Deposit]
[Tin Ore Deposit]
ADD
[Copper Ore]
[Tin Ore]
2) The foundations for the forges are slowly being build (1/6)

>>5966971
>Hasdurn Highlanders
1,2) The short bows are nice, but not really that powerful. Surely there is something better (5/6)
3,4) At least the bowmakers organise themselves together, so making new ones should be more organised
>Building
[Bow Maker I]

TURN 7

>>5966955
>The Mountain Confederation
The gaze into aspects of magic is...less than spectacular (2/6)
>>
Rolled 42, 65 = 107 (2d100)

>>5966975
The confederation decided to expand the scope and breadth of the research. The basics of magic will be understood to create the grand unifying magic theory
>Continue the research!


>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia]
>Power level: 1
>Tech Level: 2
>Construction I, Bureaucracy I
>Bonus+1 Defense +5 Research
>>
>>5966975
isn't that called a fletcher or something?
>>
>>5967010
I might be ESL, but I'm 200% certain fletcher makes arrows
>>
>>5967010
Bow makers are bowyers fletchers make arrows
>>
>>5966975
>organise themselves together, so making new ones should be more organised
I just re-read this sentence.
Never post while in a rush
>>
Rolled 64, 99 = 163 (2d100)

>>5966975
> Skills
Crafting +10
Hard Labor +5
> Buildings
[Mines]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions
2) The foundations for the forges are slowly being build (1/6)

TURN 7:
> Continue construction of the forges
> Build the first simple tools that will be used for the casting of metal, crucibles and tongs, and casting molds of clay.
>>
Rolled 60, 51 = 111 (2d100)

>>5966352
Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus:
+15 to Elemental Magic
>Buildings:
Resource Depo I, Sage's Hut I
>Technology:
Letoltican Magic I ® , Sailing I, Medicine I

>Turn 6

>two rolls: Continue scouting our surroundings (4/10)

Now we're committed we might as well scout for more than just resources. Keep those frogs searching.
>>
General question, does dice spill over go anywhere? If a player rolls a 99 on a task with only one more progress required are most of the successes a 99 would grant wasted?
>>
>>5967074
>does dice spill over go anywhere
Most of the time - no.
So any progress more than needed tends to be wasted, unless the task in question can get some "extra" (but that's mandated by ruleset).
So rule of the thumb: overflow is wasted
>>
TURN 6

>>5967037
>Letoltican
Using the sailing rafts and other creative means to get around the marshes, the scouting party finally returns home with news of the various places they've visited
>Other
Expedition Report (1/1)
Resource Rumour (1/1)
>Also: You have two turn banked, given that the "current" turn is 8

TURN 7

>>5967029
>Silver Guardians
1) The furnaces are ready, now it's a matter of installing bellows and get the golems to pump them (5/6)
2) The instructions must have been unclear, because rather than making tools, a toolmaker was constructed instead
>Building
[Toolmaker I]
>Also: You have one turn banked, given that the "current" turn is 8

TURN 8

>>5967007
>The Mountain Confederation
It's mostly just a theory about seven-dimensional constructs that only operate in a perfect vaccum, but it fit into a single, not too long treaty
>Tech
[Magic Theory I]
>>
Rolled 83, 84 = 167 (2d100)

>>5967153
>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia]
>Power level: 1
>Tech Level: 2
>Construction I, Bureaucracy I, Magic Theory I
>Bonus+1 Defense +5 Research

>Begin Construction of Mage Schools
>>
>>5967153
Skills
Crafting +10
Hard Labor +5
> Buildings
[Mines]
[Toolmaker]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions
2) Forges (5/6)

TURN 8:
> Continue construction of the forges
> Build Goat Pastures

As the forges near completion the stocks of forging equipment is reviewed and found lacking. Leather gloves, aprons, and other protective gear is scarce, old and rotting. The first step to remedy this is to regather the lost herds of goats our people once tended on these mountain slopes. The leather is the first goal, the meat and milk a pleasant bonus.

TURN 9:
> Study Bronze Alloying
> Construct leather Tanning facilities

The creation of leather gear is no small task. Hides must be stretched and tanned, then formed into proper garments for our people. The first step of this is tanning, a foul and unpleasant task best reserved for the hardy but dim stone golems.

Meanwhile in the old masters of the craft experiment with the art of bronze, finding the right ratios, blessings, and additives to make the finest forms of this metal.
>>
Rolled 7, 44, 16, 74 = 141 (4d100)

>>5967238
Whoopsy dicey
>>
File: Shool.jpg (154 KB, 676x461)
154 KB
154 KB JPG
TURN 9

>>5967193
>The Mountain Confederation
A two-store, six-classroom sized school, along with a shed, is build to house the future magicians. Just in case, it's set up far, far away from any other structures.
>Building
[Mage School I]
>>
File: goats-climb-3.jpg (167 KB, 620x464)
167 KB
167 KB JPG
TURN 9

>>5967238
>>5967239
>Silver Guardians
1) Due to a clerical error when allocating golems, the nearly finished construction of the forge is left without any golems or manpower to do the final touches (5/6)
>No progress due to low roll
2) Herding is something that will be hard to delegate to golems, but at least it's less error-prone (2/6)
3) With no goats to herd yet, nobody's sure where the tannery should be even build (?/?)
>No progress due to low roll
4) The forge might be unifinished, but that doesn't mean the metalworkers and golem crafters can't discuss the optimal ways of getting the best quantity and quality of metal for their creations (5/6)
>>
>>5967153

Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus:
+15 to Elemental Magic
>Buildings:
Resource Depo I, Sage's Hut I
>Technology:
Letoltican Magic I ® , Sailing I, Medicine I

>Turn 7

As I got a couple of consumables, lets just burn them straight away.

>first roll: establish a quarry

To expand our temples and spawning pools we will need a supply of stone. Luckily we have a [Resource Rumour] which tells us of a place where the land rises from the swamps and good stone can be quarried.

>second roll: establish new settlements

Our scouts travelled to the furthest reaches of the marshes, beyond even the most remote Letoltican settlements. In their [Expedition Report] they identified several places ideal for new bullywug villages. By spreading our people we increase our territory and access to new resources.

I know I have another turn banked, but I only had a couple minutes to throw this together so I'll catch up properly tomorrow.
>>
Rolled 61, 78 = 139 (2d100)

>>5967326
>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia]
>Power level: 1
>Building: Mage school I
>Tech Level: 2
>Construction I, Bureaucracy I, Magic Theory I
>Bonus+1 Defense +5 Research

>Train rudimentary battle mages
>>
File: goat scout.jpg (65 KB, 564x846)
65 KB
65 KB JPG
Rolled 43, 70, 90, 49, 41, 13 = 306 (6d100)

>>5967333
>Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map):
>General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9900
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Buildings:
[Orchards I]
>Others:
[Copper Ore Deposit]
[Land Survey For Capraopolis (1/1)]


Turn 7
1. It is time for the militia to finish training and get out patrolling the lands of the Republic to protect it from monsters and raiders. 5/6 +10
2. Begin work on building a mine to access the Copper Ore Deposit
[Copper Ore Deposit]


Turn 8
1. As the mine is being construction we must work on a forgeworks to craft the copper into tools and weapons
2. Simple axes have always been used for hewing wood; it is time to craft an axe purely for war and the hewing of flesh.


Turn 9
1. The Shamans will begin to craft small ancestral totems that can be tied into the fur of the Goatmen to protect them for misfortune
2. The most stealthy of goatmen will be sent to scout out the great toothed beast and gather more information about it ?/?
>>
Rolled 71, 22 = 93 (2d100)

>>5967333
> Turn 10

The First Exemplar is apoplectic to say the least at the issues plaguing the forges.

> Finish the damn forge! 5/6
> Finish the study of Bronze making 5/6
>>
>>5967666
>Turn 7

>Turn 8

>Turn 9

>>5967723

>Turn 10

Holy ravioli, this quest sure did explode while I was busy didn't it?
>>
Rolled 9, 21 = 30 (2d100)

>>5966350

>Kingdom of Gegê
>The arid highlands and just as arid steppe could definitely use some extensive irrigation canals, runoff walls, ditches and catchements (6/12)

Oh God, I'm already getting lost trying to keep track of all of these stats.

TURN 6

Uh, I distribute my first dice towards finishing the [extensive irrigation canals, runoff walls, ditches and catchements (6/12)] and the other towards trying to secure a marriage alliance for my boy OC do not steal King Yelü Yeli of the Kingdom of Gegꙩ®. So long as it is a human and from a realm that could provide even a modicum of help for the lad's fledgling kingdom, he'll bite. For convenience's sake, I'll call this [Present Debutante].
>>
>>5967754
I think that out of all of the players in this Standard Fantasy Nation Builder, my rolls have consistently been the worst of them all, and I think that's funny as heck.

>21

My guess from this result is that either Yelü finds some kind of hagraven witched-out monstrosity of a woman that barely passes as a human anymore, or the local bastardized daughter of some insignificant tribe out in the middle of Durkadurkastan.
>>
Rolled 39, 9 = 48 (2d100)

>>5967406
Ok, to not stall your move, I will throw around the dice
>>
TURN 6

>>5967754
>Kingdom of Gegê
Under the guise of religious celebration, local traditions and few equally unverifiable excuses, the locals do their very best to not overwork themselves with the new irrigation project (5/12)
>You have 4 turns banked right now

TURN 9

>>5967666
>Serene Republic of Enlightened Goatmen
1) The militiamen finish their assembly and are handled clubs to face the dangers of the world
>Military
1 Home Militia [Militia]
2) A mine is being dug around the deposit (4/6)
3) Close to it, a brand new forge is already nearing its completion (5/6)
4) An argument over the optimal size and thickness of the axe's beard is made between metalworkers (3/6)
5) Tiny horned figurines are being carved (3/6)
6) With a lot of bleeting and hastly excuses, everyone finds their way to not go on the search after the beast (?/?)
>At least the die is consistent on this one xD

>>5967406
>>5967820
>Letoltican
1) Using the resource rumour, the suprisingly dry part of the bog is being located. The local stone deposit is turned into a small quarry
>Building
[Quarry I]
>Other
REMOVE Resource Rumour (1/1)
2) While the spots are almost perfect, there is a noticeable resentment to the idea of moving anywhere at all outside of the ancestral lands of Letoltican (4/12)

TURN 10

>>5967554
>The Mountain Confederation
>Military
The first group of mages makes their walk through the school building, trying to soak the knowledge of this humble abode in few minutes
>Military
Battle Mages [+0.6] [Mag]

>>5967723
>Silver Guardians
1) The damn forge is finally ready: the furnace is lit, the bellows are operational and work can be finally done
>Building
[Forge I]
2) With juuuust the right push, the discussion over the optimal ratio of ore and fuel turns into something more productive than a seed for a quarrel.
>Tech
[Metallurgy I]
>>
>>5967554
Explore into and expand the surrounding areas for more farmland and increase the confederation's population

>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>Power level: 1
>Building: Mage school I
>Tech Level: 2
>Construction I, Bureaucracy I, Magic Theory I
>Bonus+1 Defense +5 Research
>>
Rolled 57, 89 = 146 (2d100)

>>5967952
Forgot the dice
>>
>>5967837
Just in case if anyone got confused by what happened for the Letoltican:
Consumables are effectively banked successes.So the roll was abysmal, but combined with the consumable it was just barely enough to get a tier I building out of that roll anyway.

By tomorrow I should have a map. If stars align properly, it will be even sooner, but don't hold your breath for it.
>>
Rolled 35, 55 = 90 (2d100)

>>5967837
Skills
Crafting +10
Hard Labor +5
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
Expedition Report (1/1)
Resource Rumour (1/1)
>Projects / Actions / Constructions
2) Herding is something that will be hard to delegate to golems, but at least it's less error-prone (2/6)
3) With no goats to herd yet, nobody's sure where the tannery should be even build [HOLD]

TURN 11

> Continue rounding up the goats
> The Expedition Report (1/1) is reviewed and a cache of documents and ancient knowledge is discovered! Now to dig it out from the rock slide that buried it.

While all are eager to begin the production of bronze tooling, the heat of the forge is entirely too much to bear without proper gear. Efforts turn to goats and a proper read of the Expedition Report. The First Exemplar recognizes one of the locations in the report, a library lost during the downfall to a rock slide. It must be recovered!
>>
Rolled 31, 10, 29, 45, 56, 33 = 204 (6d100)

>>5967976
Thanks for filling in my missing rolls chief, though honestly with how tired I was when I posted I consider it a win that you could understand what I was after.

One question though, >>5967153 here you've listed me on turn 6, and after I put up one set of rolls for turn 7 >>5967837 but here you've put me down as turn 9. By my reckoning I have turns 8, 9 and 10 to catch up to the front runners. If I'm wrong (possible, even likely) then I guess just shaft the extra rolls here. If that happens and any are nat100s I'll just go cry in the corner or something.

Name: Letoltican
Leader's name: High Priest Hapo
Race(s): Bullywugs
Color: Orange
General location: A swamp/lake/delta. Somewhere hot and wet.
Population: 10000
Military:
Power level: 1
Tech Level: 1
>Bonus:
+15 to Elemental Magic
>Buildings:
Resource Depo I, Sage's Hut I, Quarry I
>Technology:
Letoltican Magic I ® , Sailing I, Medicine I

>Turn 8

>Both rolls into our new settlements.

With such perfect spots located it only makes sense to spread out. Even if some people are reluctant to move away from their ancestral spawning pools, surely they can be persuaded round given time.

>Turn 9

>Both rolls building our temples

With a source of stone supplied we can expand our temples. Worship of the elements is a central part of Letoltican life, and the holy spawning pools within the temples must be well protected to ensure future generations.

>Turn 10

>Both rolls expand our hunting infrastructure

Fishing, foraging and hunting have always supported the bullywug people. We built boats for the fishers, depots for the foragers, now we will build camps for the hunters so that they can bring us back meat, hides and bone.
>>
>>5968095
Six d100s and only one broke 50 (just). Pretty embarrassing.
>>
>>5968095
Yeah, that's my mix-up with the turn count. You've got your moves accounted till TURN 7 so far
>>
I'm officially retarded. I was dead sure I've made a post... which was true, except I didn't post it, wasting 6 hours

TURN 11

>>5967952
>>5967953
>The Mountain Confederation
A new drive to the fringes of the Confederation starts, along with going for the still unsettled valleys and gentler slopes (8/12)

>>5968028
>Silver Guardians
1) More goats, more shacks, more... ewww! (4/6)
2) A party of scholar-crafters is sent to the ruins of the library, with the help of particularly strong golems to get through the surface rubble (7/?)
>What exactly you want to squeeze out of this one? It might as well be finished, or still ongoing

>>5968095
>Letoltican
1,2) The settlers are even promised extra serving of the dragonfly larva if they just move to the new location... without much results (6/12)
3,4) Thanks to the steady supply of stone and proper resource allocation, the construction of the new temple is going in blitzing pace, against all odds (5/6)
5,6) Having sail-powered rafts makes establishing even the most remote hunting camps much faster (5/6)
>>
>>5968306
And I also messed up the trip
>>
>>5967837
Ah shit, referee I'm gonna have to tap out of this one, sorry, lot's of busywork catching up to me I'm sure you'll understand. Also, thanks for informing me of that pic related movie, hard to think it's from the 70s with how much quality it is.
>>
>>5968306
Skills
Crafting +10
Hard Labor +5
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
>Projects / Actions / Constructions
1) More goats, more shacks, more... ewww! (4/6)
2) A party of scholar-crafters is sent to the ruins of the library, with the help of particularly strong golems to get through the surface rubble (7/?)
3) With no goats to herd yet, nobody's sure where the tannery should be even build ?/?

I would like like it to become a Library, or something akin to that. A store of knowledge where scholars can go to research and study.

> With a sigh the Exemplar approves the reassignment of golems to goat dung shoveling. Hopefully this enough to get a supply of hide, milk and meat going.
> With great flourish the first batch of Bronze Worker Golems are commissioned.
>>
Rolled 57, 61 = 118 (2d100)

>>5968540
fergoshdarnit
>>
Rolled 72, 7 = 79 (2d100)

>>5968306

>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>Power level: 1
>Building: Mage school I
>Tech Level: 2
>Construction I, Bureaucracy I, Magic Theory I
>Bonus+1 Defense +5 Research

>Dice 1: Continue exploring and claiming the surrounding lands

>Dice 2: further refine our bureaucracy for more efficiency [Bureaucracy II]
>>
>>5968548
Hey OP can I get more actions if I have more bureaucracy?
>>
>>5968540
> Skills
Crafting +10
Hard Labor +5
> Technology
[Metallurgy 1]
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]

Just realized I forgot to add Metallurgy to my sheet.
>>
Let's hope I've got my trip back now

TURN 12

>>5968540
>>5968542
>>5968562
>Silver Guardians
1) After all the hassle and extra cleaning duty, the goat herd is merrily frolicking around, the shacks are up and soon the tanner will have skins to tan
>Building
[Goat Pasture I]
2) The ore is smelted and the bronze is directly poured into the forms, with slow, but steady work (5/?)
>Remember to list things you put into units, so I can properly evaluate them

>Other
[Library II] (7/9)

>>5968548
>The Mountain Confederation
1) The frontier is settled, with everyone feeling safe-ish thanks to all the border fortifications
>Other
[Land Expansion I]
[Frontier Settlements]
Frontier Settlements (1/1)
>No, this is not a mistake
2) Well, it would be great to have better means to manage the new lands... wouldn't it? (?/?)
>No progress due to low roll

And I'm pretty certain your Tech level is still 1


>>5968550
Yes and no.
Getting more Bureaucracy is getting more techs and/or related infra, which in turn might increase your Power, which is one of the things adding extra dice
>>
Rolled 48, 52 = 100 (2d100)

>>5968869
>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>Power level: 1
>Building: Mage school I
>Tech Level: 1
>Construction I, Bureaucracy I, Magic Theory I
>Bonus+1 Defense +5 Research
>Other: Land expansion, 1 frontier settlement
Ah my bad

>fully settle the frontier land by setting up a series of defensive forts within it as well as constructing infrastructure within it
>>Incorporate the frontier lands into the confederation to increase power

I thought getting more tech gets you more tech level, my bad
>>
Rolled 27, 86, 55, 88, 91, 14 = 361 (6d100)

>>5968869
>Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map):
>General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9900
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Buildings:
[Orchards I]
>Military
1 Home Militia [Militia]
>Others:
[Copper Ore Deposit]
[Land Survey For Capraopolis (1/1)]


Turn 10
1. Work continues on the mine, soon copper will adorn the wealthiest of Goatmen and the strongest of warriors 4/6
2. With the mine soon finished the forgeworks must be ready to turn copper into tools, weapons and jewelry 5/6


Turn 11
1. The design of the axe will be simple and effective, chopping into the armor or hide of any who threaten the goatmen. 3/6
2. The Shamans continue their carving of ancestral figurines to protect the republic militia from bad spirits 3/6


Turn 12
1-2. Send out scouts to search for the great toothed beast and learn more about it, we cannot avoid our problems forever, ?/?
>>
TURN 12

>>5969203
>Serene Republic of Enlightened Goatmen
1) Soon... very soon copper will be for everyone that can afford it... but now - dig the mine pit! (5/6)
2) At least the forge is ready, waiting for ore to be smelted
>Building
[Forge I]
3) Checking on the forge, the smiths and weapon-makers came to conclusion on how to best shape the axe
>Tech
[Weaponsmithing I]
4) The totem production goes in full swing. Now even children have their own protective charm in the shape of The Mighty Goat-Man!
>Other
[Protective Trinkets]
5,6) While some would rather pretend the problem went its own way, the scouting party finally starts searching for the beast. They quickly track down its lair
>Other
Lair Of The Beast (1/1)

TURN 13

>>5968962
>The Mountain Confederation
1) The expansion of border forts is in full swing (3/9)
2) UNLIMITED POWAH! (3/?)

It does both
>>
Rolled 89, 85 = 174 (2d100)

>>5968869
> Skills
Crafting +10
Hard Labor +5
> Technology
[Metallurgy 1]
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]

> Copper and Tin flow into the Forge, then continues to be transformed into Bronze Golems. Toolmakers make the last touches, affixing specialized tools for a variety of purposes from stonecutting to tree chopping to field plowing. (But mostly stonecutting if I need to pick one)
> Eager hands continue gathering up ancient scrolls and organizing them onto shelves.
>>
Rolled 81, 56 = 137 (2d100)

>>5969219
>Name: Serene Republic of Enlightened Goatmen
>Leader's name: First Speaker Baaran
>Race(s): Goatmen
>Color(for if/when I get a map):
>General location: Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation: Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader: First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices: The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9900
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
>Buildings:
[Orchards I]
[Forge I]
>Military
1 Home Militia [Militia]
>Others:
[Copper Ore Deposit]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Lair Of The Beast (1/1)]


Turn 13.
1. Finish the mine, we need the copper to properly arm our men in face of the Beast 5/6
2. While the militia prepares to face the Beast the Shamans shall begin to study the medical herbs of the region to create healing poultices.
>>
Rolled 8, 53 = 61 (2d100)

>>5969246
Annnd turn 13 too.

> Establish a Tannery to transform Goat Hides into workable leather
> Follow the [Resource Rumor] to an new stone quarry site.
>>
>>5969256
This Tannery is cursed.
>>
Rolled 91, 21 = 112 (2d100)

>>5969219
>Population: 10000
>Military: Border forts, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>Power level: 1
>Building: Mage school I
>Tech Level: 1
>Construction I, Bureaucracy I, Magic Theory I
>Bonus+1 Defense +5 Research
>Other: Land expansion, 1 frontier settlement

>>CONTINUE THE PROJECT
>>
TURN 13

>>5969250
>Serene Republic of Enlightened Goatmen
1) The greenish ore is being send to the forge for smelting
>Building
[Mines I]
>Other
REMOVE
[Copper Ore Deposit]
ADD
[Copper Ore]
2) It would be all that better if the metal was turned into sickles for easier harvesting of herbs (4/6)

TURN 14

>>5969246
>>5969256
>Silver Guardians
1) The new bronze golems are ready for work
+ 1 Bronze Golem Workers +0.9 [Civ]
>I've decided that you've thrown all into them anyway. It doesn't matter with the roll you've gave, but please list "assembly" parts whenever recruiting units. Helps a tonne
2) The old library is restored into mostly operational state and numerous scrolls previously deemed lost are retrieved
>Building
[Library I]
Ancient Scrolls (1/1)
3) ... BAAA!
>No progress due to low roll
4) A sheer wall of stone is selected for the new quarry
>Building
[Quarry I]

>>5969388
>The Mountain Confederation
1) The construction of new fortification is ready, securing both the new settlements and filling gaps in the old defenses of the Confederation
>Building
[Border forts II]
2) MOAR POWAH! (4/?)
>>
Rolled 59, 54 = 113 (2d100)

>>5969633
>>Population: 10000
>>Military: Border forts II, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>>Power level: 1
>>Building: Mage school I
>>Tech Level: 1
>>Construction I, Bureaucracy I, Magic Theory I
>>Bonus+1 Defense +5 Research
>>Other: Land expansion, 1 frontier settlement

>Consolidate the bureaucracy! MORE POWER!!!
>>
Rolled 71, 3 = 74 (2d100)

>>5969633

> Skills
Crafting +10
Hard Labor +5
> Technology
[Metallurgy 1]
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
[Library 1]
[Quarry 1]
> Units
Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
Ancient Scrolls(1/1)

> Set the [Bronze Golem Workers] to improving the [Basic roads 1] with stone from the [Quarry 1] carved into bricks by the [Toolmaker]
> With great fear and much muttering about curses the villagers once again consider...THE TANNERY
>>
>>5969771
You can't make this shit up. It's honestly cursed.
>>
TURN 15

>>5969732
>The Mountain Confederation
1,2) I'VE GOT THE POWER! (10/?)

>>5969771
>Silver Guardians
1) With this new workforce, this shouldn't take long to pave all the roads and straighten the trails (5/9)
2) The sheer amount of issues with the tannery and the fact most recent attempt ended up with the frame falling down on the builders makes people wary of the project. There are whispers of a jinx (?/7)
>No progress due to low roll, permanently increased amount of progress needed to finish due to punitive outcome
>>
Rolled 59, 100 = 159 (2d100)

>>5969930
>>Population: 10000
>>Military: Border forts II, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>>Power level: 1
>>Building: Mage school I
>>Tech Level: 1
>>Construction I, Bureaucracy I, Magic Theory I
>>Bonus+1 Defense +5 Research
>>Other: Land expansion, 1 frontier settlement

>>THE GREAT BUREAUCRATIC LEAP FORWARD!
>>>MORE POWER!!!
>>
Rolled 51, 89 = 140 (2d100)

>>5969942
ULTIMATE BUREAUCRATIC POWER!

> Skills
Crafting +10
Hard Labor +5
> Technology
[Metallurgy 1]
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
[Library 1]
[Quarry 1]
> Units
Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
Ancient Scrolls(1/1)

> Improved Roads [Hold] (5/9)

> Drop everything and take stone from the [Quarry 1] shape it to bricks at the [Toolmaker 1] and attempt to build a fine temple on the site where the tannery was planned. May the spirits be appeased.

Recent rains have uncovered ancient clay fragments from the soil of the tannery site revealing a terrible truth. Our mountain home is inhabited by ancient spirits who take the form of goats! Clearly we have offended them with our tannery! We must make amends with a shrine or temple!
>>
>>5969633
I'M HERE, I'M BACK. HOW MANY CATCH UP DICE DO I HAVE?
>>
File: mqdefault.jpg (8 KB, 320x180)
8 KB
8 KB JPG
TURN 16

>>5969942
>The Mountain Confederation
With all your powers combined... HEYYEYAAEYAAAEYAEYAA!
>Tech
[Confederated Bureaucracy I ®]
>Other
Power: 2
GAIN 1d100 TO YOUR ROLL

PICK ONE
>Building
[Magistrate I]
>Other
2 Decree (1/1)
OR
>Other
Grand Magistrate™ project (1/1)

It is a nat100 on rising Power, after all

>>5970080
>Silver Guardians
1) The Temple of St. Redemptionus is build post-haste in the cursed place. Let's hope the jinx will stop plaguing future constructions
>Building
[Temple I]
>Other
Good Morale (1/1)

>>5970122
Last time you were evaluated here >>5966975 in turn 6.
We are turn 16 now.
The math is simple.
That's 20d100 of dice.
And like stated in the rules, have mercy and don't roll more than 10d100 per catch-up, because it both cause weird thing with the RN generator AND makes it hard to evaluate outcomes due to sheer number of them.
>>
Rolled 94, 49, 93 = 236 (3d100)

>>5970345
>>Population: 10000
>>Military: Border forts II, 2 Border Guards[+0.3] [Militia], 1 Battle Mage [0.6] [mag]
>>Power level: 2
>>Building: Mage school I
>>Tech Level: 1
>>Construction I, Bureaucracy II, Magic Theory I, Confederation Bureaucracy I
>>Bonus+1 Defense +5 Research
>>Other: Land expansion, 1 frontier settlement, 2 Decrees

>With their new efficient means of governing Barnabas Retires from politics having served the confederation well. After a long and election seasoon Salim Battuta is elected the leader of the confederation.

>>Salim's first act is to oversee the training of proffesional armies and reform the Militias into a proper defence force
>>Research Army Proffesionalism I
>>
Rolled 75, 59 = 134 (2d100)

>>5970345

> Skills
Crafting +10
Hard Labor +5
> Technology
[Metallurgy 1]
> Buildings
[Mines]
[Toolmaker]
[Forge 1]
[Goat Pasture 1]
[Library 1]
[Quarry 1]
[Temple 1]
> Units
Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads I]
[Copper Ore]
[Tin Ore]
Ancient Scrolls(1/1)
Good Morale (1/1)

> Continue the Improved Roads (5/9)
> Begin a study at the [Library 1] to improve our Golem Crafting skills.
>>
>>5970527
Yo silver do you want to slow down while the others catch up?
>>
>>5970599
Doesn't really matter until two nations start interacting does it? You can take multiple turns at once regardless, really shouldn't be hard to catch up.
>>
TURN 17
Next round, I will have to post proper sheets, since things slowly start to diverge from what I need and what's in the posts.

>>5970446
>The Mountain Confederation
A formal training, with the use of regulated regime, supervised by proper requisition forms and ledgers on the troops. Now sign here... and here. What not to like about the army life?
>Tech
[Army Professionalism I]
>Other
REMOVE [Militia] from EXISTING Border Guards units

>>5970527
>Silver Guardians
1) *Stomp stomp stomp* goes the golem, and then another one unloads the cobblestones
>Other
[Basic roads II]
2) While the Guardians build golems, it's more of an artisan craft than anything else, everyone using their own techniques. Time to collect them all together (4/6)

>>5970599
I'd like to point out that you are the two regulars of this builder, so you "slowing down" pretty much means "game died". Which is already in danger, because there is a 90% chance I will be on a field work between 13th and 21st April, as I'm the only guy in the office who's both free by then and has the proper certification for the type of measurements.
>>
Rolled 33, 93, 51 = 177 (3d100)

>>5970904
>>Population: 10000
>>Military: Border forts II, 2 Border Guards[+0.3], 1 Battle Mage [0.6] [mag]
>>Power level: 2
>>Building: Mage school I
>>Tech Level: 1
>>Construction I, Bureaucracy II, Magic Theory I, Confederation Bureaucracy I
>>Bonus+1 Defense +5 Research
>>Other: Land expansion, 1 frontier settlement, 2 Decrees

>With the borders well defended and land plentiful the Mountain Confederation will expand their grand libraries and attach universities to them
>>Dice 1: Create the first house of learning
>>Dice 2 & 3:Expand the mountain libraries
>>
Rolled 5, 3, 49, 54, 54 = 165 (5d100)

>>5970904
put the first 4 on advanced riding strategies, and the last 1 on mixing random shit together until something useful gets made
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Tech: [Cervidae Cavalry I]
>Bonus: Survival +10 (i assume because i forgot to play for like 11 turns, nothing on my end is improved)
>>
>Name: Necran Holdings
>Leader's name: Kava Juntara
>Race(s): Necrani (elf-like pseudo-undead with eyes that glow in proximity to actual undead)
>Color(for if/when I get a map): Grey-Green
>General location: Random and out of the way, not close to anyone yet.
>Fluff about nation: Fleeing a genocide by ghouls on their risen home world of Necron, they spread out across the universe via an unstable portal. A small number have surfaced here in an attempt to survive, though their small numbers and undead features may make that harder despite their capability to consume basically anything for food. They have just appeared on this world.
>Fluff about leader: While not a born leader, he's the only one with the willpower and know how to run things and so he is the de facto head of the group.
>General magic practises or other speciality: Necromancy. They come from a world that died and came back wrong, so they see it as a natural thing
>>
>>5970954
Yooo Hasdurn, how have you been? I was the anon that played the Revellers months back
>>
>>5970981
i've been bad, but i dont wanna blog post about it
>>
I will make a turn in about an hour, bit busy right now

>>5970980
>Necran Holdings
PICK ONE
Bonus: Necromancy +15
OR
Bonus: Nercomancy +10
Survival +5

You've got 17 turns of catch-up, which is 34d100 of banked rolls. Please don't roll more than 10 dice at once.
>>
>>5970954
>Hasdurn Highlanders
Yeah, let's do odd-numbered roll when having even multiplications of dice, this is gonna make the book keeping so fucking great! Just like slapping together half a sentence to say "Yeah, whatever" and rolling.
I get it mate, you were out for almost a week, but this is a two way street. Put at least a semblance of effort into this, so I don't have to think about your faction for you. I need material to work with, not "do something"
1-4) Nothing happens
>No progress due to low roll
5) Shit's brewing (3/6)

You now have 19d100 to spare

TURN 18

>>5970931
>The Mountain Confederation
1) Like... another school? We already have a school at home, it makes mages do bzzz! (2/6)
2) A new library is set up in the capital. The building is rather fancy, with the prominent selection of Barnabas works
>Building
[Library I]
>>
As promised, sheets that make my life easier.
Wall of greentext = hard to read
Missing stuff = missed bonuses
Missed ® = way to waste a nat100 outcome
Ungrouped buildings = more time spent on checking for bonuses

The Mountain Confederation

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I]
>Techs
[Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)


Silver Guardians

>Population: 10000
>Power level: 1
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I]
>Tech
[Metallurgy I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1)
>>
Rolled 42, 55, 64, 58, 100, 17, 33, 90, 26, 80 = 565 (10d100)

>>5971007
Fair enough.

>>5971008
>>5971071
>Bonus: Nercomancy +10
>Survival +5
Choosing this one

We're gonna start building shelters, cemeteries, basic storage, fields, basic defenses, a well, and a basic shrine to our lost home. We are also going to scout out the area, see if we can find any important info about our area, and see if we can locate any resources.

Actions this turn: 1d100 per
>Build shelters
>Build cemeteries
>Build basic storage
>Build fields
>Build basic defenses
>Build a well
>Build a basic shrine to our lost home
>Scout Area
>Search for basic resources
>Research edible plants
>>
Rolled 45, 46, 18, 93, 38, 30, 62, 69, 2, 82 = 485 (10d100)

>>5971071
>Name: Serene
Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9900
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
1 Home Militia [Militia]
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Lair Of The Beast (1/1)]


Turn 14.
1. Continue research into the collecting of medical herbs 3/6
2. With weaponsmithing, mines and forges complete the coppersmiths can turn their attention to the making of simple tools for the populace.
[Forge I]


Turn 15
1-2. The time has come to recruit a true warparty to venture forth and slay the beast, they shall be equipped with our finest copper weapons and protective trinkets!
+10 Recruiting
[Forges I]
[Weaponsmithing I]
[Copper Ore]
[Protective Trinkets]


Turn 16
1. Slowly the economy is expanding with the goatmen beginning to expand into nearby forests to create a lumber mill
2. At the same time others will devote themselves to creating a vast quarry to retrieve stone from


Turn 17
1-2. Under the watchful eye of Baaran the Orchards are expanded to better supply food for the growing goatman population


Turn 18
1. With new weapons the Goatmen have begun to set up small hunting outposts across their land to harvest game for meat and hide
2. Some of the Elder Goatmen have gathered to discuss the ways of constructing the best buildings for the new capital
>>
>>5970904

>Population: 10000
>Power level: 1
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I]
>Tech
[Metallurgy I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1)

> Continue Golemancy 4/6 study
> Scouts set out along the [Roads II] once more seeking new ores
>>
Rolled 26, 81 = 107 (2d100)

>>5971114
>>
>>5971114
Why do golems have a goat pasture? Do they eat the flesh of my lesser kin!
>>
Is there still room?
>>
>>5971116
They also plan to skin them and use the hides...

>>5971120
Yes
>>
>>5971130
By the will of Goat Allah this will not stand.
>>
TURNS 1-5

>>5971076
>Necran Holdings
Let's do this fast...
1 Shelters (2/6)
2 Cementaries (3/6)
3 Storage (4/6)
4 Fields (3/6)
5 Defense - nat100
>PICK ONE
>Building
[Necran Walls I®]
>Tech
[Construction I]
OR
>Tech
[Walls I]
>Tech
[Necran Fortifications I®]
6 Well (0/6)
>No progress due to low roll
7 Shrine (2/6)
8 Scouting mission (5/12)
9 Prospecting for resources (1/6)
10 Eating well (5/6)

TURNS 14-18
>>5971107
>Serene Republic of Enlightened Goatmen
1) New herbal remedies are tested on a brave goatman. He makes it through!
>Tech
[Medicine I]
2) Tools handy for civilian activities are on their way (3/6)
3,4) A group of braves is armed with Republic-issued spears. The tips glister in sinister, reddish hue of fresh copper
>Military
1 Goatman Patrolmen +0.9
5) Let's hope there are no beasts in this forest. Lumbermill is slowly build by a stream (2/6)
6) It would be great if those new tools were already delivered for the future quarry, rather than having to do with sticks and hot water (1/6)
7-8) So many more trees... Just think about the harvest in the autumn! (8/9)
9) Well, guess this IS a hostile world full of aggressive fauna - big and mean enough that even throwing protective trinkets at it won't do much
- 50 Population
10) The survey of the spot for Caprapolis sure is handy for this discussion (5/?)
>Just to be sure - you're trying to get new capital build OR you want to to develop construction tech?

>>5971114
>>5971115
>Silver Guardians
1) The passions run high when it comes to specific techniques, but the resulting quarrel thankfully didn't impede the process of writing down the basics of the craft
>Tech
[Golem Making I]
2) While the road doesn't reach far from already known places, it at least makes the first leap of the journey more pleasant (5/8)
>>
>>5971145
God damn it...

>PICK ONE
>Building
[Necran Walls I®]
>Tech
[Construction I]
OR
>Building
[Walls I]
>Tech
[Necran Fortifications I®]
>>
File: Goatpeople.jpg (38 KB, 563x435)
38 KB
38 KB JPG
Rolled 53, 48 = 101 (2d100)

>>5971145
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
1 Home Militia [Militia]
1 Goatman Patrolmen +0.9
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Lair Of The Beast (1/1)]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6


Turn 19
1. The time has come for the Goatmen Patrolmen and the Home Militia to march upon the Lair of the Beast and rid our home of its malign presence!
+[Lair Of The Beast (1/1)]


2. Finishing the creation of proper tools for the populace is the most important task at the moment, once done all other things will be so much easier! 3/6


I didn’t want to start building the capital yet, just research construction. I will only begin to build the capital which shall be the first wonder of our nation when I have a greater amount of materials and technology.
>>
>>5971116
There are humans too. And we gave up on the skinning and tanning, it was literally cursed, so we built a temple dedicated to goat spirits. Just cheese and milk for us now.
>>
Rolled 84, 90 = 174 (2d100)

>>5971145
>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I]
>Techs
[Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)

>Dice 1: Continue building the first universities
>Dice 2 & 3: Research new means of constructions, Research construction 2
>>
Rolled 24 (1d100)

>>5971199
Forgot the last dice
>>
>Name: Formicus Imperia
>Leader's name: Empress Genetrix
>Race(s): Giant Ants and Aphids
>Color(for if/when I get a map): Brown
>General location: Dense primordial jungle valley surrounded by huge mountain ranges. The flora and fauna of this ancient land have grown to enormous sizes as dinostaurs, mammoths and other beasts stalk the lands (think Chult from D&D)
>Fluff about nation: A nation of large, multi-limbed ants and their Aphid allies. Legends claim that a great glowing stone fell from the sky, and the first Queen and her brood one day that they comprehended and understood. Gifted with the blessing of sentience and reason, they choose to establish a great civilization amongst the hostile jungle, and grow to great heights hewing a home out of the mountain rock.
>Fluff about leader: Empress Genetrix is the latest in a line of mighty Queens, whose size rivals that of buildings. Every day she lays scores of scores of young ants, many who grow into new forms and adaptations in service of her Empire. Gifted with the greatest intellect of all, she and her predecessors wish nothing but to see the Empire rise not simply in size and might, but to also rise above the animals and beasts that surround them. To be something more. She rules alongside the Queen of Aphids, whom she calls sister and ally.
>General magic practises or other speciality:
<<Mutation and Evolution>> The ants have a seeming ability to mutate not only the bodies of their populace at large, but create specialist forms adapted to tasks and situations. Flying scouts with sensitive antennae, or hulking bruisers for digging and war, to name a few paths. So too to their aphid allies, who what they lack in the strength and size of the ants make up for in wit and specialist mutation.

Don't fill this in:
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
>>
>think Chult from D&D
You are the first person I "met" in 9 years that makes a reference to official D&D lore as a shorthand.
And I'm playing TTRPGs longer than most anons are alive.

>>5971237
>Formicus Imperia
Pick ONE
Bonus: Population Growth modifier
OR
Bonus: Hard labor +10
Survival +5

You've got 18 turns of catch-up, which is 36d100 of banked rolls. Please don't roll more than 10 dice at once.
>>
*Sounds of crickets*
>>
>>5971926
Maybe they are still sleeping?
>>
File: 600px-BSforest6.jpg (44 KB, 600x268)
44 KB
44 KB JPG
>>5971928
Sleeping all night? And all day?
... you aren't one of THEM, are you?
>>
>>5971930
Shieeet homie if you want people to do something I can post my next five turns. Also what the hell can I use my decress for?
>>
>>5971926
Sorry, I'll post. Was myself busy yesterday IRL.
>>
TURN 18
>>5971199
>>5971201
>The Mountain Confederation
1) The small university is up and ready. It has seven faculties, each taking a single room, but it's a start!
>Building
[University I]
2,3) Having build so many forts sure comes with useful on-hand experience with construction (7/9)
TURN 19

>>5971176
>Serene Republic of Enlightened Goatmen
1) The beast is cornered in its lair!
2) The new tools are being made and delivered across the republic
>Tech
[Tools I]
>Other
[Copper Tools]

>Other
COMBAT ROUND!
>>
Rolled 8 (1d10)

COMBAT ROUND

>>5971176
The beast charges toward the goatmen encroaching into its lair!
>Beast +1.5

You roll 2d10
>>
Rolled 52, 41, 3, 55, 3, 57, 78, 88 = 377 (8d100)

>>5971266
Bonus: Population Growth modifier

Action 1
>Mutation: Tele-Antennae
While the ants have eyes, it's their sensitive Antennae which are their finest instruments for sensing the world. The fine hairs aren't simply useful for hearing sound or smell, but conveying direct thoughts from one ant to another. The exact mechanism for this isn't yet known to ants, but one day they hope to understand.

Action 2
>Mutation: Brain Aphids
With so many new intelligent voices, ideas, and a whole world out there to catalogue and discover, it is realized that a specialist caste will be needed to process and record vast amounts of knowledge. Specialist brain aphids, whose craniums are enlarged, are born into the world, taking to their roles as researchers and record keepers gladly

Action 3
>Leaf Fungus Farm
The Great Tree's, soaring high into the sky, some as tall as the mountains, are the first and greatest sources of food for the ants. Their leaves the size of tent canvas, and roots as wide as rivers bore kilometers into the earth. Already some Ants begin to clamber up, seeking to bring down the great green leaves. They do not eat the leaves themselves, but pulp them, and lay the pulp among clusters of fungus and spores. These grow upon the pulp, and the ants feast upon the delicious fungi greatly.

Action 4
>Beast Hunters
In addition to fungus farms, the great beasts provide plentiful sustenance, in meat and bone which can be ground down to feed the expanding hive. Great teams of beast hunters go forth, armed with little more than their mandibles and limbs, to subdue them in great numbers

Action 5
>Domesticated Dinosaurs
The Brain Bugs, having analyzed the way these giant beasts react to the swarm, postulate a theory. They suspect that if some of these creatures could be made to fear and respect the Imperia, then perhaps they could be tamed. Much in the same way the aphids once tamed smaller insects. They charge some brave beast hunters not with killing them, but corraling them into caves or places of limited escape. There they could be fed, and slowly trained to acknowledge food with the ants. Some of these beasts might prove useful for labour and as mounts

Action 6
>Tunnel Roads
Moving so much leaf and meat matter through thick jungle is proving annoying. Beneath the surface of the earth, great tunnels are being dug, to facilitate the movement of ants and aphids better

Action 7
>Mutation: Strong Bodies
Great boulders, huge bones, giant piles of leaves. The ant bodies start to adapt for greater strength, to carry multiple times their own weight to compensate for the ever increasing burden of labour.

Action 8
>Dig Nurseries
The ever pressing need for more ants, and the influx of food, calls for greater emphasis on the care and raising of the young. A great nursery is dug, where the eggs can be carefully managed, and the hatchling young fed, cleaned, and raised. Their individual talents discovered and nurtured too.
>>
Rolled 7, 6 = 13 (2d10)

>>5971954
1 Home Militia [Militia]
1 Goatman Patrolmen +0.9

The Goatmen bleat out a battle cry ad they charge forwards!
>>
Rolled 87, 33, 59, 93, 61, 56, 44, 78, 74, 15 = 600 (10d100)

>>5972008
Action 9
>Leaf Fungus Farms
Last season the Leaf Fungus Farms did poorly, perhaps due to a bad crop or harvest. Effort is made again to ensure the farms are bountiful, and perhaps new fungus strains grown.

Action 10
>Dinosaur Domestication
The previous rounds of domesticated great lizards also had proven difficult. The beasts temperamental. Efforts are again tried to domesticate the mighty beasts.

Action 11
>The Mountain Hive
The hive grows ever expontentially, more space is needed. The mountain seems to have unlimited space within its confines, and so great tunnels and chambers are soon dug

Action 12
>Tools
Mandibles and limbs can only carry an ant so far. The ants have long since used sticks and other implements to make life a little bit easier. The Brain Aphids decree this a principle of 'leverage' and declare it a good thing. The ants start to come up with new ways to use tools, especially in the face of obstacles their mandibles cannot bite

Action 13
>The search for ore deposits
There are some things the ants cannot dig, move, or push out the way. Great rock faces that have not even a little chink to chip away at. A search is on for some sort of hard material, stronger than stone, that might be a breakthrough. The Aphids believe it exists, and so the ants set out to find it

Action 14
>Written Language
The voices of the ants are many, but their memory is not infallible, not even that of the Brain Aphids. A sophisticated series of scratches on stone and wood has been useful for tallying numbers and figures. A crude writing system is being developed

Action 15
>Tree Settlements
In addition to the great mountain, the mighty tree's themselves are hewn into, creating vast chambers. Here can be planted the fungal farms so that the distance the leaf cutters have to travel is not so great, as well some nurseries.

Action 16
>Tech: construction
Between the mountain and the trees and the tunnels, better and faster methods of construction are being analyzed and written down by the Brain Aphids

Action 17
>Primitive Fuedal System
The Queen cannot herself handle the needs of the growing Imperia. She takes three daughters, and enobles them to 'Princesses' and 'Duchesses'. These soon find themselves also capable of raising eggs, though to a lesser extent than her. Each is born with an inherent sense of fealty to the one that is largest and raises the most eggs, and know that upon the death of the Queen, a chosen daughter will immediately be known and elevated to a new Queen.

Action 18
>Ores into Material
Perhaps the ores were found, or perhaps they weren't. If they were not, then the search carries on. If they were, then a way is sought out to craft them into harder materials that the ants might use.
>>
Rolled 79, 94 = 173 (2d100)

>>5971145
>Population: 10000
>Power level: 1
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1)

> Scouts set out along the [Roads II] once more seeking new ores (5/8)
> Construct a lumberyard

The scouts can't help but dream of wagons to carry them along. Fortunately back home workers are already picking a spot for a lumber camp.
>>
Rolled 23, 40, 41 = 104 (3d100)

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I]
>Techs
[Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)

>>5971951
>>Finish construction
>Salim eases the burden on new families allowing with public support programs and combatting lowholds monopoly on food
>>Increase population
>>
Rolled 69, 23, 18, 47, 55, 50, 29, 43, 43, 35 = 412 (10d100)

>>5971145
>>5971146
I pick
>Building
[Walls I]
>Tech
[Necran Fortifications I®]

Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
>Tech
[Necran Fortifications I®]

We continue work on (All 1d100)
>Shelters
>Cemeteries
>Storage
>Fields
>Well
>Shrine
>Scouting
>Prospecting
>Researching Food

We begin
>Building Roads Within Settlement [1d100]
>>
>>5972050
>>Finish researching construction II*
>>
Rolled 44, 13, 40, 71, 33, 1, 54, 42, 67, 50 = 415 (10d100)

>>5972018
Action 19
>Dinosaur Domestication
Efforts were better, but they could be improved (doing this again cause I saw the roll was low last time)

Action 20
>Search for Ores
(again due to low rolls)

Action 21
>Mutation: Winged Ants
As scouts hop and leap across the boughs of the great tree and the ravines of the ground, a new type of ant begins to appear among them. One with wings upon their back, the better to glide or make even longer jumps of flight.

Action 22
>Mutation: Honey Ants
Meanwhile, other ants have taken an interest in the great flowers that rise high and the nectar within. These ants have consumed so much of the stuff and grown bloated, seemingly producing an even finer, sweeter substance. These honeypot ants

Action 23
>Ores into Materials/Tools
To carve into the stone of the mountain, hard, strong tools are needed

Action 25
>Mutation: Acid Spitters
Occasionally against threats from afar, or against hardened monsters, some of the ants have begun to spit a caustic acid at range

Action 24
>Cloth/Textiles
Carrying things upon backs has always been annoying. Perhaps something to help. A bag if you will.

Action 25
>Mutation: Arcane Antennae (Magic Users)
Some ants have found mysteries shards, fragments of glowing rock, among other oddities. Their antennae grow long, very long, and seem to sparkle a bit. Might this be the beginning of a new force hitherto unknown to ant kind?

Action 26
>Cast Development (The Magi)
These ants and aphids which have developed specialist antennae have proposed to set up their own group, much like the Brain Aphids, but devoted to their new found powers

Action 27
>Irrigation
Sometimes water proves a nuisance, lakes and ponds which prove a threat to tunnel roads. Other times a necessity, for water is needed to quench many ants thirst and that of the fungus plants. Our best diggers begin to develop ways to move water from one point to another
>>
Rolled 4, 33, 35, 20, 51, 83, 48, 9, 58 = 341 (9d100)

>>5972068
Action 28
>Mutation: Hard Chittin
Faced with continual difficulties in finding any sort of ores or substances to crack rock, Ant genomes carry the day, when their mandibles and bodies themselves seem to harden. Rather than relying on metallic tools, the ants seem to hone their very bodies to slice and carve into rock itself

Action 29
>Into the mountain
And with such new gifts, they would carve even more territory deep into their mountain stronghold

Action 30
>Underground Mushrooms
Within the mountain the ants would find chambers where, despite the lack of sun, great shrooms seem to grow giving off more sustenance.

Action 31
>Underground Cultivating
More things are found, such as large centipedes and great termite colonies eating the roots. These do not have the sentience of ant-kin, and so are harvested for food

Action 32
>Music
In the depths of the mountain tunnels, sounds seem to reverberate greater, and the antennae are able to pick them up much more precisely. Some ants have begun to wave their antennae around, the motions through the air creating a whistling, almost melodic sound. The first ant songs are being sung

Action 33
>Dyes
Red berries, blue nectar, and an array of other fanciful colors. The Queen seeks that some of these be distilled and poured into cloth, such that she might wear them upon her body.

Action 34
>Army Structure
The presence of very large termite colonies, who while not having the same sentience as us, do pose a threat. The army must not be neglected. The Queen summons her most experienced leaders, elevating them to the ranks of Legates and Centurions, that they might lead 1000s and 100s of ants in defense of the Imperia

Action 35
>Arcane Communication
Some of those whose antennae grow long and seem to glow and spark with strange energies claim they have found a way to communicate messages across distances even greater than normal. If so, it would mean a new way to expand the Imperia to greater lengths!

Action 36
>Territorial Expansion
The reach and breadth of the Imperia grows as ants seek new foraging grounds and places to set up small colonies
>>
>>5972073
Those should be the 36 rolls. Let me know if anything seems wrong.
>>
Rolled 6 (1d10)

COMBAT ROUND

>>5971954
>>5972012
>ROUND RESOLUTION
The charge is stopped cold in its tracks - the beast has easy time using its claws and jaws to toss around first few goatmen, The rest surround it, but it's hardly a winning
>1/2 Home Militia

>Enemy move
Then it does that every cornered animal would do - it charges, trying to get free, even if it means facing the pointy sticks with shiny tips
>Beast +1.5
>>
Rolled 5, 5 = 10 (2d10)

>>5972085
"Hold"

The Head Patrolman bleats out to his fellow Goatmen, their speartips gleaming in the sun staying trained upon the beast.

1/2 Home Militia [Militia]
1 Goatman Patrolmen +0.9
>>
Rolled 9 (1d10)

COMBAT ROUND

>>5972085
>>5972087
The beast makes short work of the remaining militiamen. The spears barely slow its vicious attacks
>REMOVE HOME MILITIA
>You now roll 1d10

>Enemy move
Having tasted blood and still being surrounded, the monster tries to get through the pointy sticks directly to the tasty mutton
>Beast +1.5
>>
Rolled 6 (1d10)

>>5972099
The Patrolmen push forward with their spears pushing into the flanks of the Beast, they would avenge their fallen kin.
>>
I'm gonna split this down to not go insane...
And sorry for no fluff, but this is just too much to dwell into at once


TURNS 1-4
>>5972008
1 3/6 Tele-Antennae
2 2/6 Brain Aphids
3 A giant roc picks up the ant workers
- 50 population
4 3/6 Beast Hunters
5 Attempt to approach a giant saurian ends with a stampede, killing many
- 50 population
6 3/6 Tunnel Roads
7 5/6 Strong Bodies
8 5/6 Dig Nurseries

TURNS 5-8
>>5972018
1 5/6 Leaf Fungus Farms
2 2/6 Dinosaur Domestication
3 3/12 Mountain Hive
4 TOOLS
>Tech
[Tools I]
5 4/6 Ore Deposit
6 3/6 Writing
7 2/8 Tree Settlements
8 5/6 Construction tech
9 4/6 Feudalism
10 0/6 Smelting

TURNS 9-12
>>5972068
1 4/6 Dinosaur Domestication
2 4/6 Ore Deposit
3 2/6 Winged Ants
4 4/6 Honey Ants
5 2/6 Smelting
6 >CRIT FAIL
>The results of the new batch of eggs turns feral, blood-thirsty and extremely dangerous to the rest of the hive. It's a disaster for the whole colony
>-500 population
>[Other]
>[Infestation]
You've got a permanent negative effect, that MUST be dealt with post-haste. And it's not like you have bodies to throw at it
7 3/6 Textiles
8 2/6 Arcane Antennae
9 4/6 Magi
10 3/6 Irrigation

TURNS 13-16
>>5972073
1 Punitive outcome
>[Other]
>[Overworked Queen]
2 5/12 Mountain Hive
3 2/6 Underground Mushrooms
>If this was intended to be more of the Leaf Fungus Farms, then it got finished. If not, then apply the outcome
4 1/6 Underground Culvitating
5 3/6 Music
6 5/6 Dyes
7 3/6 Army Structure
8 0/6 Arcane Communication
9 8/12 Mountain Hive
>I assume the last one is still mountain hive, which you didn't finished yet

Regardless of your action, you have negative penalty BANKED for the crit-fail, but since you kinda mass-rolled, I will keep it for now on hold. That doesn't mean it won't apply, I'm just being lenient here
There is one /12 action, and one /8 action, everything else is up to /6

You are now turn 16, the game is turn 18, which means you have 6d10 to roll.
You have an ongoing crisis in your faction that has to be addressed first - it won't go away and it's quite literally eating you our

And this mass-roll?
Pure
Fucking
Insanity
>>
Rolled 5 (1d10)

COMBAT ROUND

>>5972099
>>5972109
The creature is relentless and ignores more and more spears hanging from it sides, looking now like a blood-soaked porcupine. As fierce as it is, it can be defeated, even if at great cost
>1/2 Goatman Patrolmen
>1/2 Beast

This is it. Only a handful of warriors left. The monster is bleeding out. The goatmen are tired and decimated. One final lunge of the creature - either it will get free, killing the final few warriors, or die trying
>Beast +1.5
>>
Rolled 1 (1d10)

>>5972117
Clutching their Protective Trinkets and offering prayers to the ancestors the Patrolmen make for one final push to finish off the Beast.
>>
TURNS 6-10
>>5972051
>Necran Holdings
1 Shelters are ready for their new residents
>Building
[Shelters I]
2 Cementaries are going much slower - no dead to bury yet (4/6)
3 Storage (4/6)
>No progress
4 Fields will provide food soon
>Building
[Fields I]
5 The rocky terrain makes well-digging harder (3/6)
6 Shrine is almost ready for first ceremony (5/6)
7 Scouting mission is cautiously and very, very slowly going forward (6/12)
8 Prospecting isn't any faster (2/6)
9 There are some edibles in the new world, even if all of them taste badly
>Tech
[Nutrition I]
10. Land is being cleared for new roads (2/6)

TURN 18

>>5972026
>Silver Guardians
1) After a bit of prospecting in the countryside and wilderness, the scouts come back with news
>Other
Resource Rumour (1/1)
2) The new lumbermill is up and going
>Building
[Lumber Mill I]

>NOTE
You are in a position to swiftly increase your Power rating

>>5972050
>The Mountain Confederation
1. There is a clear disagreement on the subject of the perfect shape and size for stones used for building two-store buildings and how this affects the whole process (8/9)
2. The food redistribution program is going... slowly (2/6)
3. If you rub two people together, you might not start a fire, but it's still useful for other things (2/6)


If I skipped someone or something - do tell
>>
FINAL COMBAT ROUND

>>5972120
>>5972120
Despite their best effort and utmost dedication in the face of impossible odds, the remaining goatmen are torn apart by the beast. The wounded monster returns to its lair, still as the unconquered master of the wilderness
>REMOVE Goatman Patrolmen

Will the Serene Republic ever know peace from this foul beast?
>>
>>5972115
Just to clarify you need 6d10 from me immediately yes? Can roll that now.
>>
>>5972127
Oh, and The Mountain Confederation is TURN 19
>>
>>5972135
Gotcha. Heh, tricky bit of make up actions you never know how big they'll be or what the result will be. Okay 8d100 actions coming up. Let's hope I pick them right...
>>
>>5972132
Ignore the posts I've just slashed, I've just realised I've messed up the count.
You are turn 18.
Which means you have:
1) A single roll of 2d100
2) Ongoing crisis
3) No units
4) 32 ongoing projects

You are officially screwed.
>>
>>5972138
A sensible thing would be to roll 10d100, wait for eval and then do it again, until you are out of surplus. Or at least keep going with stuff that's already ongoing, since the dice-to-progress is no secret and you have no faction bonuses to roll outcomes. But you do you, I've seen weirder
>>
>>5972139
Lol
Had i known how many of them would be multi action turns I'd have focused a few more rolls on fewer projects.

Only thing left to do is buck up and deal with it.
>>
>>5972142
oh...I had no idea I could do that. Normally in these games when it comes to such makeups the GM wants them all ready to go for a turn update.

Good to know! Well, worse comes to worse, I've got other nation ideas in mind and a much better idea on what not to do. But I ain't giving up yet!

>dice-to-progress is no secret
Shit, was there a way to calculate the averages for how much progress an action would take? Damn. I should have paid attention to it. I see ways to calculate how much progress you'd get in the rules pastebin tho.
>>
Rolled 48, 99 = 147 (2d100)

>>5972115
Actions 1 + 2
>RAISE ANT MILITIA UNITS AND DEAL WITH THE FERAL ANTS!
I'd almost wish I could fold it into the Army Structure action. But this is a crisis and we MUST deal with it!
We've got ants now get them out there and FIGHT!
>>
>>5972130
How exactly does the combat system work? If you got by total numbers I won the first two rounds but still took damage to my units.
>>
>>5972127
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
>Tech
[Necran Fortifications I®]
[Nutrition I}

We continue work on (All 1d100)
>Cemeteries
>Storage
>Well
>Shrine
>Scouting
>Prospecting
>Building Roads

We will begin (all 1d100)
>Finding animals to tame
>Building Watch Towers
>Research Better means of Construction
>>
Rolled 54, 18 = 72 (2d100)

>>5972127
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6

Turn 19

1. With decimation of the Republic military forces the only choice ahead of Baaran is to recruit more Patrolmen, the Beast cannot be allowed to live and threaten their homes further.
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore

2. Traveling from village to village Baaran would continue to recruit for an additional unit of patrolmen, only when the bones of this beast adorn the council chamber will the republic know peace.
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
>>
>>5972156
You need to roll equal or higher to deal damage at all. If a combat goes for longer than 4 rounds, the first unit in line gets damaged anyway, even if there was no successful hit on it. By round 8, everything without a defensive tag gets damaged and first unit is wiped out, and then by round 12 (if anything is left) even defensive tags won't help from auto-damage, while first three units get wiped out.
Effectively, more units = more chances to score the hit, rather than more units = victorious swarm summing up attacks. It's designed to balance whatever players will be throwing at each other in a purely abstract manner. Last time I saw those rules in action, they had to account for anti-air artillery and airships fighting against giant mechas, magi on flying carpets and their warg-riding goblin allies. Didn't made one bit of sense fluff-wise, but the numbers allowed the warg riders to be the last group standing, since despite being a +0.3 unit with [Militia] (which is a penalty) there were 19 of those at the start and by the end, there were still 4 left, while everything else was slowly withered out
>>
Rolled 42, 71 = 113 (2d100)

>>5972127

>Population: 10000
>Power level: 1
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore]
Ancient Scrolls (1/1), Good Morale (1/1), Resource Rumor (1/1)

Not quite sure what a RAISE POWER action is, but here goes nothing.
> Village leaders from across the mountain vale gather together to write the Silver Accords, a collective agreement that binds the people of the mountains together with the Silver Guardians. May the locked vaults never be opened!
>>
>>5972160
Dice, love

Unless you want me to roll
>>
>>5972156
>>5972171
As for unit assembling, there are three axis to consider
On one hand, piling up tech and infrastructure gives better units with better and more numerous tags
On the other, doing so means the units eventually take longer to produce.
On third, there is quantity vs. quality.
The high tier buildings and/or techs might counter-balance how long it takes to get a good unit out of the pile-up, so it's not a lost cause to keep adding stuff. On the flip side, they make assembling low-tier units much more efficient, but they aren't that strong in combat, so it all boil to fine-tuning things for your faction;
Do you want a 1 Steam Tank +4.5 [HArm] [Art] [Anti-Inf] where you can roll even 1 and still make short work of whatever you're facing, OR you want 20 Poor Fucking Infantry +0 [Militia] and hope that at least three of them will roll 10 in a single 20d10 two rounds in a row, before the tank guy is going to build another tank and just roll over remaining PFI
We are turn 19, so a +1.5 unit is pretty tough, even if it's one and it has no tags
>>
>>5972171
>anti-air artillery and airships fighting against giant mechas, magi on flying carpets and their warg-riding goblin allies
That sounds badass. Are there sci-fi versions of this game?
Someone told me this was going to be more copper age so I tried to stick to that mindset.

Do you think I can salvage the ants? I was going to try and deal with the crises first, then finish off a lot of the unfinished projects one by one.
>>
>>5972194
I mean everything is salvageable. As long as you prioritise and focus on finishing stuff that's possible to finish fast, it's going to work out. It just might take extra 10 to 20 turns.
As the title of the game says, it's a Standard Fantasy Nation Builder. Anything goes, fluff-wise
>>
>>5972144
>Shit, was there a way to calculate the averages for how much progress an action would take

Rules:
https://pastebin.com/CLx5enYp
https://notes.io/wdtim

FAQ:
https://pastebin.com/3gmf1UHL
https://notes.io/wdti1
>>
TURN 19

>>5972150
>Formicus Imperia
An entire swarm of workers is thrown at the feral ants!
>Military
3 Worker Swarms [Militia]

TURN 19

>>5972172
>Silver Guardians
POWER TO THE GOLEM CRAFTERS! ALL HAIL THE FIRST EXEMPLAR! PROTECT THE VAULTS! (6/?)

TURN 20

>>5972161
>Serene Republic of Enlightened Goatmen
1) With some grim resolve, a new group of patrolmen is issued weapons and put into training (4/6)
2) The fate of the previous expedition doesn't encourage many new recuits (1/6)
>>
Rolled 1, 4 = 5 (2d10)

COMBAT ROUND

>>5972150
The feral ants are traced in the corridors of the hive! Death to betrayers of the Empress!
>2 Feral Swarms +0.3
>>
>>5972150
>>5972210
You got 3d10 to roll. Combat is separate from actions, so you can and even should do it separately from your actions
>>
Rolled 1, 4, 9 = 14 (3d10)

>>5972210
Go forth brave ants! For the Empress and Imperia!
>>
Rolled 9, 4 = 13 (2d10)

COMBAT ROUND

>>5972210
>>5972217
ROUND RESOLUTION
A fierce battle starts against the acid-spitting ants. While they have advantage of range, there are simply more of the loyal workers!
>Remove 1 Worker Swarm
>1/2 Feral Swarms +0.3, Feral Swarm +0.3

>Enemy move
The lack of any commanding ant makes the spitters unable to realise they are doomed - but it also makes them unable to stop fighting
>>
Rolled 7, 3, 2 = 12 (3d10)

>>5972224
These feral ones fight fearlessly. If only insanity had not claimed them, what fighters they could have been! It is a sad thing we must do, but for the the Imperia to survive they must be put down! As we have done since old times, swarm them and finish them off!
>>
>>5972226
Sorry, that should have been 2d10 not 3d10.
>>
Rolled 98, 85 = 183 (2d100)

>>5972209
Action 1+2
>More Ant Militia
The battle rages on, as ant bodies molten by acid are brought back for recycling, it is clear it will be no easy won battle. The ancient war cry is sounded, "MORE!"

More militia to the fray!
>>
Rolled 18, 92 = 110 (2d100)

>>5972209

> MORE POWA
>>
Rolled 11, 82 = 93 (2d100)

>>5972209
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6

Turn 20

1. The recruitment of more Patrolmen must continue, promises of bountiful rewards of fruit, metal jewelry and fertile women. 4/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore

2. Baaran will continue his rounds going to even the most remote villages to recruit patrolmen 1/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
>>
Rolled 5, 1 = 6 (2d10)

COMBAT ROUND

>>5972226
ROUND RESOLUTION
Once the numbers of workers starts to dwindle down, the spitting ants, being born for war, gain obvious advantage in direct combat!
>Remove 1 Worker Swarm

>Enemy move
The fight continues, one ant against the other!
>>
I should update my statblock

>Population: 99400
>Military:
2 Worker Swarms [Militia] (In Battle)
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]

Unfinished Projects
3/6 Tele-Antennae
2/6 Brain Aphids
3/6 Tunnel Roads
5/6 Strong Bodies
5/6 Dig Nurseries
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
4/6 Ore Deposit
3/6 Writing
2/8 Tree Settlements
5/6 Construction tech
4/6 Feudalism
2/6 Winged Ants
4/6 Honey Ants
2/6 Smelting
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication

Crisis/Problems I need to deal with!
>Feral Ants / Infestation
>Overworked Queen
>>
TURN 20

>>5972229
>Formicus Imperia
The hive has always spare workers to throw at whatever puts it in danger!
>Military
4 Worker Swarm [Militia]

>>5972230
>Silver Guardians
I got the power, I got the moves, I got the music, I got the grooves (12/?)

TURN 21

>>5972231
>Serene Republic of Enlightened Goatmen
1. Dreams about the bounty seems to distract more than they help with anything (5/6)
2. Getting personally involved seems to work out in the end - many young goats feel obligated to the call, as nobody wants to be seen as a coward
1 Goatman Patrolmen +0.9
>Some bad luck with the dice
>>
>>5972234
Is it 1d10 per remaining ant swarm alive? Or do I keep rolling 3d10?
>>
>>5972238
It's 1d10 per unit.
You are left with 1, and just recruited 4 more.
Since this is a fight directly in your own heartland, units are directly added to the grinder.
Thus: 5d10 right now
>>
Rolled 9, 1, 6, 10, 2 = 28 (5d10)

>>5972234
The wavering ants, under whithering acid fire, are suddenly bolstered by fresh reinforcements sent into the fray!

Limbs stamp the earth, mandlibles clack and clasp, as fresh battle is joined again!

"For every one of us that dies, two more shall take its place!"
>>
Rolled 85, 88 = 173 (2d100)

>>5972236
>>5972237
Action 1
>Heal the Queen
Give her pampering, extra food, and much needed rest. She has been overworked, and so we should help her recover

Action 2
>Finish the Nurseries 5/6
We will need fresh ants to recover from this recent incursion
>>
FINAL COMBAT ROUND

>>5972234
>>5972242
Many more have to die, but eventually, the overwhelming numbers are enough to kill every last of the feral ants
>Remove 2 Worker Swarm
You remove 1 due to rolls and 1 from consolidated damage from combat AND 4th round effect
The menace is finally dealt with! No more intruders!

REMOVE
>Other
Feral Ants / Infestation
>>
>>5972249
Glorious victory! The ants let out a mighty cheer of clacks and clicks, antennae waving in collective joy at the repulsing of intruders. But what could have caused the madness in these who should have been warriors of the Queen? It's up to the Brain Aphids to find out! (when they're ready that is)
>>
Rolled 7, 55 = 62 (2d100)

>>5972237
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6

Turn 21

1. Young men had become too lax, dreaming of rewards instead of working for them! Baaran will shout and yell till then get into line to train. 5/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore

2. Upon the furthest reaches of the republic where many villages barely consider themselves associated with it Baaran will continue his recruiting tour to find more men to join the Patrolmen.

+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore

As it was just Turn 20 I believe it was time for my population to increase.
>>
Rolled 80, 40 = 120 (2d100)

>>5972237

> EVEN MORE POWER!

What goes into power exactly? Is it the political consolidation of a nation over a wider region? So assets that allow you to project authority over a wider region?
>>
Ah shit what turn am I on?
>>
>>5972127
>>5972133
>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I]
>Techs
[Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)

TURN 20
>Dice 1: Continue construction research
>Dice 2&3:Continue the population increase

Turn 21
Dice 4 5 6: RESEARCH BUREAUCRACY III
>>
Rolled 43, 57, 58, 29, 47, 17 = 251 (6d100)

>>5972397
AHHHH THE DICE
>>
TURN 21

>>5972397
>>5972399
>The Mountain Confederation
1) The new manual for constructors is approved with a dozen of official seals, along with the creation of Pass A-38
>Tech
[Construction II]
2,3) Population goes up!
>Population
+ 100
4-6) More paperwork! Never enough permits! There must be order! (6/15)

TURN 22

>>5972277
>Serene Republic of Enlightened Goatmen
1) The recrutiment drive is still stalling (5/6)
2) At least the one directly commanded by Baaran is going smoother (4/6)
>>
Rolled 49, 57, 18, 74, 13, 68 = 279 (6d100)

>>5972753
>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I]
>Techs
[Construction I], [Bureaucracy I], [Magic Theory I]
[Confederated Bureaucracy I ®]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)

Turn 22
>Salim continues to improve the confederation's bureaucracy for as barnabas once said "Our people cannot thrive under chaos. There must be order and justice"
>>Dice 1&2: Continue research of bureaucracy
>>Dice 3: Research laws and regulation A JUST SOCIETY IS A FUNCTIONING SOCIETY

Turn 23
>Dice 4:Continue researching and codifying the laws of the nation. WE ARE A NATION RULED BY LAW NOT PEOPLE
>Dice 5&6: Continue researching bureaucracy
>>
Rolled 76, 77 = 153 (2d100)

>Population: 99400
>Military:
3 Worker Swarms [Militia]
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]

Unfinished Projects
3/6 Tele-Antennae
2/6 Brain Aphids
3/6 Tunnel Roads
5/6 Strong Bodies
5/6 Dig Nurseries
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
4/6 Ore Deposit
3/6 Writing
2/8 Tree Settlements
5/6 Construction tech
4/6 Feudalism
2/6 Winged Ants
4/6 Honey Ants
2/6 Smelting
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication

Crisis/Problems I need to deal with!
>Overworked Queen

Turn 22
>>5972244

Turn 23
Action 1
We have a lot of building to do, let us finish that construction tech 5/6

Action 2
Strong bodies will be needed to build! Let us finish that too 5/6
>>
Rolled 42, 23 = 65 (2d100)

>>5972237

> Power?

Ooph, if this is a swift rise I'd hate to see a slow one.
>>
Rolled 35, 28, 54, 70, 23, 42, 87, 20, 52, 86 = 497 (10d100)

>>5972173
The fuck? I put the dice in the options field.

Captcha:
>AKKKH
>>
>>5972753
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6

Turn 22

1. Training of these lazy recruits will finish someday . 5/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore

2. The third group of patrolmen is coming together at least 4/6

+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore
>>
Rolled 9, 50 = 59 (2d100)

>>5972915
>>
>>5972917
You've got to be fucking kidding me
>>
Note to players
Please keep track of the current progress. Less back-and-forth for me between 5 different posts to see who got what on which action so far

TURNS 11-15

>>5972160
>>5972910
>Necran Holdings
1 Cemeteries, ho!
2 Storage, ho!
3 Well, ho!
4 Shrine, ho!
>Building
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Other
Underground (1/1)
5 Slow scouting (7/12)
6 Prospecting (4/6)
7 Roads (3/6)
8 Animal husbando (1/6)
9 Watch towers (3/6)
10 Nails & Bolts Technologies (5/6)

TURN 21
>Silver Guardians
After what felt like eternity of doing nothing in particular, a lighting strikes from a clear sky, energizing everything
>Other
Power: 2
GAIN 1d100 TO YOUR ROLL
>Trust me, this was fast. Mountanhold got lucky with nat100 on theirs, yours wasn't half bad either

TURN 22
>>5972849
>>5972849
>Formicus Imperia
1) The queen is being given gentle pats and energetic fluttering with leaves to cool off
>Other
REMOVE [Overworked Queen]
2) The nursery is done and ready, just like the Queen herself
>Building
[Nursery I]
3) Now that the ants don't have to do bazillion different things at once and the queen doesn't have a headache because of that, things go smooth. And so should go the building of new chambers and hives
>Tech
[Construction I]
4) A new batch of ants - this time docile - comes with stronger legs
>Other
[Strong Bodies]
>This works as a tech during unit assembly
Sorry for skipping you in the turn count

TURN 23
>>5972766
>The Mountain Confederation
1,2, 5, 6) The paperwork stacks go up! All hail the great bureaucratic pile of 1244!
>Tech
[Bureaucracy III]
>Other
Permit (1/1)
3,4) Hold up! You've got a loicense on that law research?
>Tech
[Law I]
>Other
[Code of Barnabas]
>>
TURN 23

>>5972915
>>5972917
>>5972929
>Serene Republic of Enlightened Goatmen
1) Hey, where is everyone? (5/6)
2) Another unit of patrolmen is ready for duty
>Military
1Goatman Patrolmen +0.9
>>
>>5972908
>>5973024
Just to make sure you get your update
>>
Rolled 75, 61 = 136 (2d100)

>>5973025
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
2 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9
Construction I 5/6

Turn 23

1. Please for the love of the Ancestors complete this training 5/6
+10 Recruitment
[Protective Trinkets]
+Weaponsmithing I
+Forge I
+Copper Ore

2. While the last gaggle of recruits are being trained Baaran will turn his eye to completing the discussion he started with the Elders about construction 5/6
>>
Rolled 91, 40, 96 = 227 (3d100)

>>5973024
>Population: 10100
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Proffesionalism]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
2 Decree (1/1), Frontier Settlements (1/1)
[Code of Barnabas]
Permits 1/1

>Spending Decrees, The permits, and the frontier settlement Salim uses the full might of the mountain confederation to increase their population through an aggressive public works program.
>>
Rolled 29, 11, 5, 69, 81, 77, 15, 99, 41 = 427 (9d100)

>>5973024

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore]
Good Morale (1/1)


TURNS 22-24

The golems whir with energy, the Silver Accords are ratified! A mighty bolt of lightning marks the occasion, a sign of divine favor we hope. Great plans for further growth and expansion are laid out and the people are ready to make them happen.

> Stonemason: The shaping of stone has largely been the work of the builders themselves up to this point, but now future projects will have a stockpile of slabs precut and shaped.
2 Dice.
[Toolmaker I]
[Quarry I]

> Carpenter's Shop: Chairs, beds, wagons, barrels, boxes and more. Our growing nation has great need for furniture!
2 Dice.
[Toolmaker I]
[Lumber Mill I]

> Bee Keepers: There has been a great demand for candles among the scholars working late at the library, the first step to solve this is procuring a steady supply of Beeswax.
2 Dice.

> Heart Crystal Mine: Written of in our ancient lore, Heart Crystal are glowing stones that can provide great power to golems and other magical artifice. After much searching and comparing to ancient texts, we have found a site where these crystals might be acquired.
3 Dice.
[Toolmaker I]
Bronze Golem Workers +0.9
Resource Rumor (1/1)
Ancient Scrolls (1/1)
>>
TURN 24

>>5973042
>Serene Republic of Enlightened Goatmen
1) The training FINALLY reaches its end, providing with another group of Patrolmen
>Military
Goatman Patrolmen +0.9
2) In the meantime, a bit of chit-chat helps to iron out the principles of proper roof-tiling
>Tech
[Construction I]

>>5973048
>The Mountain Confederation
1-3) It's official: Formication Day was written down into the Confederation's callender
>Population
+ 600
(Technically should be 612.5, but oh well)
>Other
[Fertility Holiday]
REMOVE
1 Decree (1/1), Frontier Settlements (1/1) and Permit (1/1)

>>5973062
>Silver Guardians
>Roll 9d100
>Don't even get 450
1, 2) There is a bit of an issue when it comes to cutting stones to the right angle and dimension, but it surely is just a minor hick-up (2/6)
3, 4) It's a good thing none of those has to be made golem-resistant, otherwise the carpenters would never manage (4/6)
5, 6) You know what happens when you get bees first? You end up getting ants!
>Building
[Bee Keeper I]
7-9) The vast cavern seems to go right down to the center of the earth itself! But the deeper the Guardians go, the bigger specimen of luminous crystals they keep finding... It's trivial to set up a mine, or rather a simple collecting operation
>Building
[Heart Crystal Mine I]
>Other
[Heart Crystals]
Heart Crystals (1/1)
>>
On the front of the bad news:
It's official, I'm out in the field between 13th and 20th April. I've got the most tedious measurements to make and chances are, I will have zero chance to update. That doesn't mean the game dies, it means it will be put on a hiatus. If I will be able to update within that week, I will, but it is HIGHLY unlikely to happen, since I will be in a near-total wilderness.
>>
Rolled 83, 66 = 149 (2d100)

>>5973116
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
3 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 1/6
Lumber Mill 2/6
Orchards II 8/9


Turn 24

1. It is time to once again attempt to kill that damned Beast, the Goatmen of the Serene Republic will bring safety to their families!
+3 Goatman Patrolmen +0.9
+Cavern of the Beast

2. As the brave young men head out to face the Beast the older men of the villages will get back to work on the Quarry 1/6
+Copper Tools
+Construction I
+Tools I
>>
Rolled 69, 58, 44 = 171 (3d100)

>>5973116

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)

> Stonemason (2/6): The toolmakers bang out a few bronze squares, hoping to get the stone makers back on track.
1 Dice.
[Toolmaker I]
[Quarry I]

> Carpenter's Shop (4/6): The Exemplar lays down the law, bringing a halt to requests for 'Golem beds', and other impossibilities.
1 Dice.
[Toolmaker I]
[Lumber Mill I]

> Golem Teamsters (?/?): Another batch of Bronze Golems are commissioned to aid the growth of the nation, this time taking advantage of the refined designs and skills developed since last time, as well as the new Heart Crystals. These golems will operate a network of wagons providing transport of goods and services across the nation.
1 Dice
Crafting +10
[Metallurgy I]
[Golem Crafting I]
[Copper Ore]
[Tin Ore]
[Heart Crystals]
>>
Rolled 10 (1d10)

COMBAT ROUND

>>5973131
It's using the trees
Watching and waiting
Killing us of one by one...
>Beast +1.5
The beast jump right in the middle of the patrol send after it, like a cat pouncing on mice
>>
>>5973131
>11.5
Yeah, so you're officially fucked once more
>>
Rolled 1, 8, 4 = 13 (3d10)

>>5973152

"Spears up boys!"

Tfw no bonus for rolling good on the hunt
>>
Rolled 44, 15, 42 = 101 (3d100)

>>5973152
O O O F

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Proffesionalism]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]

>build industrial sectors within the city states of the confederation that contains a multitude of foundries, smelters, blacksmiths, and a number of other craftsmen required to keep a city running and productive
>>Build industrial sector
>>
Rolled 6 (1d10)

COMBAT ROUND

>>5973152
>>5973170
>ROUND RESOLUTION
Before anyone even had a chance to react, the beast tossed few goatmen like ragdolls, and charged through the middle of the formation to safety
>1/2 Goatman Patrolmen

>Beast +1.5
The creature is laughing. Or at least that's how its howling sounds. After a bit of circling around, it pounces once more from a thicket
>>
Rolled 9, 5, 6 = 20 (3d10)

>>5973177
"Surround it!"
>>
Rolled 9 (1d10)

COMBAT ROUND

>>5973177
>>5973186
>ROUND RESOLUTION
Just like during the previous attempts, spears hang from the sides of the beast, but it doesn't stop its attacks and slaying of more and more goatmen with trivial ease
>Remove 1 Goatman Patrolmen
>1/2 Beast

>Beast +1.5
The monster trashes with its paw, shattering some of the poles of spears pointed in its direction
>>
>>5973193
Welp...
>>
Rolled 7, 1 = 8 (2d10)

>>5973193

"FORWARD! PRESS IN TIGHTER!"

You fucking cocksucker
>>
Rolled 10 (1d10)

COMBAT ROUND

>>5973193
>>5973196
>ROUND RESOLUTION
It is clear as day now. The spears do nothing. This is not an animal, but some monstrous creature straight from hell.
>1/2 Goatman Patrolmen

>Beast +1.5
Tighter? There is no way to contain this thing! And it knows it, lashing out at any gap it can find in the thinner and thinner wall of spears
>>
>>5973199
Hahahahahaha...
To quote the classic: But wolves really ARE stronger
Keep in mind the next round will AUTOMATICALLY wound your th
>>
Rolled 4, 3 = 7 (2d10)

>>5973199
A futile struggle
>>
>>5973200
*third unit, since that's all you will be left with by then
>>
>>5973203
Won't that auto damage kill the Wolf at least
>>
Rolled 4 (1d10)

COMBAT ROUND

>>5973199
>>5973202
ROUND RESOLUTION
This all feels so familiar. A wounded, speared like a pin-cushion beast against a rag-tag handful of still alive goatmen, everything sticky from blood and innards... was it a bad dream? Or is it now?
>Remove 1 Goatman Patrolmen
>1/2 Goatman Patrolmen

>Beast +1.5
This is it. Either the last few warriors make it through, or the beast will come on top of a fresh supply of mutton
>>
>>5973209
All you have to do is roll 5 or more
>>
Rolled 8 (1d10)

>>5973209
It was do or die, the final attack.
>>
TURN 25

>>5973131
>Serene Republic of Enlightened Goatmen
The quarry construction goes without a hitch, with goat unaware of the slaughter going not so far away... (5/6)

>>5973135
>Silver Guardians
1) The agreed upon sizes and shapes of stones are selected
>Building
[Stone Mason I]
2) In thanks for resolving the issue, the First Exemplar is gifted with a four-post, the post shaped like golems holding the roof
>Building
[Carpenter I]
3) The new design is a tad bit more complex than the previous ones, especially since it's for a specific task (3/7)

>>5973171
>The Mountain Confederation
This industrial undertaking, while grand, is a bit uncoordinated and not exactly well-regulated within the local zoning plans... (4/12)
>>
FINAL COMBAT ROUND

>>5973209
>>5973236
After long, tough and bloody skirmish, the beast finally collapses from the sheer blood loss and exhaustion. Nobody is crazy enough to come close to it until its nostrils finally stop moving. What's left of the patrolmen is too tired and broken by their ordeal to even properly cheer their victory.
Nonetheless, the beast is finally slain. The Republic will finally know peace from the feral menace
>>
>>5973252
May I add the corpse of the Great Beast as a resource?
>>
>>5973253
Oh, right, I forgot about the whole "put the skin and skull on display" from the first attempt
Sure. I presume you plan to keep it, so [] bracket. It goes to >Other
>>
Rolled 19, 72, 46 = 137 (3d100)

>>5973243
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]


>Continue the great leap forward! I MEAN THE GREAT INDUSTRIALIZATION!
>Build industrial zones
>>
Rolled 55, 37 = 92 (2d100)

>>5973243
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Quarry 5/6
Lumber Mill 2/6
Orchards II 8/9


Turn 25
1. With the Beast defeated at the loss of so many young men lost there is no choice but to continue working on being thankful for their sacrifice.
+Copper Tools
+Construction I
+Tools I

2. With the Beast butchered the Goatmen can return into the woods and finish the Lumber Mill
+Copper Tools
+Construction I
+Tools I
>>
>>5973292
Sorry first action is 5/6 Quarry and the second is 2/6 Lumber Mill
>>
Rolled 28, 67, 25 = 120 (3d100)

>>5973243

TURN 26

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)

> Golem Teamsters (3/7): Smiths, engineers, and artificers argue long into the night on best practices.
1 Dice
Crafting +10
[Metallurgy I]
[Golem Crafting I]
[Copper Ore]
[Tin Ore]
[Heart Crystals]

> Academy: Golemcraft has long been passed down from master to apprentice, but with the codifying of practices there comes a need for a center of learning to train the next generation.
1 Dice
[Carpenter I]
[Stone Mason I]
[Library I]

> Expand the Mines: The need for more bronze is ever present among the various craftsmen of the vale. The golem work crews are set to work digging out new tunnels, laying braces, and of course transporting all the raw material that makes this operation possible.
1 Dice
Hard Labor +5
[Mines I]
1 Bronze Golem Workers +0.9 [Civ]
[Lumber Mill I]
[Basic roads II]
>>
TURN 26

>>5973269
>The Mountain Confederation
Eventually, all the paperwork is filled and the construction can proceed. A bunch of workshops is set in every town big enough to make it fit and work out
>Other
[Industrial districts I]

>>5973292
>Serene Republic of Enlightened Goatmen
1) The quarry is providing first shipment of pebbles
[Quarry I]
2) Soon, the lumber mill should provide nice and even beams and planks (4/6)

>>5973311
>Silver Guardians
1) This argument bears some results, with assembling of the golems going slowly, but steadily forward (5/7)
2) It's good thing so many other craftsmen can help, as there is a need for a well-equipped workshop and lab for the future students (4/6)
3) With most of the workforce delegated to the school construction, the golems are left unsupervised and doing just the most menial, automated tasks in the mines (2/9)
>>
Rolled 11, 76, 92 = 179 (3d100)

>>5973483
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]

>Expand the industrial districts, as the craftsmen begin to consolidate a new interest and voting bloc begins to emerge. soon Salim will be able to break lowhold's power on the confederation and make a true confederation of equals as Barnabas once strived for.
>>Expand the industrial districts
>>
Rolled 65, 43, 45, 81, 31, 59, 46, 39, 47, 49 = 505 (10d100)

>>5973024
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Tech
[Necran Fortifications I®]
[Nutrition I}

Actions
Slow scouting (7/12) [2d100]
Prospecting (4/6) [1d100]
Roads (3/6) [1d100]
Animal Husbandry (1/6) [1d100]
Watch towers (3/6) [1d100]
Nails & Bolts Technologies (5/6) [1d100]
Research Medicine [1d100]
Recruit Guardians [1d100]
Research Advanced Necromancy [1d100 + Necromancy]
>>
Rolled 91, 61 = 152 (2d100)

>>5973483
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards I]
[Forge I]
[Mines I]
[Quarry I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
>In Development:
Lumber Mill 4/6
Orchards II 8/9


Turn 26
1. The creation of a fine lumber mill to provide planks and other products for the Republic would be the final step before the construction of Capraopolis. 4/6

2. A long delayed project due to the Beast attacks the expansion of the Orchards will be finished 8/9
>>
Rolled 2, 50, 91 = 143 (3d100)

>>5973483

TURN 27

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines I], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)

> Golem Teamsters (5/7): The final prototyping begins of the leg designs begins, taking inspiration from the sturdy forms of the goats.
1 Dice
Crafting +10
[Metallurgy I]
[Golem Crafting I]
[Copper Ore]
[Tin Ore]
[Heart Crystals]

> Academy (4/6): Desks and chairs and workbenches are all good and well, but now comes the difficult task of writing a curriculum.
1 Dice
[Carpenter I]
[Stone Mason I]
[Library I]

> Expand the Mines (2/7): A few attempts are made to revise the golem instructions to be a bit more efficient.
1 Dice
Hard Labor +5
[Mines I]
1 Bronze Golem Workers +0.9 [Civ]
[Lumber Mill I]
[Basic roads II]
>>
Will post, been busy all of today
>>
TURNS 16-20

>>5973750
>Necran Holdings
1-2) The scouts return with news
>Other
Expedition Report (1/1)
Resource Rumor (1/1)
3) Prospecting 5/6
4) The most rudimentary road system is up and going
>Other
[Basic roads II]
5) Animal HusbanDO (3/6)
6) A handful of watch towers is safeguarding the border
>Other
[Border forts I]
7) Nails, Bolts and Screws!
>Tech
[Construction I]
8) Medicine 2/6
9) The most basic unit is being assembled (3/6)
10) Necromancy, ho! (3/6)

TURN 27

>>5973550
>The Mountain Confederation
... are you playing as Albania?
1-3) This whole industry thing is starting to attract the weirdest people to the towns (11/24)

>>5973780
>Serene Republic of Enlightened Goatmen
1) It's about time to finally build that promised new capital
>Building
[Lumber Mill I]
2) Most goats forgot there even was some orchard expansion planned
>Building
[Orchards II]
>Other
[Fresh produce]

>>5973782
>Silver Guardians
1) Something went horribly, terribly wrong, because when legs are inserted into the newest prototype golem, the creature bolts forward and just keeps going, damaging and destroying everything on its path, disappearing in the wilderness eventually. The loses both for the project and the Guardians are hard to measure
>PICK ONE
Turn [Forge I] into Damaged Forge (1/1)
- 2 progress on golem assembly
>Making it (3/7)
>OR
- 4 progress on golem assembly
+ 1 progress needed to finish the golem
>Effectively making it (1/8)
2) The academy gains a charter, a handful of most basic textbooks and the first batch of students
>Building
[Academy I]
3) The mines expansion is almost there. A big crane is build over the copper pit, which should make the excavating easier (8/9)
>>
Rolled 21, 10, 43 = 74 (3d100)

>>5973934
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]

....noooo
>>Continue industrialization.
>>
File: Capra.jpg (60 KB, 564x564)
60 KB
60 KB JPG
Rolled 91, 49 = 140 (2d100)

>>5973934
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
>Military
>Others:
[Copper Ore]
[Land Survey For Capraopolis (1/1)]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
>In Development:
N/A

Turn 27
1-2. It is time to begin the construction of Capraopolis the new capital of the Serene Republic of Goatmen, so many have died to bring safety to the community and the creation of this city will be the realization of that dream. From across the republic resources would be gathered to the surveyed location and slowly the first city of the Republic would be created. Wood and stone would be used to create sturdy homes for the Goatmen all surrounding a great Council House where the republic will be ruled from. As payment the workers will be provided with fresh produce and clean water everyday that they labor.
+[Copper Tools]
+[Construction I]
+[Lumber Mill I]
+[Quarry I]
+[Land Survey For Capraopolis (1/1)]
>>
Rolled 92, 94, 28 = 214 (3d100)

>>5973934

- 4 progress on golem assembly
+ 1 progress needed to finish the golem

Through the wall covered in the schematics. Redirected from the forges via a quick strike with a sledge. Over the goat pens, down a cliff, bouncing off a rock, then into the woods. Clouds of birds marked its path for some time. With a sigh, the First Exemplar gives the order to retrieve the prototype.

> Golem Teamsters 1/8. HOLD.

> Find and Recover the prototype golem! It has to be stuck somewhere. Right? ?/?
2 Dice

> Finish the mine! 8/9
1 Dice
>>
Rolled 72, 36 = 108 (2d100)

>>5973024
>Population: 99400
>Military:
3 Worker Swarms [Militia]
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]
[Construction I]
[Strong Bodies]
>Building
[Nursery I]

Unfinished Projects
3/6 Tele-Antennae
2/6 Brain Aphids
3/6 Tunnel Roads
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
4/6 Ore Deposit
3/6 Writing
2/8 Tree Settlements
4/6 Feudalism
2/6 Winged Ants
4/6 Honey Ants
2/6 Smelting
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication

Turn 24
Action 1 We should finish those Leaf Fungus Farms, to provide food for our growing populace 5/6
[Tools I]
[Construction I]

The Brain Aphids are also necessary, to help control the evolution and development of the hive 2/6
>>
Rolled 83, 99 = 182 (2d100)

>>5974360
Turn 25
Action 1 Keep helping the Brain Aphids to grow 4/6

Action 2 Tele-Antennae will make all our projects more efficient by providing better communications! 3/6
>>
Rolled 58, 32 = 90 (2d100)

>>5974361
Turn 26
Action 1 The Brain Aphids, now equipped with good communication antennae, works hard on our writing system 3/6

Action 2 Let us continue with the Ore Deposit work! 4/6
>>
Rolled 86, 83 = 169 (2d100)

>>5974363
Turn 27
Better writing, brain ahpids, communications, surely the the issues of smelting will not elude us now! 2/6

Turn 28
A fuedal structure will help to keep the hive organized and protected, with good leaders capable of managing and responding 4/6
>>
>>5974365
That should be Turn27
Action 1 and action 2
>>
Rolled 22, 27, 53, 21, 66, 96, 95, 42, 72, 89 = 583 (10d100)

>>5973934
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Construction I]
>Other
[Basic roads II]
[Border forts I]

Actions
Act on the Expedition Report and properly explore the area for any interesting locations such as caves and lakes [2d100]
Look into the Resource Rumor [2d100]
Prospecting 5/6 [1d100]
Animal HusbanDO (3/6) [2d100]
Medicine 2/6 [1d100]
The most basic unit is being assembled (3/6) [1d100]
Necromancy, ho! (3/6) [1d100+ Necromancy]
>>
Sorry, got banned for 24 on all boards

TURNS 21-23

>>5974479
>Necran Holdings
1,2) Dice returned to player
3,4) Dice returned to player
>That's not how it works. The report is consumable that YOU declare as useful stuff when doing some things, rather than exploring already explored stuff.
>When doing something that could benefit on being previously explored, you simply have to declare using consumable - in this case the report - and it's bunch of banked successes
>Compare Goatmen this turn, who didn't roll enough for their capital, but used a consumable
>You have 4d100 returned back, hence turn 23, not 25
5) Prospected
>Other
Resource Rumor (1/1)
6,7) Animal Husbando
>Tech
[Animal Husbandry I]
>Other
Wild Animal Specimen (1/1)
8) Medicine (4/6)
9) Unit!
>Military
1 Necran Militia [Militia]
10) Necromanced!
>Tech
[Necromancy I]

TURN 28

>>5973942
>The Mountain Confederation
The industrialisation goes on a snail's pace (14/24)

>>5973953
>Serene Republic of Enlightened Goatmen
Thanks to the now a bit dusty survey and easy access to materials, the construction goes extra fast, situating all the important structures nearby and yet creating a harmonious urban area
>Other
[Capraopolis, Pearl of the Republic]
[Capital II]
REMOVE Land Survey For Capraopolis (1/1)

>>5974149
>Silver Guardians
1,2) The golem prototype is found eventually, continuously moving forward against a rock hard enough to stop it. The prototype is disabled, retried, examined, fixed and put into service, along with finishing the rest of the batch
>Military
1 Bronze Golem Teamsters +1.5 [Civ]
>The recovery is effectively the same action as finishing the golem anyway
3) With the calamity gone, the mine expansion is finished
>Building
[Mines II]
>>
TURN 27

>>5974360
>>5974361
>>5974363
>Formicus Imperia
1) Farms UP
>Building
[Leaf Fungus Farms I]
2,3) Brain Aphids
>Other
[Brain Aphids]
4) Antenae!
>Other
[Tele-Antennae]
5) Writing!
>Tech
[Communication I]
>Other
[Literacy]
6) Ore Deposit!
>Building
[Mines I]
7) Smelting up!
>Tech
[Smelting I]
8) Ants! Going Feudal!
>Tech
[Society I]
>Other
[Feudalism]

Please don't split moves like this, it was an endless back and forth between posts to keep track of stuff
>>
Rolled 79, 95, 40 = 214 (3d100)

>>5974920
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas

>Continue the great leap forqard MORE INDUSTRY
>>
Rolled 69, 44, 5, 64, 47, 45, 7, 99, 56, 1 = 437 (10d100)

>>5974920
Ahh gotcha, misunderstood.

Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Construction I]
[Animal Husbandry I
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
>Military
1 Necran Militia [Militia]

After reviewing the Expedition report, we find a large cave which could possibly be used either as a basic quarry or a greater fortification.
The Resource Rumor leads to us finding a large copper vein.
We find a docile 8-legged bovine that we can easily farm and breed.

Actions:
>Medicine [2d100]
>Build Pastures [2d100]
>Build Quarry [2d100]
>Build Workshops [2d100]
>Research Copper Working [2d100]
>>
Rolled 51, 69 = 120 (2d100)

>>5974929
Gotcha, will keep it all in one.

>Population: 99400
>Military:
3 Worker Swarms [Militia]
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
>Building
[Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
>Other
[Brain Aphids]
[Tele-Antennae]
[Feudalism]

Unfinished Projects
3/6 Tunnel Roads
5/6 Leaf Fungus Farms
4/6 Dinosaur Domestication
8/12 Mountain Hive
2/8 Tree Settlements
2/6 Winged Ants
4/6 Honey Ants
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication

Action 1
>3/6 Tunnel Roads
We are far more equipped to tackle this project now than we were before. Tunnels will not only be vital to the growth of the hive via logistics, but most importantly allow for rapid movement of ant forces from hive to settlement and the borders.
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]

Action 2
>Worker-Militia Standardization.
>Project to make it so the more [Worker Militia] I have in my standing forces, I also gain bonuses to construction and large projects
>This could be the creation of a new unit type(?) or a refluffing of the army structure 3/6
The humble yet mighty Worker Ant is the backbone of our society. Able at once both to build, to harvest, and to fight for their Queen. Nature has blessed us with a natural order.

They serve function in times of Peace and War. Let us organize our army structure with them as the backbone. Perhaps some sort of "Corps of Engineering" as it were. Get the Brain Aphids on the case! Our new abilities to organize and communicate will surely come in handy here, as will many strong bodies.
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
>>
>>5975101
Btw if I need to make an action to specifically combine smelting + tools into copper tools let me know. Wasn't sure which if any techs applied.
>>
Rolled 93, 18 = 111 (2d100)

>>5974920
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
>Military
>Others:
[Copper Ore]
[Corpse of the Beast (1/1)]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]
>In Development:
N/A

Turn 28
1. Within the center of Capraopolis a massive shrine to the Ancestors will be created with a centerpiece being the bones and pelt of the Fanged One. Around the Fanged One altar copper protective trinkets modeled in the image of its victims and slayers will be placed to provide a powerful protective aura to the city. In this shrine members of the capital will be able to burn offerings to the ancestors and seek wisdom from those that came before.
+[Capraopolis, Pearl of the Republic]
+[Protective Trinkets]
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
+[Capital II]
+[Corpse of the Beast (1/1)]

2. On the outskirts of the capital a new barracks was created for the Patrolmen, many had been lost and the slow training had hampered the ability of the Republic to respond to threats.
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
>>
Rolled 17, 25, 97 = 139 (3d100)

>>5974920

TURN 28

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)

> Metallurgy experts gather to refine their art, and perhaps even find a way to alloy Heart Crystals and Bronze together.
1 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]

> The demand for quality tools is higher than ever and the people gather to expand the toolmaker facilities.
1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]

> In the midst of all the crafting, some simple farm work gets done, and some straightforward fields of flax are planted. Admittedly its golem labor that clears the fields of tree and boulder, and fine bronze tools certainly make the work easier.
1 Dice
Hard Labor +5
[Toolmaker I]
1 Bronze Golem Workers +0.9 [Civ]
>>
TURNS 24-28

>>5975008
>Necran Holdings
1,2) Remedies!
>Tech
[Medicine I]
3,4) Pastures for rowdy animals (3/6)
5,6) Blocks, stones and pebbles
>Building
[Quarry I]
7,8) Workshop, go!
>Building
[Workshop I]
9,10) Copper working
>CRIT FAIL!
The newly build workshop is aflame. The Necrans and their undead thralls die by the dozen in the massive fire started by the smelting experiment.
>Other
[The Great Fire of Holdings]
A permanent effect that needs to be addressed first, damage assessment when suppressed/faction wiped out
>REMOVE
[Workshop I]

>After reviewing the Expedition report, we find a large cave which could possibly be used either as a basic quarry or a greater fortification.
>The Resource Rumor leads to us finding a large copper vein.
>We find a docile 8-legged bovine that we can easily farm and breed.
Use them as part of your rolls, love. Like adding the bovine to the [Pasture II] expansion or a [Leatherworker I] so it can finish faster on a single die ;)

>>5975101
>Formicus Imperia
1) The new net of tunnels makes inner-hive logistics a breeze
>Other
[Hive Tunnels I]
2) A new set of ants is being bred. They might make the old Worker Militia obsolete, but that's for the betterment of the hive (4/7)

>>5975123
You don't. There is no point in over-granulising things. Think broad and big, not minutiae details

TURN 29

>>5974974
>The Mountain Confederation (aka Albania)
The industrial district in every major settlement is up and going. New workshops, new crafting shacks, new yards... and a whole lot of permits for it all
>Tech
[Crafting I]
>Other
[Industrial Districts I]
[Production I]

>>5975349
>Serene Republic of Enlightened Goatmen
1) There are clearly mixed feelings among the builders and the people visiting the finished shrine. On one hand, the beast have slain so many of the young and promising. On the other - it was heroically put down...
>Building
[Shrine I]
>Other
[Capraopolis, Pearl of the Republic]*
>I know it doesn't look like much of a difference, but I need a tracker on this, so the * is a pretty big deal
2) Just like the initial drive to the ranks, the barracks for existing soldiers follow suit - barely any difference between the empty lot and few weeks of work put into construction (1/6)

>NOTE
You are in a position to swiftly increase your Power rating

>>5975402
>Silver Guardians
1) So far, it seems nobody can figure out where to even start and how to keep the crystals undamaged with so much heat from smelting (1/9)
2) With the surplus material and the teamster golems bringing them in a steady flow, the annex to the workshop is being quickly put up together (2/9)
>Note - the unit should be plural, golems, my bad
3) The land is cleared, plowed and planted in record time. Not even the best farmers could do it so fast
>Building
[Fields I]
>If it has to be flax specifically, add
Flax (1/1)
>>
Rolled 20, 45, 77 = 142 (3d100)

>>5974974
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]

>>5975487
>Expand the confederation further!
>>
Rolled 52, 69 = 121 (2d100)

>>5975487
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
>Military
>Others:
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development:
N/A

Turn 28
1. Even with the lack of will from the people Baaran will continue to force through the construction of the Barracks 1/6
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]

2. Cultivating power!
>>
TURN 30

>>5975499
>The Mountain Confederation
New drive to the frontier begins, with written allotments of land for settlers - that first have to be taken (9/24)

>>5975872
>Serene Republic of Enlightened Goatmen
1) It's almost embarrassing how many things require personal supervision of Baaran
2) Power, soon to be unlimited! (4/?)
>>
Rolled 6, 81, 27 = 114 (3d100)

>>5975877
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]

Dice 1 & 2 Continue to expand the frontiers

Dice 3 send out scouts to see if there are other nations nearby. Maybe make a map in the process
>>
Rolled 34, 40, 88, 33 = 195 (4d100)

>>5975487
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
[Medicine I]
[Quarry I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
[The Great Fire of Holdings]
>Military
1 Necran Militia [Militia]

Actions
>Attempt to stop the Fire [3d100]
>Pastures [1d100+Bovines]
>>
>>5975487

TURNS 30-31

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)

> Metallurgy studies continue. Perhaps powdering the crystals first is the way forward. Or overcharging them? (1/9)
2 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]

> An argument breaks out in the tool workshop over just how many kinds of spanners should exist. (2/9)
2 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]

> A professor at the Academy starts to study birds and leaves on the wind and hot embers rising from the fire. (Aerodynamics? Flight?)
2 Dice
[Library I], [Academy I]
>>
Rolled 35, 1 = 36 (2d100)

>>5975877
>Name:
Serene Republic of Enlightened Goatmen
>Leader's name:
First Speaker Baaran
>Race(s):
Goatmen
>Color(for if/when I get a map):
>General location:
Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:
Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:
First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:
The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850
>Military:
1 Goatman Patrolmen +0.9
>Power level: 1
>Tech Level: 1
>Bonus:
Recruitment: +10
Shamanism: +5
>Tech:
[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
>Buildings:
[Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
>Military
>Others:
[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Capraopolis, Pearl of the Republic]*
>In Development:
N/A

Turn 31
1. Finish construction of the Barracks 5/6
+[Copper Tools]
+[Quarry I]
+[Lumber Mill I]
+[Construction I]

2. Cultivating power! 4/?
>>
Rolled 20, 62, 9, 62, 2, 47 = 202 (6d100)

>>5976074
Doh
>>
>>5976093
My capacity to roll below average does not disappoint I see.

> "Professor? Please step away from the ledge, I don't think that design can hold your-"
> CRUNCH
> "weight..."
>>
Rolled 49, 97, 2, 90, 43, 19 = 300 (6d100)

>Population: 99400
>Military:
3 Worker Swarms [Militia]
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
>Building
[Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
>Other
[Brain Aphids]
[Tele-Antennae]
[Feudalism]

Unfinished Projects
4/6 Dinosaur Domestication
8/12 Mountain Hive
2/8 Tree Settlements
2/6 Winged Ants
4/6 Honey Ants
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
3/6 Irrigation
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication

Turn 29
Action 1
>Worker Militias 3/6
Let us keep reorganizing the Militia-Workers. Servants of the Queen in War and Peace!
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]

Action 2
>8/12 Mountain Hive
With renewed vigor and ingenuity, let us complete the great Mountain Hive!
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]


Turn 30
Action 1+2
>2/8 Tree Settlements
The great Tree Settlements will surely bolster the size and scope of our great Imperia!
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]

Turn 31
Action 1
>3/6 Irrigation
Shovels, picks, strong backs and good logistics will see that new irrigation channels are dug, to provide water to hive and farm
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]

Action 2
>4/6 Dinosaur Domestication
Those great and mighty beasts of burden and ferocious war animals will soon be ours to tame and use.
[Brain Aphids]
[Tele-Antennae]
[Strong Bodies]
>>
THIS IS THE FINAL GUARANTEED UPDATE UNTIL 21st APRIL. ANY UPDATE PRIOR TO 21st IS GOING TO BE A RANDOM CHANCE, WITH ZERO GUARANTEE EVEN A SINGLE UPDATE WILL HAPPEN.
I WILL BE IN LITERAL BACKWOODS, SO FUCKING FIGURE.
GAME WILL RETURN TO MOR REGULAR FIXTURE WHEN I WILL RETURN IN THOSE EIGHT DAYS

TURN 29-30
>>5976040
>Necran Holdings
1-3) All efforts and even some necromancy are used to kill the raging inferno (9/?)
4) The multi-legged animals fill up the free space, ignoring the panic around them (6/9)

TURN 31
>>5975934
>The Mountain Confederation
1,2) At this pace, the confederation will run out of mountains to take over (14/24)
3) Ha ha, very funny with that map bit (1/16)

>>5976074
>>5976093
>Silver Guardians
1,2) Maybe better not overcharge anything. Especially not things that can explode, kill a load of people and destroy their lab, too (5/9)
3,4) It all always just boils down to that one crucial spanner in the works to make things grind into a halt (6/9)
5,6) ... daydreaming? fantasising? (?/?+?)
>It's borderline punishment, but still no progress due to cancelling out by the 2

>>5976091
>Serene Republic of Enlightened Goatmen
1) The barracks are up and going
>Building
[Barracks I]
2) Yeah, the peace lasted too long. And there weren't enough problems with the fighting force of the Republic. It started in the barracks and then quickly spread. Then one of the sergeants declared himself the new king, emperor even. It was all funny, until the rebellious, militarised youth didn't start an open revolt
>CRIT FAIL!
>Other
[Billy Goat Rebellion] (3/3)
>In 3 turns, the rebels will win, unless put down or quelled
>Talking about cliffhangers here

>>5976111
>Formicus Imperia
1) New mod... new breed of ants is ready to serve
>Military
1) Soldier-Workers +0.6 [Large]
2) The massive expansion of the Hive is finally ready and operational
>Other
[Mountain Hive]
3,4) With so much space in the new tunnels of the Hive, there seems to be little point to settle in the giant trees, too... yet the orders were clear (4/8)
5) The water is slowly filling up the shallow canals
>Other
[Irrigation I]
6) Well, maybe another day, dino-riders will happen... but it is not that day! (5/6)
>>
Rolled 88, 40, 30 = 158 (3d100)

>>5976241
>>5975934
>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]

>Dive 1 2 & 3 continue settling the land by sending out brave colonizers and supplied by the industrial sectors. They will be aided by the scouts that failed to get very far
>>
Rolled 61, 7, 42, 14 = 124 (4d100)

>>5976241
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
[Medicine I]
[Quarry I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
[The Great Fire of Holdings]
>Military
1 Necran Militia [Militia]

Actions
>Rebuild Workshops [2d100]
>Build Copper Mine [1d100+Resource Rumor]
>Pastures [1d100]
>>
Rolled 2, 24 = 26 (2d100)

>Population: 99400
>Military:
3 Worker Swarms [Militia]
1 Soldier-Workers +0.6 [Large]
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
>Building
[Mountain Hive]
[Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
>Other
[Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]

Unfinished Projects
5/6 Dinosaur Domestication
4/8 Tree Settlements
2/6 Winged Ants
4/6 Honey Ants
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication

Turn 32
Action 1
>Tree Settlements 4/8
Some have asked "why the tree settlements? Have we not but just built the hive, are not the caverns vast?"
The future, my fellow sister ants. It is for the future we build, not the present. One day the Mountain Hive shall be teeming, and so too the trees crawling with ants, as the Imperia expands outward. We lay the foundation for future growth of a truly mighty civilization!
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]

Action 2
>Tree Settlement Princess
As part of the grand and glorious expansion, the Queen seeks again to enoble her best and mightiest daughters to become Princesses in their own right, enabling them via mutation and phermone that they might themselves lay eggs and sire from brave Princes. The first of such Princesses will be granted the first Tree Settlement, that she may establish a domain there, in fealty to the Queen of the Mountain Hive. Already the Brain-Aphids, with long experience tending to the Queen, make plans to gather the choices fungus and pick the best suitable candidates that will take to the enobling process better, communing with the hive at length to look for one such ant woman of the right calibre with a staunch body like our beloved Empress.
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]
>>
Let's hope I remember my trip right

TURN 32

>>5976468
>The Mountain Confederation
The new frontier is almost settled - sparsely and with a thin net of settlements, but it's no longer an untamed wilderness at this point (23/24)

>>5976603
>Necran Holdings
1, 2) The workshop is hastly put back, in hopes that it might provide tools to deal with the ongoing fire, or at least organise the effort
>Building
[Workshop I]
3) Strike the earth! The new mine is set up
>Building
[Mines I]
>Other
[Copper Ore]
4) Those damned animals seem to be resilient not just to the inferno, but also attempts to simply move them between grazing spots! (6/9)
>No progress due to low roll

>You still have the fire going, it's currently at 9/? to quench it
>Also, Medicine most definitely goes to tech, love ;)

>>5977552
>Formicus Imperia
1) The answer comes by itself - the branches, overloaded with ants and their construction, break down, damaging the site and also killing many, falling down. Due to the damage of the branches, it will now take extra effort to re-establish planned constructions (2/9)
>Other
REMOVE 200 population
>Punitive roll outcome
2) Since the expansion toward the new frontiers recently halted down due to a tragic accident, the breeding and rising of new Princesses is postponed (1/6)
>>
>>5979671
... this trip?
>>
Rolled 50, 69, 97 = 216 (3d100)

>>5979671

THE REF LIVES!

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]

>Salim After industrializing and settling the frontier will like his predecessor retire. he has served the Confederation well and has earned his rest. Meanwhile the halls of the Confederation welcomes the new first speaker a young woman named Nala Al-Din. she promises to expand the horizons of the confederation and ensure the safety of new frontiers

>Dice 1: Finish settling the frontiers
>Dice 2&3: Build several training grounds to prepare for the new military reforms
>>
Rolled 46, 6, 46, 24, 41, 98 = 261 (6d100)

>>5976074

TURNS 32-33

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
Heart Crystals (1/1)
Good Morale (1/1)

> Metallurgy studies continue. That's it! The crystals possess a natural charge that must be drained first, then they'll drink in the heat of the metal and...(5/9)
1 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]

> No one can deny the wall hung with 82 unique spanner types looks amazing. It's not tilting forward is it?(6/9)
1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]

> There is an incident involving a goats bladder, a naked professor, and a large tub of water. The assistant will recover eventually. Probably. We might even find the bladder once it stops bouncing! (Hot air balloons?) ?/?+?
2 Dice
[Library I], [Academy I]

> Emergency Bunkers: After the runaway golem incident there has been an increasing demand for disaster preparation. These heavy stone bunkers set into the hillside are the first step.
2 Dice
Hard Labor +5
Mason, Golem Workers,
>>
>>5979825
> Only above average roll of six is for the emergency bunker
> 98
Are the dice trying to tell me something? At least 6 barely eeks into Do Nothing instead of Punitive.
>>
Rolled 83, 98 = 181 (2d100)

Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Shelters I]
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Shrine I]
[Quarry I]
[Workshop I]
[Mines I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
[The Great Fire of Holdings]
[Copper Ore]
>Military
1 Necran Militia [Militia]

>Actions
>Fight Fire [2d100]
>>
TURN 33
Ok, that's the second and final "on the road" update. Next one will happen only once I will return home, some 40-48 hours from now

>>5979704
>The Mountain Confederation
1) The new frontier welcomes all, being a motley collection of small settlements and villages
>Other
[Land Expansion II]
2,3) Meanwhile in the heartland of the Confederation, the first real military facility is established
>Military
[Training Grounds I]

>>5979825
>Silver Guardians
1) .... and now it's just a matter of doing this in a repeatable pattern to make sure the new alloy is stable (8/9)
2) Since everyone was busy checking the stability of the spanner wall (and getting to a safe distance from it), no actual progress on Toolmaker was done (6/9)
3,4) The bladder is found, and the traumatised assistant is given a comfort blanket. Time to see what the hell they were researching here (3/6)
5,6) Spacious, comfortable for prolonged stay and extra-resistant, the new bunkers dot the hills
>Military
[Defense Bunkers I]
>Other
[Emergency Bunkers]

>>5979901
>Necran Holdings
The great fire is finally out. Time to assess the losses and damages
REMOVE
[The Great Fire of Holdings]
[Shrine I]
[Shelters I]
ADD
[Damaged Shrine I]
[Damaged Shelters I]
>Both require repair job, this action can be taken together and it doesn't require that much progress to finish - just saying
>>
Rolled 30, 34 = 64 (2d100)

>>5981303
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Damaged Shrine I]
[Damaged Shelters I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
[Copper Ore]
>Military
1 Necran Militia [Militia]

>Actions
Repair shrine and shelters
Pastures
>>
Rolled 50, 99, 44 = 193 (3d100)

>>5981303

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion I]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]

>Train Mage Scouts in the new training ground and mage schools. They will be less focused on actual combat and more on survival and exploration. Their training regimen will also try to rectify the failure of previous scouting expeditions
>>
TURN 34
Home, very cold home

>>5981379
>Necran Holdings
1) The burned out beams are replaced with fresh ones and smoldered walls are being painted over... (2/4)
2) You'd think it takes much less effort to wall off a part of grazing land and call it a day with a pasture (8/9)

>>5981505
>The Mountain Confederation
1-3) A group of more adventure-inclined apprentices are hand-picked for the project and taken for some camping to get hang of the basic survival stuff
>Military
1 Mage Scouts [0.9] [Mag] [Scout]
>I assume Magic Theory I was involved, but I need SPECIFIC components of making units listed. This does make a big difference. Think SMAC and its unit assembler
>Also, your sheet is seriously outdated
>>
Rolled 53, 86, 29 = 168 (3d100)

>>5982590
Yes magic Theory was involved apologies, also what is SMAC?


>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion II]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]

>Dice 1:Send out Mage Scouts to make contact with other Civs
>>1 Mage Scout [+0.9] [Mag] [Scout]
>Dice 2 & 3: Expand the constituency of the confederacy to incorporate the new lands into the bureaucracy
>>[Frontier Settlements] [Confederate Bureaucracy I] [Bureaucracy III] [Magistrate I] [Land Expansion I] [Code Of Barnabas]
>>>INCREASE P O W E R
>>
>Just updating my character sheet


>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion II]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]
[Training Grounds I]
[Fertility Holiday]
>>
Rolled 74, 64 = 138 (2d100)

>>5982590
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Damaged Shrine I]
[Damaged Shelters I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
[Copper Ore]
>Military
1 Necran Militia [Militia]

>Actions
Repair shrine and shelters
Pastures
>>
TURN 35

>>5982687
>The Mountain Confederation
1) What was that famous quote about wizards and going for adventure... (4/16)
2-3) The power of BUREAUCRACY! Respect my loicense! (6/?)

>>5984273
>Necran Holdings
1) The repairs are finally done, with fresh coat of paint added in the end
REMOVE
[Damaged Shrine I]
[Damaged Shelters I]
ADD
[Shrine I]
[Shelters I]
2) After the whole eternity, the pastures are finally ready, with the bovines carelessly munching on grass
>Building
[Pastures II]
>Other
[Hides]
>>
Rolled 79, 77, 77 = 233 (3d100)

>>5984328

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion II]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]
[Training Grounds I]
[Fertility Holiday]

>Dice 1: Continue the wizard adventure we must find other peoples!
>Dice 2 & 3: WE WILL MAKE LICENSES FOR LICENSES
>>
Rolled 92, 13 = 105 (2d100)

>>5984328
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
>Other
[Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
>Military
1 Necran Militia [Militia]

>Actions
Research better weapons [1d100]
Research better tools [1d100]
>>
Rolled 82, 21, 50, 99, 95, 66 = 413 (6d100)

>>5981303

TURNS 34-35

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines II], [Quarry I]
[Toolmaker I], [Forge I]
[Goat Pasture I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech
[Metallurgy I]
[Golem Crafting I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers]
Heart Crystals (1/1)
Good Morale (1/1)

> Metallurgy! Document! Replicate! Test!(8/9)
1 Dice
[Metallurgy I]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Forge I], [Library I], [Academy I]

> Back to work on the Toolmaker II!(6/9)
1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]

> Through enough excited babbling about air being water, and hot air rising and a paper lantern drifting it slowly becomes apparent that maybe the professor is onto something.(Hot air balloons?) 3/6
1 Dice
[Library I], [Academy I]

> Paper Mill - The chalk dust is getting intolerable, and the ever increasing need to write things down is getting higher and higher.
2 Dice
[Toolmaker I]
[Lumber Mill I]
1 Bronze Golem Workers +0.9 [Civ]

> Candle Maker - Paper and candles. What could go wrong here?
1 Dice
[Toolmaker I]
[Bee Keeper I]
>>
TURN 36

>>5984642
>The Mountain Confederation
1) The wizards are frolicking through the countryside (9/16)
2,3) Permit to engage with power (16/?)

>>5984906
>Necran Holdings
1,2) With all the effort put into developing better means of killing things dead, nobody paid much attention to figure out how to put two spanners together
>Tech
[Weapon Making I]

>>5984965
>Silver Guardians
1) The new means of forging are finally fully tested
>Tech
[Metallurgy II]
2) If only the humble toolmaker shop could go in such pace (8/9)
3) This whole concept of flight without your own wings seems a bit of a stretch, but it looks harmless enough, with nobody jumping off their window yet
>Tech
[Flight Theory I]
>Yes, this does has practical application
4,5) Since the whole flight thing seems to require copious amounts of paper, too
>Building
[Paper Maker I]
>Other
Big Stack Of Paper (1/1)
>The dice really hates you
6) Let's just hope nobody ends up getting ideas about setting lanterns over the library. Or the academy (4/6)
>>
Rolled 50, 67, 28 = 145 (3d100)

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion II]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]
[Training Grounds I]
[Fertility Holiday]

>Dice 1: Continue the frolick, probably should change stance to remain hidden when meeting new peoples as some may not be friendly to begin with
>Dice 2 & 3: MORE POWER!!!
>>
Rolled 96, 93 = 189 (2d100)

>>5985330
Fair enough

Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
>Other
[Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
>Military
1 Necran Militia [Militia]

>Actions
Research transportation [1d100]
Research better tools [1d100]
>>
TURN 37

>>5985341
>The Mountain Confederation
1) The wizards are going on an adventure! (12/16)
2, 3) UNLIMITED* POWER!
*real results might vary from advertisement (22/?)

>>5985706
>Necran Holdings
1) The bovines aren't perfect for draft animals, but it's better than nothing and can carry more than rised skeletons
>Tech
[Transport I]
2) Not being distracted by anything now, the exact same crafters who were figuring out weapons, now put their minds into tools to make them happen.
>Tech
[Tools I]
>Good rolls just got mercilessly sniped
>>
>>5985709
Necron loves me, this I know
For the dice, they tell me so~

Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other
[Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
>Military
1 Necran Militia [Militia]

>Actions
Build underground shelters [1d100]
Expand settlements [1d100]
>>
Rolled 97, 4, 43 = 144 (3d100)

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion II]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]
[Training Grounds I]
[Fertility Holiday]

>Dice 1: we're so close! CONTINUE THE EXPEDITION
>dice 2&3: I call upon our power UNLIMITED BUREAUCRACY WORKS
>>
>>5985709
Aw yeah we're back. Lemme put some actions real quick, sorry I've not been posting as much.
>>
Rolled 93, 9, 68, 8, 97, 41 = 316 (6d100)

>>5985330

TURNS 36-37

>Population: 10000
>Power level: 2
>Tech Level: 1
>Bonus:
Crafting +10
Hard Labor +5
>Building
[Mines II], [Quarry I], [Toolmaker I], [Forge I], [Goat Pasture I], [Paper Maker I]
[Library I], [Temple I], [Lumber Mill I], [Bee Keeper I], [Heart Crystal Mine I], [Carpenter I], [Stone Mason I], [Academy I], [Farms I]
>Tech
[Metallurgy II], [Golem Crafting I], [Flight Theory I]
>Military
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Defense Bunkers I]
>Other
[Basic roads II]
[Copper Ore], [Tin Ore], [Heart Crystals]
[Emergency Bunkers]
Heart Crystals (1/1)
Good Morale (1/1)
Big Stack Of Paper (1/1)

> Toolmaker II (8/9):
1 Dice
Crafting +10
Hard Labor +5
[Toolmaker I]
[Carpenter I], [Stone Mason I]
1 Bronze Golem Teamsters +1.5 [Civ]

> Candle Maker (4/6):
1 Dice
[Toolmaker I]
[Bee Keeper I]

> Architecture Tech: There are big dreams of a vast Shining City...and big dreams need big plans!
2 Dice
[Library I]
[Paper Maker I]
[Academy I]

> Quarry II: A big city is going to need a lot of stone. Send in the golems!
2 Dice
1 Bronze Golem Workers +0.9 [Civ]
1 Bronze Golem Teamsters +1.5 [Civ]
[Toolmaker I]
>>
>>5985902
Whoops, forgetting to check the name field.
>>
Rolled 94, 10 = 104 (2d100)

>>5985736
>>
TURN 38

>>5985736
>>5986126
>Necran Holdings
1) A new, underground lai... shelter is ready
>Military
[Underground Shelters I]
>Other
[Underground Shelters]
2) Since most of the attention and effort went into digging, nobody did any surface building
>No progress due to low roll

>>5985790
>The Mountain Confederation
1) Swosh! The wizards simply teleported back, with all the intel in tow
>Other
Expedition Report (1/1)
Resource Rumour (1/1)
Ruin Findings (1/1)
2) ... no permit for that kind of power! HALT! (23/?)

>>5985902
Ha! The mask is off!
>Silver Guardians
1) Toolmaker's workshop is finally expanded with not one, nor two, but three racks of spanners!
>Building
[Toolmaker II]
2) Which naturally means everyone went to celebrate the results, than working on candles (4/6)
3,4) With few quick sketches, a new concept of Shining City looks at least nice on paper... (4/6)
5,6) With the extra pairs of the broze golems, the quarry is expanded in double time!
>Building
[Quarry I]
>Other
[Surplus Stone]
Surplus Stone (1/1)
>>
Rolled 51, 17, 58 = 126 (3d100)

>Population: 10700
>Power level: 2
>Tech Level: 1
>Bonus:
+5 Research
+1 Defense
>Buildings
[Mage School I], [Magistrate I] [University I]
>Techs
[Construction II], [Bureaucracy III], [Magic Theory I]
[Confederated Bureaucracy I ®] [Army Professionalism I] [Crafting I]
>Military
[Border forts II]
2 Border Guards [+0.3], 1 Battle Mage [0.6] [Mag]
>Other
[Land Expansion II]
[Frontier Settlements]
[Code of Barnabas]
[Industrial Districts I]
[Production I]
[Training Grounds I]
[Fertility Holiday]
Expedition Report (1/1)
Resource Rumour (1/1)
Ruin Findings (1/1)

>>>Dice 1, 2 & 3: BIG BUREAUCRACY BEEEAAAM! MORE POWER
>>
>>5979671
>Population: 99200
>Military:
3 Worker Swarms [Militia]
1 Soldier-Workers +0.6 [Large]
>Power level: 1
>Tech Level: 1
>Bonus: Population Growth modifier
>Tech
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Society I]
>Building
[Mountain Hive]
[Nursery I]
[Leaf Fungus Farms I]
[Communication I]
[Mines I]
[Hive Tunnels I]
>Other
[Brain Aphids]
[Tele-Antennae]
[Feudalism]
[Irrigation I]

Unfinished Projects
5/6 Dinosaur Domestication
2/9 Tree Settlements
2/6 Winged Ants
4/6 Honey Ants
3/6 Textiles
2/6 Arcane Antennae
4/6 Magi
2/6 Underground Mushrooms
1/6 Underground Culvitating
3/6 Music
5/6 Dyes
3/6 Army Structure
0/6 Arcane Communication
>>
Rolled 31, 80, 22, 68, 31, 59, 43, 23, 65, 37 = 459 (10d100)

>>5986346
Turn 33
Action 1
>2/9 Tree Settlements
Do not be daunted by defeat, the ants must triumph
[Tools I]
[Smelting I]
[Construction I]
[Strong Bodies]
[Communication I]
[Tele-Antennae]

Action 2
>Tree Princesses 1/6
The future of expansion of Imperia rests with these young women
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]

Turn 34
Action 1+2
>The Hivemind
>aka Telepathic Bureacracy
>Goal is to gain another action
The Aphids have agree'd that a stronger, more unified, more organized Imperia will achieve far greater success. So they are devising a means to unify the many voices of the ants into one.
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]

Turn 35
Action 1+2
>The Hivemind
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]

Turn 36
Action 1+2
>The Hivemind
[Feudalism]
[Society I]
[Brain Aphids]
[Communication I]
[Tele-Antennae]
[Strong Bodies]

Turn 37
Action 1
>2/6 Arcane Antennae
Action 2
>4/6 Magi
This ethereal force, able to propel messages beyond the range of normal ants, is believed to be the key to unlocking superior communication, and therefor organization, across vast distances
>>
>>5986347
Forgive me btw if this is an assumption, I see a few other people rolling 3d100s and thought they were doing ordnung und sauberkeit to improve their action economy
>>
Rolled 44, 15 = 59 (2d100)

>>5986128
Necran Holdings
>Population: 10000
>Military:
>Power level: 1
>Tech Level: 1
>Bonus:
Necromancy +10
Survival +5
>Building
[Walls I]
[Cemetery I]
[Storage Depo I]
[Well I]
[Quarry I]
[Workshop I]
[Mines I]
[Shrine I]
[Shelters I]
[Pastures II]
[Underground Shelters I]
>Tech
[Necran Fortifications I®]
[Nutrition I]
[Medicine I]
[Construction I]
[Animal Husbandry I]
[Necromancy I]
[Weapon Making I]
[Transport I]
[Tools I]
>Other
[Basic roads II]
[Border forts I]
[Copper Ore]
[Hides]
[Underground Shelters]
>Military
1 Necran Militia [Militia]

>Actions
Expand quarry [1d100]
Expand settlements [1d100]



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