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File: Placement.png (1.25 MB, 1920x1014)
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Welcome, Monarch, to the world of Maversia. It has been nearly a century since the great Karamian Empire retreated across the sea to their home island. In their retreat they have left behind new lands for your people to move into and begin to thrive. Some bring with them knowledge, while others inherit the peoples and knowledge left behind by the Karamian Empire as it left. The land where gods once walked with men is now to be inherited by a new group of peoples. Will your civilization stand the test of time that the Karamians crumbled under? Or will you too join the endless dust of the fallen?

To Start
Race: (Include details if not a generic race)
Location:
Fluff:

How to Play?

Each turn Roll 4d100 for actions.
Actions can build, expand, attack, recruit, conduct diplomacy, and research. The primary gameplay loop is to develop your provinces, attack your neighbors, and acquire more provinces or more opportunities to develop the provinces you have.

Catch Up Mechanic: If you missed a turn, roll for that turn in addition to the current turn. If you have missed more than three turns, you receive 2 points for each turn that has gone by. Assign those to your provinces or to technologies.

The game will begin once we have 4 players. The game is always open to new players, so feel free to jump in if you see the chance!
>>
Full rules are shared here.
>>
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>>6063746

Name: Tribes of Hakar
Race: Human
Location: Eastern Edge of the Map
Fluff: Tribes of hardy raiders from the eastern wastes that clashed with the Karamian Empire. At the height of the empires power they did little more then steal cattle and raid undefended homesteads but now with it's withdrawal they have come in a vast migration to claim the fertile borderlands as their home. They ride upon long legged desert birds known as Kharaks which are just as deadly as their rider slashing out with talon and beak. New to the settled lifestyle they farm little and prefer to herd cattle, goats or sheep for sustenance. While considered a primitive people they delight in oral traditions telling great tales of their ancestors and performing hour long songs to the delight of those around their campfires.
>>
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>>6063746
Name: Valey of Verona
Race: Human
Location: Center-North River
Fluff: The Veronians were humble farmers with no grand goals beyond a fruitful harvest and good health, perfectly content to pay taxes to the Empire and practice their religion, which was a combination of the local folk beliefs and the Karamian’s. The only major developments they cared to make was any discovery that would make their homesteading lifestyle easier. Now with their former rulers having left this land behind, the Valey deems it upon themselves to bring stability and prosperity to the quaint region, and ideally without conflict because violence is taboo in their culture. The Veronas are known for their tall and slim physique as well as their hair which is as white as fresh snow.
>>
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>>6063746
Race: Elves
Location: The mouth of the large river valley in the north.
Name: Askaluge Confederacy
Color 1: Gold / Color 2: Black
Fluff: The Askaluge Confederacy have since time immemorial been not a confederacy but itinerate Elves wandering first from the Feywild and then to the timeless and infinite realms of the Astral Sea where the War in Heaven has raged eternally. The Astral Confederacy has been yet another of the endless casualties flung from this realm into a primitive and dirty realm of earth, fire, water, and air, all mixing together to the intense disgust of my people. We have subjugated a few of the savages inhabiting this place, and to our horror discovered they grow their food right out of the mud of the river banks they call the Rushing Bend in their languages. In Elven, the Askaluge.
>>
>>6063746
Name: Mankania
Race: Mankeans (humanoid plants that are mostly omnivorous, soil being their staple food. they look like just some green dudes, but got leaves for hair, wood for bones, the whole shabang. women's hair blooms into flowers when pollinating season comes. pollinated women grow (a) baby-shaped fruit(s) on their head until it falls off. dunno if OP needs more info)
Location: on the North-East lake with the 3 rivers flowing in
Fluff: The Mankeans (literally: the speakers) are a shy and isolationist folk, who always hid away from those who cannot speak. In ancient times they had warred with them, but would be slaughtered in every battle. The departure of those who cannot speak however, was a sign of the divine, a sign of the ancestors and the Eternal Root righting the wrong that has been done to the Mankeans. It is for this reason the Mankeans aim to reclaim the lands of their ancestors, as is their birthright. Though no one knows how big or small their supposed birthright truly is, many claim it to be the whole world, because the Root wills it.

preferred map colors: purple with brown border

idk if I need a picture

also I got a question regarding gameplay

will we need the entire rule set from the get-go, or will you ease us into the game mechanics over time?
>>
>>6063746
Name: Clans of Glacialis
Race: Yeti
Location: Eastern mountain range on the ice
Fluff: The yeti have fiercely defended their mountain homes for thousands of years. When the mighty Karamian Empire invaded the continent the many clans came together to unify under a single banner. It took many bloody battles and many yeti strongholds fell but in the end the yeti outlasted the empire. Due to their history they are a militant and isolationist nation however that can't last forever.
>>
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>>6063746
Race: Naga
Location: see image
Fluff: Believing themselves to be one of the first races they believe they have the divine right to rule over the twisted races made by the usurper gods. They see the empire leaving as a sign that the old gods have returned and it is time to rule once more.
>>
>>6063746

Name: Unchained

Race: Orcs

Location: Somewhere on the coast.


Fluff: Clan of Fishermen sometimes pirates. Karamian kept them in check, fishing limits, no war boats, and of course taxes. Free from the parasites that are now hanging from trees. The Orcs dust off their jolly rogers ready for conquest and plunder.
>>
>>6063746

Race: Lumpmen. Measuring a meager two feet high with squat egg shaped bodies. A miserable patchwork of scale, fur and skin covers them. It is unclear if the Lumpmen are forgotten experiments, a race cursed by the gods, or some other miserable result of miserable circumstance. The Karamian Empire largely ignored them, and indeed the Lumpmen have likely not even noticed their absence. Dim of intelligence, perhaps the only charitable thing that can be said of them is their attitude, which rarely wavers from dour resignation.
Location: Picture
>>
Please post your sheets with every ROLL POST. This will make it easier for you and I to track what happens to your civ!
>>6063790
Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry II, Husbandry I, Carpentry I
Province: Hakaria | Pop: 5, F: 3+(2), P: 2+(3), W: 1, Up: 0 | 10 free slots
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton)
Resources: 1 Wood (Acacia), 3 Soil, 1 Metal (Tin)
Produced: 2 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0
-----

>>6063831
Name: Duchy of Verona
Race: Humans
Trait: Idyllic Breadbasket
Farms produce 1 extra Food. -1 Combat bonus.
Technology: Agriculture II, Husbandry I, Handweapons I, Metallurgy I, Administration I
Province: Holboneton Valley | Pop 8, F: 5+(4), P: 2+(1), W: 1, Up: 0 | 11 free slots
Developments: Pasture I (Anzalatrosi), Farm II (Argalatri), Mine I (Gorbo)
Resources: 1 Metal (Iron), 1 Wood (Ash), 3 Soil
Units: 1 Guards (Handweapons I)
------

>>6063835
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I
Province: Agartha | Pop: 4, F: 4+(2), P: 3, W: 1, M: 2 Up: 0 |
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad)
Resources: 2 Soil, 1 Metal, 2 Wood
Units: 1 Arcanists [Mystic I] Up: 0
-----

>>6063897
Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Spears I, Bows I, Agriculture I, Carpentry I
Province: Riverlands | Pop: 3, F: 4+(3), P: 1+(1), W: 0, Up: 0 | 9 free slots
Developments: Logger I (Holton), Farm II (Stansfield)
Resources: 4 Soil, 1 Wood (Dogwood)
Units: 2 Warriors [Spears I] Up: 0

To answer your question: The only rules terribly relevant for the first few turns are the ones around production. Each building has a production cost and takes a resource slot. Your province needs to have that much production, you need to have the right tech level, and you need to have an associated open resource. For example you have 4 soil so you could build 3 more farm or pasture developments. Each one costs 1 Production, so this turn you could build 2 new farms or pastures. Once your province runs out of free tiles you will only be able to upgrade the ones you have. Expanding gives you another province to build in. Recruiting new troops works similarly. Troops have a cost, and new ones will cost upkeep.
>>
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>>6063746
Name: Republic of Skatria
Race: Lizardfolk
Location: Pic Related
Fluff: With the retreat of the Karamians, the City of Skat was left to the local lizardfolk; a populous long subjugated by the Empire. Now free to rule themselves, the Skatrian lizardfolk are building for themselves a society that favours intelligence, industry and community connections.
>>
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>>6063746
Oh great, a 2nd builder!
I even know this particular ruleset (or at least its basis). Let's hope most people won't drop off in first week and the game will survive first month

Name: The Free-Freebooter Hold
Race: Lizardmen
Location: As shown
Fluff: Poorly maintained ruins of the long lost colony of the forgotten for even longer Second Illustrious Snakemen Empire, along with shanties around it. Now populated by the descendants of the workforce operating the former colonial estate. The lizardmen participate in typical seaborn activities: fishing, collecting flotsam and riding shores of everywhere they can reach. As former slaves of the hated snakefolk, even centuries later the lizardmen have no masters and no rulers, always ready to defend their sacred freedom with all means necessary.
>>
>>6064116
Oh come on, I wanted to be the lizards!
>>
>>6064157
You know the two lizard rule!
>>
>>6064160
No, I don't.
I guess I will just have to eat his eggs while he's busy.
>>
>>6064160
>>6064157
The nagas were the first scalies
>>
>>6064166
That's precisely why down with the snake overlords!
>>
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Rolled 85, 34, 76, 85 = 280 (4d100)

>>6064107
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I
Province: Agartha | Pop: 4, F: 4+(2), P: 3, W: 1, M: 2 Up: 0 |
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad)
Resources: 2 Soil, 1 Metal, 2 Wood
Units: 1 Arcanists [Mystic I] Up: 0
---
1) Recruit Shock Troops
We will press the local tribes into a melee unit of savage attackers to protect our Mystics.
2) Recruit Riders
We will press the local tribes into a skirmisher and light cavalry unit to protect our Mystics
3) Build Pasture
The mud-grown food of this realm is unfit for civilized consumption, we will focus on raising animals to purify the grasses and shrubs into edible milk and meat.
4) Expand Upstream
With a basic military, we will cow the tribes of this valley into the Confederacy with a show of force.
---
Unsure if we're supposed to start yet, just gonna go for it.
In province notation I've gathered F and P probably stand for Farm and Pasture. What do W and M stand for?
Is there an important difference between farms and pastures or is it just based on what the terrain can support? IRL farms produce far more calories but are far more labor and resource intensive, but I don't know how you'd balance that in this kind of game.
>>
>>6063903
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I
Province: Yepal | Pop: 3, F: 2+(2), P: 2+(1) W: 1 Up: 0 |
Developments: Pastures II (Wisterton), Mine I (Craftbury)
Resources: 2 Metal (Silver, Iron), 2 Soil, 1 Wood
Units: 1 Axemen (Handweapons I) Up: 0

-----
>>6063974
Name: Kingdom of Jarri-Ania
Race: Naga
Trait: Feudal Overlords
Gain extra 1d4+1 tiles on expansion.
Technology: Spears I, Bows I, Agriculture I, Carpentry I
Province: Rajaran | Pop: 4 F: 4+(2), P: 1+(1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I, Farm I, Mine I
Resources: 1 Metal (Iron), 4 Soil
-------
>>6064032
Name: Unchained Confederacy
Race: Orcs
Trait: Seaborn
[Ships] Gain +2 Combat bonus. -1d4 tiles on expansion.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Goreland | Pop: 5 F: 4+(2) P: 3+(1) W: 0 Up: 0 | 7 free tiles
Developments: Logger I (Roclifton), Fishery I (Dunsdon), Harbor I (Kuurlit), Fishery I (Caney)
Resources: 2 Wood, 2 Soil, 1 Metal
Units: 1 Longship [Ship]
--------
>>6064065
Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture I
Province: Pop: 5, F: 3+(2), P: 2(+1), W: 0 Up: 0 | 7 free tiles
Developments: Farm I (Khar), Farm I (Unbiz), Mine I (Shathar)
Resources: 3 Soil, 1 Metal, 1 Wood
-------
>>6064116
Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Spears I
Province: Iaxos | Pop: 3, F: 3+(1), P: 3(+1), W; 0 up: 0 | 10 free tiles
Developments: Farm I (Lotan), Logger I (Albomyardge)
Unit: 1 Spearmen [Spear I]
-------
>>6064181
F is food, P is Production, W is Wealth, and M is Mana.
>>
>>6064183
>F is food, P is Production, W is Wealth, and M is Mana.
Ah, okay. And I see I probably need a [Mount] resource to make cavalry. And can't even build pastures since I only have farms. I'll wait a bit and let other people make their roll posts so I can learn a bit more about the subtleties of the game before I make my corrections.
>>
>>6064183
>The other lizard got stats already
>I did not
THIS MEANS WAR!
>>
Rolled 91, 43, 72, 27 = 233 (4d100)

>>6064107
Name: Duchy of Verona
Race: Humans
Trait: Idyllic Breadbasket
Farms produce 1 extra Food. -1 Combat bonus.
Technology: Agriculture II, Husbandry I, Handweapons I, Metallurgy I, Administration I
Province: Holboneton Valley | Pop 8, F: 5+(4), P: 2+(1), W: 1, Up: 0 | 11 free slots
Developments: Pasture I (Anzalatrosi), Farm II (Argalatri), Mine I (Gorbo)
Resources: 1 Metal (Iron), 1 Wood (Ash), 3 Soil
Units: 1 Guards (Handweapons I)
------
1. Research fishing.
With an abundant source of water right at their feet, it’d be foolish not to explore another source of nourishment.
2. Research religion.
The Veronans are a very devout people. Possibly in part due to their unique religion.
3. Upgrade pasture.
Having more meat and dairy to enrich their diet can’t hurt.
>>
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>>6064148
Name: Free Freebooter Hold
Race: Lizardmen
Trait: Seaborn
[Ships] gain +2 Combat Bonus. -1d4+1 tiles on conquest.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Dagger Coast | Pop: 3, F: 2+(1), P: 2+(3) W: 0 Up: 0
Developments: Logger I (Penbury), Fishery I (Yanma), Harbor I (Kihuldock), Carpenter I (Comburgh)
Units: 1 Cog [Ship]

-------

Game BEGINS. The wheel turns for the first of many decades to come for the civilizations of the Great Lake Bertoningt. In FIVE TURNS the wheel will shudder and the first WORLD EVENT will take place. Feel free to ask any questions you might have and roll your turns!
>>
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>>6064190
You do need a Mount resource for Cavalry. You can acquire one by building a Stable and having Husbandry or by trading another player for their Mount. Just be aware of the food upkeep cost of Stables!

-----

To all players: Attached is the heightmap for the region. Orange to Red and White tiles are all Mountains, which contain substantial combat penalties. Plan accordingly!

[Ship] units can only be battled by other [Ship] units but are limited to capturing coastal tiles only. Do not neglect your navy!

Trade actions do exist. It works like any other diplomacy action, and receives bonuses from the diplomacy and any other later created technology. You can give to exchange resources, units, tech, or even tiles this way.
>>
>>6064209
I'm not 100% sure but Verona may have wanted the strait connecting the inland sea to the northern ocean/bay in the top middle of the map.
>>
>>6064202
>End up literally on the other side of the island I wanted to be
One job...
>Province: Dagger Coast | Pop: 3, F: 2+(1), P: 2+(3) W: 0 Up: 0
What are the weird things in the brackets?
>Logger I (Penbury), Fishery I (Yanma), Harbor I (Kihuldock), Carpenter I (Comburgh)
What are the weird things in the brackets 2: Bracketmania?
>>
>>6064222
Brackets is the amount added by developments. You have a fishery which adds 1 food. You have both a logger and a carpenter which adds 3 production. The names next to the developments are just the names of the individual little towns inside the province. Not useful, just adds flavor. When you build developments you can name them and they show up on the map.
>>
>>6064229
Logger isn't even specified in the rules.
>names of the individual little towns inside the province. Not useful, just adds flavor
Can I skip them? They add many things, but flavour is not on the list for me. I assume you have some thick Excel sheet to keep track of it anyway
>P: 2+(3) W: 0
>W: 0
Ok, so don't have Lumber Mill, so I don't get any wood. How do I get wood?

Is there a version of the rules that's kid-friendly? Or mentally challenged friendly? Because I didn't even start and I'm already lost
>>
>>6064231
Logger and Lumber mill are the same thing. I just couldn't decide which name I wanted to go with for it. I actually missed a line of text on your sheet entirely so I've updated it below. You can build 1 more lumber mill before you need to explore the province some more to find more resources. The W doesn't mean wood it means Wealth which your province isn't producing yet.

>>6064202
Name: Free Freebooter Hold
Race: Lizardmen
Trait: Seaborn
[Ships] gain +2 Combat Bonus. -1d4+1 tiles on conquest.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Dagger Coast | Pop: 3, F: 2+(1), P: 2+(3) W: 0 Up: 0
Developments: Lumber Mill I (Penbury), Fishery I (Yanma), Harbor I (Kihuldock), Carpenter I (Comburgh)
Resources: 2 Wood, 3 Soil
Units: 1 Cog [Ship]
>>
Rolled 60, 89, 38, 24 = 211 (4d100)

>>6064183
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I
Province: Yepal | Pop: 3, F: 2+(2), P: 2+(1) W: 1 Up: 0 |
Developments: Pastures II (Wisterton), Mine I (Craftbury)
Resources: 2 Metal (Silver, Iron), 2 Soil, 1 Wood
Units: 1 Axemen (Handweapons I) Up: 0

>Research religion
It is time to restore the rites of the frost mother that was forgotten in the times of war. It is believed that the frost mothers tears formed all life on this continent.
>2+3 Research masonry
To properly honor the frost mother we will need to build temples in her honor and to do that first we must learn how to shape and extract stone from the earth.
>Build an additional pasture
It will be necessary to rear more mountain animals so that we can sustain a higher population.
>>
Rolled 73, 62, 19, 75 = 229 (4d100)

Ok, let's do this, even if I still have no idea what and how

Name: Free Freebooter Hold
Race: Lizardmen
Trait: Seaborn
[Ships] gain +2 Combat Bonus. -1d4+1 tiles on conquest.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Dagger Coast | Pop: 3, F: 2+(1), P: 2+(3) W: 0 Up: 0
Developments: Lumber Mill I (Penbury), Fishery I (Yanma), Harbor I (Kihuldock), Carpenter I (Comburgh)
Resources: 2 Wood, 3 Soil
Units: 1 Cog [Ship]

1) Build more fisheries
2) Expand toward the location I wanted to start
3) Build lumber mill (two dice)
>>
Rolled 53, 50, 79, 52 = 234 (4d100)

>>6064183

Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture I
Province: Pop: 5, F: 3+(2), P: 2(+1), W: 0 Up: 0 | 7 free tiles
Developments: Farm I (Khar), Farm I (Unbiz), Mine I (Shathar)
Resources: 3 Soil, 1 Metal, 1 Wood

> Build a Farm
> Build another Farm
> Build all those Farms
> Build a mine

The lumpmen wake up from their hollows in the earth and rise, bleary eyed. The post lump has come and gone, leaving the little carved stones that constitutes a lump letter. The bumps and thumps and rumps have made their decision. The lumpmen will dig in the dirt, as their misshapen fathers before them, planting gourds and squashes and of course melons. A few will dig deeper, for lumps of ore and stone.

> Kingdom of Khabuz
Hehehe kingdom of melons
>>
>>6064247
You only have the Soil resource for one more farm, but you can use 2 of those farm rolls to research agriculture 2 so next turn you can upgrade your farms to level 2. You also already have a mine using the 1 Metal resource the province has discovered, but you can use that roll to make a forge instead. The cost of these 2 constructions would be 3 production, exactly what you have for this turn.
>>
>>6064252
Helpful info. Can you tell me about recruiting armies. What kind of resources will I need to recruit my shocktroops, for example?
>>
>>6064260
For your Shock Troops all you'll need is a weapon tag to give them. Polearms, bows, hand weapons, etc. Then it's all about paying the cost of the unit. A Shock Troop with Polearms I would cost 1+1 Production, and needs to be recruited in a province with access to at least 1 Wood resource. If they had hand Weapons instead it would need to be recruited in a province with Metal access. Your province has both wood and metal, so you can really pick and choose which weapon direction you'd like to go in. You'll just need to spend an action to research a weapon type first.

Lets say you were trying to recruit 3 Shock Troops, you'd need to recruit them in a province that meets these criteria:
Has 3 free Pop
Has 6 Production
Has 3 Wood or Metal Resources.
>>
Rolled 65, 84, 48, 3 = 200 (4d100)

>>6064209
Name: Kingdom of Jarri-Ania
Race: Naga
Trait: Feudal Overlords
Gain extra 1d4+1 tiles on expansion.
Technology: Spears I, Bows I, Agriculture I, Carpentry I
Province: Rajaran | Pop: 4 F: 4+(2), P: 1+(1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I, Farm I, Mine I
Resources: 1 Metal (Iron), 4 Soil

As the nagaraja flares his hood he gives his first command. "If our Gods have returned we must remember their ways."
> Research religion
"We shouldn't blindly charge into the lands we are trying to reclaim."
>Research scouting
"We must use the skills we have."
>Develop lumber mill
"And learn how to use what the empire left behind"
>Research metallurgy
>>
>>6064252
Yeah, that sounds good. Thought the resources were what was available, didn't realize it showed things already in use.
>>
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Rolled 54, 63, 62, 31 = 210 (4d100)

>>6064202
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I
Province: Agartha | Pop: 4, F: 4+(2), P: 3, W: 1, M: 2 Up: 0 |
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad)
Resources: 2 Soil, 1 Metal, 2 Wood
Units: 1 Arcanists [Mystic I] Up: 0
---
1) Research Polearms
We will uplift the primitives here by teaching them about polearm combat.
2) Build Woodcutter
We begin cutting down the 'trees' for cheap hafts.
3) Build Woodcutter
These 'trees' are pretty great, actually. Everything else is still gross though.
4) Research Agriculture II
Askaluge has noted the methods used by the savages to hack their food up from the mud and animal dung, and we think we can do better. We will test out some alternatives this season to see what works.
>>
>>6064271
I'm realizing that it might be confusing so I'll rework the sheet a little with the end of this turn so its more clear what's available vs. what it being used.
>>
Rolled 13, 94, 88, 42 = 237 (4d100)

>6064183

Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Spears I
Province: Iaxos | Pop: 3, F: 3+(1), P: 3(+1), W; 0 up: 0 | 10 free tiles
Developments: Farm I (Lotan), Logger I (Albomyardge)
Unit: 1 Spearmen [Spear I]

----

1: Research Fishing
We have a site on a small river; but more importantly the sea's just there, guys. Let's learn to fish.

2: Research Masonry
3: Research Metallurgy
Let's get our heads together, see if we can come up with something...

4: Build another Farm
The masses need their feed

...Also, I appear to have no resources. Do I need to explore/research to find some?
>>
>>6064275
This is my punishment for working on this while my attention was split. Your sheet is going to use the new set-up that will hopefully be clearer.

Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Spears I
Province: Iaxos | Pop: 3, F: 3+(1), P: 3(+1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I (Lotan), Logger I (Albomyardge)
Free Resources: 2 Soil, 1 Wood, 1 Stone
Used Resources: 1 Soil, 1 Wood
Unit: 1 Spearmen [Spear I]
>>
Rolled 8, 63, 12, 11 = 94 (4d100)

>>6064107

Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Spears I, Bows I, Agriculture I, Carpentry I
Province: Riverlands | Pop: 3, F: 4+(3), P: 1+(1), W: 0, Up: 0 | 9 free slots
Developments: Logger I (Holton), Farm II (Stansfield)
Resources: 4 Soil, 1 Wood (Dogwood)
Units: 2 Warriors [Spears I] Up: 0

no idea yet what I'm doing, but

>build carpenter
>research logistics
>attack a province neighboring to the north
>train additional spearman

I would like to know how you imagined commands to be given out exactly
and also, what my trait does, unless it's supposed to be a secret
>>
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>>6064202
Ah, I meant to have Verona be around here. A river’s a river though, so I can’t complain.
>>
>>6064283
Oh, so you DON'T have an Excel sheet.
Well, I expect now nothing less than abandonment by the end of the week.
>>
Rolled 80, 92, 25, 78 = 275 (4d100)

>>6064183
Name: Unchained Confederacy
Race: Orcs
Trait: Seaborn
[Ships] Gain +2 Combat bonus. -1d4 tiles on expansion.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Goreland | Pop: 5 F: 4+(2) P: 3+(1) W: 0 Up: 0 | 7 free tiles
Developments: Logger I (Roclifton), Fishery I (Dunsdon), Harbor I (Kuurlit), Fishery I (Caney)
Resources: 2 Wood, 2 Soil, 1 Metal
Units: 1 Longship [Ship]

Build mine.
Build carpenter.
Research Sailing.
Research Administration.

Chaos erupts as the orcs retake their territory; infighting starts as the gangs of orcs battle over leadership from the void left by the Karamians. Roclifton gets busy building a workshop, a clan of craftsmen, they know whoever wins this power struggle will need their boats. Fisherorcs no longer have to worry about curfews some choose to ditch their land legs and live life on their dinghies. One thing the orcs liked from the Karamians was cold hard metal, a scouting party is formed looking for veins.
>>
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Great turn out for the first turn. And good rolls as well! This turn I'm changing the sheet a little bit for better readability. Let me know if this is better or what changes I should make to it for you. In the following turns I'll instead have you add the results onto your sheets rather than me updating them wholesale for you.

>>6064275
Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Polearms I, Masonry I, Metallurgy I
Pending Research: Masonry II 1/2, Metallurgy II 1/2
Province: Iaxos | Pop: 4, F: 3+(2), P: 3(+1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I (Lotan), Logger I (Albomyardge), Farm I (Causted)
Free Resources: 2 Soil, 1 Wood, 1 Stone
Used Resources: 1 Soil, 1 Wood
Unit: 1 Spearmen [Polearm I] Up: 0

>Masonry, Metallurgy successful. +1 progress to next level from high rolls. Farm built.
The Skatrians focus themselves on research developments and make great breakthroughs in metallurgy and masonry practices. A farm is constructed in the meantime to improve food production.
------
>>6064272
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I, Polearms I
Pending Research: Agriculture II 1/2
Province: Agartha | Pop: 5, F: 4+(2), P: 3(+2), W: 1, M: 2 Up: 0 | 10 free tiles
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth)
Free Resources: 1 Metal
Used Resources: 2 Soil, 2 Wood
Units: 1 Arcanists [Mystic I] Up: 0

>Polearms researched. 2 Woodcutters built. +1 progress to Agriculture II.
While some in the Elven Overcourt debated the wisdom of arming primitives, they ultimately went ahead with the idea anyway. The start was developing polearms for them to use. What was necessary overall was for more production to be available in the Confederacy so so a series of lumber mills were constructed.
>>
>>6064285
>Your trait's effect is the sentence below the name. As for commands, those are however you'd like them to be. If there is a leadership group that gives commands that can be how its done. It could just be the general direction you'd like your civilization to advance in. Maybe they only decide actions by augury. It's up to you! If you'd like to expand, you'll want to take an expansion action. Attacks would be against other peoples on the map.
Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Logistics I
Province: Riverlands | Pop: 4, F: 4+(3), P: 1+(1), W: 0, Up: 0 | 9 free slots
Developments: Logger I (Holton), Farm II (Stansfield)
Free Resources: 3 Soil
Used Resources: 1 Wood
Units: 2 Warriors [Polearms I] Up: 0

>Logistics I researched.
Mankanians have a hard series of years. Labor is scarce. They do improve their knowledge of logistics through necessity, as getting food to hard hit areas is important.
---

>>6064268
Name: Kingdom of Jarri-Ania
Race: Naga
Trait: Feudal Overlords
Gain extra 1d4+1 tiles on expansion.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Religion I, Scouting I, Metallurgy I
Province: Rajaran | Pop: 5 F: 4+(2), P: 1+(1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I (Nivium), Farm I (Anuzaddzir), Mine I (Shiz)
Free Resources: 2 Soil
Used Resources: 2 Soil, 1 Metal

>Religion I, Metallurgy I, Scouting I researched. +1 Progress to Scouting II from high roll. You lack the wood resource for a lumber mill. I moved this roll to researching Metallurgy so you can build a Forge next turn for more production. If you want wood though you'll need to scout.
The Naga find divinity in the heat and dance of fire. Nothing was more civilized than the harnessing of the flame and the taming of wood by axe and torch. Scouting methods are likewise improved.

-----
>>6064247
Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture II
Province: Pop: 6, F: 3+(3), P: 2(+3), W: 0 Up: 0 | 7 free tiles
Developments: Farm I (Khar), Farm I (Unbiz), Mine I (Shathar), Farm I (Bizaralarag), Forge I (Gakinb)
Free Resources: 1 Wood
Used Resources: 3 Soil, 1 Metal

>Agriculture II researched. Farm built. Forge built.
Lumpmen lived an idyllic life. They farmed their simple crops. They forged their simple tools. Life was easy. Peaceful. Aggressively slow. Made all the better with iron hoes.
>>
>>6064307
Name: Unchained Confederacy
Race: Orcs
Trait: Seaborn
[Ships] Gain +2 Combat bonus. -1d4 tiles on expansion.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Goreland | Pop: 6 F: 4+(2) P: 3+(1) W: 0 Up: 0 | 7 free tiles
Developments: Logger I (Roclifton), Fishery I (Dunsdon), Harbor I (Kuurlit), Fishery I (Caney), Carpenter I (Brampseare), Mine I (Gamerham)
Free Resources: 1 Wood, 2 Soil
Used Resources: 1 Wood, 1 Metal
Units: 1 Longship [Ship] Up: 0

>Carpenter I, Mine I built. Administration I researched.
Gorok Bloodtusk proved himself to be quite the leader of Orcs. Under his firm hand the first true Orcish administration is developed and immediately tasks workers to build a new mine and carpenter. The Orcs are better prepared now than ever.
>>
>>6064307
Name: Unchained Confederacy
Race: Orcs
Trait: Seaborn
[Ships] Gain +2 Combat bonus. -1d4 tiles on expansion.
Technology: Sailing I, Fishing I, Carpentry I, Naval I, Administration I
Province: Goreland | Pop: 6 F: 4+(2) P: 3+(1) W: 0 Up: 0 | 7 free tiles
Developments: Logger I (Roclifton), Fishery I (Dunsdon), Harbor I (Kuurlit), Fishery I (Caney), Carpenter I (Brampseare), Mine I (Gamerham)
Free Resources: 1 Wood, 2 Soil
Used Resources: 1 Wood, 1 Metal
Units: 1 Longship [Ship] Up: 0

Turn 2 starts now!
>>
>>6064340
You missed this
>>6064239
>>
>>6064343
Yes I did. One of my posts didn't go through.

>>6064243
Name: Free Freebooter Hold
Race: Lizardmen
Trait: Seaborn
[Ships] gain +2 Combat Bonus. -1d4+1 tiles on conquest.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
Province: Dagger Coast | Pop: 3, F: 2+(1), P: 2+(3) W: 0 Up: 0 | 9 free tiles
Developments: Lumber Mill I, Fishery I, Harbor I, Carpenter I, Lumber Mill I, Fishery I
Free Resources: 3 Soil
Used Resources: 2 Wood, 3 Soil
Units: 1 Cog [Ship]
-
Province: Sword Cliffs | Pop: 1, F: 2, P: 1, W: 2
Developments:
Free Resources: 2 Precious Metal, 1 Soil, 1 Metal

>Expansion. Fishery I, Lumber Mill I built.
Freebooters crawl along their island, setting up new fishing towns and lumber villages. The Sword Coast is settled.
-----
>>6064195
>Just a note, you'll need Husbandry 2 for Pastures 2. You rolled high enough to get 1 point toward researching it so I put the 27 there.
Name: Duchy of Verona
Race: Humans
Trait: Idyllic Breadbasket
Farms produce 1 extra Food. -1 Combat bonus.
Technology: Agriculture II, Husbandry I, Handweapons I, Metallurgy I, Administration I
Pending Research: Fishing II 1/2
Province: Holboneton Valley | Pop 9, F: 5+(4), P: 2+(1), W: 1, Up: 0 | 11 free tiles
Developments: Pasture I (Anzalatrosi), Farm II (Argalatri), Mine I (Gorbo)
Free Resources: 1 Wood, 1 Soil
Used Resources: 1 Metal, 2 Soil
Units: 1 Guards [Handweapons I]

>Fishing I, Religion I researched. +1 Progress to Fishing II, Husbandry II.
With Verona at peace and free from threats she continued her research into methods of increasing food availability for her citizens.

-----
>>6064239
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I, Religion I, Masonry II
Province: Yepal | Pop: 4, F: 2+(2), P: 2+(1) W: 1 Up: 0 | 12 free tiles
Developments: Pastures II (Wisterton), Mine I (Craftbury)
Free Resources: 1 Precious Metal, 1 Soil, 1 Wood
Used Resources: 1 Metal, 1 Soil
Units: 1 Axemen [Handweapons I] Up: 0

>Masonry II, Religion I researched.
Yeti had a notorious reputation for being simple brutes. The Imperials were always too quick to judge what they didn't understand. The Yeti had their own ways of thinking; ways which proved exceptionally productive in this turn of the wheel.
>>
Rolled 35, 25, 56, 15 = 131 (4d100)

>>6064335
Name: Kingdom of Jarri-Ania
Race: Naga
Trait: Feudal Overlords
Gain extra 1d4+1 tiles on expansion.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Religion I, Scouting I, Metallurgy I
Province: Rajaran | Pop: 5 F: 4+(2), P: 1+(1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I (Nivium), Farm I (Anuzaddzir), Mine I (Shiz)
Free Resources: 2 Soil

The nagaraja continues to have his people relearn the old ways.
>Research religion
Meanwhile he has those who understand flames best make a place for themselves
>Develop Forge
He sends scouts into the land south of their territory
>Scout south
And has them discuss what they learned from the mission
>Research scouting
>>
Rolled 21, 40, 31, 10 = 102 (4d100)

>>6064345
Name: Duchy of Verona
Race: Humans
Trait: Idyllic Breadbasket
Farms produce 1 extra Food. -1 Combat bonus.
Technology: Agriculture II, Husbandry I, Handweapons I, Metallurgy I, Administration I
Pending Research: Fishing II 1/2
Province: Holboneton Valley | Pop 9, F: 5+(4), P: 2+(1), W: 1, Up: 0 | 11 free tiles
Developments: Pasture I (Anzalatrosi), Farm II (Argalatri), Mine I (Gorbo)
Free Resources: 1 Wood, 1 Soil
Used Resources: 1 Metal, 2 Soil
Units: 1 Guards [Handweapons I]

>Develop Temple.
The Veronan religion values humility and simplicity, and it shall be reflected in their temple.
>Research Sailing.
The farther out they can sail, the larger the fish they can catch.

Also I couldn’t find anything about research costs in the PDF, assuming I didn’t just miss it, which I might’ve.
>>
Rolled 55, 45, 41, 50 = 191 (4d100)

>>6064345
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I, Religion I, Masonry II
Province: Yepal | Pop: 4, F: 2+(2), P: 2+(1) W: 1 Up: 0 | 12 free tiles
Developments: Pastures II (Wisterton), Mine I (Craftbury)
Free Resources: 1 Precious Metal, 1 Soil, 1 Wood
Used Resources: 1 Metal, 1 Soil
Units: 1 Axemen [Handweapons I] Up: 0

>Explore province
The Yeti are eager to find a good location to extract stone from.
>Build Forge
Those who want to create are welcomed at the forge, men and women alike. The talent for creation is a most sacred gift from the frost mother herself.
>Research administration
The administration is delegated to the women of Glacialis as per the rites. Most men do not mind the power imbalance as they are committed to training and martial pursuits in case another invasion happens.
>Research construction
The yeti want to improve their constructions to show off that they are a civilized people and not savages
>>
Rolled 80, 77, 26, 14 = 197 (4d100)

>>6064345
Name: Free Freebooter Hold
Race: Lizardmen
Trait: Seaborn
[Ships] gain +2 Combat Bonus. -1d4+1 tiles on conquest.
Technology: Sailing I, Fishing I, Carpentry I, Naval I
-
Province: Dagger Coast | Pop: 3, F: 2+(1), P: 2+(3) W: 0 Up: 0 | 9 free tiles
Developments: Lumber Mill I, Fishery I, Harbor I, Carpenter I, Lumber Mill I, Fishery I
Free Resources: 3 Soil
Used Resources: 2 Wood, 3 Soil
Units: 1 Cog [Ship]
-
Province: Sword Cliffs | Pop: 1, F: 2, P: 1, W: 2
Developments:
Free Resources: 2 Precious Metal, 1 Soil, 1 Metal

Ok, so I build a Lumber Mill, and didn't get Wood back.
Wy posting PDF rulebook, when its content has zero value?

Research
1) Metallurgy
2) Construction
3) Agriculture
4) Jeweling
>>
>>6064383
In fact, I didn't get food, either.
Seriously, OP, what the fuck?
>>
>>6064368
You've still got 2 actions left to use for your turn. Technology doesn't have a cost, it just requires a certain number of points to go up a level. The first level is easy and can be done with one point. Higher levels get progressively harder.

>>6064383
I do miss things managing sheets, so I appreciate when players point out that something is missing from it. Ideally here once people learn them a little better I can simply direct in the results what additions to make to them and the players can do that without me needing to post the entire sheet which can result in these types of errors. I'll update it for you with the turn's results.
>>
Rolled 28, 40, 88, 55 = 211 (4d100)

>>6064333
Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Polearms I, Masonry I, Metallurgy I
Pending Research: Masonry II 1/2, Metallurgy II 1/2
Province: Iaxos | Pop: 4, F: 3+(2), P: 3(+1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I (Lotan), Logger I (Albomyardge), Farm I (Causted)
Free Resources: 2 Soil, 1 Wood, 1 Stone
Used Resources: 1 Soil, 1 Wood
Unit: 1 Spearmen [Polearm I] Up: 0

1: With our new knowledge of Masonry, we strike a Quarry!

2: Our investigations into Masonry were very forthcoming. Delve further into research of Masonry II.

3: Of course, once we're extracting stone we'd better learn some methods to make buildings and structures using it. Research Construction.

4: Expand toward that ridge of high hills! But don't go beyond them, they'll be difficult to traverse; instead, spread along using the ridge of the peninsula's heights as a natural border.
>>
>>6064395
That helps. Thanks, QM.
>>6064368
add
>Research Scouting.
>Scout south along the river.
>>
>>6064358
Are you scouting unowned territory or looking for resources in the one you have?
>>
>>6064403
Unowned
>>
Rolled 78, 68, 22, 66 = 234 (4d100)

>>6064335
thank you, OP

>>6064340

Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Logistics I
Province: Riverlands | Pop: 4, F: 4+(3), P: 1+(1), W: 0, Up: 0 | 9 free slots
Developments: Logger I (Holton), Farm II (Stansfield)
Free Resources: 3 Soil
Used Resources: 1 Wood
Units: 2 Warriors [Polearms I] Up: 0

>expand territory north
>expand territory south
>research agriculture II
>build lumbermill

by the way, since I have 1 production and a carpenter takes 2 to make
does that mean it will be completed after this turn?
and if so, does that mean the warrior from earlier and the lumbermill from this are queued?
>>
Rolled 64, 3, 92, 88, 66, 46, 89, 31 = 479 (8d100)

>>6064345
Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry II, Husbandry I, Carpentry I
Province: Hakaria | Pop: 5, F: 3+(2), P: 2+(3), W: 1, Up: 0 | 10 free slots
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton)
Resources: 1 Wood (Acacia), 3 Soil, 1 Metal (Tin)
Produced: 2 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0
–Turn 1–
1-2. Under command of the Headman the tribal riders will head out along the coast claiming vast swathes of territory for the Horde and forcing tribute of any peoples who may live there. [Expand along the Coast]
3. The Kharak Riders are the core of the horde and must be drilled into excellence that cannot be matched by any upon the continent and beyond.
[Research Cavalry III]
4. Another pasture will be raised for both cattle and Kharaks to feed our growing people.
[Build Pasture]

–Turn 2–
1. With the shiny metal found with their new homeland the Hakar spend their time attempting to learn how to craft the metal in tools and weapons.
[Research Metallurgy]
2. Expansion must continue along the coast, the rolling hills and abandoned farmland are easy pickings for the raiders.
[Expand along the coast]
3. The Horde rides upon its stomach and is always in need of fresh mounts
[Build Pasture]
4. With the expansion of the Horde territory another collection of carpenter’s rise up to provide the horde with bows, tent poles and other wooden goods
[Build Carpenter]
>>
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Rolled 95, 97, 27, 77 = 296 (4d100)

>>6064340
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I, Polearms I
Pending Research: Agriculture II 1/2
Province: Agartha | Pop: 5, F: 4+(2), P: 3(+2), W: 1, M: 2 Up: 0 | 10 free tiles
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth)
Free Resources: 1 Metal
Used Resources: 2 Soil, 2 Wood
Units: 1 Arcanists [Mystic I] Up: 0
---
1) Recruit Shocktroops [Polearm I]
>Our booming woodcutter industry helps us to create primitive glaives for our tribal auxiliaries.
2) Expand North
>Our military expands up the river valley to bring civilization to these unfortunate tribals. We use a bloodless show of force where possible and integrate the tribes into our Confederacy.
3) Research [Agriculture II] (1/2)
>It turns out there are reasons for why the locals do things the way they do, even if they are disgusting. Nevertheless, we still sanitize the 'manure' process and streamline the business side of 'farming.'
4) Build [Farm II] in Arasplithanel
>We put our new know-how to the test in the region of Arasplithanel (AIR-uh-SPLITH-uh-nel)
>>
>>6064340
Woops, I built a mine without Metallurgy. I built a carpenter, but I don't know if I'm getting production from it.

Province: Goreland | Pop: 6 F: 4+(2) P: 3+(1) W: 0 Up: 0 | 7 free tiles

Wouldn't by P: 3+(1) be P: 1+(4)? Because the mine and carpenter cost 3 production and also provide 3. And do my free tiles go down because of I built two structures?

Reseach Metallurgy.
Reseach Education.
Reseach Husbandry.
Build Lumber Mill.

Gorok orders a roundup of the livestock that escaped during the collapse. Orcs begin teaching the old ways and classes are held. Trees begin to fall as demand for boats rises.
>>
Rolled 81, 71, 86, 91 = 329 (4d100)

>>6064587
>>
>>6064395
>>6064401
That doesn't help at all. How hard it is to remember a simple cause-result loop, especially when it's just providing +1 of something?
If you struggle at this point, what am I for in 10 or 50 turns (other than game abandoned by its runner)?
>>
>>6064599
Chill, try helping in a less negativity way.
>>
>>6064763
It's not me who's incompetent, but OP. Who clearly got a bunch of ideas borrowed from three different rulesets, mashed them together and then didn't think them through.
Been through enough builders and failed builders to see what's up.
The other one has a hardass running it (and I suspect it's Gordie under new trip), but at least shit's in order.
>>
>>6064766
nothing good ever came from a lack of struggle

let OP figure this out
either he'll create something amazing, or shit the bed trying
>>
>>6064774
>or shit the bed trying
He already did ;)
Now the question is if he plans to clear it, or just run away. 5 bucks he won't return.
>>
>>6064766
Project harder, why play if you act like a bitch?
>>
Rolled 22, 100, 36, 46 = 204 (4d100)

>>6064335

Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture II
Province: Pop: 6, F: 3+(3), P: 2(+3), W: 0 Up: 0 | 7 free tiles
Developments: Farm I (Khar), Farm I (Unbiz), Mine I (Shathar), Farm I (Bizaralarag), Forge I (Gakinb)
Free Resources: 1 Wood
Used Resources: 3 Soil, 1 Metal

> Research Carpentry
> Build a Logging Camp
> Build a Carpenter
> Upgrade a Farm

Another day dawns in the kingdom of melons. The word lumps today bring new orders, to consider the nature of trees, and lumber, and how a lump might make a home from such a thing.

And of course there are always more mouths to feed, as lumpmen grow old, and new lumpmen burst forth from their bodies.
>>
File: Turn 3 Begins.png (1.39 MB, 1920x1014)
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First: Please wait until you see a NEXT TURN BEGINS post before posting so the turn results don't get broken up and I wind up losing your post.
I've made (yet another) change to the sheets and sort of to the gameplay overall. Provinces do still exist, but their primary purpose is just adding extra slots and free resources. My concern is that the sheets are going to become overly bloated once people have 6-7 different provinces and each one needs its own paragraph for its own free/used resources, developments, troops etc. I know what I had wanted this to model and it works on other ttrpg platforms but 4chan just isn't the best format for it. It's adding a lot of complexity to sheets and mechanics but I don't know if its worth it. Some things like forts or mountains/rivers are still modeled easily enough using the map so those will remain.

Also if you have names you'd like to use for provinces and developments feel free to include them in your turn. As always if you see something odd in your sheet please bring it to my attention so I can look at it and fix it or inform you why it says what it does. If you would like a closer look at your nation's picture let me know and I'll provide one.

>>6064358
Name: Kingdom of Jarri-Ania
Race: Naga
Trait: Feudal Overlords
Gain extra 1d4+1 tiles on expansion.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Religion I, Scouting I, Metallurgy I
National Stats: Pop: 6 F: 6, P: 2, W: 0
Province: Rajaran | Pop: 6 F: 4+(2), P: 1+(1), W: 0, Up: 0 | 10 free tiles
Developments: Farm I (Nivium), Farm I (Anuzaddzir), Mine I (Shiz)
Free Resources: 2 Soil, 2 Metal
Used Resources: 2 Soil

>Religion II 1/2. New lands scouted have 2 soil, 3 wood, 1 stone, 1 metal, 1 precious metal.
For the Naga, wisdom came through patience. Religious practices were refined. Scouts sent south tell of thick jungles that would more than alleviate the wood issues currently posed.

>>6064368
>You'll need Religion I to get a temple.
Name: Duchy of Verona
Race: Humans
Trait: Idyllic Breadbasket
Farms produce 1 extra Food. -1 Combat bonus.
Technology: Agriculture II, Husbandry I, Handweapons I, Metallurgy I, Administration I, Sailing I, Scouting I
Pending Research: Fishing II 1/2
National Stats: Pop 9, F: 9, P: 3, W: 1
Province: Holboneton Valley | Pop 9, F: 5+(4), P: 2+(1), W: 1, Up: 0 | 11 free tiles
Developments: Pasture I (Anzalatrosi), Farm II (Argalatri), Mine I (Gorbo)
Free Resources: 1 Wood, 1 Soil, 2 Metal
Used Resources: 2 Soil
Units: 1 Guards [Handweapons I]

>Sailing I, Scouting I researched. Temple fails due to low roll (and lack of tech).

Veronan thinkers prove themselves the equal to any other on this turn of the Wheel as they learn to harness wind, water, and river to move ships. The passion ignited by this leads to further developments in scouting as well. There is widespread concern among the nobility now that the wretched elves have been seen on the border down river!
>>
>>6064382
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I, Religion I, Masonry II, Administration I, Construction I
Province: Yepal | Pop: 4, F: 2+(2), P: 2+(1) W: 1 Up: 0 | 12 free tiles
Developments: Pastures II (Wisterton), Mine I (Craftbury), Forge I (Treley)
Free Resources: 1 Precious Metal, 1 Soil, 2 Wood, 2 Metal, 1 Stone
Used Resources: 1 Soil
Units: 1 Axemen [Handweapons I] Up: 0

>1 stone, 1 wood discovered. Forge I Built. Administration I, Construction I researched.

Glacialis sees the beginnings of a new social order, with women being entrusted with the regular administration of the growing civilization. Meanwhile the men focus on developing new construction methods. Stone outcrops and a pine forest are both discovered.

>>6064398
Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Polearms I, Masonry II, Metallurgy I, Construction I
Pending Research: Masonry II 1/2, Metallurgy II 1/2
National Stats: Pop: 5, F: 5, P: 4, W: 0
Province: Iaxos | Pop: 5, F: 3+(2), P: 3(+1), W: 0, Up: 0 | 10 free tiles
Province: Argon | 2 Metal, 1 Stone, 1 Wood, 1 Soil
Developments: Farm I (Lotan), Logger I (Albomyardge), Farm I (Causted), Quarry I (Insan)
Free Resources: 3 Soil, 4 Wood, 2 Stone, 2 Metal
Used Resources: 1 Soil
Unit: 1 Spearmen [Polearm I] Up: 0


>Quarry I Built. Masonry II, Construction I researched. Expansion.

The Republic has a fine turn of the Wheel. Much of their projects are completed, with new techniques in masonry and construction both developed to make use of the new limestone quarry.

>>6064504
>You actually have 2 production. You have 1 from the base number of wood in the region, and another 1 from your lumber mill. So you have 1+(1 lumbermill). Next turn you'll have 3. Two of your actions didn't hit the necessary threshold to succeed as you have to hit 31 after all modifiers are added in.
Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Logistics I
National Stats: Pop: 5, F: 7, P: 3, W: 0
Province: Riverlands | Pop: 5, F: 4+(3), P: 1+(2), W: 0, Up: 0 | 8 free tiles
Province: Dry Steppes | Soil : 4 Wood: 1 | 14 tiles
Province: Grassy Coast | Soil: 4 Metal: 1 | 14 tiles
Developments: Lumber Mill I (Holton), Farm II (Stansfield), Lumber Mill I (Reavefordge)
Free Resources: 11 Soil, 4 Wood, 1 Metal
Used Resources: 1 Soil
Units: 2 Warriors [Polearms I] Up: 0

>Lumber Mill built. Expansion x2.
Mankania expands rapidly to the north and south, swallowing up the fertile grasslands of the steppes.
>>
>>6064587
>Excellent observations. I've updated your sheet accordingly. I should've caught the mine myself. Also calm down on your rolls 3 80+ you're making the other players jelly.
Name: Unchained Confederacy
Race: Orcs
Trait: Seaborn
[Ships] Gain +2 Combat bonus. -1d4 tiles on expansion.
Technology: Sailing I, Fishing I, Carpentry I, Naval I, Administration I
In Progress: Metallurgy II, Husbandry II 1/2
National Stats: Pop: 6 F: 6 P: 8 W: 0
Province: Goreland | Pop: 6 F: 4+(2) P: 3+(5) W: 0 Up: 0 | 5 free tiles
Developments: Logger I (Roclifton), Fishery I (Dunsdon), Harbor I (Kuurlit), Fishery I (Caney), Carpenter I (Brampseare), Mine I (Gamerham), Lumber Mill I (Hertre)
Free Resources: 3 Wood, 2 Soil, 1 Metal
Used Resources:
Units: 1 Longship [Ship] Up: 0

>Lumber mill I built. Metallurgy I, Education I, Husbandry I researched. Metallurgy II, Husbandry II 1/2 progress.
The Orcish administration had, somehow and someway, proven itself to be remarkably competent and managing the nontraditional resources of the confederacy. Rather than relying on just one smart bi brained orc to figure things out, they workshopped ideas and practices in practical environments. This permitted massive leaps in technology.

>>6064524
Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry II, Husbandry I, Carpentry I, Metallurgy I
Pending research: Cavalry 3 2/3
National Stats: Pop: 6, F: 7, P: 7, W: 1
Province: Hakaria | Pop: 5, F: 3+(4), P: 2+(5), W: 1, Up: 0 | 7 free slots
Province: Opal Coast | Soil: 3 Wood: 2
Province: Bleak Cliffs | Soil: 1 Stone: 3 Metal: 1
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton), Pasture I (Mubailqah), Carpenter I (Alaqhayq), Pasture I built (Kharalash)
Free Resources: 4 Wood, 4 Soil, 1 Precious Metal, 3 Stone, 1 Metal
Produced: 4 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0

>Turn 1: Expansion x1. Cavalry 3 2/3. Pasture I built.
>Turn 2: Metallurgy I researched. Expansion. Pasture I, Carpenter I built.

The horde is swift to learn an important lesson - all the steppe in the world is meaningless if there's no development in it. They are quick to set up new pastures and a carpenter to make use of the wood processed from local acacias. More lands are added as well, including a blessed forest in the opal coast that has more wood.
>>
>>6064834
>Ruleset is a hot mess
>OP didn't bother to explain anything, despite clearly having far more going than "declare whatever and roll dice on it"
>Can't keep track of his own rules or basic update outcomes
>Openly expect players to catch up slack on their own, despite all the above
And that without saying the obvious - the core rules are taken from the Endless Legend Builder, while combat is a mix of Underworld and Nibiru Builders. All of which BY DESIGN require running an Excel sheet. Something that OP blatantly and clearly isn't doing, or else he wouldn't be making so many small fumbles with his own updates.
I'm playing builders since there is /tg/. I've run over the years eight of them on imageboards (4 on /tg/, 1 on /qst/, 3 on 8c), and far, far fucking more on a custom server Gordie and Duss_Jim set up during Covid (but those don't count, as they are played in almost real time, like a board game).
So why am I here? Curiosity. Been a while since I saw someone who I don't know try to run a builder. Been a while nobody from the old guard tried to run one on /qst/.
And sufficient to say, I'm disappointed with OP's performance so far, because this is beyond amateur league - despite clearly doing homework to source the old, /tg/-era rulesets.
>>
>>6064868
>Melon-man in here with the first natty hundo
Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture II, Carpentry I
National stats: Pop 7, P: 8, W: 0
Province: Pop: 7, F: 3+(4), P: 2(+6), W: 0 Up: 0 | 3 free tiles
Developments: Farm II (Khar), Farm I (Unbiz), Mine I (Shathar), Farm I (Bizaralarag), Forge I (Gakinb), Logging Camp I (Gizilarag), Carpenter I (Gibunaram)
Free Resources: 2 Wood, 2 Metal
Used Resources: 3 Soil

>Carpentry I Researched due to high roll. Logging Camp I, Carpenter I, Farm II built.
Lumpmen had often been mocked in the Empire for being creature of low intelligence - which was objectively true they were pretty stupid - but they were also exceptionally hardy and productive. Other races spent too much time thinking instead of doing. Lumpmen do. It's what they do. Right now they're doing lumbering.

>>6064529
>Risky move, trying to upgrade and research its pre-req in the same go! Come turn 5 you won't get refunds on these failures, so plan accordingly.
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I, Polearms I
Pending Research: Agriculture II 1/2
National Stats: Pop: 5.5, F: 4+(2), P: 3(+2), W: 0, M: 2
Province: Agartha | Pop: 5.5, F: 4+(2), P: 3(+2), W: 1(-1), M: 2 Up: 1 | 10 free tiles
Province: Upper Holboneton | Soil: 4 Wood: 1
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth)
Free Resources: 1 Metal, 2 Wood
Used Resources: 2 Soil
Units: 1 Arcanists [Mystic I] Up: 0, 1 Shocktroop [Polearms I]

>Expansion. 1 Unit recruited. Research failure. Farm upgrade fails due to lack of tech, die refunded.

Elves and hubris. Name a more iconic duo (you can't). Elven meddling in human farming does more harm than good overall, and much of the work is wasted and needs to be redone. They do expand and press more humans under (pole)arms. The borders of the Confederacy now meet those of the Duchy of Verona, one the humans that escaped their original clutches!
>>
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>>6064774
I lost five bucks. I'm genuinely surprised. So you're... the plant people and actually within my reach. Fine by me.
>>
>>6064941
I feel it's pretty important to note a few things

I've never seen either of the builders you mentioned me cribbing rules from. More of it actually comes from an old Risk game that was played here, but I was mostly going off memory. By and large I run games with 50-60 page rulesets for 12-15 players using excel sheets and TTRPG simulators. I haven't run a builder like this on 4chan in like, 7 years. Not since Mudkip left. It's a large part of why this one is so weird, as I have to re-learn how to scale WAY down and simplify for a completely different player type and platform. I don't know who you are, or any of the people you've mentioned in this post. I assume by context you're the person running the other builder. Great! We could always use more of them. They're fun games that really promote creativity. What I don't really appreciate is the constant negativity and arguing with other players. I'm glad that you're running your own game though. It'll give you something to do while watching this one.
>>
>>6064941
I basically quit when you guys left to discord, I think OP has provided sufficient explanation so far. There isn't one way to do things
>>
>>6064947
>Mudkip
Now that's a name I didn't hear in a long why
>I assume by context you're the person running the other builder
I bailed on that one due to lack of time to make my moves back in the first thread, so not really (would never use the Nibiru combat ruleset myself, everyone knows it's a mess)

I assume the update isn't coming, then?
>>
Rolled 95, 43, 87, 93 = 318 (4d100)

>>6064937
but OP, you did make the "turn begins" post for turn 2, it was just missing a picture
I even replied to it when I made my post

Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Logistics I
National Stats: Pop: 5, F: 7, P: 3, W: 0
Province: Riverlands | Pop: 5, F: 4+(3), P: 1+(2), W: 0, Up: 0 | 8 free tiles
Province: Dry Steppes | Soil : 4 Wood: 1 | 14 tiles
Province: Grassy Coast | Soil: 4 Metal: 1 | 14 tiles
Developments: Lumber Mill I (Holton), Farm II (Stansfield), Lumber Mill I (Reavefordge)
Free Resources: 11 Soil, 4 Wood, 1 Metal
Used Resources: 1 Soil
Units: 2 Warriors [Polearms I] Up: 0

can I resettle pops? if yes
>resettle 1 pop from riverlands to dry steppes
>resettle 1 pop from riverlands to grassy coast
>build farm (grassy coast)
>build farm (dry steppes)

if no
>build farm (grassy coast)
>build farm (dry steppes)
>build farm (riverlands)
>research agriculture II

also, does renaming provinces and towns cost actions?
if it's free, I'd like to rename them all
if no, I'll keep them as is
>>
Note to all players: I've updated the rulebook to include the Naval tag which was missing, Towns to give provinces a form of popscaling again, and changed the Province entry to be more clear about their current implementation.

>>6064952
The ruleset of the other builder just seemed weird to me. It has like a weird lack of balance between crunch and fluff? Which is fine, but it didn't really gel with me and I only really noticed it like, 2 weeks ago and didn't want to roll 300d100s to get started. Way too much. But no, I won't be updating your civilization. You've been entirely too vitriolic from the start and it isn't something I see improving the gameplay or player mood.

>>6064951
He isn't wrong in that the rules aren't clean. Like I explained, I have to learn to scale waaaay down from what I've been doing for the past 4 years. Excel sheets, separate channels, hidden actions, tabletop simulator for in-depth combats - there's a lot of stuff you can do on other platforms that just don't work here. So I have to simplify my rules and even now I'm finding some just don't work as they should. The first five turns are all about iteration and seeing what stuff just really doesn't function so we can have a game together that is fun and welcoming and lets players really be creative (like lumpmen why is his civ so weird, so oddly horrifying? what will everyone do when a lump randomly keels over in a market and explodes into eight identical lumpbabies?) because Mudkip did have a game that really promoted all of that. I want just enough crunch that people can feel the progress with enough fluff that they can feel creative.

>>6064960
You don't need to resettle pops, they'll just live in a province when you build it up. 1 pop will live in each level of dev in that province. You can freely rename things. It's easy I just copy and paste it from here to the map.
>>
Also Turn 3 BEGINS
>>
>>6064951
If it's any help, I quit the discord during Covid.
I'm not questioning the amount of explanations. I'm questioning the quantum state of everything and the sheer amount of small fuck ups in such short order, and contradicting his own PDF, (which by itself is pretty hit-and-miss). I get that rules tend to evolve as game is played, but we went through two revisions of what was stated in the prompt before first turn was even updated. So... yeah, that kind of undermines any kind of confidence

>>6064968
Nah, it's just Nibiru clone. Nibiru original version tried to ignore fluff, with... various results. Combat was particularly messy and downright silly. But it did achieve the stated goal: fluff all by itself was worthless and the content of the sheet was the king. Shit combat, however.
>No updates for the wicked
Fine by me. But I hope you get why I have absolutely zero faith or trust in your capability to run this long term after the display so far
>vitriolic
pic related
>>
>>6064970
alright I'll just re-link my prematurely made post then
>>6064960
and since resettling is unnecessary, I'm going with the bottom set of actions

additionally, I want to rename the provinces of
"Riverlands" to "Hoxaku"
"Dry Steppes" to "Zini"
"Grassy Coast" to "Guthliso"

and the towns of
"Holton" to "Guthnoba"
"Reavefordge" to "Kortaun"
"Stansfield" to "Rigishoft"

now, I can't read the name you've given my capital on the map, because it's too low res
but whatever it is, I'd like to change it to "Yuhaura"
>>
>>6064968
Oh, and can the plant people guy get an equivalent of five buck from my stats or whatever? I did lost a bet I made to him, and since I can't show up to pay personally...
>>
>>6064984
Easily done! All I'll ask you to do is update the names to what you'd like them to be on your nation sheet and then link them to this post. I'll update all the relevant names on the map.
>>
>>6064988
alright then

Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Logistics I
National Stats: Pop: 5, F: 7, P: 3, W: 0
Province: Hoxaku | Pop: 5, F: 4+(3), P: 1+(2), W: 0, Up: 0 | 8 free tiles
Province: Zini | Soil : 4 Wood: 1 | 14 tiles
Province: Guthliso | Soil: 4 Metal: 1 | 14 tiles
Developments: Lumber Mill I (Guthnoba), Farm II (Rigishoft), Lumber Mill I (Kortaun)
Free Resources: 11 Soil, 4 Wood, 1 Metal
Used Resources: 1 Soil
Units: 2 Warriors [Polearms I] Up: 0
>>
Rolled 13, 91, 12, 97 = 213 (4d100)

>>6064939

Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Polearms I, Masonry II, Metallurgy I, Construction I
Pending Research: Metallurgy II 1/2
National Stats: Pop: 5, F: 5, P: 4, W: 0
Province: Iaxos | Pop: 5, F: 3+(2), P: 3(+1), W: 0, Up: 0 | 10 free tiles
Province: Argon | 2 Metal, 1 Stone, 1 Wood, 1 Soil
Developments: Farm I (Lotan), Logger I (Albomyardge), Farm I (Causted), Quarry I (Insan)
Free Resources: 3 Soil, 4 Wood, 2 Stone, 2 Metal
Used Resources: 1 Soil
Unit: 1 Spearmen [Polearm I] Up: 0

Rename: 'Milbomer' to 'Skat'.
Rename 'Iaxos' province to 'Skat'
Rename 'Argon' province to 'Skox'

1: Build a Mine in the new province of Skox to dig Metal ores from the higher ground.

2: Build a Mason in Skat province to work and shape the stone from our Quarry.

3: Construct a Farm in Skox province so that we can feed our people living there.

4: Research: Logistics, so that roads might lead to Skat!
>>
>>6064272
pic sauce ?
>>
>>6064970
I am not following the accounting on country sheets. I can tell the system as it is is difficult to manage. In my IMO opinion, it should be LETTER:reserves(+income from all sources-usage from all sources). F: 4(+2) would mean 4 units of food stored and a total income of +2 per turn.
Then, I would have the players be responsible for updating their sheets and you checking their work to lighten the burden on you.

Here's how I think my sheet might look:


National Stats: Pop: 5.5 (+1), F: 4(+0), W: 1(+0), P: (+2), M: (+1)
---
Province: Agartha | Pop: 5.5, F: 4(+2), W: 1(+0), P: (+2) M: (+2) | 2 Soil, 1 Metal, 2 Wood | 10 free tiles
>Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth)
---
Province: Upper Holboneton | Pop: 0(+.5), F: 0(+0), P:0(+0), W: 0(+0), M: 0(+0) | Soil: 4 Wood: 1 | ? free tiles
>None
---
Free Resources: 1 Metal, 4 Soil, 1 Wood
Used Resources: 2 Soil, 2 Wood
---
Units:
x1 Arcanists [Mystic I] Up: F(-1), M(-1)
x1 Shocktroop [Polearms I] Up: F(-1)

I also want to look out for myself here on the issue of me getting -1 wealth. This seems ad hoc to me. I haven't built anything that other people haven't also built. Mankania has 3 provinces and 2 units but no wealth drain, whereas I have 2 provinces and 2 units but have -1 wealth.

To even get wealth I'd have to research [Masonry] and build [Quarry I] (0/2) and [Sculptor I] (0/4). Too soon to be hitting me with wealth need, I think. Are you trying to slow me down because Verona is right next to me? If so, remember that Verona didn't even want to be up in my business. >>6064289 >>6064215

Not too late to retcon it, if that's your concern.

>>6065125
https://myanimelist.net/anime/38940/Cop_Craft
It's not very good. Reverse isekai about an elf detective liason in a human urban fantasy world.
>>
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>>6065125
It's one of those "we had half decent source material and no budget or idea how to turn it into anime" series. Still, great source of memes.
>>
>>6065128
>>6065131
thanks
>>
>>6065135
Remember, you are watching it on your own responsibility
>>
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No one:
Blue Eyed People:
>>
>>6065151
I think it only works in one kind of 2D
>>
>>6065128
The wealth drain here comes from your 1 new unit. Nobody pays any upkeep for their starting unit. It's sort of like the free warrior and scout you'd get at the start of a civilization game. Once you start recruiting additional troops though you do need to start paying for their upkeeps. It isn't to slow you down. you also started with a region generating 1 wealth by base, so you're able to afford the extra unit. If you didn't have the wealth point I would have warned you ahead of time that you wouldn't be able to maintain them.
>>
Rolled 18, 36, 24, 29 = 107 (4d100)

>>6064970

Fishery is not listed as a development. I'm on fire, let me jinx it.

Build Pasture.
Build forge.
Research Jewelry.
Expand along the coast.

Somes orcs want to escape the hustle of the city, why is there so much hammering, they try their hand at shepherding in the midlands away from the busy coast. Beach front property fine real estate, huts, drying racks and shacks start popping up overnight. More time for slacking orcs begins crafting boards to ride the waves.
>>
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Rolled 87, 91, 8, 56 = 242 (4d100)

>>6064970
Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry II, Husbandry I, Carpentry I, Metallurgy I
Pending research: Cavalry 3 2/3
National Stats: Pop: 6, F: 7, P: 7, W: 1
Province: Hakaria | Pop: 5, F: 3+(4), P: 2+(5), W: 1, Up: 0 | 7 free slots
Province: Opal Coast | Soil: 3 Wood: 2
Province: Bleak Cliffs | Soil: 1 Stone: 3 Metal: 1
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton), Pasture I (Mubailqah), Carpenter I (Alaqhayq), Pasture I built (Kharalash)
Free Resources: 4 Wood, 4 Soil, 1 Precious Metal, 3 Stone, 1 Metal
Produced: 4 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0
—-Turn 3—-
1. Work continues upon the developing of more advanced cavalry tactics
[Calvary III 2/3]
2. A rising class of merchants who trade in wooden crafts and cattle have pooled their funds to begin construction of mine to harvest the precious metals within the bleak cliffs.
[Build Precious Metal mine in Bleak Cliffs]
3. A new pasture will be built in the bleach cliffs to successfully claim the land for the Horde and feed the new miners that would live there.
[Build new Pasture in Bleak Cliffs]
4. Headman Coletain is more interested in mining the shiny tin found with Hakaria to be forged into new weapons
[Build Tin Mine in Hakaria]
>>
>>6065163
>>6065423
>>
Rolled 30, 74, 47, 83, 69 = 303 (5d100)

Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I, Polearms I
Pending Research: Agriculture II 1/2
National Stats: Pop: 5.5, F: 4+(2), P: 3(+2), W: 0, M: 2
Province: Agartha | Pop: 5.5, F: 4+(2), P: 3(+2), W: 1(-1), M: 2 Up: 1 | 10 free tiles
Province: Upper Holboneton | Soil: 4 Wood: 1
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth)
Free Resources: 1 Metal, 2 Wood
Used Resources: 2 Soil
Units: 1 Arcanists [Mystic I] Up: 0, 1 Shocktroop [Polearms I]
---
1) Attack Duchy of Verona
>It seems the savages have banded together under a local chieftain calling herself a 'Duchess' and are contesting our sovereignty over the Askaluge river. We will show them the power of our faith and they will see the folly of their ways.
2) Research [Masonry]
3) Research [Metallurgy I]
>According to some of our Confederates, there are resources under the mud when you dig far enough. These claims are far more plausible than some of the others, as it is similar to certain resource harvesting methods in the Astral Sea. We will investigate.
4) Build [Carpenter I]
>Wondrous gods, these trees are so great. The way the flesh of them can be shaped and shaved. We were not living before. This smell as we grind away the face of it into a polished mirror surface! Perhaps the Gods did not punish us. Perhaps we were sent here to acquire these trees!
5) Research [Administration I]
>As we expand, we are going to need to fold our Confederates into the faith that binds us together. We will develop a hiearchy and learn how to align the primitives' interests with our own.
>>
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Rolled 9, 9 + 1 = 19 (2d10 + 1)

>>6065458
>>6064970
Combat Roll, idk
Units:
x1 Shocktroops [Polearm I] +1
x1 Arcanists [Mystic I] +2
>>
Rolled 60, 23, 84, 100 = 267 (4d100)

>>6064970
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I, Religion I, Masonry II, Administration I, Construction I
Province: Yepal | Pop: 4, F: 2+(2), P: 2+(1) W: 1 Up: 0 | 12 free tiles
Developments: Pastures II (Wisterton), Mine I (Craftbury), Forge I (Treley)
Free Resources: 1 Precious Metal, 1 Soil, 2 Wood, 2 Metal, 1 Stone
Used Resources: 1 Soil
Units: 1 Axemen [Handweapons I] Up: 0

>Set up a quarry
>Build another pasture
>Expand north
>Explore north
Its time to resettle the mountains to the north.
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>>6065488
>100
Impressive, very nice.
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>>6065492
Dice magic, haven't had a lot of bad rolls
>>6064970
Shouldn't 1 of my metals be in used because I have a mine up, also I think my production income should be higher because of the forge
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>>6065494
Probably.
Except we don't know for sure. Maybe it should, but OP simply missed it (again). Maybe it shouldn't, and the rules got changed without informing people. Or maybe the emperor is simply naked. Or maybe I'm just negative and vitriolic.
Or maybe all of those. We don't know. But it's still fascinating to watch
>>
>>6065551
Its probably OP making mistakes, I wouldn't mind updating my own sheet after each turn if it makes it easier on the QM
>>
>>6065494
You are correct. I forgot to add in your forge bonus. You have 2+3 for production. Your mine (and lumber mills) actually give you +1 resource out of extraction. The only necessary thing is that the province have a base resource for it to be built ontop of. You have to have discovered ore veins to build a mine, or have a forest in the territory to start exploiting it. Once you've built the industry up, it produces more raw goods for you to use. The only one that actually gets used up with each development is soil as there's only so much arable land around.
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>>6065556
I wouldn't mind that either, but that assumes the rules are actually decided and set in stone, so there is no doubt about anything.

>>6065582
You know, this brings question.
A base production building requires 2 of resource to build... but spews back 1. So that causes a glass ceiling, which can be broken either by upgrading building or expand to new area and hope for the best when pumping resources to original place. But in the end of the day, it's not really adding resource, it's just pushing the threshold further away, theoretically increasing production.
If the rules are exactly as written in the PDF, the game is just about blobbing the hell over the map and then just spam Carpenters and Forges, entirely skipping Mines and Lumber Mills, and then make sure to have a single Tannery, too
>>
>>6065594
Forges and Carpenters cost production, not resource. The lower level Mills and Mines make the base resource which you'll need to recruit troops. The wealth making buildings also cost resource as upkeep, so that's just resources removed from your pool entirely. You will eventually need to expand and that expansion will put you at odds with soon-to-be neighbors as you expand into their backyard, creating conflict. If all you do is build forges and carpenters you won't have enough raw resources to produce an army to defend yourself. You also won' have the population to support a large army either. Forges, Carpenters, Masons, and Tanners are all for giving you more production, but they don't make extra resources. This gives you less to trade and less to use for troops. Mines, mills, and quarries give less production but extra usable resource. It's all about finding the balance between food, production, resources, and upkeeps. Then managing relations, because your army can't be in multiple places at the same time.
>>
>>6065609
But that still leaves the basic loop intact
>Province by default has SOME production
>Use that to build production buildings that are only limited by free slots in the province
>And they snowball
>Once securing production, everything else is a joke.
Literally everything boils down to balance between production vs. ability to upkeep units, and upkeep can be still cheesed.
In rules as written, you go through this loop
>Can't upgrade buildings as long as there is ability to build tier 1
>Actual building productivity is meaningless
>What's important is "running out of space"
>Upgrading costs more production, but production comes out of thin air from spamming production buildings
>Units require a token upkeep of resources that doesn't scale - what scales is production cost
So effectively, the rules (as written, since I have no clue if they are actual rules, or a quantum) overvalue production over everything else, and it can be achieved without building anything else, until you are swimming in it in a quick, opening burst. Everything else is an afterthought
>Yes, but you have to pay upkeep
For which you need a whole lot of production-dependent stuff.

It's almost as if we (well, you) are in Amplitude game yet again, given this is still based on Mudkip work, and he always copy-pasted stuff from their games.
>>
>>6065609
>>6065629
And to be clear - I'm pointing this out, because this is extremely busted and there is still time to fix it, given it's turn what? Three?
Unless, of course, it's a feature, not a bug
>>
>>6065634
the biggest hurdle to any of this, is the action limit of 4 per turn
and we don't know yet how OP handles unit production
is it all 1 action, or does it take 1 action per unit?

add to this the fact that, even if you have the production necessary, you can simply fail the roll and not have any of it happen
which is precisely the issue I ran into on turn 1
literally could not build units, despite having the production necessary
>>
>>6065641
Well, we do. There was sufficient sample already and the rules state that too.
>you can simply fail the roll and not have any of it happen
So far, you can roll as low as 30 (thus presumably 25 with the right +5 tech) and still get stuff done reliably. Rolling high or low is actually meaningless from the samples so far, as long as you pass some low threshold to get work done. Say it's indeed 25. Wow, you have 75% chance to get stuff done, time to cram up some unit tags.
>literally could not build units
If I rolled 11, I would be glad nothing blew up or I don't have a civil war to fight

This is one stat rules all deal, except dressed up in a messy and confusing way. Which I DON'T think is deliberate, it just happened so. Just like I suspect such outcome wasn't desired (would be genuinely surprised if this was a feature instead of a bug)

Btw: roads are bad to the point of being pointless. Build harbors. No upkeep, same function
>b-but I'm in the mountains
Not everyone is born a pirate.
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>>6065641
Consider also this:
Tactics tech gives +1, up to +whatever is the tech level cap, but at least +2, since we know techs can be tier 2. It doesn't even cost production, making it the bustiest tag of them all
Ad. Discipline is +2, 4 production
Ad. Well Trained is +2, 4 production
Ad. Skirmishing is another +2, 4 production
So on a d10 roll, you have +8, WITHOUT any resources needed whatsoever other than direct upkeep. Why even bother with any other combat techs and tags?
In combat as described, you will rolf-stopm anything on your path when simply having more than 1 unit. And since you weren't building so many resource buildings, you had production to spare for military units and, well, production buildings.
There either is some monumental upkeep for each +1 of an unit, or the system is borked. And it's still borked when it has resource-free tags, even with the upkeep, since it will be significantly lower without them (the only one that get a pass are Shields and Armor, but only if they actually provide protection, rather than being just a flavor name of a +1/+2 bonus)
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>>6065676
And another thing to consider is that trying to balance this out by adding upkeep per tag type (rather than their total value) only gives further incentive to just focus entirely on those resource-free tags, since you will pay less in the end, while get same results.
I mean if we are ripping of vidya (we already have Humankind's approach to production and space management), then there is always Fertile Crescent. Generally a lame game, but it has a superb balancing factor of just how ungodly steep the upkeep is. Sure, a single swordsman could take down half of enemy army all on his own if it was anything lesser than other high-tier melee units with Bronze Age upgrades, but he required in total more upkeep than said army he was slaying, and it was just a single guy, making it easy to field, but just as easily to start the starvation death spiral unless there were 20+ farms (in a game that needs 6-7 to support your entire economy and is also about space management).
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>>6065652
Oh critical failures exist, just not for the first five turns. Nothing is worse than getting put 2 steps back before you've even started moving forward. That isn't fun for you or for me.

>>6065629
First off: I want to say that I do appreciate the feedback on mechanics. It's very helpful and I do enjoy it (so don't be discouraged!) so I'm happy to engage in this.
Production is extremely important, but everything scales up in terms of time and difficulty to complete. This continues to add to slot pressure, which in turn incentivizes expansion. What it also does is mean that provinces get progressively more developed and so it's easier and easier for one battle to snipe multiple developments, reducing the civ's overall ability to compete in conflict. This much is by design. The ruleset is taken more from a risk game than other builders, as I've found risk games tended to have a lot more conflict over tiles than most builders do because they make playing tall so easy there's little reason to go wide.

>>6065676
The resource-less tags are good, but they're also expensive. A [Well-trained I] [spear I] man costs 1+2+1 production for a single unit. He'll also cost 3 wealth to upkeep - an entire wealth building just to maintain one unit! The Production cost also only goes up from there. The same unit at Well-Trained 2 costs six production to make. The resourceless stats are for states with lots of money to make awesome professional soldiers. But it's not just upkeep expensive, that sort of recruitment can wind up eating all of your resources for the turn on just one unit. A cheaper army could be made that performs adequately, but leaves them with enough production to build something else. Going up in tech levels requires more and more points to do. A tier one technology is easy. A tier 2 you might get lucky and get it in one turn, but 3 and beyond becomes a multi-turn endeavor. Tactics also only applies to the end of the battle calculation, it isn't applied for each unit. So even if you had 50 units but tactics I, you're still only getting +1 from tactics at the end.
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>>6065689
>That isn't fun for you
It actually is. And I'm not being cheeky
>This continues to add to slot pressure
This is pretty much the only counter-balance I see in the mechanics as I see them now. The real question is if they are pre-defined (doubt), random roll underhood when taking province (likely) and, more importantly, can they be increased by, say, exploring the area for the 2nd time, Twilight Imperium Style.
If not, then this is a map-painting game and so far my assessment sticks.
>What it also does is mean that provinces get progressively more developed and so it's easier and easier for one battle to snipe multiple developments, reducing the civ's overall ability to compete in conflict
Not really, because that assumes full concentration. As far as I understand cost and their efficiency on things, you want to get to production, say... +9-10, and if variables allow, another +5,
Theoretically, there is no better province than a fertile seashore. Not because mines or timber or whatever, because max farm + fisheries + tanneries outpace everything fucking else, production-wise. Of course, carpenters and forges are going to provide more fast growth of "free" production, but with space being limited, tanneries are better.
Either way, a region can be RAPIDLY build up and then kitted with sufficient defenders to basically stall everything and everyone and the game is decided by who can field more units and risk losing most of them, too. Which doesn't as much encourage blobbing, but does have the issue of having this classic [Militia] tag nightmare scenario: you want units good enough, in obscene quantity, because probabilities are going to be on your side thanks to sheer quantity of not-bad units.
Essentially - snowball mechanics without any actual counter-snowball other than early game sniping.

>The resource-less tags are good, but they're also expensive. A [Well-trained I] [spear I] man costs 1+2+1 production for a single unit.
Which, as stated already, is meaningless for two reasons:
1) no point having spears (unless weapon tag is pre-requested, but then anything will do), decreasing the costs three fold (no time wasted on researching it, no need for resource upkeep and no resource structure build/expanded)
2) >>6065676 With production as graded as it it, it is entirely possible to EASILY and VERY early get a province capable of +7 production, plus whatever was default. That means you have 4 basic tags, or two advanced, covered already, giving a +4 unit in 2 turns: build carpenter/mine x2 + tannery, 4th on whatever upkeep building will be needed, next turn, produce in that province a +4 unit and/or repeat production expansion. while building there whatever economy next. Congrats, you have strong, reliable defender sourced locally, before anyone could move in.

>1/2
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>>6065713
>cost 3 wealth to upkeep - an entire wealth building just to maintain one unit!
Which is a non issue, especially since due to the way how this game operates, it's actually GOOD thing it's so expensive. You will faster reach the local cap, which allows upgrading buildings and even if they provide less on higher tiers (which is probably the only real counter-balance possible, but also kind of anti-climactic)
Also, consider this:
You have limited slots to build things. So what's better: a "cheaper" unit that also needs resources (so wealth + resource) or an "expensive" unit, that only needs wealth (so you just saved yourself a slot and all the opportunity cost of resource structure and/or tech)
>tier 3 tech
Then the game is busted, because all you really need is going tall, even if the illusion is that this is a blobbing exercise.
>even if you had 50 units but tactics I, you're still only getting +1 from tactics at the end.
In combat as described it's actually BETTER than direct bonus to an unit.

Either way, tags requiring resources aren't cheaper - they are in fact more expensive, in resources that are irreplaceable: slots.

>2/2
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>>6065714
Well, slots and actions. Which makes them even worse.
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>>6065713
I forgot my trip, rip. Anyway, slot pressure into conflict is the primary goal. Provinces have randomly assigned base resources, and scouting the province only adds to them. The province size is always the province size, it doesn't get larger with more actions. There is also the missing factor here of population - you can go heavy on farms and fisheries into tanneries, but you'd still be balancing that against the food needs of your population. The only way to increase it is by spending wealth and slots on Towns, which give you more population scaling but is progressively more expensive and is eating into your slots. Aside from that, people are growing between .5 and 2 pops per turn.

So lets say that you want to recruit 5 units. You have to give them a weapon, so we'll say polearms for the purpose of this exercise. That's 10 production, and 5 wood. They will each then cost 2 wealth each, for another 10 wealth per turn. You'd need 4-5 tiles spent on wealth buildings to maintain these units. But those wealth building also have resource upkeep, so you'd also need to either have

a. chosen a weapon tag that immediately synergizes with the intended production stack so the two don't overlap, allowing you to produce with one and pay upkeeps with the other
b. have a province developed enough to have both 5 wood and 4-5 of another resource.

That allows you to build and maintain your 5 units of basic spearmen with no other tags. The end cost of all of this is between 8-12 slots. Now you could make do with less. You could just recruit 1 really good unit at a time with high production cost so you don't need as many raw resources. Lets say you only have 1 wood resource. You could make a 1 [Polearm III][Well-Trained III][Disciplined III] which is 18 turns of research and would wind up being 10 wealth to maintain, but it would only cost you 1 wood. Not too shabby! But then you're also only making 1 of them unless you're trading someone else for the resources you need. So you'd need to get more wood developments. As you grow larger you'll necessarily need more units to defend multiple provinces or fronts.

Admittedly, I don't have much of a solution for the militia issue. It's one I've certainly grappled with and have solutions for elsewhere, but they all involve more mechanical investment than I feel is really practical on 4chan. It is also very possible that I am missing some critical element of this calculation. I know that there was one builder that had like this massive complex percentage based calculation done outside of 4chan but I never really saw how it was calculated: was it spreadsheet based or calculator or how they made it all work. It felt extremely obtuse from both a player and GM perspective and I want to avoid that.

Loving the conversation btw. I love talking mechanics.
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>>6065796
>First paragraph
Which is also why I specified that this is theoretically the best situation, and only as far as production goes - because farm + 2 tanneries = 3 carpenters/forges (assuming the province was making at least 1 food). Doesn't make it optimal, just theoretically stronger

>2nd
Do shields count as weapons? Genuine question.

>3rd
Which is another opportunity cost

>4th
Adequate quality in quantity > Actual quality. Always have been true in builders and you just confirmed this one is not an exception.

>5th
Militia issue is usually solved in one of five ways:
- it doesn't exist, period
- it has a debuff from its militia tag, which makes it really crap, even in theoretically unlimited quantity
- it has a very low ceiling, meaning even bad units outpace it, not to mention adequate and good
- you burn your population (only works in games where population is absolutely crucial, otherwise its a non-factor) either when they are formed or die
- they operate like conscripts, so there is delay for mobilising them, but this one is super-obtuse despite simplicity
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>>6065808
I've actually developed a ruleset that has the polar opposite problem, where elite units are so much more effective that there isn't really a reason to use anything weaker if you can afford them and because units don't disappear over time, you can effectively just grow an elite army over time. It won't make it easier to replace them though which was theoretically the drawback. It never worked out in practice. Everyone had elite armies with maxed out tags and the calculus was effectively the same that at that point it came down to numbers, as there was only ever so much quality to be had. The only real way around it is to make quality the initial scaling point rather than numbers. It would be a pretty radical departure from the way builders usually think about army composition. I've found that giving more thought to tag selection with counters between unit types was the best way to get people to diversify. It doesn't solve the quality issue but it does make people think about whether or not its best to have a small army with lots of counters or a big army with fewer tags for countering others, relying much more heavily on positioning rather than duking it out mano-e-mano. The problem is that it is complex and moves the game much more toward being an active wargame as you'd want your pikes to face off vs. cavalry etc. Great for TTRPG simulators, not so great for 4chan.

It is a lot of fun though.
I should probably calc some turns
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>>6065826
>I've actually developed a ruleset that has the polar opposite problem, where elite units are so much more effective that there isn't really a reason to use anything weaker
Consult >>6065680
Consult also pic related. It's laughably simple, but it's also super-efficient
Consult Underworld baseline with its d6 combat (and this low level of randomness further encouraged to go balls deep into bonus value), which had few extra steps to your current system. So:
2nd and each even-number tech after that = +1 production
tag = +1, 2, 3... per each following (it handled tags differently, you had to either declare them or they came from specific techs)
advanced tag = +1 production on top of "regular" ever-growing price of tags
each +0.5 (so result of either applying 2 techs or 2nd level of a tech) = +1 production
3rd and 5th tech level involved = +1 production
And the only way to decrease the cost was 1st, 3rd and 5th lvl of production building, 2nd and 4th lvl of training and production technology, every level of logistics (but that required to first have an army with minimal summed power of 50 to even unlock), a military wonder (and it was on-map location, so everyone was trying to capture it) and nat100 bonus stuff.
And on top of that each unit had default upkeep, even if it was trash, which further scaled with how high the +x was and how many tags there were.
I might be misremembering the exact details (it's been 8 years), but all of this meant people were REALLY fucking creative with unit composition, because while the basic, no tag, no +x unit was just 4 production (in a game scaled at 8 for tier 1 buildings, so it was really cheap), it was also utter trash that was just draining your money reserve, while a merely decent unit with some useful tag or two was like 20 production, and good stuff was so hard to build, you had to consider if you really want to sink so much time and effort into it, doing nothing else in the meantime. Even if the final result was well worth it, you might not live long enough to see it.
>>
Rolled 80, 37, 18, 28 = 163 (4d100)

>>6064970

Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture II, Carpentry I
National stats: Pop 7, P: 8, W: 0
Province: Pop: 7, F: 3+(4), P: 2(+6), W: 0 Up: 0 | 3 free tiles
Developments: Farm II (Khar), Farm I (Unbiz), Mine I (Shathar), Farm I (Bizaralarag), Forge I (Gakinb), Logging Camp I (Gizilarag), Carpenter I (Gibunaram)
Free Resources: 2 Wood, 2 Metal
Used Resources: 3 Soil

> Expand North
> Expand South
> Expand East
> Expand West

Another day dawns for the Lumpmen, and with it a great wanderlust. In all directions Lumpmen waddle and wander, stumble and often roll. When a large enough heap gathers in a valley they will begin the building of colonies and homes.
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>>6065826
>>6065876
Since this game is so close home with Humankind, at least the civilian part of it, another idea came to mind during toasing.
Humankind has two separate upkeeps:
- each individual unit
- armies, which is any group of units (including just 1) and no more than 6
Individual unit upkeep is really, really steep with unit improvements, and also only semi-linear. For the most part, it means that eventually you are better off using, or at least keeping obsolete units around, rather than upgrading ASAP, because the upkeep is going to tear you a new one. We are talking stuff like archer +17, 90 production and 1 upkeep turning to crossbowmen +31, 400 production (and this is a steep jump in-game) and 12 upkeep, which then upgrades to aquebuser +39, 970 production and 20 upkeep, which then upgrades to musketeer, +47, but same production and upkeep.
On top of monetary upkeep and production costs that just shoot up with each upgrade, units require resources. But rather than using them up or blocking them, they require sufficient base amount. Which in turn causes incentive to expand all around and fight over resources of others, because how else are you going to field a proper army, if you have 3 iron and you need 7 now.
Then, units operating together as an army, get a slight discount. The idea is that more units together = easier to provide for them all at once = lower upkeep. The difference is slight, like 5% per unit after first, and then capped at -25% for all units within the stack. Still, a large stack of units is cheaper than a single unit, and a stack of cheap units is even cheaper than a single strong unit, too.

This isn't particularly complex system to replicate, and it genuinely makes people reconsider if they really want to get stronger units in the first place, and also how many of them and how they operate together.
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>>6064368
Remember to roll your 1d10+1 defense die as you're under attack.
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>>6066431
Another came to mind right now.
Can special buildings (unis, forts etc) be also upgraded, or are they one-off, once per faction/at least province?
Please tell me they are one-off and this is not a medium-to-family-sized can of worms ready to burst open.
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>>6066458
You can upgrade fortresses, but having multiple in one province doesn't continuously stack the combat modifier. 4 forts in one province doesn't give a flat +20. What it does do is require the attacker to keep dealing with the modifier if you have multiple around. So if you took enough tiles to capture the fortress but they have 2 you'd still need to take the other one to get rid of the penalty. Its nice, but it isn't going to be a full replacement for upgraded troops.

Universities you only get 1 of, but it can be upgraded with education.
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>>6066468
Ok, so we are only sitting on a bachelor-sized can of worms with no fuse at all.
It's still borked mechanically, if the scaling is just the 1-100 on dice, rather than having in-build negative modifier
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>>6065551
For sure, you're just negative and vitriolic. Just chill out not everything has to be an argument. I get it you're just better at playing pretend.
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>>6064970
47 hours ago
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>>6066604
Next time read the thread before replying, doofus.

>>6066631
Shhh, only dreams now.
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>>6066635
>Shhh, only dreams now.
Is the quest cancelled already?
>>6066635
>read the thread
Don't feel like it
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>>6066635
Whatever, pedo.
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>>6066631
That is how the passage of time works, yes. I want to give Verona the opportunity to roll their own defense die before I do it for them.
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>>6066652
Cannot understand for the life of me why you came out so hard for their defense when you could have just put them where they originally asked for.
Why can't we just have an unbiased builder game instead of these big egos putting their thumbs on the scales for people?
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>>6066656
What are you talking about? Elves hasn't been blocked from doing this in the slightest. It's turn 3. I haven't defended Verona at all.
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>>6066656
Careful there, or your update isn't coming
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>>6066658
Chances are, they already quit. Game has double-safe catch up rules, what's the point of waiting?
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>>6066658
The -1 wealth thing was clearly an ad hoc change applied only to me. And you're waiting 48 hours in a 12 player game for 1 person to do their turn rather than just adjudicating. >>6065290
this guy apparently has 3 units with Cavalry II and mounts which are supposed to consume extra food. No, no, there's no interpretation of the rules that has my two tier I infantry units with no equipment being -1 wealth while the lizardmen and mongols aren't.
But fine tuning the rules isn't really the issue. It's more the attitude. All the builders seem to suffer from a lack of impartiality and playing fast and loose with the rules and then being defensive when someone points it out. Obviously this kind of game is not easy to run, but people do also have to look out for themselves so we end up with these personality clashes in every single thread.
>>6066661
Doesn't seem to be coming for anyone.
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>>6066665
The upkeep rules are explained under the rules with the relevant sentences being here:
>Upkeep: How much a building or unit costs to maintain. If the wealth of a province cannot maintain the upkeep, that unit or building is dismantled.
and here:
>These units cost Upkeep equal to 1+(1*Tags).

The rules were not changed for you. You recruited the first unit (successfully) and are paying the upkeep for your 1 non-starter unit.
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>>6066665
The other builder does the things you ask for. I would say it's even too lose and too fast, since it's just line going up game. And of course there is no way around the fact it uses Nibiru combat rules, which reared their ugly head right from the start, only getting worse from there with each following skirmish.
So I guess the answer is: pick your poison.
>and then being defensive when someone points it out.
I guess you really plan to join me on the bench for people who don't get their updates, ever.
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>>6066670
If the rules were not changed for me, then they're only being applied to me which is far worse. The excuse seems to be that I didn't recruit another unit of Arcanists? So I invest heavily to get a less effective unit, out of flavor, and I get punished for it? For what pvrpose?
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>>6066682
Idle hands are the devil's playthings.
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>>6066664
I think that a player should be given the chance to roll their own defense. Verona wasn't linked in the attack roll, so it's entirely possible he doesn't even know he is being attacked. Imagine being denied of the ability to defend yourself because someone buried their attack post under 30 posts of other stuff.

>>6066683
You're only being applied to you because you're the only person in the whole game who has recruited a unit so far. Once other people recruit units they'll also have to pay upkeep costs. I'm not targeting you. The rules aren't being singled out on you. You're just legitimately the only person who has engaged with that section.
>>
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>>6066684
Me? I'm just conversing crunch and ways to break it. I'm not bad, I'm just drawn this way. And I'm definitely not a cultist
>>
>>6066685
Imagine not making an update for 10 people for two days, because you are waiting for the 11th guy. All while having two layers of catch-up and also ability to make a roll for them, anyway.
>>
>>6066685
It's been 2 full days and he hasn't even posted his main dice rolls, much less a defense roll. I don't blame him for quitting though, he didn't even get put in the right spot and then got mogged by BEC. He should have made more of a fuss over it tho.
>>
Rolled 3 + 1 (1d10 + 1)

>>6065468
Guard Defense
>>
Rolled 2 (1d10)

>>6066802
Crushing Victory. Tile capture roll
>>
>>6066057
Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture II, Carpentry I
National stats: Pop 7, P: 8, W: 0
Province: Pop: 7, F: 3+(4), P: 2(+6), W: 0 Up: 0 | 3 free tiles
Province: Kindum | 4 Soil, 1 Stone | 14 tiles
Province: Zindushir | 3 Soil 2 Wood | 13 tiles
Province: Undushel | 3 Soil, 1 Stone, 1 Metal | 14 tiles
Developments: Farm II (Khar), Farm I (Unbiz), Mine I (Shathar), Farm I (Bizaralarag), Forge I (Gakinb), Logging Camp I (Gizilarag), Carpenter I (Gibunaram)
Free Resources: 4 Wood, 4 Metal, 4 Stone, 10 Soil
Used Resources: 3 Soil

>Expansion x3.
The Lumpmen expand their border north, south, and to the west. They largely finish settling the expansive grasslands beneath the western hills and northern mountains.

>>6065488
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I, Religion I, Masonry II, Administration I, Construction I
Province: Yepal | Pop: 4, F: 2+(2), P: 2+(4) W: 1 Up: 0 | 12 free tiles
Province: Old Hold | 2 Metal, 1 Wood, 1 Soil, 1 Stone | 13 tiles
Developments: Pastures II (Wisterton), Mine I (Craftbury), Forge I (Treley), Quarry I (Cleole)
Free Resources: 1 Precious Metal, 2 Soil, 3 Wood, 4 Metal, 3 Stone
Used Resources: 1 Soil
Units: 1 Axemen [Handweapons I] Up: 0

>Quarry I built. Expansion x1. Exploration: Spirit Armor x1, found.
>Spirit Armor: +3 Combat Rolls, All Armor Values doubled. Upkeep: 5 Mana

The northern lands were once abandoned in harsh fighting with the Empire. They had come with their faith-powered works to crush the Yeti, but the Yeti turned the mountain stone on the invaders to crush them instead. In exploring this long forgotten battlefield enough suits of the Empire’s prized suits were discovered to outfit a chosen few with, if the Yeti could pay the mystical cost to run it.
>>
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>>6066802
>>6066803
>Implying there is anyone left to write the update for
>Not just twink elves, but in general
You had it, and you blew it
>>
>>6065458
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I, Polearms I, Masonry I, Metallurgy I, Administration I
Pending Research: Agriculture II 1/2
National Stats: Pop: 6, F: 4+(2), P: 3(+2), W: 0, M: 2
Province: Agartha | Pop: 5.5, F: 4+(2), P: 3(+2), W: 1(-1), M: 2 Up: 1 | 10 free tiles
Province: Upper Holboneton | Soil: 4 Wood: 1 | 14 tiles
Province: Verona | 2 tiles
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth)
Free Resources: 1 Metal, 2 Wood,
Used Resources: 2 Soil
Units: 1 Arcanists [Mystic I] Up: 0, 1 Shocktroop [Polearms I]

>Attack. Masonry I, Metallurgy I, Administration I researched. Carpenter I built.
>Crushing Victory
The Elves order their minions (and lower ranking elves) forward in conquest of the Duchy of Verona. With the armed proles out of the way, the smartest of the elves put themselves to work developing technology for use. The Elven army has little problems crushing the humans on the battlefield but take relatively little land in the process.

>>6065290
Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry II, Husbandry I, Carpentry I, Metallurgy I
Pending research: Cavalry 3 2/3
National Stats: Pop: 6, F: 7, P: 7, W: 1
Province: Hakaria | Pop: 5, F: 3+(4), P: 2+(7), W: 2, Up: 0 | 3 free slots
Province: Opal Coast | Soil: 3 Wood: 2 | 14 tiles
Province: Bleak Cliffs | Soil: 1 Stone: 3 Metal: 1 | 12 tiles
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton), Pasture I (Mubailqah), Carpenter I (Alaqhayq), Pasture I (Kharalash), Mine I (Baljah), Mine I (Bafahwar)
Free Resources: 4 Wood, 4 Soil, 2 Precious Metal, 3 Stone, 2 Metal
Produced: 4 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0

>Cavalry 3 researched. Silver Mine, Tin mine built

Mining was not really a practice that the Hakar were familiar with. They knew how, of course, but that involved being under the ground – something no self-respecting Hakar would ever want to do. It took a lot of force and coercion to make miners out of riders. The remaining riders cemented themselves as more the warrior aristocracy.
>>
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>>6065215
Name: Unchained Confederacy
Race: Orcs
Trait: Seaborn
[Ships] Gain +2 Combat bonus. -1d4 tiles on expansion.
Technology: Sailing I, Fishing I, Carpentry I, Naval I, Administration I
In Progress: Metallurgy II, Husbandry II 1/2
National Stats: Pop: 6 F: 6 P: 8 W: 0
Province: Goreland | Pop: 6 F: 4+(2) P: 3+(7) W: 0 Up: 0 | 5 free tiles
Province: Crimson Coast: 2 Wood, 1 Metal, 1 Stone | 12 tiles
Developments: Logger I (Roclifton), Fishery I (Dunsdon), Harbor I (Kuurlit), Fishery I (Caney), Carpenter I (Brampseare), Mine I (Gamerham), Lumber Mill I (Hertre), Forge I (Atrinch)
Free Resources: 5 Wood, 2 Soil, 2 Metal, Stone
Used Resources:
Units: 1 Longship [Ship] Up: 0

>Expansion x1. Forge built.
The turn of the wheel was not as kind to the orcs this time around. Shepherding did not go well – as it turns out wolves enjoy the taste of goats and it required a lot of attention to keep them from eating all the goats. Some expansion to the west occurred.

Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Polearms I, Masonry II, Metallurgy I, Construction I, Logistics I
Pending Research: Metallurgy II 1/2
National Stats: Pop: 5, F: 5, P: 4, W: 0
Province: Skat | Pop: 5, F: 3+(2), P: 3(+4), W: 0, Up: 0 | 10 free tiles
Province: Skox | 2 Metal, 1 Stone, 1 Wood, 1 Soil | 12 tiles
Developments: Farm I (Lotan), Logger I (Albomyardge), Farm I (Causted), Quarry I (Insan), Mason I (Nankonagar)
Free Resources: 3 Soil, 4 Wood, 2 Stone, 2 Metal
Used Resources: 1 Soil
Unit: 1 Spearmen [Polearm I] Up: 0

>Logistics I researched. Mason I built.
Not much happens in Skatria, though through no fault of their own. The Turn of the Wheel sees truly wild monsoon season that swamp much of the land up to the hills, but teaches the Skatrians valuable lessons in road-building.

>>6064990
Name: Mankania
Race: Mankeans (Plant People)
Trait: Local Usurpers
Gain extra 1d4+1 tiles on conquest. -1 Food from Pastures, +1 Food from Farms.
Technology: Polearms I, Bows I, Agriculture I, Carpentry I, Logistics I, Agriculture II
National Stats: Pop: 5, F: 7, P: 3, W: 0
Province: Hoxaku | Pop: 5, F: 4+(9), P: 1+(2), W: 0, Up: 0 | 8 free tiles
Province: Zini | Soil : 4 Wood: 1 | 14 tiles
Province: Guthliso | Soil: 4 Metal: 1 | 14 tiles
Developments: Lumber Mill I (Guthnoba), Farm II (Rigishoft), Lumber Mill I (Kortaun), Farm I, Farm I, Farm I
Free Resources: 11 Soil, 4 Wood, 1 Metal
Used Resources: 1 Soil
Units: 2 Warriors [Polearms I] Up: 0

>Farm I x3 built. Agriculture II researched.
Mankean farmers return to their literal roots in the soil, growing the necessary crops for their people.
>>
>Missed Aska's carpenter.
Name: Askaluge Confederacy
Race: Elves
Trait: Outsiders
Temples Generate 2 Mana. [Mystic] receive +2 combat bonus. Population Growth is halved.
Technology: Religion I, Arcane Sciences I, Agriculture I, Mystic I, Carpentry I, Polearms I, Masonry I, Metallurgy I, Administration I
Pending Research: Agriculture II 1/2
National Stats: Pop: 6, F: 4+(2), P: 3(+2), W: 0, M: 2
Province: Agartha | Pop: 5.5, F: 4+(2), P: 3(+4), W: 1(-1), M: 2 Up: 1 | 10 free tiles
Province: Upper Holboneton | Soil: 4 Wood: 1 | 14 tiles
Province: Verona | 2 tiles
Developments: Farm I (Arasplithanel), Farm I (Sschizex), Temple I (Hlammolad), Lumber Mill I (Szober), Lumber Mill I (Haggorth), Carpenter I
Free Resources: 1 Metal, 2 Wood,
Used Resources: 2 Soil
Units: 1 Arcanists [Mystic I] Up: 0, 1 Shocktroop [Polearms I] Up: 1
>>
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Rolled 38, 45, 82, 30 = 195 (4d100)

>>6066814
Name: Testudo Nation
Race: tortles
Location: Lake in NorthEast
Fluff: As the great multi-century hibernation comes to an end, The Hearty Testudo Nation emerges from the muddy shores of Lake Geochelone.

dump all my missed turns into:
>Research: Education and medicine
>Build: Mines and universities
>Expand: I want the perimeter of the lake please!
>Recruit: Defenders of the Lake (defensive warriors that specialize in keeping the homeland safe)
>>
>>6066814
so OP, 2 questions

when do the pops in my new territories start growing
and do you mind if I put the farms in their correct provinces? I did specify where I wanted them before changing province names
>>
Rolled 51, 1, 62, 35 = 149 (4d100)

>>6066814

Build Tanner.
Research polearms.
Research Crossbow/bows.
Research Skirmishing.

The Shepherds get together and set up ambushes on the wolfs, the pelts are a nice grey and smooth. Gorok get the forge workers on reverse engineering on the weapons left by the Karamians.
>>
>>6067347
Fuck. We are still in a no crit-fail protection zone.
Literally all I need for this ruleset now is to know how it handles critfails, and despite having a nat1, I won't know.
And that assuming it's not dead already.
>>
Rolled 55, 85, 97, 66 = 303 (4d100)

>>6066814
The upland slopes of Skox have presented the Skatrians with new versions of familiar weather; let us hope their detrimental effects will be only temporary.

1: Build a Mine in the new province of Skox to dig Metal ores from the higher ground.

2: Construct a Farm in Skox province so that we can feed our people living there.

3: Construct a Lumber Mill in Skox to increase our society's production of Timber.

4: Research Sculpting, so that our masons might learn to craft Grand and wonderful statues!
>>
Rolled 53, 12, 87, 25 = 177 (4d100)

>>6066808

Name: Kingdom of Khabuz
Race: Lumpmen
Trait: Slow and Fecund
Population Growth is Doubled, -10 to Research.
Technology: Administration I, Metallurgy I, Agriculture II, Carpentry I
National stats: Pop 7, P: 8, W: 0
Province: Pop: 7, F: 3+(4), P: 2(+6), W: 0 Up: 0 | 3 free tiles
Province: Kindum | 4 Soil, 1 Stone | 14 tiles
Province: Zindushir | 3 Soil 2 Wood | 13 tiles
Province: Undushel | 3 Soil, 1 Stone, 1 Metal | 14 tiles
Developments: Farm II (Khar), Farm I (Unbiz), Mine I (Shathar), Farm I (Bizaralarag), Forge I (Gakinb), Logging Camp I (Gizilarag), Carpenter I (Gibunaram)
Free Resources: 4 Wood, 4 Metal, 4 Stone, 10 Soil
Used Resources: 3 Soil

> Research Logistics
> Build them farms
> Build lots and lots of farms
> No really, more farms, that's a lot of dirt to work with.

There's no denying it. There's a lot of land to walk on these days. Some lumps are content to stay where they are, but others....well they get to thinking.
>>
Rolled 7, 49, 12, 80 = 148 (4d100)

>>6066814
Name: Clans of Glacialis
Race: Yeti
Trait: Mountain Men
Suffer no combat penalties for fighting in or crossing mountains.
Technology: Handweapons I, Husbandry II, Metallurgy I, Religion I, Masonry II, Administration I, Construction I
Province: Yepal | Pop: 4, F: 2+(2), P: 2+(4) W: 1 Up: 0 | 12 free tiles
Province: Old Hold | 2 Metal, 1 Wood, 1 Soil, 1 Stone | 13 tiles
Developments: Pastures II (Wisterton), Mine I (Craftbury), Forge I (Treley), Quarry I (Cleole)
Free Resources: 1 Precious Metal, 2 Soil, 3 Wood, 4 Metal, 3 Stone
Used Resources: 1 Soil
Units: 1 Axemen [Handweapons I] Up: 0

>Build a pasture in yepal
>Build a pasture in old hold
>Build a temple in yepal
>Research religion further
Our foremost priority is expanding pastoral lands to feed the populace. Once that is done we must restore the temples of old to show our piety, the temples protect our lands from the treacherous sun god who threatens to melt everything.
>>
>>6067415
Name: Republic of Skatria
Race: Lizardfolk
Trait: Imperial Legacy
Administration gives +4 to all rolls instead of +3. -20 to diplomacy rolls with city-states or other Remnants.
Technology: Administration I, Carpentry I, Agriculture I, Polearms I, Masonry II, Metallurgy I, Construction I, Logistics I
Pending Research: Metallurgy II 1/2
National Stats: Pop: 5, F: 5, P: 4, W: 0
Province: Skat | Pop: 5, F: 3+(2), P: 3(+4), W: 0, Up: 0 | 10 free tiles
Province: Skox | 2 Metal, 1 Stone, 1 Wood, 1 Soil | 12 tiles
Developments: Farm I (Lotan), Logger I (Albomyardge), Farm I (Causted), Quarry I (Insan), Mason I (Nankonagar)
Free Resources: 3 Soil, 4 Wood, 2 Stone, 2 Metal
Used Resources: 1 Soil
Unit: 1 Spearmen [Polearm I] Up: 0

(Previous stats reply as I forgot to copy them in the turn-post)
>>
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Rolled 36, 37, 53, 61 = 187 (4d100)

>>6066811
Name: Hakar Horde
Race: Humans
Trait: Kharak Masters
Pastures also produce 1 Mount. [Cavalry] receive +2 combat bonus, but Infantry suffer -1 Combat bonus.
Technology: Bows I, Spears I, Cavalry III, Husbandry I, Carpentry I, Metallurgy I
Pending research:
National Stats: Pop: 7, F: 7, P: 7, W: 1
Province: Hakaria | Pop: 5, F: 3+(4), P: 2+(7), W: 2, Up: 0 | 3 free slots
Province: Opal Coast | Soil: 3 Wood: 2 | 14 tiles
Province: Bleak Cliffs | Soil: 1 Stone: 3 Metal: 1 | 12 tiles
Developments: Pasture I (Tutrinch), Pasture I (Wunge), Logger I (Kilkley), Carpenter I (Wigton), Pasture I (Mubailqah), Carpenter I (Alaqhayq), Pasture I (Kharalash), Mine I (Baljah), Mine I (Bafahwar)
Free Resources: 4 Wood, 4 Soil, 2 Precious Metal, 3 Stone, 2 Metal
Produced: 4 Mount
Units: 3 Riders [Cavalry II, Bows I, Spears I] Up: 0
—-
1. Construct Pasture in Opal Coast
2. Construct Pasture in Opal Coast
3. Construct Pasture in Opal Coast
4. Construct Pasture in Opal Coast

Vast pastures will be constructed to feed the expanding population and for a new generation of warriors to be raised!
>>
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>>6066815
Thanks.
BTW you haven't said Turn 4 Begin yet.



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