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We are going to play a civilization game. Our starting race will be humans, but we can find non-humans out there. There is magic and rapid technological development. Every 30 turns you get to choose a new leader, unless the old leader dies first (it can be its descendant, but not necessarily).


Select Starting Terrain:

Select 21 Tiles for your city, choosing one to be the Center Tile. The Center Tile gets +1 to food and production.

Also choose a location in the map for your starting settlement, give me a number.

You can choose as many tiles as you want to be water tiles of the type Sea or Lake. But if you choose Rivers or Oasis (which must be superimposed to some other type of tile; oasis can only be in deserts), for each 5 tiles of river you get one additional Sworn Enemy (as river tiles are highly coveted and draw attention). Notice that you start with one sworn enemy, get one sworn enemy simply by having any river or oasis tile, and an additional one on 5 and every multiple of 5 river or oasis tiles.

Other than river tiles, you can choose up to three Special Resources. The resource must be adequate to the tile, as follows:

Plains: Grain, Horses
Forest: Fur, Wild Game
Mountains: Silver, Gems
Hills: Stone, Iron
Swamp: Herbs, Swamp Roots
Desert: Salt, Spices
Water (Sea, Lake, Oasis or River): Fish, Pearls, Gold
Jungle: Tropical Fruits, Rubber
Tundra: Fur, Oil
Farmlands: Wheat, Livestock
Volcano: Gold, Obsidian

Select your starting conditions!

Slow Start:

1,000 population

Fast Start:

4,000 population

Advanced Start:

10,000 population, divided in up to three settlements (generate 2 or 3 of the 30 tiles option)

-

Also select a Leader for your civilization:

Isolde von Berghoff
- Backstory: Known for her intelligence and passion for the arts, Isolde turned her capital into a cultural hub.
- Bonuses: +20% research output, +1 science per city.
- Starts with Writing technology

Otto von Reichenbach
- Backstory: Otto is a pragmatic and shrewd leader known for his deep understanding of economics and commerce.
- Bonuses: +30% gold income, +10% production per city.
Starts with Trade technology

Friedrich IV von Löwenburg
- Backstory: A seasoned ruler who rose to power during a time of great conflict, Friedrich IV is known for his ability to unite diverse factions and build a mighty empire.
- Bonuses: +20% production in all cities, +1 influence per city. (influence is how many actions each city can make per turn)
>>
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>>6163766


the city tiles are a bit like this, for reference
>>
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>>6163767

The locations from which you can choose one, give me a number from 1 to 20.
>>
Gonna give you three examples of city tiles:

Mining Town

Center: Farmland (Wheat)
Forest x10
Hills x8 (Iron)
Mountains x2 (Silver)

A settlement by untamed mountainside build after the discovery of mineral wealth.

Plainlands

Center: Farmland (Wheat)
Plains x 10 (Horses)
Farmland x 10 (Livestock)

A settlement in a vast plainland, bound to produce lots of food but little else.

Weirdland

Center: Farmland
Tundrax4 (Oil)
Swampx15 (Herbs)
Volcano (Gold)

A settlement in a swamp by the volcano side, built to mine volcano gold.

Could be anything really, feel free to mix and match terrains as you see fit.
>>
well, I was hoping for a quick start, but I can wait until tomorrow
>>
>>6163766
>Fast STart

>Otto von Reichenbach
>- Backstory: Otto is a pragmatic and shrewd leader known for his deep understanding of economics and commerce.
>- Bonuses: +30% gold income, +10% production per city.
>Starts with Trade technology
>>6163779
>Mining Town
>Center: Farmland (Wheat)
>Forest x10
>Hills x8 (Iron)
>Mountains x2 (Silver)
>A settlement by untamed mountainside build after the discovery of mineral wealth.
>>6163797
Civ quests are looked down upon due to trolls flaking after 1 update. giving it a try for the effort post.
>>
Rolled 15 (1d20)

>>6163802

Alright, rolling with it. Since you didn't pick a number, I'll roll the dice
>>
>>6163848
fuck, I forgot about it. 15 is nice though.
>>
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>>6163802
>>6163848
>>6163849


As Otto von Reichenbach paced the stone-floored hall of his court, the air was thick with tension. Rumors and whispers had begun to coil around his court like a serpent, each one more troubling than the last.

The Silver Scandal was on everyone’s lips. Dietrich Albers, a merchant trusted with managing the silver caravans, was suspected of skimming profits. Though the accusations were not proven, many court officials, particularly Treasurer Klara, were growing suspicious. However, Dietrich was not without powerful friends, and confronting him might risk alienating the merchant class that provided much of Otto’s wealth. On the other hand, leaving the matter unchecked could erode his authority.

Meanwhile, a delicate proposal had been delivered from the Baroness Isolde von Braum, a shrewd ruler of fertile lands to the west. She offered a marriage alliance, proposing her daughter, Ingrid, as Otto’s bride. The match would bring valuable farmland and solidify political ties, but rumors swirled that the Baroness might use the alliance to plant a spy within Otto’s court. His advisors were divided: the Chancellor encouraged Otto to accept the match, while the Spymaster warned of its dangers.

The tension in the court was heightened by a divided council over tax policy. Chancellor Gerhardt argued passionately for a tax increase to bolster the military, citing the growing unrest in neighboring territories. Treasurer Klara, however, opposed the idea, fearing that heavier taxes could spark rebellion among Otto’s subjects. The council chamber buzzed with heated debates, leaving Otto to make the final, difficult decision.

The most troubling matter, however, was the discovery of a coded letter tucked within the library’s archives. It bore the seal of a raven—a symbol tied to the von Krieger family, an old noble house exiled decades ago for treason. The message hinted at a plot against Otto, but its meaning was unclear. The Spymaster advised caution, suggesting they gather more intelligence, while the Marshal called for swift and decisive arrests to root out any treachery.

Amid these challenges, a curious discovery offered a glimmer of opportunity. Scouts exploring the nearby forests had stumbled upon a wondrous sight: clusters of silk moths fluttering among the trees. A local herbalist confirmed their value, suggesting they could be cultivated to produce silk, a rare and luxurious commodity that could elevate Otto’s court to unparalleled prestige.

Yet even this opportunity came with complications. Establishing silk farms would require clearing sections of the forest, which might anger local woodcutters and hunters. Moreover, neighboring realms, eager for any advantage, might also turn their eyes toward the silk moths, sparking competition—or worse, conflict.
>>
>>6163854
Influence: 1 (you can pick up to one action)

A. Gather Food
B. Trade Goods
C. Housing
D. Festivities
E. Drill
F. Construct
G. Research Tech
H. Research Magic
I. Invent new building
J. Invent new tech
K. Invent new magic
L. Scout/Diplomacy/War
M. Improve Culture
N. Change Tax Rate
O. Other (write in)

Turn 1

Leader Otto von Reichenbach (turn 1 of his reign)
+30% gold income, +10% production per city.

Food: 7/10 (consumed, produced; 3 plains, 2 hills, 2 forest, 1 mountain, 2 wheat)

Current Surplus: 3 food

Gold: 100 + 14(.3) (when doing trade goods; 1 +8 production +2 silver +30% leader bonus)

Production: 8 (currently Trading Goods)
Science: 4 (not researching anything)

Resources:
Wheat +2 food
Iron (-20% cost for military)
Silver +2 gold (when trading goods or doing caravans)

Tax Rate: 0%
Happiness: 5/10 (no bonus)
Population: 4,000

Army: 2 Spearmen (recruits; fortified), 1 Caravan (Silver)
Military Power: 40//60 (90) (attack//defense (fortified))
Military Readiness: 5/10 (no bonus)

Military Units:
Spearmen 20/30, 2 turns to train, 5 gold (4 due to iron)

Technologies: Trade

Magic: None!

Settlement 1: Mining Town (name it)

Mining Town (4 pop)
Center: Farmland (Wheat) *
Forest x10 *
Hills x8 (Iron) *
Mountains x2 (Silver) *
Reputation: 0
>>
>>6163857


Rules:

Each turn you gain 1 Influence Point per city that you have.

You can spend 1 Influence Point to perform one action.

You can save them up and exchange them later:

Gather Food = Production+1 temporary food (for one turn only)
Trade Goods = Production+1 Gold (plus any bonuses)
Housing = +100 population for one settlement
Festivities = chance of increasing happiness by 1. Chance is (10-Current Happiness)*10%. On a successfull dubs, increases happiness by 2. (If it is Happiness 0 it is automatic, if it is happiness 9 you need to roll 91-100).
Drill = chance of increasing military readiness by 1. Chance is (10-Current Military Readiness)*10%.

Gold (can be generated passively through taxes, but taxes cap happiness, every 10% taxes reduces maximum happiness by 2, and every 20% actively reduces happiness by 1 per turn)
Food (2 points for every 1000 citizens)

Production (1 point for every 1000 citizens)
Science (1 point for every 1000 citizens.)
Happiness (ranges from 0-10. At 5 offers no bonus, for each below -10% for each above +10%. Influences Production and Science.)
Population (usually ranges from 1-30,000)

Military Power (calculated from the total attack/defense power of units garrisoned, plus any city improvements)
Trade (each 1000 citizens can generate 1 trade if you send a caravan. The receiving city gets the same. Requires caravan.)
Faith (1 point for every 1000 citizens, requires a temple to be generated)
Espionage (you must first convert influence points into espionage points, which can then be used in espionage missions. Requires diplomacy.)
Magic (1 point for every 1000 citizens. Requires some kind of magical building.)

Culture: describe your culture
Military Readiness: (ranges from 0-10, like happiness but for combat. At 5 offers no bonus, for each below -10% for each above +10%)
Reputation: (starts at zero, increases when something special happens. It is a free Influence Point worth of population per turn)

Taxes (a city produces 1 gold per 1000 citizens, taxes get tax% of it)


ALSO cities don't do anything on their own unless you invent and build a construction that automates it.

You have to keep spending influence otherwise.
>>
I might update more than once a day, but it is a rather involved process so it takes awhile.
>>
Also, forgot to mention, please roll 1d100 with each action choice.
>>
Rolled 22 (1d100)

>>6163854
so the decisions mentioned here, do I vote for them or they're more like sugestions I can do on a regular turn ?
>>6163857
Diplomacy: Accept the marriage proposal for the baroness' daughter
>>
>>6163927
>so the decisions mentioned here, do I vote for them or they're more like sugestions I can do on a regular turn ?

They are just to inform you of what has happened thus far. You can choose to do about it whatever you want.

Writing update.
>>
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Rolled 52 (1d100)

>>6163942


Otto von Reichenbach resolved to secure the future of his realm through marriage, announcing his intent to wed Ingrid von Braum, the daughter of Baroness Isolde. The union promised to bring fertile lands and valuable alliances, strengthening Otto’s hold on his domain. Preparations began immediately for a grand celebration, a show of power and prosperity that would impress allies and rivals alike.

Invitations were sent to the neighboring rulers, summoning them to Mining Town for a lavish festival. The event was set to last three days, featuring banquets, tournaments, and displays of wealth. Otto spared no expense, hoping the festivities would solidify his reputation as a magnanimous and formidable leader. (-10 gold) Ingrid von Krieger, now Otto's wife, quickly proved her worth as more than a mere political alliance. With her deep knowledge of farming and her ability to inspire those who worked the land, she set to work improving the food production.

(+10% food output)

Amidst the preparations, a wealthy merchant named Sidovarus arrived in court with an ambitious proposal. He sought Otto’s blessing to settle in the ruined castle of the von Krieger family, a relic of a disgraced lineage. Sidovarus promised to clear the castle of its decay and raise a new city around it, turning the once-cursed site into a thriving center of commerce and power. The opportunity was enticing, but the castle’s dark history lingered. Many of Otto’s advisors whispered of omens and curses, urging caution.

The festivities in Mining Town began with grandeur, but the celebration was soon overshadowed by whispers of discontent. The Silver Scandal, as it quickly became known, cast a shadow over Otto von Reichenbach’s leadership.

Rumors spread like wildfire: accusations that the silver mined from the mountains had been mismanaged, or worse, sold at undervalued prices to enrich a select few close to Otto. The accusations gained traction when a former court official, dismissed under suspicious circumstances, publicly claimed that profits from the silver trade had been funneled into secret accounts benefiting Otto's allies. The people, already burdened by recent hardships, grew restless.

(Happiness -1)
>>
>>6163961


As these events unfolded, Otto’s health took a grave turn. A fever gripped him, leaving him pale and bedridden. The court physicians worked tirelessly, administering herbal remedies and alchemical tinctures, but their prognosis was grim - a cruel reminder of his mortality. Yet, even in his weakened state, Otto remained resolute, issuing orders from his bed and ensuring the realm continued to function under his watchful gaze.

(Otto now faces a 10% chance of death with each passing turn. I will roll 1d100, on 1-10 you die! On a dubs you recover.)

As Otto sat in his modest council chamber, his advisors gathered around the long oak table, their faces a mix of concern and expectancy. It was clear that the momentum Ingrid had built with her agricultural reforms was waning, as the town's production and research resources sat idle.

"Milord," began Roderick, the elderly steward with a knack for logistics, "our people grow restless without clear direction. The granaries are full, the forges are quiet, and the scholars twiddle their quills. We must give them purpose."


Influence: 1 (you can pick up to one action)

A. Gather Food
B. Trade Goods
C. Housing
D. Festivities
E. Drill
F. Construct
G. Research Tech
H. Research Magic
I. Invent new building
J. Invent new tech
K. Invent new magic
L. Scout/Diplomacy/War
M. Improve Culture
N. Change Tax Rate
O. Other (write in)

Turn 2

Leader Otto von Reichenbach (turn 2 of his reign)
+30% gold income, +10% production per city.
married to Ingrid von Braum
+10% food output


Food: 7/10 (consumed, produced; 3 plains, 2 hills, 2 forest, 1 mountain, 2 wheat; +10% leader bonus; -10% unhappiness penalty)

Current Surplus: 3 food

Gold: 90 + 13 (when doing trade goods; 1 +8 production +2 silver; +30% leader bonus; -10% unhappiness penalty)

Production: 8 (7) (currently Trading Goods)
Science: 4 (3) (not researching anything)

Resources:
Wheat +2 food
Iron (-20% cost for military)
Silver +2 gold (when trading goods or doing caravans)

Tax Rate: 0%
Happiness: 4/10 (-10% penalty)
Population: 4,000

Army: 2 Spearmen (recruits; fortified), 1 Caravan (Silver)
Military Power: 40//60 (90) (attack//defense (fortified))
Military Readiness: 5/10 (no bonus)

Military Units:
Spearmen 20/30, 2 turns to train, 5 gold (4 due to iron)

Technologies: Trade

Magic: None!

Settlement 1: Mining Town (name it)

Mining Town (4 pop)
Center: Farmland (Wheat) *
Forest x10 *
Hills x8 (Iron) *
Mountains x2 (Silver) *
Reputation: 0

Recent Events:

The Silver Scandal
Silk Moth Discovery
Otto's Marriage!
Merchant Wants To Restore Castle
Otto's Disease
>>
Rolled 6 (1d100)

>>6163963
>O.Investigate the rumours about the silver scandal and prove our innocence
>>
Rolled 99 (1d100)

>>6163966
+1
>>
>>6163966
>>6163974


The investigation into the silver scandal had been arduous, but Otto von Reichenbach’s persistence paid off. Working closely with his advisors and loyal guards, he unearthed the network of corruption that had bled the treasury dry. Arrests were made, and while not all the stolen wealth was recovered, a tidy sum of 20 Gold was restored to the coffers. Otto’s momentary triumph, however, was short-lived.

Under cover of darkness, a band of armed rebels infiltrated the palace. Otto awoke to the clamor of steel and shouts, only to find himself dragged from his chambers and bound at sword-point. The rebels, furious over the imprisonment of their compatriots, demanded their immediate release—or else. With no guards nearby to intervene, Otto had little choice but to comply.

The dungeons were emptied, but the ordeal left a bitter aftertaste. Though Otto had proven his innocence in the scandal, the rumor mill churned anew. Whispers of a staged kidnapping, concocted to gain sympathy and distract from the scandal, began to circulate. The lord's reputation, already tarnished, seemed to slip further into the mire.

The next morning, Otto’s council convened in an atmosphere thick with unease.

“The palace is woefully vulnerable,” declared Captain Gregor, his knuckles white as he gripped the hilt of his sword. “Milord, this cannot happen again. We need more spearmen—and better-trained ones at that—or even new defenses to ensure your safety.”

(Military Readiness -1)

Elise, the spymaster, shook her head. “Martial strength is important, but we don’t yet understand who these rebels are. They moved like professionals, not common rabble. We need to investigate. If they’re sellswords, we might even consider turning them to our side with the right incentives. Gold has swayed fiercer men.”

Roderick, ever the pragmatist, leaned forward. “A balanced approach might be best. Fortify the palace, train new troops, and investigate. Whatever the rebels’ origins, we cannot risk another attack. The people’s trust may waver, but their loyalty will crumble entirely if they see us as weak.”
Influence: 1 (you can pick up to one action)

A. Gather Food
B. Trade Goods
C. Housing
D. Festivities
E. Drill
F. Construct
G. Research Tech
H. Research Magic
I. Invent new building
J. Invent new tech
K. Invent new magic
L. Scout/Diplomacy/War
M. Improve Culture
N. Change Tax Rate
O. Other (write in)
>>
Rolled 68 (1d100)

>>6164003


Turn 3

Leader Otto von Reichenbach (turn 3 of his reign)
+30% gold income, +10% production per city.
married to Ingrid von Braum
+10% food output


Food: 7/10 (consumed, produced; 3 plains, 2 hills, 2 forest, 1 mountain, 2 wheat; +10% leader bonus; -10% unhappiness penalty)

Current Surplus: 3 food

Gold: 110 + 13 (when doing trade goods; 1 +8 production +2 silver; +30% leader bonus; -10% unhappiness penalty)

Production: 8 (7) (currently Trading Goods)
Science: 4 (3) (not researching anything)

Resources:
Wheat +2 food
Iron (-20% cost for military)
Silver +2 gold (when trading goods or doing caravans)

Tax Rate: 0%
Happiness: 4/10 (-10% penalty)
Population: 4,000

Army: 2 Spearmen (recruits; fortified), 1 Caravan (Silver)
Military Power: 40 (36)//60 (54) (90) (81) (attack//defense (fortified))
Military Readiness: 4/10 (-10% penalty)

Military Units:
Spearmen 20/30, 2 turns to train, 5 gold (4 due to iron)

Technologies: Trade

Magic: None!

Settlement 1: Mining Town (name it)

Mining Town (4 pop)
Center: Farmland (Wheat) *
Forest x10 *
Hills x8 (Iron) *
Mountains x2 (Silver) *
Reputation: 0

Recent Events:

The Silver Scandal
Silk Moth Discovery
Otto's Marriage!
Merchant Wants To Restore Castle
Otto's Disease
Rebel Attack!


Rolling for disease.
>>
Rolled 92 (1d100)

>>6164003
>F. Construct
>>Fortify Castle

I noticed we never described our culture or really named anything.

>Name Town: Fettärschige WeißeMadchen

The fifth son of the von Rechenbach family Otto was never meant to rule the land his father and grandfather had built. He was trained instead to be a trusted Steward and mentored under merchants with close ties to the von Reichenbach family.

However, after a particularly virulent strain of the wasting disease devastated the city and the von Reichenbach family Otto inherited the land.

The culture of the people inhabiting Fettärschige WeißeMadchen is a hearty one and one of excess. Raucous parties are thrown often for any occasion- funded by the wealth generated by the mine. Rich food is bought and half-eaten before being fed to the dogs. The homes are emblazoned with large signs of the family names, with the size of the sign representing the prestige of the family there. And fine, colorful clothing with various pins, rings, and piercings all over as a symbol of wealth is worn.

This causes the people to be greatly happy and jovial in times of plenty. This makes them care little about scandals, wars, and cultural matter even at their worst, but quickly turn unhappy when the money runs out.
>>
>>6164034


The people of Fettärschige WeißeMadchen live a culture defined by hearty indulgence and unrestrained excess. Raucous celebrations are a common occurrence, held for any reason, fueled by the prosperity brought by the mines. Extravagance permeates daily life: rich feasts are prepared, often only half-eaten before scraps are tossed to the dogs. Family homes boast enormous name signs, their size a direct reflection of the household’s prestige. The townsfolk themselves adorn fine, vibrant clothing, bedecked with pins, rings, and piercings as a show of their wealth and status.

This culture of abundance makes the people cheerful and jovial in times of plenty, showing little concern for scandals, wars, or cultural upheavals even at their worst. However, this carefree nature is fleeting; the mood of the populace quickly sours when the flow of wealth begins to wane.

The decision to fortify the castle is a crucial one, and the architects estimate the project will require 150 production to transform your modest stronghold into a true fortress. With the town currently generating 7 production per turn, the task will take a significant 22 turns to complete if work proceeds uninterrupted.

Your advisors suggest hiring a foreman to manage the project, which could influence both its cost and timeline. The available candidates include:

Bernard Kreve: A reliable professional offering standard rates and completion times, charging 3 gold per turn.
Wilhelm Bauer: An efficient taskmaster who promises to reduce construction time by 30% but demands double the fee, at 6 gold per turn.
Kyle Faulheit: A cost-effective option, charging only 2 gold per turn, though his methods will increase the time required by 30%.
As you deliberate on this, exciting news arrives from the mines—a massive vein of gold has been discovered in one of the nearby mountains! The sheer wealth this promises could elevate your town's prosperity immensely, though it may also attract the envy and greed of your neighbors. Your counselors recommend vigilance as you enjoy this newfound boon.

You may order people to stop mining silver and start mining gold instead if you please.


Influence: 1 (you can pick up to one action)

A. Gather Food
B. Trade Goods
C. Housing
D. Festivities
E. Drill
F. Construct
G. Research Tech
H. Research Magic
I. Invent new building
J. Invent new tech
K. Invent new magic
L. Scout/Diplomacy/War
M. Improve Culture
N. Change Tax Rate
O. Other (write in)
>>
>>6164092


Turn 4

Leader Otto von Reichenbach (turn 4 of his reign)
+30% gold income, +10% production per city.
married to Ingrid von Braum
+10% food output


Food: 7/10 (consumed, produced; 3 plains, 2 hills, 2 forest, 1 mountain, 2 wheat; +10% leader bonus; -10% unhappiness penalty)

Current Surplus: 3 food

Gold: 110 + 18 (13) (when doing trade goods; 1 +8 production +2 silver +4 gold (untapped); +30% leader bonus; -10% unhappiness penalty)

Production: 8 (7) (currently Trading Goods)
Science: 4 (3) (not researching anything)

Resources:
Wheat +2 food
Iron (-20% cost for military)
Silver +2 gold (when trading goods or doing caravans)
Gold +4 gold (when trading goods or doing caravans) (untapped)

Tax Rate: 0%
Happiness: 4/10 (-10% penalty)
Population: 4,000

Army: 2 Spearmen (recruits; fortified), 1 Caravan (Silver)
Military Power: 40 (36)//60 (54) (90) (81) (attack//defense (fortified))
Military Readiness: 4/10 (-10% penalty)

Military Units:
Spearmen 20/30, 2 turns to train, 5 gold (4 due to iron)

Technologies: Trade

Magic: None!

Settlement 1: Fettärschige WeißeMadchen

Mining Town (4 pop)
Center: Farmland (Wheat) *
Forest x10 *
Hills x8 (Iron) *
Mountains x2 (Silver, Gold) *
Reputation: 0

Construction: Fortress 7/150?

Culture: Opulent


Recent Events:

The Silver Scandal
Silk Moth Discovery
Otto's Marriage!
Merchant Wants To Restore Castle
Otto's Disease
Rebel Attack!
Gold Vein Found
>>
Rolled 3 (1d100)

>>6164092
>Hire Wilhelm Bauer
>Drill
>>Recruit Spearmen

If we're going to mine gold let's first get some more troops.
>>
Rolled 13 (1d100)

>>6164146
>+1
>>
Rolled 23 (1d100)

forgot to roll for disease

>>6164146
>>6164241


you can attempt as many actions as you please, but if you don't have influence enough you will fail them all

right now you only have 1 influence, so you can do 1 action per turn
>>
>>6164378


With Wilhelm Bauer now overseeing the construction, the transformation of your modest castle into a fortress is progressing at an impressive pace. His skill and efficiency have reduced the estimated completion time significantly, earning him the respect of the workers and the admiration of your court.

Meanwhile, efforts to bolster your spearmen militia have hit a roadblock. The townsfolk, enjoying the peace and prosperity of these times, are reluctant to take up arms. The prospect of forced conscription looms as an option, but your advisors caution against it, warning of unrest among the people. Offering payment, on the other hand, risks unsettling the existing militia, who may demand compensation for their own service. For now, the issue remains unresolved.

In brighter news, these tranquil days are marked by a joyous occasion: the birth of your first son! His arrival fills Fettärschige WeißeMadchen with celebration, as the townsfolk revel in the promise of continuity and prosperity for the von Reichenbach lineage.

> Name your son


Influence: 1 (you can pick up to one action)

A. Gather Food
B. Trade Goods
C. Housing
D. Festivities
E. Drill
F. Construct
G. Research Tech
H. Research Magic
I. Invent new building/unit
J. Invent new tech/magic
K. Recruit more troops
L. Scout/Diplomacy/War
M. Improve Culture
N. Change Tax Rate
O. Other (write in)
>>
Rolled 59 (1d100)

>>6164381

Turn 5

Leader Otto von Reichenbach (turn 5 of his reign)
+30% gold income, +10% production per city.
married to Ingrid von Braum
+10% food output


Food: 7/10 (consumed, produced; 3 plains, 2 hills, 2 forest, 1 mountain, 2 wheat; +10% leader bonus; -10% unhappiness penalty)

Current Surplus: 3 food

Gold: 104 (-6) + 18 (13) (when doing trade goods; 1 +8 production +2 silver +4 gold (untapped); +30% leader bonus; -10% unhappiness penalty) (-6 upkeep from Bauer)

Production: 8 (7) (currently Trading Goods)
Science: 4 (3) (not researching anything)

Resources:
Wheat +2 food
Iron (-20% cost for military)
Silver +2 gold (when trading goods or doing caravans)
Gold +4 gold (when trading goods or doing caravans) (untapped)

Tax Rate: 0%
Happiness: 4/10 (-10% penalty)
Population: 4,000

Army: 2 Spearmen (recruits; fortified), 1 Caravan (Silver)
Military Power: 40 (36)//60 (54) (90) (81) (attack//defense (fortified))
Military Readiness: 4/10 (-10% penalty)

Military Units:
Spearmen 20/30, 2 turns to train, 5 gold (4 due to iron)

Technologies: Trade

Magic: None!

Settlement 1: Fettärschige WeißeMadchen

Mining Town (4 pop)
Center: Farmland (Wheat) *
Forest x10 *
Hills x8 (Iron) *
Mountains x2 (Silver, Gold) *
Reputation: 0

Construction: Fortress 14/105
Overseer Wilhelm Bauer
-30% time to completion, 6 gold upkeep


Culture: Opulent


Recent Events:

The Silver Scandal
Silk Moth Discovery
Otto's Marriage!
Merchant Wants To Restore Castle
Otto's Disease
Rebel Attack!
Gold Vein Found
First Son Born



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