[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Multi-Civ quest

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 460
Thread images: 21

File: map_trid_reg.png (729KB, 1465x1233px) Image search: [Google]
map_trid_reg.png
729KB, 1465x1233px
First time doing one of these, but I find myself with time to kill lately. Gonna take a few cues from the other civ quest that's up.
Ignore the roads and any other landmark looking things on the maps.

Name
Race
Location
Religion if applicable
Specialty
Fluff

Each race starts with nothing but Stone Hammers.
You get 2 actions per turn. Each d100. Events may temporarily alter this for better or worse.
Each turn I'll make a roll out of game for each player whether an event triggers and for quality, these can be good, bad or pure fluff. No guarantees when/if you get an event. May the Dice Gods be with you.
You start with 1 tile, and 100 pop.
Depending on race you may have a pop increase at the start of each year. First year excluded.
Resources matter. You don't just build a iron mine and instantly have infinite iron. The amount you gather depends on tools, number of workers dedicated to the task, and skill of said workers. Depending on resource/location other factors may come into play.
Skills will be Tier'd and Ranked/Stars. ie a Tier 1 1* soldier is a peasant with a knife, whereas a Tier 5 10* solos adult dragons in immaculate shining armor.
Achieving higher tiers/ranks at upper levels require more time and better rolls. Going from T1 1* to T1 5* can take a soldier/worker 1-2 years depending on how much you focus on it. Going T4 10* to T5 1* can take years by itself.
At Tier 4 you can no longer train groups en masse, you must name them and train them 1 at a time. They are considered Hero units.
Buildings and tech will require turns to complete/research, and depending on difficulty may require rolls on future turns to complete/hasten.

I hope this isn't too complicated, but I didn't want it to be too simple either. Rules are subject to change depending on how it goes.
if you have questions/comments, let em rip.
>>
>>1039619
Name: Dinon
Race: 'Saurs
Location: The tile below the "sa" in Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
>>
File: Pura civ.jpg (15KB, 184x145px)
Pura civ.jpg
15KB, 184x145px
Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers
Assets: stone hammers
Population: 100
>>
>>1039824
Just to clarify, about how big do you mean when you say big?
>>
File: Mimic Dungeon Meshi.jpg (144KB, 1564x900px) Image search: [Google]
Mimic Dungeon Meshi.jpg
144KB, 1564x900px
>>1039619
>Name
Chester
>Race
Mimics
>Location
Reaver Downs
>Religion if applicable
Bagu, god of life, teeth, and wealth
>Specialty
Espionage
>Fluff
The creation of an old wizard who just wanted friends. When he died, he left his creation the gift of free will and the means to make more of themselves.
>>
>>1039961
Do you care for any spot in particular in Reaver Downs?
>>
>>1039988
Anywhere is fine.
>>
>>1039619
I gtg for a bit, but I want to start at Cyndia.
I'll elaborate when I get back.
>>
>>1040005
That's fine. Was planning to wait another 30 min-1 hour, or if 2 more people joined, whichever comes first.
>>
File: map_trid_reg.png (821KB, 1465x1233px) Image search: [Google]
map_trid_reg.png
821KB, 1465x1233px
Okay, let's go ahead and start. If anyone else wants to join feel free to.

Turn 1 - Spring
>>
Rolled 15, 58 = 73 (2d100)

>>1040346
First action: The Pura build houses.
Second action: the Pura make tools for hunting
>>
Rolled 36, 38 = 74 (2d100)

>>1040346
1)Hunt for shiny goods
2)Train spies
>>
>>1039619
>Name
Iktomi
>Race
Wood Elves
>Location
Dolpho, Cyndia
>Religion if applicable
Tanka (Pantheism/Shamanism)
All life is connected and part of the divine tapestry of the universe.
>Specialty
Herbalism & Animal Husbandry
>Fluff
Peaceful nature folk that draw religious/spiritual inspiration from everything they do.
>>
Rolled 29, 60 = 89 (2d100)

>>1040346
>Scout the surrounding woodlands for edible/useful plants and animals.

>Learn to make bows and arrows.
>>
Rolled 87, 64 = 151 (2d100)

>>1039619
Name: The Khanate of The Grass Sea
Race:Humans
Location:Sea of Grass
Religion:None
Specialty: Horse Domestication
Fluff: Long have the people lives in these planes, a nice are with mild weather. Where here they hope to prosper.
>>1040346
Build Huts
Make Crude saddles out of what they have available.
>>
>>1040554
I should mention I want to be by the lake there.
>>
picking a spot...
>>
File: Largestdinosaursbysuborder_scale.png (144KB, 2356x550px) Image search: [Google]
Largestdinosaursbysuborder_scale.png
144KB, 2356x550px
Rolled 26, 67 = 93 (2d100)

>>1039946
Pic related.
>>1040346
Name: Dinon
Race: 'Saurs
Location: The tile below the "sa" in Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 1 tile
Holdings: Stone Tools
Population: 100 Strong.

Action 1: Hunt. Get food surplus. Tribe works best when fed well.
Action 2: Scout area for resources and neighbors.
>>
Rolled 52, 100 = 152 (2d100)

Name
Race: High Elves
Location: Woodspire
Religion: None
Specialty:Magical Affinity
Fluff:Two tribes recently united under one lead, Sventar, who has led them down from the mountains to settler at the confluence of the two rivers of Woodspire.

As a stone Axe is easily borne of a broken stone hammer, do we require a roll to invent axes before we can "chop trees"
Action:1 build settlment
Action:2 build boats
>>
>>1039619
>number of workers dedicated to the task
So what constitutes a passive action?
Will people gather food, water and shelter automatically?
Do we need to learn how to hunt and forage?
Do we need to keep track of food reserves in addition to number of tools?

>nothing but Stone Hammers.
Since we have stone hammers, don't we also have flint-knapping, stone knives, cordage and fire-making?
Primitive shelters like lean-toes and grass huts automatic, or do we sleep under the stars?

>Each turn I'll make a roll out of game
So we roll 2d100 for actions and you roll one for random encounters?
Do we have a take50 system or pure rolling?
Do our specialties give us modifiers?

Sorry to barrage you with questions, but the demon is in the specifics.
>>
>>1040455
You try building shelter out of dirt. The only thing it accomplishes is getting you dirty.
Bashing the stone hammers around, you slowly whittle them down, making them a tad sharper.
>Acquire Crude Stone Axe

>>1040486
You think you find something shiny, but it turns out to be mud glistening in the sun.
Even hiding in the bushes at night, your people people can still spot your 'spies'.

>>1040494
Your scouts go out, they find nothing but at least come back alive.
You fiddle around with some sticks you find, trying to come up with a way to attack animals from range. (Requires additional resource:Rope to finish)

EVENT: Roll 29
During the night while sleeping under the stars, a howl is heard from the darkness. Your people are startled awake. You group huddles close for safety, but the fear of the unknown doesn't wane. Your people are scared and don't sleep well, for the next 2 turns take -10 penalty to all rolls.

>>1040554
With not much on hand, you manage to work the tall grass together into a weak shelter. At the least it might keep some of the wind and rain out.
>Acquire Grass huts
With only grass around you, you weave into together into a crude saddle. It's very itchy.

EVENT: Rolled 14
It rains. A lot. The constant battering of rain and wind chills some of your people. 3 fall to illness.
>-3 pop

>>1040750
You find nothing to eat.
You find a nearby stream. You might not have food at the moment but at least you want die of thirst anytime soon.

>>1040893
Taking some fallen limbs and branches, you start cobbling them together into crude shelters. They aren't much to look at, but it beats sleeping in the open.
>Acquire Huts on Turn 3.
You gather up some nice felled logs. Beating them up with your hammers, you eventually hollow them out and forge them into a shape to take them out onto the water. They won't take you out too far, and certainly won't hold up in a storm, but you don't have to worry about sinking.
>Acquire Rough Canoes


For Event rolls I'm taking the last two digits of your posts and rolling a d100. If the die comes within +-10 of your number, you get an Event Roll. 1-30 is a Bad Event. 31-69 is Neutral/Fluff, and 70-100 is Good.
Is that okay?
>>
Rolled 71, 99 = 170 (2d100)

>>1040997
Name: Dinon
Race: 'Saurs
Location: The tile below the "sa" in Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 1 tile
Holdings: Stone Tools. Stream.
Population: 100 Strong.

Action 1: Learn to eat fish from stream, like bear.
Action 2: Explore around stream. Where there is water there is life. And life is another word for food.
>>
>>1040997
How many turns food supply do we have until we start starving? Also I presume my people have water supply what with their location?
---
Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers, stone axes
Assets: stone hammers/axes
Population: 100
---
Turn 2 actions

1: Use stone axes to chop down wood for housing
2: go hunting
>>
Rolled 85, 20 = 105 (2d100)

>>1040997
Name: The Khanate of The Grass Sea
Race:Humans
Location:Sea of Grass
Religion:None
Specialty: Horse Domestication
Fluff: Long have the people lives in these planes, a nice area with mild weather. Where here they hope to prosper.

Tech:Grass huts, Grass saddles, Stone hammer

Population:97

Try making some of our hammers shovel shaped for shovels.

See about making some stones into pointy shapes to make spears for hunting so we could do more than chase stuff with horses.
>>
Rolled 24, 10 = 34 (2d100)

>>1040997
Retrying my previous actions.
>>
Rolled 98, 5 = 103 (2d100)

>>1040997
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Pop: 100
Tools: 100 Stone hammers

>Begin striking and grinding rocks against each other to make sharp edges. (axes and knives)

>Begin weaving baskets from reeds to carry stuff and catch fish.
>>
Rolled 93, 62 = 155 (2d100)

>>1041079
>>
>>1040902
>So what constitutes a passive action?
Mostly resource gathering, though you can take temporary boosts with Active actions.
For example, setting 10 of your people being lumberjacks will passively net you wood depending on their level and equipment.

>Will people gather food, water and shelter automatically?
For the first year, you've got enough to get through Winter 1, assuming nothing bad happens, but at the start of Spring 2 you start starving if you don't have food gathered.
Same with shelter. Mostly for Year 1 I'm giving a sort of Protection period to get on your feet.

>Do we need to learn how to hunt and forage?
Yes, don't want to eat the poisoned berries do you?

>Do we need to keep track of food reserves in addition to number of tools?
Yes

>Since we have stone hammers, don't we also have flint-knapping, stone knives, cordage and fire-making?
No, just cause I'm gonna be a butt about that.

>Primitive shelters like lean-toes and grass huts automatic, or do we sleep under the stars?
Stars

>So we roll 2d100 for actions and you roll one for random encounters?
Yes. I'm making the event rolls elsewhere.

>Do we have a take50 system or pure rolling?
Pure roll.

>Do our specialties give us modifiers?
Yes.

>>1040893
As a stone Axe is easily borne of a broken stone hammer, do we require a roll to invent axes before we can "chop trees"
You can beat trees down, but its less efficient than an Axe.

I think that answers the questions so far, if you have more, I missed one, or not satisfied with one let me know.
>>
Rolled 71, 87 = 158 (2d100)

>>1040997
Turn 2
Name: Sventar
Race: High Elves
Location: Woodspire
Religion: None
Population: 100 High Elves
Specialty:Magical Affinity
Fluff:Two tribes recently united under one lead, Sventar, who has led them down from the mountains to settler at the confluence of the two rivers of Woodspire.

Shelter Status: Crude Huts
Current Tech: Stone Hammers, Crude Canoes
As a stone Axe is easily borne of a broken stone hammer, do we require a roll to invent axes before we can "chop trees"
Action:1 observe and devise traps for local small game/fish
Action:2 Identify edible plants in area, note seasons of bloom/fruit, store seeds for next year.


I'm assuming we know how to put points on sticks,and how to use vines, roots and bark strips as cordage. Fish traps are just stick-funnels in shallow water, and simple snares use vines and bent trees.... pre stone age stuff.

manpower assignments:
10 People will continue to improve huts.
30 People on the fish/game trapping endeavor
20 People on foraging/plant observation/seed storage
40 People gathering food from known current sources
>>
When I have it confirmed that my woodcutters are successful and I have started hunting then I will distribute the manpower.

Looking at about 30 wood cutters and 30 hunters and the rest being builders and stuff for now.
>>
>>1041077
With your massive maws, you plunge into the stream and Feasts on the fish. My, that sure makes catching food easier.
>You have a regular Food Source.
Surveying up stream you come to a large pond that local wildlife uses as a watering hole. Creatures of all shapes and size gather to drink. You know where food goes to drink.
>You have a regular Food Source
In order to gain Food passively from this, you have to set Population to hunting these areas.

>>1041079
The trees fall easily from the swings of your people.
>+150 wood
Your hunters manage to trap a family of rabbits in their hole and dig them out.
>+10 Food
EVENT: 83
On the way back from their hunting expedition, your hunters sot a wounded deer, tired and its leg clearly broken, its in no shape to fight or flee as your hunters put it out of its misery.
>+50 food

>>1041090
Working and shaping the rocks, you find they can now move dirt easier.
>Stone Shovels
You try sharpening the rocks, but they keep breaking and crumbling.

>>1041121
You don't even find shiny mud this time.
Your "spies" try standing perfectly still in broad daylight thinking if they don't move, you can't see them.

>>1041127
The blunt force of the hammers simply not, well, cutting it, you grind the rocks down to be sharper. This certainly beats, well, beating on trees.
>Acquire Stone Ax and Stone Knife
You grab some reeds and pretty much just pile and smash them together. it works out about as well as it sounds.

>>1041207
You mange to set up some basic traps in and around a local stream.
>You have a regular Food source.
Looking though the forest, you take note of various plants in the area, namely the edible ones. You gather up some of the fruit to eat, but save the seeds for next year.
>+10 food
>Acquired Seeds
>Your people are set to working and improving your Crude Huts.
>Food: +45 per turn

For now I'm gonna set it at 1 Food per Pop per Year for now, playing it by ear so may tweak it depending on how it goes if it seems too high or too low.

I'll either do 1 more tonight or pick it up tomorrow.
>>
Rolled 61, 82 = 143 (2d100)

>>1041499
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping
Pop: 100
Tools: Stone Hammers, Axes & Knives

>Look for edible/useful plants in the forest, gathering seeds and tending the plants for future harvests.
(Herbalism bonus)

>Leave some food out for the wolves and see if we can befriend them or nab some puppies.
(Husbandry bonus)

So how many of each tool do we get and what is the rate of passive tool making?
>>
>>1041592
let me go ahead and organize my labor.

40 - Gathering food
20 - Tool making (Axes and Knives)
20 - Scouting
20 - Wolf Taming
>>
Rolled 41, 49 = 90 (2d100)

Turn 3
Name: Sventar
Race: High Elves
Location: Woodspire
Religion: None
Population: 100 High Elves
Specialty:Magical Affinity
Fluff:Two tribes recently united under one lead, Sventar, who has led them down from the mountains to settler at the confluence of the two rivers of Woodspire.

Shelter Status: Crude Huts
Current Tech: Stone Hammers, Crude Canoes

Action:1 Improve on stone technologies, as it would become obvious that sharp, broken hammers, sufficed as axes, then the chips had to be useful as well. Attempt to develop: STONE AXE growing on broken hammer technologies.
Action:2 Plants that make the best cordage (twine is just twisted plant fibers) try to invent ROPE

manpower assignments:
10 People will continue to improve huts.
20 People on the fish/game trapping endeavor
10 People on foraging/plant observation/seed storage
40 People gathering food from known current sources
10 eash dedicated to actions 1 and 2, with the bulk of the population also lending their spare time to the efforts.
>>
>>1041499
Name: Flame Elves (Though, by the time others meet them, they'll probably be pirates. Their religion makes them... unlikely to form a civilized nation.)

Race: "Flame" Elves. They all share flame colored hair and features, and frequently have copper skin.. They certainly believe they have a connection with fire.

Location: Vasque Bay

Religion: (Shamelessly stolen from Doomed Hero)

1) You gotta die in a way that impresses or amuses the gods if you want to be reborn stronger. A worthy death has to be seen by the gods and fellow elves. Any elf who dies alone doesn't get reborn, so the last elf in a fight will always try to run.

2) Possession is ownership. No one owns anything unless they are actually carrying it. You keep what you kill, unless you can't carry it with you. The gods don't like when elves kill other elves because it robs them of a chance at a death worth witnessing. Death-stealing is the worst of all elven taboos.

3) Fire is sacred and can't ever be purposefully put out. It's even bad luck to let a fire burn out on its own. Fire is alive, and it is what flame elves were born from. Like dinosaurs from stones, wood elves from trees, and purans from salt.

5) Whoever blows themselves up the biggest, with the most collateral damage to enemies, wins.

6) What's four?

Specialty: Sailing and Suicidal Explosions Affinity, being the Warboys of the Sea.
Fluff: The descendents of shipwrecked sailors, apart from a few cultural artifacts, they know little of their past, but feel a great connection with sea and flame.
>>
Rolled 91, 16 = 107 (2d100)

>>1041499
consumables I have and will add to my civ list: 60 food and 150 wood.

---
my actions are

1: build shelter (30 artisan/builders)
2: set up consistent hunting and gathering (30 hunter gatherers)

Passive: 30 wood cutters
10 children doing stuff for and with parents
>>
Rolled 51, 58 = 109 (2d100)

>>1041499
Name: Dinon
Race: 'Saurs
Location: The tile below the "sa" in Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 1 tile
Holdings: Stone Tools. Stream. (regular food source) Watering Hole (regular food source)
Population: 100 Strong.

Action 1: Expand southward. Conquer river and surrounding area.
Action 2: Make fire to cook meat.

Set 30 dinos at each food source.
>>
Rolled 17, 36 = 53 (2d100)

>>1041499
Name: The Khanate of The Grass Sea
Race:Humans
Location:Sea of Grass
Religion:None
Specialty: Horse Domestication
Fluff: Long have the people lives in these planes, a nice area with mild weather. Where here they hope to prosper.

Tech:Grass huts, Grass saddles, Stone hammer, Stone shovels

Population:97

Dig up clay from the ground and leave it out to dry to harden it, then use it to reinforce the huts.

Meanwhile we'll trying the spear thing again because we really need a reliable source of food.
>>
>>1041592
>So how many of each tool do we get and what is the rate of passive tool making?
Since we're just dealing with Stone shit for now I'm just letting everyone have one, but once you build actual tools you have to set people to craft how many you want.
The more things you try to craft at once, the harder the roll will be.
For instance trying to craft 1 Iron Sword is much easier than trying to craft 50 in one go. Some goes for training people.
>what is the rate of passive tool making?
Depends on how many workers you have, skill of workers, resources, and difficulty of what you're crafting.

>>1041592
You find and harvest some blueberries.
>+5 Food
>+Blueberry seeds
You mange to lure a pack of 7 adult wolves, and 3 pups out. You manage to keep them from attacking you, but they aren't your friends, either. They know where to come to get food, for better or worse. They don't leave their packs' sight, so you'll have to either fight them for the pups, or come up with a plan. Or keep trying to be their friends. Rome wasn't built in a day.
>+20 Food per Turn
>+10 Axes +10 Knives per turn
>+to Scout Rolls
>+to Friendly Wolf Interactions

>>1041666
You Acquire Stone Axe.
You Acquire Rope.
>+35 Food Per Turn
>+10 Stone Axes per turn
>+5 length of rope per turn (I won't go into footage/yardage, requirements will simply be in how many 'lengths' are required)

>>1041704
Feel free to join in, make a post with your actions, you can roll for the missed turns. I'll add it tomorrow.

>>1041837
Your builders get to work putting together homes for your people. They put together 6 small wood huts, which hold 5 people each. This should protect at least some of you from the elements.
You set up some of your people to start hunting and gathering food there's some confusion on who does what and everyone is very disorganized and terribly inefficient. Along the way someone eats a berry they shouldn't have.
>-1 pop
>+14 Food per Turn
>+29 Wood per turn
EVENT: 29
While cutting down one of the trees, one of your tree cutters is mauled to death as a large animal jumps from the falling tree onto his face.
>-1 Pop

>>1041864
You take the Area south of you. Not hard to do when no one's there.
>+1 Tile
You make fire. Fire scary.
>Acquire Fire.
>+30 Food per Turn

>>1041873
You dig and dig, but find nothing but more dirt until you tire out.
>-10 to next physical action
You manage to sharpen some smaller rocks to use, but you smash quite a few fingers in the process.
>Acquire Stone tipped Spears.
>-5 to next physical action

Winter Turn 4
Not doing it this turn, but for future Winters, everyone gets a roll to see how bad it hurts you, modified by houses, clothing, anything that would increase/decrease your chances of survival through Winter.

During Spring Turn, increase Pops by your current amount +
>Humans: 7%
>Elves: 4%
>Mimics: 3%
>Dinos: 2%

And with that, its a night. Better call it before I make any mistakes, if I haven't already.
>>
>>1042435
>Just find this thread
>QM calls it a night.
Dang it! When will you be back tomorrow?
>>
>>1042478
Probably about 2pm Central. But don't hold me to it.
You can go ahead and roll and I'll put it in when I start tomorrow.
>>
Rolled 6, 22 = 28 (2d100)

>>1042435
Thanks for running.
---
Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers, stone axes, wooden shelters, hunting and gathering
Assets: stone hammers/axes, huts for 30 ppl
64 food, 150 wood
14food/week, 29 wood/week
Population: 98

30 wood cutters, 30 hunter/gatherers, 28 builders, 10 kids

----
Turn 3 actions

1: Discover fire and flint if possible
2: Learn how to hunt and gather better
>>
>>1042544
FUCK

Also as a passive, my people rotate the shelter so that everyone has shelter at least a couple nights/days a week.
>>
Rolled 28, 70, 89, 77, 30, 31 = 325 (6d100)

>>1042435
Turn 1. Establish Fishing and Log Rafts
Turn 2. Fire! Let's cook those fish! Shelter.
Turn 3. Redo the first two things that failed above, if any, otherwise work on wooden tools and fishing line.
>>
>>1042617
Huh, well, failed, at food, succeeded at fire. Well, Warboys are supposed to be skinny. Fire's more important.
>>
Rolled 11, 94 = 105 (2d100)

>>1042435
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 2 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
30 Food.
Population: 100 Strong.

Action 1: Take the land to the west. Dinos know well that the secret to success is to be very, very big.
Action 2: Gather river clay by the river. I wish to make pottery.
(30 dinos each food source, 20 dinos each action)
>>
>>1042510
Ah, forgot to ask: Do we get synergy bonus for building on existing knowledge?
For certain tasks that we spend a lot of actions on, we develop a specialty for it?
Like woodworking, masonry, weaving, farming, etc.
>>
>>1042435
Turn 4
Name: Sventar
Race: High Elves
Location: Woodspire
Religion: None
Population: 100 High Elves
Specialty:Magical Affinity
Fluff:Two tribes recently united under one lead, Sventar, who has led them down from the mountains to settler at the confluence of the two rivers of Woodspire.

Shelter Status: Crude Huts
Current Tech: Stone Hammers, Crude Canoes, Rope,Stone Axes
Current Stores: 10 Stone Axes, Many Stone Hammers, 5 ropes, crude huts for 100 elves
Food: +170

Action:1 Scout surrounding hexes. Looking for mines, game, things that emanate magic.
Action:2 Figure out how to make sticky sap stickier. Develop Glue/varnish/pine pitch/paint

manpower assignments:
20 People will continue to improve huts.
20 People on the fish/game trapping endeavor
5 People on foraging/plant observation/seed storage
5 People gathering food from known current sources
10 People perfecting stone tools.
10 People making rope/developing glue as inspiration moves them
30 Scouting surrounding hexes / hunting
>>
Rolled 44, 59 = 103 (2d100)

oh yeah, these
>>
Rolled 67, 24 = 91 (2d100)

>>1039619
>>1042435
Name: Da Brewah Bunch

Race: Trolls

Leader: Big Brewah Gorbug

Population: 100

Location: Troll Marshes

Religion: Da Great Bowl: The Trolls pray only to "Da Great Bowl", a gigantic cauldron made of iron, placed in a big tent at the centre of their camp (which the trolls use as a church of sorts). They firmly believe that the cauldron is the secret to their drinks' magical effects. One could guess that the trolls always use Da Great Bowl when they create their most holy drinks, such as the "Gizzardbelch", the "Eyesplodah", or even the fabled "Fungagronch".

Speciality: Alchemy, or, as the trolls call it, "Brewology" (The art of brewing alcoholic beverages with magical properties)

Technology: Stone tools

Fluff: Great things come from terrible ideas. In this case, the Troll Shaman Gorbug's horrible idea was to start eating fermented Black Fungus everyday, for the rest of his life. What followed the first few days were hallucinations, the creation of an enormous cauldron made of iron, and the first troll alchemist. The Mad Shaman quickly told his fellow tribesmen about the wonders of the Black Fungus, the teachings of Da Great Bowl, and showed them how to create these holy potions. The other trolls quickly learned this new art, and soon enough most of them became Brewaz. From there, Da Great Bowl united the tribe under a new leader.

>1)Search alchemical ingredients found within the marsh
>2) hunt for food. Trolls require much sustenance.
>>
Rolled 16, 27 = 43 (2d100)

>>1042435
>>1042510

Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping
Pop: 100(+4%)
Food: 25(+20) Storage for the coming year?
Tools: Stone Hammers/Axes/Knives (100/110+10/110+10) Enough for everyone+?
Assets: Blueberry bushes, Blueberry seeds
Assigned Labor:
40 - Gathering food (+20)
20 - Tool making: Fish Traps (+ to basket-trap weaving)
40 - Wolf Taming (+ to friendly wolf interactions) [7 adults & 3 pups]

>Befriend the wolves. Start hand-feeding the pups and teach adults not to bite the hands that feed them. (Husbandry bonus, 40-Labor bonus)

>Weave fishtraps to put in the river (20-Labor bonus)
>>
Rolled 27, 23 = 50 (2d100)

>>1039619

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population (1500): 1500 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in eleven ruin of Markhaven.
Tech: Crude hammers.

>Actions:
1) Learn how to make casting molds
2) improve farming (landclearing methods)
>>
>>1044613
You're an eager beaver aren't you?
>>
Rolled 2 (1d3)

>>1042544
You're down to 29 Wood, the 6 huts ate up 25 wood each, you only have the 29 from passive gain this turn.
In attempt to fight the cold, one of your people fiddles with some rocks and stick. He manages to start a fire... on himself. He quickly burns up, screaming in pain as the fire consumes him, but not before running into one of the huts, burning it down with him. Your people don't know how he did it, but they're scared to try it themselves.
>-1 Pop
>-1 Hut
>Fear of Fire makes it harder for your people to discover it.
You people go out hunting for animals and food to eat. They partially succeed... in that a wild boar finds them, and tramples one hunter to death.
>-1 Pop

>>1042617
You try to fish, but fall into the water. One man doesn't come back up.
>-1 Pop
You grab some vines and strap some logs together. It isn't pretty, and you're pretty sure a good wind/wave could tear it apart, but it gets you over the water.
>Learned Crude Driftwood Long Rafts
Disco Inferno, Baby!
>Discover Fire
You pick up some drift wood logs and hobble them together. This definitely isn't up to safety standards.
>Discover Crude Driftwood Huts
You're pretty sure you're fishermen aren't even trying at this point, they're just splashing around in the water. At least they all come back this time.
You're people mess around with sticks trying to use wood. You end up just playing with your wood all day.

>>1042705
You send a group of Dinos West to claim for your own. 19 come back, and refuse to talk about what happened to the missing 1.
>-1 Pop
Digging around in the river, you find dirt that's different than dirt.
>Discover Clay
>+180 Clay

>>1042781
You send some scouts out. They come back with nothing, and having found nothing of interest.
You try making the already annoyingly sticky tree goo even stickier. You don't quit reach your goal, but you think you're getting close. Now if you can just find a way to get the sticky stuff off your hands...

>>1043905
You find some a pretty smelling white plant.You don't know what it does besides smell nice.
>??? flower
You find no food, but a large bear makes food of one you.
>-1 pop

>>1044547
They don't like that. They don't like that at all. One of the tamers is attacked, but barely manages to survive. The wolves are now VERY apprehensive of you.
Rolling to see if he survives. 1-2 Yes, 3 No.
You weave some baskets to catch fish, but they don't hold up.

>>1044613
You only start off with 100, but I'll give you an additional 5%(12%) yearly population increase. You start with 112.
You play around in the dirt, tiring yourself out.
>-5 to next physical action
You play around in the dirt some more.
>-5 to next physical action.

A bit of info on workers after this post.
>>
Rolled 87, 36 = 123 (2d100)

>>1044838
>>1044862
oh sorry, I came from the other nation building thread.

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population (112): 112 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer

>action
1) Start a religious festival, "tousaintly festival" Where food is shared and people rest for an entire week while offering thanks to solandis.
2)forage food.
>>
>>1044862
Workers use the leveling system like explained in the OP. Right now their pretty much mindless peasants, so they aren't going to be very good at their work, with some jobs being harder than others.
Gathering some fruit is a lot easier than taming some wolves.
Which is why 30 unskilled gatherers only nets you 15 food. They're dumb.
Some jobs will have even worse rates. Unskilled animal tamer trying to work with wolves will only get 1/10 of a bonus. Meaning you'd need 10 just to get +1.
You can train workers, like soldiers, to improve their skills. However the turns they spend training, they aren't working. If you have 40 food gatherers all take a turn to Train, you get no Food from them that turn.
And to make things a bit simplier on me, You can only Assign/Unassign workers in Spring, and changing worker jobs erases their skill level.
If you take a 4* Woodcutter and make him a food gatherer, he'll be 1 star, and even if you move 1 back, it'll be a 1 star Woodcutter, so try not to go back and forth too much.
Also, its easier/faster to train a few people at a time compared to large groups. Some thing with Crafting.
People will not gain passive skill. Even if you have the same 100 people cutting wood for 10 years, they'll always be the same level.


For food, to make the math easier for me and easier to keep up with, during the Winter Turn is when the Food will be deducted.
Its Spring 2, I need to remember to put the seasons down.
>>
Rolled 98, 2 = 100 (2d100)

>>1044862
Top kek. Looks like I will try to make a civ that never discovers fire.
---
Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers, stone axes, wooden shelters, hunting and gathering
Assets: stone hammers/axes, huts for 25 ppl
78 food, 58 wood
14food/week, 29 wood/week
Population: 96

30 wood cutters, 30 hunter/gatherers, 26 builders, 10 kids

---
Turn 4 actions

1: Try to set up hunting and gathering again
2: Build with a focus on learning - so aim for about two houses but as good a quality as possible.
>>
Rolled 18, 12 = 30 (2d100)

>>1044862
Spring 2
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping
Pop: 104(+4%)
Food: 45(+20)
Tools: Stone Hammers/Axes/Knives (100/120+10/120+10)
Assets: Blueberry bushes, Blueberry seeds
Assigned Labor (Only change in spring):
40 - Gathering food (+20)
30 - Building/Gathering Materials
15 - Tool Making
10 - Training Weavers
5 - Training Foragers
4 - Training Animal Tamers

>Weave fishtraps to put in the river

>Weave cordage from tree bark or grass or whatever else presents itself
>>
>>1045007
>mfw its happening again

every single time I join one of these games, my most basic and simple early-game actions get rekt by bad rolls.
Should I go ahead and off myself?
Should I link a video to show you how incredibly low the DC for these tasks are irl?
>>
maybe there should be a function on the rate of success of an action if it was done again after a failure.
>>
Rolled 43, 72 = 115 (2d100)

>>1044862
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 2 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
60 Food.
180 Clay.
Population: 101 Strong.

Action 1: Make pottery. Pots. The things that hold water. I've seen humans with them. Once. Big pots. Smooth pots. Beautiful pots. I want them. I need them. Make them.
Action 2: Gather stone.
(30 dinos each food source, 20 dinos each action)
>>
I'll probably do the next round in about 1 1/2 - 2 hours.
Don't wanna move too slow, but don't wanna go so fast that people are constantly missing turns. Give people a chance.
>>
>>1045075
At least you probably can into fire.

Fortunately my hunting and gathering is top tier. Unfortunately my builders are naturally incompetent at house construction.

---
OP, we will have magic right? Would I be able to discover a minor magic that involves the body warming itself up and resisting cold? Since I plan to never discover fire.
>>
>>1045161
Yeah, magic is a thing, but its not 'casual' magic, as in you can't just throw some books in front of of someone and eventually get a mage, and eventually get a mage army.
Certain races are more prone to having magically capable people than others.
Some might even be completely devoid of it. And it won't be something you can say "I wanna learn magic." You'll either discover it accidentally, or though someone/something else showing it to you.
Once you know of it however, you can start learning/developing it.
>>
>>1044943

It is wholly unrealistic that a 4**** woodcutter forgets all that he knows about woodcutting if he stops to gather food for a few turns... It is a hallmark of subsistence survival to have many talents in many areas. If we were this incapable of learning, our tribes wouldn't have been 100 strong in the first place.

no one could cut wood for 100 years and not get better at cutting wood.

my .02
>>
>>1045238
>>1044943
indeed, people should be able to have at least 3 skills they can max.

Remember of course that they will still need to watch out for jack of all trades master of none, so changing them wouldn't be something you want to do too often.

Also, I think that there should be gaining of skill passively, since if you are going for realism you need to make sure that the obvious realistic stuff is realistic otherwise it's a bit silly.

But yeah, keeping it simple is important.

How about spending time training them actively is what is necessary to make them discover stuff, whereas them doing their job passively improves their competency at what they already know?
>>
>>1045207
Great Setting Op, Restrictions are there when it makes sense, like in magic, although that penalty for managing pop is kinda too high, Might also request a advantage on rolls that are taken right on the same subject after a failure (experience factor) so people don't just quit if they have a few strings of bad rolls
>>
>>1044862
>additional 5%(12%) yearly population increase
Pop growth nearly double normal humans. Triple that of elves, and leagues ahead of dinos and mimics.

Those are not humans. Those are rabbits. They will overrun the planet without even trying.
>>
>>1045483
oh don't worry, elf, we will try.
>>
>>1045483
Rabbits are made to be eaten. Hahaha
>>
>>1045161
>>1045207
I may change my mind on that, but really the problem comes down to
>But yeah, keeping it simple is important.
Keeping up with how often workers passively get better is a bit more effort than making a 1 time roll and seeing if and how much they get better. It doesn't make sense, but I'll go ahead and admit having 1-2 less things to keep up with makes it easier on me.

>>1045483
Yeah, it seems it might be a bit high. I was thinking food requirements might keep them in check, but I'm not sure if food is as big an issue as I'd like it do be.
>>
>>1045627
Butterlord? want to set up discord so we can talk in chat
>>
>>1045415
If you barely fail, it does, for instance the sap and pine pitch will be easier to learn next time.
Failing badly won't grant that benefit.
30 and under is failing badly.

>>1045636
Nah
>>
>>1045627
>food requirements might keep them in check
Hm, hadn't looked at that angle
Although he also has more labor to gather food.

>I'm not sure if food is as big an issue as I'd like it do be.
idk, I'm looking at barely breaking even this year at my current level.
>>
>>1045659
sounds reasonable.

How much food per person is required?
>>
>>1045161
That's what you think. I still haven't rolled a nat1 itt yet.
Last civ I rolled three. Just for miffing baskets!
>>
>>1044920
The festival is a wonderful success. The people are happy, and well rested. And you think you might have earned a small blessing.
>+5 to both rolls or +10 to one next turn only. Must specify which.
You find nothing.

>>1044994
You organize your hunters and gatherers again, after the clusterfuck that was your last attempt. They move, hunt, and gather like men and women possessed. Nothing short of a miracle, cause man did they suck ass last time.
(I'm going to take this as a training turn, gain no Food this turn, up 30 hunter/gatherers to 2*. They now gather 21 Food per turn.)
You don't know how it happened. Some of the people wanted to learn to build new and better houses, so they get the smart idea to tear on the the preexisting ones down to study it. It goes poorly as the hut collapses on them, killing them.
>-1 Hut
>-5 Pop
EVENT: 56 Neutral/Fluff.
It's a pretty day.
The sun is shining, the birds are chirping, and not a cloud in the sky. Your people are thankful for the gifts they've received, and the strength to persevere through the bad times. If only everyday could be this nice.

>>1045007
Try as you might you just can't get either project to come together. Your people are frustrated at the repeated failure.
>-10(5 from each action) to next Discovery attempt.

>>1045109
You try to get the clay to take and hold form, but it doesn't quite stay. You're sure you're on the right track, so perseverance cold be the key.
>-10 Clay
I can't think of how to make getting stone interesting, so you get some stone.
>+120 Stone

Summer 2

In the event you miss a turn or so, you gotta make them up on the turn you return, if not you forfeit the missed turn(s). I doubt anyone would do it, but its just in case someone tries to store missed rolls for something like a fight.

>>1045805
For now, its 1 Food per Person, per Year, deducted from your current Pop during Winter, just cause its easier to keep up with doing it once a year instead of 4 times, even if again it doesn't make sense.
I'm not quite sure if that's a decent amount, too much, or too little. Once I'm sure its in a good place I'll implement that having and feeding your people more will give benefits. Well fed people are happier and stronger people.
>>
File: Ban Ard Foragers.jpg (118KB, 736x981px) Image search: [Google]
Ban Ard Foragers.jpg
118KB, 736x981px
Rolled 38, 83 = 121 (2d100)

>>1045935
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population (112): 112 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer

>action
1) send a large party this time to forage
2) send party to cut trees and collect twings and kindling.
>>
Rolled 72, 90 = 162 (2d100)

>>1045935
Well that means that I still need to make another 30 a turn to deal with the deficit

turn 5

action 1: build shelter

action 2: build shelter
>>
>>1045935
>>1045964
oh sorry forgot the blessing, just to be fair, I will make it apply to both. so +5 only.
>>
Rolled 88, 60 = 148 (2d100)

>>1045935
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 2 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
90 Food.
120 Stone.
170 Clay.
Population: 101 Strong.

Action 1: Make large houses of stone, using clay as mortar.
Action 2: Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots Pots
(30 dinos each food source, 20 dinos each action)
>>
Rolled 47, 9 = 56 (2d100)

>>1045935
Summer 2
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping
Pop: 104(+4%)
Food: 65(+20)
Tools: Stone Hammers/Axes/Knives (100/130+10/130+10)
Assets: Blueberry bushes, Blueberry seeds
Assigned Labor (Only change in spring):
40 - Gathering food (+20)
30 - Building/Gathering Materials
15 - Tool Making
10 - Training Weavers
5 - Training Foragers
4 - Training Animal Tamers

So we need to spend an action to train people or just delegate them to training status?
>Then train Weavers. (and tamers & foragers too, but mainly weavers)
If we don't need an action to train:
>Try weaving cordage again.

>Weave wattle & daub huts
>>
>>1045980
lols.
>>
>>1045980
>>1045986
This is exactly what I was talking about.
Its happened so many times I can't even laugh it off anymore.

I think I'm gonna quit next turn if something good doesn't happen. I'm getting so far behind, I won't be able to compete in the late game.
These idiots don't deserve to live.
>>
>>1046035
Bro, I'm still at the bottom I'm so behind It's not even funny, Besides you have animal husbandry and shit, you can make big animal armies, think about the nation fluff. think about the pride of your nation, think about the fun we can have. who knows, all of your good rolls might be in the future, or in military matters, or in diplomacy. Or even in magic.
https://www.youtube.com/watch?v=tYzMYcUty6s
>>
>>1045980
>So we need to spend an action to train people or just delegate them to training status?
Spend an action, they stop doing their job for that turn and train, then go back to work next turn.

And bad shit happens. Hell in the other one I was a a race of doctors who couldn't find 1 fucking plant and make medicine out of it, I'm more militaristic with my archers than I am a healer. Too bad its seems pretty dead.
>>
>>1046051
>all of your good rolls might be in the future, or in military matters, or in diplomacy. Or even in magic
You know, your right. Who needs food and shelter anyway?
I'll just focus on being such a good magical military diplomat that I don't need food and shelter!

>you have animal husbandry and shit
which also failed miserably and distracted me from shelter building.

I've decided to see what happens this winter. If I don't die of exposure, maybe I'll feel better.
>>
>>1045964
You find nothing but old game trails, overgrown from a long period of disuse, but stumble upon a small berry bush. It isn't much, but its something and you pick it clean.
>+10 Food
Your wood gathering party is luckily more lucky. You find a decent amount of wood laying around, and the tree fall easily without problems, like big animals being in them.
>+130 Wood

>>1045968
Using most of your firm, hard wood, you erect 3 new Small Huts.
Somewhere along the way of building the 4th Hut, someone must've forgot what they were supposed to do and winged it. Its the same size, but a bit stronger and keeps the weather and cold out better.
>Discovered and built 1 Strong Small Wood Hut.
>You have 4 Wood left

>>1045976
You pile big rocks for big Dinos up, sticking them together with the Clay. It holds together quite nicely.
>Build 2 Large Stone house (Fits 4 cramped/2 comfortable Big Dinos) (50 Stone 25 Clay Each)
>-100 Stone, -50 Clay you're big guys, you use a lot of material
>20 Stone remain
>120 Clay remain
You keep working the clay into pots, until finally they hold firm. They aren't pretty, but they do their job.
>Acquire Pottery
>-20 Clay per Pot
>6 Ugly Large Pots Acquired
>0 Clay Remains

>>1045980
You have your Weavers take some time off from working to just try and get better. They manage to improve, and they seems to be failing less badly, though they still aren't making anything yet.
>10 Weavers are now 1*
No one talks about that time, mainly cause even the people there don't know how it happened. It was bad and everyone involved felt bad. Just talking about it brings the mood crashing down. They simply accept 1 man died.
>-1 pop

Fall 2

We'll do Winter 2 and call it a night.
>>
>>1046640
no fall?
>>
>>1046658
It is Fall now, Winter is next turn which is where I'm calling it a night.
>>
File: Ban Ard, Coat of amrs.jpg (70KB, 1200x630px) Image search: [Google]
Ban Ard, Coat of amrs.jpg
70KB, 1200x630px
Rolled 11, 7 = 18 (2d100)

>>1046670
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year] 112 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assigned Labor (Only change in spring)
50 - gathering food
50 - building/gathering materials
stockpile
>10 food
>130 wood

>action
1) Make shelter
2) Find more food, specifically grains to store.
>>
>>1046699
whew guys
the dice gods!!!! please bless this thread!
>>
Rolled 75, 75 = 150 (2d100)

>>1046640
Fall 2
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping
Pop: 103(+4%)
Food: 85(+20)
Tools: Stone Hammers/Axes/Knives (100/140+10/140+10)
Assets: Blueberry bushes, Blueberry seeds
Assigned Labor (Only change in spring):
40 - Gathering food (+20)
29 - Building/Gathering Materials
15 - Tool Making
10 - Trained Weavers [T1]
5 - Training Foragers
4 - Training Animal Tamers

>Set Trained Weavers, the 29 untrained builders and anyone else with spare time to making wattle & daub houses post haste.

>Have the 15 tool makers, the 9 inactive trainees and anyone else who can help work on making fire by any means necessary. Preferably Bow-Drill for weaving synergy, but we know how well that has been working out lately.

I'm also assuming we have enough materials from the 30 people that were dedicated to the task for the last two turns.
>>
>>1046640
Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers, stone axes, strong wood huts, hunting and gathering
Assets: stone hammers/axes, huts for 45 ppl (one strong small wood hut)
78 food, 4 wood
21 food/week, 29 wood/week
Population: 108

30 wood cutters, 30 tier 2 hunter/gatherers, 26 builders, 10 kids, 10 spare dudes that do the actions too.

---
Turn 6

Action 1: Discover good clothing material
Action 2: Improve food production so that we are making some sort of surplus.


(remember my builders are doing stuff passively)
>>
Rolled 63, 85 = 148 (2d100)

>>1046869
>>1046640
>>
>>1046640
>6 Ugly Large Pots Acquired
SO worth it
>>
Rolled 24, 87 = 111 (2d100)

>>1046640
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 2 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
2 Large Stone Houses
6 Ugly Large Pots
120 Food.
20 Stone.
0 Clay.
Population: 101 Strong.

Action 1: Learn 20 'saurs to prepare meat better. Are they even cooking it?
Action 2: Make clay quarry. Need more clay for more pots.
(30 dinos each food source, 20 dinos each action)
>>
>>1046699
>50 - gathering food
>+25 Food per turn
You try to build shelter to get you through the coming Winter, but it doesn't quite work out as your ramshackle hut collapses mid build, taking 2 men with it.
>-2 Pop
Going out to search for food ends worse than your shelter attempt as 3 of your people don't come back.
>-3 Pop

>>1046761
You pull some manpower and start building houses from sticks and mud. The children give you stink eyes for all the times you told them not to play in the mud. Its a dirty job, but you manage to get it done. You sacrifice quality for quantity.
>10 Crude Daub Houses (fits 5 each)
Rubbing themselves to warm up, one of your smarter individuals gets the idea of rubbing other things together to see if that would warm them more. The result is a nice little fire! And no burned themselves up!
>Acquire Fire

>>1046869
Passive Builders:
>1 new Small Wood Hut has been built.
You find some decent grass to make clothing with, but its very itchy and uncomfortable.
>Discover grass clothes
You work with your hunters and gathers, making them more capable to their tasks.
>30 Hunters/gathers are now 3*
>Gain no food next turn.
>Food gain is now 24 per turn
(If you didn't mean to train them, sorry. I can't really think of any other way to increase your food production when your only source is sending people to look for it.)

>>1047006
You try cooking your food, maybe to make it taste better? It doesn't quite work out as you burn it, rendering it inedible.
>-20 Food
You set you saurs to the task of regularly gathering Clay. You find a nice spot and set up pretty nicely.
>Acquire Clay Quarry
>You'll need to set workers to regularly gather Clay
>Quarry is 1*, all Clay workers benefit from it.
EVENT: 58
You look down upon your big, well, not as big as you, dinos, your small dinos, and pretty much everything else. Which is usually what really big individuals do. The air is lightly windy, chill of the coming Winter riding with it. But you're not worried. Cause you're big. And that's all that matters.

With the Quarry brought up, I really should've mentioned it earlier, but establishing Camps, Quarries, Mines, Farms, etc will help boost workers.
Establishing and building up a proper Mine will be more effective then just sending miners to dig in the hills. Though upgrades are limited depending on what resources on tech you have. For instance you'll never get a 10* Lumber Mill with only stones to work with no matter how well and often you roll for it. Apologies for not mentioning it earlier.

The d100 for Winter will be rolled in Spring to see how well you handled it.

And its now Winter 2.
>>
>>1047291
Forgot to say that's all for tonight. We will pick up tomorrow on Spring 3.
If you have comments, questions, suggestions, or complaints, leave them here and I'll address them as best I can. Have a good night.
>>
>>1047335
what time will you come oh glorious op.
>>
Rolled 44, 68 = 112 (2d100)

>>1047291
Fairly happy with my 26% improvement to my hunting and gathering. Unfortunately that's only 96 food a year which is too low. I should probably improve upon it but I can't shift my 3*huntergatherers from getting food now.

---
Action 1: my builders (they will also be the craftsmen) will discover how to make knives for finer cutting and stabbing.

Action 2: my lumberjacks will research better wood cutting techniques. So no wood this turn but hopefully they can do more than one wood a turn each.
>>
>>1047364
I plan to start up around 2-3 Central. Give or take an hour.
>>
>>1047393
make a discord or something so you can notify us
>>
Rolled 87, 38 = 125 (2d100)

>>1047291
Winter 2
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping(axes & knives), Friction-Fire, Crude Daub Huts(5cap/each)
Pop: 103(+4%)
Food: 105-103(+20)
Tools: Stone Hammers/Axes/Knives (100/150+10/150+10)
Assets: Blueberry bushes, Blueberry seeds, 10 Crude Daub Huts
Assigned Labor (Only change in spring):
40 - Gathering food (+20)
29 - Building/Gathering Materials
15 - Tool Making
10 - Trained Weavers [T1]
5 - Training Foragers (inactive, work on helping actions)
4 - Training Animal Tamers (inactive, work on helping actions)

>Weave more daub huts with all builders, weavers and trainees on deck.

>Set the weavers and tool makers to weaving reed cloaks, hats and boots to keep warm. In the evening when it's too dark to forage or build, set everyone on this task.

I assume we have enough sense to use fires for warmth.

>>1047335
Good thread Butterlord, thanks for running it. Really seems like you learned from older quests and put more thought into this one.
I hope I can continue to get better rolls and enjoy it more.

In the future, I'm wanting to have trained plant people that know about plant properties and how to care for them.
Will these be considered separate skills, requiring separate workers, despite the heavy overlap?
How different is a forager from an herbalist from a gardener from an arborist?
>>
File: Traditional Japanese Snow Gear.jpg (76KB, 495x750px) Image search: [Google]
Traditional Japanese Snow Gear.jpg
76KB, 495x750px
>>1047470
Forgot my real-world example for street cred.

The Mino (Straw Cloak) and accompanying straw boots and hat were the preferred winter gear (rather than cotton, silk or any other traditional fabrics) in the heavy snows of Western Japan until the introduction of synthetic fabrics and rubber in the 19th century.
>>
Damn, it is too late for me to join.
>>
>>1047540
no, you can join.
>>
>>1047426
I could make a post here 30 min-1 hour in advance, but I don't really wanna use it or something else like it. Sorry.

>>1047470
>I assume we have enough sense to use fires for warmth.
Yes, but Wood or other flammable reserves determine how effective it is, if you have nothing to burn, knowing how to make fire without actually being able to make fire isn't really helpful.

>In the future, I'm wanting to have trained plant people that know about plant properties and how to care for them.
I thought you meant like literal Plant People at first.
It sorta depends. If you mean people who know how to grow and tend plants in general? That's fine. But if you want them to actually make or do something with them, that takes separate skill sets.

>How different is a forager from an herbalist from a gardener from an arborist?
For simplicity, Forager and Herbalist will be separate skills, but Gardener and Arborist can combine.

>>1047540
Nah, you can make a character if you want. We're not that far in. We've just started Year 3/Turn 9.

And with that its time to actually get to bed. If you have anything else I'll answer it tomorrow/technically later today. Laters.
>>
Rolled 31, 38 = 69 (2d100)

>>1047291
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 2 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
2 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
130 Food.
20 Stone.
0 Clay.
Population: 101 Strong.

Action 1: Train 20 'saurs in the art of gathering clay.
Action 2: Set up stone quarry. Need houses eventually.
(30 dinos each food source, 20 dinos each action)
>>
>>1047600
G'noight moit

>not using discord
Good Man

>if you have nothing to burn
So as long as I have my passive material gatherers I should make it then?

>Forager and Herbalist will be separate skills
So foragers will be able to find/identify wild sage and harvest it, but only the herbalist will be able to make it into a tea to cure illness?
But if the herbalist can identify sage and make tea out of it, how much harder would it be for him to go in the woods and get it himself?
>>
Iunno if it's too late or not, but if not I'd like to inject myself in.

>Name
The Remnants
>Race
Homunculus
>Location
Remaliah
>Specialty
Tireless Researchers
>Fluff
They woke up one day in the ruins of an empty city and now make their way through life trying to find purpose/how they came to be
>>
If there is still room then I would like to join.

>Name
Koshik
>Race
Arthromorph (colloquially known as "bugmen", "Bug People", "Bugfolks" or simply just "Bugs")
>Location
Koshi Jungle
>Specialty
Hunting & Breeding
>Fluff
A culturally tribal, hunting oriented swarm of sentient arthropods. Their society is led by a chieftain; Usually the most successful hunter among them. Below the chieftain are a council of clan leaders. Hunters who have hunted down the most elusive/dangerous/etc. prey gains the most favor within their society. They will often wear a part of their prey on their person as a badge of pride and honor or put on display as ornaments and trophies in their clan house.

They are naturally omnivorous but would usually prefers flesh over plant. A single female will usually lay many eggs which will hatch into larvae. The weak and/or dying are eaten by their stronger siblings when food is scarce. Once the larvae have grown enough they will pupate and the pupas are transported by the adults to a special chamber or hut where they will stay until they bursts out into their adult forms. Essentially the more food the tribe has the faster they reproduce. On the downside when food is scarce they resort to cannibalism.
>>
Will probably start up in an hour or so, barring anything suddenly coming up.
>>
>>1047600
What happens to surplus food at the end of the year?
Does it automatically get preserved as raisins/jerky and roll-over, or does it spoil?
>>
>>1048130
Homunculus, that's neet.
Are you following the lore where you can't reproduce until you learn how?
>>
File: Ban Ardian Citizen..jpg (117KB, 852x1100px) Image search: [Google]
Ban Ardian Citizen..jpg
117KB, 852x1100px
Rolled 77, 59, 30 = 166 (3d100)

>>1048762
W E L C O M E B A C K O P
>>1048762
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year] 109 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assigned Labor (Only change in spring)
50 - gathering food
50 - building/gathering materials
stockpile
>85 food
>130 wood

1) first dice roll to check our conditions after winter
>action
1) in the dead of winter, begin the celebration of tousaintly to raise the spirits of my people
2) try again to make shelter.
>>
>>1047291
>The d100 for Winter will be rolled in Spring to see how well you handled it.

>>1048802
Are we supposed to roll for the winter thing or QM?
That phrasing was mildly vague.
>>
>>1048778
I hadn't thought of it, but you raise a good point.
Food now 100% spoils when changing years without preservation methods, but we won't do it this turn since it'd be a dick move to spring it on you now.

Also, Winter is calculated
>Effects of Winter
>Food deduction
>Then your actions
So for instance you have 100 Pop and 75 food, but lose 25 Pop to a bad Winter, you won't lose people to Food shortage since the excess people already died.

>>1048855
I'll roll for everyone, then add it to when I post results of the turn.

I'll do the rolls in about ~10-15 minutes, then the start up Spring 3.
And in case I didn't say, you lose 1 pop for every 1 food you're short after Winter.
Having 80 Food and 100 pop will end you with 80 Pop in Spring.
>>
Rolled 95, 22, 26, 77 = 220 (4d100)

>>1047367

>>1047470

>>1047659

>>1048802

The dice is in order of links. Cross your fingers for no yetis.


For
>>1048130
>>1048253
I won't roll a Winter for you, but you also won't get the Yearly Pop boon this turn.
>>
>>1048912
fuck yes. Got a 95. Can that please be for my tribe's ability to self heat magically?

A lesser version of what firebenders are able to do.
>>
>>1047367
***I have your Pop at 99 as of Winter, it'll be 105 at Spring
To say Winter was kind to you would be an understatement. Your people barely needed the huts, some choosing to sleep outside rather than in the cramped wood huts with all the smelly people. Food is plentiful enough that no one has to do without. You consider yourselves very fortunate. Without sufficient housing and a way to stay warm, the Winter could've been much, much worse.
>Had a warm Winter. No one died.
>Consume 99 Food of 123
>24 Food remains
The rocks simply aren't enough, you need something better. Sharper. But you don't know what. The wood isn't good enough, but you try some of the bones from the animals from your hunts. You think you're on to something, you just gotta make it work.
>(Easier to Discover Bone Knife)
You have your lumberjacks come in for a while, and rather than mindlessly beat the wood to bring the trees down, they discus amongst each other what they know and think about felling trees. The talks are a success, and your lumberjacks are better for it.
>30 1* Lumberjacks
>Increase Wood gain to 33
>No Wood this Turn
EVENT:61
The days are shorter this time of year, meaning your people don't get to work as long. Some are a bit worried by this, fearful that not enough supplies are coming in, but the Lumberjacks are definitely happy about the time off, though they make up for it by working harder during the daylight they have remaining.


>>1047470
Winter is harsh, and so very cold. You people try and make do with what little wood they can scavenge, but its just not enough. No is the amount of housing as some of your people are forced to sleep huddled together next to the small fires out in the cold night.
Not all of them awaken in the mornings.
All in all its a terrible time, and some consider the first ones to perish the lucky ones.
>The harsh Winter takes 10 people from you.
>Consumed Food - 93
>Total Food left 8
Your experience over the terrible Winter has taught you you need to be more prepared for the next one, and so you gather your people to build more housing.
>+12 Crude Daub Huts
You take the reeds and try to make clothing from them, again to prepare for future Winters, but it doesn't go well as the clothing keeps falling apart.

Have to cut this up, too much words. And sorry, being a little slow here.
>>
>>1049158
>actions added last
So my high roll for shelters was worthless?
Since when do people wait til the worst part of winter to do anything?
If anything it should have been a sudden rush of shelter building in december to prepare for the harshness of january.
>>
>>1047659
Winter is not kind to you. You large size helps abate the cold, but it doesn't save you all. Good thing you have fire, but unfortunately not enough wood to keep all of you and your large bulks sufficiently warm. The Winter claims some of the smaller, weaker Dinos.
>-2 Dinos
>Consume 97 of 130 Food
>Food Remaining 33
You train some of your saurs to learn to gather clay. Unfortunately it doesn't quite work out as they just throw it at each other.
You try to set up a stone quarry, but unlike your Clay one, nothing seems to go right.
EVENT:67
The cold of Winter has taught you one very important thing: You don't like the cold. The cold cares not for size. Big or little, it freezes all equally. Good thing unlike some of the small creatures with small minds, you had prepared for it in advance. Admittedly not sufficiently enough, but you know it could've gone much worse without you. Them small dinos should be grateful for your leadership.


>>1048802
>I'll roll for Winter, but I'll take the first two as your actions.
Winter is mild. Sure it could be better, but you know you're lucky. You're no way near prepared for a regular Winter. You and your people count their blessings that you don't awaken to the sight of your friends and loved ones frozen stiff.
>Winter was fair. No one Died.
>Consume 85 of 85 food.
>Insufficient for population.
>-24 Pop. Total Pop 85
You begin a celebration in thanks for mild Winter, and as a parting blessing to those who didn't make it. You pray for better fortune with Food.
>+5 to one action next turn. If not specified, assumed use on first roll.
You get to work building shelter, knowing you might not be so lucky next Winter. Your workers successfully build 2 Small Wood Huts.
>-25 Wood Each

Spring 3
>>
>>1049177
I was thinking that since the Turn starts in Winter, the effects of Winter would already be affecting you while you're doing your actions, taking its toll on you before the final results were in.
>>
Rolled 80, 18 = 98 (2d100)

Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers, stone axes, strong wood huts, hunting and gathering, vague woodcutting research, progress towards bone knives.
Assets: stone hammers/axes, huts for 45 ppl (one strong small wood hut, the rest average swh)
24 food, 4 wood
21 food/week, 33 wood/week
Population: 105

30 1* wood cutters, 30 2* hunter/gatherers, 26 builders/crafters, 10 kids, 10 spare dudes that do the actions too.

---
Spring 3 actions

1: finish up the bone knife discovery and add that to the list of things my builder/crafters are doing (my hunters will be getting bones with the food too right?)

2: huntergatherers research hunting techniques and stuff to get better
>>
>>1049247
well at least I got my fucking knife
>>
File: 1381090838022.png (98KB, 217x186px) Image search: [Google]
1381090838022.png
98KB, 217x186px
>>1049224
That's kinda backwards compared to how real winters work tho. At least in my temperate area.

Usually the temperature is milder in Dec then it gets super cold in Jan and Feb before slowly climbing back up in march. The beginning of spring is still really cold.

>Your experience over the terrible Winter has taught you you need to be more prepared for the next one, and so you gather your people to build more housing.
This makes it sound like they waited til the beginning of spring to do anything.
>>
>>1049204
Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 96 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assigned Labor (Only change in spring)
50 - gathering food
46 - building/gathering materials
stockpile
>25 food (+25 food/turn)
>155 wood (+25 woo/turn

>action
1) begin mass foraging again
2) time to begin land clearing for farms
>>
Rolled 59, 17 = 76 (2d100)

>>1049294
forgot the rolls
>>
>>1049283
Yeah, that sounds sensible. I'll start taking Winter into account after rolls.
>>
File: enu_basket fishtrap.jpg (16KB, 230x250px) Image search: [Google]
enu_basket fishtrap.jpg
16KB, 230x250px
Rolled 92, 27 = 119 (2d100)

>>1049204
Spring 3
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping(axes & knives), Friction-Fire, Crude Daub Huts(5cap/each)
Pop: 97(+4%)
Food: 28(+20)
Tools: Stone Hammers/Axes/Knives (100/150+10/150+10)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
40 - Foragers/Hunters (+20)
20 - Builders/Building Materials & Firewood Gatherers
20 - Crafters
10 - Trained Weavers [1*]
7 - Training Animal Tamers (inactive, work on helping actions)

>Using new training and previous experience on how NOT to make baskets, Weave baskets/fishtraps to catch fish and carry things(Weavers, Crafters and Inactive Trainees)

>Cut trees near the river (particularly flexible ones) for wood. These should grow back next year as a coppice to provide a renewable source of wood. (Builder/Gatherers)
>>
Rolled 22, 66 = 88 (2d100)

>>1049204
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 2 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
2 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
63 Food.
20 Stone.
0 Clay.
Population: 99 Strong.

Action 1: Have another go making that stone quarry.
Action 2: Have another go conquering the land to the west.

Dino Distribution:
20 at the Stream
30 at the Watering Hole
30 at the Clay Quarry
10 gathering Stone
9 gathering Wood
>>
Rolled 68, 12 = 80 (2d100)

I'm back. Apologies for being late.
I guess I should start posting my actions for this turn now correct?

Action 1: Hunt for some animals in the jungle.
Action 2: Build some nests on trees.
>>
>>1049247
Passive Builders: 1 Small Wood Hut Built (-25 Wood)
You discover sharpening the bones of the dead animals your hunters bring in make for better knives than your stone ones.
>Discover Bone Knives
>Acquire 10 Bone Knives
>You'll need to assign what your passive builders/craftsmen are working on, currently still passively making huts.
Your hunters try learning the art of the hunt, hoping to gain insight to provide food for the people, but ultimately its a waste of time as nothing is learned, and no food is gained.
>No rank increase, gain no Food this turn.

>>1049294
Starvation not being something you want to experience again, you send your people out looking for more food, hoping for a better turn out this time. It goes well as you come across a patch of edible mushrooms.
>Blessings be upon you: +5 from Festival
>+25 Food

>>1049633
Its so obvious, rather than trying to do and improve on the methods you used before, the answer is clearly NOT to do those things. With this new found revelation, your craft the shit out of those baskets.
>You can now Weave worth a shit.
>Gain 10 Grass Baskets
Unfortunately your luck runs out, as a simply job of cutting a few trees turns disastrous. While cutting near the river, something lunges from the water, and drags a man in and under the water. No one knows what it was, but they're too scared to cut anytime soon.
>-1 Pop

>>1049656
Your attempt is even worse this time than it was last time. While establishing your quarry, a rocks shift and fall on to your Dinos. Luckily your large bulks make you more hardy, so you escape with only serious injury, but its clear the area isn't exactly stable.
>Future attempts at a Stone Quarry will have -5 to roll until built.
>5 Dinos out of action till Fall
You send your Dinos out to the West to claim it, hoping for not another repeat of last time. You don't know what caused your last Dino to disappear, but if it was some kind of creature you see no sign of it, and so take the land without contest,
>Acquire 1 Tile.
EVENT:96
During the course of searching your newly acquired land, you find something you didn't expect: Your missing Dino! And not just him but a female and 2 young. Apparently he decided to run off and get hitched.
>+4 Pop
>You gain 33 Clay Per turn from Clay gatherers at Quarry
>You gain 9 Wood per turn from Woodcutters
>You gain 10 Stone per turn from Stone gatherers
>Food gain lowered to 25 per turn, from moving hunters at the Stream

>>1049818
Your hunters are successful, they manage to get some small game.
>+15 Food
You attempt to build some nests in the trees for protection, but it goes very poorly as your would be nest builders are not surefooted and fall to their deaths.
>-3 Pop

Its now Summer 3
>>
>>1049875
>Your hunters are successful, they manage to get some small game.
>+15 Food
My fingers betray me, that should be 25 Food.
>>
Rolled 41, 97 = 138 (2d100)

Name: Koshik
Race: Arthropomorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 97
Inventory:
>Stone hammers
>25 food

Action 1: Build tree nests.
Action 2: Establish a designated hunting ground in the jungle and dedicate some hunters to constantly hunt for food there.
>>
What would a new player's stat sheet look like?
>>
>>1049963
I'll need to amend Koshik's as well, but you get the basic
>Stone Hammers
>1 Tile on the map
>100 Pop
>100 starting food, everyone got a free pass on food for Year 1, so giving you enough to get through your first year is only fair.
>8 additional actions to catchup somewhat
The rolls have to be made on your first turn, can't save them up.

>>1049961
You can also take 8 rolls now or on the next Turn and add 100 Food.
>>
>>1048798
That's what I was planning yeah

>>1049875
I guess I should start now

>Name
The Remnants
>Race
Homunculus
>Location
Remaliah
>Specialty
Tireless Researchers
>Food
0
>Population
100
>Technology
none
>Holding
Ruins


Action 1: Search for food/water in the ruins (an oasis/ex-food store houses)
Action 2: Create/repair buildings to make makeshift shelters

>manpower split

10 administrators (to make sure everyone's working efficiently and gets their fair share)
30 scavengers/hunters
30 builders
30 researchers
>>
Rolled 83, 58 = 141 (2d100)

>>1049875
action 1: put some of the crafters on using the bone knives to skin animals to make leather or fur clothes

action 2: research better building
>>
Rolled 74, 82 = 156 (2d100)

So how much food do my fishtraps net me?

Also what's my passive wood gathering and tool-making gains?

>>1049875
Summer 3
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping(axes & knives), Friction-Fire, Crude Daub Huts(5cap/each), Basket-Fishtraps
Pop: 96(+4%)
Food: 48(+20) Plus new fishtraps?
Tools: Stone Hammers/Axes/Knives (100/150/150); Basket-Fishtraps (10)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
40 - Gathering food (+20)
19 - Building/Gathering Building Materials & Firewood
20 – Crafters
10 - Trained Weavers [1*]
7 - Training Animal Tamers (inactive, work on helping actions)

>Use knives to peel tree bark and weave cordage (Weavers, Crafters and Trainees)

>Make spears for hunting and fishing (Crafters and Trainees)
>>
Rolled 82, 74 = 156 (2d100)

>>1049875
Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 96 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assigned Labor (Only change in spring)
50 - gathering food
46 - building/gathering materials
stockpile
>75 food (+25 food/turn)
>180 wood (+25 wood/turn

>action
1) Learn Land Clearing For Farms
2) Learn how to make bows
>>
Rolled 47, 55 = 102 (2d100)

>>1050010
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 3 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
2 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
88 Food.
30 Stone.
33 Clay.
9 Wood.
Population: 103 Strong.

Action 1: Upgrade Clay Quarry.
Action 2: Build that stone quarry if it kills us!

Dino Distribution:
20 at the Stream
30 at the Watering Hole
30 at the Clay Quarry
10 gathering Stone
9 gathering Wood
4 idle
>>
>>1050010
Do I have to reroll my earlier proposed actions or can I just deduct them from my 8 additional rolls? (which will make my additional remaining rolls to 6 or 4 if my very first actions are counted).
>>
>>1050111
So far you've only rolled normally, so if you rolled now, you'd still have 8 Free actions.
>>
>>1050111
>>1050182
That would be retconning so he started at the beginning.
If that's the case then he shouldn't get the free food this year unless you plan to go back and calc the first two winters without the food bonus for him.

Just having him start this year would be easier for everyone.
>>
>>1050275
I'm okay with that as long as it would also apply to late starters for fairness' sake though ultimately OP has the final say on this.
>>
>>1049961
You try again to build some nests. It doesn't work this time either, but at least no one died.
You find a magnificent hunting ground, full of soon to be food. You'll be eating well in the days to come.
>Found 1* Hunting Ground
>Hunting Grounds cannot be upgraded, but Hunters still can.
>Must assign Population to hunt.

>>1050038
Gonna take your dice from the deleted post.
78, 41
Looking around to fill for any food, you stumble across an old storage, some of the food has long stopped be safe to eat, but a good amount of it still seems safe.
>+35 Food
You try to fix up the place a bit to give yourselves somewhere to sleep, but nothing holds up, or at least not enough that you're confident it won't suddenly collapse on you.
>+15 Food per turn from hunters/gatherers.

>>1050061
You move some of your builders to the task using Bone Knives to skin the animals. They're unskilled at the task so a lot of it is wasted.
>You have 10 Bone Knives so I assume you move 10 builders to the task.
>Gain 1 Raw Animal Hide per turn.

>>1050077
>So how much food do my fishtraps net me?
The 10 traps net you an additional 2 Food per turn.
>Also what's my passive wood gathering and tool-making gains?
If they're set to just gathering Wood, its 19 Wood per turn.
Weavers get you 1 Basket each turn.
Base cradting is .1 for simple objects. So having 20 crafters all set to spear will get you 2 spears each turn.
You peel the bark from trees and start making cordage from it. It goes much better than your first attempts at Weaving. You've come so far!
>You can now make Cordage/Rope
Sticks hurt. Pointy things hurt. Logical conclusion: Pointy sticks.
>Acquire 10 Spears.

>>1050091
Watching how plants grow gives you an idea to plant your own, certainly would make finding food easier if you new where it was. But plants like certain conditions to grow properly, so you better get to work on that.
>You now know the importance of a prepared land for farming. This will make farming rolls easier.
Hunting would definitely being easier if you could kill things from a distance. You have a base idea on how to do it, but you feel something's lacking.
>You need some form of Cordage/Rope. You'll automatically learn bow making once acquired.

>>1050104
You attempt to make your Clay Quarry more efficient, but it doesn't succeed.
Its been a long road getting there, but you finally get your Quarry up. Barely.
>Stone Quarry built.

Fall 3
>>
File: Ban Ard hunter.jpg (147KB, 540x756px) Image search: [Google]
Ban Ard hunter.jpg
147KB, 540x756px
Rolled 18, 7 = 25 (2d100)

>>1050530
Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 96 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assigned Labor (Only change in spring)
50 - gathering food
46 - building/gathering materials
stockpile
>100 food (+25 food/turn)
>205 wood (+25 wood/turn)

>action
1 Make some more shelter.
2) Learn how to make rope from plant fibers
>>
Rolled 13, 68 = 81 (2d100)

>>1050530

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
>Food: 35 (+15)
Population: 100
Technology:
>none
Holding
>Ruins of Remaliah
Equipment:
>Stone hammers

Action 1: Search for food/water in the ruins (an oasis/ex-food store houses)
Action 2: Repair buildings to create makeshift shelters

>manpower split

10 administrators (to make sure everyone's working efficiently and gets their fair share)
30 scavengers/hunters
30 builders
30 researchers
>>
>>1050530
>You'll automatically learn bow making once acquired
How about my first turn when I rolled a 60 for bow making and made the same mistake he did?
>>
>>1050647
Sorry, feels like its been so long I forgot, which isn't a great feat since I never had a good memory to begin with.
You can gain Bows on next turn.
>>
Rolled 32, 77 = 109 (2d100)

>>1050530
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 3 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Fire
2 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
113 Food.
40 Stone.
66 Clay.
18 Wood.
Population: 103 Strong.

Action 1: Try "cooking" again.
Action 2: Scout our newly acquired land. It might have nice things.

Dino Distribution:
20 at the Stream
30 at the Watering Hole
30 at the Clay Quarry
10 gathering Stone
9 gathering Wood
4 idle
>>
Rolled 93, 9 = 102 (2d100)

>>1050530
Name: Koshik
Race: Arthropomorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 97
Inventory:
>Stone hammers
>25 food
>Hunting Ground

Action 1: Assign 25 people to in the hunt the hunting ground.
Action 2: Make some spears.
>>
Rolled 35, 21 = 56 (2d100)

>>1050695
That's fine, it was a while ago. I just remembered when he did the same thing I did.
So how many I got?

>>1050530
Fall 3
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping(axes & knives), Friction-Fire, Crude Daub Huts(5cap/each), Basket-Fishtraps, Spears, Cordage, Bows
Pop: 96(+4%)
Food: 72(+22)
Wood: 57(+19)
Tools: Stone Hammers/Axes/Knives(100/150+10/150+10); Fishtraps(12), Spears(10), Bows (?)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
40 – Food Gatherers (+22)
19 - Building/Gathering Building Materials & Firewood (+19 Firewood)
20 – Crafters
10 - Trained Weavers [1*]
7 - Training Animal Tamers (inactive, work on helping gather food)

>Use the new spears and bows to start active hunting and fishing. (Trainees help the Food Gatherers with this)

>Building on prior experience, the weavers and crafters set to weaving better snow gear, also anyone who can help in the evenings when it's too late to do outdoor work.
>>
Rolled 94, 52 = 146 (2d100)

>>1050530
action 1: Crafter-skinners experiment with better skinning techniques

action 2: builders research better building methods
>>
>>1050596
Ouchies.
You try to make more shelter, but it goes so terribly wrong as during the process of moving the logs, one of the workers trips and falls, bringing the heavy log down on top of him. He does not die quickly. After the accident no one quite feels like working.
>-1 Pop
You go out to to gather some plants to start putting together some rope. You strip a random plant down you found and trying tying it together, but somewhere along the lines the people working the fibers begin convulsing and foaming at the mouth. They scream throughout the night until their blood fills their lungs and they can't even scream anymore. It isn't until morning when they finally pass.
>-3 Pop

>>1050638
You send out another search for Food, banking on your success to keep you going. It doesn't. 2 of your scouts don't return, and the rest return empty handed.
>-2 Pop
You manage to fix up some of the buildings around with whatever you can scavenge. Its leaky and drafty, but you're pretty sure they won't collapse on you. Or maybe you just hope they won't.
>Acquire 2 Ramshackle House (Fits 5 each)

>>1050726
You try cooking again. You make progress from last time in that you can at least stomach, barely, what is made. Its still better raw though.
>-10 Food
You scout around your newly acquired land, searching for anything of interest, particularly nice things. There's not much to find on the open land. Or at least that's what you think till one of your scouts return and tell you of a small hole they found. Well, small by your standards, but then again, what isn't small to you? The hole leads downward at a an angle, so at least as far as you can tell you can safely walk down it. Unfortunately your big Dinos won't fit inside, only the smaller ones. Its dark and you have no idea how far it goes, how stable it is, or even what's inside.
>Discovered Hole in the Ground
EVENT:72
During the process of working your Stone Quarry, a massive boulder is dislodged from the hillside and falls to the ground, shattering. After making sure no one got dead, you check the damage. Only thing broke is the boulder, giving free access to some extra stone. While glad for the extra stone, you're Dinos would rather not have anymore large rocks fall around them.
>+100 Stone

>>1050770
*Gonna take this as training since you don't need to spend an action on assigning workers, though you can only assign workers in Spring.
You train up some hunters, hoping they can kill more food, and not get killed in the process. You know, like those dummies who fell out of the tree.
>25 hunters are now 2*
You try to make point sticks, but it goes south fast when one guy runs around with a stick he found already sharpened. He trips while running, pushing his pointy stick through 2 other Bugs. For his incompetence he is killed.
>-3 Pop

Ran out of room.
>>
>>1050813
Start with 10.
You send your hunters on a hunt, usually more effective than the passive working they normally do, but unfortunately this time, even with the new bows they find nothing. You guess even with the best weapons know to you, you can't kill anything if you can't even find it.
Setting to work to keep yourselves warm in preparation for the coming cold, you set about making clothing to keep you warm. One of your weavers decided to try some new leaves she found. Her finished product leaves very much desired, especially the part where her skin starts turning purple and she starts talking of all these weird things she sees that no one else does. Her rambling scare the people around her till one man takes it upon himself to bash her head in. Normally killing isn't exactly smiled upon, but no one blames him, seeing it as either a mercy kill, or at least making the crazy lady go away.
>-1 pop

>>1050900
The skins smell. Bad. The rotting meat still is disgusting, it attracts flies, and worst yet you're pretty sure its attracting predators. No one wants to wear them, preferring to stay cold and not smelling like bear bait. Taking it upon themselves, your Crafters set to task of making the animal hides bearable. Well, not bearable in the sense that bears want them. Cause that's definitely not what anyone wants, aside from the bears. They learn to fully separate the meat and fat from the hide. Now they only smell like dirty animals, and not bear food!
>Raw Animal Hides have become Animal Hides
>Your 20 Crafters gain Skill Skinning 2*
>Your Skinners(specifically) will gather 2 Animal Hide per 10 set to the job of Skinning so long as there are Hunters.
Your builders want something better than these rinky dink huts they and everyone else has to live in. Using whole logs would make it much stronger, but the problem is how to get them to not roll off each other? Or to fill in the gaps between the logs? If you could find a solution, maybe you could build something stronger that also won't possibly kill you.

Winter 3
Its that time again. let us pray you all survive the cold.

And with that, we'll call it a night. Questions and comments encouraged.
Feel free to go ahead and make your rolls for tomorrow if you want.
>>
>>1051353
I am pretty pleased with much of how this is going.
>>
Rolled 82, 82 = 164 (2d100)

>>1051353
Winter 3
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, Fishtraps, Spears, Cordage, Bows
Pop: 95(+4%)
Food: 94(+22)
Wood: 76(+19)
Tools: Stone Hammers/Axes/Knives(plenty); Fishtraps(12), Spears(10), Bows (10)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
40 – Food Gatherers (+22)
19 - Builders/Gathering Building Materials & Firewood (+19 Firewood)
19 – Crafters
10 - Trained Weavers [1*]
7 - Training Animal Tamers (inactive, work on helping actions)

>Learning from past mistakes, the food gatherers and trainees attempt hunting and fishing again.

>Learning from past mistakes,these interesting new leaves are set aside for later investigation as the weavers, crafters and other part-timers (the entire population) set to weaving winter gear again out of KNOWN materials.

So the fact that we have plenty of shelters and firewood should help counter-act a bad winter roll right?
>>
Rolled 60, 42 = 102 (2d100)

>>1051184
>>1050530
Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 92 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assigned Labor (Only change in spring)
50 - gathering food
46 - building/gathering materials
stockpile
>125 food (+25 food/turn)
>240 wood (+25 wood/turn)

>action
1 Make some more shelter.
2) Learn how to make rope from plant fibers again
>>
>>1051376
This
It definitely lengthens the early game and feels more gritty and dangerous.

Although I hate having my people die due to stupid stuff. But that's just me taking it too personally.
>>
>>1051353
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 50 (+15)
Population: 98
Technologies:
>Stone Hammer
Holdings:
>Ruins of Remaliah
Equipment:
>Stone hammers

Action 1: Search for food/water in the ruins (an oasis/ex-food store houses)
Action 2: Research better tools

>manpower split

10 administrators (to make sure everyone's working efficiently and gets their fair share)
28 scavengers/hunters
30 builders
30 researchers
>>
Rolled 66, 84 = 150 (2d100)

>>1051353
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 94
Inventory:
>Stone hammers
>25 food
>Hunting Ground
>25 hunters (2*)

Actions:
>Train 25 villagers in construction.
>Dig out burrows.

Assignments:
>Assign 25 hunters to the Hunting Ground.
>>
Rolled 90, 25 = 115 (2d100)

>>1051595
I'm dumb and forget to roll
>>
Rolled 63, 84 = 147 (2d100)

>>1051184
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 3 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
2 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
128 Food.
150 Stone.
99 Clay.
27 Wood.
Population: 103 Strong.

Action 1: Search that Hole in the Ground! Might be treasure. Or food! Or pots!
Action 2: Build three more houses.

Dino Distribution:
20 at the Stream
30 at the Watering Hole
30 at the Clay Quarry
10 gathering Stone
9 gathering Wood
4 idle
>>
File: map_trid_reg.png (833KB, 1465x1233px)
map_trid_reg.png
833KB, 1465x1233px
Up in an 1 - 1 1/2 hours.
Updated map. Think I got everyone.
>>
>>1053928
I will be at work, so gonna do three rolls ahead if that is okay with you
>>
>>1053934
That's fine.
>>
Rolled 74, 4, 76, 83, 61, 64 = 362 (6d100)

>>1053937
Thanks!
---
>>1051353
1:continue the building research
2:make sure that the woodcutters a clearing out a clearing around the houses, if that doesn't require a roll then I would like the woodcutters to get to 2* or even 3*
3: Build a place to store the food so that less is wasted and or more is produced
4: If my closest neighbour is on my border now, make peace deals with him, if not then I would like my crafters to craft spears
5: Get the hunters and gatherers to work as hard as possible. If that doesn't work then I would settle for them scouting the best hunting zones.
6: Whatever is absolutely necessary I would like to do.
>>
Rolled 66, 97, 29, 1, 55, 87 = 335 (6d100)

Winter Rolls. Can you feel the chill in your bones?

>>1051527

>>1051546

>>1051595

>>1051596

>>1052055

>>1054046
>>
>>1054084
>1
Creator have mercy on you...
>>
>>1054084
Heyo Welcome back Op.
>>
>>1051527
Your hunters, desperate to increase the food reserves for the coming Winter, go out, know that failure will mean some will do without this year, and that simply isn't acceptable. Spurred on by determination, and with the aide of their new weapons, your hunters bring back a successful haul.
>+50 Food
Learning from the previous Weaver, your people decide to stick to the stuff they know and not put on strange plants. You manage to weave together enough clothing for 20 people. Still kinda itchy though.
>Discover Straw Clothing.
>Acquire 20 Straw Clothing.
EVENT: 43
You've had your ups and downs this year, but then a gain when haven't you? You've learned good things, and a few not so good things. But you're thankful you and (most) of your people are still alive to see them.
Winter: 66
Winter is cold, but not unbearable. You daub huts keep most of the weather out, but aren't exactly comfortable or pleasant. And where the huts fall short, the fire makes up for, as do the straw clothes. Well, at least for those who have some. Your people are housed, warm and fed, and that's about the most you can reasonably hope for.
>No one died this Winter.
>95 of 154 is eaten, 59 remaining.
>Unfortunately with no method to keep the food, the food all spoils.
>0 Food Reaming
>Spend 25 Wood on fires though the Winter, 69 Wood remain

>>1051546
In a rush to prepare for Winter, you decide more shelter from the elements is needed. With the the workers and Wood you have, you only manage 3 Small Wood Huts.
>Acquire 3 Small Wood Huts
>-75 Wood
You try to make rope, and it almost works. You can't seem to keep it from unraveling. Maybe a little more time and effort would get you the results you want.
Winter: 97
Winter? Surely someone made a mistake, cause clearly this is Summer! Whoever told you it was Winter pulled a fast one on you, cause with temps like this its time to go swimming! Well, it would be if you know how to swim. On second thought, perhaps going into the water isn't smart.
>Winter was good, no one died.
>Consumed 92 of 125 Food, with 33 Remaining.
>No Food preservation methods, the excess food spoils.
>0 Food Remaining

>>1051595
You need food before you starve, and so you continue looking for caches, and Creator watch over you, you find some. A large supply of food, almost all of it still good. This will certainly help you though the Winter.
>+75 Food
You try making better tools than what you have on hand, but unfortunately it ends with your current tools smashing your hands in the process.
>-5 to next Physical action
Winter: 29
Unfortunately, where you were blessed with food, you are cursed with weather. The cold tears through your settlement. and they just isn't enough shelter for you, not by a long shot. Mornings are occasionally met with finding the stiff bodies of those who succumbed to the cold.
>Winter was hard. -8 Pop.
>90 of 125 Food Consumed. 35 Remain.
>No Food Preservation. All remaining Food spoils. 0 Food remain.
>>
Rolled 9, 83 = 92 (2d100)

>>1054289

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 0 (+15)
Population: 90
Technologies:
>Stone Hammer
Holdings:
>Ruins of Remaliah
Equipment:
>Stone hammers

Action 1: Search for food/water in the ruins (an oasis/ex-food store houses)
Action 2: Research better tools

>manpower split

10 administrators (to make sure everyone's working efficiently and gets their fair share)
30 scavengers/hunters
20 builders
30 researchers
>>
Rolled 98, 1 = 99 (2d100)

>>1054289
>Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 104 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
>assignment changes

Assigned Labor (Only change in spring)
50 - gathering food
24 - Farmers
30 - building/gathering materials
stockpile

>25 food (+25 food/turn)
>195 wood (+25 wood/turn)

>action
1) Start the beginning of a farm in the River Mithlond Delta
2) Learn how to make rope again
>>
>>1054317
>>1054289
God dammit Rope. here I thought 40+ was a success
>>
>>1051596
You train 25 of the villagers to learn how to build. They succeed in only hitting their themselves with the hammers 70% of the time instead of 90%. PROGRESS!
>25 Construction/Builders are now 1*
The nests clearly not working, you need to try thinking in the opposite direction for home building. And what's the opposite of up? You set your people to the task of digging and making homes beneath the earth. After all, its not like you can fall out of a hole in the ground, right?
>Discovered Burrowing.
>Acquired 10 Burrows. (Fits 5 cramped)
Winter: 1
There is isn't Winter. This is some foul beast. The wind its breath, the cold its claws and fangs tearing through you. And the snow, the snow is the creatures monstrous saliva, as it covers its prey, you. The snow is so cold it burns on contact, There is no escape from it. To venture beyond the tunnels is simply to die. There is no hope. No mercy. No, that's not right. The only small mercy is the beast is swift in its killing. Those it finds do not linger long in this world.
>Winter was vicious and cruel. You find no salvation from it.
>-20 Pop
>74 of 125 Food eaten. 56 remain.
>No food preservation. All food spoils. 0 Food Remains.
>You gain 10% Pop on each Spring Turn.

>>1052055
You send some scouts into the hole, small dinos cause they're the only ones who can fit. They eventually come back up. After walking in the dark tunnel, it branches into 5 smaller tunnels, one that appeared to go back up and the rest continuing downwards. Unsure what to do, or how long they had been down there, they returned to report. You inform them they've been gone 2 weeks.
The cold is coming, and you don't want to just survive, you want to thrive. You build 3 new stone houses. The work goes smoothly.
>-150 stone, -75 Clay
>Acquire 3 Large Stone Houses
Winter: 55
Its a mild Winter, a bit of chill in the air but nothing you can't handle. Your houses, large bulks, and fire keep you warm and safe. Honestly you don't see why the smaller creatures are so worried.
>Mild Winter. With your resources no one died.
>103 Food of 128 is eaten. 25 Food Remains.
>With no method to keep it safe, the food spoils. 0 Food remains.

>>1054046
You continue researching how to build better, and you learn it. By using your axes to shape the wood, you can make it easier to work with.
>Gain Carpentry.
You attempts to clear the lands ends horribly. Your people are in such a rush no one is paying attention to what's happening. Several trees are felled, and unfortunately a few are caught in their path. 4 men are crushed, and the land is still not cleared as the cut trees are left lying where the fell.
>-4 Pop
Winter: 87
Winter comes and goes like it wasn't either there. You people are warm fed and safe. Well safe so long as they can stop dropping trees on each other.
>Good Winter, no one died.
>101 of 111 Food Eaten. No Food preserves, No Food remains.

Begin Spring 4
Wew, that took much longer than expected.
>>
>>1054386
I'm guessing high rolls on winter doesn't mean anything.
>>
>>1054450
No. Winter is just there to hurt you.
>>
Rolled 83, 6 = 89 (2d100)

>>1054386
Spring 4
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, Fishtraps, Spears, Cordage, Bows, Straw Clothing
Pop: 99(+4%)
Food: 22+Hunting(+22)
Wood: 69(+19)
Tools: Stone Hammers/Axes/Knives(plenty); Fishtraps(12), Spears(10), Bows (10), Clothing(20)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
40 – Food Gatherers (+22)
10 - Hunters
5 - Firewood/Crafting Materials Gatherers
25 – Crafters (clothing)
10 - Trained Weavers [1*] (clothing)
9 - Training Animal Tamers (inactive, work on helping actions)

>Food Preservation:
Noticing that things left in warm, dry areas seem to not decay, the people begin laying food out in the sun to dry.

>Plant blueberry seeds:
Noticing that blueberry bushes seem to grow in certain areas, the people begin planting seeds in ideal areas.

So how much passive stuff do my new labor assignments give?
>>
Rolled 28, 89 = 117 (2d100)

>>1054386
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 3 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
25 Food.
10 Stone.
57 Clay.
36 Wood.
Population: 105 Strong.

Action 1: Show the 20 'saurs at the stream how REAL dinos fish.
Action 2: One last try at "cooking".

Dino Distribution:
20 at the Stream
40 at the Watering Hole
25 at the Clay Quarry
20 at the Stone Quarry
>>
>>1054046
You spend 20 wood and build a storage shed for food. This will keep non-perishable foods like grain safe, but meats and fruits/veggies are still gonners.
>Built 1 Storage Shed
>-20 Wood
You need better tools to hunt and fight with. Something sharp and pointy. Like a stick! Not just a stick, a POINTY stick. Truly your people live on the forefront of scientific development.
>Discover Spears
>+20 Spears
>-20 Wood

>>1054310
You send out to hunt for more food, but like one of your previous attempts, a few of your people don't return. Those that do tell tale of large white lion that had been stalking before them men went missing.
>-2 Pop
The hammer just doesn't do everything you need, but you don't have a lot to work with, so you see if you can work with what you have.
You come up with Stone Axes and Knives which will help with any cutting needs you might find.
>Discover Stone Knives and Stone Axes.
EVENT: 79
Your Admins have noticed something. From what you've heard from your food hunting parties, the ones who found Food always found it in the same general area, whereas those who failed went in the opposite direction. Taking an educated guess, you send a group to search the area where the others had found success, and luckily enough, you find your guess to be right. Your scout find 50 Food worth of meat that's still somehow safe to eat, if a bit dry and chewy. If only you knew how to do this as well, you could keep your food longer.
>Find 50 Non-perishable Food
>At the end of Winter, Perishable Food will always be eaten first.

>>1054317
You're farmland is magnificent. The soil is so beautiful you almost want to just eat it. But you might have gotten ahead of yourself. You have great farming land... but you have nothing to plant.
>Build 2 2*Farms
>These will not produce without Seeds to plant and Farmers tending them.
>Farms can have a max of 10 Farmers per Farm.
You find your would be Ropemaker dead, surrounded by failed attempts at making rope. Looks like his brain melted from the repeated failure.
>-1 Pop

>>1054524
Food is 28 Per turn. 20 from Gathers, 3 from traps. You get +.2 Food per Basket, though you can try to improve the quality of the traps for better gains.
5 Wood from Firewood Gatherers.
7 Straw Clothes per turn.

Wasted food is not good. Totally not good. All that work and effort just gone from spoilage. So you put your best heads together to come up with a way to keep you hard earned, and much needed, Food around longer. You accomplish the task, but you find you have to keep some people around at all times to prevent animals from taking it.
>You can now Dry Food to preserve Food.
You go to plant some blueberry seeds in areas similar to those where you found them growing naturally. It doesn't quite pan out as you stumble upon a hungry bear, freshly awake and hungry. Deciding that he's found something more tasty than berries, he makes easy work of your would be gardeners.
>-4 Pop
>>
Rolled 17, 100 = 117 (2d100)

>>1054386
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 74
Food: 56
Inventory: Stone hammers
Technologies: Stone hammers, Burrowing
Facilities: Hunting Ground, 10 Burrows (50/50) (24 Homeless)
Personnel: 25 hunters (2*), 25 Builders (1*), 24 Villagers

Actions:
>Harvest and collect bone and pelt from hunted/eaten animals.
>Make some sharp implements from animal bone.

Assignments:
>Assign all of the hunters to the Hunting Ground to hunt for food.
>Order the builders to build more burrows on their own whenever there is a need for one.
>>
>>1054828
Your jobs changes have altered your seasonal gains:
30 Food per turn
28 Clay
20 Stone
You go to show those 'saurs how to fish. Cause like yer ol pappi taught you :Give a 'saur a fish, and that 'saur knows where to buy fish. Teach a 'saur to fish, and you've ruined your whole market base." Wait, that's not the phrase. Hell you don't even know what half that means. Whatever. You go up to the stream and show them how its done, so they can try, but ultimately fail, to reach your amazing standard. It... It doesn't go well. You can tell they're trying not to laugh. Mostly out of respect, but also a good deal of self-preservation. You might have lost a shred of your 'saurs respect.
>-5 from your next Training attempt.
You try preparing the Food again. And this time, its amazing. Not only can you actually stomach it, its actually far more preferable to raw food. This 'Cooking' thing may have spoiled you for eating, cause you don't think you can go back to raw Food.
>Discovered Cooking.
EVENT: 36
The fishing attempt was a bit of a disaster. But you'll get over it. You're a big guy with big feelings. A little laughter is nothing. Not like you're gonna quite literally rip the face off the next 'saur who makes crack about how you fish. Nope. You're bigger than that. Cause you're the biggest. Damn this fried fish is delicious.

Summer 4
>>
Rolled 93, 69 = 162 (2d100)

>>1054834
Summer 4
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food
Pop: 95(+4%)
Food: 54(+26)
Wood: 79(+5)
Tools: Stone Hammers/Axes/Knives(plenty); Fishtraps(12), Spears(10), Bows (10), Clothing(32)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
36 – Food Gatherers (+21)
10 – Hunters (+5)
5 - Firewood/Crafting Materials Gatherers (+5 Wood)
25 – Crafters (+5 clothing)
10 - Trained Weavers [1*] (In Training)
9 - Training Animal Tamers (In Training)

>Train Weavers some more.
With recent the breakthroughs in fish traps, baskets and clothing, the weavers discuss how they can take their craft to the next level to make bigger and better things.

>Train Animal Tamers some more. (Husbandry Specialty Bonus)
Now that death and starvation are no longer eminent, the people return to their lost love of animal husbandry. They notice the the wolves have calmed themselves since the last bad interaction and begin observing the behavior of the animals around them to better communicate with our forest brethren.

So can I passively start keeping dried food in one of the empty huts and just have the crafters and other people who work in camp to watch over it while they work?
I assume food drying is passive too, considering that you just lay whatever you don't eat in the sun.
>>
>>1054971
>So can I passively start keeping dried food in one of the empty huts and just have the crafters and other people who work in camp to watch over it while they work?
I assume food drying is passive too, considering that you just lay whatever you don't eat in the sun.
Yes, but in a hut drying will be slower than in direct sun, but you don't have to assign people to watch the food if its in a hut.
>>
Rolled 100, 73 = 173 (2d100)

>>1054834

I'm out at the moment so im not sure about my id

action 1: hunt/gather food
action 2: search for water source
>>
>>1054987
>in a hut drying will be slower than in direct sun
Ah, I thought you meant the finished food was being scavenged. So I was suggesting storage for the already dried food.

Well if the animals are snatching food off the outdoor drying racks, just having the 35 crafters and weavers sit around the racks while they work should suffice.
>>
>>1054834
>Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 104 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
Tech: Crude hammer
Assets: 2*farms (2)[Magnificent]
>Assigned Labor (Only change in spring)
50 - gathering food
24 - Farmers
30 - building/gathering materials
stockpile

>50 food (+25 food/turn)
>230 wood (+25 wood/turn)

>action
1) find seedlings to plant (potatoes, grain, wheat)
2) Learn how to make rope again
>>
Rolled 72, 48 = 120 (2d100)

>>1055117
>>1054987
Sorry forgot the roll.
>>
>>1054889
You try to collect bone and skin from your prey, but you aren't very good at it. You tears the skin to pieces and smash the bones, rendering it useless.
Using the small pieces of bones you can scrape up, you manage to make 1 very sharp tip. Its no good by itself, but maybe you can find some use for it.
>Discovered Sharpened Bone Tips
>You could probably apply this to longer bones, if you had any.
>Acquire 1 Sharp Bone Tips
>Your people are more proficient at making Blades. If its sharp and pointy, you can make it better. Though it doesn't equate to their actual use.
>Acquire Blade Crafting Proficiency.

>>1054971
Pulling the Weavers away from their work, you and the group discuss how to further improve. The discussions are long, but are very fruitful as they all leave, feeling more capable at there jobs.
>10 Weavers are now 3*.
>Acquire only 5 Straw Clothes this Turn.
Feeling your immediate survival is for the time being secure, you get back to your passion. After the disaster that was you last animal taming with the wolves, you take a step back and observe the animals.
>9 Animal Tamers are 1*
>With your knowledge of Food Drying, you passively Preserve 10 Food per turn from your reserves.
>Each turn, change 10 Food to 10 Preserved food.

>>1055005
You send your men out once again to find Food. And by God do they. A large, untouched Storehouse is found, filled with perfectly Preserved Food. Looks like your Food problems are over for a while. But with all this Food here it begs to question, what happened to this place and its people, cause clearly they people didn't starve to death.
>+100 Preserved Food
>Discovered Storage Warehouse. (Can house 20)

>>1055117
In hindsight, you should've gotten the seeds first, then made the farm, but hey, its cool. You send some people looking for food, namely things they can plant, and very strongly remind them NOT to eat them. While out one of the party kicks what at first they think to be a rock. A sorta soft rock. Picking it reveals it to be not a rock at all, and upon further inspection, in this case biting it, its turns out to be food! After yelling at the food finder about the part where they don't eat what they find, and then yelling somemore about eating something he just picked up off the ground, your people scrounge a few more up and bring them back to the farm. The one who found it decided to name them topapoes. You slap him across the head and tell him that's stupid.
You decide to call them potatoes.
>Acquired Potatoes.
>You can now plant potatoes in your Farms.
You finally make Rope. After all the effort it took to make this, someone ties it into what he calls a noose and contemplates hanging himself with it if he ever has to do something like that again.
>Acquire Rope
>Discover Bows.
>>
>>1055553
>>1054046
Gonna take this as training.
Can't think of anything at the moment. Your hunters get better.
>30 3* Hunters are now 4*
>Hunters now gather 27 Food per turn
(You're gonna fall short of Food, so you go hunting)
You send you hunters out to test their new skills, since you don't think you'll make enough Food to make it through the year, especially after pulling them away from their work. Their improved skills show as they bring back more food than you thought them capable previously.
>+60 Food

>>1055005
>>1055553
Whoops, forgot your second roll.
With all this food, you still have a problem. There's no water. Its a barren wasteland as far as the eye can see. If there was water on the surface, it isn't anywhere near you. By a stroke of luck, on of your number finds a well under some rubble. After a bit of work, you clear it out, and to your continued fortune, there's water in there!
>Found Well.

Fall 4
Winter is coming. Don't let the Ice Weasles get you at night.
>>
Rolled 53, 83 = 136 (2d100)

>>1055575
Fall 4
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food
Pop: 95(+4%)
Food: 80(50 raw/30 preserved) [+26]
Wood: 84(+5)
Tools: Stone Hammers/Axes/Knives(plenty); Fishtraps(12), Spears(10), Bows (10), Clothing(32)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
36 – Food Gatherers [+21]
10 – Hunters [+5]
5 - Firewood/Crafting Materials Gatherers (+5 Wood)
25 – Crafters (fish traps) [+5]
10 - Trained Weavers [3*] (fish traps) [+??]
9 – Trained Animal Tamers [1*]

>Set the crafters and weavers to making bigger and better fish traps.

>Have our newly trained tamers try to befriend the wolves again. (Husbandry Bonus)
>>
Rolled 7, 49 = 56 (2d100)

>>1055575
action 1: research simmering to keep us warm (fire)
action 2: reseach preserving food
>>
>>1055553
Butterlord you fucking comic. I can totally picture those idiots who were in charged with making rope to make a noose first.

also now that I have a farm, What will be the food/turn income with 24 people?

>a rapture of applause surrounds the town as jeff, the one who discovered how to make rope, is paraded around.

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 104 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer, Bows,
>Assets
4 Crude Huts

>assignment changes
Assigned Labor (Only change in spring)
50 - gathering food
24 - Farmers
30 - building/gathering materials
stockpile

>75 food (+25 food/turn)
>255 wood (+25 wood/turn)

>action
1) Make a storage hut for food.
2) Make Shelter
>>
Rolled 95, 89 = 184 (2d100)

>>1055720
keep forgetting the role,
>>
>>1055666
something*

I'm home now so I'll do a full run down

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 180(+15) (150np)
Population: 88
Technologies:
>Stone Tools
Holdings:
>2x Ramshackle House (10)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools

Manpower Split
10 Admin
18 Food (preparation & rationing)
60 Researchers
>>
>>1055553
What about the population and food increase?
>>
>>1055575
Also, are the red names on the map pre-established nationstates?
>>
>>1055720
>now that I have a farm
Potatoes planted in fall or winter usually don't ripen until spring.
IRL anyway. not sure about this game's crop growth speed.
>>
>>1055802
okay then, farms are basically food investments
>>
Rolled 33, 1 = 34 (2d100)

>>1054899
Summer 4
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 81 (74 + 7) (+10%)
Food: ?? (56 + ?) (You have not yet announced at what rate I will be getting food from the hunt.)
Inventory: Stone hammers, Sharpened Bone Tips
Technologies: Stone hammers, Burrowing, Blade Crafting Proficiency
Facilities: Hunting Ground, 10 Burrows (50/50) (24 Homeless)
Personnel: 25 hunters (2*), 25 Builders (1*), 31 Villagers

Actions:
>Try attaching some sharpened bones on sticks of different lengths using nearby plant matter.
>Order the tribe to start collecting and storing bones after they are finished eating prey and not just throw them away somewhere from now on.

Assignments:
>25 Hunters (Currently Hunting at the Hunting Ground for food.)

>>1055575
I seem to have lagged behind from my temporary absence.
>>
>>1055739
>>1039619
>Ignore the roads and any other landmark looking things on the maps.
I'm assuming that anything geo-political is non-existent, we're just treating it as a wild untamed world.
>>
>>1055839
well, we're still not yet in a position to make geo-political actions.
>>
>>1055802
Farms have a straight 1/1 ratios of Food/Workers as a more steady and secure food source as opposed to Hunters, Gatherers, Fishermen, etc which have a .5 Food/1 Worker. However you can only plant and improve farms in Spring.
10 base Hunters will gather 5 Food.
10 base Farmers will farm 10 Food, but require the time investment to actually prepare and build the Farm.

>>1055736
Sorry, must've forgot it.
Your current pop is 81.
Your 25 Hunters gain 23 Food per turn.
Your Builders dig 2 Burrows every 2 turns.

>>1055739
You can just ignore the names if you want. I just grabbed a map and used it. No one on the map is going to be past tribe level.

>>1055839
This.
>>
>>1055885
wait, so it produces 10 food per turn? or per year? or does it produces 40 food per turn each spring?
>>
>>1055885
How does a worker's rank and tier affect the total resource output?
>>
>>1055660
The fishtraps you have setup are doing their job, but you feel they could do more. A small time investment and you set out to making bigger and better baskets.
>Can now craft Medium Grass Baskets/Traps
>10 Trained Weavers 3* can craft 1 per turn.
Having a bit more experience, you r try your hand, hopefully getting it back, again at taming the wolves. While initially hesitant, they don't immediately rip you apart. The size you up, and leave quietly after a while. Seems this will take some time.

>>1055666
You don't know how or what happened, but one of your people is heard screaming as he runs past you, covered heard to toe in fire. Unfortunately he runs into one of the food stockpiles.
>-1 Pop
>-30 Preserved Food

>>1055720
I'll answer after post.
You need somewhere to store your Food. Somewhere where the animals and insects can't get to it. Or that fat pig Orson. Guy eats enough for the whole tribe. If he had his way you bet he'd eat anyone who died. Or anyone alive if he thought he could take him. Fucking glutton. But you're getting off track. You need some good, and sturdy to keep your food safe, and so you set to task of building a storage shed for it. And boy do you. Its big, its strong, and it'll keep out probably even a bear. Or at least a certain 'pig' you hope. Now that you look at it, you're pretty sure its better than your own houses.
>Built 1 Strong Storage Hut(Holds 100 Food. Does not keep Unpreserved Food over year. Can fit 10.)
>-50 Wood
Winter is coming. Whoever said that must've had a good head on his shoulders. You need some shelter from the, so your throw up some huts. Well, not literally. They're too heavy for that. But you build the nice and quickly, managing to add 8 more Small Wood Huts to the neighborhood.
>+8 Small Wood Huts.
>-200 Wood
EVENT: 74
Its early morning when someone comes to awaken you. Something just found its way into your little camp. When you go to see what the fuss is, its two little animals covered in some strange white fur. Does feel like any fur you've felt. it feels nice, and even better, the creatures aren't trying to eat you!
>Acquire 2 Sheep
>Sheep reproduce at a rate of 1% Per turn.
>They eat 1 Food per Animal.

>>1055829
That's some bad luck dawg.
You try attaching the pointy bone pieces to very plant matter. Matter like leaves, and grass. And Flowers. Hmmm, that's not right.
You tell your peeps not to dispose of the bones, that they're important and to bring them back. What better place to store them than in their stomachs? Surely they can't lose them there. Unfortunately your bugs don't chew enough, and many have bones get lodged in their throats. It seems your prey has exacted their revenge from the great beyond.
>-5 Pop

Winter 4

And with that its a night. I might take tomorrow off and pick back up Wednesday. I'll stick around for questions.
>>
>>1055954
>wait, so it produces 10 food per turn? or per year? or does it produces 40 food per turn each spring?
Farms produce per year, from Spring to Winter.
You can only have 10 Farmers per Farm, unless you build Larger farms.
Each Farmer working a Farm Produces 1 Food per turn. In a year he'll make 4 Food.
1 Hunter will make .5 food a turn, or 2 in a year.
Your 20 Farmers working 2 2* Farms will make 112 Food per year. You can't collect the Food till Winter.

>>1055973
Workers gain .1 equal to their Tier effectiveness per rank.
Since everything is T1, you gain .1 effectiveness up to 1 at 10*, which after they train up to 2*, gaining .2 per *, up to 2, for a total of 3 and so forth.
So at T2 10*, a Hunter gains 3.5 Food per turn

I try to keep how much builders and crafters do down, typically about 1 item per 5/10 workers depending on the item. I want them to be useful, but I don't want all your houses built or weapons made passively in just a few turns.
>>
File: Ban Ard, First Sheep.jpg (12KB, 238x212px) Image search: [Google]
Ban Ard, First Sheep.jpg
12KB, 238x212px
Rolled 41, 12 = 53 (2d100)

>>1056148
Might not also be able to show up tom, so I'll just make my turn now. Hopefully I can check up on you guys tomorrow.

>Praise Solandis for these little white angels. These are beloved creatures sent to us as the beckoning of winter approaches, the cause of their presence is not only to give us strenght in the upcoming frost but to join us in our little community, as one family, now as we all gath... Orson! Get Away from those Sheeps! We Only have two of them!, Someone grab Orson and make him gather lumber again. I want him no where near the sheep.
>Ban Ard
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 104 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer
Farming (land clearing)
Bows (crude)

Assets:
12 - Small Wood Huts
1 - Strong Storage Hut
2 - 2*Farm

>assignment changes
Assigned Labor
50 - gathering food
20 - Farmers
30- building/gathering materials
1-Shepard
3-Bow Makers

Stockpile
>100 food (+25 food/turn)
>30 wood (+25 wood/turn)

>action
1) Try and get some food to feed the gluttons before the winter rages over Lan Exeter.
2) give praise to Solandis for these furry little creatures
>>
>>1056148
So how much food do these Medium Baskets catch?
Did they at least build one as a prototype that we can start using?

Still trying to figure out the rank/production scale so I don't have to pester you every time I change labor or production.
I'd like to switch back to clothing for the winter and then shift everyone back over to baskets once we have enough clothes for everyone.
>>
>>1056283
A normal Basket catches .1 amount of Food.
At 3 Stars it takes 4 Weavers to make 1.
At base it takes 5 Weavers to make a Basket.
It takes .5 less per rank. At 3* rounded down it takes 1 less Weaver to make 1 Basket.
A Medium Basket Catches .2 amount of Food.
At 3 Stars it take takes 7 Weavers to make 1.
It takes a base of 8 make 1 Medium Basket. Round down it takes 1 less for 7 3* Weavers.
Man I'm reading that and it sounds confusing. I know how it works in my head but seeing it written doesn't quite stick right.

And its fine. I really should be telling you how much items affect your gains. It'd make it much easier on me if I remembered to tell so you can keep up with your own stats easier instead of me keeping up with everyone's by myself. If you have a question as to how much does x affect y, just ask and I'll tell ya.

If you think I forgot something or miscalculated, feel free to call me out on it.
>>
>>1056351
What do I do with my unused Fall turn? I still have not taken that turn yet.
Can I just skip it and just calculate the automatic income for the next turn?
Or do I have to post the 2 missing actions?
>>
>>1056375
You can make up the 2 missed actions.
Just don't take actions that are entirely dependent on actions that turn succeeding like the Bones turn. Like
>Learn Fire
>Learn to Cook with Fire
>>
>>1056351
>Man I'm reading that and it sounds confusing
Yeah, that's some funky maths.
I thought you were just doing something like:
0* = 0.1 Item/Person
1* = 0.5 Item/Person
2* = 1.0 Item/Person
3* = 1.5 Item/Person
But I guess you've got a bigger plan based on working backwards from the final product.

That's still really slow production tho, especially since we can't go any higher than 4*.

So how many base crafters does it take to make a medium basket?
>>
>>1056412
Alright.
I'll be posting my actions for this winter turn along with the 2 missing fall actions soon.
>>
File: Ban Ard, Heraldry.png (7KB, 204x247px) Image search: [Google]
Ban Ard, Heraldry.png
7KB, 204x247px
>>1056412
I think I'll fashion my Civ around that sheep Encounter.
This will be the New Ban Ardian Heraldry Now
>>
Fuck apparently I deleted a post.
Was gonna say if you want more Pop without waiting years, you can roll Festivals, or Orgies, or whatever you wanna call them. Just make sure to put somewhere its for increasing Pop. Races with higher breeding rates get more from it. And because I'm a lazy hack who doesn't wanna remember when children are born or grow up, they are instantly born full grown adults.
If you roll a 1 though you get STDs.

>>1056418
Yeah, I'm playing it by ear mostly. If things don't seem like they're working I'll tweak them as we go.
Medium takes 8 Crafters.
>>
>>1056418
>That's still really slow production tho, especially since we can't go any higher than 4*.
No, its 10* per Tier, and there's 5 Tiers.
Max level is Tier 5 10*
>>
>>1056148
Did my first action mess up my first?
>>
Rolled 94, 74, 34, 71 = 273 (4d100)

>>1056148
Winter 4
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 76 (81-5 from summer)
Food: 102 (56 + 23 (from summer) + 23 (from fall))
Shelter: 60/60 (16 Homeless)
Inventory:
>Stone hammers
>Sharpened Bone Tips
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
Facilities:
>Hunting Ground (25 Hunters)
>12 (+2 from fall) Burrows (5 per burrow)
Personnel:
>25 hunters (2*)
>25 Builders (1*)
>26 (31-5) Villagers
Assignments:
>25 Hunters hunting
>25 Builders burrowing

Fall Actions:
>Train 10 villagers to become dedicated Breeders.
>Let's try making those blade based tools again.

Winter Actions:
>Order the tribe to start collecting and storing bones after they are finished eating prey and not just throw them away somewhere from now on. (Again)
>Order the tribe to start harvesting the chitin from dead villagers from now on.
>>
>>1055666
>>1056548
Fuck, sorry. getting late and I'm making mistakes.
You look at the Preserved Food you found.
You look at the not preserved Food.
You look at the Preserved food again, then back to the not preserved.
The Preserved Food seems drier than the other.
You think that's the key, but you don't know how to do that.
>>
Name: Pura
Race: Purans (humans with a white stripe on their forehead)
Location: pic related, the capital of Pura
Religion: White Stripes (just a generic shaman religion)
Specialty: Corruption Resistance (purity)

Fluff: A small tribe that was formed from a bunch of other tribes' White Stripe'd population deciding to leave their original tribes to unite under a single tribe at a fork between two very wide and luxurious rivers. They set up a small cluster of huts in the low-lying hills there.
There was a minor demon that tried to tempt the Purans into demon worship, but the Purans rejected the minor demon and made oaths that they would die before making deals with demons.
The leader of the Purans is chosen by a competition of riddles every 4 years.
---
Tech: Stone Hammers, stone axes, strong wood huts, hunting and gathering, vague woodcutting research, bone knives, spear tech, Carpentry, crude leathermaking.

Assets: stone hammers/axes, huts for 50 ppl (one strong small wood hut, the rest average swh), storage shed that preserves grain, 20 wood spears, 14 bone knives, 8 crude leather pieces (deer sized)

60 food, 4 wood
27 food/turn, 33 wood/week
Population: 105+8%/year

30 1* wood cutters, 30 3* hunter/gatherers, 26 builders/crafters/carpenters, 5 carpenters,15 labourers/helpers

---

Action 1: get my carpenters to start construction of a Town Hall, I want it to take like 5 turns - as good a quality as possible and no rush.

Action 2: woodcutters make the clearing.
>>
Rolled 36, 83 = 119 (2d100)

>>1039619
>Name
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Fluff
Deep in the sands, the Genies lived. They'd have lived as decadent, warring tribes, bickering over the smallest of things and the worthlessness of the sands. However, a Prophet came, Moham. The Djinni proclaimed to all of the tribal leaders that whoever could beat him would be given a great artifact which could conquer the sands. If they lose, however, they must abdicate in favour of Moham. One by one the Tribes fell to Moham's grip, as the Tribal Lord's ego was too large to simply pass up a challenge. After collecting all of the Genies, he proclaimed himself Caliph and God. Now the Genies, united and brave, prepare for the challenges of civilisation.

I don't know if I can roll or something, but I'll do it anyway.
>Action 1
Begin cultivating any crop that can grow in the riverbeds of the Great River Reba.
>Action 2
Search the sands for any useful material.
>>
Rolled 35, 29, 99, 29, 27, 40 = 259 (6d100)

Looks like I missed a few turns.
>>1056148
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 3 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Cooking
55=>85=>115 Food.
30=>50=>70 Stone.
85=>113=>141 Clay.
36 Wood.
Population: 105 Strong.


Dinon:
Summer:
Action 1: Upgrade Clay Quarry.
Action 2: Upgrade Stone Quarry.
Fall:
Action 1: Expand Northwest, along the river.
Action 2: Expand Southeast, along the river.
Winter:
Action 1: Number the days.
Action 2: Keep some large animals as livestock.


Dino Distribution:
20 at the Stream
40 at the Watering Hole
25 at the Clay Quarry
20 at the Stone Quarry
>>
Wait! I have something very saddening for all of us here. My own storyline from Uboachan did not go too well, and the moderators suddenly as of today kicked all users out globally. The link is Uboachan, then on Recent Posts you'll find out.

Thankfully, I am not the kind of person to cause trouble, but they just decided it is time for us there to leave, so it died out.
I now continue my story here on 4chan, and possibly 420chan in hopes more people will accept it.
>>
Rolled 35, 75 = 110 (2d100)

>>1056148


Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 165(+15) (120np)
Population: 87
Technologies:
>Stone Tools
Holdings:
>2x Ramshackle House (10)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools

Manpower Split
10 Admin
18 Food (preparation & rationing)
60 Researchers

Action 1: Research fire
Action 2: Build/repair Shelters
>>
Rolled 67, 22 = 89 (2d100)

>>1056148
Winter 4
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food
Pop: 95(+4%)
Food: 106(66p/40np) [+26]
Wood: 89(+5)
Tools: Stone Hammers/Axes/Knives(plenty); Fishtraps(12), Spears(10), Bows (10), Clothing(37)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts
Assigned Labor (Only change in spring):
36 – Food Gatherers [+21]
10 – Hunters [+5]
5 - Firewood/Crafting Materials Gatherers (+5 Wood)
25 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2]
9 – Trained Animal Tamers [1*]

>Train Animal Tamers more based on new experience.

>Begin collecting pelts from hunting for warmth.
>>
>>1056351
>A normal Basket catches .1 amount of Food.
>A Medium Basket Catches .2 amount of Food.
Wait, is this per turn or per year?
>>
>>1057953
nvm just found this, math still seems off tho.
>>1050530
>The 10 traps net you an additional 2 Food per turn.
>>
>>1058046
even more
>>1054834
>3 from traps. You get +.2 Food per Basket, though you can try to improve the quality of the traps for better gains.
>>
>>1057953
>>1058046
>>1058161
Man, you make me feel dumb with my inconsistencies. Which is perfectly fine, id rather sort inconsistencies and other problems out sooner rather than later.

>>1057953
Food is per turn unless specified. Typically things like Farms and Orchards will be Yearly.

>>1058046
>>1058161
This is bad note taking and forgetfulness on my part. I don't wanna lower your Food gains because of my mistake, so it'll be .2 for regular Traps, .3 for Medium Traps.

For passive Construction/Crafting I may make items equal units. For instance 1 regular Basket takes 5 units of work to make per turn.
Each base Worker is 1 unit of work, meaning it takes 5 Workers to make 1 Basket per turn.
Each * adds .T, (where T is equal to what Tier the Worker is: Tier 1 gets .1, T2 gets .2, etc) amount of work a worker does per turn.
10 3* Workers would do 13 units of work per Turn, for instance.
Does that sound simpler? I'm more than up to changing how things work if they sound wrong or over complicated.
>>
>>1058321
Oh hai OP
>>
>>1058475
Yo.

We'll be running again tomorrow around the same usual time.
>>
>>1058480
no updates today?
>>
>>1058516
Nah, took a break for today. But if you got some questions or something I'm around to address them.
>>
>>1058532
How does sending expeditions (like exploration teams/settlers/armies/etc.) outside of your civ's territory/hex tile work?
Do they need to bring their own food supply with them or does the food stock gets automatically sent to them from the main village?
>>
>>1058573
Its assumed they scavenge/forage while out, but you can give them food, which would mean they'd spend less time hunting for food, and more time searching for stuff, increasing the chances of finding something, be it good or bad.
For exploring hexes you don't control, you have to chose which hex you want to explore, if you don't specify its assumed you explore your own territory.
>Send scouts out
Would scout your area.
>Send scouts to the west.
Would explore the tile West of you.

Settlers can only settle adjacent tiles. If there's a mountain or ocean you want, but there's 3 tiles between you, you have to conquer them first. Claiming a tile with no nearby threats is fairly easy.
Scouts can explore up to 5 tiles away from your controlled area, the more you want covered the harder the roll to find something. At 5 tiles you pretty much need a 90 to find even the smallest thing.
Armies move at 3 tiles max per action on foot. Having wagons, horses, or something like that simply makes moving max tiles easier.

I think I mentioned it earlier, but you can choose to feed your people more each year. 1 Food per Person is the minimum, but you can increase it to boost performance. Better fed people are healthier and stronger people; however you have to decide in Spring whether to increase how much they eat, and you can't change it till the next Spring. So if you choose to give your people 2x more food one year, but turns out you can't afford that much later, well you better find some way to get enough or lose people to starvation.
>>
>>1058639
>>1058532
Would you happen to have a higher resolution
version of the map
>>
>>1058676
No,sorry. I just grabbed the first map I could find and used it.
>>
>>1058639
Is space in a single hex tile limited?
How many people/buildings can a single tile have before having to create a new settlement?
>>
>>1058753
so how do we actually get magic in the board?
do we wait for a race to learn magic and just trade with him? or is there paths to take?
also, how does one increase the growth rate of the animals in their charge? Animal husbandry?
>>
>>1058753
I hadn't thought of that, but it would be a good reason to expend.
150 Pop max per tile, but now structural limits.
Pop increases pretty slow, so this shouldn't really be an issue.
Actually, I might have Pop increase by 1% for each tile conquered, "You have more space to grow" or some shit.
Thoughts?

>>1058777
The most likely way is to find something magical, or someone who can already do magic. Once you have knowledge Magic exists, you can start down the path of learning it, but it's not easy. Don't expect to be casting Magic Missile anytime soon.
>>
>>1058801
*but no structural limits
>>
I'm also wondering if the color of the tiles ever have any significant effect on the settlement there, like if the tile sits on a river it gets higher farm production, or if it sits on a hill it get a defensive bonus, of it sits near a mountain it can mine metals, etc.
>>
>>1058886
I thought about doing that, but discarded it.
>>
>>1058801
More space = more people are motivated to start new families = bonus population growth.
As the population approaches the pop cap, birth should gradually rate decrease.
When the population reaches or goes over the pop cap, overpopulation becomes a problem.
If not fixed soon this lingering issue should cause a myriad of problems for the player.
Only when you send out the excess villagers will this "status effect" disappear.
>>
>>1059001
Or forced abortions, monitored births, depending on how the player chosen solution.
>>
>>1059001
I was thinking of having various things affect your Pop growth.
Access to Food and Water
Adequate Housing
Medicine
Space
The more and better of these things you have, the more your Pop can grow.

Not sure what to do for exceeding Pop cap.
Perhaps a gradually increasing chance of rebellion. If it gets too bad, a portion of your Pop breaks off and develops a rival tribe near you.
>>
>>1058801
I don't like the pop max thing, You usually have capital cities that have close to 20-30,000 souls living in a single city. Its not realistic to see that a 22 square mile block couldn't fit such a number.
>>
>>1059045
>>1059065
Whoops, Got my 22 mile number from the other nation building quest. that map has a huge land space to accomodate 22 mile tiles but this might need a bigger scale per tile.
you haven't actually specified how big a tile is,
>>
>>1059045
>Offshoot tribes
That's a pretty neat idea.
But who will control these NPC tribes? OP?
How will they behave?
Are they just some sort of barbarians that constantly raid your settlements for resources (because they feel like it's rightfully theirs) or are they like the "city-states" of Civ 5 that own just one tile and never expands? Or or do they behave just like a regular civ?
Either way that's more work for OP to deal with.

>>1059065
Well we could look at it as 1 pop doesn't act mean 1 person. Maybe 1 pop is actually a hundred people. But then again we have been referring to single populations as single individuals so maybe not.
>>
>>1059065
I know its unrealistic, but the growth rates and Civ sizes are small, so I thought I'd make the cap lower. If the cap was 1000, it might as well not exist.

>>1059088
To add weight to your argument, 100 miles/tile.

>>1059098
Just Barbs who try to wreck your shit. Not sure if I wanna get into controlling NPC tribes. Maybe give them a slow growth.

None of this is in yet, just spitballing for now.
>>
>>1059217
atleast make the pop cap at 300 pop, there's already lots of reason to expand for territorry.
>>
>>1058321
>Does that sound simpler?
Yeah, that sounds pretty good.
And the bonuses for Tiers would stack so that a T1 10* =/= T2 5*?
You'll just need to tell us how many units of work each item takes.
IIRC you said medium baskets were 8 and I've been assuming that clothing is 5.
Then we could research better tools reduce the required units?

>>1059088
>you haven't actually specified how big a tile is,
>>1059217
>100 miles/tile.
So are we going with 100mi or the 24mi printed on the map?
>>
>>1059700
>Does that sound simpler?
>Yeah, that sounds pretty good.
I'll probably switch to that, easier for everyone to keep up with.

>And the bonuses for Tiers would stack so that a T1 10* =/= T2 5*?
You mean do they carry over from Tiers? Yes.
At T2 5*, a worker would have bonus of 2.

>I've been assuming that clothing is 5.
Yes.

>Then we could research better tools reduce the required units?
Yes, better tools help improve a worker's ability based on the tool and its quality.
For instance Hunters with bows gather more Food than Hunters without.

I'm going with 100 to try and justify why it takes so long for armies to move only 3 tiles max a turn. I'm no expert on how far and fast people can travel, but I think its more than 72 miles in 3 months.
>>
>>1058639
>Better fed people are healthier and stronger people
How about improvements in food quality OR quantity?
e.g. you could either eat 3 units of meat or 1/3 meat + 1/3 potatoes + 1/3 beans for the same benefit.
Consuming the same amount of food, but having a more balanced and varied diet could help just as much as simple gluttony.
>>
>>1059825
You can cook Food to make it better, but I don't wanna keep track of how many Beans. Corn, Meat, Fish, Bread, etc everyone has. Kinda wanna keep it simple and lump all food into one general stat. Easier to keep track of.
>>
>>1059878
I was just thinking that we'd keep track of how many different types of food we have without bothering with exact numbers of each.
Food: 100
Food Types: 3 (meat, potatoes, beans)

Tbph I think the best benefit would be to encourage trade.
In most civ quests I've seen, luxury items are practically useless. When historically, real trade was dominated by spices, exotic foods, tea, tobacco, alcohol, silk, jewelry, etc.

There ought to be some morale bonus for this kinda stuff, but I also understand that it's hard to quantify.
>>
Up in an hour or so.
>>
Rolled 5, 51 = 56 (2d100)

>>1039619
>Name
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Fluff
High in the desert ridges lived the Mapica, a closely knit tribe that had learned that their existence as individuals was meaningless, and that the only way they could prosper was if they each took care of one another. From each according to their ability, to each according to their needs, this was more than a motto to them, it was their way of life. And now, the children of the stars have learned the secrets of irrigation, and have abandoned their old nomad lifestyle, ready to take on the challenge of sedentarism.
>Action 1
Begin building terrace farms along the ridges they call home, and plant whatever fantasy tuber exist in their land.
>Action 2
Begin building a palace/citadel/big settlement with adobe, this will be the house our people.
>>
Rolled 26, 46, 45, 86, 20, 43 = 266 (6d100)

I population should be based upon our food levels and our housing tech.

>>1056783
Gonna do my standard three turns in advance.

1: continue of the Town Hall
2: dry excess meat in the sun so it doesn't spoil
3: improve upon clothing
4: claim the tile on the left fork.
5: Try and get heating magic
6: Try and get heating magic again, or improve it.
>>
>>1061119
>5: Try and get heating magic
>6: Try and get heating magic again, or improve it.
You haven't discovered Magic, so you can't learn it.
Magic is rare in this world, but its more powerful.
>>
Rolled 26, 7, 72, 40, 1, 68 = 214 (6d100)

Winter Rolls. Close your eyes, and let the cold take you...

>>1056274

>>1056566

>>1056783

>>1056874
Since this is your first turn, I'll exempt you from the Winter roll this turn, but you also pass the Spring pop boost.
(You can have specialty using Magic, but you won't start with it.)
You gain 4% Pop each Spring.

>>1057018

>>1057328

>>1057466

>>1061069
Same as Djinni, no Winter or Spring this turn.
8% Pop each Spring.

Hope I didn't overlook someone.
>>
>>1061200
Butterlord, welcome back.
>>
Wew, I'm slow as shit at writing. Taking longer than I expected.

>>1061390
>>
>>1056274
You send some men out looking for some last minute foods, as your supplies fall just short of enough to feed everyone. They don't find much, but they do find just enough.
>+5 Food
You offer up praise to Solandis for the blessings you have received. Greatly displeased with your showings, he demands sacrifice. Either return of the 2 sheep he gifted you, or 5 Pop.
>(Next turn spend one action to make your chosen sacrifice. Its an automatic success, no need for a roll.)
Winter:26
It seems your weak praise to Solandis hurt more than you thought, as the winter ravages your budding community. Perhaps you didn't praise hard enough, and Solandis is showing that just as easily as he can give you happiness, he can take it away. Strong winds and biting cold seem to cut straight through your skin, and dig in straight to the bone. By the time Spring comes to thaw the land, and your people, you population has decreased by 5 people.
>Bad Winter. -5 Pop
>99 of 105 Food eaten. With no Preservation the remainder spoils.
>0 Food
>>
>>1061494
>>1056566
>>Train 10 villagers to become dedicated Breeders.
I assume you mean breeding each other for more Pop.
When the decision comes that you need more Pop, you can't beat off all the volunteers with a stick hard enough. Making it a job to just fuck all the time? Where's the signup sheet?! But as nice as just having everyone 'get down' all the time, you still need people to hunt, gather resources, build, and other things to survive. And so after a lengthy process, you pick out the 10 most useless individuals and set them to task of doing something you're pretty suck they can't fuck up: Fucking. Turns out the fuck ups are pretty good at it.
>Trained 10 Breeders.
>Increase Pop growth by 5 each year.
>Breeders cannot gain ranks since I'm pretty sure training doesn't allow you to get pregnant and give birth faster.
>Breeders can only be assigned and unassigned in Spring, and only in pairs.
Trying your hands or claws or whatever it is bugs have, you try attaching the sharp pieces of bone you have to... sticks! Yeah, that works much better than grass.
>You can now make Bone-Tipped Spears.
>Bone-Tipped spears take 6(5) Units to craft. Your Blade Proficiency reduces the time by 10% (rounded down, minimum of 1 Unit.)

They try again, and store the bones without dying... but they forget where they put them.
Not wanting good resources to go to waste, you decide to tear the hard chitin from the deceased. Their troubles are over, not like they need it anymore.
>You will now Cannibalize your dead of parts you consider useful.(Chitin)(max 2 Chitin /dead)
>May not always be possible depending on manner of death.
Winter: 7
Welcome to the jungle they said. We've got fun and games they said. Bullshit. You're pretty sure you're at one of the Poles, cause Winter here is unfathomable, but at least not as bad as last year. Which is like saying getting stabbed in the heart isn't as bad as being stabbed in the brain. The cold tears you apart, sometimes literally, as the violent winds carries ice with it, searing through your chitin like it was there. Your only saving grace is you have somewhere to huddle from the worst of the weather, but it doesn't help those without homes.
>Winter was a bitch.
>-10 Pop
>76 of 102 Food Eaten. No Preserved Food, 0 Remain.
>>
>>1061494
>>1061502
>>1056783
Chaos. That's how they'll remember this. Your attempts to to build, as you called it, Town Hall is met with one problem after another. The workers show up late and leave early, just sit around and do nothing when they don't think you're looking, and seemingly just pretend to work when you are. The half-assery comes to a head after their lack of focus while pretending to put a log in place causes one of them to let loose of it, dropping it onto another of the workers. Every one is sad, till they learn the get the day off.
>-1 Pop
You set some food out in the sun to dry, not too much though, just incase in draws in wild animals.
>-10 Food
>+10 Preserved Food
Winter: 72
Its a decently warm Winter. Nothing goes wrong.
>Good Winter. Nobody died.
>107 of 108 Food eaten. 1 Preserved Food remains.
You put your men back to the task of working on your Town Hall. You make sure to watch them like this time, and your attention pays off. They don't make as much progress as you'd like, but they get as much done as you'd hoped, at least.
>1/5 of Town Hall built
Wanting to stay warm and not nude in public, your top fashion designers start crafting clothing out of the Animal Hides your Skinners provide. The claim their designs are chic, unique, and magnifique. You don't know what that means, but what matters is they're warm.
>Discover Fur clothing.
>1 Fur Clothing costs 1 Animal Hide, and costs 10 Units per turn to craft
Your mean go to claim more land in the name of your people. Unfortunately they get lost, and lose a man on the way back.
>-1 Pop
(Haven't Discovered Magic)

>>1056874
Rather than do what they're supposed to, your people decide it be more fun to run around and play Tag.
Searching the sands, rather than playing in it like those other fools, this group actually accomplishes their task. They return home with 50 Stone.
>+50 Stone
>>
>>1061494
>>1061502
>>1061506
Taking too long so gonna cut the length down for the rest of the posts this turn and barebones it, sorry.

>>1057018
It doesn't work.
Doesn't work, you get boo-boos but you're big dinos so it doesn't hurt much.

You expand so hard NW you accidentally expand NW again.
>Gain 2 Tiles
Unfortunately your luck runs dry. Your saurs never actually get to the next land before 'claiming' it. They technically reclaim the land you already own.

You try to number the days, but you keep running out of fingers/claws.
You go to capture some animals to keep around to eat latter. It sorta works, as you manage to catch 1 deer. the rest of the animals either escape your saurs or they're too rough and kill them.
>Acquire 1 Deer.
Winter: 40
It's pretty cold. But with your houses and fire, you make it through unharmed.
>Burned 15 Wood for warmth
>105 of 115 food eaten. No Preserved Food, 0 Remain.

>>1057328
It doesn't work, but no one dies this time.
You repair 2 more Ramshackle Huts.
Winter: 1
Winter is nothing but pure, white death. There's no other way to describe it. Many perish, a few more spared due to having some shelter.
>Winter sure hates you guys.
>-15 Pop
>72 of 195 Food Eaten. 123 Preserved Food Remains

>>1057466
You train your Tamers some more.
>9 Animal Tamers are now 2*
You try keeping the skins, but you constantly tear them to useless pieces.
Winter: 68
Winter is ok. Not great, not bad.
>Nobody dies.
>95 of 108 Food eaten. 13 Preserved Food remains.

>>1061069
You try to build some farms, but some people slip and fall.
>-5 Pop
You begin a Grand Undertaking. This will take a while.
>Started Palace (1/20 parts complete)

Start Spring 5
Sorry for taking so long and half assing the last half of those.
>>
Rolled 92 (1d100)

>>1061510
Name
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
104
>Resources
50 Stone.
>Action 1
Let's try cultivating the riverbed again. We need food desperately.
>Action 2
Begin making some nice stone tools with our stone supply.
>>
Rolled 10 (1d100)

>>1061531
Forgot my 2nd roll for my 2nd action
>>
Rolled 31, 16 = 47 (2d100)

>>1061510
>Cries of mourning arises as folk gather in the town square, The Clergyman Of Solandis goes and reads the decree with a vein of heartache.
he says, "Its seems that Solandis was not pleased by the events that unfurled surrounding our celebrations, We laughed and cried without any form of reverence to Solandis. our selfish demeanor shames as all and now he wishes for us to give him five souls for the insults we have inflicted on him with a heavy heart, I send our five most willing individuals to a hill and send them off to solandis with rites befitting of their noble sacrifice.

And thus a dreary festival was born, Rites of the noble Lamb, which happens after the tousaintly festival where people recite the last rites given to these five brave person for five days as a testament to their courage and to remind themselves of the importance of reverence.

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 111 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer
Farming (land clearing)
Bows (crude)

Assets:
12 - Small Wood Huts
1 - Strong Storage Hut
2 - 2*Farm

>assignment changes
Assigned Labor
50 - gathering food
20 - Farmers
30- building/gathering materials
1-Shepard
10-Bow Makers

Stockpile
>112 food (+23 food/turn + 112 food/spring,)
>70 wood (+25 wood/turn)

>action
1) Send out a scouting party.
2) learn animal husbandry
>>
Rolled 63, 11 = 74 (2d100)

>>1061510
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 123(+15)
Population: 72
Technologies:
>Stone Tools
Holdings:
>4x Ramshackle House (20)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools

Manpower Split
10 Admin
10 Food (preparation & rationing)
40 Researchers
12 Security

Action 1: Deciding fire is too dangerous research a different type of way to store heat (heatstones or something?)
Action 2: Research Better tools
>>
Rolled 70, 58 = 128 (2d100)

>>1061510
>Name
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
103
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
>Population Management
50 Farmer-Warriors
>Action 1
Try for Terrace Farming again.
>Action 2
Also try for Terrace farming, we really don't want to starve. (Use the sum of both rolls I guess? idk if this is allowed so...)
>>
Rolled 75, 72 = 147 (2d100)

>>1061510
Spring 5
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 99(+4%)
Food: 43(21p/23np) [+31]
Wood: 71(+7)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(13); Spears(10); Bows (10); Clothing(39)
Assets: Blueberry bushes, Blueberry seeds, 22 Crude Daub Huts, Fishtraps(+6.6 Food)
Assigned Labor (Only change in spring):
34 – Foragers/Gardeners[+17]
10 – Hunters [+5]
7 – Materials Gatherers (+7 Wood)
24 – Crafters (Medium Fishtraps) [+3]
10 - Trained Weavers [3*] (Medium Fishtraps) [+1]
9 – Trained Animal Tamers [2*]
5 - Trainee Builders (Untrained, currently helping foragers) [+2.5 Food]

>Try planting blueberry seeds again in choice locations.
Basically farms, but I'm fluffing it as superior no-till forest garden/permaculture.

>Have the Tamers test their new skills to gain more favor with the wolves. See if we can use 3 Food to lure some pups or outcasts/low-ranking pack members to like us. (Husbandry Bonus, Food Bribe Bonus)
>>
Rolled 7, 29 = 36 (2d100)

>>1061510
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Cooking
1 Deer
30 Food.
90 Stone.
169 Clay.
21 Wood.
Population: 107 Strong.

Action 1: Make more, bigger numbers. Need big numbers for big 'saurs!
Action 2: Acquire more of these "deer".

Dino Distribution:
20 at the Stream
40 at the Watering Hole
27 at the Clay Quarry
20 at the Stone Quarry
>>
>>1061805
>7
Who would have thought that dinosaurs would turn out bad at math.
>>
>>1061531
You catch your people once again playing in the riverbed, oh wait, no, they're actually working. And to great effect. Now if you can just find something to plant.
>Acquire 2 2* Farm
You try making some new stone tools by bashing your newly acquired stone with your old Stone Hammers. The result is a stone chip flying through the eye of one of your would be craftsmen, killing him, and wasting 10 Stone in the process.
>-1 Pop
>-10 Stone
EVENT: 43
The desert wind blows sand everywhere. But this is nothing new. You people are accustomed to it to the point where it doesn't bother you at all. Well, that's a lie. It still bothers your when it gets into unmentionable places. But hey, look at this sick tan you have.

>>1061572
>-5 Pop from Sacrifice
Your scouting party goes out, searching through you territory for anything of interest. They return with no news.
Your people decide they wanna learn to talk with the animals, so what better animal to start with than a bear? Pretty much any other animal, it turns out.
>-3 Pop
>Your Bow Makers will make 1 Bow(7 Units) every Turn

>>1061629
Wanting to avoid getting burned again, you try to come up with a new way of staying warm. You try various things, like leaving rocks under the blazing sun, but they don't last very long. While trying to stay warm at night, some of you rub yourselves, and a few each other, to stay warm. If only you could transfer than action to someway of keeping warm regularly.
You try researching better tools, but you nearly have an aneurysm trying to improve on the state of the art technology that is the stone hammer.
>-10 to next Tech roll.

>>1061640
Being a little more careful. Well okay, a lot more careful, you try the task of establishing farms on the cliff again. And you succeed! And even better no one died. Well, Maryle could've fallen for all you cared. She is a real nag. Now you just have to find some food to plant in them.
>Create 2 Farms
Since you have no Food to plant at the time, you make another Farm. Boy howdy, when you actually get something to plant are you gonna eat well.
>Acquire 1 Farm
EVENT: 62
Does Maryle ever shut up? All she does is nitpick about everything and everyone. You're not digging fast enough. Those kids are too loud. This grass tastes like shit. Its always something. You wish something would just shut her up for a minute. Your prayers be answered, she's got a fly stuck in her throat! She'll complain for, and loudly, about it later, but for now she's silent.
>>
>>1061915
>>1061718
You plant those berries like a boss. Mainly cause the bear wasn't here to eat you this time. You wonder where it went?
>Acquire Blueberry Patch (Acts as non-upgradeable Farm, though Farmers working them can be.)
With your Tamers more experienced than before, plus a little bribery never hurts, you make more progress than you have before as the pups eat the food you left out for them, though the parents watch very closely. If you can do this 2-3 more times, you're pretty sure they won't tear you limb from limb anymore. Unless you do something really stupid, that is.

>>1061805
Math is hard. You're starting to think you're not cut out for this. Or maybe you just need more fingers/claws?
Once again your saurs rip apart or accidentally crush any other animals they catch. You big guys weren't made for this being gentle stuff.

Summer 5
>>
Rolled 40, 42 = 82 (2d100)

>>1061915

Action 1: Continue Food Preservation Research
Action 2: Research Fire
>>
>>1061812
inb4 you accidentally stab each other in the eye with you claws and die.
>>
>>1061925
What is current clay output?
>>
>>1061943
Actually he's one bad Math roll away from a permanent negs to Math and number related rolls.
>>
>>1061949
29
>>
Rolled 20, 95 = 115 (2d100)

>>1061952
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Cooking
1 Deer
60 Food.
110 Stone.
198 Clay.
21 Wood.
Population: 107 Strong.

Action 1: DINOS AM GOOD AT NUMBER MATH OR ME NAME IS NOT REX, KING OF SAURS
Action 2: SCOUR OUR NEW LAND FOR MORE NICE THINGS

Dino Distribution:
20 at the Stream
40 at the Watering Hole
27 at the Clay Quarry
20 at the Stone Quarry
>>
>>1061952
kek
inb4 all rolls are number related

So the berry patch makes 10 Food/Year?
But skilled gardeners can increase the yield with proper pruning and care?
>>
>>1061925
Name
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
109
>Resources
40 Stone.
>Labour
54 farmers
54 hunters
Action 1; Find some edible crop.
Action 2; Send out some hunters to find some food
>>
Rolled 77, 77 = 154 (2d100)

>>1062086
Forgot rolls.
>>
>>1062092
dub dubs :^)
>>
>>1061915
>Name
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
111
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
2 farms (empty)
>Population Management
50 Farmer-Warriors-Gatherers
25 builders (How many palace 'pieces' per turn does that give me?)

>Action 1
Build a clay-stone quarry.
>Action 2
Scavange the land for seeds and tubers, have the farmers plant them.
>>
Rolled 20, 34 = 54 (2d100)

>>1062122
>>
>>1061915
I've already reduced the number from my pop before hand.

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 111 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer
Farming (land clearing)
Bows (crude)

Assets:
12 - Small Wood Huts
1 - Strong Storage Hut
2 - 2*Farm

>assignment changes
Assigned Labor
50 - gathering food
20 - Farmers
30- building/gathering materials
1-Shepard
7-Bow Makers

Stockpile
>136 food (+23 food/turn + 112 food/spring,)
>70 wood (+25 wood/turn)

>action
1) learn how to weave basketry.(improve foraging).
2) learn animal husbandry
>>
Rolled 81, 44 = 125 (2d100)

>>1062148
forgot the roll
>>
>>1062085
No, they make 40 in a year. Technically they make 10 a turn, but your can't harvest till the end of the year. But they do require dedicated workers, max 10 per patch.
You can still improve the farmers who work the patches, just not the patches themselves.
>>
>>1062086
>>1062122
I think you are calculating population wrong.
You're supposed to add pop only once per year, in spring.
>>1061200
>Since this is your first turn, I'll exempt you from the Winter roll this turn, but you also pass the Spring pop boost.
>Same as Djinni, no Winter or Spring this turn.
Starting next year.
>>
>>1062214
ooohhh alright, then its still 103 for me right?
>>
Rolled 94, 7 = 101 (2d100)

>>1061925
Summer 5
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 77 (66+6+5) (10%)
Food: 23 (0+23)
Shelter: 60/60 (17 Homeless)
Inventory:
>Stone hammers
>Sharpened Bone Tips
>5 Chitin
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
Facilities:
>Hunting Ground (25 Hunters)
>12 (+2 from fall) Burrows (5 per burrow)
Personnel:
>25 hunters (2*)
>25 Builders (1*)
>27 Villagers (26-10+5+6)
Assignments:
>25 Hunters hunting (+23 food per turn)
>25 Builders burrowing (2 burrows per 2 turns) (50% complete)
>10 Breeders breeding (+5 each spring)
>17 Villagers idling

Actions:
>Train 10 villagers in arts and crafts. (aka "crafting")
>Order the villagers to start collecting the bones from eaten animals. (Third times the charm?)
>>
>>1062256
>7
Fak.
>>
>>1062233
Nah, we all do our first year at 100 iirc.
Then next spring you start adding.
>>
>>1062233
Your current Pop is 95.
Hopefully it doesn't take my slow ass 2 hours to write this time.
>>
>>1061510
Crap, I missed a turn again.
Hold on I'll reevaluate my stats.
I'll keep my actions and rolls for summer for fairness' sake.
>>
>>1062214
Ah, didn't realise. I will correct next turn.
>>
Rolled 21, 65 = 86 (2d100)

>>1061925
Summer 5
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 99(+4%)
Food: 63(30p/33np) [+23/turn; +40/winter]
Wood: 78(+7)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(13); Spears(10); Bows (10); Clothing(46)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+6.3 Food), 22 Crude Daub Huts
Assigned Labor (Only change in spring):
24 – Foragers [+12]
10 - Gardeners [+10]
10 – Hunters [+5]
7 – Materials Gatherers [+7 Wood]
24 – Crafters (Clothing) [+5]
10 - Trained Weavers [3*] (Clothing) [+2]
9 – Trained Animal Tamers [2*] (In training)
5 - Trainee Builders (In Training)

>Train 10 builders to maintain and improve buildings, utilizing tutlage and assistance from the weavers for all things wattle&daub related.

>Have animal tamers train again based on new experience.
>>
Rolled 99, 99 = 198 (2d100)

>>1061925
Spring 5 & Summer 5
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 77 (66+6+5) (10%)
Food: 46 (0+23+23)
Shelter: 70/70 (7 Homeless)
Inventory:
>Stone hammers
>Sharpened Bone Tips
>5 Chitin
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
Facilities:
>Hunting Ground (25 Hunters)
>14 (12+2 from summer) Burrows (5 per burrow)
Personnel:
>25 hunters (2*)
>25 Builders (1*)
>27 Villagers (26-10+5+6)
Assignments:
>25 Hunters hunting (+23 food per turn)
>25 Builders burrowing (2 burrows per 2 turns) (100% complete)
>10 Breeders breeding (+5 each spring)
>17 Villagers idling

Spring actions: (Their rolls are from this post)
>Make 1 villager figure out how to make fire using some sticks and kindling.
>Order the hunters to start skinning prey for their pelts before giving the rest to the village as food.

Summer actions:
This one along with their respective rolls: >>1062256
>>
>>1062416
>Bottom
OH GOD,
>>
>>1061937
Thanks to your previous attempts at Preserving Food, your efforts are rewarded.
>You can now preserve Food.
If rubbing yourselves together warmed you up, perhaps rubbing some stick can too? No, not those sticks.
>Discovered Fire. Be careful with it this time.

>>1062035
Numbers are hard. harder than rock. You just don't how this stuff works. Until you spend sufficient time on this, it'll always give you trouble.
>Math has been a continuing problem for you, and will continue to be so until you sufficiently overcome it. -10 to all future Math related rolls.
You scour the newly acquired land in search of goodies, and find something shiny in the rocks.
>You have Discovered Silver.

>>1062086
You've got some nice Farms. Correction. You got some nice dirt. Without anything actually growing in them, you can't really call them farms, can you? Time to amend that. And expedition to find something you can plant leads you to finding tall, golden grass.
>Acquire Wheat.
Now that you have something to plant next Spring, you need to answer the immediate concern of what to eat now. Another expedition turns out to be equally as fortunate as the other group, as all your hunters return with food.
>+45 Food

>>1062122
>25 builders (How many palace 'pieces' per turn does that give me?)
Passive building is slow. With 25 base workers it'll take 5 turns to build 1 piece. This is a Grand Undertaking, it isn't going to be easy or fast.
In the process of digging, one of your men starts shouting that he's sinking, before anyone can get to him fast enough he's already up to his armpits in the mud. With no way to pull him out, the man sinks below the earth.
>-1 Pop
You scour the land for anything to plant, but unless you count poison ivy as food, you find nothing.
>You gain 25 Food per turn from gatherers.

>>1062148
Your pop should be 108, I think you forgot the -3 from trying Husbandry.
Man, your people Weave like you were born to do it. Are you sure there's isn't some spider in your people's genes?
>You Discovered Weaving.
You try again, this on something that isn't a bear. Something like a deer. You try being nice and calling to it, but it just runs away. Any encounter you walk away from is a good one.
>>
>>1062413
You try to teach some villagers how to maintain and improve your buildings. It has the opposite affect. One overzealous individual believes your homes are the peak of construction, and can't any better, and to prove it hits it as hard as he can. That one must've had some structural integrity issues, as the force of the blow brings the building down on him. Well, you learned on thing: Don't hit the buildings.
>-1 Daub Hut
>-1 Pop
Seeing the progress made by their previous training, you decide to continue down that path. With new knowledge and skills, your Tamers are better prepared not to get themselves killed.
>9 Tamers are now 3*

>>1062256
Your bugs can sure work their... whatever it was again that bugs have for hands and fingers. Its beautiful to just watch. And the ladies sure love them.
>Trained 10 2* Crafters.
Somehow they forgot the lesson they learned earlier about not eating the bones, and proceed to choke on the bones again. However, not only do you lose 4 Pop, your people now see bones as a bad omen, and a fearful of them.
>Your people are now afraid of Bones. Any roll or encounter involving bones negatively affects your people.

>>1062416
The sticks barely even touch each other before a fire rages from your man's work. Now, so long as you have ample wood, those wretched Winters won't be so terrible.
>Discovered Fire.
You tell your hunters to keep the skins intact as best they can, so as to removing the pelts from the prey. They do so, and are quite adept at the grisly work.
>Discovered Animal Hide.

Fall 5
"Winter is coming."
-Man with a good head on his shoulders.
>>
Rolled 12, 46 = 58 (2d100)

>>1062585

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 108 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer
Farming (land clearing)
Bows (crude)

Assets:
12 - Small Wood Huts
1 - Strong Storage Hut
2 - 2*Farm

>assignment changes
Assigned Labor
50 - gathering food
20 - Farmers
30- building/gathering materials
1-Shepard
10-Bow Makers

Stockpile
>168 food (+23 food/turn + 112 food/spring,)
> 135 wood (+25 wood/turn)

>action
1) make shelter again
2) learn animal husbandry
>>
Rolled 74, 89 = 163 (2d100)

>>1062585

Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
103
>Resources
40 Stone, 45 Food.
>Labour
32 farmers
32 hunters
10 builders.

Action 1; Begin building homes for our people if they haven't any already.
Action 2; Look for some desert animals we can herd for their meat & product.

Also, do I now produce food passively or must I dedicate turns?
>>
>>1062532
>Name
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
94
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
2 farms (empty)
>Population Management
50 Farmer-Warriors-Gatherers
25 Labourers-Builders

>Action 1
Build a clay-stone quarry.
>Action 2
Scavange the land for seeds and tubers, have the farmers plant them.
>>
Rolled 64, 14 = 78 (2d100)

>>1062585
Fall 5
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 73 (77-4) (10%)
Food: 69 (46+23)
Shelter: 70/70 (7 Homeless)
Inventory:
>Stone hammers
>Sharpened Bone Tips
>7 Chitin (5+2)
>Animal Hide
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
Facilities:
>Hunting Ground (25 Hunters)
>14 Burrows (5 per burrow)
Personnel:
>25 hunters (2*)
>25 Builders (1*)
>10 Crafters (2*) (+10)
>13 Villagers (17-10-4)
Assignments:
>25 Hunters hunting (+23 food per turn)
>25 Builders burrowing (2 burrows per 2 turns) (50% complete)
>10 Breeders breeding (+5 each spring)
>10 Crafter idling
>13 Villagers idling
Status Effects:
>Bad Bones (Roll deduction for bone related actions)

Actions:
>Order crafters to make winter clothing from animal hide.
>Try making axes.
>>
Rolled 73, 35 = 108 (2d100)

>>1062585
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Cooking
Silver
1 Deer
90 Food.
130 Stone.
227 Clay.
21 Wood.
Population: 107 Strong.

Action 1: Mine pretty silver!
Action 2: Gather firewood.

Dino Distribution:
20 at the Stream
40 at the Watering Hole
27 at the Clay Quarry
20 at the Stone Quarry
>>
Rolled 22, 25 = 47 (2d100)

>>1062711
Forgot dice
>>
>>1062603
Your attempts at making shelter fall flat... right on top of the builders. 3 men are crushed beneath the wood.
>-3 Pop
You try again, hoping for results, it at least not getting eaten. You make a little progress, and you you think you got the absolute barebones of it down, but don't expect to be singing songs next you your animal friends anytime soon.
>Discovered Husbandry

>>1062646
With not much on hand to work with, you manage to pile the rocks you found into 2 Small Rock Houses.
>Acquired 2 Small Rock Houses (Fits 5)
>-40 Stone (20 stone each)
Your people go on the hunt for animals to bring back, and are met with great success when you find a herd of some large, four legged, ugly smelly, creature with a large humped back and spits a lot. They remind you of your mother-in-law. Unfortunately, with no knowledge of how to handle the animals, and no place to keep them, you only manage to get 5 of the creatures, and are forced to divert 5 of your people to making sure they don't flee.
>Acquire 5 Camels.
>Move 5 population to Animal Handlers.
You generate 16 Food per turn from your Hunters, you can only start a farm in Spring, and can only have 10 Farmers working a farm at a time. More Farms let you have more Farmers. You have 2 Farms, which means max you can have 20 Farmers. You can also use turn to gain more food if you feel you'll fall short or want a surplus. And remember, animals eat too.

>>1062781
(You need to set people to gathering the Skins, hunters only get animals/food, they don't do both. You can also take an active action to get more on the spot)
With the only skin you have, you have your crafters try and do something with it. The result are warm, but not quit fashionable, Fur Clothes.
>You can now Craft Fur Clothes.
You try improving your tool set by sharpening the stone hammers. It doesn't really work, but your guy tries hitting a tree with it anyways. As he pulls back to swing the head comes off the not!axe and caves in the face of on of your villagers.
>-1 Pop

>>1062943
You get to work digging the pretty stuff out. You don't know what it is really, or what you can do with it, but none of that matters, Its shiny! And that's the second most important thing in the world, right after being big. Your efforts are slowed significantly however by inadequate equipment.
>Acquire 5 Silver.
Your saurs go to gather wood, but can't seem to find a single tree. How odd.

>>1062711
Apparently feeling the first time was a freak accident, your people try building another quarry, with the same results.
>-1 Pop
You once more go forth in search of food, but wind up being a meal for a pack of wolves.
>-1 Pop

Winter 5
Don't you wish the cold didn't bother you?

And with that, its a night. You can go ahead and roll for tomorrow. If you have comments or suggestions, as always I'm up to hear them.
>>
Rolled 33, 97 = 130 (2d100)

>>1063116
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
103
>Resources
61 Food.
>Housing
2 Small Stone Homes
>Labour
20 farmers
40 hunters
10 handlers

Action 1; Learn how to properly care for these Camels.
Action 2; We need more food for the winter, let's go out and look for some.
>>
Rolled 80, 10 = 90 (2d100)

>>1063116
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone hammers
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Cooking
Silver
5 Silver
1 Deer
120 Food.
150 Stone.
256 Clay.
21 Wood.
Population: 107 Strong.

Action 1: Build some form of mining tools.
Action 2: Wear the shiny silver!

Dino Distribution:
20 at the Stream
40 at the Watering Hole
27 at the Clay Quarry
20 at the Stone Quarry
>>
Rolled 66, 38 = 104 (2d100)

>>1062585
Fall 5
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 98(+4%)
Food: 86(43p/43np) [+23/turn; +40/winter]
Wood: 78(+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(13); Spears(10); Bows (10); Clothing(51)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+6.3 Food), 21 Crude Daub Huts
Assigned Labor (Only change in spring):
24 – Foragers [+12]
10 - Gardeners [+10]
10 – Hunters [+5]
6 – Materials Gatherers [helping with building project]
24 – Crafters (Clothing) [+5]
10 - Trained Weavers [3*] (building improvement project)
9 – Trained Animal Tamers [3*]
5 - Trainee Builders (building improvement project)

>Have builders and Weavers work to upgrade our shelters from this:
https://www.youtube.com/watch?v=nCKkHqlx9dE
to this:
https://www.youtube.com/watch?v=P73REgj-3UE

>Have Tamers attempt to get closer to wolves again, using another 3 Food to aid their efforts. (Husbandry Bonus)
>>
>>1063116
crap, I just missed you while my internet died.
>>1063230
>>
>>1063116
Name
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
92
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
2 farms (empty)
>Population Management
50 Farmer-Warriors-Gatherers
25 Labourers-Builders

>Action 1
Build a clay-stone quarry.
>Action 2
Scavange the land for seeds and tubers, have the farmers plant them.
>>
Rolled 6, 10 = 16 (2d100)

>>1063275
forgot to roll,again.
>>
>>1063280
What deity did you anger to get these rolls, mang?
>>
Rolled 34, 86 = 120 (2d100)

>>1063116
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 72 (73-1) (10%)
Food: 92 (69+23)
Shelter: 77/80
Inventory:
>Stone hammers
>Sharpened Bone Tips
>7.5 Chitin (7+0.5)
>0 Animal Hide (1-1)
>1 Fur clothes (0+1)
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
Facilities:
>Hunting Ground (25 Hunters)
>16 Burrows (14+2) (5 per burrow)
Personnel:
>25 hunters (2*)
>25 Builders (1*)
>10 Crafters (2*)
>12 Villagers (13-1)
Assignments:
>25 Hunters hunting (+23 food per turn)
>25 Builders burrowing (2 burrows per 2 turns) (100% complete)
>10 Breeders breeding (+5 each spring)
>10 Crafter idling
>12 Villagers idling
Status Effects:
>Bad Bones (Roll deduction for bone related actions)

Actions:
>Send idle villagers some bash trees down into manageable chunks with stone hammers for firewood.
>Order crafters to make a bunch of spears.
>>
Rolled 12, 54 = 66 (2d100)

>>1063116
dang I accidentally missed a turn, oh well, it happens.

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 138(+15)
Population: 72
Technologies:
> Stone Tools
> Fire
> Food Presevation
Holdings:
>4x Ramshackle House (20)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools

Manpower Split
10 Admin
10 Food (preparation & rationing)
30 Researchers
10 Builders
12 Security

Action 1: Research the writings of what's left behind
Action 2: Prepare more shelter
>>
Rolled 17, 11 = 28 (2d100)

>>1063589
Also if you'd let me roll for the previous turn

Action 1: Research Mining
Action 2: Research better tools
>>
>>1063589
>4x Ramshackle House (20)
>(20)
Are you indicating that they hold 20 people a piece?
>>
>>1063621
20 total

>>1051184
'2 ramshacke house (fits 5 each)'
>>
Rolled 54, 45 = 99 (2d100)

>>1063116
Winter 5
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 98(+4%)
Food: 146(93p/53np) [+23/turn; +40/winter]
Wood: 84(+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(13); Spears(10); Bows (10); Clothing(58)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+6.3 Food), 21 Crude Daub Huts
Assigned Labor (Only change in spring):
24 – Foragers [+12]
10 - Gardeners [+10]
10 – Hunters [+5]
6 – Materials Gatherers [+6 Wood]
24 – Crafters (Clothing) [+5]
10 - Trained Weavers [3*] (Clothing) [+2]
9 – Trained Animal Tamers [3*] (In training)
5 - Trainee Builders (In Training)

>Have our small corp of Builders study building techniques under the tutelage of the weavers so they can upgrade, maintain and build fine wattle&daub houses among other things.

>Have the Tamers train more to learn from their most recent experience. (Husbandry Bonus)
>>
Rolled 82, 93, 42, 55, 33, 47 = 352 (6d100)

Starting up in an hour or so.
Rolling for Winter. Let's hope for no 1s this time.

>>1063170

>>1063177

>>1063275

>>1063362

>>1063589

>>1063979
>>
>>1063170
You try to learn to care for your animals, to make them easier to manage, and maybe like you more, just like your mother in law. It ultimately fails as all they do is ignore you, spit on you, and smell bad... just like your mother in law.
You're going to starve, or at least some of you will. You're the leader so if anyone is not gonna starve, its gonna be you. But you'd rather not have your djinns dying on you, so you send them out to gather food for the coming Winter. It is met with great success as you find a branch of the river has dried up, creating a dam and trapping a large number of fish in the dwindling pond. With nowhere to go and nowhere to hide, gathering the fish is easy.
>+75 Food
EVENT:31
An idea strikes, if the camels act just like your mother-in-law, then maybe getting her to train them might work. After much yelling, cursing, listening to her tell her daughter she could've done so much better than you, you she finally goes. Not because you asked, but to show you how its done, and remind you how worthless you are. She walks up to the Camels, and proceeds to immediately start badgering them. At first they ignore her, but when she moves to get in their face to continue yelling, one spits right in her mouth. The scream she made could be heard clear across the sands, and while you might not have tamed the beasts or hear for a while, it was totally worth it.
Winter: 82
Winter in the desert is pretty much the same as Spring in the desert. Or Summer. Or Fall. The sun rises, the wind blows, and sand gets into your unmentionable places. Just another season amongst the sun and sand.
>Good Winter. No on died.
>104 (99 Pop, 5 Camels) Food Eaten of 136. With no Preserved Food, the remainder spoils.
>0 Food Remains.
>>
>>1064551
>>1063177
Your hammers smash rock well, but it doesn't make it much easier to get the Silver out of the rock without tearing nearly whole sections of stone just to get at it. Needing something with a bit more finesse, you work one end of the hammers down to a point, but keep the back side heavy for weight. Its not exactly strong, and you have to replace them fairly often, but they still work better than your old hammers at the task of mining the Silver out.
>Discover Stone Pickaxe.
You like shiny. Your saurs like shiny. Teeth are shiny. Why not make teeth shinier by putting shiny Silver on shiny teeth? This was the logic one of your saurs had when he put some silver in his mouth. Sadly the silver didn't stay on his teeth, and during his next(last) meal, the silver dislodged from his teeth, and lodged itself in his throat. With no known way of getting it out without cutting him open, he suffocates.
>-1 Pop
Winter: 93
Winter is warm. Perhaps too warm. What if the whole world was getting warming, like some kind of global warming or something? But that's beyond you. All you know and care about is you have food, shelter, and warmth, and no one is dying. Well, except that one saur who, as he put it in his final words, "wanted his sick bling", whatever that means.
>Winter was Great. No one died.
>107 Food of 120 Food eaten. No Presereved Food, 0 remains.
>>1063275
Third time's the charm, right? Wrong. Apparently those first two tries should've been taken as a warning for something very bad, because something very bad happens as, while working, the earth opens up as the world just falls out from beneath your workers, dropping them into a deep abyss. After the repeated disasters, your people have developed a fear of Mining, and a strong fear/respect of the Earth.
>-10 Pop
>Fear of the Earth. The Earth is alive, and she does not take kindly to being dug into. Your people fear and revere the Earth and prefer not to get on her bad side. -10 to all Mining and Digging rolls.
You send your people out again. There has to be something around hear. And there is. A hungry pack of wolves, looking for food for Winter, descends on your gatherers. They pick off 5 of your number, as the rest of your gatherers make a mad dash for home.
>-5 Pop
EVENT: 35
To say the year has been bad is an understatement. You've lost a good number of people already and angered the Earth. You can only pray next year is kinder than this.
>Winter: 42
The year isn't done with you yet. Intent on giving you one last "Fuck you", the Winter cold seeps into your people. With no shelter and noway of keeping warm, there is little you can do to fight it. By the time warm weather returns, frostbite has taking 2 more from your dwindling numbers.
>Cold Winter. -2 Pop
>77 of 100 Food eaten. With no Preserved Food, 0 remain.
>>
>>1064553
>>1063362
You send some villagers with time to kill to go kill some trees. They hit and hit and hit the trees, but they don't come down. Man, do these people even lift?
Your workers get to work making some spears. And they do! And no one even had to die.
>Acquire 15 Bone-Tipped Spears
Winter: 55
It seems the last two Winters have worn nature out, as the cold is nothing this year compared to the last two. It still isn't what you'd call warm, but with your sufficient burrows and fire, its nothing to concern yourselves over.
>Mild Winter. No one died.
>Blah blah blah you get it, 0 Food remains.
>>1063604
Your attempts at making better tools are both met with peril, as accidents occur while trying develop new tools.
>-2 Pop
EVENT: 85
You continue scouring the ruins for anything you can use, as their isn't much else to be gathered in these wastelands. During you find a strange book. However you can't decipher what the words say as you haven't developed Writing, and the squiggles meanings escape you. But you keep the books anyways, feeling they might be important if you can figure out what they say. Or maybe its just some little girl's diary?
>Acquire: ???? Book

>>1063589
You try reading what the words say on a book(not ??? Book) you found, but with no concept of Language or Writing, they just look like lines to you. Perhaps if you move it closer to the fire and squint really hard its secrets will be- whoops. You got it too close to the fire and burned it. Hope it wasn't important.
Your housing is insufficient for Winter, and so you set to repairing more of the ruined buildings.
>+2 Ramshackle Houses
Winter: 33
Its cold. So very cold. With the Winters you've had, you think this might be what destroyed this place. But who knows? All that you know now is its cold. With the houses you have and access to fire, but not enough to burn, you manage to get most of you r people through it. Most of them.
>Hard Winter. Housing and Fire saved you a bit of suffering. -3 Pop
>You get the picture. No one starved 76 Preserved Food Remains.

>>1063230
You think its time for new and better homes. Your builders get to work making houses worthy of your people. They manage to make suitable walls, but they can't get the roof to work. They feel they're missing some components.
You try getting friendly with the wolves again, offering more food again. You're not sure what changed, but the wolves don't seem quite as open as before. Perhaps sensing some ulterior motive, they watch you a bit, and stay a step further away than last time. You don't think you've damaged your report with them, but you don't think it improved either.
>-3 Food. Wolves' relationship unchanged.
>>
>>1064558
>>1063979
You don't just want better buildings, you need better Builders to actually make them. Going over construction ideas, and the best ways to not collapse a house on yourself, your Builders improve.
>5 Builders are now 2*
After the little hiccup that was your last wolf encounter, your Tamers try to get better. Unfortunately they only seem to go over stuff they all already now.
Winter: 47
Its a slightly colder than usual Winter. But with your preparations its a small issue. You Daub huts, while uncomfortable, keep your people safe from the winds and snow, while your clothes keep the warmth in. While not a terribly pleasant Winter, it is one you all survive.
>Decent Winter. No one died.
>You all eat food. 48 NP Food remains.

When the snow melts, what does it become?
It becomes Spring!

Spring 6
>>
Rolled 11, 39 = 50 (2d100)

>>1064558
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 84 (72+7+5) (10%)
Food: 23 (0+23)
Shelter: 80/80 (4 homeless)
Inventory:
>Stone hammers
>Sharpened Bone Tips
>7.5 Chitin
>1 Fur clothes
>15 Bone-Tipped Spears
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
Facilities:
>Hunting Ground (25 Hunters)
>16 Burrows (5 per burrow)
Personnel:
>25 hunters (2*)
>25 Builders (1*)
>10 Crafters (2*)
>24 Villagers (12+12)
Assignments:
>25 Hunters hunting (+23 food per turn)
>25 Builders burrowing (2 burrows per 2 turns) (50% complete)
>10 Breeders breeding (+5 each spring)
>10 Crafter idling
>14 Villagers idling
Status Effects:
>Bad Bones (Roll deduction for bone related actions)

Actions:
>Research food preservation.
>Train 10 villagers in forestry.

New Assignments:
>Order the remaining idle villagers to skin the animals that are brought back by the hunters.
>Order the crafters to make winter clothing.
>>
Rolled 40, 15 = 55 (2d100)

>>1064559
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
107 (+5 camels)
>Resources
16 food
>Housing
2 Small Stone Homes
>Labour
20 farmers
40 hunters
10 handlers

Action 1; Look into ways to actually preserve our food.
Action 2; Send out surveyors to look for patches of resources to exploit.
>>
>>1064559
Oh and another one for the assignment section: >>1064608
>Equip all of the spears to the hunters.

Do villagers automatically use stored tools or do I have to manually specify to use them?
Also does this act cost action points or is it like assigning jobs and cost on action points?
>>
>>1064627
*no action points

Sorry, typo.
>>
File: Tohru Happi.png (275KB, 640x480px)
Tohru Happi.png
275KB, 640x480px
Rolled 80, 13 = 93 (2d100)

>>1064559
D'aww

Spring 6
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 102(+4%)
Food: 67.5(9.5p/48np) [+19.5/turn; +40/winter]
Wood: 84(+10)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(58)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+7.5 Food), 21 Crude Daub Huts
Assigned Labor (Only change in spring):
24 – Foragers [+12]
10 - Gardeners [+10]
10 – Hunters [In Training]
10 – Materials Gatherers [Searching for Clay]
24 – Crafters (M. baskets) [+3]
10 - Trained Weavers [3*] (M. Baskets) [+1]
9 – Trained Animal Tamers [3*] (Helping train hunters)
5 - Trained Builders [2*] (Passively Improve Shelters)

>Train Hunters
The hunters have been doing their job well, but some have began noticing certain quirks in animal behavior and developed individual strategies for stalking game. They then decide to collaborate their ideas and consult the Tamers for insight into animal behavior.

>Gather Clay
Noticing that the earth in the immediate area works fine for plastering walls, the builders attempted to try plastering the roof instead of using the typical thatch. However, the dirt did not maintain its form and simply crumbled when exposed directly to rain. Perhaps if the dirt was stickier and wetter it would hold together better. Thus the builders send the gatherers out to search the river banks for sources of stickier dirt and begin gathering it.

What kind of passive shelter improvement do I get? Anything yet?
>>
>>1064627
Manual. For instance deciding whether you want your new spears equipped by hunters, boosting Food gains. or equipped to Fighters for better attacking/defending.

Its like assigning jobs.

>>1064634
>Catching the reference.
Muh nigga.

If they are working to improve the Crude Daub Huts, they'll make them better. 5 2* Builders will improve 1 Crud Daub hut to 1 Daub Hut each turn. It doesn't provide more space, but it does affect how much more comfortable and safe it is.

A bit slower today, hope everyone isn't busy.
>>
Rolled 52, 35 = 87 (2d100)

>>1064553
Name
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
77
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
2 farms (empty)
>Population Management
50 Farmer-Warriors-Gatherers
25 Labourers-Builders

>Action 1
Build a clay-stone quarry.
>Action 2
Build a clay-stone quarry, fuck you earth.
>>
>>1064608
You try learning how to make your food last longer, but instead all it does is spoil and rot. Not exactly what you were hoping for
>-23 Food
You try to train some bugs into Foresters, but all they do is knock on trees and put their ears/antennae? to the trunks expecting something to happen.
>Equipping Spears to your Hunters brings their gathering amount to 26 Food per turn.
>Your villagers will Skin 2 Animals Hides each turn.
>Your Crafters will make 1 Fur Clothes each turn.

>>1064612
You efforts to make your food last are fruitless, but you think you're making progress with your efforts.
Your surveyors come back, a few men shorter than when they left, with no good word of any sightings to balance the loss.
>2 Pop

>>1064634
With their knowledge of animals, your Tamers teach your hunters what they know. With more knowledge on the game they hunt, and the animals that would hunt them, they are better prepared to hunt, and not be hunted, but the creatures of the land.
>10 Hunters are now 2*
You efforts to find a more useful substance along the river don't turn out so well, as during their play, er, work, an animal shoots from the water, grabbing and pulling one worker into the water.
>-1 Pop

>>1064721
(Both rolls) You try establishing a quarry elsewhere after the last incident. You are determined to get this, but you're people aren't so sure. Fearing the Earth's wrath, they a very slow in their construction. Its to the point that by the time the season ends, it still isn't completed.

Summer 6
>>
Rolled 18, 21 = 39 (2d100)

>>1064796
Spring 6
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 101(+4%)
Food: 67.5(9.5p/48np) [+??.5/turn; +40/winter]
Wood: 84(+0)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(65)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+7.5 Food), 19 Crude Daub Huts, 2 Daub Huts
Assigned Labor (Only change in spring):
24 – Foragers [+12]
10 - Gardeners [+10]
10 – Hunters [2*] (+?? Food)
9 – Materials Gatherers [Searching for Clay]
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2]
9 – Trained Animal Tamers [3*]
5 - Trained Builders [2*] (Passively Improve Shelters)

>Train the Tamers again, based on their last uneasy encounter.

>Have the gatherers gather clay in another location, maybe a small stream.
I won't give up on clay. I shan't forgive the river beast.

Also equip bows to hunters if they weren't already and calculate their current food production.
>>
Rolled 56, 68 = 124 (2d100)

>>1064796
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
77
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
2 farms (empty)
>Population Management
50 Farmer-Warriors-Gatherers (25 food per turn)
25 Labourers-Builders (1/5 palace piece per turn)
>Action 1 and 2
Scavange for seeds tubers.
>>
Rolled 7, 67, 44, 28 = 146 (4d100)

>>1064398
>>1064796
whoops, I missed two turns, I'll just roll twice then, Quite busy today so I might be on and off

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 108 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer
Farming (land clearing)
Bows (crude)

Assets:
12 - Small Wood Huts
1 - Strong Storage Hut
2 - 2*Farm

>assignment changes
Assigned Labor
50 - gathering food
20 - Farmers
30- building/gathering materials
1-Shepard
10-Bow Makers

Stockpile
>168 food (+23 food/turn + 112 food/spring,)
> 135 wood (+25 wood/turn)

>action
1) Sharpen Hammers to make axes
2) improve sheep reduction rate
3) Weave clothing from plant fiber
4) learn fire.
>>
>>1064932
whoops forgot the update of stats
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Location Markhaven
Capital: Lan Exeter
Population [12%/year]. 121 pop
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate)
Fluff: a collection of human tribes from the peaks of diemes found the courage to brave the plains and managed to make a small bustling town in a elven ruin of Markhaven.
>Tech:
Crude hammer
Farming (land clearing)
Bows (crude)
Animal Husbandry
Weaving

Assets:
12 - Small Wood Huts
1 - Strong Storage Hut
2 - 2*Farm

>assignment changes (!)
Assigned Labor
30 - gathering food
20 - Farmers
50- building/gathering materials
1-Shepard
20-Bow Makers

Stockpile
>158 food (+23 food/turn + 112 food/spring,)
>185 wood (+25 wood/turn)
>>
Rolled 59, 9, 55, 62 = 185 (4d100)

>>1064796
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Cooking
Silver
5=>? Silver
1 Deer
30=>? Food.
170=>? Stone.
285=>? Clay.
21 Wood.
Population: 108 Strong.

Spring:
Action 1: Learn to shape silver by hitting it when hot.
Action 2: Show Watering Hole dinos hunting techniques ol pappi show me.
Summer:
Action 1: Build mining site at Silver deposit.
Action 2: Try for more deer.

Dino Distribution:
20 at the Stream
40 at the Watering Hole
10 at the Clay Quarry
18 at the Stone Quarry
20 mining Silver
>>
Rolled 52, 36 = 88 (2d100)

>>1064558

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 76(+15)
Population: 67
Technologies:
> Stone Tools
> Fire
> Food Presevation
Holdings:
>6x Ramshackle House (30)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools
>??? Book

Manpower Split
10 Admin
10 Food (preparation & rationing)
27 Researchers
10 Builders
10 Security

Action 1: Research Writing
Action 2: Prepare more shelter
>>
>>1064861
You have your Tamers train some more, hoping to improve as to not worsen your budding relations with the wolves. It ultimately turns into a yelling match at whose fault it was that things didn't work out last time, with no one willing learning anything.
>Your Tamers are frustrated and angry. Suffer -5 to either next Taming attempt or Tamer Training.
Steering clear of the river and the creatures within, you try a smaller stream, and begin digging through it. Too busy looking for large man eating creating, your men fail to notice the small water snake until its too late. The snake bites one of your men. The poison courses quickly through his veins, and with no means to cure it, kills him.
>-1 Pop
EVENT: 2 (Ouch)
>"Don't be fooled it isn't thunder. Staying put would be a blunder."
You're awoken early in the morning, just before the sun rises by the sound of an oncoming storm. You think little of it, you have enough homes that a little rain won't kill you. Odd though at how consistent the thunder is. It just keeps going... You step outside and look to the skies. Even odder that you don't see a cloud in any direction. That's when you hear the not as far as your like snapping of trees. The 'thunder' approaches, growing louder, the sounds of the forest giving way before whatever storm comes your way. You begin to feel the earth rumble beneath you. You don't know what's happening, but you scream for everyone to awake. As people rouse from their huts, you can feel the rumbling throughout your body, the sound is deafing. Then it happens. The woods just within sight part open as all manner of beasts tear through. They break through your camp. Smashing and crushing everything in their path. Trees, homes, people. The stampede doesn't care. They crush everything before them. And just as loudly as the came, they leave. You assess the damages. You've lost 6 Crude Daub Huts, and 5 people too slow to wake up never wake again.
>-6 Crude Daub Huts
>-5 Pop
Bows offer an extra .2 Food each when equipped to Hunters.
>10 2* Hunters (.5 base, .2 from 2*, .2 from Bows) 9 Food per Turn
You make 21 Food per turn, and 40 in Winter.

>>1064880
You send your people out, desperate for something to plant into your Farms. Finally, after much searching, they find something.
>Acquire Corn.
>Acquire Potatoes.
>>
>>1065356
>>1064932
You top scientist works tirelessly, trying to improve the stone hammer. Unfortunately he can't seem to think of how such a perfect tool can be more perfect. It drives him mad. You haven't heard from you scientist in a while, and so go to look for him. You find him in his 'lab', that noose he showed you before around his neck as he dangles from a tree.
>-1 Pop
You want more sheep. But how do you get more sheep? You could get the to fuck more, but you don't know how you'd go about that. Plus, it sounds really weird. Maybe if you improved their standard of living, they'd feel safe enough to have more babies.
Tired of the constant nudity. Well, to be honest you and all the guys are fine with it, its the women who are tired of it. Let's start over. Tired of the constant complaints from women (What else is new?), you set people to the task of making clothes. With nothing but grass on hand, grass is the chosen material. After a time of debating form or function, the finished product is, well, finished. And it itches. A lot. In the worst places most of all. You complain to the "fashionistas" about this. They tell you if you want something better, make it yourself. You didn't even want them in the first place.
>Discovered Grass Clothing
Sub 30 roll? On a "Make fire" action? Oh geeze, I wonder what happens?
>-1 pop

>>1065153
The Silver is worthless in the chunks that it comes in. You think if you can bend it to your will, and make it into something more useful, it can do more than be shiny. So you throw it into a fire, let it heat up, and start beating it with your stone hammers. The process isn't great, mainly due to the tools you have. You manage to get the Silver to bend some, but no where near as much as your like to get it into a suitable form just yet. Perhaps a few more times and you can make it into something, if you knew what you wanted to make it into.
>You have Discovered Smithing.
>While you have the knowledge, you lack the tools, making attempts at it temporarily harder and longer until sufficient tools are made.
Okay, so maybe fishing isn't your thing. But hunting? That's your jam. So you go and show those punks at the watering hole how its done. *Some time later* You hide in your house. You don't know which is worse: How bad you did, or that the young hunters actually took your lessons to heart. It'll take some time for them to unlearn what you taught them.
>For 4 Turns, you Watering Hole Hunters bring in 50% less Food. They cannot be reassigned during this time.
You manage to catch 2 Deer. of course there were still a few accidents, but who cares, you met your goal.
>Acquire 2 Deer.
>30 (20 with penalty) Food per turn Current total: 50
>11 Clay per turn, current total: 296
>19 Stone per turn, current total: 189
>4 Silver per Turn, current total: 9
>>
>>1065362
>>1065162
You research a way to leave your thoughts and words in a somewhat more permanent form. Your people discuss what the want each word and letter to represent, and there is much debate. It will take more time and effort before you have anything solid.
You try to make more homes, but you can't find anything suitable to repair, as most seem far too gone to be remotely safe.

Fall 6
>>
Rolled 7, 63 = 70 (2d100)

>>1065368


Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 76(+15)
Population: 67
Technologies:
> Stone Tools
> Fire
> Food Presevation
Holdings:
>6x Ramshackle House (30)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools
>??? Book

Manpower Split
10 Admin
10 Food (preparation & rationing)
27 Researchers
10 Builders
10 Security

Action 1: Continue writing research
Action 2: Research farming (we have fresh water, we might as well make use of it)
>>
Rolled 22, 76 = 98 (2d100)

>>1065368
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star Worshippers
>Specialty
Collectivization.
>Population
77
>Tools/Resources/Whatever
Stone Hammers
1/20 People's Palace
2 farms (empty)
>Population Management
25 Farmer-Gatherers (25 food per turn)
25 Miner-Warriors
25 Labourers-Builders (1/5 palace piece per turn)
>Action 1
Finish the quarry and get to work.
>Action 2
Start working the fields, fix any imperfection if you can.
>>
>>1065362
>>>1065153 (You)
>The Silver is worthless in the chunks that it comes in. You think if you can bend it to your will, and make it into something more useful, it can do more than be shiny. So you throw it into a fire, let it heat up, and start beating it with your stone hammers. The process isn't great, mainly due to the tools you have. You manage to get the Silver to bend some, but no where near as much as your like to get it into a suitable form just yet. Perhaps a few more times and you can make it into something, if you knew what you wanted to make it into.
>>You have Discovered Smithing.
>>While you have the knowledge, you lack the tools, making attempts at it temporarily harder and longer until sufficient tools are made.
>Okay, so maybe fishing isn't your thing. But hunting? That's your jam. So you go and show those punks at the watering hole how its done. *Some time later* You hide in your house. You don't know which is worse: How bad you did, or that the young hunters actually took your lessons to heart. It'll take some time for them to unlearn what you taught them.
>>For 4 Turns, you Watering Hole Hunters bring in 50% less Food. They cannot be reassigned during this time.
>You manage to catch 2 Deer. of course there were still a few accidents, but who cares, you met your goal.
>>Acquire 2 Deer.
>>30 (20 with penalty) Food per turn Current total: 50
>>11 Clay per turn, current total: 296
>>19 Stone per turn, current total: 189
>>4 Silver per Turn, current total: 9
How did building the silver mine go?
>>
>>1065750
Sorry, must've missed it.
You build it, but gain no benefits from it because your workers are both underskilled and ill equipped.
>Acquire Silver Mine
>>
>>1065362
If I don't have enough food at Winter, do I auto kill the deer? If so, how much food does each provide?
>>
>>1065778
No, unless you make that decision. otherwise its assumed you want to keep your livestock alive at the cost of some of your people up to a point. If you would lose more than 10 Pop to starvation, then you eat them.

Normal animals such as deer, cows, horses, sheep, etc will provide 5 Food each.
>>
Rolled 19, 98 = 117 (2d100)

>>1065368
Fall 6
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 95(+4%)
Food: 120.5(52.5 p/68np) [+26.5/turn; +40/winter]
Wood: 84(+0)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(72)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+7.5 Food), 12 Crude Daub Huts, 3 Daub Huts
Assigned Labor (Only change in spring):
20 – Foragers [+10]
10 - Gardeners [+10]
10 – Hunters [2*] (+9 Food)
7 – Materials Gatherers [Assist building shelters]
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2]
9 – Trained Animal Tamers [3*]
5 - Trained Builders [2*] (Build Shelters)

>Have the builders and gatherer assistants work to replace the shelters lost to the stampede.
Maybe even improve them and build more if the dice allow it.

>Have the tamers take a deep breath and try to work out their issues to train and become better tamers (Husbandry Bonus)
>>
Rolled 53, 25 = 78 (2d100)

>>1064796
Summer 6
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 84 (10%)
Food: 26 (23-23+26) (+26/turn)
Shelter: 84/90 (80+10)
Inventory:
>Stone hammers
>Sharpened Bone Tips
>7.5 Chitin
>0 animal hide (2-2) (-2/turn)
>2 Fur clothes (1+1) (+1/turn)
>15 Bone-Tipped Spears (all equipped by hunters)
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
Facilities:
>Hunting Ground (25 Hunters)
>18 Burrows (16+2) (5 shelter/burrow)
Personnel:
>25 Hunters (2*) (15 spears)
>25 Builders (1*)
>10 Crafters (2*)
>24 Villagers
Assignments:
>25 Hunters hunting (+23 food per turn)
>25 Builders burrowing (2 burrows/2 turns) (100% complete)
>10 Breeders breeding (+5 each spring)
>10 Crafter making fur clothes (+1 fur clothing/turn) (-2 animal hide/turn)
>4 Villagers skinning (+2 each turn)
>10 Villagers idling
Status Effects:
>Bad Bones (Roll deduction for bone related actions)

Actions:
>Research weaving.
>Explore the jungle for potential livestock.
>>
Rolled 73, 68 = 141 (2d100)

>>1065795
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
Cooking
Silver
Smithing
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
Stone Quarry
Silver Mine
3 Deer
70 Food
208 Stone
307 Clay
13 Silver
21 Wood
Population: 108 Strong.

Action 1: Forage for food.
Action 2: Make silver versions of our stone tools.

Dino Distribution:
20 at the Stream
40 at the Watering Hole
10 at the Clay Quarry
18 at the Stone Quarry
20 mining Silver
>>
Rolled 5, 72, 60, 61, 8, 77 = 283 (6d100)

>>1065368
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
107 (+5 camels)
>Resources
48 food
>Housing
2 Small Stone Homes
>Labour
20 farmers
40 hunters
10 handlers

Missed 2 turns

Action 1; Continue Looking for Resources
Action 2; learn how to properly take care of an camel

Action 1; Try and find a way to make sand firmer
Action 2; Look into food preservation.

Action 1; Look for deposits of materials we can exploit
Action 2; Look for food.

Also, how much food do my farms get every spring?
>>
>>1065512
Your people get into a heated argument. The discussion on how to make your language has sparked much discord. It gets down to the point where some threaten that if a compromise isn't reached soon, they'll just make their own Language.
You research professional dirt playing.
>Discovered Agriculture.

>>1065582
>Your Builders have completed a part of your Palace(2/20). The next part will be completed on Spring 8 if workforce doesn't change.
Are you sure you're Goat people and not bulls? Latched onto the idea of getting the Quarry built, you stubbornly continue the project, much to the complaints of the people. Somehow you talk them into begrudgingly trying again. That was a mistake. Just as you move the first bit of dirt, the Earth starts to shake violently. Many of your people fall to their knees and plant their faces into the dirt and pray for the Earth's forgiveness. The Earth shakes harder, and those who tried to remain standing can no longer keep their balance and fall hard to the ground. After this, the shaking begins to subside. You check on everyone, and find the ones who refused to kneel hit their heads hard on the rocks, killing them. Your people take this as a sign from the Earth.
>-3 Pop
>Your people's fear of the Earth, and their interpretation of a sign has caused 30 of them to adopt a religion, with the Earth as their Deity.
You work the fields to decent success. Your people take this as a good sign from the Earth. The Earth religion gains strength.
>3 Farms are now 1*.

>>1065814
You bring in your builders and gathers in to repair the damage, but it turns out the damage was worse than first thought. Some of the huts you thought survived were only hanging on by a thread. Deemed too dangerous to live in, you're forced to tear them down.
>-2 Crude Daub Huts.
After some time to cool their heads, your Tamers come back together. After some apologizing and laughing over how silly they were being, they get get down to business. The time away from each seems to actually have helped as it gave them all insights into how to deal with angry animals, and to think of what to do, and not to do. This will go a long way to staying not eaten.
>9 Tamers are now 5*
EVENT: 40
The stampede did considerable damage to your village. Many huts and several lives were lost. But in the aftermath of the incident, your people have come together to help each other in these trying times. It makes you proud to see your people so strong despite the setback.
>>
>>1066117
>>1065827
You can make some made Weaves homie.
>Discovered Weaving.
You enter the jungle looking for livestock.
"No John, you are the livestock."
And then 1 Pop was dinner for a panther.
>-1 Pop
EVENT: 28
Seems the panther knows where to go to get lunch. He stalks your village, unbeknownst to you. The next time someone goes out to make poopy, their screams are heard as the panther tears into them and drags them away.
>-1 Pop

>>1065851
You send some of your saurs out to gather some more food, as you don't think you'll make even come Winter. You thought about going yourself, but after much pleading from your saurs after your fishing and hunting training, they manage to talk you out of it. Turns out this was a good call, as they bring back ample food.
>+40 Food.
Wait, if beating the Silver with a rock on a stick doesn't work, why not put Silver on a stick? Its ugly, and doesn't work as well as your sure it could if properly made, but its a big leap from a rock on a stick. One of the silver workers, nicknamed Beetle, names it Maxwell.
>Discover and Acquire 1 Crude Silver Hammer.
>-1 Silver

>>1065919
>Also, how much food do my farms get every spring?
96, you harvest on Winter Turn.
10 men go out in search of resources. 5 of those men are lost to to the sands.
>-5 Pop
Turns out all most animals care about are water, food, and not being eaten. You give the Camels these things, and they stop trying to flee. They've even stopped spitting on you, and instead merely spit at you! Now if only you could say the same about your mother in law.
>Discover Husbandry.
Not sure how to make this work, so you find Loam!
>Discover Loam.
>Must be harvested like other resources.
Food is scarce in the sands, and it hurts so much more when you lose food to spoilage. Researching into ways to keep your food longer, you find leaving the food out to dry helps it to keep.
>Discover Food Drying.
You set out again looking for resources. A week out your people are met with a massive sandstorm. It comes out of nowhere without warning, and with no shelter are forced to weather it the best they can. Once the storm passes, it seems not everyone made it.
>-4 Pop

Winter 6
Can you feel the cold grip of Death in the wind?

And with that its a night. Questions, comments, yadda yadda. Hope you all had fun. See you tomorrow.
>>
>>1066117


Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 101(+15)
Population: 67
Technologies:
> Stone Tools
> Fire
> Food Presevation
Holdings:
>6x Ramshackle House (30)
>Storage Warehouse (20)
>Water Well
Equipment:
>Stone Tools
>??? Book

Manpower Split
10 Admin
10 Food (preparation & rationing)
27 Researchers
10 Builders
10 Security

Action 1: Continue writing research
Action 2: Prepare shelters
>>
>>1066118
How much food do my farms produce per turn?
>>
Rolled 90, 32 = 122 (2d100)

>>1066118
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
Cooking
Silver
Smithing
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
3 Deer
130 Food
227 Stone
318 Clay
16 Silver
21 Wood
Population: 108 Strong.

Action 1: Silver spears.
Action 2: Silver pickaxes.

Dino Distribution:
20 at the Stream
40 at the Watering Hole
10 at the Clay Quarry
18 at the Stone Quarry
20 mining Silver
>>
Rolled 6, 83 = 89 (2d100)

>>1066146
Forgot to roll
>>
>>1066182
With 30 Farmers, you make 132/year.
>>
Rolled 32, 47, 52, 43 = 174 (4d100)

>>1065356
>>1065362
>>1065368
Looks like I missed the 6th Fall.
I'll post my Fall actions along with my Winter actions in this post.

>>1066118
>"No John, you are the livestock."
Ha! Good one.

Fall 6 & Winter 6
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 82 (84-2) (+10% +5 -1 each spring)
Food: 78 (26 +26 from fall +26 from winter) (+26/turn)
Shelter: 82/100 (90+10 from winter)
Inventory:
>Stone hammers
>Sharpened Bone Tips
>7.5 Chitin
>0 animal hide (+2/turn) (-2/turn)
>4 Fur clothes (2 +1 from fall +1 from winter) (+1/turn)
>15 Bone-Tipped Spears (all equipped by hunters)
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
Facilities:
>Hunting Ground (25 Hunters)
>20 Burrows (18+2 from winter) (5 shelter/burrow)
Personnel:
>25 Hunters (2*) (15 spears)
>25 Builders (1*)
>10 Crafters (2*)
>22 Villagers (24-2)
Assignments:
>25 Hunters hunting (+26 food/turn)
>25 Builders burrowing (2 burrows/2 turns) (50% complete since fall) (100% complete since winter)
>10 Breeders breeding (+5 each spring)
>10 Crafter making fur clothes (+1 fur clothing/turn) (-2 animal hide/turn)
>4 Villagers skinning (+2 animal hide/turn)
>8 Villagers idling (10-2)
Status Effects:
>Bad Bones (Roll deduction for bone related actions)
>Panther's Hunting Ground (-1 villager each spring) (I'm assuming that the panther's food consumption mechanic is the same as ours.)

Fall actions:
>Order a hunter to hunt down the panther.
>Try making some axes again.

Winter actions:
>Try making some nets.
>Research Writing.
>>
>>1066244
Man those are some pretty below average rolls. :/
>>
Rolled 49, 13 = 62 (2d100)

>>1066118
Winter 6
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Crude Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 95(+4%)
Food: 177(99 p/78np) [+26.5/turn; +40/winter]
Wood: 84(+0)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(79)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+7.5 Food), 9 Crude Daub Huts, 4 Daub Huts
Assigned Labor (Only change in spring):
20 – Foragers [Assist building shelters]
10 - Gardeners [+10]
10 – Hunters [2*] [+9 Food]
7 – Materials Gatherers [Assist building shelters]
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2] (Assisting in building shelters)
9 – Trained Animal Tamers [5*] (twiddling thumbs since they can't do anything but be specialists)
5 - Trained Builders [2*] (Build Shelters)

>Build Shelter (5 Trained Builders, 10 Trained Weavers, and 27 workers)
With the cold death being imminent, the people come together to help each other in these trying times. The foragers, gatherers and even the weavers (since they invented wattle&daub) unite their minds and bodies to the task of making enough shelter for everyone.

>Build Shelter again (Same manpower bonus)

Passive: If this fails again, have the people rotate shelter usage and have a night watch to make sure anyone in danger of freezing is treated and nobody falls asleep without a source of warmth. Anyone sleeping outside should have TWO layers of clothing and stay near a fire.
>>
>>1066257
pls don't kill me on the second roll. It was only meant as a fail-safe.
>>
Rolled 90, 20 = 110 (2d100)

>>1066117
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
74
>Tools/Resources/Whatever
Stone Hammers
2/20 People's Palace
3 *1 farms
>Population Management
40 Farmer-Gatherers (25 food per turn)
30 Labourers-Builders (1/5 palace piece per turn)
>Action 1 and 2
Clearly the earth is sentinent, a descendant of our star goddesses, we must worship her and treat her right. Honor her holding a harvest festival at the end of winter, where agricultural matters will be discussed and celebrated.
>>
Rolled 51, 27 = 78 (2d100)

>>1066118
Djinni Caliphate
>Race
Djinni or Genies
>Location
Raba-Calle
>Religion if applicable
Their Caliph, Moham.
>Specialty
Air Magic
>Population
98 (+5 camels)
>Resources
160 food
>Housing
2 Small Stone Homes
>Labour
20 farmers
40 hunters
10 handlers

Action 1;Get some loam
Action 2;send surveyors out to look for some stone. A mineable are must be near, the sands tell us!
>>
Will start up in an hourish.
>>
Rolled 43, 65, 3, 5, 92, 14 = 222 (6d100)

>>1066146

>>1066192

>>1066244

>>1066257

>>1066267

>>1066337

R-r-rev up those Winter rolls!
>>
>>1067679
>3, 5, and 14
Good Lord...
>>
File: 1313440823492.png (254KB, 600x547px) Image search: [Google]
1313440823492.png
254KB, 600x547px
>>1067681
>>
>>1067679
>92
Thank you mather for my life
>>
>>1066146
The topic of Writing and language is getting worse, and its only by virtue of your Admins that things don't completely irreparably break down. You think you've only got one more chance before your people end up researching several different languages, making communication extremely difficult.
Short a few houses for your people, you get to work finding a few more to patch up to stay in. You're in luck as you find the last 2 houses that aren't completely beyond repair.
>Acquire 2 Ramshackle Houses.
Winter: 43
Winter is cold, but with your housing, as flimsy as it is, you manage to keep your people largely safe from the season's chill.
>Decent Winter. No one died.
>You get the idea by now. You have 19 Preserved Food remaining.

>>1066192
With its uneven surfaces, your Silver Hammer makes working the Silver into form long and trying, but by pure determination, you get results, to a degree.
>Acquire 4 Crude Silver Spears.
>-2 Silver -5 Wood each
>Crude Silver Spears take 17 Units a turn to make.
>CSS add .8 Food to equipped Hunters.
Your efforts at making a better pick however are met with no results. Forming the head of the pick turns out to be more difficult than the tip of a spear.
Winter: 65
Its a decent Winter. Not too hot, not too cold. There really isn't much more to say than that.
>Decent Winter. No one died.
>Everyone ate, no Preserved Food, 0 Food remains.
>>
>>1067930
>>1066244
Tired of this panther and his shenanigans, I mean really, grabbing someone off the toilet is just gross, you send a lone hunter out to end the beast. For better or worse, however, your hunter finds no sign of the panther, and returns having failed his mission.
Only so many ways I can think of saying "You make stone axes."
>Acquire Stone Axes.
>Requires Weaving, so I'll just say you Learned Weaving since its still a successful roll.
Wishing to preserve the knowledge of "Watch out for panthers while making toots.", you set to task trying to find some way to leave your words where everyone can see. Talks are done, and suggestions made, but you're not quite there yet.
EVENT: 93
A viciously cold wind blows through your camp. This wouldn't be surprising, as your Winters have shown to be quite harsh, but its too soon for the brunt of Winter to be here, and on top of that the cold only seems to be affecting a small area, which includes your camp. Your hunters explain that further away the warmer is mild as they get further away from the camp. Which means there must be something nearby causing this. If only you knew what it was or where. Perhaps some scouting is in order?
Winter: 3
You don't know what it is about this palce, but the Winters are horrid. Cold beyond comprehension, icy winds like claws howl day and night like some kind of creature not of this world. Your burrows offer little protection, as the Winter's bite finds its way into your homes. As Winter rages, more of you fall into a final slumber, until finally Spring brings an end to the despair. All told, your Population has decreased by 8.
>Vicious Winter. - 8 Pop
>Enough to eat, 0 Food Remains.
>>
>>1067936
>>1066257
The stampede has ruined your shelters, and with Winter fast approaching you find your housing insufficient for your numbers. Pulling your workforce for the task replenishing your homes, you get to work trying to shore up the deficient. This seems to backfire, as now you have too many workers, who keep getting in each others way. Ultimately you succeed in getting 3 Daub Huts built. Your skilled builders and Weavers feel ashamed at the lack of progress given the time they had and their experience.
>Acquire 3 Daub Huts.
You need more houses, so you keep working through the season, pushing your people hard. Too hard. As they work, tired and with little sleep, mistakes are constantly made, and people are found sleeping wherever the feel they can sleep away unseen. Somewhere along the way, one of your sleep deprived foremen gets mixed up and thinks he's supposed to be tearing down old Crude Huts to free up space. Equally sleep deprived, none of the workers question him, and follow orders. It isn't until far too late that you catch the mistake. By then he and his workers have already torn down 4 Crude Daub huts.
>-4 Crude Daub Huts
EVENT: 41
This was less than desired. You lost more houses than you built. You make preparations for everyone with how to deal with Winter, now that you no longer have enough houses. You pray that Winter is warm, you'd rather not have another problem to deal with.
Winter: 5
Suffering is the gift that keeps on giving. With less homes, it seems Winter decided now is the best time to be the coldest bitch it can be. You preparations help very little, as your clothes do little to keep the warm in, or the cold out. Every morning is met with more and more Elven Popsicles. Your fires roar day and night as logs are constantly fed to the fires to keep the cold at bay. If not for your wood stockpiles and fire, you don't know how many more would have perished.
>-5 Pop
>-50 Wood
>Blah blah, 78 Preserved Food remain
>>
>>1067940
>>1066267
Taking not of the Earth's benevolence, and Her wrath... so much wrath... you hold a festival in her honor. The first half of the celebration is met with great success, as a strange Blue Flower grows in the middle of the festival.
>Acquire ??? Blue Flower
However, as the festival continues through the season, a change is felt in the earth, as a large portion of your crops quickly die. You think about 1/3 of it is salvageable(43 Food). It seems the Earth loves praise, but hates kiss asses.
>>Farm yield this year damaged. Gain only 43 Food from Farms this year.
Winter: 92
Break out the bikinis and suntan lotion, cause its a scorcher today and if you're not at the beach, then you're a loser. The cold never reaches you, as the sun warms the land. You pity the fools who cannot share in your pleasurable Winter.
>Damn Good Winter. No one died.
>Omnomnom. You all eat, 0 Food remains.

>>1066337
You send your people out to gather Loam. You check up on their progress and find them making sand castles. You kindly inform them if they want to play and make sand castles, they can make real ones by themselves. They quickly get back to work.
>Acquire 25 Loam
They sands whisper to you, and you listen. You send surveyors out to find resources, but all they find sand, sand, and you guessed it, more sand. On the return trip, though, one man was lost as the sand consumed him. Maybe you should take what the Sand tells you with a grain of salt.
>-1 Pop
Winter: 14
For the desert it gets considerable cold, and you're simply not prepared for it. The fozen wind carries the lives of your newly deceased with them, as the cold calims them in its grip. You huddle together for warmth, but it does nothing to keep you warm, as many awake to find frozen members of their tribe clinging to them.
>Very Bad Winter. -10 Pop
>0 Food Remains.

Fall back and SPRING forward, its a new year.

Spring 7
>>
>>1067689
Have you had a good Winter yet? Or at least one where you didn't lose Pop?
>>
Rolled 67, 55 = 122 (2d100)

>>1067945
apica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
82
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
2/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
30 Labourers-Builders (1/5 palace piece per turn
>Action 1
Study the blue flower, learn if it's got any magic properties or whatever. Oh also check for seeds.
>Action 2
Send a small scouting mission to the desert, hopefuly we can contact another civilization
>>
>>1067936
>Requires Weaving, so I'll just say you Learned Weaving since its still a successful roll.
But I already learned weaving some time ago. >>1066118

Oh wait I forgot to type in weaving in my tech list. Dammit.
Sorry about that. All of this listing down and updating is getting me somewhat confused.
I'll fix that in my next post. Hopefully I didn't missed anything this time.

>>1067949
I think I had 1 nonlethal winter so far.
>>
>>1068009
>Sorry about that. All of this listing down and updating is getting me somewhat confused.
I know how you feel, trust me.
I must've forgot to list it in your Tech in my notes as well, cause I was pretty sure you had it, but didn't see it when I checked.
In that case add 5 Nets.
>>
Rolled 19, 79 = 98 (2d100)

>>1068054
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
Cooking
Silver
Smithing
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
4 Crude Silver Spears
3 Deer
20 Food
246 Stone
329 Clay
12 Silver
1 Wood
Population: 110 Strong.

Action 1: Upgrade Stone Quarry
Action 2: Train our 20 stone workers.

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
40 at the Watering Hole
10 at the Clay Quarry
20 at the Stone Quarry
5 at the Silver Mine
15 Gathering Wood
>>
Rolled 77, 81 = 158 (2d100)

>>1067945
Spring 7
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 85 (82-8+7+5-1) (+10% +5 -1 each spring)
Food: 26 (0+26) (+26/turn)
Shelter: 85/100
Inventory:
>Stone hammers
>Sharpened Bone Tips
>11.5 Chitin (7.5 +4)
>0 animal hide (+2/turn) (-2/turn)
>5 Fur clothes (2 +1) (+1/turn)
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets
>Stone Axes
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
Facilities:
>Hunting Ground (25 Hunters)
>20 Burrows (5 shelter/burrow)
Personnel:
>25 Hunters (2*) (15 spears)
>25 Builders (1*)
>10 Crafters (2*)
>25 Villagers (22+3)
Assignments:
>25 Hunters hunting (+26 food/turn)
>25 Builders burrowing (2 burrows/2 turns) (50% complete)
>10 Breeders breeding (+5 each spring)
>10 Crafter making fur clothes (+1 fur clothing/turn) (-2 animal hide/turn)
>4 Villagers skinning (+2 animal hide/turn)
>11 Villagers idling (8+3)
Status Effects:
>Bad Bones (Roll deduction for bone related actions)
>Panther's Hunting Ground (-1 villager each spring) (I'm assuming that the panther's food consumption mechanic is the same as ours.)

Actions:
>Time to put the dead to good use. Make body armor and shields from chitin.
>Climb the surrounding trees to see if they grow anything edible.

Re-assignments:
>Stop builders from making any more burrows for now.
>Order 6 more villagers in skinning animals (making 10 skinners).
>Order 5 villagers to regularly chop down trees using stone axes.
>Equip hunters with nets.
>>
Rolled 5, 17 = 22 (2d100)

>>1067930


Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers
Food: 19(+15)
Population: 67
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
Holdings:
-8x Ramshackle House (40)
-Storage Warehouse (20)
-Water Well
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin
10 Food (preparation & rationing)
27 Researchers
10 Builders
10 Security

Action 1: Construct Farms
Action 2: Continue Research on Writing
>>
>>1068294
holy shit, I fucking give up
>>
>>1068299
If it makes you feel any better, I research Writing in the other quest and rolled a 1.
>>
Rolled 83, 46 = 129 (2d100)

>>1067945
Spring 7
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 94(+4%)
Food: 104.5(16.5p/88np) [+26.5/turn; +40/winter]
Wood: 40(+0)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(82)
Assets: 1 Blueberry Patch (+10 Food), Fishtraps(+7.5 Food), 5 Crude Daub Huts, 6 Daub Huts
Assigned Labor (Only change in spring):
20 – Foragers/Potential Gardeners [+10]
10 - Gardeners [+10]
10 – Hunters [2*] (+9 Food)
6 – Materials Gatherers [+6] (Assisting in building shelters)
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2] (Assisting in building shelters)
9 – Trained Animal Tamers [5*] (Should be helping the builders, but can’t even chew gum and walk)
5 - Trained Builders [2*] (Build Shelters)

>Since manpower doesn't seem to have any significant effect on dice rolls, have the Builders, Weavers and Gatherers work on building shelters.

>Plant another blueberry patch.
>>
>>1068007
You study the Flower. Going over it as best you can with what little you know of plants, you don't find anything of besides a strange tingle. Other than that there are no seeds. Whatever this plant does, the Earth intended you to only have 1. Best be careful with it.
Your scouts go out into the desert look for signs of intelligent life. They eventually return having found signs that someone lives there, but they couldn't find any settlements. Also, they complained, a lot, about the sand always finding its way into unmentionable places.

>>1068075
Upgrading your Stone Quarry is met with disaster. I can't think of anything other than "Rocks fall, a saur dies."
>-1 Pop
You train up 20 workers in the ancient art of smashing and picking up rocks.
>20 Stone Workers are now 1*
EVENT: 5
Its a quite day in the village of Dinoland. Peace, quite, and a large hole suddenly opening up in the middle of the village. Wait, what? From the hole emerges ants. GIANT ants. Not nearly as big as year, but still quite large, and even worse, quite numerous. Your saurs put up a valiant fight, and ultimately drive the little buggers back into their hole, but not before 3 are killed in the battle.
>Encountered Giant Ants
>-3 Pop

>>1068162
Your chitin is already hard, and protects you fairly well, but what if you had TWICE as much chitin to protect you? Using the chitin from your fallen, you construct armor from them. Hopefully it serves you better than it did them.
>Acquire 1 Chitin Armor (-5 Chitin) (15 Units)
>Acquire 1 Chitin Shield (-4 Chitin) (12 Units)
Climbing the nearby trees, you find some juicy fruit. Even better that they are closely grouped.
>Found Fruit Grove

>>1068294
You dig in the dirt. And you dig. And you dig. The earth here just doesn't seem suitable for farming as you continue digging under the baking sun.
>-20 to next Physical action
No one can agree on anything. Your people do nothing but yell and argue, and not even the Admins can keep them back any longer. You discussion ends with several groups going off the start creating their own languages.
>Fall of Babel: Your people have fractured. Verbal communication is still simple, but written communication will be all but impossible between groups.

>>1068555
Learning the mistakes of last time, your Builders take a step beck, and rather than take part in the building themselves, direct everyone as to what they should be doing, and where. With clear directions to follow, no one is wasting time. Work flow seamlessly as Huts are practically thrown up overnight. With this, your people will now have more homes to sleep in.
>+10 Daub huts
Want to increase you Food yields after the success of the last berry patch, you plant another.
>Acquire 1 Blueberry Patch

Summer 7
>>
>>1068718
New resources/turn for the coming year?
>>
>>1068075
>>1068817
Stream - 13 Food
Watering Hole - 20 Food
Clay - 11
Stone - 24
Silver - 1
Wood - 15
>>
Rolled 96, 33 = 129 (2d100)

>>1068718
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Fire
Cooking
Silver
Smithing
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
4 Crude Silver Spears
3 Deer
53 Food
270 Stone
340 Clay
13 Silver
16 Wood
Population: 106 Strong.

Action 1: Stomp bugs. [Specialty: Stomping]
Action 2: Make quality silver hammers.

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
40 at the Watering Hole
10 at the Clay Quarry
20 (1*) at the Stone Quarry
5 at the Silver Mine
15 Gathering Wood
>>
Rolled 1, 80 = 81 (2d100)

>>1068718
>Action 1
Research diplomacy
>Action 2
Research food processing
>>
Rolled 84, 79 = 163 (2d100)

>>1068718
Summer 7
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 94(+4%)
Food: 123(25/98np) [+21.5/turn; +80/winter]
Wood: 46 (+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(89)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+7.5 Food), 4 Crude Daub Huts, 17 Daub Huts
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20]
10 – Hunters [2*] [+9]
6 – Materials Gatherers [+6 Wood]
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2]
9 – Trained Animal Tamers [5*]
5 - Trained Builders [2*] (Passive Shelter Improvement) [1/turn]

>Have our gatherers cut some trees, coppicing them to provide a renewable source of wood & weaving material.
Equip with 3 Spears (Have one man on lookout for danger at all times)

>Have the Tamers, armed with new knowledge on dealing with stressed and angry animals, further improve their relationship with the wolves with a gift of 3 Food. (Husbandry bonus, Food Bonus )
>>
Rolled 100, 41 = 141 (2d100)

>>1068718

Action 1: Research Mining
Action 2: Train the administrators (maybe if I train them enough I can at least have some that can read everything?)
>>
Son of a bitch, accidentally hit Back while writing up the Turn. Just gonna half ass it this turn, fucking shit mang.
>>1068988
You follows the tunnel to a chamber filled with ants, you kill a lot of them. There are more tunnels, going who knows where. By your estimate the chamber isn't that old, and is most likely a forward base, and these ants an advanced guard. This might not be your last ant encounter. As an added bonus, you found a pile of rocks, most likely gathered when the ants were making the chamber.
>Discovered Ant Chamber
>+100 Stone

>>1069384
In anticipation for possibly meeting new people, you gather some people, split them into sides, and practice talking to each other. Not five minutes in, its a riot, with both side trying, and sometimes successfully, killing each other. It takes another five minutes for you to gather some more men to break the anarchy up. With the two sides seperated, you take count of the losses. 10 dead. You sure hope this isn't an omen of things to come from future encounters.
>-10 Pop
(Gonna take this as Food preservation.)
>You can now Preserve Food.
>>
>>1069914
>>1069516
With no sign of dangers, your people are free to cut at the leisure.
>+80 Wood.
Your trained Tamers manage to earn the friendship of the Wolves. They feel comfortable enough to come and go through the village without issue.
>Wolves are now (Friends). They won't bother you, and mat occasionally help you out with any local threats, but they aren't your pets/slaves.
EVENT: 8
A sudden storm begins forming. This time you're sure its a storm, which is really very little comfort, as the storm gathering are massive, and darker than you've ever seen. It isn't until nightfall when the storm hits. And does it hit. it reminds you far too much of the stampede. The winds blow everything in their path away. You watch as one dumb fool with more brawn than brains tries standing against the storm. He doesn't stand long before the mighty winds rob him of the ground. With no more purchase he is carried away at high speed and slams into a tree witha sickening crunch. But the night doesn't end there. The Crude huts, weaker than your newer, stronger homes, cave under the force of the storm. Death and destruction make themselves at home for a solid week, as wind, rain and ice terrorize your community. Eventually, like all things, the storm eventually fades, having taken 4 Crude Daub Huts, and 4 people with it.
>-4 Crude Daub Huts
>-4 Pop

>>1069519
You set yourselves to the task of learning how to properly, and safely, excavate the earth, and the riches within it. With your newfound knowledge, you will have little to worry about digging into the earth. Well, giant spiders and bats notwithstanding.
>Gained Like a Dwarf. Your people are talented at mining. You build them easier, better, and your people are better at getting the treasures the earth holds. Quarries/Mines are built at 1*, and your Miners gain .3 more material.
You Admin try to improve their skills, but it they make no progress.

Fall 7
>>
>>1069922
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
72
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
2/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
25 Labourers-Builders (1/5 palace piece per turn
>Action 1
Make pots to store produce, maybe they'll ferment and make good booze (Possible due to the newly gained tech I suppose)
>Action 2
Begin building a grain mill for your palace, give it priority over the palace itself so it is able to be used before the actual palace is finished
>>
Rolled 20, 59 = 79 (2d100)

>>1070053
1
>>
Rolled 42, 89 = 131 (2d100)

>>1069922
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Ant Chamber
Fire
Cooking
Silver
Smithing
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
4 Crude Silver Spears
3 Deer
86 Food
394 Stone
351 Clay
14 Silver
31 Wood
Population: 106 Strong.

Action 1: Send team of bug-stompers into obvious ant hideout Hole in the Ground. [Specialty: Stomping]
Action 2: Improve pot-making techniques. This one has been a long time coming.

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
40 at the Watering Hole
10 at the Clay Quarry
20 (1*) at the Stone Quarry
5 at the Silver Mine
15 Gathering Wood
>>
Rolled 13, 15 = 28 (2d100)

>>1069922
action 1: search for/create arable land
action 2: build/search for a mine
>>
Rolled 39, 68 = 107 (2d100)

>>1070137
I guess the cost of rolling a 100 is not rolling something else over 50
>>
>>1069922
My 5 [2*] Builders can build 1 hut/turn passively right?
>>
>>1070177
Yes.
>>
>>1070277
awesome.
Also can my tamers improve wolf relations passively?
Perhaps giving them a small food allowance to grow their dependence on us.

I'd like to get some to help us with hunting and as watchdogs. What would that entail?
>>
>>1070541
Tamers can't do anything themselves passively, but they can assign tasks to (Tamed) animals.
>>
Rolled 88, 35 = 123 (2d100)

>>1069922
Fall 7
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 90(+4%)
Food: 144.5(36.5/108np) [+21.5/turn; +80/winter]
Wood: 128 (+2)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(96)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+7.5 Food), 18 Daub Huts, Wolf Friends
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20]
10 – Hunters [2*] [+9]
2 – Materials Gatherers [+2 Wood]
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (clothing) [+2]
9 – Trained Animal Tamers [5*]
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Have tamers study some more based on their first milestone success.

>Have gatherers look for clay by the river again.
>>
>>1070053
You try making some pots out of dirt and mud. They barely hold form as you put some food into them, hoping for some good result. It isn't a good result. The food rots. One brave soul tries it to see how it tastes. He ends up puking his guts out, and dies.
>-1 Pop
>-10 Food
You section off a piece of where your palace is being built for a mill. Not wanting it to be shabby and disgrace your Palace, you want it to be nice. Your builders make a decent start, but it will take a bit more effort to get done.

>>1070112
You send your saurs into the tunnels in search of your enemy. The tunnels are long, curving, and intersecting. With no idea where they're going, the wander aimlessly until they find themselves back at the starting chamber.
You're a nice saur who likes nice things. You Ugly Pots aren't nice. Not pretty and nobody wants to be around them. Your pots are depressing creations, with unprepossessing features. So, you get to work to making your pots more pretty and popular. Well, not quite as popular as you. Your artisans start, as they have an awfully long way to got. The end result? Popular Pots. How can someone not want one of these?
>You can now make Popular Pots. (10 Clay, 15 Units)
EVENT: 66
An enemy. You've found your first real threat to your tribe. Sure, individually the ants aren't a problem. But its not ONE ant you have to worry about, probably closer to HUNDREDS. Add in that their maze of a tunnel network makes finding difficult to say the least, add you have a trying enemy. But you're not worried. Send a hundred, nay a THOUSAND ants. They all squish the same.

>>1070137
You look for farmable land, but again the wasteland denies you such a find. You begin to fear that the land here is dead, and that farming is impossible.
>You are beginning to believe the soil here cannot support life.
You next search for a mine, or to make one if you can't find one. You can't find one. So, you make one. You begin digging into the earth. And digging. And digging. This seems familiar. After weeks of digging, you turn up empty handed. You had a close call with a cave in, but with your knowledge of Mining, your cave barely manages to stay together long enough to get out before your hole in the ground collapses.

>>1070793
You are making wonderful steps with your Wolf friends, and you want to keep it that way. Before trying to move forward with the wolves, you get together and study them and other animals from a distance, learning even more than you did before.
>9 Tamers are now 7*.
Your gatherers go forth again in search of clay, hoping for no more animals encounters. Which luckily they avoid. Unfortunately Lady Luck is a bitch, and the cost of avoiding any dangerous animals is not finding what you seek, either.

Winter 7
"Can Koshik and Remants catch a break for Winter?" Edition.

And with that, we end another night. Like, comment, and subscribe. Friendly reminder if you miss a turn(s), feel free to make them up.
>>
Rolled 40, 49 = 89 (2d100)

>>1071106
Winter 7
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 90(+4%)
Food: 246(128p/118np) [+21.5/turn; +80/winter]
Wood: 130 (+2)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(17); Spears(10); Bows (10); Clothing(101)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+7.5 Food), 19 Daub Huts, Wolf Pack (Friends)
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20]
10 – Hunters [2*] [+9]
2 – Materials Gatherers [+2 Wood]
24 – Crafters (clothing) [+5]
10 - Trained Weavers [3*] (In training) [+2]
9 – Trained Animal Tamers [7*]
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

> Start hand-feeding and playing with the wolf pups. Give the pack 20 Food from our surplus to foster a sense of unity and sharing between our peoples. (Husbandry Bonus, Food Bonus)

>Train the weavers to better their craft.
While weaving baskets one day, a weaver began watching a bird build its nest in a nearby tree. She thought about how marvelous it was that nature’s creatures were so skilled and started to imitate their methods. Delighted at the simple yet elegant design, she ran to show the others and teach them its pattern.
>>
Rolled 77, 52 = 129 (2d100)

>>1071106
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Ant Chamber
Fire
Cooking
Smithing
Popular Pots
5 Large Stone Houses
6 Ugly Large Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
4 Crude Silver Spears
3 Deer
119 Food
418 Stone
362 Clay
15 Silver
46 Wood
Population: 106 Strong.

Action 1: MAKE MORE POTS
Action 2: POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS POTS

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
40 at the Watering Hole
10 at the Clay Quarry
20 (1*) at the Stone Quarry
5 at the Silver Mine
15 Gathering Wood
>>
File: jumanji-5.jpg (131KB, 1280x720px) Image search: [Google]
jumanji-5.jpg
131KB, 1280x720px
>>1065356
>"Don't be fooled it isn't thunder. Staying put would be a blunder."
oh fug, I was so upset at the time that I missed the reference.
>>
>>1069922
>With no sign of dangers, your people are free to cut at the leisure.
Ah, also, since it's a copse grove, my intent was that it should produce higher yields of wood in the future. Kinda like a farm for wood.

https://en.wikipedia.org/wiki/Coppicing
>>
Rolled 72, 88 = 160 (2d100)

>>1071106

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Food: 71(+15)
Population: 67
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin
10 Food (preparation & rationing)
27 Researchers
10 Builders
10 Security
>>
>>1068718
What about my assignments for the villagers?
I changed up my villagers' duties during spring 7.

>>1068162
>Re-assignments:
>Stop builders from making any more burrows for now.
>>Order 6 more villagers in skinning animals (making 10 skinners).
>>Order 5 villagers to regularly chop down trees using stone axes.
>>Equip hunters with nets.

Looks like I've missed a large gap of turns today.
I'll make a massive catch-up post as soon as we resolve my spring 7 turn.
This is going to take a while afterwards.
>>
>>1072124
The 5 nets brings your Food up by 1.
10 Skinners only brings in 1 Hide a turn. It takes 6 Units to make 1 Hide a turn.
5 Villagers get you 5 Wood per turn.
>>
Rolled 32, 32, 27, 63, 57, 26 = 237 (6d100)

>>1071106
Summer, Fall & Winter 7
Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 85 (+10% +5 -1 each spring)
Food: 107 (26+27+27+27) (+27/turn)
Shelter: 85/100
Inventory:
>Stone hammers
>Sharpened Bone Tips
>2.5 Chitin (-5 -4)
>3 animal hide (+3/turn) (-2/turn) (0+1+1+1)
>8 Fur clothes (5+1+1+1) (+2/turn)
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor
>1 Chitin Shield
>15 wood (0+5+5+5) (+5/turn)
Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
Facilities:
>Hunting Ground (25 Hunters)
>20 Burrows (5 shelter/burrow)
>Fruit Grove
Personnel:
>25 Hunters (2*) (15 spears) (5 Nets)
>25 Builders (1*)
>10 Crafters (2*)
>25 Villagers
Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders idling
>10 Breeders breeding (+5 each spring)
>10 Crafter making fur clothes (+1 fur clothing/turn) (-2 animal hide/turn)
>10 Villagers skinning (+3 animal hide/turn)
>5 Villagers Chopping (+5 wood/turn)
>0 Villagers idling
Status Effects:
>Bad Bones (Roll deduction for bone related actions)
>Panther's Hunting Ground (-1 villager each spring) (I'm assuming that the panther's food consumption mechanic is the same as ours.)

Summer Actions:
>Research Writing.
>Look at the stars at night sky for determining location.

Fall Actions:
>Look for ore by burrowing deep underground.
>Research Carpentry.

Winter Actions:
>Introduce a Tabletop game using bones as dice and pebbles as player pieces. Maybe this will mitigate the tribe's phobia of bones or something.
>Build an Arthromorph Hatchery for the bugfolks to safely store and take care of their eggs in.
>>
Hour-ish till startup, barring any unforeseen events.
>>
>>1072043
You forgot to state actions.
>>
Rolled 77, 90, 43, 85 = 295 (4d100)

>>1071507

>>1071638

>>1072043
Just gonna repeat your last actions.

>>1072458

Let's see how Winter treated you.
>>
>>1071507
You start feeding the pups by hand, the parents comfortable enough with you that they go about their business of sniffing butts. All the butts. Much to the slight annoyance and embarassment of some folk. The pups seem to enjoy the free food and playtime.
>Minor Wolf progress has been made towards Taming. (1/10)
Not content with their level of skill, your Weavers begin trying to find new ways to improve their craft. There's some back and forth, mostly going over what they already all know. When the session is done, they improved some, feeling they can now work just a bit faster than before.
>10 Weavers are now 4*
Winter: 77
Winter is nice this year. No bitter colds or howling winds. Which is good after how last year ended. You only hope next year is nice.
>(Man, trying to write Winters where people don't die is hard.)
>118 Preserved Food Remains
>>1071638
Pots. So many pots. One might say you have an unhealthy obsession with pots. Not to your face, of course; One: because no one is literally big enough to say anything to your face, and Two: You're a big guy scary dino. Not many people got the guts to talk shit to something like that's face. Your 'saurs don't really get the reasoning, but they do as you ask(command) and make pots. When they are done, they ask what to do next. You simply tell them they aren't done.
>Acquire 8(5 and 3) Popular Pots.
>-80 Clay
EVENT: 13
Your excursions into the tunnels didn't go unnoticed. While you and your saurs slept, the ants made a return. Arriving in the dead of night while everysaur slept, they quietly dragged one of your saurs back into the tunnels. When you awake the next morning, you find one of your number missing, with no clue as to what happened or where he went.
>-1 Pop
Winter: 90
The seasons change, but you only notice as all the leaves have fallen from the trees. The weather for this time of year is remarkably warm. Those ants are probably enjoying too. Good. You don't want the cold to kill any of them, that'd just be less for you to stomp.
>0 Food Remain
>>
>>1073322
>>1072043
It seems your worries were for naught. While most of the land in the area is lifeless, there still seems to be patches of useable soil. You preserved supplies dwindling, you need to create your own reliable food source, and so with you knowledge of agriculture, you begin turning the land into something Farmable. Now if you just had something to plant...
>Acquire 2 Farms
You need better tools. Stone is good to start with, but you know there has to be something better. There's little and less on the surface here, but what about below? You try digging again, looking for anything below the earth that might aid you. It seems all your research and hard work pays off, as a loud *clang* resounds in your tunnel as you dig. Some work to remove the object reveals it to be a hard substance. You're positive this is the next step you were hoping for.
>Acquire 2* Iron Mine
Winter: 43
Cold. But not too cold. You've certainly had worse. Much worse. Luckily your ready for a cold of this level, as you all huddle in you homes, sheltered from the weather. It would be better though if you had more wood for fires though.
>15 Preserved Food Remains
>>
>>1073324
>>1072458
You start scribbling in the dirt, trying to find meaning. And the meaning you find is... scribbling in the dirt is boring.
You look at the stars. Your neck or whatever counts as one, starts to hurt from looking up too long.
You dig into the earth, hoping to find anything neat. Unfortunately you dig too much, and the tunnel can no longer stay open, as the weight of the earth above your tunnel comes crashing down on your would be prospector.
>-1 pop
Working with whole logs is hard. And you can never get them to fit right. But what if you could cut the logs up into smaller, more managable pieces? With this new idea, your people follow up on it. Its takes a lot of work, and its very sloppy as your only suitable tools are Stone Axes, but you succeed. Now if you only had a way to better work the wood.
>Discovered Carpentry.
You want to get over your fear of bones. Namely because the best weapons you can make are from bones, and it doesn't help that your hunters are afraid of their own weapons. So you make a game out of them, hoping to alleviate them of the fears, or at least lessen them. It... doesn't quite work out too well. You have to roll the bones for everyone, no one will look at the bones, and you have to keep up with everys scores by yourself. Pretty much your playing by yourself while people sit around you not playing. Boy does this feel familiar.
You build a Hatchery, hoping to improve your civilation's population growth by ensuring more young are born. When the Hatchery is finished, you place an egg inside to show how safe it is. It isn't. The hatchery collapses, crushing the egg. This doesn't count as Discovering Abortions.
>-1 Pop
EVENT: 56
Well, some things could've gone better this year. Certainly could've been worse. You learned some new things, but that little debacle with the Hatchery hasn't won you any popularity contests. If only you had something to make you look better, like some kind of nicely formed dried clay.
Winter: 85
Finally, a break. After the numerous, almost undending strings of lethal Winters, its finally calmed. Your people don't huddle together for any warmth they can manage to keep the cold away. You don't go to sleep wondering if the night's chill will claim you. For once you can relax. Or at least you would, if that strange isolated cold area that you've noticed around your village wasn't still there.
>0 Food Remains

Spring 8

A Winter with no deaths? Madness!
>>
Rolled 33, 56 = 89 (2d100)

>>1073327
Spring 8
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Dried Food(+10/turn)
Pop: 94(+4%)
Food: 140.7(12.7p/128np) [+22.7/turn; +80/winter]
Wood: 136 (+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(21); Spears(10); Bows (10); Clothing(101)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+8.7 Food), 20 Daub Huts, Wolf Pack (Friends)
Research: Wolf Taming (1/10)
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20] (added at end of year)
10 – Hunters [2*] [+9]
6 – Materials Gatherers [+6 Wood]
24 – Crafters (M. fishtraps) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [7*]
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Send the gatherers to look for clay again
don't forget the spears and lookout duty.

>Improved Food Preservation: Have the Builders convert the extra shelter into a smokehouse. Allowing more and faster food drying, especially when combined with sun-drying.
One day a villager was eating in his hut and threw some green logs on the fire, causing it to smoke greatly. As he ran out of the hut, he forgot his food and closed the door behind him to smother the fire. When the smoke finally cleared, he noticed that his food was now shriveled and dry, but still edible and with a nice smoky flavor. Before he knew it, everyone in town was bringing their food to his house and throwing green wood on his fire. Unable to get them to stop, he relented and moved in with his sister.
>>
Everyone busy today or something?
>>
Guess I'll try again tomorrow with a new thread, since no one else seems to be here today.
>>
>>1073905
Nah, I'm sure they'll show up in a bit.
>>
Rolled 19, 24 = 43 (2d100)

>>1073324
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Food: 15(+15)
Population: 67
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms (+?f/t)
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin
10 Farmers
27 Researchers
10 Miners
10 Security

Action 1: Research Smelting and Refining
Action 2: Train Administrators
>>
Rolled 65, 33 = 98 (2d100)

>>1073998
back to the shitty rolls
>>
Rolled 80, 100 = 180 (2d100)

>>1073322
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Ant Chamber
Fire
Cooking
Smithing
Popular Pots
5 Large Stone Houses
6 Ugly Large Pots
8 Popular Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
4 Crude Silver Spears
3 Deer
33 Food
442 Stone
373 Clay
16 Silver
61 Wood
Population: 107 Strong.

Action 1: Make better hammers.
Action 2: Stomp bugs. See if we can still rescue Sandal. [Specialty: Stomping]

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
36 at the Watering Hole
10 at the Clay Quarry
20 (1*) at the Stone Quarry
5 at the Silver Mine
16 Gathering Wood
>>
>>1074095
Goodbye, bugs.
>>
Rolled 87, 93, 24, 42 = 246 (4d100)

>>1072729
Winter and Fall
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
71
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
2/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
25 Labourers-Builders (1/5 palace piece per turn
>Actions 1-4
Rush Palace
>>
>>1073576
You send your gathers out, escorted by armed men, to look for more clay. Again, your fortune is bittersweet, as while nothing bad befalls you, you still have yet to find what you seek.
(Stealing it.)
One day a villager was eating in his hut and threw some green logs on the fire, causing it to smoke greatly. As he ran out of the hut, he forgot his food and closed the door behind him to smother the fire. When the smoke finally cleared, he noticed that his food was now shriveled and dry, but still edible and with a nice smoky flavor. Before he knew it, everyone in town was bringing their food to his house and throwing green wood on his fire. Unable to get them to stop, he relented and moved in with his sister.
>Acquire Smoke House.
>-1 Daub Hut
>Gained Improved Food Preservation.
>Preserve 20 Food per turn.
>You cannot Preserve more Food than you have.

>>1073998
As it is, the Iron is useless. You need to find a way to work into a malleable shape, and make it into something useful. Your attempts are useless. You try hitting it with hammers, but the stone simply shatters against it. One poor bastard gets so frustrated, that in his rage he slams his head into a piece. His head cracks splits and bleeds as his skull simply doesn't come close to matching the iron.
>-1 Pop
You efforts to again train the Admins is met with failure, as they simply cannot motivate the people further, or come up with ways to make things run smoother.
>>
Rolled 55 (1d100)

>>1074251
>>1074095
You smash Maxwell into the heated silver. Over and over again. Using a long piece of rock you have on hand, you rotate the metal, and beat on it some more. The finished product is a much better, far more effective tool.
>Acquire 3 Silver Hammers. (3 Silver, 1 Wood each)(15 Units)
You find a trail from Sandal's sleeping spot leading back to into the tunnels. It doesn't take a genius, which your are, to guess what happened. Luckily, it seems they dragged him away, leaving an easy to follow trail. You gather your saurs. All of them. Following the trail into the ant's home is easy, and when you get there you find their numbers not as grand as you feared. With a mighty roar, you lead your men into the the nest. This must be the main nest, for there is a far larger ant, which you assume to be the leader, sitting in the middle. And to prove your theory right, the ants move quickly to get between you and the fat ant, for all the good it does. There numbers don't help them. While they might have gotten some of your number from the first surprise attack, they don't don't the same luxury here. You stomp them. You crush them. Hell, you pretty much just walk and they are crushed under foot. As their numbers dwindle even as more pour in, they show no signs of stopping. Victory or death. That is all they know. And that is what you'll give them. Eventually, the last guard ant falls, with nothing but the fat leader ant. You look back to your saurs. Not a single one suffered a scratch. A yell from one of you saurs somewhere in the massive cavern says they found Sandal, alive and largely unharmed, save some small scratches not worth mentioning. With their leader in your sights and no more ants coming to its aid, its safe to assume you've killed them all. Now the question: What to do with it?
>You've Annihilated Giants Ants.
>Acquire Ant Colony
>Captured Ant Queen.
>Acquired Quake. At the start of battle, you stomp the ground with all your might, sending a tremor through the earth and unbalancing enemies. Gain +20 to Stomp rolls in Combat. (Combat only)
>You have captured the Ant Queen. On your next turn you can decide whether to keep or kill it as a free action. Any action beyond that requires a roll.
>Captured enemies require Food like regular Population.
>Retrieved captured saur. +1 Pop.

>>1074222
>+1 Palace from passive Builders. Gain +1 palace on Turn Summer 9.
Your workers worked tirelessly through the year, seeking to continue work on the Palace. The work is long and hard. As you knew it would be. With great effort 3 more pieces are built. But it seems you overworked your men. Doing the next stage of construction, accidents on the work site claim a life, and the exhaustion continues to drag your men down to the point of being unable to accomplish anymore.
>+4 Palace parts. (6/20)
>-1 Pop
>Missed Winter Roll
>>
>>1074257
Forgot, Summer 8
>>
>>1074257
>+1 Palace from passive Builders
>+4 Palace parts. (6/20)
In case of confusion, I was adding the +1 from the Passive gain. You built 3 Pieces from your rolls.
>>
Rolled 49, 82 = 131 (2d100)

>>1074273
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
70
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
6/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
25 Labourers-Builders (1/5 palace piece per turn
>Actio
>>
>>1074489
Fuck I posted it before finishing writtin on accident.
Anyways,
>Action 1
Research natural fertilizers, compost or bullshit, something along those lines.
>Action 2
Rush Palace piece, wanna get the living quarters or the mill done before next winter.
>>
Rolled 83, 51 = 134 (2d100)

>>1074251

Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Food: 35(+20)
Population: 66
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms (+?f/t)
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin
10 Farmers
26 Researchers
10 Miners
10 Security


Action 1: Research Smelting and Refining
Action 2: Train Administrators
>>
Rolled 20, 71 = 91 (2d100)

>>1074264
Summer 8
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 94(+4%)
Food: 164.6(6.6p/158np) [+23.9/turn; +80/winter]
Wood: 142 (+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(25); Spears(10); Bows (10); Clothing(101)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+9.9 Food), 1 Smokehouse, 20 Daub Huts , Wolf Pack (Friends)
Research: Wolf Taming (1/10)
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20] (added at end of year)
10 – Hunters [2*] [+9]
6 – Materials Gatherers [+6 Wood]
24 – Crafters (M. fishtraps) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [7*]
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Search for clay again

>Begin gathering skins and furs, storing them in an extra hut.
>>
>>1074489
You research shit. Like literal shit. Not you specifically, some oaf who thought sleeping on the job was an ok thing to do. You decided he needed a promotion from laborer to scientist. You can tell by the look on his face how much he enjoys it. So he goes out and finds some animal droppings and brings them back to study. His findings: Poop stinks.
Your builders work hard, but this time not too hard. They manage to put another section together.
>+Palace piece. (7/20)
Winter: 55
Blah blah blah, Mild Winter no one died.

>>1074579
I don't know enough about this shit to even try and write up how you get it.
>Discover Smelting.
You're Admin, having been stuck in a rut for some time, finally come up with good ideas on how to better improve, making for better bosses to boss all the others around.
>10 Admin are now 1*.

>>1074614
(You and Clay, man.)
You send your gatherers out again, hoping this time to find clay. They don't. Instead they are found by a small pack of wolves (not yours). The hungry pack looks ready to pounce before several distant howls are heard in the distance, coming from around camp. The small pack cowers down and backs off, apparently not looking for a fight with a larger pack. It seems you just used up a get out of jail free card.
You separate the skin and fur from your recent prey, storing them in them until you have a use for them.
>+10 Animal Hides.

Fall 8
>>
Rolled 36, 71, 98, 92 = 297 (4d100)

>>1074892
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Ant Chamber
Ant Colony
Fire
Cooking
Smithing
Popular Pots
Quake
5 Large Stone Houses
6 Ugly Large Pots
8 Popular Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
3 Silver Hammers
4 Crude Silver Spears
3 Deer
95 Food
490 Stone
395 Clay
9 Silver
75 Wood
Population: 107 Strong Saurs. 1 Ant Queen

Keep Ant Queen Alive. She can satisfy the men.
Summer 8:
Action 1: Make better Spears.
Action 2: Forge me a badass Crown & Scepter.
Fall 8:
Action 1: Build more houses.
Action 2: Build more houses.

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
36 at the Watering Hole
10 at the Clay Quarry
20 (1*) at the Stone Quarry
5 at the Silver Mine
16 Gathering Wood
>>
Rolled 33, 29 = 62 (2d100)

>>1074892
Fall 8
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 94(+4%)
Food: 169.6(1.6p/168np) [+25/turn; +80/winter]
Wood: 148 (+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(29); Spears(10); Bows (10); Clothing(101)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+11 Food), 1 Smokehouse, 21 Daub Huts , Wolf Pack (Friends), 10 Animal Hides
Research: Wolf Taming (1/10)
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20] (added at end of year)
10 – Hunters [2*] [+9]
6 – Materials Gatherers [+6 Wood]
24 – Crafters (M. fishtraps) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [7*]
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>To celebrate the first anniversary of our friendship, have the Tamers gift our friends with 20 Food and spend the time feeding and playing with the pups. (Husbandry Bonus, Food Bonus)

>Have the builders and crafters collaborate to develop Stone Chisels.
Building is hard work if your only tools are axes and rope. If only we had some sort of smaller tool that could trim the wood to fit together better...
>>
Rolled 89, 1 = 90 (2d100)

>>1074892
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
70
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
7/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
25 Labourers-Builders (1/5 palace piece per turn
>Action 1
Work on palace piece, gotta reach that 10/20 so we no longer sleep on the floor.
>Action 2
Continue researching fertilizer, what if we actually put it on plants instead of our faces?
>>
>>1074892
>I don't know enough about this shit to even try and write up how you get it.
It's actually a bit too advanced for us atm and takes a LOT of material.
I'd say that since he doesn't have clay, kilns, tongs or charcoal researched, that he just made a very tiny amount of very impure iron. Kinda like the guy in the fourth video, although he had a very advanced bellows design.

https://www.youtube.com/watch?v=zsywnQJMJEk

https://www.youtube.com/watch?v=bajwZPebm-g

https://www.youtube.com/watch?v=GM3krXtc7Fc

https://www.youtube.com/watch?v=VVV4xeWBIxE
>>
>>1075125
>Kinda like the guy in the fourth video
Ignoring the forge and blower itself to focus on the smelting process, skip to 4:00 to see his final product
>>
>>1075119
God you're gonna make them eat shit
>>
>>1075119
>>1075175
>put it on plants instead of our faces
Nat 1
ugh, that sucks mang.
inb4 disease and internal parasites run rampant.
>>
>>1074968
You scientists spend more time with the ant queen than they doing improving your weapons, and accomplish nothing.
After a stern talking to, and a promise of no more ant queen time, your de facto smith gets back to work. While the hammer is capable, his skills are subpar, the best he can make is a Beaten Silver Circlet. You lack the Silver for anything else.
>Acquire Beaten Silver Circlet (-8 Silver)
YOU GET A HOUSE! AND YOU GET A HOUSE! AND YOU GET A HOUSE!
>Acquire 9 Stone Houses (-450 Stone, 125 Clay)

>>1075000
You celebrate with your Wolf friends, thankful for your friendship, and them saving you from not being kibble. Food is shared among your canine companions. And while you're both thankful for each other's company, you don't think you've progressed any.
>No change in Wolf relations.
You need something smaller. You begin carving stones down, but you either leave them too big, or too small and they break. Hmmm, perhaps another go is needed.

>>1075119
You build another Palace piece. You're almost to the halfway point. Your people can't wait, hoping to finally have somewhere to rest.
>+1 Palace (8/20)
(A bit of advice, upgrading your construction workers can potentially speed this up.)
What if... rather than on your faces, you put the feces... in your mouths? I mean it comes out of you, why can't it go back? So, you give it a whirl. You're awoken a few days later by your tribemates. It seems after eating the feces, your passed out. You don't want anyone to know why you passed out, so you lie and say you saw the panther. You'd rather they think you a coward than someone who eats poop. The scary part is, you might have liked it a little.
>You are on the verge of acquiring Coprophagia.
EVENT: 28
The Earth is mad. You don't know what about, but she is totally not happy. You can tell. Wanna know how? The shaking. The earth rumbles and quakes below you, throwing you and everyone else to their knees. It doesn't last long, as the quake ends shortly after it begins. Unfortunately, of everyone who went down, not everyone gets back up.
>-1 Pop

When the cold comes, will you be ready?
Winter 8

And with that its and another day done. A little light today. Guess everyone is out partying and getting laid like Anon's are known to do on a regular basis.

As for the Smelting thing, I'm not an expert on, well, pretty much anything so I'll just kinda play it down on what can and can't do. Mostly just gonna take it as smithing and letting him make stuff with the Iron.
>>
Rolled 38, 37 = 75 (2d100)

>>1075453
Name: Dinon
Race: 'Saurs
Location: Elsaur
Specialty: Stomping
Fluff: Dinon is simple nation. Big dinos rule small dinos. Puny humans get eaten by big dinos. Small dinos get scraps. Biggest, strongest, smartest dino is me, King Rex. All dinos listen to King Rex.
Territory: 5 tiles
Holdings:
Stone Hammers/Pickaxes
Spears
Stream (regular food source)
Watering Hole (regular food source)
Hole in the Ground
Ant Chamber
Ant Colony
Fire
Cooking
Smithing
Popular Pots
Quake
14 Large Stone Houses
6 Ugly Large Pots
8 Popular Pots
1* Clay Quarry
1* Stone Quarry
Silver Mine
1 Crude Silver Hammer
3 Silver Hammers
4 Crude Silver Spears
1 Beaten Silver Circlet
3 Deer
126 Food
64 Stone
281 Clay
2 Silver
89 Wood
Population: 107 Strong Saurs. 1 Ant Queen

Action 1: Expand South-West, into the High Peaks.
Action 2: Send Scouts to find potential trading partners.

Dino Distribution:
20 at the Stream w/ 4 Crude Silver Spears
36 at the Watering Hole
10 at the Clay Quarry
20 (1*) at the Stone Quarry
5 at the Silver Mine
16 Gathering Wood
>>
Rolled 40, 83, 42, 21, 2, 96, 1, 67 = 352 (8d100)

>>1073327
>>1074264
>>1074892
>>1075453
Spring, Summer, Fall & Winter 8

Name: Koshik
Race: Arthromorph
Location: Koshi Jungle
Specialty: Hunting & Breeding
Fluff: Sentient hunter bugs.
Population: 95 ((85-1-1)+8+5-1) (+10% +5 -1 each spring)
Food: 108 (0 +27 spring +27 summer +27 fall +27 winter) (+27/turn)
Shelter: 95/100

Inventory:
>Stone hammers
>Sharpened Bone Tips
>4 Chitin (2.5 + 1.5)
>7 animal hide (3 +1 spring +1 summer +1 fall +1 winter) (+3/turn) (-2/turn)
>12 Fur clothes (8 +1 spring +1 summer +1 fall +1 winter) (+2/turn)
>15 Bone-Tipped Spears (all equipped by hunters)
>5 Nets (all equipped by hunters)
>Stone Axes
>1 Chitin Armor
>1 Chitin Shield
>35 wood (15 +5 spring +5 summer +5 fall +5 winter) (+5/turn)

Technologies:
>Stone hammers
>Burrowing
>Blade Crafting Proficiency
>Bone-Tipped Spears
>Fire
>Fur clothes
>Stone Axes
>Weaving
>Chitin Armor
>Chitin Shield
>Carpentry

Facilities:
>Hunting Ground (25 Hunters)
>20 Burrows (5 shelter/burrow)
>Fruit Grove

Professions:
>25 Hunters (2*) (15 spears) (5 Nets)
>25 Builders (1*)
>10 Crafters (2*)
>35 Villagers (25-1-1+8+5-1)

Assignments:
>25 Hunters hunting (+27 food/turn)
>25 Builders idling
>10 Breeders breeding (+5 each spring)
>10 Crafter making fur clothes (+1 fur clothing/turn) (-2 animal hide/turn)
>18 Villagers skinning (10 +8 spring) (+3 animal hide/turn)
>5 Villagers Chopping (+5 wood/turn)
>2 Villagers idling (10 -8 spring)

Status Effects:
>Bad Bones (Roll deduction for bone related actions)
>Panther's Hunting Ground (-1 villager each spring) (I'm assuming that the panther's food consumption mechanic is the same as ours.)

Spring Actions:
>Search the jungle for medicinal plants.
>Search the jungle for anything poisonous.
Summer Actions:
>Train the hunters further.
>Train the builders further.
Fall Actions:
>Train the crafters further.
>Send a villager to explore the south western tile.
Winter Actions:
>Build a wall around the villager.
>Equip a spear & net hunter with chitin armor and shield and order them to hunt down the panther.
>>
>>1075857
>5 out of 8 rolls fail
These bugfolk have been really unlucky so far.
>>
Rolled 51, 1 = 52 (2d100)

>>1075453
Winter 8
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism & Husbandry
Tech: Stone Hammers, Flint-knapping, Fire, Daub Huts(5cap/each), Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Sun-Dried Food(+10/turn), Smoked Food (+20/turn)
Pop: 94(+4%)
Food: 276(78 p/198np) [+26.4/turn; +80/winter]
Wood: 154 (+6)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M Fishtraps(33); Spears(10); Bows (10); Clothing(101)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+12.3 Food), 1 Smokehouse, 22 Daub Huts , Wolf Pack (Friends), 10 Animal Hides
Research: Wolf Taming (1/10)
Assigned Labor (Only change in spring):
10 – Foragers [+5]
20 - Gardeners [+20] (added at end of year)
10 – Hunters [2*] [+9]
6 – Materials Gatherers [+6 Wood]
24 – Crafters (M. fishtraps) [+3]
10 - Trained Weavers [4*] (M. fishtraps) [+1]
9 – Trained Animal Tamers [7*]
5 - Trained Builders [2*] (Passive Shelter Building) [1/turn]

>Have the crafters use the stone knives to clean the animal hides to begin using them for blankets, cloaks, etc.

>Try to make stone chisels again, perhaps modifying the handles of some stone knives will work better.
>>
Rolled 82, 19 = 101 (2d100)

>>1074892
Name: The Remnants
Race: Homunculus
Location: Remaliah
Specialty: Tireless Researchers & Adept Miners
Food: 35(+20)
Population: 66
Technologies:
- Stone Tools
- Fire
- Food Presevation
- Agriculture
- Smelting
Holdings:
-8x Ramshackle House (50)
-Storage Warehouse (20)
-Water Well
-2x Farms
-2* Iron Mine
Equipment:
-Stone Tools
-??? Book

Manpower Split
10 Admin (1*)
10 Farmers
26 Researchers
10 Miners
10 Security


>Action 1: Research Iron Tools
>Action 2: Train Administrators
>>
>>1076987
>>1075453
Also should I be tracking amounts of stuff I get from mines?
>>
New Thread
>>1077229
>>1077229
>>1077229

>>1076989
Yes.
Your 10 Miners will get 4 Iron a turn.
Thread posts: 460
Thread images: 21


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.