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Fantasy Civs

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Thread replies: 602
Thread images: 83

File: gamemap.png (2MB, 1194x1198px) Image search: [Google]
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Ok /qst/, lets do this.

Rules:
>Everyone get to pick a civ
>Everyone chooses a starting area on map, capital city, other city. Also population distribution is decided by player (Capital city must always have most pop)
>Two 'development' actions along with one regular action
>Development actions can develop magic, tech, or culture
>Regular actions are limited only by the people in your civ. You can use them to build, explore, fight, etc.
>civs start with 1000 guys,
>civ population will rise to food production (not immediately)
>food production starts @ 1000
>once a civ is picked, give names for civ, cities, culture, and who populates it. Just a sort of intro to the civ and what kind of culture it has. As a point of reference, progress is around Bronze Age tech, and you can have whatever knowledge is included there.

Magic:
>although its fantasy, all races will start with no magical abilities.
>magic has a price. Every research into magic you must sacrifice something (population, food, land, water, etc.). Amount that you sacrifice determines how powerful the magic will be. Eg. I sacrifice 20 people to learn fire magic, I can heat things up with touch. I sacrifice 2000 people to learn fire magic, I can shoot jets from my palms.
>every 'magic unit' will require a similar sacrifice, but of a much smaller scale. You will essentially need to purchase the research with a large sacrifice, and every magical unit with smaller units of that sacrifice.
>>
>>1569721
I will only take in 7 players, if it wasnt clear by the map.
>>
>>1569721
Hey dude this still up? I want in
>>
>>1569721
What civ races are available?
>>
>>1570083
>>1570098

Preemptively picking my spot out. The gold dot is my capital and the white are small towns/villages
>>
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>>1570116
>>
>>1570119
Fucking hell. Posted the wrong picture
>>
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>>1570124
The gold dot is my capital and the white ones are towns
>>
>>1570119
nice gf senpai
>>
can I take number seven about southwest with the large desert

also is a hivemind up for grabs? or no?
>>
>>1570154
Yep. She's a sweetheart who cooks
>>
>>1570154
>>1570174

I think op is kill
>>
>>1570184
possibly, unless you want to start it up. I think the thread might follow it into oblivion
>>
>>1570119
kek
>>1570098
go wild with the races. You can just be simple and choose humans if you want.
>>
>>1570174
you can hivemind
>>
>>1570202
he is not kill, TIME TO HIVE
>>
>>1570207
[hive intro coming up]
>>
the hive are a race of humanoid insects whom stand at roughly 7 feet average, and are all connected through a mental connection to the queen, whom can birth new children at an exponential rate. the children often take a week to be born and grow to full size from a first layed egg. this gives them a very high birth rate and almost no self preservation.
they often construct large hives out of stone and occasionally spare chitin. the hive focuses upon technology and adaptability, the only culture around the hive is "mother says, we do"

very poor thinkers.

they make their throne hive where the queen is, deep underground in the centre of the desert, with only a 29 meter high stone entrance as a way in or out.

[do I need to edit this?]
>>
>Race-Elves
>Capital-Sverlfan (pop 650)
>Villages- Random unnamed hamlets (50 pop each)
>Culture- led by a priest-King who leads the Worshipping of the Sun and moon. they always search for new lands to claim for their people.

Fierce and territorial they are masters with bow and spear, using the rivers near their homes to launch boats to explore and hunt and fish for the creatures of the ocean. They also hunt the plentiful game of the plains and forests near their cities.

They seek recompense for any slight the with blood of the offender. Every male and female is a skilled hunter and warrior.

>dis gud op
>>
>>1570235
Well population growth needs to be the same as everybody else, but we can say that your home of residence is hostile enough to justify your rapid growth rate. Also, pick a territory and distribute your population to what towns you want!
>>1570133
Distribute your 1000 people to each town, your capital must have the most!
>>
>>1570246
>>1570235
[okay change what you will OP, I just need to go to sleep. I will wake in about 12 hours]

use these as my actions if you need them
develop technology: spears.
develop technology: fortifications
action: explore for materials

[night sorry I have to tap out so early]

>>1570246
the population is all in the center of the desert of 7. ill see if I can draw it
>>
>>1570242
Looks good to me!
>>
>>1570246

I did. Each small village has about 50 people while the Capital (and only real city) has about 650
>>
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sorry cant draw it, just that black spiral thing in the desert near the plains. think that's my hive

[shit wrong pic]
>>
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>>1570255
>>1570251
updated map, 5 slots left, I think I'll start when we have at least 4 total players
>>
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>>1570267
>>1570274
>>
COME ONNNNN 2 MORE ANONS
>>
>>1569721
Do you still have room
>>
>>1570357
Yeah we've got 5 more spaces
>>
>>1569721
>Race-Humans
>Capital- Italia (pop 650)
>Port Towns- Random unnamed villages (50 pop each)
>Culture- believe the idea of peace through prosperity. A strong upper class of traders with a merchant prince as the elected leader.

Mostly traders in exotic goods, their society see wealth as greater social status then your family name or strength in arms. The mostly work with land caravans but hope to trade using boats

I'll take number 3
>>
What?
>>
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>Hobgoblins
>Capital- Stone Crown 500
>Village - Twin Rivers 250
>Village - Forester's Eye
>Hobgoblins are an industrial people. From their seat in the mountains they mine up resources to experiment. Internal trade is growing stale, so this wish to find others to exchange with and grow their knowledge base.

Blacksmiths and Engineers make up the majority of their people. Though most everyone in Forester's Eyes is a capable with an Axe.
>>
>>1570382
Should add Forester's Eye is also 250
>>
>>1570385
Should also add what part of the map you want.
>>
>>1570385
Nevermind. I'm an idiot
>>
>>1569721
The Golems

Capital- 1 population 600
Village- 2 population 200
Village- 3 population 200

A race of autonomous clay folk that are born of msgic, but their creators died lomg ago.
>>
>>1569721
Hey Op, nice map, what software did you use?
>>
>>1570400
I will take 5
>>
Race-Humans
Capital-Remas (Population 700)
Towns-3 different settlements with 100 people each
Culture- There lays a culture in Reman society where people respect the warriors who protect or help their farms when need be. I suppose they could described as nation that more or less wants to be left alone but will take unjust aggrievances as great insult and one that is worthy of retaliation.

I'll have my location be set in 2.
>>
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Claiming #4.

>Ralia
>Race - Dryads
>Capital - Estrallander (pop 750)
>Villages - Grovespring (pop 150), Seedbrook (pop 100)
>Culture - Peaceful and fond of beautiful things, the Dryads of Ralia tend to gardens, orchards and vineyards along the bountiful rivers of their domain. With an eye for entertainment and a penchant for luxury, they craft living wood into tools and items they use in their day to day life. Ruled by a benevolent but mysterious Countess, they keep largely to themselves, shying away from the other nations.
>>
>>1570274
Still with us OP?
>>
so already claimed:

> Elves - 1
> Hive - 7

New players:
>>1570370
> Italia - 3
>>1570382
> Hobgoblins - 6
>>1570400
> Golems - 5
>>1570415
> Humans - 2
>>1570426
> Dryads - 4

I think we're full folks, sorry! I will post next turn with an updated map
>>
>>1570444
You better kill those fucking humans and checked.
>>
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Here are the locations of my settlements if it's not too late.
>>
Ok, Im starting the map now, if everyone knows their turn, they can reply to me here so I can see it better. Remember, you have 2 development moves and as many actions as restricted by your treasury. For convenience, everyone has 1000 gold. Here are the actions you can do:

> Build Settlement (500 gold)
> Build Building (Barracks, Market, Mine, Temple, Watchtower, etc.) (250 gold)
> Explore (variable)
> Build road (variable)
>>
>>1570492
Develop: Greenweave magic to work living wood into new shapes for use in construction/housing/tool making
Develop: Boat technology to make travelling between settlements easier
Action: Explore the area where the two rivers meet for resources.
>>
>>1570492
Build a Port at the River junction at Sverlfan. (-250)
Build a Barracks (-250)
Explore our territory. What all do we have in our borders.>>1570507
>>
>>1570492
Build roads connecting all settlements,
Develop Tech (x2)
>>
>>1570507
Hit post before I typed out. You need to sacrifice something to research magic
>>
>>1570518
All of my settlements
>>
>>1570518
>>1570526
Tech wise, try to learn how to smelt iron. sorry for multiple posts, I'm not good at this
>>
>>1570492
Build a port/docks at Remas
Construct a market at Amnia
>>
>>1570492
Changing my actions.
>Market in Twin Rivers
>Mine in Stone Crown
>Develop channels to get water to towns
>Develop a written word on stone tablets
>Explore our land for strong beast
>>
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Here is the map. Some friendly reminders.

> Specify your development with what you want to develop. New tech? New magic? What kind of tech/magic?
> Magic requires sacrifice, so specify what you are willing to sacrifice. For this turn, assume it will be people or gold until I post and clarify what resources you have available to sacrifice.
>>
>>1570507
I'll sacrifice 150 resources/food units for this magic.
>>
>>1570538
>>1570540
Woops, I should've hit refresh before posting. I'll sacrifice 250 gold then. I want this to be good magic that can serve as foundation for my people going forward.
>>
>>1570538
I shall add on >>1570537
and sacrifice 250 gold for Geomancy
>>
ITALIANS

> Italia: 650
> 7 Towns: 350
> Food: 1000
> Treasury: 200
> Notable Techs: Smelting
> Resources: None
> Notable Magicka: None
> Military Units: None

The humans start to build roads connecting all settlements, spending 800 gold. Some villages learn the art of smelting iron is an efficient manner. Smithies cannot operate without resource, however, and the lack of a mine stagnates their production.
>>
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RALIA

> Estrellander: 750
> 2 Towns: 250
> Food: 1000
> Treasury: 800
> Notable Techs: Barges
> Resources: None
> Notable Magicka: Greenweaving (I)
> Military Units: None

Dryads spend time exploring the riverside. They find a thorny, black mess of deadwood and feel an ominous presence. Corrupted woodland spirits congregate here, but your scouts know it is time to leave. While it is a small area and grows slowly, if not dealt with sooner or later it will threaten Ralia.

A fine sum of gold is sacrificed to study how to weave wood into usable items. The extent of their Greenweaving magic is limited to creating small items such as beautiful furniture and small arms such as bows and spears.
>>
>>1570611
QM put on a fucking trip and name you fuck.
>>
>>1570611
You probably should get a name and tripcode of you're going to DM
>>
Didnt notice we started. Fuck.
>>
>>1570648
You still have time while OP types up some stuff. And now we know road cost
>>
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Rolled 6 (1d10)

HOBGOBLINS

> Stone Crown: 500
> 2 Towns: 500
> Food: 1100
> Treasury: 0 (+35 per day)
> Notable Techs: Runes,
> Resources: Gold Ore
> Notable Magicka: Geomancy (I)
> Military Units: None

The hobgoblins build a market and mine, increasing their treasury income and giving access to gold ore. They learn to create a written language into stone tablets. They sacrifice money to develop geomancy, for now limited in eroding ores and rocks faster. Indirectly, this lends itself nicely in ore purification.

Finally, they will explore the land for a strong beast. They succeed if the roll beats a 7.
>>
>>1570492
Action: Build a mine at the gray area of the map. We will need materials

Develop:Begin boat crafting tech that can support heacmvy golem bodies.

Develop: Begin working on projectile weapons that can be constructed into the arms, fire stone bolts from the wrist.
>>
>>1570657
Were the channels too advanced?
>>
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ELVES:

> Sverelfan: 650
> 7 Towns: 350
> Food: 1000
> Treasury: 500
> Notable Techs: None
> Resources: None
> Notable Magicka: None
> Military Units: 100 soldiers

The elves build a port at the river junction of Sverlfan. They are now able to construct naval units and trade/explore on the sea. Their barrack training fruits one hundred gallant fighters, experienced in the bow and spear. Unlike their brother fighters, they are focused on hunting those who deem harm on elfkind.

They explore their territory. They find the grasslands largely vacant and free, perfect for farming. The western dustlands have some forts of devious elves who live outside the jurisdiction of Sverelfan and its territories. They cause little trouble now, but may soon cause trouble in the future
>>
>>1570715
I spend 250 gold to build more farms, grains, fruits and small animals (Goats,sheep)
I spend another 250g to build mines in the copper and iron rich hills near the city of Sverlfan
I also elect to Send a military expedition to the separatist elves to show our strength and offer them a place among us.
I send a expedition of hunters to search the grasslands and forests for suitable mounts (Looking for Direwolves/Giant lizards, Etc)
>>
>>1570744
>Doing actions already
>>
REMAS

> Remas: 700
> 3 Towns: 300
> Food: 1000
> Treasury: 500 (+25 per turn)
> Notable Techs: None
> Resources: None
> Notable Magicka: None
> Military Units: None

The Humans of Remas build a market and docks. They are able to build ship units and have an treasury income as a result.

>>1570691
Sorry, you do have the channels built. I'll update it in the map once I get everybody.
>>
>>1570750
I like to keep on top of things
>>
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GOLEM:

> Capital: 600
> 2 Towns: 400
> Stone: 1100
> Treasury: 750
> Notable Techs: Barges, Bolt-launcher
> Resources: Stone
> Notable Magicka: None
> Military Units: None

Golems begin by constructing a mine. As they don't need food, the stone from the mine serves as a good resource for them to create more of themselves.

Golems learn the right number of logs tied together can keep their large bodies safe from the wet and soggy sea.

A clever golem develops a bolt launcher that can be attached to the wrist. The only trouble is the loading time and the absence of a bolt container.
>>
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>>1570251

HIVE

> Capital: 1000
> Food: 950
> Treasury: 1000
> Notable Techs: Spears, Fortifications
> Resources: None
> Notable Magicka: None
> Military Units: None

The hive begin buzzing about, assembling together burnt and shriveled wooden pieces and capping it with flint spearheads to create a new weapon.

As the hive is all concentrated in one location, they will do whatever it takes to protect their nest. They have assembled crude fortifications around the nest using wood and tough sand.

Exploring their immediate surroundings, they are attacked by robed wanderers, leading large waterbacked horses. The desert is not empty as they had feared. The Hive will remember those who attack, and will never forget.
>>
That is all the moves for today, or at least until hiveanon returns, you can link your next turn here.
>>
>>1570841
>>1570744
So thread is kill until buggy returns or are we just assuming buggy is farting up and continue business as usual with a agreement to not bother buggy
>>
>>1570854
*Forting up.

Not farting. Polite buggo does not fart
>>
>>1570841
>Develop a system of pulleys to aid in construction and future endeavors
>Develop a simple to use ranged weapon from the pulley system, Crossbows
>Have those that know Geomancy help speed up gold production
>Explore borders in general
>>
> Italia: 650
> 7 Towns: 350
> Food: 1000
> Treasury: 200
> Notable Techs: Smelting
> Resources: None
> Notable Magicka: None
> Military Units: None

Promise the poor food and housing if they build a trade port to the north. (Using food to offset the gold price)
Development: Boats.
Development(2): Toll roads, tariffs and taxes
>>
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>>1570841
Develop: They begin to build carts for them to pull. It helps speed up construction and stone collecting efforts
Develop: They hollow out a piece of their arms and create a loading cylander for bolts and a barrel for the bolt to exit the wrist.

Action: They build a market where they offer stone masonry services and trinkets.

Action: Build Port (settlement 4). Move 50 golems there. Pic related
>>
>>1570841
Build: A mine west of Estrallander (250)
Build: A dock at the rivermouth near Estrallander (250)

Action: Explore the extent of our territory to catalog what is available to us.
Develop: TECH - Irrigation for our crops
Develop: TECH - Bows and arrows.

Dryads don't eat meat, but the corruption they found is unsettling. Being able to defend ourselves is a must.
>>
>>1570841
Build a market in the city Remas itself
Construct vessels at the city of Remas

Use the new vessels to sail east of the lake and see if the Italians are open to trade with us Remans.
>>
>>1570881
Sure, just pay tariffs. I need to get income so I'm not super poor.
>>
>>1570888
That sounds agreeable.
>>
I'll put out the offer for gold if anyone wants some. Perhaps it will have some magical ability or aid the golems.
>>
>>1570914
I'll take some gold
>>
>>1570841
>>1570744
These are my actions.
>>
>>1570935
What are you offering?
>>
>>1570939
Food, I would imagine that it's hard to farm the mountains
>>
>>1570943
Convince the Elves or Dryads to let you through their land to ours and we can do an even trade of gold and food.
>>
>>1570939
>>1570943
Wouldn't it be hard or even impossible for you two to trade with each other. There's another country in the way and at least me and Italia are connected by rivers and lakes.
>>
>>1570954
Yes I noticed that too. Explorers would be the only feasible way, but I doubt it would be efficient. Guess my offer may not work for the humans.
>>
>>1570956
Peaceful travel through elf-lands is allowed as long as the Travelers don't harm elven citizens or break our laws.
>>
>>1570951
I would be willing to allow traders through Dryad territory in exchange for a toll of gold. Like 5 to 10%.
>>
>>1570969
What laws are that? Have them written anywhere? :^]
>>
>>1570972
DON'T BE A DICK. DON'T OFFEND ANYBODY. THEY WILL SKULLFUCK YOU WITH A ARROW FOR LOOKING AT THEM SIDEWAYS.
>>
>>1570974
I'll put it in the runes.
>>
>>1570974
I like the elve's deal better. I'll also trade there too. Creating a trade route from italia to the hobgoblin homelands.
>>
>all these lite-builders

makes me happy inside to see this. Next time I'll get in on the ground floor
>>
I think it would be a good idea if each civ had a basic amount of income from the get go. I myself am only making 25 per turn from the introduction of a market worth 250. I feel like the basic income should be like 100 or 200 from the local economy.
>>
>>1571153
Yeah, I'm not sure what we are suppose to do if I'm the richest and getting 35 a turn when buildings are 250.
>>
>>1571153
Are you saying that because a civ might hypothetically not have the funds to buy a market and gain an income at all? Or some other reason?
>>
>>1571153
And food and population growth
>>
>>1571216
To be fair only one food action has been completed so far.
>>
I also feel like increasing the production of some facilities wouldn't be bad. Something like increase the production of markets from 25 to 50 and mines from 10 to 35. Also maybe give docks an economic bonus with like 25 per round. These can all be increased by upgrading the buildings which would cost money.
>>
>>1571216
>civ population will rise to food production (not immediately)
>>1571153
>>1571255
I appreciate feedback, but some of your ideas are already in the game, I just haven't introduced them yet as it wasn't the right time (nobody had buildings to upgrade yet, or units to build yet.)

Here is an updated menu as per recent civ discoveries.

> Build Settlement (500 gold)
> Build Building (Barracks, Market, Mine, Temple, Watchtower, etc.) (250 gold)
> Explore (free)
> Build military unit (50 gold)
> Upgrade Building (50 gold per upgrade)
> Build road (variable)

Specify what your military units are armed with as well.
>>
>>1571315
Is a unit a single troop or a small group?
>>
>>1571335
group

number depends on who you train. should be equal for the most part, except for possibly the golems.
>>
>>1571349
Yeah the Golems should possibly be cheaper to create a military unit (just modifying a normal golem) but lower unit counts
>>
>>1571315
>rules are becoming more developed

yesss
>>
>>1570984
I don't think trade routes will be highly effective until we have beast of burden to carry wagons.
>>
>>1571315
That's good to know. Although what about basic income? Building it from the ground up seems like it would take forever.
>>
>>1571547
I dont see a problem with it personally
>>
>>1570841
action develop tech: ranged weaponry
action develop tech: increase fortifications
action: send a few bugs towards the strange green shore in the distance
>>
I only have 1 item on preorder but the game says I'm maxed out when I try to preorder something else. Are you only allowed 1 preorder at a time?
>>
>>1571600
What if someone spends all their money without a market?
>>
KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 200 (+65 per turn)
> Notable Techs: Smelting, Barges, Taxation
> Resources: None
> Notable Magicka: None
> Military Units: None

Italians create barges to move their river goods, along with creating a form of tariffs to promote internal trade. Their income has increased as a result of both techs.

Food is traded for building a port town in the north. Italians will need to accrue more food if they want their population to exceed 1000.

> Remas: 700
> 3 Towns: 300
> Food: 1000
> Treasury: 525 (+65 per turn)
> Notable Techs: None
> Resources: None
> Notable Magicka: None
> Military Units: None
> Other Units: 10 Dugout Rafts

Remas builds a market and boat units in Remas itself. Their primitive boatmaking knowledge has led them to create boats made from carved trees attached to a wooden platform, where the platform is supported by two of the canoes on either side, and cargo/ is held on the platform. These boats are used to navigate in the calm waters inside, primarily for trading.

Both kingdoms of men use their shared lake and river to trade, increasing commerce of both nations.
>>
>>1570870
GOLEM

> Capital: 565
> 3 Towns: 465
> Stone: 1200
> Treasury: 0 (+35 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Carts
> Resources: Stone, Gold
> Notable Magicka: None
> Military Units: None
> Other Units: 50 Carts

The golems create a market to trade various stone trinkets and masonry services. Some of the finest pieces of stonework form the continent come from these golems. A market is also built, starting the Golem income and emptying the treasury.

The mine strikes gold. Supported by the invention of carts, treasury income increases rapidly. The carts also increase the stone stockpile, and it will continue to increase until capacity is reached.

A port is built, where 50 golems are moved from the Capital. The waves are alive and choppy. Its unadvised to sail the barges down these waters.
>>
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>>1571720
HIVE

> Capital: 1000
> Food: 950
> Treasury: 1000
> Notable Techs: Spears, Walls, Spiky Barriers, Bows
> Resources: None
> Notable Magicka: None
> Military Units: None

Some Hive soldiers discover the merits of using flexible bark wrapped in plucky twine to launch projectiles far. They are able to build archer units now.

Fortifications are improved by including spiky wooden barriers between the outside and the hard sand and wood wall. Their defenses rival the rest of the continent

Bugs are sent towards the green shore. They find a settlement of wild creatures, twenty giants standing ten feet tall with scant clothing and giant clubs. They are peaceful, but prefer maintaining independence. They also have a healthy stockpile of treasure. What will you do?

> Plan to attack them
> Offer a trade
> Walk away
>>
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Rolled 33 (1d100)

>>1570744
ELVES

> Sverelfan: 665
> 7 Towns: 365
> Food: 1350
> Treasury: 0 (+15 per day)
> Notable Techs: None
> Resources: Gold, Iron
> Notable Magicka: None
> Military Units: 100 soldiers

Elves build a mine, striking iron and gold. Their income grows steadily.

The increase in the food stockpile is a result of the farms being built in the country side, in all the small hamlets.

A military expedition is sent to negotiate with the separatist elves, and across the grasslands to look for beasts of burden. They need to beat a 7 to be successful in both scenarios
>>
Rolled 8 (1d10)

>>1572138
wrong dice
>>
Rolled 2 (1d10)

>>1572141
The elves are successful in negotiating with the separatists. They agree to not cause trouble, but maintain their independence.

Rolling for the animal encounter
>>
>>1572143
Elves cannot find a suitable beast of burden within their grasslands and forests. They must look elsewhere.
>>
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HOBGOBLINS

> Stone Crown: 510
> 2 Towns: 515
> Food: 1100
> Treasury: 35 (+50 per day)
> Notable Techs: Runes,
> Resources: Gold Ore, Pulleys, Crossbow
> Notable Magicka: Geomancy (I)
> Military Units: None

The hobgoblins select some more adept at magic to help add funds to their treasury by distilling more gold from ore.

Some clever hobgoblins use their knowledge of simple ropes and wheels to create pulleys, allowing them to speed the rate of construction. These pulleys are used in a new weapon that can launch large bolts faster, but take a while to load.

The borders are navigated around. Hobgoblins find a tribe of redskinned orcs. They are led by a shaman who foresaw your arrival. He tells you that the destiny of your tribe and theirs will end in either conquest or genocide. The orcs hold this faith strong and attack your scouts. You fear which prophecy may come true.
>>
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DRYADS

> Estrellander: 750
> 2 Towns: 250
> Food: 1300
> Treasury: 300 (+15 per day)
> Notable Techs: Barges
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Bow
> Military Units: None

The Countess orders a mine to be built, allowing access to a healthy income of gold, as well as a source for iron.

She helps increase the food stockpile by learning of the effects of water on crop health. They irrigate in all the cities.

After the uneasiness of the forest was reported by the scouts, the Countess greenweaves a large and intricately designed weapon that can shoot fast and thin projectiles. The Dryads can now train archer units.

More scouts wander the area. At the lake, to the south of Estrellander, they find beautiful water spirits who are called the Naiads. They are shy and peaceful, and never leave their lake grounds. You find the site is a nexus of magicka, and researching near the shore may greatly improve your magical research. However, it would also mean having to deal with the Naiads somehow.

Turn 2 is over, now Turn 3 begins!
>>
>>1572162
>Develop basic sailing ships for either Trade of Fishing for food
>Develop armor and shielding of bronze
>Locate Iron and have Geomancers melt it down instead of focusing on gold
>Search for beast of burden
>>
>>1572162
Action: The Countess sends a delegation to negotiate with the Naiads, along with a gift of 150 food units. She would like to establish peaceful, constructive interactions with the Naiads and secure access to the lake, offering the water nymphs protection (and telling them about the corruption they previously found).
Develop: TECH - Plows to make working the fields easier.
Develop: CULTURE - Written language that the Dryads enchant into wood for records etc.
>>
>>1572117
action: attempt to speak with these beings
development tech: make armour for our bugs
development tech: make booby traps
>>
>>1572162
Develop: Learn to build more golems
Develop: Come together and learn earth manipulation magic to make the mines sturdier and potential to enhance building methods.

Action: Explore the southern beaches
Action: Explore northern border
>>
>>1572230
You must choose a resource/population to sacrifice to study magic
>>
>>1572227
this is me btw I lost the name
>>
>>1572138
The Elves of Sverlfan send a small fleet of ships down the river and up the northern coasts. Perhaps they will find partners for trade or enemies for conquest. (Explore)

The Priest-King of the Elves decrees that every young elf man and elf-woman must serve as defenders of the realm if they are called upon (Develop Draft and Martial Theocracy)

The finest hunters and Trappers of the Elves again set out, searching far and wide for suitable mounts (2nd times the charm right? )
>>
>>1572162
>> Italia: 650
>> 8 Towns: 350
>> Food: 500
>> Treasury: 200 (+65 per turn)
>> Notable Techs: Smelting, Barges, Taxation
>> Resources: None
>> Notable Magicka: None
>> Military Units: None

Action: begin sending barges and caravans along the route negotiated with the other powers to get gold, iron and food.
Development (x2): Try to find beast of burden and mounts for trade and warfare.
>>
>>1572230
>>1572232
We sacrifice the stone we mine.
>>
>>1572162
Construct a mine in Alte
Build farms around the city of Remas

Explore the country west of Segesta
>>
So with the nations on the trade route, I have a deal. We each build a road in our lands connecting to the roads built by the others. Creating a massive road that will allow the easy flow of goods to our great nations. It also allows us to make more money from tariffs. Please consider this deal and let me know if you are interested. (The route goes through italia, rema, elves and hobgob territory)
>>
>>1572264
If the others join the deal I will too.
>>
>>1572264
Yeah I'm in. Ill sacrifice some food to offset the cost next turn
>>
>>1572264
I can support this deal although I think the geography is something to consider. There are either mountains or large stretches of land inbetween Alte and the nearest Elven village. The areas inbetween could be treacherous, full of bandits and stuff of the sorts.
>>
>>1572344
Of course I will let you decide how to deal with this, considering it's your land.
>>
>>1572197
> Estrellander: 780
> 2 Towns: 280
> Food: 1400
> Treasury: 315 (+15 per day)
> Notable Techs: Barges, Plows, Wooden Tablets
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Bow
> Military Units: None

The dryads asks permission to access the lake, offering a gift of food to show their peaceful intents. The Naiads graciously accept them and the offer of lake protection, on the condition that no dryad take water or enter the lake themselves.

The Countess helps greenweave a new tool; the plow.

A script is created to be written into wooden tablets to record ingormation
>>
Rolled 5 (1d10)

>>1572186
> Stone Crown: 525
> 2 Towns: 530
> Food: 1200
> Treasury: 85 (+35 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Sailing Boat, Bronze Armor
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Geomancy (I)
> Military Units: None
> Other Units: 50 Sailing Boats

Hobgoblins create small sailing boats intended to cut through the tides. They cannot hold a crew larger than three per boat. The cargo hold is too small to carry large goods, so it is used mostly for fishing.

Discoveries from a certain blacksmith results in a smooth sheet of bronze armor. They are able to mass produce these if they strike a copper vein in the mines.

Iron is found in the mines and is being worked on by the Geomancers.

Scouts look for a beast of burden.
>>
>>1572507
The hobgoblins cannot find an animal large or strong enough to support their intentions.
>>
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Rolled 10 (1d10)

ELVES

> Sverelfan: 680
> 7 Towns: 380
> Food: 1350
> Treasury: 15 (+15 per day)
> Notable Techs: Martial Theocracy, Draft
> Resources: Gold, Iron
> Notable Magicka: None
> Military Units: 100 soldiers

Elves follow the rivers and coasts. They find the town of Twin Rivers. They also find a series of Naga nests. They are nasty creatures, but territorial, so don't bother you as your scouts naviagte around them. You can interact with them as you please.

The elven government declares that if called upon, every young elf man and woman must fight. You may recruit 30% of your population, but only in times of war.

Scouts are sent one final time, sweeping the entire forest. If they can't find beasts this time, they probably aren't there.
>>
>>1572519
Elves find silver stags. A large herd is brought into the capital.
>>
>>1572227
HIVE

> Capital: 1000
> Food: 975
> Treasury: 1000
> Notable Techs: Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps
> Resources: None
> Notable Magicka: None
> Military Units: None

Hive learn how to create simple traps and armor from their brother drone carcasses.

The giants take a long time to dialogue with, primarily due to their speech patterns. They desire man-meat. They are willing to negotiate and even ally if given a gift of human, elf, or hobgoblin prisoners.
>>
>>1572531
"this is acceptable brother giants"

action: build 2 mines
action tech: better melee weapons
action tech: shields
>>
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>>1572230
GOLEM

> Capital: 565
> 3 Towns: 465
> Stone: 100
> Treasury: 35 (+35 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Carts, Golemancy
> Resources: Stone, Gold
> Notable Magicka: Geomancy (II)
> Military Units: None
> Other Units: 50 Carts

Golems sacrifice all their stone to learn the secrets of geomancy. They are able to not only distill stones (Tier I), but can carve stone and earth into their desired shapes, given a proper sacrifice (Tier II).

Golems already know how to create more golems with clay. They learn how to use the ritual to create golems of various sizes and different materials.
>>
Rolled 7 (1d10)

ITALIANS

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 265 (+65 per turn)
> Notable Techs: Smelting, Barges, Taxation
> Resources: None
> Notable Magicka: None
> Military Units: None

Barges are able to traverse the river down to the Dryads lands. If they wish, the Italians can engage in trade with the Countess.

The Italians already have a route with the Remans. They will need to discuss with the Remans if they wish to travel through their lands to meet the Elves.

Scouts look for a beast of burden.
>>
>>1572555
They find a herd of donkeys, which are quickly led back to the capital.
>>
>>1572555
The discussion have been made already, hence the trade path that goes through the Rema land to the elves. I'll allow my merchants to trade with the dryads for their requested tariffs.
>>
>>1572519
Can we get a updated map op?
>>
[btw I apologise in advance to you in advance hobgoblins, I don't want to do this but I must. if not in peace then in force]
>>
>>1572586
You really don't have to. But if you want Giants over us then you can burn
>>
>>1572586
>no choice
>was given 4 options

You coulda fought them.
>>
>>1572575
What kind of ore do I have from the mine?
>>
Op, i did make a scouting action. Did i mess something up?
>>
>>1572572
Action: The Dryads search their lands for beasts they can domesticate.
Develop: TECH - Fertilizer, using compost or fish from the rivers
Develop: MAGIC - Purification magic to cleanse the corrupted lands, researched at the Naiad lake. The Countess sacrifices 15 Dryads to pursue this noble cause at any cost.

Build: A market at Grovespring where Italians can come to trade.
>>
I'll open up a defensive pact to any of the other races against the bugs should they attack. The Hobgoblins may not have much now, but we will owe you in the future. They may not target the Golems or Dryads yet, but who knows about the future?
>>
>>1572604
I'll sign on to protect my mercantile interests in the hobgoblin land. I refuse to hand over my citizens to the swarm.
>>
REMANS

> Remas: 700
> 3 Towns: 300
> Food: 1100
> Treasury: 590 (+80 per turn)
> Notable Techs: None
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: None
> Other Units: 10 Dugout Rafts

A mine is constructed in Alte, and farms are built around Remas. The newly found vein of silver will fetch a good price at the market

The country is explored west of Segesta. They find a village of peaceful halfling farmers. Some appear to have a clear understanding of magic. They may be interacted with if the Remans choose to interact.
>>
>>1572604
Give some Iron and Ill let you borrow Iron golems we make from it.
>>
>>1572600
Golems scout the southern beaches. They find magicians with the facial features of fish. They call themselves the Finfolk. You may interact with them however you please.

To the north, the golems find Stone Crown. They can interact with the hobgoblins now.
>>
>>1572604
Sverlefan stands with you. The swarm will find no easy prey here
>>
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I think this is right. I will include the trade road action next turn.

Turn 4 starts here!
>>
>>1572588
>>1572595
let re-state myself, without kowing anything but your names and what your wanted by my new allies, I MUST from the queens view take these "prey" to give to my allies.
if we were to find otherwise, eh who knows.

and besides I'm trying not to meta game

>>1572620
>>1572610
>>1572607
we shall see anons, we shall see
>>
>>1572626
The route also goes to the hobgobs, it's the main reason why I joined the pact.
>>
>>1572626

my turn is here>>1572536
but change shields to camoflage
>>
>>1572626
>Develop burning substance using a mixture of fish oil and animal fat.
>Develop Iron armor
>Unit of Crossbowmen in Forester's Eye with the new iron armor for 50 treasury
>Offer the orcs 145 food. If we die it can be together against a common foe
>>
>>1572627
Oh
>>1572633
Ye. Im asking for a 1 time trade. Not a forever deal. Give me 1 turn worth of iron and Ill make as many golems as I can. They fight for you. After conflict is over we take them back.
>>
>>1572638
While we have common ground in love of the earth, I don't think I can swing that right now.
>>
I kind of don't like the old thing I had going. If it's okay, have the king thing step down and be replaced with a Republican thing

>>1572626
Build a market in Alte
Develop Iron swords
Develop better watercraft
Search for horses that are worthy of riding

Also the Italians are free to trade and travel in my lands.
>>
again I need sleep, one of the only down sides of being british, any who ill take a look in the morning.

my next move is here
tech: better weapons
tech: flight [if not mounts]
action try to find some of these "man meat" in the further green shores, [I hope I find the orcs. I really do]
>>
>>1572648
Brother, the bugs wish to feed us to their gaint masters. I beg of you, please join the defensive pact against the bugs. So that our children can live in peace knowning that we did not surrender our own.
>>
How the fuck do you know about me? realy? I have not even shown up yet?
>>
>>1572659
this pact is just between people along the trade route, to guarantee that the trade will flow no matter what. It's just a defensive pact to make sure that the route remains unbroken.
>>
>>1572519
The elven craftsmen begin shaping iron into their spears and arrowheads (Develop iron weapons)

The Silver stags are Majestic beasts, they shall serve as fine mounts for our scouts (25 of my Elven soldiers are now mounted Rangers)

The Elves sacrifice 500 units of food to Research Flame Magic.

End turn
>>
>>1572663

okay I'm calm now, still "brother the bugs wish to feed us to giants"?
right night night, try not to kill the diplomats.
yes they are diplomats shut up, I intend a peaceful solution
>>
>>1572656
I have yet to see any unjust hostilities from these so alleged bugs. As of right now I see no reason to mobilize for war. Also I myself have just started researching iron swords and have no real army to speak of.
>>
>>1572626
>> Italia: 650
>> 8 Towns: 350
>> Food: 500
>> Treasury: 265 (+65 per turn)
>> Notable Techs: Smelting, Barges, Taxation
>> Resources: None
>> Notable Magicka: None
>> Military Units: None
Action: Build an iron mine and use the iron smelting to sell tools and weapons. The people in the pact get a discount.
Development: Make iron armor
Development: learn to make bigger boats
>>
>>1572673
It's a pact between nations along the route. This northen trade route is profitable and to see that all memebers remain unharmed shall increased our profits. it's mainly a deterrent so we can trade in peace
>>
>>1572679
It just doesn't look important right now and I don't see a point in a defensive pact when I don't even have any units to contribute
>>
>>1572687
Allow us free movement through your Territory in exchange for defending you as a member.
>>
>>1572687
They made a deal with the Giants to give them humans to eat. As I said, it's a deterrent. Just like how NATO is also a deterrent for attacking member nations.
>>
>>1572692
We don't know of the bugs exactly for now. But it will also dissuade anyone from stealing from the trade route if they get the guts to do it.
>>
>>1572692
Stories about bugs enslaving people to feed to Giants? That sounds like pure speculation, not worthy of a defensive pact.

>>1572626
I think you forgot the halfling village
>>
>>1572626
Action: explore east

Action: Speak with the fish wizards. They appear to be wise.

Action: They try their new magic on a tree. They create an Ent

Develop: Golems are not varried well in appearance. They craft golden heads for the leaders of the golem towns.
Develop: Pulling carts is mindless. Golems actually have better things to do than that. They create stone rhinos to assist with cart pulling, even if its only a few at the moment.
>>
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Rolled 1 (1d10)

KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 95 (+95 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: None
> Other Units: 10 Smallhull Boats, 100 donkeys

Italians make a mine, and strike iron and silver. The latter shall help fill their coffers nicely.

Crude Italian smithing creates a heavy, clunky iron plate. Their soldiers (when they are ever trained) will have good protection from physical attacks.

The barge is improved by adding a hull underneath. These boats have more storage underneath the platform and can go through tougher waters. At least 20 oarmen are required to pilot it however.

> Remas: 715
> 3 Towns: 315
> Food: 1100
> Treasury: 285 (+110 per turn)
> Notable Techs: Iron Swords, Simple Catamaran
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: None
> Other Units: 10 Simple Catamarans

Remans build another market in Alte.

Swordforging results in a better quality sword. The sword blade is only a little longer than the hilt.

The Remans build on their rafts to create larger versions. The dugouts are traded for sleek hulls. The platform traded for a proper deck. They have made a primitive wooden catamaran.

Remans search for a ridable horse.

Additional income for both nations pours in as a result of further construction of the trade road. Remans spend some money aiding road construction.
>>
>>1572839
Remans cannot find horse herds this turn.
>>
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>>1572721
GOLEMS

> Capital: 565
> 3 Towns: 465
> Stone: 200
> Treasury: 70 (+35 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy
> Resources: Stone, Gold Ore
> Notable Magicka: Geomancy (II)
> Military Units: None
> Other Units: 50 Carts, 50 Stone Rhinos

Golems attempt their Geomancy on a tree. Nothing happens. Except for the tree being uprooted.

A tradition is laid out that the leaders of the golems wear golden heads.

A special kind of golem is crafted to assist in pulling carts. The rhinos are created via golemancy to act like a mindless beast, obedient to the whims of the more intelligent beings.

Golems explore east. They find a strange warmth is coming from underneath the beach sands. Lack of magical knowledge cannot confirm whether it is a magical nexus point, or some sort of resting place for spirits?

The fishmen tell you they have vast magical experience in illusions. They would agree to help on condition that you assist them move into an internal body of water. They tire of the dirty sea, and wish to swim in a large, expansive, and most importantly, still lake.
>>
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HIVE

> Capital: 1000
> Food: 990
> Treasury: 500 (+30 per turn)
> Notable Techs: Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage
> Resources: Iron Ore, Gold Ore,
> Notable Magicka: None
> Military Units: None

The Hive dig deep in their burrows and create two mines. Gold production begins.

The Hive construct flint and wood pieces into gloves that add damage to their strikes.

Some drone scouts bring back a collection of vines. They learn how to knit the vines together to create a practical blanket over themselves. They are hidden in forested areas.
>>
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ELVES

> Sverelfan: 680
> 7 Towns: 380
> Food: 850
> Treasury: 30 (+15 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (I)
> Military Units: 75 soldiers, 25 Mounties

The elves craft intricate spearheads from iron. They attach these onto spears and arrows.

Food is sacrificed in order to learn the secrets of flame magic. The extent of their magic make their fingers look like candles. They can create flames, but they lack the ability to launch the flames away from their body, or make the flame any larger than a grape.
>>
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Rolled 10 (1d10)

HOBGOBLINS

> Stone Crown: 525
> 2 Towns: 545
> Food: 1055
> Treasury: 70 (+35 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Geomancy (I)
> Military Units: 150 Crossbowmen
> Other Units: 50 Sailing Boats

Hobgoblins offer food to the red orcs. They have a chance to ally with these orcs if they beat a 6.

A mixture of fish oil and animal fat is found to have a burning property! They stockpile much of the substance if there was ever a need for it.

The bronze smiths discover how to create similar armor from the more common iron. The newly forged armor is used by trained crossbow units.
>>
>>1572932
The orc shaman can agree that though fate determined their meeting, it could be delayed for cooperation. The orcs ally with you, on the condition that you will war with another faction within three turns. If you do not war by that time, they will be forced to either war with you or each other. Such is the Red Orc Code.
>>
>>1572937
Just a question, about how many orcs are there and what are their weapons like?
>>
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Rolled 2 (1d10)

DRYADS

> Estrellander: 775
> 2 Towns: 290
> Food: 1500
> Treasury: 80 (+40 per day)
> Notable Techs: Barges, Plows, Wooden Tablets, Bow, Fertilizer
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (II)
> Military Units: None

Dryads search the lands for beasts they can domesticate.

They learn how to feed their forest with fish from the river.

A market is built at Grovespring.

The sacrifice of fifteen dryads is well worth it. They learn how to cleanse corruption, or rather, how to remove it. Purification (I) allowed them to stop the growth of corruption, while Purification (II) allowed them to transfer it into a living creature. Though the host that imprisons the corruption will hold the pure evil of it within himself, affecting actions and dispositions, the corruption will be trapped and will cease to spread.

I think its Turn 4 now? Link them here!
>>
>>1572975
Dryads cannot find any beasts in the forest during this turn.
>>
>>1572945
All the minor factions have 750 units, except for the Giants, who number 150. The orcs are equipped with bronze armor and axes
>>
Action: Build more barges
Development: develop boarding techniques
Development: research marines

Also make sure to note that traders and merchants are going to and from the locations I negotiated trade access to. Including Remas, dryads, elves and hobgobs. If not by land then by boat.
>>
>>1573001
> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 95 (+95 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: None
> Other Units: 10 Smallhull Boats, 100 donkeys
Forgot to post this
>>
>>1572975
Construct a road from Amnia to Remas
Construct a road from Segesta to Remas
Look from horses once more
Train a unit of swordsmen
>>
>>1572909
Elves improve their ship building qualities. They focus on long, slender ships with shallow hulls and large sails. Perfect for long voyages with cargo or fish

The Elven Merchants begin taking young men on Caravan rides to the Italians and Hobgoblins as Guards. These extra guards allow larger caravans to be sent at time (Increase trade with Italians and Hobgoblins)

A Envoy is sent to the Isolationist elves, asking if they wish to become a ally. Offer trade and protection

A creative elven Madge is experimenting with his fire magic, using the heat from his fingers to warm the air, making a small feather float on the rising air. A creative young elf, he rapidly begins experimenting with this in other ways (Develop Heat-Based lift)
>>
>>1572975
Develop: They create digging tools of stone and wood.
Develop: They create an artificial lake on the river that branches west next to the Capital. They will be favored neughbors.

Action: Golems inform the fish people of the peculiar sand and invite them to investigate alongside the golems.

Action: They make coin from a portion of gold they mine.
>>
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so final trade map?
>>
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>>1573033
Feesh go here
>>
>>1573014
How about we work together to take down the Naga nest?
>>
>>1572975
Action: Search again for animals that would be useful to domesticate.

Action: Scout to the southern borders of our territory.

Action: Send some of our most talented mages to go cleanse the corruption we previously discovered by transferring it into a single tree. Then use greenweaving to uproot the tree and send it down the river to the ocean. 15 Dryads are sent on this mission.

Develop - CULTURE: Advanced nature skills such as tracking to better understand our surroundings and the creatures we share our land with, also hopefully it will help us find creatures
Develop - TECH: Carts to make trade and agriculture more efficient.
>>
>>1573048
How many troops do you have to offer? These beasts are near our trade route and may threaten passerby? Perhaps they can be reasoned with and even allied. But if they wish harm they shall fall.
>>
>>1573033
Looks good to me.
>>
>>1573055
I would prefer war to keep the Red Orcs satisfied. I have them to offer as I would like to keep the Unit of Crossbows stationed in defense.
>>
>>1573061
The red Orcs will be sufficient. Let beast fight beast.
>>
>>1572975
>Develop better ships to carry more fish and trade goods
>Develop Combat Engineers. They are to dig trenches, build small fortifications, and handle explosives.
>Build a small road to improve trade with the others
>Let the Red Orcs use ships to attack with Elves, have a few Hobgoblin sailors help
>>
>>1572985
Is that 750 soldiers or 750 Population?
>>
>>1573301
Uh oh.

R-R-R-RAPE TROLLS?!?!
>>
File: dryad.jpg (39KB, 590x250px) Image search: [Google]
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Rolled 2 + 1 (1d10 + 1)

DRYADS
> Estrellander: 746
> 2 Towns: 290
> Food: 1550
> Treasury: 135 (+70 per day)
> Notable Techs: Barges, Plows, Wooden Tablets, Bow, Fertilizer
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (II)
> Military Units: None

Dryad mages perform their corruption magic to help transfer the corruption into a single tree. All twenty mages die to give the proper magic for the ritual. The dryads celebrate as the uprooted tree floats off into the sea, believing it will be the last time the corruption will infect these lands.

Clever dryads have a better understanding of tracking down wild animals, and use this skill to hunt for friendlier, domesticatable, animals. A bonus to scouting is added.

Carts are created, affecting both trade and agriculture.

Southern scouts find the foothills of a mountain, and their cave troll inhabitants. The creatures are very virile, and sought to prove it by capturing some of your scouts. All but one scout are imprisoned in the caves, alive, but...disrupted.
>>
>>1573322
They dont find any this turn, they have one more chance to look, otherwise its assumed only wild animals live in these woods.
>>
>>1573099
The Orc thing is in preparations by the way. We don't attack until the Elves do
>>
File: gamemap.png (2MB, 1194x1198px) Image search: [Google]
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Rolled 6 (1d10)

>>1573001
KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 190 (+125 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Italians build more barges, learn how to effectively boardother vessels in open sea, and develop marine units. They start with 50, each of whom man a barge at the moment.

> Remas: 715
> 3 Towns: 315
> Food: 1100
> Treasury: 145 (+140 per turn)
> Notable Techs: Iron Swords, Simple Catamaran
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: 150 Swordsmen
> Other Units: 10 Simple Catamarans

Roads are built in Remas, connecting to the capital, where a swordsmen group is trained.

Horses are sought after once more. It is safe to assume there are none if they fail this time.
>>
>>1573373
The Remans find no horses in their land.
>>
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ELVES

> Sverelfan: 680
> 7 Towns: 380
> Food: 900
> Treasury: 45 (+60 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Longboats, Simple Air Lift
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (I)
> Military Units: 75 soldiers, 25 Mounties

Elves create a type of boat by smoothing out logs into slender canoes, attaching large sails on top. The ships are marveled by their speed, but do not excel in agility. These boats, along with the initiative to carry extra guards in caravan travels, greatly impact income.

The Isolationist Elves reply that they may consider an alliance if they are permitted to practice Corruption Magic in their desert. They give an offer to teach you this magic as well, for the price of sample ent-folk.

An innovative elven magician creates a heat based lift using the accumulation of smoke. These lifts are limited to carrying small cargo, not even able to carry the lithe elves.
>>
I have a question. How exactly does food production work? I'm a bit confused because back when I built farms I thought that would lead to a increase of food per turn similar to markets with money. I didn't miss something did I.
>>
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GOLEM

> Capital: 565
> 3 Towns: 465
> Stone: 300
> Treasury: 105 (+50 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir
> Resources: Stone, Gold Ore
> Notable Magicka: Geomancy (II), Blanket (I)
> Military Units: None
> Other Units: 50 Carts, 50 Stone Rhinos

The golems dig a reservoir for their new fishy friends. They are delighted to swim in fresh, inland water, but are a bit disappointed by the size. For now, they teach you how to disguise still, flat surfaces to look like other surfaces.

They explore the peculiar sand. An eye opens. Then a giant mouth. 2 fishmen and 5 golems are swallowed before the rest of the party escape. They bring back word of some sort of giant creature submerged in the sand--or making up the sand.
>>
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HIVE

> Capital: 1000
> Food: 990
> Treasury: 530 (+30 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Flight
> Resources: Iron Ore, Gold Ore,
> Notable Magicka: None
> Military Units: None

Hivemother studies the properties of the wings attached to her drones, and teaches them the proper ways to utilize their wings whilst fighting. Flying units are unlocked.

With the iron, the Hive are able to manufacture better quality weapons.

The Hive is sent along the coasts to look for the 'man-meat'.

>>1573446
Building a farm increases your capacity of food.

Population naturally grows until it meets food capacity. It stops growing if capacity is equal or less than population.
>>
File: gamemap.png (2MB, 1194x1198px) Image search: [Google]
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HOBGOBLIN

> Stone Crown: 525
> 2 Towns: 545
> Food: 1155
> Treasury: 5 (+65 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Geomancy (I)
> Military Units: 150 Crossbowmen, 150 Combat Engineers
> Other Units: 50 Sailing Boats

Hobgoblins improve their boats to carry more cargo and crew. Now ten hobgoblins can ride the boat, delivering goods faster than ever before.

Combat Engineers are trained, understanding the intricacies of warfare fortifications and explosive handling.

A road is built to improve trade.

Red orcs board ships and are on standby to attack the Nagas. They will engage on the elves say-so. After this turn, they will have two days left before bloodlust tears either the hobgoblins, or themselves, apart.

Turn 5(?) starts now!
>>
>>1573529
Hey op, how much are Military Units?
>>
>>1573538
>> Build Settlement (500 gold)
>> Build Building (Barracks, Market, Mine, Temple, Watchtower, etc.) (250 gold)
>> Explore (free)
>> Build military unit (50 gold)
>> Upgrade Building (50 gold per upgrade)
>> Build road (variable)
>>
>>1573529
Upgrade the market in Remas
Upgrade the market in Alte
Research steel weapons such as spears and swords
Research ships more akin to Mediterranean biremes
>>
>>1573542
> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 190 (+125 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Build a market in Italia
Development: Create caravans and give them to the first government controlled merchant guild. With the goal of spreading trade to all 7 regions of the world.
Development(2): develop range weapons.
>>
Rolled 7 (1d10)

>>1573481
Forgot roll
>>
>>1573410
The Preist-King of the Elves decrees that the mastery of fire magic is paramount. Twenty elven mages give their life in the selfless sacrifice to gain mastery over the flame.

The Innovative elf experiments with using pots of burning, rendered fat to lift large, waxed leather balloons. After attaching them to a longboat to study their lift he realizes he is in fact hovering over the weaves After hours of being stranded inches over the water he figures out the secret to steering the craft back down.
(Basic Airship Developed Perfect for moving small cargo or few passengers across impassable terrain)

After returning from Italia, a enterprising merchant begins crafting a large, box shaped cart with four wheels! Pulled by a pair of docile elks it is filled to the brim with massive amounts of goods!
(Developed wagons. Moving in convoys of of to twenty these will surely spread the goods of Sverlefan to its allies)

The Elven Warriors stand near the border to the Nagas nests. Arrows sit ready at the string, spears glimmer in the light. A brave warrior marches forth, holding a white cloth attached to a sheet. Ranks of Orcish warriors stand by, ready to charge at a moments notice. A parley is requested of the Nagas leadership.

The Isolationist elves are allowed to practice their Corruption magic but only under the watchful eye of a Priest of the sun. No monstrosities will be created.
>>
>>1573621
Hivedrones monitor the hobgoblin trade routes, successfully undetected by the hobgoblins. They see a hobgoblin caravan, protected by Italian caravan guards. The drones settle nearby for now; they await the Hivemother's commands.
>>
(Did golems successfukky make gold coins?)
>>1573529
Develop: Golems learn to swap out limbs for particular tasks to make jobs easier and easier to repair damaged golems.
Develop: They develop digger arms to replace shovels, finding it much more efficient to just have shovel arms that they can just swap out for normal arms on a whim.

Action: Continue to dig at the resevoir for the fish friends.

Action: Spend 50 to upgrade the mine.

Action: Ask with the fish about what that monster might be.
>>
>>1573529
>Develop iron bolts for better power
>Develop a study of plants and minerals for medicinal uses to help old and wounded
>Sacrifice 85 food for Geomancy study, focus on the changing shape of stone
>Explore mountains for other rare metal or stones
>>
>>1573796
I had to sacrifice 1000 stone for geomancy. Good luck.
>>
>>1573873
You also went from 0 to 2. I'm going slow and steady to get there for now.
>>
>>1573883
That would still be like... 500 food, no?
>>
>>1574021
Nickles and dimes
>>
>>1574027
>Grouk, Stone Seer

Here m8 you dropped this
>>
>>1574036
Kek
>>
>>1574036
>>1574039
Listen, I'm too lazy to change my trip for every single post.
>>
>>1573481
action make two farms
tech: increase stealth
magic: sacrifice 300 of my children to learn psionics [or whatever magic I will get]
>>
>>1573322
these Trolls
>>
>>1573796
Also
>Send a small group to the south west, surely someone lives down there
>>
>>1574538
Just saying man, Psionics are worse than Necromancy or Demon Summoning if you go down the mind control route
>>
>>1573529
Action: The Dryads search one last time for useful creatures in their domain. Not even a carrier pigeon to be found? So much for teeming woods.

Action: The Countess sends a new envoy to the Naiads, seeking a closer alliance, hoping to learn from the Naiads and share with them if they'll have it, still respecting the wellspring the Naiads are protective of, but wanting to learn more about it and any other tech/magic the Naiads know. The Countess is willing to negotiate terms with their representative in person.

Develop: TECH - Ironworking to improve our arrows.

Develop: MAGIC - Warding magic to protect our settlements and scouting expeditions, as well as future troops. 500 Food units are sacrificed for this endeavor.

also we sent 15 mages to cleanse the corruption but "all 20" died / not sure if this was an error or if the cost of the magic took other Dryads with it
>>
>>1574538
>>1573646
Do you want to do anything with this interaction?
>>
>>1573646
>the hive waits patiently listening for any sound coming from the prey. they shall then follow at a decent distance to see where they go

lets see if I know your languages "prey"
>>
>>1574987
Eventually its gonna leave the forest
>>
>>1574988
so be it, the hive waits. I will make sure I have every advantage I need
>>
Next turn when?
>>
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>>1573796
HOBGOBLIN

> Stone Crown: 525
> 2 Towns: 545
> Food: 1070
> Treasury: 70 (+80 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (I)
> Military Units: 150 Crossbowmen, 150 Combat Engineers
> Other Units: 50 Sailing Boats

Hobgoblins shape thin, pure iron rods using their Geomancers. With the sharp edge, they are the most dangerous bolt throughout all the continent, strong enough to not splinter, yet light enough to fly true.

Medicinal herbs are studied for their regenerative properties. They are manufactured in glass bottles, and noted for their healthy green glow.

Food is sacrificed to continue Geomancy study, but the sacrifice is not sufficient enough for them to achieve the next level. They will need to start over with a fresh sacrifice next time.

The explore the mountains for other rare metals. They find silver ore. Treasury income reflects the discovery.
>>
File: hive.jpg (265KB, 823x831px) Image search: [Google]
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>>1574987
HIVE

> Capital: 700
> Food: 1200
> Treasury: 560 (+30 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Flight
> Resources: Iron Ore, Gold Ore,
> Notable Magicka: Telepathy (III)
> Military Units: None

A healthy sacrifice is given in the pursuit of powerful magics. The Hivemother, through her children, has the ability to read and manipulate minds.

Telepathy (I) gives the Hive the ability to read minds via touching an individual.

Telepathy (II) gives the Hive the ability to read minds without having to touch an individual, but through an amplifier and minor sacrifices.

Telepathy (III) allows the Hivemother, through her children, manipulate thoughts and emotions of individuals, given a significant enough sacrifice.

Large farms are built around the nest to feed the Hive.

Some Hive soldiers observe that with enough dirt and mud on one's chitin, they are indistinguishable to a dead log, provided they don't move.
>>
>>1575093
>>1574987
The Hive follows the trading party until they camp for the day. Italian guards look over the party while the rest sleep. What does the Hive want to do?

> Fight
> Leave
> Write in (any magical action requires a sacrifice)
>>
>>1575093
tech: improve stealth
tech: improve breeding rate [if not possible improve traps]

action: build traps around hive

>>1575098
write in: read the minds of these beings. sacrifice one of ours to do so.
>>
>>1575077
?
>>1574770
>>
File: golem.jpg (91KB, 500x647px) Image search: [Google]
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>>1573660
GOLEM

> Capital: 565
> 3 Towns: 465
> Stone: 300
> Treasury: 105 (+65 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms
> Resources: Stone, Gold Ore
> Notable Magicka: Geomancy (II), Blanket (I)
> Military Units: None
> Other Units: 50 Carts, 50 Stone Rhinos

Golems continue excavating the reservoir with modifiable shovel-arms. They find the larger the diameter, the more the river recedes. As a result, the reservoir water is shallower. While the Finfolk appreciate your efforts, they would like more water to be routed deeper to fill up the reservoir.

The mine is upgraded once more. Gold coins are fashioned from the gold veins they discover.

Some elder Finfolk know what the sand monster is. Or rather, who created it. Some malevolent wizard has created a spell called Nightmare, that manipulates the environment into unnatural monstrosities. The wizard was a former Finfolk. With his magical knowledge, he was able to trap enough souls to fuel his spells. The sand monster was a sign of his presence their. Perhaps looking for more Abnormalities, they could locate the wizards to reverse the spell.

The beast itself is trapped in the sand. He had come from some unknown realm, and its speculated that your swallowed companions slipped into this realm when they were swallowed. Killing the beast may create a crude portal into this world.
>>
>>1574770
Hobgoblin scouts venture southwest. In the plains of the Hive's country, they find a wandering tribe of centaurs. They wield staves double edged with blades. They are a proud, warrior race, but not bloodthirsty. You may choose to interact with them if you want.
>>
>>1575103
Ten are sacrificed to read the being's minds. A garble of foreign thoughts and images are observed; of kingdoms, races, cultures, and techs. The Hive mother has a long memory, but will take a while to sort and interpret through the alien language and significance. They can choose to interpret one of these thoughts every turn. (NOTE: The being is Italian, so thoughts/culture/knowledge is limited to the Italian guard)
>>
>>1575144
If the centaurs tell us what they know of the area (7), they may come to Hobgoblin lands to trade riches, food, tools. Should they work with us we also shall be a stronger force together.
>>
>>1575147
okay then adding translate language to this if its a free action, if not i'll wait
>>
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>>1573630
ELVES

> Sverelfan: 660
> 7 Towns: 380
> Food: 900
> Treasury: 105 (+75 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Longboats, Simple Air Lift, Wagons, Small Ballooncraft
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 75 soldiers, 25 Mounties

The elves experiment with lifting craft. They would need a large and more efficient fuel source to move large craft like their boats. In the meantime, they use small ballooncraft to lift up baskets of large cargo, or up to seven passengers.

Elven mages work to master flame magic. They gain Flame (II), which gives them the ability to create more intense flames that can dance around their body, as well as launch these flames at moderate distances. A reasonable sacrifice is needed to activate this spell every use; the size of the sacrifice directly impacts the intensity and length of the spell.

Elks are hooked onto large carts to increase long distance trade and mobility.

The Isolationist elves agree to the conditions. The priest notes they have mastered Corruption magic, and are experimenting with their applications with various inorganic substances. They keep pleading to have a live sample to experiment.

An envoy is sent to the Nagas. He doesn't return. Battle is inevitable; roll a 1d10 for your troops, and 5d10 for the orcs.
>>
Rolled 1, 8, 9, 9, 1, 5 = 33 (6d10)

>>1575162
NAGA HUNT
>>
>>1575170
>>1574573
ripperino
>>
>>1575176
Hey my guys might get ganked but the Orcs are gonna carry the day.
>>
>>1575176
>8,9,9,5
>1,1
Rolls came out at a net positive
>>
File: dryad.jpg (261KB, 1920x1139px) Image search: [Google]
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Rolled 1 + 1 (1d10 + 1)

DRYADS

> Estrellander: 781
> 2 Towns: 350
> Food: 1050
> Treasury: 205 (+70 per day)
> Notable Techs: Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (II), Warding (I)
> Military Units: None

Dryads send one final envoy into the woods. It would be most bizarre if they return with no animals.

An envoy is sent to the Naiads. They are very protective of their secrets, not having built that trust for you yet. After asking what they want to gain their trust, they tell you of tales of purifying crystals, naturally occurring in the south Mountain. The crystals themselves are regular crystals, but their properties enhance any purifying magic enchanted inside them. They want to use these crystals to baptize their newborn to maintain purity and prevent any possible dispurity from infecting their lake. If you deliver these enchanted crystals, they are willing to share some secrets with you.

Iron arrowheads are created. The sharpness of them will serve nicely to ward off any possible corruption.

Warding magic is researched at the price of 500 food units. They gain the Warding (I) skill, giving them the ability to embed into the environment wards. The wards are dormant until activated, at which point a phantasmal wall will appear and block any physical beings. Each ward installation and activation requires a minor sacrifice.

Also you're right, it should be all 15.
>>
Rolled 5, 7, 7, 3, 6 = 28 (5d10)

>>1575170
The Nagas stand at ready, spitting hot and sticky globules
>>
>>1575204
Dryads don't find any animals they can domesticate in their lands. The logical conclusion is that the animals present are too wild to be traditionally tamed.
>>
>>1575209
Hmmm... I never thought of those snake women as spitters. Swallowing seemed so much more natural for them.
>>
KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 65 (+140 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Longbows
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Italians build a market in the capital.

Caravans are given to the merchant guild. The Italian Merchants of the guild have the goal to spread commerce to all the world over. The consolidation of this mercantile organization helps increase treasury income.

Observing their allies armies, Italian soldiers create a longbow. They can train these units now.

> Remas: 730
> 3 Towns: 360
> Food: 1100
> Treasury: 185 (+210 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: 150 Swordsmen
> Other Units: 10 Biremes

The Remans upgrade their markets.

Reman blacksmiths discover the right proportions and manufacturing techniques to create crude steel weapons. They are of a stronger quality than their iron counterparts.

The Catamaran is transformed by creating a massive hull around the two hulls, and installing a sail on top. Their adventures on the waters can hold more people and be for longer periods of time

Turn 6 begins!
>>
>>1575225
>> Italia: 650
>> 8 Towns: 350
>> Food: 500
>> Treasury: 65 (+140 per turn)
>> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Longbows
>> Resources: Iron Ore, Silver Ore
>> Notable Magicka: None
>> Military Units: 50 Marines
>> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Found the adventurer guild, with the goal of contracting people with talent to adventure across the world. Also gain greater control over the guild's

Development: Figure out Caverly
Development: Figure out how to make iron tools and weapons
>>
>>1575209
Soooo..... Did I win?
>>
>>1575232
Do you have horses?
>>
>>1575209
The elven army have a hard time wading through the shallow puddle. Nagas gruesome appearance stiffens fears a little, and their scales are thick enough to deflect elven arrows.

The Red Orcs had to take charge. Their notorious bloodlust was released upon the vapid creatures. The first two flanks hacked and slashed away at the monsters successfully while suffering acceptable losses. The third flank absolutely demolished their nagas, and helped assist with the weaker latter two flanks, surrounding and pinching the Nagas off. The nest is cleansed, but at the price of the lives of many elves and more red orcs. The orc chieftain is happy; the bloodlust won't come up again until five turns.
>>
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>>1575225
Research Iron chainmail.
Research large wooden shields
essentialy pic related

Use the new vessels to explore all the water ways in my realm and see if there's anything interesting
Upgrade the market in Amnia
>>
>>1575225
>45 Hobgoblins give their lives in the effort of making Anti-Magic runes. Hobgoblin's shall have a will as strong as stone
>Develop launchers for fire bombs and metal slag from Crossbow technology
>Develop Sappers, focus on finding things and staying hidden. They would disarm traps and burn fortifications
>Train Unit of Sappers
>Offer medical treatment to wounded from Naga battle
>Offer to Centaurs
>>1575144
>>
>>1575274
Wrong post, meant this offer >>1575149
>>
>>1575162
(Develop trade further) the Elven Caravans, Trade ships and fleets of the increasingly popular Ballooncraft begin moving goods in earnest. The skies, waterways and coasts brimming with elven merchant and their goods, brave guards standing ready.

Experimenting with fuel sources the creative young elf finds that the Hobgoblins Fire elixirs burns long enough if kept in a low oxygen environment to be feasible. Using a combination of several pots of the substance, a series of hand cranked propellers and a group of three, large, oblong balloons above the deck the first of the Airships moves to the skies.
(Develop Airships further using allies tech)

Spend 50 gold to Upgrade the Barracks
Spend 50 gold to Upgrade the Market.
>>
>>1575274
What are sappers exactly? Are they a military unit you want to make?
>>
>>1575298
Yes, basically Scouts / Saboteurs. They wouldn't be great in head on battles, but they are good for finding stuff and breaking things.
>>
>>1575298
Sappers are like Demolition Experts and trap disarmers. Geared towards anti-fortification and hostile territory navigation. The guys you'd send to dig a tunnel under a wall and collapse it.
>>
Sorry i was at work! Was i replaced?
>>
>>1575240
I have donkeys
>>
>>1575347
>Donkeys
>Fit for war
I mean this is fantasy but that's a pretty big stretch
>>
>>1575225
Action: Golems are beings that do not need special living conditions to survive. It would be understandable of them not to understand what the fish folk want. The golems ask for instruction from the fishfolk to see exactly what and how they want it.

Develop: They begin to make stone hammars and axes for self defense.
Develop: They dock golems begin to build a more seaworthy vessel.
>>
>>1575348
I'm more of a navy guy but it's mainly for getting around faster
>>
>>1575350
Using them To carry stuff makes sense and is totally fine but cavalry? Riding a donkey into battle just sounds silly.
>>
>>1575348
Do not mock the mighty donkey cavalry
>>
>>1575373
Donkey cavalry are nothing to fear. Now Camel cavalry, fighting those are the closest you'll ever get to hell.
>>
>>1575225
here are my turn specifications
>>1575103
and add on to this>>1575155
>>
>>1575204
>>1575225
Action: Since there are no animals of note, send scouts to recover any valuable plant/crop resources to increase the bounty of our farms and orchards.

Action: Send a group of 10 Dryads to the southern foothills to place wards, sacrificing the necessary food to do so to prevent the Trolls from edging further into our territory. Hopefully this will keep them contained for the time being.

Develop: TECH - Camouflage to make our settlements and units even harder to discover.

Develop: TECH - Medicinal herbs and poultices to promote general health and wellness.
>>
>>1575487
Also, if anyone would be willing to help our scouts deal with the cave trolls holding some of our people hostage, we would be willing to talk about compensation. We currently know/are on good terms with Remans, Italians, Hobgoblins and Elves.
>>
>>1575490
[the hive is willing to do so, for your criminals sentenced to imprisonment, you just need to meet me]

I am going to sleep now, see you all soon
>>
>>1575496
We have no contact with you, unfortunately that makes any sort of treatise difficult to forge. Also, you want to eat my people or feed them to giants, so that's kind of a dealbreaker.
>>
>>1575490
I'm willing to finance this operation, contingent that I get a few trolls to study. I'll also send some adventurers from the guild I made. If it's okay with you of course.
>>
>>1575516
[no no no, I said prisoners, you know murderers rapists and so on, think of me as a more permanent australia]
>>
>>1575490
If your people do not mind fire and my launches go as planned, I may send a unit of soon to be ready Firebomb launchers. But I understand that may sore subject
>>
>>1575520
There have been no murders or rapists. The population count has neither increased or decreased. It's like executing a bread thief.
>>
>>1575519
You can have all of the trolls to study that you can take alive, provided any crystals we find remain within Dryad jurisdiction. You don't have magic anyway so that's no real loss. We would be willing to implement some wards for you in exchange, we also have iron and some gold, and lots of food. What would be an acceptable compensation for your assistance in this matter?

>>1575520
That's a very tempting thought. Perhaps down the line we will revisit our affairs once we are aware of one another.
>>
>>1575524
We are comfortable with fire. Our lands are lush and would not burn easily, and all of our settlements are by water. How many turns would you need to prepare?

>>1575528
Same question about how long you need to prepare?
>>
>>1575533
[you [will] know where to find me]

night properly now, night
>>
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KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 205 (+140 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Iron Axe, Iron Sword, Iron Arrowheads
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Italians attempt to form a cavalry with their donkeys. They are better suited as scouts.

Another guild is established. Known allies can contract Italian adventurers to go on missions and quests now.

Italians experience the Iron Revolution. They have made many Iron weapons that they military units can now equip.

> Remas: 740
> 3 Towns: 360
> Food: 1100
> Treasury: 345 (+225 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme, Iron Chainmail, Wooden Shields
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: 150 Swordsmen
> Other Units: 10 Biremes

The water scouts find a solitary witch hut sitting on giant chicken legs. When they approach the hut, it runs away. When they leave and come back, the hut was back where it was the first time. There is no doubt that whoever enchanted the hut must have great magical knowledge.

Remans develop the next step in military technology, crafting mailed shirts and large shields. The present infantry equips themselves accordingly.
>>
>>1575533
Yes, the iron and gold flowing between our nations shall make us both wealthy. May I also offer a migration treaty? Allowing free immigration and emigration of our pops into each other's land? I think it's a great first step of a future of peaceful interactions between our countries.
>>
>>1575535
Whenever you are ready, it only requires one to temporarily institute the draft.
>>
>>1575545
I accept the migration treatise, with the caveat that any humans who dwell in Ralia must abide by all of our customs - most importantly, our agreement with the Naiads to leave their lake unadulterated. I will make a barracks this turn, next turn my forces will be ready to roll with your assistance (and/or that of the Hobgoblins).
>>
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>>1575487
DRYADS

> Estrellander: 781
> 2 Towns: 350
> Food: 1150
> Treasury: 275 (+70 per day)
> Notable Techs: Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead, Barky Camouflage, Health Elixir
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (II), Warding (I)
> Military Units: None

The food stockpile increases with the addition of more variable crops.

Wards are installed all around the southern foothills. An adequate number of food is sacrificed to install it, but none so far has been needed to activate it.

Although dryad physiology provides a somewhat natural camouflage in the forest, they appreciate to have better tools to fool even the most perceptive. They greenweave portable trees that they can hide inside and observe, completely unnoticed.

Dryads join the Hobgoblins in understanding the formula to the Health Elixirs.
>>
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ELVES

> Sverelfan: 660
> 7 Towns: 380
> Food: 900
> Treasury: 80 (+105 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Longboats, Simple Air Lift, Wagons, Small Ballooncraft, Large Ballooncraft
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 75 soldiers, 25 Mounties

Elves invest properly in their barracks and market.

Experimenting with fuel sources, elves learn that Hobgoblin Burning Elixir can catch flame for a while. They order large vats and burn them underneath balloons; the fuel source create enough smoke to lift large objects at heights just large enough to sail over the trees. The elven airships are definitely an impressive tech, but depend heavily on the fuel source and good piloting.

Trade is developed for all goods but the burning elixir. It seems every shipment brought in is used up in the next voyage, and too many vats will cause more weight than lift.
>>
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>>1575349
GOLEM

> Capital: 565
> 3 Towns: 465
> Stone: 300
> Treasury: 170 (+65 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms, Stone Hammer, Flatship
> Resources: Stone, Gold Ore
> Notable Magicka: Geomancy (II), Blanket (I)
> Military Units: None
> Other Units: 50 Carts, 50 Stone Rhinos

Golems like stability. Their flatships have wide decks and thick hulls, built so that they can experience as little rocking as possible. The ships hug the coast, not daring to explore the deep seas for concern of more rocking, and capsizing.

They develop stone hammers to knock out hostile creatures, such as the sand monster they found. They can train hammer units.

The golems ask the fishfolk what they want. They maintain what they want; a large lake. Your modest pond was fine, and they appreciate efforts to expand the lake. If you do it succesfully, either rerouting water, or finding a magical solution, they would bless you with more illusion knowledge. When asked what they know of water magic, they disappoint you and say they have no knowledge of generating water, else they'd fill the lake themselves!
>>
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>>1575103
HIVE

> Capital: 800
> Food: 1300
> Treasury: 590 (+30 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Flight, Nets
> Resources: Iron Ore, Gold Ore,
> Notable Magicka: Telepathy (III)
> Military Units: None

The Hivemother learns how to take advantage of the cover of night to develop dark, dusty charcoal all around the drones skin, shielding them during the night.

They expand their knowledge of traps to make nets, when triggered pulling unsuspecting prey into the air, ensnared. Many are built around the hive.

As the Hivemother interprets Italian, she learns of the Alliance, comprising of hobgoblins, elves, humans, and dryads. She understands that they live with their kind but send people to give things to each other, like her beloved underground burrows.

You can attempt to learn more in later turns.
>>
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>>1575274
HOBGOBLIN

> Stone Crown: 525
> 2 Towns: 500
> Food: 1070
> Treasury: 100 (+80 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (I), Runes (I)
> Military Units: 150 Crossbowmen, 150 Combat Engineers, 150 Sappers
> Other Units: 50 Sailing Boats

Hobgoblins are sacrificed to study how to enchant their runes. They have knowledge of how to create runes that glow bright when magic is nearby, but has no ability to deflect magic itself without knowledge of warding. The power of the magic detecting runes are variable to the sacrifices used to create them.

The hobgoblins make an offer to the centaurs. Being a wary nomadic race, they refuse your offer of coming onto your lands, stating that no land belongs to anyone and such ideology is toxic. Their knowledge of the stomping grounds is limited to the plains; they have little knowledge of the desert. If you are to explore that way however, they are willing to escort you for the price of recovering an antler or horn from a magical creature, such as a minotaur or a silver stag, which they like to use to make potent health elixirs. They are also willing to trade resources for nonfood items.

I think its turn 7 now!
>>
>>1575672
So what does my upgraded barracks do
>>
>>1575672
>sacrifices in vain
Gonna need to think out my next move more then
>>
OP I do not think I am fully grasping this resevoir thing. I cannot figure out why digging a deep hole and funneling a river into it is not working.
>>
>>1575694
Im so stumped I forgot my name.
>>
>>1575694
Try digging a Deep WIDE hole
>>
>>1575702
I did.
>>
>>1575672
> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 205 (+140 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Iron Axe, Iron Sword, Iron Arrowheads
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Upgrade the market and explore the land for natural resources
Development: learn improved forging and refinery processes, giving me higher quality metal
Development: learn how to make roads cheaper
>>
>>1575538
Construct a market in the village of Segesta which hasn't been developed aside from the road.

Train a unit of spearmen
Learn how local plants such as herbs work and how they can be used for medicinal purposes.
>>
>>1575672
Develop: They begin military training in the form of a militia. They train using hammers.
Develop: They learn how to ride the stone rhinos.

Action: Build more Rhinos
Action: Geomance the earth so that the river water flows directly into the resevoir they dug up.
Action: They cut up the tree they uprooted and attempt to build a wood golem.
>>
>>1575615
The Elven Smiths begin testing out new method of forging iron, creating long, elegant spearheads for piercing armor, Broad bladed Axes for clearing lumber and long, slender slashing swords for their troops.

The elven Skyships are retrofitted for their current limitations. All excess weight is trimmed from the craft, wood replaced with leather where possible, using a single large jug of Burning Elixir in a controlled burn, maximizing their fuel efficiency by using heated air instead of smoke. the crafts grow light and swift in the skies. They can carry up to moderate loads of cargo or Up to 6 passengrrs (Develop airship upgrade, Streamlined airship)

Upgrading their Boats further, the Elven Craftsmen begin crafting large, long ships perfect for the massive amount of ore produced by the elven mines. (Develop Large Longboat)

The Elven Stag riders are sent on a thorough scouting of their territory, searching for natural resources and anything that may benefit the kingdom
>>
>>1575672
Also just realized. No launchers that are basically just slightly bigger crossbows to launch round stuff?
>>
>>1575651
send a single drone to march toward the camp, in full view. have my others spread out and surround the camp hidden.

action: upgrade mines
develop tech: ranged weapons
develop tech: more efficient mining
>>
>>1575672
Build: A Barracks to properly equip archer units.

Action: Scout to the east for additional crops and natural resources.

Action: Send an envoy to the Italians to formally ratify our mutual migration agreement as discussed, preparing to attack/rescue the troll camp where our scouts are being held next turn.

Action: Send an envoy to the Hobgoblins to discuss establishing a road between Estrallander and Stone Crown. Also, we know Warding and Purifying magic, so they may be interested in learning those from us in exchange for some similarly useful technology or military assistance.

Action: Ease tariffs on trade with Italia for the time being as a sign of good will and gratitude.

Develop: TECH - Improved barges to improve our trade and ability to navigate the rivers and lakes of our territory

Develop: TECH - Improved carts to hold more goods and make travel/transportation easier
>>
>>1576133
I am missing your turn. Your crossbows will be included.
>>
>>1577767
Hey op? What does my upgraded barracks do?
>>
>>1577809
Why did you upgrade your barracks when you dont know what it does?
>>
>>1577814
We don't know what anything does
>>
>>1577809
>>1577819

Whatever your intention for upgrading a building will be realized. If you upgrade with no expectation, I will have to create some expectation.

What did you expect the effect would be
from upgrading your barrack?
>>
>>1577830
Ok. My upgrade for my Barracks is to increase its capacity for troops (increased unit counts)

My upgrade for my market is to increase the amount of caravans sent out.
>>
>>1575672
>Develop iron tools for mining to get more efficient digging to get more ore
>Develop large stone throwers (Trebuchet)
>Upgrade Market for more income
>Use incoming to sacrifice 100 treasury for warding magic (preferably mental)
>Continue scouting along the north side of the desert, report back at the first major discovery
>>
>>1576855
this is me by the way
>>
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HOBGOBLIN

> Stone Crown: 540
> 2 Towns: 500
> Food: 1070
> Treasury: -50 (+95 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir, Bomb Launchers, Iron Pickaxes, Trebuchet
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (I), Runes (I), Warding (I)
> Military Units: 150 Crossbowmen, 150 Combat Engineers, 150 Sappers
> Other Units: 50 Sailing Boats

Hobgoblins scouting the desert observe from a distance the farms and insectile activity around the Hive. They try approaching, but one has fallen into a pit trap, and after being rescued, they cut their losses and return to report to Stone Crown.

Gold is spent to research methods to ward off magic. The sacrifice is enough to just research simple wards, similar to the dryads, but incapable of protecting against magical prying. A larger sacrifice is required for such an endeavor. With their previous knowledge of runes, they can automate wards to be activated upon a runic detection of magic.

The market is upgraded to increase income. Hobgoblins also research better tools and stone throwers.
>>
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>>1576855
HIVE

> Capital: 800
> Food: 1300
> Treasury: 520 (+80 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Flight, Nets, Strip Mining, Bow
> Resources: Iron Ore, Gold Ore, Stone,
> Notable Magicka: Telepathy (III)
> Military Units: None

The Hive upgrade their mines and mining techniques, increasing their input of ores and a large stockpile of stone.

The Hivemother reverse engineers her observations of human weaponry to create a crude bow. The Hive can now train archer units.

A drone approaches the camp in full view. The camp of hobgoblins and humans are shocked, but are not outright hostile. What do you want to do?

> Attempt to communicate
> Attack (1d10)
> Write in
>>
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>>1575741
GOLEM

> Capital: 580
> 3 Towns: 495
> Stone: 400
> Wood: 200
> Treasury: 235 (+65 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms, Stone Hammer, Flatship, Rhino Riding
> Resources: Stone, Gold Ore, Wood
> Notable Magicka: Geomancy (II), Blanket (II)
> Military Units: 75 Hammergolems
> Other Units: 50 Carts, 150 Stone Rhinos

Golems learn to ride rhinos. Along with their organized militia, they can now train rhino cavalry units.

After cutting up a tree, they build a wooden golem. It is easier to create and is capable of swimming, but is flammable and light. Regardless, access to wood increases the golem population.

After geomancing the earth to allow for more river water to flow, the lake is filled up. The finfolk are pleased, and bless you with further illusion knowledge. Blanket (II) allows you to disguise non-flat, 3d objects to look like other objects, provided they are stationary. Some finfolk would still like an even larger lake, and the river stream is not sufficient enough to fill it now.
>>
>>1577935
communicate with the human dialect I deciphered

action: construct flying archers [20]
develop tech: anti magic defence [if not possible increase stealth]
develop tech: armour
>>
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>>1576015
ELVES

> Sverelfan: 660
> 7 Towns: 380
> Food: 1000
> Treasury: 185 (+135 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Large Longboats, Simple Air Lift, Wagons, Small Ballooncraft, Large Efficient Ballooncraft
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 15 soldiers, 25 Mounties

Elves try and use three development actions. I have chosen two for them.

Elven skyships are streamlined so that the carriage has as little weight as possible while still supporting passengers and cargo. Passengers and cargo are able to ride among each of the Elven villages with a single cauldron of oil, needin at least three to cross the borders into their neighboring states.

Elven longboats turn into longships after careful engineering of the hull, cargo hold, and oarmen quarters. Ore production and trade are greatly affected.

The elven stag riders are sent to scout their territories for useful items. They find a field of giant mushrooms. It is unclear if any creatures live near here, but the properties of the mushrooms are undoubtedly useful in alchemy and spellcrafting.

One of the isolationist elves has used corruption magic on himself. He doesn't profess any overt bad intentions, but the sun-priest observing him want him killed. The elves themselves protest to this action greatly, even going forth to request for a different observer. The corrupted elf himself contains the corruption and for now is operating quite healthily. No elf, yours or theirs, understands the effects of the spell. What do you want to do?

> Kill him
> Talk to him
> Leave him alone
>>
>>1577957
What do you want to say to them?
>>
>>1577986
Greetings those of flesh, I wish to speak with your delegated leader/alpha/ superior
>>
>>1577981
The Priest-King sends a delegation of mages, Scholars and warriors to inspect tie corrupted elf. The overzealous priest is removed from his position and sent home. (Speak carefully with the corrupted elf)

The Elves decide that Their troops should focus on the traits that make them strong. A combination Iron mail and Leather armor is created for use by Eleven warriors and caravan guards. (Develop Light Armor)

The Mushroom field is to be inspected carefully, each specimen tested for use as food, medicine or poison. (Examine mushroom field thoroughly)

Spend 100 gold on troops. 1 unit of Elven Rangers (Mounted Troops) and 1 Unit of Elven foot soldiers (Spearmen/Archers)
>>
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>>1577083
DRYADS

> Estrellander: 811
> 2 Towns: 440
> Food: 1350
> Treasury: 295 (+95 per day)
> Notable Techs: Large Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead, Barky Camouflage, Health Elixir, Large Carts
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (II), Warding (I)
> Military Units: 150 Archers

Dryads scout east, finding large berries and fruits. They plant these, increasing their crop yield.

An envoy is sent to the Italians to ratify a mutual migration agreement. Italians and Dryads both have citizens of each other living in their towns. They prepare to send troops to attack the troll camp south of them.

An envoy sent to the Hobgoblins, discussing among other things a road between their capitals, and a possible magical knowledge exchange. They take the long road around the troll hills.

Tariffs are eased on Italia, resulting in a dip of Dryad income and increase in Italian.

Technological advances are made in transportation methods, facilitating trade.

An archer unit is trained.

>>1577935
True Hive population should be 1000.
>>
>>1577990
Go to the town between 2 rivers then
>>
>>1578016
Wouldn't that be offset by more people willing to trade with them because of lower tariffs.
>>
>>1578016
Unwise decisions have left our treasury empty, but if you are offering to build a road we can send a unit of Crossbowmen with fire launchers to help with the trolls. Perhaps we can work together in future military endeavors.
>>
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KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 295 (+155 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Iron Axe, Iron Sword, Iron Arrowheads, Gravel Road, Refined Ores
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Italians upgrade their market and scout for natural resources. They find, in the forest, a variant of tree that is white in hue. Its unknown whether the tree has any magically or alchemically advantageous properties. Its also unknown whether the trees is the property or home of any unseen creatures...

Improvements are made on iron processing, giving higher quality metals.

Roadcrafting is made easier by spreading and flattening crushed rocks instead of focusing on shaping and paving the land flat.

> Remas: 740
> 3 Towns: 360
> Food: 1100
> Treasury: 320 (+250 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme, Iron Chainmail, Wooden Shields, Health Elixir
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: 150 Swordsmen, 150 spearmen
> Other Units: 10 Biremes

Remans learn how to create a Health Elixir, construct a market in Segesta, and train a unit of spearmen.

Turn 8 begins now!
>>
>>1578045
KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 295 (+155 per turn)
> Notable Techs: Smelting, Barges, Taxation, Iron Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Iron Axe, Iron Sword, Iron Arrowheads, Gravel Road, Refined Ores
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Build another market and upgrade both for more income
Development: Learn how to make steel
Development: Learn how to create weapons to break charges. (Spear and shield)

Can a free action be to leave a note infront of the forest asking if they want to meet and talk. If so, do that too
>>
>>1578045
If I may ask, what exactly does a temple do?
>>
>>1578055
That is up to you. I included temple as an example of what you could build, not necessarily an option.
>>
>>1578045
Construct a barracks a the city of Remas

Search for horses once more
Use the ships we have to explore the northern sea
>>
>>1578027
We are willing to finance such an endeavor. The road must be completed between our alliance, then with trade pouring in to your territory your coffers will fill again!

>>1578022
That was a thought, but it's more of a gesture than actual policy intended to prosper. The tariffs will resume, although lower than before, once our effort is completed.

>>1578045
Action: Hearing of the White Trees found in Italia, the Countess requests permission to send an envoy to examine them. They may be of great value to the Dryads, and we offer to share what we learn of their nature.

Action: March on the troll camp with our outfit of archers and whatever forces the Italians send. The main goal is to retrieve the hostages safely.

Action: Scouts are sent south with the archer unit to search for any crystals previously requested by the Naiads.

Develop: CULTURE - The Dryads seek to exist in harmony with nature, and strive to better use their resources, recycling food waste as fertilizer and generally giving back to their territory to help it grow and flourish. No tree will be cut down if it can't be avoided, using Greenweave instead so that all goods, furniture and tools are still living wood. Any tree that IS cut down will be replaced by planting 3 more where it stood.

Develop: TECH/MAGIC? The Dryads research ways to use their Greenweaving on growing saplings to shape the trees as they grow (a little at a time) to make homes and buildings in the living trees.
>>
>>1578045
>Develop bundles of bolts that can be loaded into a Crossbow all at once (Bolt Clips)
>Develop a mixture of dead plants and animals to better crop growth (Fertilizer)
>Send a unit of Crossbowmen with Firebomb launchers to aid with trolls

If the bugs wish to speak they can do it at Twin Rivers
>>
Also @OP what kinds of crops can Dryads be said to have at their disposal? I didn't want to assume but some specifics could be helpful for something I have in mind. Grapes? Cotton? Bamboo?
>>
>>1578045
Develop: They begin learning calvary combat to include hammar wielding.
Develop: They begin learning calvary combat with bolt launchers
Action: They send merchants to the hobgoblin borders to see what they have to offer.
Action: The golem send a mass of 200 to surround the beast. They geomance a massive boulder and lift it over the creature and lock its jaw with it. They then fire bolts into its eyes.
>>
>>1578109
While your offer is appreciated, I do not wish for anyone to enter the woods until we understand what exactly is lurking in there. I do not wish to anger these beings, that's why I left a notice outside their forest to meet. Once I talk to the inhabitants and negotiate access, I will let you examine hem
>>
>>1578179
Understood.
>>
>>1578018
>the drone is confused
very well, this one will accompany you. what are you?
>>
action: have speaker drone follow the caravan with the rest shadowing
action: fortify the hive
tech: increase stealth
tech: surveillance
>>
>>1578253
Hobgoblins and Humans, if you want to trade you should build a road to our border.
>>
>>1578121
Adding
>Lead first bug contact to Twin Rivers
>>
>>1578358
trade? no trade. we seek meat, meat of your kind infact. do you have any defective drones we may consume
>>
>>1578390
You mean like the dead?
>>
>>1578410
little ones speak? hmm speaking little one is rather perceptive. yes the dead but much better is those whom have defied the will of your matriarch. he -point at the human- calls them "criminals"
>>
>>1578431
There isn't any rebels around here. So it is the dead or nothing.
>>
>>1578449
hmph why don't you ask your mother weather there are any "criminals currently?"
>>
>>1578454
Our leader isn't our mom and we have no rebels. Even if we did they would be dead or put to work in the mines.
>>
>>1578468
this is most annoying...where can we find these "Rebels?" or more of the same? we seek them for our brother giants, most hungry of kin"
>>
>>1578527
We don't have any. But if you stay in Twin Rivers you may have a chance to ask the other races.
>>
>>1578533
take this one to "twin rivers" then this one thanks you.
>>
>>1578170
Fruits and vegetables if you don't specify what you look for
>>
>>1579003
Updoot when?
>>
>>1579003
c'mon man we need the update bad like a drug addict needs drugs
>>
File: Ragnarok.jpg (130KB, 722x454px) Image search: [Google]
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Rolled 5 (1d10)

KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 100 (+200 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Steel, Shield
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Italians build and upgrade their markets. They have the highest income thusfar on the continent.

Italian blacksmith innovations never fail! With the discovery of steel, they upgrade their armor and weapons and create large shields used to break charges.

> Remas: 740
> 3 Towns: 360
> Food: 1100
> Treasury: 570 (+250 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme, Iron Chainmail, Wooden Shields, Health Elixir
> Resources: Silver Ore, Iron Ore
> Notable Magicka: None
> Military Units: 150 Swordsmen, 150 spearmen, 150 Soldiers
> Other Units: 10 Biremes

Remans form a barracks and gain well trained unit of soldiers.They search once more for horses. If unsuccessful, then they are not native in their lands.

Ships are used to explore the northern sea. They find a wall of ice. The environment is the home of looming, large Ice Elementals, made up of crystal ice, and naturally capable of manipulating Ice magic. The Remans may be able to interact with them if they want.
>>
>>1580356
Remans find no horses in Remas whatsoever.
>>
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>>1578109
DRYADS

> Estrellander: 841
> 2 Towns: 500
> Food: 1400
> Treasury: 390 (+95 per day)
> Notable Techs: Large Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead, Barky Camouflage, Health Elixir, Large Carts, Nonwasteful Culture, Treehomes
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (II), Warding (I)
> Military Units: 150 Archers

A coalition of Dryad archers and Italian marines march onto the troll camp. Roll a 2d10 for initial attack.

Scouts are sent with archers to find crystals. Rolling for outcome.

Food is sacrificed to make treehomes and buildings.
>>
Rolled 10 (1d10)

>>1580397
roll for scouting crystals
>>
>>1580398
Dryads manage to find a rare outcrop of pure crystals. There are only six. They bring them back to Estrellander
>>
File: elf.jpg (179KB, 1280x1710px) Image search: [Google]
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>>1578014
ELVES

> Sverelfan: 660
> 7 Towns: 380
> Food: 1000
> Treasury: 220 (+135 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Large Longboats, Simple Air Lift, Wagons, Small Ballooncraft, Large Efficient Ballooncraft, Light Leather-Mail
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 165 Soldiers, 175 Mounties

Elves train more soldiers and mounties.

The priest-king orders mages to study the corrupted elf. They understand that he has practiced a Purification (II) spell on himself. The corruption is contained in his body, instead eating at himself. Upon his death, however, the corruption will be detached from his life force and infect the environment. As to the elf's state of mind, he grows more wild with time. What do you want to do?

> Kill him
> Exile him
> Leave him alone
> Write in

The elves develop light armor by fusing together iron mail and leather.

The Mushroom field is examined thoroughly. The elves have ingredients that are vital to creating purer health elixirs, agility elixirs, invisibility elixirs, glowing elixirs, and sleeping elixirs.
>>
File: golem.jpg (223KB, 637x1178px) Image search: [Google]
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>>1578171
GOLEM

> Capital: 580
> 3 Towns: 495
> Stone: 450
> Wood: 250
> Treasury: 300 (+65 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms, Stone Hammer, Flatship, Rhino Riding, Cavalry Hammergolems, Cavalry Launchgolems
> Resources: Stone, Gold Ore, Wood
> Notable Magicka: Geomancy (II), Blanket (II)
> Military Units: 75 Hammergolems
> Other Units: 50 Carts, 150 Stone Rhinos

Golems learn how to perform combat on rhinoback. They can train ranged and melee cavalry units.

They send merchants to the hobgoblins. What do they want to trade?

A massive boulder is geomanced, eating up stone and wood. After being thrown in the monster's mouth, they start shooting at the eyes. The creature is blinded. It panics wildly. The boulder slips inside its throat. The monster chokes. With a final lurch for air, the creature falls silent. Victory to the golems this day!
>>
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>>1578268
HIVE

> Capital: 1100
> Food: 1300
> Treasury: 600 (+80 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Woody Camouflage, Flight, Nets, Strip Mining, Bow, Smallhull Boats
> Resources: Iron Ore, Gold Ore, Stone,
> Notable Magicka: Telepathy (III)
> Military Units: None

The Hive scout goes to the hobgoblin town of Twin Rivers. The scout can interact with the hobgoblin leader here now.

The hive is further fortified with more traps. They can't possibly be more fortified.

Their stealth technology now includes barky camouflage, where they knit large wood shirts on their back and hug trees, where they can pretend to be part of the tree. The ruse is easier to fall for when it is in heavy forest.

The hivemother wants to learn surveillance but since they dont have satellite technology she instead deciphers the Italian's knowledge and learns how to create boats.

OP is getting real tired of Hive's lazy turns and kindly requests hive to be more specific in future turns or OP will make up turns for him.
>>
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>>1578121
HOBGOBLIN

> Stone Crown: 540
> 2 Towns: 500
> Food: 1270
> Treasury: 45 (+95 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir, Bomb Launchers, Iron Pickaxes, Trebuchet, Bolt Clips, Fertilizer
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (I), Runes (I), Warding (I)
> Military Units: 150 Crossbowmen, 150 Combat Engineers, 150 Sappers
> Other Units: 50 Sailing Boats

Hobgoblins send a unit of crossbowmen to aid stamping out the trolls.

They also develop bolt clips and fertilizer.
>>
Turn 9 begins now!
>>
Rolled 9, 8 = 17 (2d10)

>>1580397
Initial attack rolls.
>>
>>1580542
Action: Send an envoy to the Naiads bearing three of the crystals we found and work toward strengthening our trust and alliance - hopefully they share useful information about how to use the crystals properties.

Action: Upgrade our Market, Mine, Barracks and Dock

Action: Scout our lands for a useful agricultural product (cotton, bamboo, enchanted plants).

Action: Another set of scouts sets out to catalog the wild creatures within our domain that were possibly overlooked in the previous attempts. Maybe there's something off the wall we can learn to enchant with magic over time. Literally something has to live in the woods bigger than a mouse.

Develop: MAGIC - The iron of their arrowheads and the steel of the Italians inspires the Dryads. They strive to enchant wood to be as hard/durable as steel, while maintaining its light weight. The density should hopefully also offset the flammability of armor or weapons made of the material. They dub this Ironwood, and sacrifice 400 food for the magic to do so. idk, is that greenweaving II? a new magic? you choose!

Develop: CULTURE - The Countess strives to impress upon every Dryad their responsibility to self-sustainability. To this end, each Dryad and immigrant human is expected to plant and maintain a garden, grove or orchard as part of greater service to Ralia.
>>
>>1580528
sorry about the "lazy" turns, I was just trying to be prepared in case things turned sour

using the knowledge of these hobgoblin structures the hive seeks to become even more stealthy
tech: research urban camouflage

interested that these beings carry weapons even in their home hive. the hive endeavours to improve
action: make flying archer drones [around 10 units of them]

felling hungry the queen decides that current food supplies are insufficient
tech: improve farming techniques to get more food quickly


and finally the scout continues its mission
action: speak with the hobgoblin leader
>>
>>1580984
better? yes, no? or was it the repetitive tasks I was doing?
>>
>>1580548
Develop: The golem and fish folk remove the boulder from the beasts mouth and prepare that portal to the next plane they discussed.

Develop: The wood golems study buoyancy to develop better sea faring ships.
Action: We offer the hobbos to be hired guards for as many turns as they need. Mercenary work is also acceptable as long as there is payment.
>>
>>1580548
Hobgoblin Aid roll?
>>
>>1580542
>Develop a system of small tunnels that dump waste to make towns cleaner and allow for faster growth (Sewers)
>Develop troops that wield iron armor and shields with spears (Spearmen)
>Sacrifice a mixture of 20 Hobgoblins and 250 food to improve Geomancy
>>
>>1581260
Also to add
>Start imbuing wards into necklaces for important and military hobgoblins
>>
>>1581260
Still not enough, sir. We had to sacrifice like 700 stone to get geomancy 2.
>>
>>1581351
Life is worth much more than food / stone
>>
>>1581351
Also you went from 0 to 2.
>>
>>1580984
The Hive can now speak with the hobgoblin leader. What would they like to say?
>>
Rolled 4, 8 = 12 (2d10)

>>1580749
>>1581215
Yeah, hobgoblins should roll 1d10
>>
>>1581407
greeting leader of the small ones. this one greets you on behalf of the hive. we seek to procure certain assets from you to better ourselves. the ones whom brought this one here called them rebels? the hive will take these dissidents from you and leave you unending of containment. if you have none, may you please show this one who does?
>>
Rolled 10 (1d10)

>>1581412
K

>>1581425
I can't speak for others about their rebels if they have any. Why are these giants so important to you?
>>
>>1581364
Also it took 1300 stone to do. And stone is life for golems. We cannot reproduce without it.
>>
>>1581443
Also Golems are offering to fight for you as mercs.
>>
>>1581448
I'm just saying, living people take more off than what is used to make more people. And your offer is known, but we have no use for mercs right now. Perhaps in the future we will.
>>
>>1581443
the hive is a helping hive, we must be better than you to help you. the hive wants to help. the giants need help, we help.
and besides the hive dislikes hurting their Nabors and Nabors might try eating hive if no food found. killing the giants would be most sad
>>
>>1580463
The corrupted elf is too dangerous to be left with us. We have heard tell of a great, barren desert to the far south. He will venture there, alone, to die in the wastes. A place as cursed as he is.
>Exile him to the Bug-lands

The Elven Smiths Develop a particularly hard, light iron. Using this they create long slashing swords of exceeding sharpness and Axes that can fell a tree in two strokes. (Develop Superior iron tools and weapons)

The Elven Herbalists begin gleefully crafting various Potions and elixirs from the Mushroom Fields. (Develop Pure Health Elixirs and Agility Elixirs)

Action-The Elven warriors grow bored. They send contacts to their allies, The Italians and Hobs via Airship. If conflict is to be had, Sverelfan will be at the front.

>Spend 50 Gold to Upgrade our Port in Sverelfan (increase amount of ships sent on convoys)
>spend 50 gold to Train a unit of Light archers/Swordsmen
>>
>>1581663
Perhaps we could make an exchange. Tech to create your own simple fuel in return for the shipments of mushrooms to create invisibility potions.
>>
>>1580356
>>1580548
Research a writing script
Research composite bows

Construct a temple to the Cyrod, the ruler of the heavens and master of storms. I expect something like lightning magic from building a temple to a God of lightning/storms.

Send an envoy to that witch with some gold. See if she can be swayed into entering our services or teach us any magicka
>>
>>1581773
This trade suits the Priest-King and the Merchant caste. We will supply you with the spores and Stalks of the mushrooms to experiment with and to grow your own
>>
>>1580548
We have a finalized deal.

>>1581773
>>1581804
>>
>>1581443
>>1581412
>>1580749
The dryad-italian coalition is a success! The trolls were lured out by the taunting humans, while the dryads drilled in many greenwoven arrows into their necks. Once inside, hobgoblins move in for close-range crossbow attacks, absolutely destroying all trolls without any casualties on their side.

The defiled dryads are found inside, their green composure turned blackish-blue from abuse and lack of sunlight. A large treasure room is found, containing a huge gold chest and a single large egg. The room is decorated in crystals adept for purification magic.
>>
>>1581663
thanks for the new resource cursed, it wont come back to bite. the hive promises this]
>>
>>1580987
your actions are better, I just dont want to come up with a tech when you write 'stealth' or 'camouflage' three times in a row. I can deal with repition if you differentiate it.
>>
>>1581872
I think we can split this nicely. Crystals for dryads, money for our mercantile humans, and mystery egg for hobgoblins?
>>
>>1581880
I want this to be as fun for you as it is for I, so I will make my actions better if I can, I will even propose how. eg for the urban camo suit the hive rolls around in a blue paste looking like concrete or whatever stuff the goblins make their stuff out of. sorry for annoying you
>>
>>1581890
I mean where you gonna get paste in a desert?
>>
>>1581893
Poo
>>
>>1581893
i wont, I will get it from you of course, your building wont be in the desert so why should that particular resource be from here either]
>>
>>1581901
Except we aren't trading
>>
>>1581900
I didn't think of that, but still shit?
eh the hive would do it I suppose
>>
>>1581906
details details, besides ignoring the fact that that was hypothetical, whats to stop me from just taking something that resembles what you make your homes from? like rocks or some other item
>>
>>1581911
That makes sense, I mean you have grasslands and woods in your own area too.
>>
>>1581907
Bugs like ants and termites produce a gluey material from their jaws when they gnaw wood and mud.
>>
>>1581872
>>1581883
The Dryads harvest the crystals and the egg, and tend to their wounded.

The treasure within the troll cave is split between the Italians and Hobgoblins, and the Countess will send more resources to both as recompense.

Don't forget, Hobgoblins, we're financing a road that will benefit you as well. Iron and gold will flow to you as we become less reliant on metal and learn more woodworking magic.

The egg is taken to the Countess for study.
>>
>>1582020
Fine with me, more resources are never a bad thing.
>>
>>1581879
>Resource
>Insane Cursed Elf that you can't kill because of magical fallout and don't have the magical skill to prevent.
>Nigga I just sent you a dirty bomb on a hairtrigger
>>
>>1582060
he will be cared for, and from there a place will be made for him. when he dies he will die in peace. the hive helps]
>>
>>1582060
Don't elves live a hella long time?
>>
>>1582090
That's kind of our thing
>>
>>1582153
hair trigger with no timer, you make shit bombs
>>
>>1582189
Hey, the giants like Elves.
>>
>>1580548
> Italia: 650
> 8 Towns: 350
> Food: 500
> Treasury: 100 (+200 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Steel, Shield
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Create as many heavy infantry units as possible with 100 gold. Use the shields, steel armor and weapons.
Development: Create a device that allows long range communications
Development: try to figure out how to make basic blackpowder
>>
>>1582189
A bomb that progressively gains a higher yield and becomes more aggressive over time.
>>
>>1582253
>just making black powder
pfffft
>>
>>1582253
Did anything ever end up coming out of the white woods?
>>
>>1582283
No, I don't think they want to talk. I may have to send an expeditionary force. Hence me making soldiers. If you want to come with, you can. I can't guarantee your people's survive if they come though
>>
>>1582311
There may not be any 'creatures' there - that's why I suggested letting us look at the trees. Our mages may have insight into their nature if they're enchanted in some way. Fighting is well and good, but figuring out what you're fighting is more important, no?

The Dryads are prepared to join the expedition with the Italians with mages to study the properties of said trees and share what they learn with the Italians.
>>
>>1581872
Oh, also how many crystals were we able to loot from the cave? And how do they rank compared with the super rare crystals?
>>
>>1582253
Like real talk, maybe try exploring your own land or developing something else. Don't want to waste an action getting something you don't want since gunpowder is super far ahead on tech
>>
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>>1581260
HOBGOBLIN

> Stone Crown: 550
> 2 Towns: 560
> Food: 1020
> Treasury: 2640 (+95 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir, Bomb Launchers, Iron Pickaxes, Trebuchet, Bolt Clips, Fertilizer, Sewers, Spears
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (II), Runes (I), Warding (I)
> Military Units: 150 Crossbowmen, 150 Combat Engineers, 150 Sappers
> Other Units: 50 Sailing Boats

Hobgoblins improve geomancy by sacrificing lives and food. This time, they make a breakthrough, and learn Geomancy (II). They have the ability to carve stone and earth into their desired shapes, given a proper sacrifice.

They create spears and a sewer system, which improve defense and growth.

The hobs get a healthy sum from their adventures in the troll caves added to their treasury.
>>
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>>1580984
HIVE

> Capital: 1100
> Food: 1400
> Treasury: 180 (+80 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Woody Camouflage, Rocky Camouflage, Flight, Nets, Strip Mining, Bow, Irrigation, Smallhull Boats, Fertilizer
> Resources: Iron Ore, Gold Ore, Stone,
> Notable Magicka: Telepathy (III)
> Military Units: 1500 Flying Archers

The Hive researches 'urban camouflage' by sticking rocks to their shells. If they are still, they can pass for a piece of road.

Flying archer units are created. The hobgoblin leader discussion proves unfruitful. What does the drone and the hidden brotherdrones want to do?


On aside, Hiveanon, you are almost there, but not quite. When you say 'improve farming techniques', that is way too vague for me. What will I add to the Notable Tech List? 'More Farming'? Theres better ways to increase food, like building farms, or specifying HOW FARMING IS IMPROVED!

I hope Im not asking for a lot by asking you to BE CREATIVE.

I will write fertilizer for now.
>>
>>1582563
>1500 flying archers
>Captial: 1100
Ummm, OP?
>>
>>1582563
fuck, I WILL IMPROVE
>>
>>1582563
How do they have more soldiers than Pop?
>>
>>1582570
I dunno, but I will roll with it
>>
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>>1581091
GOLEM

> Capital: 580
> 3 Towns: 495
> Stone: 550
> Wood: 350
> Treasury: 365 (+65 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms, Stone Hammer, Flatship, Rhino Riding, Cavalry Hammergolems, Cavalry Launchgolems, Smallhull Ship
> Resources: Stone, Gold Ore, Wood
> Notable Magicka: Geomancy (II), Blanket (II)
> Military Units: 75 Hammergolems
> Other Units: 50 Carts, 150 Stone Rhinos, 50 Smallhull Ships

Wood golems, understanding the principles of buoyant wood, create primitive smallhull ships that can easily navigate coasts and cut through the sea. They use oar-arms to pilot them.

The boulder is removed from the beast's mouth. The portal structure is engineered around the decaying corpse.

While patrolling the town, shoregolems find a tree growing laterally on the soil! It seems washed up, but miraculously alive. There is ritualwork beneath the branches on the ground; the finfolk report that these must have been the workings of their malevolent wizard!

>>1582528
Reminder to Hobgoblins that after this turn, you have two turns left until the red orcs succumb into mindless slaughter, unless you give them a foe to fight.
>>
>>1582605
Not until OP clarifies if it was a mistake or not. Because having more military than population is dumb.

>>1582608
Yep, I remember
>>
>>1582563
>> Capital: 1200
>> Food: 1400
>> Treasury: 180 (+80 per turn)
>> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Woody Camouflage, Rocky Camouflage, Flight, Nets, Strip Mining, Bow, Irrigation, Smallhull Boats, Fertilizer
>> Resources: Iron Ore, Gold Ore, Stone,
>> Notable Magicka: Telepathy (III)
>> Military Units: 1200 Flying Archers

My bad, didnt take into consideration population. All of their units are flying archers. They also have 1200.
>>
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>>1581663
ELVES

> Sverelfan: 660
> 7 Towns: 380
> Food: 1000
> Treasury: 255 (+135 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Large Longboats, Simple Air Lift, Wagons, Small Ballooncraft, Large Efficient Ballooncraft, Light Leather-Mail
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 165 Soldiers, 175 Mounties, 150 Light Units
> Other Units: 100 Longboats

The port is upgraded and a unit of soldiers are trained.

Pure Health Elixirs and Agility Elixirs are created. I think thats two development actions, so I'm gonna stick with that, sorry.

The Elves renew their alliance with the Hobgoblins and Italians.

The elf is exiled to the southern desert. He first finds the centaurs. They smell him as containing some evil, but hesitate to kill him on the word of the shaman. They escort him to the edges of the desert and let him wander. After two days, he falls in a pitfall trap. The corruption feeds him, and in turn, he feeds the corruption. Hive scouts wander and find him, bringing him forth to the Hivemother. What his destiny is belongs to her now. >>1582605
>>
>Is anybody still here?
>>
>>1582837
I am, I'm waiting for it to all finish
>>
>>1582837
I'm here.

>>1582253
>Developing gunpowder already
I know this is a fantasy Civ quest with multiple civs and players but this seems kind of like a major powercreep
>>
>>1582907
Isn't that about the same as developing flaming Molotov potions? Magic and non magic can be on par with one another.
>>
>>1582932
It would be different if he tried to say how, but just saying "go gunpowder" is kinda bleh
>>
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>>1580835
DRYADS

> Estrellander: 841
> 2 Towns: 500
> Food: 1100
> Treasury: 315 (+125 per day)
> Notable Techs: Large Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead, Barky Camouflage, Health Elixir, Large Carts, Nonwasteful Culture, Treehomes
> Resources: Iron, Gold
> Notable Magicka: Greenweaving (I), Purification (III), Warding (I), Biochanting (I)
> Military Units: 150 Archers

The naiads are grateful for the crystals. They let you observe and learn both their properties and the magic behind it. The crystals are valuable is that they are natural absorbers or corruption. The dryads tell you that, very small traces of corruption are in every being. The crystals, when casted with Purification (III), can contain a HUG vat of corruption. However, like other corrupted objects, once broken, the corruption escapes -- and these crystals are quite fragile.

They teach you Purification (III)! You can store corruption inside INANIMATE OBJECTS now!

Upgrades are made to the market, mine, barracks, and dock. They can produce more marine and army units, and have an increased income from the market and mine.

The land is scouted out. They find beautiful cotton.

They scout in the forest for animals. They bring back a squirrel.

Food is sacrificed in the pursuit of enchanting living creatures. There is a small chance with every enchantment of the creature targeted to be corrupted. There is no way to destroy this chance, but there are preventative measures. Biochanting (I) allows you to embue plants with enchantment properties; whatever you want the plant to have, it will have! Enchantment cost is variable to what sacrifices are given, of course.

Gardens are grown inside Ralia. This has the effect of beautifying the city, as well as increasing food stockpile a bit.
>>
>>1582932
Kind of. Although I think just research gunpowder like that is somewhat of a slippery slope. There could be missiles being developed in the next couple turns or the magical equivalent of them.
>>
File: gamemap.png (2MB, 1194x1198px) Image search: [Google]
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> Italia: 650
> 8 Towns: 350
> Food: 1000
> Treasury: 2700 (+200 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Steel, Shield, Blackpowder Spice, Mail
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines, 300 Heavy Infantry
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

(fixed food, Italians have been growing at a rate of +100 food until they reached 1000)

Italians make heavy infantry units. They are awesome and powerful in their steel shields and armor getup.

They try and create a device for long range communication. They dub it 'mail'

They find a crop that when crushed, makes a black powder. They use it to season their food. Italian food is known among the allies as very spicy now.

They also have a hefty sum from their adventures.


> Remas: 740
> 3 Towns: 360
> Food: 1100
> Treasury: 570 (+250 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme, Iron Chainmail, Wooden Shields, Health Elixir
> Resources: Silver Ore, Iron Ore, Composite Bow, Writing,
> Notable Magicka: Static (I)
> Military Units: 150 Swordsmen, 150 spearmen, 150 Soldiers
> Other Units: 10 Biremes

Remans construct a temple. The foundation of the temple gives them Static (I)! They can create soft currents from their bodies, and upon contact or very close range, can transfer a bolt through any conductive surface. The voltage is quite safe; it tickles most creatures, except for the tiniest ones.

The witch is tried to be sent gold, but the house runs away every time. Oh well.

>>1582955
Dryads have total 25 crystals, and one unknown egg. It won't hatch for a while it looks like. The egg is 2ft tall with a ten inch diameter.

Turn 10 starts now!
>>
>>1583030
>Develop Invisibility elixirs
>Develop large wheel carts (Basically wagons that are powered by biking using wheels and pulleys)
>Have wagons cart sewer waste to Forester's eye

x3 Farm for better food growth
x1 Market in Stone Crown to increase income
x1 Barracks to have higher quality units from training
x2 Watchtower in Stone Crown and Forester's Eye to spot anything coming in and out
x1 Mage Tower in Stone Crown to increase effiency of learning Geomancy
x1 Alchemy Workshop in Twin Rivers to increase production of elixirs

2 Units of Shield Spearmen
2 Unit of Crossbowmen
1 Unit of Siege Weapons + Crew

>Road from Twin Rivers to Forester's Eye
>Road from Forester's Eye to bug border in case of future trade
>>
>>1583054
Farms are one in each town
Barracks in Forester's Eye
>>
>>1582955
Will enchanted creatures bear more of the same? I.e. If we enchant one tree into Ironwood will it produce more seeds of Ironwood or whatever it was before?
>>
>>1583030
the hive is most perturbed by this devlopement, and annoyed that the creature has been harmed

action: make a home for this creature a kilometre north of the hive connected by a tunnel

action: ask the hobgoblin leader where the scout may find the elves [use the poor creatures description]

magic: sacrifice 500 of my children to learn warding magics runes that can contain any solid item behind a barrier of pure psionic energy

action: build 3 more mines
>>
>>1583091
Mines are 250 a piece
>>
>>1583030
Offer/spend 200 gold to recieve stronger electricity magic
Upgrade all the markets in my lands. There are 4 of them so it should cost about 200 gold in total.

What about my composite bows and writing script. Did I overreach my actions and couldn't get those.
>>
>>1582677
>Spend 50 gold to upgrade the farms, increasing the size of the fields and diversity of the crops and livestock.
>Spend 50 gold to train a group of Naval warriors, similar to the Italian marines

>Develop- The Elven Smiths forge a new type of iron, strong and light it creates blades of exceeding hardness. Sharp, curve slashing swords, Long bladed spears and Broad bladed axes are now the norm of Elven soldiers.

>Develop-The Elven Archer masters have designed a new type of bow, a long, slender weapon of hard wood and treated bone it has extremely long range and fires arrows with devastating force (Elven longbows developed)

>Action- Send the navy along the northern coasts of Sverelfan to thoroughly search it.
>>
>>1583097
welp no doing that then.
>>
>>1583030
Action: Upgrade Market
Action: Upgrade Mine to lvl 3
Action: Build a barracks
Action: Explore southwest
Develop: Golems devise a tougher and spikier armor to defend themself with.
Develop: The Fishmen and Golem prepair and train a team to enter the other realm and attempt to save their comrades. At the very least find out what is on the other side.
>>
>>1583077
hm good question, I think the answer is yes.
>>1583107
check the tech list
>>
>>1583156
I see it now. Although it's labeled in resources
>>
>>1583030
Action: the Countess is curious about the egg, and commissions five of her finest mages to purify it, sealing any potential corruption inside of an iron sphere. Try shattering THAT.

Action: She also has 5 more mages enchant an Ironwood tree, ready to purify any corruption into an iron arrowhead.

Action: Dryads plant the cotton for later use

Action: The squirrel is kept as a pet for now.

Develop: SCIENCE - the Dryads study the egg for clues about how to most effectively hatch it and be prepared for what is inside

Develop: TECH - The Dryads learn to weave/spin cotton into string and cloth.
>>
>>1583030
>> Italia: 650
>> 8 Towns: 350
>> Food: 1000
>> Treasury: 2700 (+200 per turn)
>> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Steel, Shield, Blackpowder Spice, Mail
>> Resources: Iron Ore, Silver Ore
>> Notable Magicka: None
>> Military Units: 50 Marines, 300 Heavy Infantry
>> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Build as many markets as I can afford.
Development: Discover more spices
Development: Learn how to refine steel to have a higher carbon count

Free(?) Action: export the first spice known to the world, this shall make us rich
>>
>>1583341
>Gets massive amount of money
>Spends it all on markets to gain more money.
>Jew confirmed
>>
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KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 1000
> Treasury: 900 (+355 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Better Steel, Shield, Blackpowder Spice, Mail
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines, 300 Heavy Infantry
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Italians build as many markets as they can afford.

They find Red Spices in the southern regions of their lands. All the continent is crazy over its flavor and aroma!

Italian blacksmiths continue their innovation, creating a better quality steel! This impacts all their armed forces.

> Remas: 740
> 3 Towns: 360
> Food: 1100
> Treasury: 420 (+310 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme, Iron Chainmail, Wooden Shields, Health Elixir, Composite Bow, Writing
> Resources: Silver Ore, Iron Ore
> Notable Magicka: Static (I)
> Military Units: 150 Swordsmen, 150 spearmen, 150 Soldiers
> Other Units: 10 Biremes

Markets are upgraded. Income is affected as a result.

Gold is sacrificed to learn more Static magic. Due to its awesome power, a larger, or more significant sacrifice, is necessary.
>>
This is a message to all other leaders except for the bugs. I propose the insects are a threat that must be wiped out. Their entire population is able to fly and armed, they also insist upon getting meat from those of us that have it. Should you accept, prepare to march.
>>
>>1583430
I'll upgrade my lightning magic when I have enough stuff.

>>1583341
>>1583366
Is it okay if I look at your lands to see if there are horses.
>>
>>1583435
I'll accept if I get the southern coastline and you lower your tariffs
>>
>>1583435
Sverelfan stands ready for war. Our legions are few but our warriors know no fear. A fleet of Airships is ready to move at your order along with our navy.
>>
>>1583439
Sure as long as you share them with me.
>>
>>1583439
Sure but we have to split the herd, considering it was on my land.
>>
>>1583445
>>1583448
Okay
>>
>>1583435
this one disagrees, the hive seeks only to help
>>
>>1583458
>1200 flying archers.
>Military focused tech
>agrees to feed people to giants.

Bruh.
>>
>>1583479
archers for security [I wanted 10 units]
stealth and defense based units
and we want to feed the hungary with the ones whom broke your own laws
and I assist a frail and dying creature
>>
>>1583494
Honestly the hive should've fed him to the giants for shits and giggles
>>
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>>1583238
DRYADS

> Estrellander: 841
> 2 Towns: 500
> Food: 100
> Treasury: 440 (+125 per day)
> Notable Techs: Large Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead, Barky Camouflage, Health Elixir, Large Carts, Nonwasteful Culture, Treehomes
> Resources: Iron Ore, Gold Ore, Cotton
> Notable Magicka: Greenweaving (I), Purification (III), Warding (I), Biochanting (I)
> Military Units: 150 Archers
> Other Units: 1 squirrel

Cotton is planted. They are able to harvest it now, and learn to spin it to make string and cloth.

Food is sacrificed to enchant an Ironwood tree. No corruption is created from this enchantment.

An iron sphere is commissioned as a vessel for corruption. After purifying the egg, all the corruption is deposited in the egg. They learn iron and other metals have a very low capacity for holding corruption, after finding that purifying the egg of what little corruption existed completely filled the iron sphere.

Older dryads understand that the egg holds one of the legendary Dragons of the continent! There are seven total at a time, one for each region. A new dragon is only born if an existing one dies. Next turn the egg will hatch a Crystal Dragon. Its scales can be harvested for crystals similar to what they harvested in the cave. Dragons live for very long, and grow very fast.
>>
>>1583502
he was innocent, he had broken no laws that we had known of
>>
>>1583506
His crime was simply existing. His hateful and dangerous magic endangered the entire elf race. Corruption magic is outlawed in Sverelfan. If his kin do not desire death they will submit to the Sun and Moon.
>>
>>1583511
[the hive could have used this knowledge before you exiled him to us, oh well the scout is coming to you next, we will hopefully have time to talk about it]
>>
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>>1583112
ELVES

> Sverelfan: 660
> 7 Towns: 380
> Food: 1300
> Treasury: 290 (+135 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Large Longboats, Simple Air Lift, Wagons, Small Ballooncraft, Large Efficient Ballooncraft, Light Leather-Mail, Longbow
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 165 Spear-Soldiers, 175 Mounties, 150 Light Units, 150 Naval Warriors
> Other Units: 100 Longboats

Elves upgrade their farms. Their stockpile increases. They also train a unit of naval warriors.

Elvensmiths make their own kind of iron, long and light. Its about as hard as iron can get without being steel. They are sharp and curvy.

Elven archers recreate their bows to be bigger and stronger so that they can shoot thicker arrows farther.

The navy is sent along the northern coasts. They find a cove the home of beautiful mermaids! Many an elf stays behind, professing their love and staying behind. No obvious malice is apparent from such an action.
>>
>>1583538
Op did you remember me and the Hobbs traded tech? My invisibility shrooms for the recipe for his Fire Elixir?
>>
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>>1583121
GOLEM

> Capital: 580
> 3 Towns: 495
> Stone: 600
> Wood: 400
> Treasury: 80 (+95 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms, Stone Hammer, Flatship, Rhino Riding, Cavalry Hammergolems, Cavalry Launchgolems, Smallhull Ship, Spiky Golem Parts
> Resources: Stone, Gold Ore, Iron Ore, Wood
> Notable Magicka: Geomancy (II), Blanket (II)
> Military Units: 75 Hammergolems
> Other Units: 50 Carts, 150 Stone Rhinos, 50 Smallhull Ships

Mine is upgraded. The golems find iron. A market is also upgraded.

The barracks is built. Military units can be trained in larger units.

Golems construct their bodies to become spiky, effectively becoming a weapon by itself.

A group of finfolk and wood golems go through the portal. After some seconds of their tethers to this world being undone, and grasping to the other world's tether, they emerge -- wet. On the other side, they are in a sea. The sea is purple. The sky is black. Where in the world are they?

They find the missing finfolk rather quickly, as they are adept to the sea! Unfortunately, their stony companions sank to the bottom--of where it turned out there was none.

The finfolk tell you you are in a mirror reflection of the continent, and in fact the world. The sky has a ceiling. The sea has no floor. They tried going landside, but did not want to get lost, so gathered near the portal, which took up a whirlpool in the sea.
>>
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>>1583091
HIVE

> Capital: 700
> Food: 1400
> Treasury: 260 (+80 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Woody Camouflage, Rocky Camouflage, Flight, Nets, Strip Mining, Bow, Irrigation, Smallhull Boats, Fertilizer
> Resources: Iron Ore, Gold Ore, Stone,
> Notable Magicka: Telepathy (III), Warding (III)
> Military Units: 1500 Flying Archers

Hive scouts negotiate where they may find the elves. Will the hobgoblins tell them?

A large sacrifice is given to study warding magic. They learn Warding (III)! The magic allows them to embue environmental wards, which are dormant until activated, at which point a phantasmal wall appears.

Warding (I) allows the wards to block physical attacks.

Warding (II) allows the wards to block physical and magical attacks

Warding (III) builds on Warding (II) and destroys the physical or magical assailant as soon as the impact is born onto the ward.

Every activation of the ward by an attack will have a sacrificial cost.

A home is made for the corrupted elf. He doesn't show any obvious signs of gratitude or remorse. It is speculated if he is now as empty minded as the drones. He rots in the tunnel, most likely containing the corruption inside of him for a very long time.
>>
>>1583679
>1500
Oh OP
>>
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>>1583054
HOBGOBLIN

> Stone Crown: 550
> 2 Towns: 560
> Food: 1820
> Treasury: 70 (+95 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir, Bomb Launchers, Iron Pickaxes, Trebuchet, Bolt Clips, Fertilizer, Sewers, Spears, Invisibility Elixir
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (II), Runes (I), Warding (I)
> Military Units: 450 Crossbowmen, 150 Combat Engineers, 150 Sappers, 300 Shield Spearmen, 1 Trebuchet Crew.
> Other Units: 50 Sailing Boats

Hobgoblins build a lot of farms, a market, a barracks, a mage tower, two watchtowers, and an alchemy workshop. They also train a lot of military. Nearly all their population has a role.

Additionally, two roads are constructed. The treasury room emptied out quickly this turn.

Finally, they did trade potion tech with the elves. The elves can now manufacture their own airship fuel.

Turn 11!
>>
>>1583435
The Dryads stand ready to assist the Alliance. We wouldn't mind access to any crystals we find in their territory.
>>
>>1583430
>>1583708
Construct a farm at Amnia
Upgrade the farm at Remas

Search the Elven lands to the west for horses
Research how to develop a larger type of ship aka a Trireme.
>>
>>1583708
>Develop supply lines with combat engineers to bring shipments of food and water to troops on the frontline
>Develop Tactic: Crossbowmen wear face covers and dip their bolts in waste. Wounds caused by these bolts will cause sickness if not treated with water or medicine
>Let the orcs know we are at war and bugs are kill on sight
>Equip Sappers with Bomb Launchers for easy bang for buck and keep watch for ambushes
>Have combat engineers bring along the carts of waste and food
Leaving 50 Crossbowmen and Spearmen in each town to keep them running. We begin to march down the road to the bug border with all other troops. This road is clear of trees and our sappers are trained spotters. War is declared on the bugs. Any found are to killed on sight.

>>1583715
Excellent, we begin the march now.
>>
>>1583708
> Italia: 650
> 8 Towns: 350
> Food: 1000
> Treasury: 900 (+355 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Better Steel, Shield, Blackpowder Spice, Mail
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines, 300 Heavy Infantry
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Insitute the draft to get a reserve force and buy tools and supplies for the war effort
Development: develop heavily armed war wagons to transport goods
Development: learn how to avoid desert attrition

I will run the supply chains while opening up a second front to the north with my navy. Also have the merchant guild begin to buy up its competition for trade using state funds
>>
>>1583715
Golems will join. Any unclaimed and loose materials we find during and after the march and combat is ours.
>>
>>1583812
Oh you don't know how happy I am you joined. We are going to bring the house down. You can have any weapons dropped by the dead so long as they aren't ranged on my part. Ranged weapons must be saved for use against the bugs.
>>
>>1583679
Bugs have 700 flying archers now
>>
>>1583754
The Elven navy departs Sverelfan with every Elven Soldier on active duty onboard. Behind the ships they tow the Airships, the craft as well suited to water as they are air. Each airship will be crewed by a pilot, a propellorman and four archers. Upon reaching the coast they will take to the skies, the Elven foot soldiers and cavalry (Also equipped with bows along with their main weapon) will make their way through the desert following the south east most river into hive land. We will link up with Hobb,Italian and Dryad forces and commence the assault on hive city from the air and land.
>>
>The bugs just sacrificed over a third of their force and now they're getting attacked by everyone else
hehe
>>
>>1583538
>Develop-Following ideas from the Dryads and Italians the Elves farmers begin using plows to turn the soil of their fields

>Develop- using the recipe for Flame Elixir the genius young elf begins refining the substance, purifying it and creating a slow, hot burning substance that is the ideal fuel source to the airship fleets. One mid sized jar can fuel a journey of dozens of miles.

>Action-
>>1583856
>>
>>1583708
Action: Golems are taught for close, ranged and mounted combat in the barracks. 200 soldiers is the new total.
Action: The exploration team investigate the land on the island keeping caution.
Action: Gathering the iron they found they begin golemancy with the ore and construct a 1st wave of iron golems.
Develop: They develop a new ammunition for the bolt launcher. They use dry wooden stakes and catch them on fire upon firing.
Develop: They make stoney quivvers for their launcher ammo to give them variety on the battlefield.
>>
>>1583889
Don't forget to actually send troops in your action
>>
>>1583889
Action: We send troops to assist the hobbos.
>>1583936

My bad, thanks.
>>
@OP after the next update we should start a new thread
>>
>>1583708
Action: The Countess learns of the plans of the Alliance to march on a new enemy in the southwest. She instructs the barracks to train 2 new archer units.

Action: The archers march with the rest of the Alliance.

Action: The Ironwood is propagated from the existing tree, so that several begin to grow in each settlement.

Action: The first Ironwood tree is harvested via Greenweaving to outfit as many troops as it can provide for while being left alive and growing.

Action: The Countess sends additional crystals to the Naiads, and can promise them many more if they properly join the forces of Ralia as citizens. Food is bountiful, the culture is peaceful and eco-friendly, and they can keep the Naiads and their lake well protected.

BUILD: The Countess commissions the construction of a greenwoven roost for the dragon, with a dais upon which the egg is seated. The Countess presides over all business in the presence of the egg, intending to be the first living thing the hatchling sees upon emerging into the world.

Develop: TECH - Ironwood armor, light and flexible but hard as steel, made via greenweaving

Develop: MAGITECH - The Countess asks her mages to explore the potential of combining magics. Purifying wards, wards that are greenwoven into wooden objects, purified greenwoven objects like arrows that drive corruption from what they strike.
>>
Now we wait for Hiveanon
>>
>>1584425
to be specific, we send the Naiads 12 additional crystals.
>>
>>1584534
Did you see my suggestion
>>1584407
Here?
>>
well this is most rude, espescialy scince as far as I know, only the Italians and hobgoblins actualy know of us, oh well.

action: have scout drone continue to try to find out where the creature I found is from by asking the hobgoblin king for its kin

action: place a ward around the hive.

action: try to decipher another memory from the human guard. about their cities this time, I would like to know the rough location, population size and standing defences. as much as he can remember.

action:send a drone to the giants again, tell them we have found a food source but need time to figure out how to get it safely
>>
>>1585331
Our peoples are in constant contact, communication and trade. As soon as the Hobgoblins and Italians became aware of you, so did the Elves, Remans and Dryads. And I guess Golems. They've kinda been doing their own thing but now they're joining the party.
>>
>>1585370
I for one am still not convinced of any bug people plotting to kidnap people to feed them to Giants.
>>
>>1585370
you know that feeling... when your outplayed. I now feel that feeling well done, have a pat on the back.
>>
>>1585402
No hard feelings bug anon. If it makes you feel better well be ripping ourselves apart in no time.
>>
>>1585331
add tech: desert hiding suit, the hive rolls around in the sand covering their carapace with the stuff.
>>
>>1585411
none taken, if anything my first reaction was to see if there was something I had done wrong, I then realised I just revealed myself to humans whom I don't look like.

but if I have my way, your going to work for it you bastrad
>>
>>1585428
Hey man, feel free. You have seven hundred flying archers and a kickass fortress. You've done well for yourself.
>>
>>1585428
Honestly I'd keep the Dryads out of it, but abandoning allies in this endeavor seems like a really quick way to end up on the wrong said of said alliance. Plus, maybe we'll find camels or horses in your desert. Or lions? Who knows.
>>
>>1585448
If we find Giant lizards I want them.
>>
>>1585471
If we can't find something faster than walking, I'm gonna have to make some sacrifices to animate treants or some shit and I just don't have the numbers or moral flexibility for that.
>>
>>1585491
Ask the golems for Golemancy. You guys are allies. Offer them something you have that they don't.

Make wooden golems and GreenWeave them into kickass forms. Wooden Horses. Wooden Bears. Wooden wood.
>>
okay, I have several plans to get me out of this shit show, but I have to wait for you to make the first move, so how do you plan on attacking one of the most naïve races in the world. and OP what happens when a civilisations population and such has been wiped out?

my destruction is almost garenteed, but I wouldn't mind staying around to watch
>>
>>1585545
You have golem Rhino cavalry, Hobgoblin heavy infantry and crossbowmen, Dryad archers, Italian mercenaries and the nearly the entire eleven army.

Its gonna be a show.
>>
>>1585615
right I'm going to say that you want complete and utter annihilation? no half measures. hmm welp I wonder how my diplomat will be treated
>>
>>1585636
Meh, Im just in it for the lulz. That deal with the giants was a BAD idea though sir Bug.
>>
>>1585636
If you think we're going to murder you without trying diplomacy first, you must be thinking of the humans. Who have so far treated your envoy with respect and brought them to parlay with the Hobgoblin leader, no?

Dryads want to hear you out. Don't make this weird.
>>
>>1585642
for mothers sake, I wanted to be Australia. is that so much to ask?
>>
>>1585678
You should just kill them all. They're weird looking and probably humans. Definitely not worthy of a parley.
>>
>>1585678
[point taken, but you said it yourself if your not in the alliance that seems to be a good way to be on the receiving end. so by logical course it would seem you would join and the humans seem to be in control, and the leaders choices are often the only ones that are passed through]

but as I said blindly trusting so, eh who can tell
>>
>>1585694
Also they probably eat humans. Not that I'm a humie or anything but that's really bad.
>>
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>>1585695
>Humans.
>In control

>KEK
>>
>>1585719
this one suspects some foul play, and besides why would we eat humans, they are most repulsive beings slimy and soft and not enough height to you,

>>1585726
who called this alliance together? oh right

to be honest I'm curious how this will turn out, full extinction? slavery? I win, possible? the queen escapes [see previous answer]
>>
>>1585734
The Hobgoblins of course
>>
>>1585753
didn't this arse start it?

>>1585390
>>
>>1585769
No no no, you're thinking of the Italians, my fellow human and Latin inspired neighbors. They've been advocating for stuff like defensive pacts to counter perceived threats aka you. I just keep on doing nothing by denying you exist and waiting for everyone else to kill themselves.
>>
>>1585824
yes, but this is not you is it?
>>1585719
or this?
>>1585694
or even this?
>>1585390
>>
>>1585852
I have absolutely no idea what you are talking about. Whoever this "Totally not a human" fellow is, I bear no relation to him. Although some of his points do seem valid such as bugs looking weird.
>>
>>1585871
yet the messages bear your mark?
do not insult this ones intellect, lest the coming conflict is unavoidable due to your ministrations
>>
>>1585910
This is nonsense. No advocation for bug genocided have I preached. You're just thinking of my very similar neighbors who have all the money. Maybe you should go see them if this is an issue for you
>>
>>1585942
the ive will, I wonder how humans take slander? yes this will be most interesting that this is only held together by bloodlust and dislike for my kind. I shall enjoy watching you fall apart from the afterlife.
>>
Are we ICly calling out conspiracy or RPing?
>>
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>>1583754
HOBGOBLIN

> Stone Crown: 580
> 2 Towns: 610
> Food: 1820
> Treasury: 165 (+95 per day)
> Notable Techs: Runes, Pulleys, Crossbow, Medium Sailing Boat, Bronze Armor, Iron Armor, Burning Elixir, Iron Bolts, Health Elixir, Bomb Launchers, Iron Pickaxes, Trebuchet, Bolt Clips, Fertilizer, Sewers, Spears, Invisibility Elixir, Sewage Arrows, Supply Lines
> Resources: Gold Ore, Iron Ore, Silver Ore
> Notable Magicka: Geomancy (II), Runes (I), Warding (I)
> Military Units: 450 Crossbowmen, 150 Combat Engineers, 150 Sappers, 300 Shield Spearmen, 1 Trebuchet Crew.
> Other Units: 50 Sailing Boats

The Red Orcs are happy to hear the cry for war is being called against the Hive! Their bloodlust will be satiated once they have bugs to slaughter.

Developments are made in concepts such supply lines and sewage arrows.

They stay 75 Crossbowmen and 75 Spearmen. Their army sent to the desert consists of:
> 375 Crossbowmen
> 150 Combat Engineers
> 150 Sappers
> 225 Shield Spearmen
> 1 Trebuchet Crew
> TOTAL: 905 Hobgoblins
>>
>>1585969
technically, its ooc. but we are both talking like its in character soooooo........
>>
>>1585969
I have no fucking idea.
>>
>>1585976
it begins, good luck to you all and my the gods protect the innocent
>>
>>1585998
There are no innocents. Only varying degrees of guilt. Fare thee well bugs. Die with honor upon the fields or cower in your hive. Death comes to us all.
>>
File: inqisiton.jpg (80KB, 505x599px) Image search: [Google]
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>>1586014
innocence proves nothing. I heard that somewhere
>>
Just so we are clar number wise, I send 150 to guard the caravans, I need half to guard the trade routes from bandits and that forest.
>>
File: golem.jpg (470KB, 825x903px) Image search: [Google]
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GOLEM

> Capital: 590
> 3 Towns: 495
> Stone: 700
> Wood: 500
> Iron: 100
> Treasury: 125 (+95 per turn)
> Notable Techs: Barges, Barreled Bolt Launcher, Golden Head Leaders, Carts, Golemancy, Stony Shovels, Reservoir, Modifiable Limbs, Shovel Arms, Stone Hammer, Flatship, Rhino Riding, Cavalry Hammergolems, Cavalry Launchgolems, Smallhull Ship, Spiky Golem Parts, Wooden Stakes, Stone Quivers
> Resources: Stone, Gold Ore, Iron Ore, Wood
> Notable Magicka: Geomancy (II), Blanket (II)
> Military Units: 75 Hammergolems, 200 Battlegolems
> Other Units: 50 Carts, 150 Stone Rhinos, 50 Smallhull Ships

Golems create wooden stake bolts, and stony quivers for them. The bolt launchers have increased capacity for these bolts now.

They make the first wave of Iron golems from iron. They are very heavy, but very tough to bring down. They are ten to start with.

A group of 200 battlegolems are trained.

The shore on the Mirrorland is explored. They find that the land's soil is tough, but brittle. Trees here are made of some sort of metal, and bear glowing blue fruits. No sign of any creatures are apparent. The finfolk wizards tell you they sense a great deal of magicka about this place, and would like to establish some folks here to research magicka, with your permission of course. They can even help build a platform and bridge from the portal to the shoreland.

The golems send 275 to the edge of the Hive desert.

>>1585976
750 red orcs are also sent.
>>
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>>1583883
ELVES

> Sverelfan: 720
> 7 Towns: 480
> Food: 1500
> Treasury: 425 (+135 per day)
> Notable Techs: Martial Theocracy, Draft, Iron Spearheads, Large Longboats, Simple Air Lift, Wagons, Small Ballooncraft, Large Efficient Ballooncraft, Light Leather-Mail, Longbow, Plow, Burning Elixir Fuel
> Resources: Gold Ore, Iron Ore
> Notable Magicka: Flame (II)
> Military Units: 165 Spear-Soldiers, 175 Mounties, 150 Light Units, 150 Naval Warriors
> Other Units: 100 Longboats

Elves increase their stockpile after using the plow in their agricultural endeavors.

A more purified recipe is created for the hobgoblin's Burning Elixir, designed to produces more smoke than flame, and to burn for a slower period, ideal for ballooncraft journeys.

The elves send their entire army and five airships to meet up with their allies at the edge of the desert.

Elf numbers: 490 elves
>>
>>1586117
How many airships in total do the Elves have? I feel like they should be listed as other units.
>>
>>1586117
>>1586158
Yeah im pretty sure I sent a LOT more than 5. Like an actual fleet of them.
>>
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DRYADS

> Estrellander: 841
> 2 Towns: 500
> Food: 100
> Treasury: 140 (+125 per day)
> Notable Techs: Large Barges, Plows, Wooden Tablets, Bow, Fertilizer, Iron Arrowhead, Barky Camouflage, Health Elixir, Large Carts, Nonwasteful Culture, Treehomes
> Resources: Iron Ore, Gold Ore, Cotton
> Notable Magicka: Greenweaving (I), Purification (III), Warding (I), Biochanting (I)
> Military Units: 450 Archers,
> Other Units: 1 Squirrel, 1 Crystal Dragon

The Crystal Dragon hatches. The Countess is overjoyed. She can care and name her pet if she pleases.

Ironwood is propagated, harvested, and planted. A grove of ironwood is established. Its bark is strapped to the archers being sent out.

More crystals are sent to the Naiads. To your proposal, they cannot comprehend what is meant to be a 'citizen'. Naiads spend their entire time in the lake. They need not leave, nor do they wish to. They will be very upset, but unwilling to prevent, if you decide to claim the lake as yours. Protection is appreciated, and they would like to recompense by allowing you access to some vials of Purified Water, a basis used in only the purest of elixirs.

Work is being done to combine magics. They cannot make any kind of corruption arrows, as corruption must be drawn out through spells. Wards cannot be corrupted, so there is no need to purify them. The only combinatory magic they can understand is with greenweaving shapes and they biochanting the shaped plant. In this way, they can create great iron structures without needing to mine or cast large amounts of iron.

Archers are trained and sent south with the Alliance. They send 450 total dryads.
>>
>>1586162
how many do you want to send, and how big are the airships in real life size so I can understand
>>
>>1586187
too big?
>>
2670 enemys and counting? shit
>>
File: reman.jpg (366KB, 840x490px) Image search: [Google]
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KINGDOMS OF MEN

> Italia: 650
> 8 Towns: 350
> Food: 1000
> Treasury: 1055 (+355 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Better Steel, Shield, Blackpowder Spice, Mail, War Wagons
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines, 300 Heavy Infantry
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

A draft is called. Many answer the call.

Heavy war wagons are created to transport the goods.

They try their best to prepare for avoiding desert attrition, but won't know for sure until they actually enter a desert.

Italians: 500 Total (300 Heavy Infantry)

> Remas: 740
> 3 Towns: 360
> Food: 1500
> Treasury: 430 (+310 per turn)
> Notable Techs: Steel Swords, Steel Spears, Simple Catamaran, Simple Bireme, Iron Chainmail, Wooden Shields, Health Elixir, Composite Bow, Writing, Simple Trireme
> Resources: Silver Ore, Iron Ore
> Notable Magicka: Static (I)
> Military Units: 150 Swordsmen, 150 spearmen, 150 Soldiers
> Other Units: 10 Biremes

Remand build and upfgrade farms.

They attempt to search the Elven lands for horses.

They learn how to build big ships.
>>
>>1586221
now 3170. more than double my own
>>
>>1586187
I was planning on sending at least twenty. In my mind the streamlined large Airships are about 25 feet long and 10 feet wide. constructed from thin wood and leather sheets the hulls are light and strong. A trio of long, cylindrical balloons are above the "carriage". A pot of burning Elixir provides the hot air needed to lift the craft. A pilot, a propellorman and four archers make up the crew of the Airship.
>>
>>1586243
Can you post a pic of how you envision them?
>>
>>1586255
Yeah sure. Ill doodle something up here in a second.
>>
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Rolled 5 (1d10)

>>1585331
HIVE

> Capital: 800
> Food: 1175
> Treasury: 340 (+80 per turn)
> Notable Techs: Iron Spears, Walls, Spiky Barriers, Bows, Chitin Armor, Pitfall Traps, Spiky Gauntlet, Leafy Camouflage, Muddy Camouflage, Night Camouflage, Woody Camouflage, Sandy Camouflage, Rocky Camouflage, Flight, Nets, Strip Mining, Bow, Irrigation, Smallhull Boats, Fertilizer
> Resources: Iron Ore, Gold Ore, Stone,
> Notable Magicka: Telepathy (III), Warding (III)
> Military Units: 700 Flying Archers

The sneaky bugs at the hobgoblin city know of the plot to march on the desert. The Hivemother can now make the appropriate preparations.

The scout drone asks about the elf from the hobgoblin. The kill on site prerogative initiated by the hobgoblin regime has forced them to lock the bug up to be killed.

Wards are placed all around the hive, consuming food. A food unit or equivalent will be sacrificed for every activation by an oncoming foe.

The human guard does not know specifics about population size, but he knows the pathway from his lands to the hobgoblin city. The Hivemother knows the trading routes built now. She also looks into the defenses at the time of the probing, but has no idea of any recent military developments the Italians or their allies may have made.

A drone is sent to the giants. At the word that you have found a food source, they grow agitated. They howl in glee and delight and plead you to give them the manmeat. You tell them you need to figure out how to get it safely, but they cannot listen to this. Had you been made of flesh, they would've eaten you and the dirt beneath you. You might have an idea now:
> Attempt to recruit the giants (1d10)
> Promise them their manmeat

Finally, the drones learn how to be sneaky in the desert.

>>1586224
Roling for horses

>>1586243
I thought you were talking about some kinda hindenburg stuff, hence why I gave you 5.
>>
>>1586293
Remans cannot find horses in the Eastern Elflands
>>
We can save the inevitable conflict actions for the next thread! Excited to see what will happen. If the Hive does get completely wiped, Hiveanon will be eliminated from the game, I'm sad to say. Such are the consequences of running a civilization
>>
>>1586311
I have question about the game itself. Is it possible to find new landmasses. Perhaps even landmasses that could be the starting points of other player controlled civilizations.
>>
>>1586320
There is absolutely no way I will manage more than 7 civs. If Hiveanon dies, perhaps I can introduce a new one to take his place.
>>
>>1586320
Also answering your main question will affect your playing style either way so i will neglect to answer.
>>
>>1586328
But I already have plans on how to carve up his land. Maybe have another continent for new players that we can colonize as well.
>>
Rolled 9 (1d10)

>>1586293
the man meat attempts to eat the hive, so you can catch the food fresh.

action: dig a tunnel away from the hive, move the queen with it as far as it will go near the sea.

action: hide half my forces under the sands nearly a kilometre from the hive in the direction of the green sea.

tech: make a new trap a giant beartrap made of chitin and stone teeth, designed to impale the unfortunate being in its stone teeth

action: speak with the hobgoblins
"what has the hive done wrong? if the hive has hurt this one in any way please let us fix it. may we speak with others to repair this harm, the hive does not wish to harm anyone"

action: try to convince the hobgoblin to call a meeting of the leaders to plead our case.

action: make the described trap

[I'm still going to monitor this thread and occasionally comment if I'm killed.]
>>
>>1586330
That will be unfair to new players. They arent just NPC civs you can conquer. No, its best not to introduce new players.
>>
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>>1586255
Here's a five minute doodle. Excuse my shitty handwriting
>>
>>1586331
You have managed to convince the giants to join you in the final stand. They number in total of 150, with the strength of 750 men. They are all manmeat crazy.
>>
>>1586331
Why not just take a royal egg? There's bound to be at least one laying around it would serve as a good escape boat.
>>
750? shit my chances just went up
well 1500+750= 2250
huh I might not be fucked

>>1586338
I will consider it
>>
>>1586311
> Italia: 650
> 8 Towns: 350
> Food: 1000
> Treasury: 1055 (+355 per turn)
> Notable Techs: Smelting, Barges, Taxation, Steel Armor, Smallhull Boats, Marine Units, Naval Boarding, Merchant's Guild, Adventurer's Guild, Longbows, Donkey Scouts, Steel Axe, Steel Sword, Steel Arrowheads, Gravel Road, Refined Ores, Better Steel, Shield, Blackpowder Spice, Mail, War Wagons
> Resources: Iron Ore, Silver Ore
> Notable Magicka: None
> Military Units: 50 Marines, 300 Heavy Infantry
> Other Units: 10 Smallhull Boats, 100 donkeys, 50 Barges

Action: Build more barges and train the militiamen to be marines. Send the marines to northen coast of the bug lands and send 150 steel soliders to guard the supply routes and heavy wagons.
Development: Find a use for the white wood
Development: Figure out white powder that's also used for food.
>>
>>1586343
and question, what are your objectives? pure extermination?, slavery? or beating me into a vassal state

I would put out a point that if you were going for slavery you would need the queen, so that's unlikely
>>
>>1586180
100 food? Is that an error or did we spend everything with ironwood and the dragon?
>>
>>1586224
Research onagers
Train a unit of archers/composite bowmen

Look for horses in the Italian lands


At this point I might consider buying horses from anyone else if they can find them. I'm also considering changing the name from Remas to Rema.
>>
>>1586354
For me personally it's nothing personal. I want close trade relations with the people in the pact, and if going to war with you will help lower the tariffs or have them help me in a time of need in the future, then I will march to war.
>>
File: 1424651119187s.jpg (4KB, 111x125px) Image search: [Google]
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>Tfw OP ignores shittydoodle
>>
There is no locking up to be killed or diplomacy from bugs. They are killed on sight.
>>
>>1585390
You can see the bug people in Twin Rivers with your traders.
>>
>>1586331
Also hey sucks to suck. Geomancy and Sappers mean you your underground and traps will be your undoing.
>>
>>1586389
yeah I would like your motives please. its a bit strong for someone whom I have scarcely interacted.

>>1586399
we will see. I pray to my gods that we don't, but it seems diplomacy will not help me and force must be used.
its a good thing you wont know about traps until they pierce your army's hides
>>
>>1586402
>units trained in the art of trap spotting and disarming
Ok

My reasons are that you value the alliance of these giants enough to openly ask for the meat of our people. Now this is all OOC because your bugs are killed on sight, but if you say killed the giants. This could all be stopped.
>>
>>1586404
its a bit hard to know that when you cut off the ear I proffered. and besides I say this once, I say this a thousand times. I seek to help. if you had say brought your grievances to me then it would have been resolved. but I have a feeling this train of death has no breaks

also SHIT, when did you get fucking sapppers?
>>
>>1586409
A long time ago.
>>
>>1583435
>>1586354
>>1586402
This is all most of the alliance knows - that you're a swarm of military units desiring manflesh. That's pretty threatening, and yes, it's a game of telephone that's distorted, but ICly all we know is what we've been told. Once the other races meet you, that can change, should you make efforts to communicate instead of simply killing us all.

Dryads would prefer to remain peaceful. We only act when threatened, and as it stands, we're given to see you as a threat. You're psychic. Use that.
>>
>>1586419
well I have only one trick left in my book that can be used in such a way.
gods lets see if this is good.
and from your view, I sort of understand this now.
but on the opposing side I have a large amount of beserker units who probably wont listen.....
>>
>>1586311
Are we doing another turn here, or saving turns for next thread?
>>
>>1586429
Well if we are saving conflict actions I think we are saving them, though the hive already did their turn.
>>
Did anyone look at awful doodle?
>>
>>1586432
actually that was prep, and at the countesses request, I have only one last plea to make you all reconsider. but I don't know if it will work, if I'm honest I think the only people who could be dissuaded are the dryads and the hobgoblins
>>
>>1586450
But we the Hobgoblins are who started this all. And you will get a final plea as we almost open the first battle, yeah.
>>
>>1586450
The Elves could. We can all turn this against the giants who we can all assume are evil (desiring manflesh) so lets look at it this way. The elves will call off their attack and focus on the giants. They are the reason this was started.
>>
>>1586450
You need to do something ICly. We can discuss the game all we want, but it would be metagaming to use that knowledge to guide our actions and motivations.
>>
>>1586459
>>1586461
I propose in our final moments of the march we offer the bugs an ultimatum. Even in the final moments they insist they just wish to help. If we have them turn on these Giants of these and we all fall upon them, peace can be kept for a little while longer.
>>
>>1586450
If hobbos dissuede, the golems wouldnt march either.
>>
>>1586459
the hive will open psionic communication before the battle is to be made, our final plea will go through. after that that's up to you all.

[my ideas were, hobgoblins are angery at the hive for helping the giants, so they are truly trying to target giants, hive or no.

the dryidas are passive, ergo want to avoid conflict.

the elves ooc you said were for the laugh it would bring. to stop your humour is unlikely

and well the humans already have decided how they want to divvy up the loot
>>
>>1586467
Golems have no reason to attack if the hobbos stop. Soooo yea. Bank on that too.
>>
>>1586467
Now magic has a large cost associated with it. Sending out a message to all the leaders will likely have a big cost. I shall wait for next thread and for OP to count the cost before I give an official response.
>>
>>1586475
hmph, if that is true a single drone will not make much difference. anyway when is the next thread? in a couple of hours?
>>
>>1586479
I don't know exactly. I actually will be busy today and my first post will be with the accidental ID I used for my other quest just to confirm it really is me.
>>
>>1586467
The elves just want to kill SOMETHING
>>
>>1586486
the hive can assist

>>1586485
so the other name you habitually forget to change. got it
>>
>>1586564
It isn't that I forget, it is that I'm too lazy to change while I'm running my quest sometimes
>>
New Thread
>>1586714
Thread posts: 602
Thread images: 83


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