Pic related is the closest thing to a real life representation of our island, some mountains, lots of forests.
It is now 35AA
Our population has experienced a population boom! We have recently defeated the feminazis, on this island, for now we are in a period of peace.
>Population: 54 (30 men 24 women)
>Agriculture/Food:8/10
>Resources:8/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 8/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
Now I'm going to have two polls.
Our people have decided that we need to worship something. What shall we worship?
A. Our leaders (Past and present)
B. The Elements
C. A mono-theistic god.
And now for the standard Poll
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H.Other
>>344533
>B. The Elements
most magical option
>G.Research & development
need to use the damn metal and start building actual weapons.
>>344533
>C. A mono-theistic god.
Something different this time
>C.Construction
We need to clear a road to the other village, we can't have people lost in the forest
Wait, is this CivBulger?
>>344533
B. The Elements
We came from the world, we pass unto it when we die. There is no higher power than that which gives us life, and takes us in death.
C.Construction
>>344563
Alright, G. And since you guys agree, we're going to go with development of Metals.
Building on the Metallurgy of the Feminazis, we figure out how to create Copper things, such as tools, however no weapons yet. We have no mines organized, just whatever we can find in the Caves in the mountains.
>Population: 60 (34 men 26 women)
>Agriculture/Food:8/10
>Resources:8/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 8/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H.Other
We still have not reached a consensus on what to worship..
>A. Our leaders (Past and present)
>B. The Elements
>C. A mono-theistic god. (If you wish, you can go ahead and name him and what he does)
>D. Atheism, We fedoras now
>>344581
I say we worship coral.
Also, G
>>344590
We've already found caves, lots of them in the mountains, if we do go with exploration, its going to be the ocean.
>>344590
Also if noone else vote for C for worship the count my vote to
>B. The Elements
I would like something different but this choice is okay.
So from what I can tell, C has won.. And we're worshiping the elements again.
What shall we build? (Special ability PICK TWO)
A. Housing
B. Fortifications
C. MUH ROADS
D. Communal Buildings
E. Mines and logging camps
>>344588
Change my vote from F to
>C.Construction
I didn't quite read that we have caves, now let's make mines
>>344605
>C. MUH ROADS
>E. Mines and logging camps
>>344605
C. MUH ROADS
E. Mines and logging camps
Roads make transport, trade, defence and offence far easier while having a constant stream of trees and metals will enhance our constructive and industrial capacities.
>>344605
>E. Mines and logging camps
>C. MUH ROADS
Rolled 39 (1d100)
>>344605
C and E clearly win.
A long road stretching from the original town to the Feminazi Town is made, along with roads stretching to mines in the mountains and logging camps.
I'll also do a Poll. What shall we name our towns?
Starter town:
>A. Element Home
>B. The place of First men
>C. The landing
>D. The birth place
>E. Other
Feminazi town:
>A. first place of Victory (Call it Victory for short)
>B. The second town
>C. Other
EVENT ROLL TIME
>>344641
>E. Centerhold
>C. Victory City (Call it Victory for short)
>>344641
>E.Tribe's landing
>C.Victory
>>344641
>B
>A
Waiting for a few more votes.
>>344641
>E
>C
>>344641
>E. Other - Men's landing
>A. first place of Victory (Call it Victory for short)
>>344678
For E, what do you cast your vote for? CenterHold, Tribe's Landing, or just something else entirely?
>>344682
>E Centerhold
We name our two cities, the first is named Centerhold while the other is named First place of Victory, and will be called Victory City or Victory for short.
In the horizon comes a ship, and lands near our town, out of it comes 8 swordwomen, 3 bow women, several sissies, and an old man in a robe, his face is not visible, but a big crooked nose is visible.. He looks like he is a magic user. They walk up to the gate and demand surrender. The old man speaks in a jewish manner "You better get out of that town and surrender goyim.. Or it will be like anudda shoah." How shall we proceed?
>A. Negotiate
>B. Prepare for battle (We have a standing garrison of 6 spearmen, 3 bowmen, and about 6 other men ready to fight.
>C. Tell them to fuck off
>D. Attempt to use magic on the women.(make them submissive)
>>344696
>A. Negotiate
>B. Prepare for battle (We have a standing garrison of 6 spearmen, 3 bowmen, and about 6 other men ready to fight.
Let's fake a negotiate, then launch a surprise attack.
>>344696
>B. Prepare for battle (We have a standing garrison of 6 spearmen, 3 bowmen, and about 6 other men ready to fight.)
we have at least 34 mens, focused archery fire on the nose.
>>344696
Also here is a battle plan
Have the archers shoot at the nose and that doesn't have any effect shoot the sword women.
Get the woman and child to safety and Stay inside the walls, they have to break through no reason to go out the walls.
>>344696
>B.
Crush them !
>>344696
>B.
Alright, we begin to go into battle, I want one roll on our Battle preparations, one roll on Enemy's battle preparations, and one roll on getting our women and children to safety. (On the last one, a very low roll is VERY bad for us).
Rolled 7 (1d100)
>>344724
Rolled 63 (1d100)
>>344724
godamn it inky.
Rolled 48 (1d100)
>>344724
>>344729
Hey, when we went with the military turn last thread I say we need to have better preparations
Rolled 69 (1d100)
Our battle preparations were a complete shitstorm, we could not find any arrows, and all we could find were some point sticks for our militia. (No arrow round for us). As for them, they were relatively organized, and Receive one arrow round. (I'll roll 1d100 for the arrow round) Our women and children made it into their houses, however one child who was playing outside the walls, wasn't so lucky and was pulled into the ship. The robed man cast a magic spell on her and she joined the ranks of the swordwomen (9 total now).
One of our men gets shot dead, bringing us to a total of 14 battle ready spearmen. The robed man unveils himself, to look like this. He yells "Its anudda shoah I tell you!"
2vs2 Rolls now!
Rolled 74 (1d100)
>>344751
Rolled 78 (1d100)
>>344751
Rolled 3 (1d100)
>>344751
>>344765
Noice
>>344766
i knew it was the right time to step on the gas.
>>344751
Just a question if their not enough people can we roll again?
Rolled 8 (1d100)
>>344780
don't ask just do.
>>344751
what does 2vs2 rolls mean im rather new
>>344780
Absolutely.
>>344782
They decide the outcome of a turn of a fight.
152vs11
The whole battle is done in less than 20 minutes, we suffer no casualties, and we bring in 10 sissies, 12 Feminazis, and the robed man.
What shall we do?
>A. Unfeminize the Sissies and kill the FEminazis
>B. Turn the Feminazis submissive and kill the sissies
>C. Unfeminize the Sissies and make the feminazis Submissive.
>D. Kill them all.
What shall we do with the Robed man?
>A. Kill him and search the body
>B. Let him live
>C. Just destroy him along with his belongings.
>>344799
>A. Unfeminize the Sissies and kill the FEminazis
>A. Kill him and search the body
>>344799
>C. Unfeminize the Sissies and make the feminazis Submissive.
>A. Kill him and search the body
Jew magic, it makes dirt into gold andGood banking practices disappear!
>>344799
>A
>A
>>344807
I want two rolls. a 1d10 and a 1d12.
We kill off the old man, and take out a book. It is titled "Shekelmancy, Goyery, and Jewry for Beginners" we cannot understand it yet, however we will delve into it later.
Rolled 6 (1d10)
>>344814
Rolled 7 (1d12)
>>344814
>>344819
We manage to unfeminize all but 2 of the sissies, which we end up killing (Unless we keep them as slaves), and the feminazis look on in horror as their friends are made submissive, they cry, and then are killed shortly after. We take only one casualty in that battle.
Now it is peace time again.
It is now 40AA, Donald Dies and his Heir, Donald Jr. Ascends to the throne, his special ability is Military researcher (When we research Military stuff, we get to pick TWO instead of one).
>Population: 78 (41 men 37 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 6/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Other
>>344842
>D.Military
time to get swords and armors
>>344842
>D.Military
So we got one death against 12 warriors + 10 Sissies. That pretty good taking out 22 and only losing 1
>>344842
>D.Military
>>344842
>G.research
better weapons would make fights even easier
>>344842
We begin to improve upon our military. what shall we improve upon? (Pick two)
>A. Weapons
>B. Armor
>C. Battle preparations (If we pick this, we will always have at least 1 archery round, and a 1d100 for one more)
>D. Training
>E. OTher
>>344842
D.Military
>>344872
>C. Battle preparations (If we pick this, we will always have at least 1 archery round, and a 1d100 for one more)
>D. Training
>>344872
>A. Weapons
>B. Armor
no need for archery rounds if we have a melee advantage.
>>344872
>C. preps
>D. Armor
>>344896
>Obelix choose C it will limit the fails
>>344872
>C
>D
>>344872
C. Definitely. And training. Out of curiosity, Op, how far will you let <currently unnamed civ> advance?
>>344896
C wins here, and Armor does too.
We begin to improve upon our armor, and begin to make simple leather armor, and our battle preparations have been improved upon, we will always have stocks of arrows ready. What shall we do next?.
>Population: 90 (49 men 41 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 7/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Other
I might add this in, but Espionage might be a thing, I'm thinking along the lines of this, I'll add an espionage choice so we can spy on the enemy, but they will spy on us too, and if the spy counter goes too high, our government will be subverted.. Thoughts?
>>344917
until we get conquered. then we can start anew.
We begin training our men to be better with fighting with sticks, and our battle preparations ensure we have ample stocks of weapons and arrows. (We still fight with wood sticks and stone points)
FUCK MY WHOLE THING GOT DELETED.
>Population: 90 (49 men 41 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 7/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Other
What are your thoughts on adding espionage to the game? I won't tell you guys how many spies are within us, however i will give hints.
>>344943
Use this, Training won instead of armor
>>344943
>C.Construction
Build a mighty forge.
>>344943
>C.Construction
>>344943
>C.Construction
We need to smite metals, also I thing espionage is a good idea since we gain information on other civs
Research that boat. We wanna know how it works.
>>344943
Alright. I wanna go to space. Are we white or black as fuck
>>344955
We're white bread all the way
>>344943
Esponage will be added, you will be recieving hints on happenings, currently we can only be spied on by the Feminazis.. And if they subvert our government.. Not fun. I'll skip the poll because you want a forge.
We end up building two forges, one in Centerhold, the other in Victory. We begin making tools, but know not how to make weapons yet.
It is 50AA
>Population: 105 (55 men 48 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 7/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage
J. Other
>>344970
>D.Military
weapons time
>>344979
this
>>344970
>D.Military
We're going to have to explore for this main land next turn
>>344986
We begin to research into Military, what shall we research? (Pick two, or pick one option TWICE for double the power)
A. Weapons
B. Armor
C. Training
D. Other
>>344992
>A. Weapons
>B. Armor
>>344992
>A. Weapons
>A. Weapons
it's time to forge true weapons of war.
>>344992
>>A. Weapons
>>A. Weapons
>>344992
>A. weapons x2
>>344992
A and A
>>344992
AA wins.
We make great leaps in terms of weapons! We go from Sticks and stone to Copper weapons extremely quickly. Our bows and arrows are also improved (In terms of weapons, we are NOW ON PAR with the Feminazis)
>Population: 105 (55 men 48 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 8/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage
J. Other
>>345009
>F.Exploration & colonization
Let's find the mainland or other islands
>>345009
>I. espionage
how much can we possibly find out about the feminazis ?
>>345009
>F.Exploration & colonization
let's find out where they are.
>>345023
We haven't found the base yet, all we can do is Counter espionage desu
Rolled 31 (1d100)
>>345033
We begin to explore the ocean, may the element of water guide us!
>>345043
We do not manage to venture far, and return to port with no evidence. Shall we continue searching?
>A. Yes
>B. No
>>345043
You should let us roll
>>345051
yes continue until we find them
>>345051
>A. Yes
>>345051
>A. Yes
We continue to explore. SOmeone roll a 1d100 for us, and roll a 1d100 for the Feminazis.
Rolled 48 (1d100)
>>345068
Rolled 17 (1d100)
>>345068
Rolled 43 (1d100)
>>345068
>>345068
All we find are some very small island with just a couple of trees. Thankfully, the feminazis have not returned to the island, or found us. Roll TWO 1d100s again, if we keep exploring, there's a risk we'll be found.
Rolled 73 (1d100)
>>345077
Rolled 91 (1d100)
>>345077
Rolled 33 (1d100)
>>345077
>>345080
1 post off, FUCK
>>345086
Anon that was a bad roll for us
73 us
91 Feminazis
>>345086
dawg, the second post is bad for us i think.
I kindda doomed us right now.
>>345077
also checked
>>345077
We find land! Land as far the eye can see its largely plains! We see a small village of Feminazis. However on the home island.. Bad news bears.. More feminazis have landed. This time its a group of 20 swordwomen and 10 bow women. ANd demand surrender. What do we do?
A. Fight and call for reenforcements
B. Tell them to fuck off
C. Negotiate
D. Other
Also, do you just want me to do this fight like Average of 3 rolls or do you want an actual fight.
>>345098
>A. Fight and call for reenforcements
actual fight.
>>345098
>D
Seduce them and them make them shower.
>>345098
>A. Fight and call for reinforcements
Actual fight let's test our new weapons and training
>>345098
>A. Fight and call for reenforcements
>>345098
fight an actual fight
>>345109
We begin to prepare for fight. Now I want 4 rolls. 1d100 for reenforcements, 1d100 for Battle preparations (Us), 1d100 for Battle Preparations (Them), 1d100 for attempts to make them submissive. We're slightly outnumbered here 25 (Us) to (30) them, so we're pulling out magic. Everyone knows that defeat will mean sissification.
Rolled 38 (1d100)
>>345120
Rolled 66 (1d100)
>>345120
Rolled 39 (1d100)
>>345120
low?
Rolled 79 (1d100)
>>345120
>>345120
Reenforcements will arrive in approximately 3 turns (Then we will gain a +5 Bonus to our rolls, currently we will suffer nothing due to superior training). Our battle preparations net us an extra archery round, their battle preparations grant them only one archery round, and attempts to make them submissive have somewhat worked, making 7 submissive.
2vs1 Rolls now!
Rolled 26 (1d100)
>>345140
Rolled 11 (1d100)
>>345140
Rolled 80 (1d100)
>>345140
well this were rather underwhelming rolls
>>345140
despite our best efforts, we do not manage to hit even a single feminazi, however they kill two of us, bringing us to an even 23vs23 for this turn, next turn the submissive women will be made dominant and it will be 23v30 for one turn (With a -5 roll penalty to us) and then our reinforcements come in (With a +10 roll bonus to us)
2vs2 Rolls now.
Rolled 51 (1d100)
>>345158
Rolled 5 (1d100)
>>345158
damn
Rolled 56 (1d100)
>>345158
Rolled 83 (1d100)
>>345158
mustardcaust
The women manage to break through the gate extremely easily, and a melee happens.. However they aren't aiming to kill, but to knock out.. So far 6 men have been dragged away screaming.. to the loss of 2 feminazis. However we are bolstered by about 25 men coming to the rescue! It is now 42 vs. 28, with +10 to our rolls now.
Rolled 39 (1d100)
>>345181
Breath in and start killing.
Rolled 99 (1d100)
>>345181
Rolled 46 (1d100)
>>345181
>>345198
With the aid of these reenforcements, we begin crushing the enemy, only 3 men are dragged away this round, to the death of about 7 feminazis. 39vs.21
2v2 Again!
Rolled 24 (1d100)
>>345205
Rolled 69 (1d100)
>>345205
Rolled 86 (1d100)
>>345205
Rolled 24 (1d100)
>>345205
Stop them
Rolled 98 (1d100)
>>345220
Rolled 74 (1d100)
>>345220
Rolled 62 (1d100)
>>345220
Rolled 89 (1d100)
>>345220
172+10=182(Us)vs.151(them)
Another two men are dragged away, and 4 feminazis are killed
31vs.13
>>345233
We lose only 2 men, and 4 feminazis are killed.
31vs13
Rolled 52 (1d100)
>>345234
Stop their ship
Rolled 82 (1d100)
>>345240
NO ESCAPE
Rolled 1 (1d100)
>>345234
Rolled 100 (1d100)
>>345240
>>345240
The fight goes on, with the Feminazis faltering for a second and pushing us back. We lose another 2 men, however we they lose 6 women.
29vs.7
Rolled 78 (1d100)
>>345250
Rolled 68 (1d100)
>>345250
Rolled 60 (1d100)
>>345250
Rolled 79 (1d100)
>>345250
There are pretty heavy losses on both sides, in the final fight we lose 7 men, and they all die.. However there is a problem! The ship has left.. All the men that were turned into sissies.. Are never coming back. Only 5 men refused to join the fight, so in the end, our remaining men are totaling 22 and the 5 remaining is 27. We are now faced with a problem, Women outnumber us 2 to 1. How shall we go about this?
>A. Just fertilize them all, and hope for more males.
>B. Just leave it alone, the male population will return (Event roll here, Politics involved)
>C. Other
>>345271
>A. Just fertilize them all, and hope for more males
>A. Just fertilize them all, and hope for more males.
>>345271
Guys we're going to need to start raiding the Feminazis or try to get our men back so we can get our men back or get more females from the raids.
>>345271
We attempt to fertilize them all, We end up creating more males, than females, and 50 new children are born. 30 of which are males. The total male population is now 57, and the female population is now 69 :^). Hopefully the feminazis don't incite a matriarchy... (That would've been the event roll) Now we must continue to develop.
>Population: 126 (57 men 69 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 8/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage
J. Other
>>345300
>E.Government & laws
nobody is manufacturing, organize work, we should be forging weapons and tools.
>>345300
>D.Military
We need to improve our military for a raid on the Feminazis
>>345308
Sorry forgot to update manufacturing.
We begin to improve upon our military, what things shall we choose from? (Pick two, or pick one option twice to make it much better)
>A. Weapons
>B. Armor
>C. Training
>D. Logistics (Reinforcements will always arrive on the next turn)
>>345327
>B. Armor
>B. Armor
>>345327
>>B. Armor
>>345327
>B. Armor
>B. Armor
Head armor to protect from being knock out
>>345327
Double armor clearly wins. We make great leaps in the field of Armor, Going from nothing to copper and leather armor in just 5 years.
It is now 65AA (I'm slowing it down to one year now)
Due to a greater female population, There have been talks of female dominance, perhaps there are spies within us? Our current form of general voting is tribal, and only men get to vote, however women may start demanding the right to vote..
>Population: 150 (71 men, 79 women)
>Agriculture/Food:7/10
>Resources:7/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 8/10
>Manufacturing:0/10 (Nothing is being made really)
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Other
>>345346
>I.Espionage (Counter Espionage too)
find and deal with the degenerates.
>>345346
>I.Espionage (Counter Espionage too)
Their female spies in our ranks
>>345355
We begin weeding out spies, all of them end up being turned into submissive girls (+5 to female population) and the women have shut up though they still outnumber us A bit. (If the female population reaches 2.5(Females):1(males) we're pretty much on the brink of a matriarchy.
It is now 66 AA. What shall we do now?
>Population: 175 (80 men, 95 women)
>Agriculture/Food:6/10
>Resources:5/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 9/10
>Manufacturing:6/10
>Trade and services:0/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Other
>>345366
LISTEN LADS, This was the final vote for now, I will be back in ONE HOUR to continue it, I'll announce it on Civ's thread if he is still there, check back in At least one hour after this decision (1 hour 10 min is preferable.)
>>345366
>B.Culture & religion
>>345366
>B.Culture & religion
B. Maybe discover an elemental pantheon of gods.
We begin to improve our culture and religion, what shall we improve upon?
A. The Arts
B. Learning
C. Religion
D. Sports events
E. Other
>>345770
>C. Religion
Let's try to get some element magic
>>345770
>C. Religion
>>345770
D. Sports events
>>345777
To be honest we have that tome we got from the Jew, we can't read it in order to we need to research it, but Religion WILL grant us Element magic.
>>345789
After this we can research magic
>>345786
We begin to delve into religion, a Shrine to the elements is made in Centerhold, and we attempt to delve into element magic. One roll of 1d100 to see what we get.
Rolled 70 (1d100)
>>345799
Rolled 11 (1d100)
>>345799
>>345805
Would that roll give us "Excremental" magic?
>>345799
Our attempts to delve into Element magic has proven successful. The priest of centerhold experiences a vision.. Where representation of 4 elements comes to him.. The earth elemental speaks up. "The jews, Feminazis, Dindus and other evil races wish to destroy us. We will not allow that to go so easily, therefore we will grant you, our faithful followers this tome.. Wake up priest. And you will find it on your lap."
The priest wakes up, and does indeed discover a tome upon his lap, in there are four simple spells, Raise earth (Raises some earth to be used as a platform or wall), Create Storm (Self Explanatory), Create minor tornado (Self Explanatory), Shoot minor meteor (Blast radius is 10 meters).
What shall we do now?
It is now 67 AA. What shall we do now?
>Population: 195 (91 men, 104 women)
>Agriculture/Food:6/10
>Resources:5/10
>Infrastructure: 7/10
>Army strength (In relation to the world): 9/10
>Manufacturing:6/10
>Trade and services:6/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Other
>>345832
>C.Construction
Use the raise earth spell and make our walls stronger than ever. Next turn we go and fight the evil races
>>345832
>C.Construction
Construction wins, what shall we improve upon?
>A. Housing
>B. Fortifications
>C. MUH ROADS
>D. Communal Buildings
>E. Utility buildings, (Mines, forges, Logging camps)
>>345888
>B. Fortifications
let's build a sort of naval dam with the spells perharps?
Maybe we could research the Jew's boat?
>>345888
>B. Fortifications
Let's improve our walls, and make a naval dam with the raise earth spell
>>345898
Nothing to research about that boat. its a boat. We know how to make boats too.
>>345900
We begin to improve our fortifications with the raise earth spell, Victory city is fortified first (For the time being, we get +2 to all defense rolls) and shortly after Centerhold fortifications are being made. What shall we do now?
It is now 68 AA. What shall we do now?
>Population: 210 (97 men, 113 women)
>Agriculture/Food:6/10
>Resources:5/10
>Infrastructure: 8/10
>Army strength (In relation to the world): 9/10
>Manufacturing:6/10
>Trade and services:6/10 (No one to trade with)
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D.Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Other
>>345923
D.Military
Attack the Feminazis village we found in that island.
>>345923
>D.Military
let's make ships.
>>345940
We need to get more people in here..
What shall we improve upon in the military?
Pick two (Or pick one twice to double impact)
>A. Weapons
>B. Armor
>C. Training
>D. Logistics
>E. Navy
>>345967
>E. Navy
>E. Navy
E
E
>>345985
yep.
>>345969
>>345976
Changed vote I assume?
We begin to massively improve our navy, we manage to make ships that are battle ready and capable of transporting troops and cargo.
It is now 69 :^) AA. What shall we do now?
>Population: 240 (120 men, 120 women)
>Agriculture/Food:5/10
>Resources:4/10
>Infrastructure: 8/10
>Army strength (In relation to the world): 9/10
>Manufacturing:6/10
>Trade and services:6/10 (No one to trade with)
>Navy Strength (In relation to world): 6/10
>Treasury:0/10 (No money exists)
>Political stability:9/10
A.Food production & growth
B.Culture & religion
C.Construction
D. Improve Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Improve Navy
K. Diplomacy and War
L. Other
Just gonna point out OUR RESOURCES ARE AT 4/10. We are exhausting our current mines, and starting to lack agriculture, we have to get off this damn island.
>>345997
>K. Diplomacy and War
Attack the village of Feminazis we explore last time
>>345997
K
Time to fight
>>345997
>K. Diplomacy and War
raiding time
We shall go raid the Feminazis, however we must recruit men to come with us. I want two rolls One is 1d50 and another is 1d100. 1d50 is recruitment, 1d100 is battle preparations
Rolled 14 (1d50)
>>346019
Rolled 34 (1d100)
>>346019
>>346019
Only 14 men agree to come with us, and we have no preparations at all. Shall we attempt to recruit more, and prepare more, however a chance for an attack is possible.
>A. PRepare more and recruit more (Chance of attack)
>B. Just go and attack them
>>346031
>A. PRepare more and recruit more (Chance of attack)
>>346031
Come on guys! Join in.
>>346031
We begin to prepare. I want 3 rolls. one is a 1d36 (Because we can recruit only 36 more max), a 1d66 for more battle preparations and a 1d100 for enemy initiative (They can attack us)
Rolled 30 (1d36)
>>346087
Rolled 11 (1d100)
>>346087
Rolled 29 (1d66)
>>346087
>>346087
We manage to leave with 44 men. The battle preparations were still bad, so we'll only have one turn of archery. The enemy has not attacked us.
We have landed in an area that appears to be the village. You can see it in the distance. How shall we proceed?
>A. Stealthily, Hide in the tall grass. (If you are discovered then we get -5 to rolls for 2 turns, if we are not discovered, +5 to rolls for 2 turns)
>B. Charge! (No penalty and no bonus)
>C. Turn back
>D. Other
>>346111
>B. Charge! (No penalty and no bonus)
>>346111
>B. Charge! (No penalty and no bonus)
>>346111
There are approximately 15 women holding the garrison. I want a 1v1 roll for their initiative, and a roll to how fast reinforcements arrive, both are 1d100
>>346139
Anyone here?
I want one roll for their initiative and one roll for reinforcements from them if that was unclear.
Rolled 64 (1d100)
>>346139
Rolled 68 (1d100)
>>346139
Rolled 38 (1d100)
>>346160
I'm here
>>346160
They manage to get two rounds of archery, and their reinforcements will arrive within 2 turns.
2vs1 Rolls!
Rolled 92 (1d100)
>>346176
Rolled 53 (1d100)
>>346176
Rolled 26 (1d100)
>>346176
Our arrows do not hit their mark at all. However the Feminazi arrows hit two men.. and something terrible happens.. They turn into sissies on the spot.. This is becoming bad. Now we charge at them.
2vs2 Rolls. We outnumber them greatly, so I will be adding 20 to our roll total
(Every loss impacts our morale, so does every victory.)
Rolled 16 (1d100)
>>346202
Rolled 1 (1d100)
>>346202
Do you read the rolls right? We got
>145 vs 26
>>346202
I mistyped it, its actually 26(Us)Vs.145 them. Sorry m8.
It looks like we've been hit hard too unless we can get a save in.
>>346212
Why are you changing the rule. We always go first no matter what. if the enemies get two rolls, they get that later our first roll.
Rolled 28 (1d100)
>>346202
>>346219
It was a mistake, sorry it was meant to be 1(us)vs2(them). Keep rolling guys.
Rolled 29 (1d100)
>>346237
Alright.
Several of our arrows manage to hit their mark on the feminazis, out of 15, only 10 stand. and for us, we take only 3 casualties, leaving us with 41 men.
I'll roll the last 1d100
>>346245
Thank you just keep it up this way and their be no problems
>>346245
37(us)vs. 57(them)
We charge forth and take some casualties (2, leaving us at 39), however we manage to easily break through the gate and left to deal with about 10 feminazis. Good rolls and we'll be able to destroy them before reinforcements arrive.
2(us)vs2(Them)
Rolled 6 (1d100)
>>346257
Rolled 56 (1d100)
>>346257
Rolled 59 (1d100)
>>346257
Rolled 75 (1d100)
>>346257
Rolled 58 (1d100)
>>346257
62+20=82(us)vs134(them)
The attack wasn't very effective, they lost 5 swordwomen, we lost 8. And now reinforcements have arrived, they number about 50. And charge at us. We lose our +20 bonus because now numbers are even.
2(us)vs2(them) ROLL!
Rolled 26 (1d100)
>>346291
Use our magic
Rolled 71 (1d100)
>>346291
Rolled 91 (1d100)
>>346291
Rolled 76 (1d100)
>>346291
>>346298
>>346305
>>346309
>>346316
We charge in, and break the rest of the defense, and now we funnel them in through the entrance. We gain a +5 to our total roll. However we have just lost 10 men while the reenforcements lost 2.
21 vs 48.
2vs2 rolls again, if we lose this roll by at least 50, our men will enter negotiations.
Rolled 72 (1d100)
>>346328
Rolled 61 (1d100)
>>346328
Rolled 20 (1d100)
>>346328
Samefagging for rolls is allowed if there are not enough to roll
Rolled 38 (1d100)
>>346328
>>346328
138(us)vs.58(them)
The fact that we funneled them into the entrance helped us greatly! (they can break out of the entrance, when they do, we lose the +5). We manage to inflict devastating casualties on them, we lose just two men in exchange for 10 feminazis.
19(us)vs(38) them.
2vs2 rolls again.
Rolled 13 (1d100)
>>346384
Rolled 37 (1d100)
>>346384
Magic
Rolled 27 (1d100)
>>346384
Rolled 60 (1d100)
>>346384
45(us)vs87(them)
We do not surrender yet, however we take another 5 casualties in losses, and they only lose two.
Shall we enter negotiations? (We will have no chance after this unless we lose a turn over 50, and then we have a chance of returning home safely)
>A. Yes
>B. No
>>346406
>B. No
>>346406
>B. No
>>346406
The answer is clear, we continue battle!
2vs2 rolls.
>>346406
>B. No
Rolled 46 (1d100)
>>346417
Magic
Shoot minor meteo
Rolled 85 (1d100)
>>346417
Rolled 65 (1d100)
>>346417
Rolled 46 (1d100)
>>346417
Rolled 72 (1d100)
>>346420
131+5=136(us)vs111(them)
I'll count that as a roll for the Minor Meteor too.
A minor meteor lands, however it only ends up killing 5 feminazis. We continue fighting, and kill off another 10 feminazis, however 5 of us are dragged away from the fight screaming, to become sissies.
14(us)vs23(them)
Rolled 44 (1d100)
>>346444
Rolled 29 (1d100)
>>346444
Metor
Rolled 39 (1d100)
>>346444
>>346444
73+5=78(us)vs117(Them)
We begin taking some more losses, we lose another 4 men, and they lose only 2.
10(us)vs21(them)
Now if we lose the rolls by 25 they'll enter negotiations, morale is lowering.
Rolled 59 (1d100)
>>346467
Rolled 75 (1d100)
>>346467
Rolled 47 (1d100)
>>346467
Rolled 33 (1d100)
>>346467
134+5=139(us)vs80(them)
We begin to beat them back! We manage to kill off 6 for only 1 death.
9(us)vs15(them)
Rolled 70 (1d100)
>>346493
Rolled 44 (1d100)
>>346493
Rolled 81 (1d100)
>>346493
Rolled 33 (1d100)
>>346493
>>346493
114+5=119(us)vs114.
We manage to just barely beat off their next attack, we lose 4 men, while they lose 6 feminazis.
5(us)vs9(them)
2vs2 ONE MORE SET OF GOOD ROLLS AND WE WIN.
Also, here's what we get when we win. 10 sissies. Which we can unsissify and turn into more men, if we lose, we just lost 40 men and we're 80 men to 120 women, and everyone just lost a bit of morale. Lose too much morale, and government changes set in, and possibly a change of Gender roles, like Patriarchy to Matriarchy.
Rolled 11 (1d100)
>>346531
Rolled 13 (1d100)
>>346531
Rolled 75 (1d100)
>>346535
>>346536
Rolled 50 (1d100)
>>346531
>2vs2 ONE MORE SET OF GOOD ROLLS AND WE WIN
Stop cursing our luck
>>346540
r-reroll?
Rolled 1 (1d100)
Our first incursion into Feminazi land ended with a colossal failure, many men and feminazis lie dead, and some men have to endure the life of a Feminazi sissy. At home, we lose some morale, however not that much, since we have had many more victories in the past. Event roll to see if they counter attack. May the dice god bless this roll.
Rolled 90 (1d100)
>>346551
Stop
>>346551
They in no way counterattack, instead they send us back back 10 men that we lost. Now what shall we do? The battle of Feminazi Fields is over.
It is now 70 AA. What shall we do now?
>Population: 220 (89 men, 131 women)
>Agriculture/Food:5/10
>Resources:4/10
>Infrastructure: 8/10
>Army strength (In relation to the world): 9/10
>Manufacturing:6/10
>Trade and services:6/10 (No one to trade with)
>Navy Strength (In relation to world): 6/10
>Treasury:0/10 (No money exists)
>Political stability:9/10
>Morale: 7/10
A.Food production & growth
B.Culture & religion
C.Construction
D. Improve Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Improve Navy
K. Diplomacy and War
L. Other
Also for clarification, this would be counted as a roll on the enemy side, so technically the Feminazis rolled this, so they lose, however if you want it to be OUR roll, that can be arranged :^)
>>346561
>A.Food production & growth
we need to recover from the losses.
>>346561
>I.Espionage (Counter Espionage too)
We need to make sure the people they sent back aren't corrupted into shabbos goyim.
>>346561
A
Make babies
>>346570
Changed to A
Here is map update, red house is place of battle. Big green dot is our island
>>346575
They're definitely not corrupted
>>346573
>>346578
I mean alright, but next turn you're kinda pushed to do either two things, Do some diplomacy to get stuff on the mainland, or conquer your way to getting land.
We have chosen to make more babies, more agriculture is also developed. We gain 30 more babies. I want a roll of 1d30 to see how many are male.
Rolled 7 (1d30)
>>346585
Rolled 23 (1d30)
>>346585
>>346590
We attempt to give birth to more men, however we get the exact Opposite! we gain 7 men and 23 women. Bringing our total population up to 250, with 96 men and 154 women. It is clear, women outnumber men, they live independently. We also improve on some farming techniques.
>Population: 220 (96 men, 154 women)
>Agriculture/Food:7/10
>Resources:4/10
>Infrastructure: 8/10
>Army strength (In relation to the world): 8/10
>Manufacturing:6/10
>Trade and services:0/10 (No one to trade with)
>Navy Strength (In relation to world): 6/10
>Treasury:0/10 (No money exists)
>Political stability:8/10
>Morale: 7/10
A.Food production & growth
B.Culture & religion
C.Construction
D. Improve Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Improve Navy
K. Diplomacy and War
L. Other
>>346600
>K. Diplomacy and War
Send the woman to attack the enemy
>>346600
>I.Espionage (Counter Espionage too)
destroy all who think of a rebelion due to demographics
>>346600
>L. Other
enslave a significant number of these 'independent women' and gift them as secondary wives to the more influential tribesmen.
It looks like I wins. We begin to weed out enemies like spies, and we manage to weed out all possible traitors. Lowering our population by 5 women.
It is now 72 AA
>Population: 270 (107 men, 158 women)
>Agriculture/Food:7/10
>Resources:3/10
>Infrastructure: 8/10
>Army strength (In relation to the world): 8/10
>Manufacturing:6/10
>Trade and services:0/10 (No one to trade with)
>Navy Strength (In relation to world): 6/10
>Treasury:0/10 (No money exists)
>Political stability:8/10
>Morale: 7/10
A.Food production & growth
B.Culture & religion
C.Construction
D. Improve Military
E.Government & laws
F.Exploration & colonization
G.Research & development
H. Research Magic
I.Espionage (Counter Espionage too)
J. Improve Navy
K. Diplomacy and War
L. Other
We are exhausting all our resources slowly but surely.
>>346614
>K. Diplomacy and War
We need to take that village or we'll died here. Draft the woman for battle
>>346614
>K
no drafting women though
then they'll want (((equality)))
>>346627
:^) is all I have to say on the matter of drafting women
>>346631
Than no drafting woman let's just get to that village
We chose to go to war again. I want a 1d50 for another recruitment wave, and a 1d100 on battle preparations.
Rolled 33 (1d50)
>>346644
Rolled 74 + 1 (1d100 + 1)
>>346644
Rolled 39 (1d100)
>>346644
>>346644
We manage to recruit 33 men, thought to be enough for the job, and we gain good battle preparations, giving us a total of 3 rolls during archery rounds. We return to the place of battle, and find the village completely abandoned. What shall we do?
>A. Take the Village, claim it for our own, and fortify it.
>B. It is a trap! Burn down the village
>C. just leave it alone.
>D. other
>>346656
>A. Take the Village, claim it for our own, and fortify it.
>>346656
>>A. Take the Village, claim it for our own, and fortify it.
Women aren't smart enough to lay a trap, and the jews wouldn't actively participate in an assault, meaning no kike magic.
>>346656
A
Take a good look first
Rolled 71 (1d100)
>>346668
We shall now get an event roll. Low is bad, high is good.
>>346679
Inside what appears to be the city hall, we find a very rough map of the known world to them. It looks like its us against the world for the time being. It doesn't mark areas of hills, mountains, and forests.
Map key: Purple settlements are Jewish settlements. Red settlements are Feminazi Settlements. The green settlement is where we are now, and the black settlements are the United Dindu Republic, headed by t. Alberto Barbossa.
What shall we do now?
>A. Bring settlers in, begin to explore.
>B. Look for Resource rich areas.
>C. Continue war against FEminazis
>D. Other
>>346713
Here is map. There are some mountains drawn to the far east, past them is titled "The Land where based people dwell."
>>346713
>C. Continue war against FEminazis
>>346713
>>C. Continue war against FEminazis
>>346713
A
We need to regain our numbers
>>346716
Where shall we attack?
>A. Northern Settlement, smaller.
>B. Southern Settlement, Larger.
>>346732
>A. Northern Settlement, smaller.
>>346732
We choose to go to war against the northern settlement. We march forward With all 33 men, a force of 20 men is sent to the already captured settlement to guard it. I want a 2 rolls of 1d100, one for battle preparations and one for enemy initiative.
Rolled 43 (1d100)
>>346753
Rolled 59 (1d100)
>>346753
I'll roll for this turn. This roll netted us no extra roll for archery
Feminazis get an extra roll, I want 1(us)vs2(them) in terms of Archery round
Rolled 22 (1d100)
>>346777
Rolled 88 (1d100)
>>346777
Rolled 19 (1d100)
>>346777
Stop it OP we'll never survive due to more powered enemies
>>346785
The ride never ends my friend.
Out of 33 men, 5 die in the round of archery, and no feminazis die in archery. I want a 2v2 roll for battle.
Also just a reminder, We can't really afford a total massacre here, because that would essentially drop us to something in the area of 70-85 men, compared to 170 women, we're going to be literally outnumbered 2 to 1, if the number falls below 50 men, its literally matriarchy now.
Rolled 73 (1d100)
>>346792
Stop having us doomed to fail from the start that just being a bad OP
Rolled 88 (1d100)
>>346792
>>346794
I don't rig the rolls do I? 22vs 107 is a clear win for the feminazis.. Its not me being a bad OP, its the Dice rolls.
>>346800
You don't rig the roll but you rig the system, having us start at a small island instand of the mainland, having us encounter the enemies first instand of someone natural. Having the enemies have more population, just to make it impossible for us. That's being a bad OP
You just went us to fail.
>>346816
>having us start at a small island instand of the mainland.
Yes but you can get out of the mainland.
>having us encounter the enemies first instead of someone natural
Someone natural? What do you mean by that.
>Having the enemies have more population, just to make it impossible for us
In all honesty we've had pretty balanced fights so far. You can't give up hope. There is hope in the land of Based men. All we're doing is fighting the Feminazis, the other factions don't care yet.
Rolled 87, 12 = 99 (2d100)
>>346792
We begin to fight, in total the feminazis have 25 women ready to fight, and we've just engaged them, and broke into the city relatively easily, we aren't in a bottleneck right now. More 2v2 Rolls.
Rolled 16 (1d100)
>>346842
Rolled 97 (1d100)
>>346842
>>346845
I would point out anon, we don't need to go on the offensive and could've just spent our time improving our war tech and population.
>>346845
Life's rough, however I'll cut you guys some slack then after this fight if you do so wish.
>>346857
I'll roll too I guess.
Rolled 42 (1d100)
>>346853
But we're left no choice our island doesn't have resources. If we don't move we lost to straving. If forced to fight and lose. If the island wasn't running of resources it'll be okay, but it isn't.
We force to the main land surrounded by enemies that will destory us. >>346857
It's being a bad OP
>>346868
Listen, I'll cut you all some slack, I wanted it to be challenging, with us vs. the world, we're doing pretty well really.
Our enemy has pushed us back some, we take 5 losses compared to only 2 of theirs
23(us)vs23(them)
Rolled 61 (1d100)
>>346877
>>346880
Fine then, I shall hold a poll.
A. Just keep running the civ.
B. Start a new civ (New one will be tomorrow)
Rolled 70 (1d100)
By the time is battle is over the women will take over.>>346877
>>346889
Another defeat for us.. we lose another 4 men, and they lose only 2. Shall we retreat? or keep fighting?
>A.Retreat
>B.Fight
Rolled 56 (1d100)
>>346887
B
In the next civ their could be pol memes but have them spread out. Do it more like Bulgar during the early days he nailed it.
>>346887
>B. Start a new civ (New one will be tomorrow)
I like your civ, but you've kinda rushed it and glomped everything together in a bit of a clusterfuck.
>>346894
>B.Fight
The civ could be good but don't rushed it. I was kind of a dick but I want to help you be a better OP things should go slower pace we don't need action every thread. Build up bit by bit, start at a better place. You do better next time
>>346911
Alright, I'll start out another thread, this time I'll go easy on the memes (We'll still have stuff like Dindus and Jews, and we WILL still have magic. I don't want to do another Civ Bulgar thread). Tomorrow at 2pm EST I'll start up another one. Keep your self posted with my twitter feed, its not tweets, all I say is that a new thread started up.
https://twitter.com/OLD_OP_of_civ
If you want, I can give us an epilogue on what happens after we lose the fight. (Not what actually would've happened, just kind of ending the civ here)
>>346925
Also maybe add non human races. But good luck to you
>>346937
Essentially the loss of this battle was a catastrophic failure, the feminazis went on to push us off the mainland and eventually came to our island. However the population of men fell from 100 to about 60, whereas the population of women kept rising to almost 180, men were outnumbered 3:1, and a coup was staged. Donald Jr. was overthrown and replaced with a woman named Ivanka. Men eventually were sissified and turned into basically traps, when the feminazis came over, they saw us in a desperate state, and demanded surrender, we eventually surrendered, and men eventually were just sissified, and women were in charge. IT was a matriarchy.
>>346951
See you next thread
>>346960
Tomorrow at 2pm EST, I'll go slower this time, and start on the mainland. Everything else will largely be up to Polls.
>>346951
love you Oldfag, keep up the good work
;^)
>>346966
Keep it up Oldfag even if I was mad easier I care that you have a great civ.