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Weird Civilization Thread

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File: Weirdo Civilization Thread.jpg (5MB, 2700x6000px) Image search: [Google]
Weirdo Civilization Thread.jpg
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>Its another civilization thread
But with a twist!
I've kicked out the most commonly picked races.
Weird choices are the only ones left!
>First three votes for Race and Area
>>
Centaur Plains.
Try five? Six? I've lost count.
>>
>>394754
>Homonculus
>I would like to see us underground in like a deep tunnel systems
>>
>>394754
Unseen jungle lets work for eldritch horrors and do weird things with our thralls
>>
>>394754
Vampires. Jungle
>>
>>394754
>Homonculus
Ruins
>>
>>394767
>>394782
We've got 2 for jungle! Woo!
For the record guys, I plan on cranking out alot of turns a day, resting until the next night, and cranking out a bunch more. Feel free to post ideas while I'm gone though!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Votes: Area
2 Jungle
1 Plains
1 Underground
Current Votes: Races
1 Centaur
1 Homonculus
1 Unseen
1 Vampire
>>
>>394784
Been wanting to play as homonculi for a while so changing to homonculis
>>
>>394764
>>394784
>>394792
And like that, Homunculus locked!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Area Votes:
2 Jungle
1 Plains
1 Underground
1 Ruins
>>
>>394797
Underground
>>
>>394818
Homonculus? Jungle?
Amazing!
Ahahahahaha!!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sorry about that, got a little overexcited and weird.
Just a moment as I type out our people's tale
>>
>>394797
Underground because it makes more sense for homonculi
>>
>>394833
A change of plans it is! and its even easier!
Great!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Our civ shall be underground Homunculi, give me a moment to write
>>
>>394797
Underground
>>
Glass shatters as your people burst from birthing chambers, unfortunately broken from the process, looking out at your surroundings you notice some of the birthing chambers produced... not so fully formed results.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Fully Functioning Homunculi
Structures: Abandoned Laboratory
Technology: None, save for some broken birthing chambers.
Food: Spare rations, enough to last 10 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>See if you could salvage your not so fully formed brothers (May result in more knowledge on the chambers)
>Explore the laboratory
>Explore the outside of the laboratory
>Diplomacy (Locked)
>Construction (Locked)
>Write In
>>
>>394858
For the record, I'm a newbie questmaster.
Any advice, tips, and comments are appreciated!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
And a friendly reminder, first three votes decides our action.
>>
>>394858
Salvage unfinshed brethern
>>
>>394858
>See if you could salvage your not so fully formed brothers (May result in more knowledge on the chambers)
>>
>>394858
Salvage the Brethren. Do we have to roll?
>>
Rolled 7, 9 = 16 (2d20)

>>394882
>>394869
>>394866
Salvaging it is!
And no, i'll roll.
>>
Your people, now led by the eldest Homunculi, albeit "eldest" is used very lightly here. Decide to attempt to salvage their not so fully formed brethren. While... they are for the most part unsuccessful, they do manage to salvage one mentally deficient Homunculi, capable of doing basic labor and simple tasks. In addition, due to their technological knowledge, they realize that they could do limited repairs on the birthing chambers to produce more of these laborers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 1 Laborer
Structures: Abandoned Laboratory
Technology: None, save for some broken chambers
Food: Spare rations, enough to last 10 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Rig up the birthing chambers to produce laborers (+5 Laborers to population per turn)
>Explore the laboratory
>Explore outside of the laboratory
>Diplomacy (Locked)
>Construction: Repair the laboratory (Will make the laboratory your permanent settlement and capital) Consumes one action per turn for 5 turns.
>>
Minor edit:
Food: Spare rations, enough to last 9 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions:
>Write in
>>
>>394908
Explore lab fix pods
>>
>>394929
This
>>
Explore the lab locked in, with 2 votes on fixing pods.
Waiting for 3 votes on the second action.
>>
>>394908
Explore the Lab
>>
>>394929
>Rig up the birthing chambers to produce laborers (+5 Laborers to population per turn)
>Explore the laboratory
>>
>>394943
Fix the pods
>>
You send half your men on a search party around the laboratory, while the rest are tasked with repairing the pods, your laborer not understanding whats going on, simply drools on the floor.
The lab is seemingly peaceful and dead as your explorers find more rations. (+3 turns worth of food)
However, as they are exploring, they enter a room filled completely with... slime?
Not wanting to get dirty, they leave the room and head back to the makeshift headquarters and birthing room, reporting their findings.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 6 laborers
Structures: Abandoned Laboratory
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 11 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Examine the Slime room
>Explore outside of the laboratory
>Diplomacy (Locked)
>Construction: Repair the laboratory (Will make the laboratory a permanant settlement and your people's capital) Consumes one action per turn for 5 turns.
>Research (Write in what they research)
>Write in
>>
>>394953
dis
>>
For the record, the pods are repaired only to a small extent, and they can only produce laborers for the time being. And to be frank, while they are good at simple tasks, they are the equivalent of zombies, and would be unable to run the civilization on their own.
>>
>>394965
>Construction: Repair the laboratory (Will make the laboratory a permanant settlement and your people's capital) Consumes one action per turn for 5 turns
>Research Automatic crossbow
That's not over doing it is it Research is what Homunculi are best at.
>>
>>395016
Well... you see the thing is, they don't exactly have anything to make crossbows with, tree/lumber shortage is also a problem underground so arrows would be an issue.
They are capable of researching it however, and other objects/ideas of that caliber.
>>
>>395028
I think so change my Research vote to
>Examine the Slime room
>>
>>394965
>Repair the laboratory
>Examine the slime room
>>
2 For slime room
2 For repairs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Although odds are, these will be the actions, I'll wait for the 3rd vote anyway.
>>
>>394965
Examin slime
Continue repairs
>>
>>395086
>>395037
>>395033
>>395016
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The elder Homunculi decides that his people are not working efficiently, and decrees that when they are not doing other tasks, they shall put their energy into repairing the laboratory. (Laboratory repairs started, will last 5 turns)
The exploration party of 5 enters the dark, dank slime room, they trudge on and explore the filthy surroundings, before suddenly all of the slime merges in the center of the room and forms a Sentient Slime!
>Ooh new slaves! The old ones died ages ago.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Options: Pick one
>Diplomatic: Convince the slime you are not slaves and to peacefully assist you.
>Violent: Attack the Slime, this strange beast called us slaves.
>Write In
For the record, your party is unarmed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 11 laborers
Structures: Abandoned Laboratory
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 10 turns
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick One
>Explore: Outside of the laboratory
>Diplomacy: (Locked)
>Construction: Write In
>Research: Write In
>Write In
>>
>>395116
>Diplomatic: Convince the slime you are not slaves and to peacefully assist you.
See if it can be reasoned with before we try to beat an amorphous sentient mass.

>Explore outside the laboratory
Whatever our tech level is, it'd be good to have some wood and stones for absolutely basic tools.
>>
>>395116
>Diplomatic: Convince the slime you are not slaves and to peacefully assist you
>Explore: Outside of the laboratory
>>
Resting for the night guys, hope to have a decision by tomorrow.
Advice and other assorted nonsense is appreciated too!
>>
>>395169
Sleep tight weirdo, looking forward to a rare quality homunculus civ
>>
>>395116
>>Diplomatic: Convince the slime you are not slaves and to peacefully assist you.
>Explore: Outside of the laboratory
>>
>>395116
>Diplomatic: Convince the slime you are not slaves and to peacefully assist you.
>>
Rolled 4 (1d6)

I'M ALIVE!!!! AHAHAHA!!!
...yeah I'm back guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rolling for the diplomacy success.
1-2 :Total Failure
3-4 :Peacefully leaves
5-6 :Peace succeeds, and it decides to help us.
>>
The eldest Homunculi sends out a search party of two, with the assistance of three laborers, to examine the territory surrounding the lab.
The surroundings are extremely dark, the only illumination coming from the laboratory. The environment seems to consist entirely of dirt, stone, ore, and the occasional puddle. In the back of this strange cavern stands a ladder, leading to a hatch, far too rusty to open. The party comes back with the intriguing news, and notes that they'd be able to explore further if only they had a way of see their surroundings better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Status:
The party succeeds in convincing the slime that they aren't slaves with a demonstration of their knowledge, thankfully the slime doesn't know of the laborers. Unfortunately, the slime still sees the Homunculi as inferior and insults them before slipping down a drain in the laboratory floor.
>You flesh bags can keep this scrap heap, i'll be up to get your remains later. Hahaha
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 16 Laborers
Structures: Abandoned Laboratory (Repairs, 4 turns remaining)
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 9 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick One
>Send the laborers to mine the iron ore (Specify how many, +1 Iron Ore per turn, per laborer sent)
>Explore: Break the hatch and see whats outside.
>Diplomacy: (Locked)
>Construction: Write In
>Research: Illuminating Headlamps, Write In
>Write In
>>
>>397389
>Research: Illuminating Headlamps
>>
bump.

>Send the laborers to mine the iron ore (6)
>>
>>397389
Hello you still there I Chang my vote to >>397930
I hope this quest isn't dead.
>>
>>398327
Quest isn't dead by any means, but I am waiting on the third vote.
If you can think of a better voting system, i'm all ears.
>>
>>398327
I'll vote for this
>>
Six laborers are sent to the mines, they may be recalled anytime without use of an action, Meanwhile, the Homunculi set about reconstructing the laboratory, cleaning up slime, dust, and debris, they find a video log left behind by a researcher.
>Day 485, all is well, life has been created, and is stable
>Day 486, ALL IS LOST, ABORT! ABORT!
>A loud squelching sound is heard as the researcher is attacked by a slime.
Apparently, this used to be a biological engineering lab maintained by humans. Before some sort of slime related incident led to their destruction, that begs the question though, where are the slimes?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 21 Laborers (6 Occupied)
Structures: Abandoned Laboratory (Repairs, 3 turns remaining)
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 8 turns
Resources: 6 Iron Ore
Weapons: None
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick One
>Research into the Slime incident (Potentially dangerous)
>Explore: Break the hatch and see whats outside
>Diplomacy: (Locked)
>Construction: Write In
>Research: Illuminating Headlamps, Smelting, Write In
>Write In
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For the record i'll do the voting system by rolls.
Two people roll a d20, whoever rolls the highest gets their decision.
>>
Rolled 15 (1d20)

>>398485
>Research Smelting
>>
>>398485
Smelting
>>
The Homunculi clear out a room for smelting, and assign 5 laborers to smelt iron ore (+1 Iron per laborer assigned). While clearing out the room, they discover a large hole filled with webs, seemingly barricaded by some debris.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 26 Laborers (11 Occupied)
Structures: Abandoned Laboratory (Repairs, 2 Turns remaining)
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 7 Turns
Resources: 7 Iron Ore, 5 Iron
Weapons: None
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick One
>Research into the Slime incident (Potentially Dangerous)
>Send a laborer to clear the webbed hole (Potentially Dangerous)
>Explore: Break the hatch and see whats outside
>Diplomacy: (Locked)
>Construction: Write In
>Research: Illuminating Headlamps, Smelting, Write In
>Write In
>>
>>398527
Woops, didn't mean to put smelting again.
Meant to put
>Research: Forging
>>
Rolled 8 (1d20)

>>398527
>Research: Forging
>>
Researching forging
>>
The Homunculi research forging, and manage to make simple swords, and shields out of iron. Unfortunately, the laborers are too simple minded to acquire such a skill, so a Homunculi must be used to create such weapons (1 Homunculi Occupied, +3 Basic Combat supplies per turn, use 1 Iron each) Furthermore, all that can be made at the moment are basic combat supplies. Thankfully, the laborers can be trained to wield the weapons and become... infantry, additionally, Homunculi can be trained into full fledged warriors.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population : 10 Homunculi (1 Occupied), 31 Laborers (11 Occupied)
Structures: Abandoned Laboratory (Repairs, 1 Turn remaining)
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 6 turns
Resources: 8 Iron Ore, 7 Iron
Weapons: 3 Swords, 3 Shields
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick One
>Research into the Slime incident (Potentially Dangerous)
>Send a laborer to clear the webbed hole (Potentially Dangerous)
>Military: Train units (Specify number of Homunculi and/or laborers)
>Explore: Break the hatch and see whats outside
>Diplomacy: (Locked)
>Construction: Write In
>Research: Illuminating Headlamps, Construction tools, Write In
>Write In
>>
Rolled 19 (1d20)

>>398668
>Military: Train units 3 laborers
>>
Are we rolling for this?

- Assign 1 additional Homunculi to make war supplies

>Research: Illuminating Headlamps
>>
>>398712
Well thats pretty high, doubt anyone's going to beat it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Laboratory repairs are finished! Lights flicker on as the tile floor glows with a clean sheen (Laboratory permanent settlement and capital, New research available) In celebration, the eldest Homunculi personally trains three laborers, turning them into basic infantry.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi (1 Occupied), 33 Laborers (11 Occupied), 3 Infantry
Structures: Laboratory
Technology: Semi-functioning birthing chambers
Food: Spare rations, enough to last 5 turns
Resources, 9 Iron Ore, 9 Iron
Weapons: 6 Sword/Shield (3 being used)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Research into the Slime incident (Potentially Dangerous)
>Send a crew of laborers and infantry to clear the webbed hole (Specify how many of each, Potentially dangerous)
>Military: Train units (Specify number of Homunculi and/or laborers)
>Explore: Break the hatch and see whats outside
>Diplomacy: (Locked)
>Construction: Write In
>Research: Illuminating Headlamps, Construction Tools, Fully Repairs Birthing Chambers, Write In
>Write In
>>
>>398743
Yeah you two roll amongst yourselves, and whoever gets the highest roll gets their way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Also damn, I fucked up my name
>>
>>398777
>Send a crew of laborers and infantry to clear the webbed hole (Specify how many of each, Potentially dangerous)
Fully Repairs Birthing Chambers
>>
>>398799
You forgot to specify how many laborers and infantry, and you also forgot to roll.
>>
Rolled 12 (1d20)

>Fully Repair Birth Chambers
>>
>>398838
...and since the repairs are over you all get two actions per turn
>>
>>398844
>Research: Illuminating Headlamps
as well
>>
Rolled 18 (1d20)

>>398817
My bad >>398799
7 Laborers 3 and infantry
>>
File: 2016-07-22-21-46-09-1853820900.jpg (9KB, 225x225px) Image search: [Google]
2016-07-22-21-46-09-1853820900.jpg
9KB, 225x225px
We need to solve our food income.
Also, I propose we avenge our Masters. Maybe make flame throwers against the Slimes.(I always imagined Wojak as a Homonculus.)
>>
The birthing chambers are fully repaired, and are now producing fully fledged Homunculi in addition to laborers (+1 Homunculi per turn) Furthermore, it seems the chambers can be tweaked to produce more... specialized results.
Meanwhile, a team of seven laborers and three infantry are tasked with clearing the webbed hole. All is well until the reach the other side, where a Massive Arachni queen is seen! ...Resting, thank god, while her spiderlings skitter about below on a web. Thankfully, she and her kin have not noticed you yet.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Action:
>Violent: Ambush! (+2 stealth bonus on the attack roll, counter-acts her bonuses)
>Diplomatic: Wake her up for a chat (-2 on diplomacy roll)
>Get the hell out of there, and install a hatch on the hole.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 11 Homunculi (1 Occupied), 38 Laborers (18 Occupied), 3 Infantry
Structures: Laboratory
Technology: Birthing Chambers
Food: Spare rations, enough to last 4 turns
Resources: 10 Iron ore, 11 Iron
Weapons: 9 Sword/Shield (3 being used)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two in addition to your Encounter action.
>Research into Slime Incident (Potentially Dangerous)
>Military: Train units (Specify number of Homunculi and/or laborers)
>Explore: Break the hatch and see whats outside
>Diplomacy: (Locked)
>Construction: Write In
>Research: Illuminating Headlamps, Construction Tools, Tweaking Birthing Chambers, Write In.
>Write In
>>
>>398910
Sure mate, you can have that as your choice
Just gotta roll on it
(Also gotta pick an additional action, and an encounter action)
>>
>>398954
This should be easy, considering the spiderlings are too young to attack.
Have two Warrior Homunculi stab the Queen's sac, while the third one slash a couple legs off.
If its a bad roll, have the labourers charge in with their pickaxes, while the other half block off he area using a cave-in.

If we win, take the spiderlings in Jars. We could use them as mounts/livestock when they grow.
>>
Rolled 3 (1d20)

>>398991
I fac'd up.
>>
>>398991
Alright so I read that as...
>Encounter Action: Ambush! (3 Infantry attack the bitch while the 2 are on standby for the results)
>Action: Steal the spiderlings and put them in jars
>Action: Research: Flamethrowers
This all correct? I'm doing the combat roll btw
>>
>>399004
Yes to all of that.
And thank god your doing the roll, the roll I did was god awful
>>
Rolled 5 (1d6)

>>399011
By the authority of dubs your actions shall be done, doing the combat roll.
1-2: Complete Failure, warriors massacred and area caved off
3-4: VICTORY! ...however we lost a warrior
5-6: OVERWHELMING VICTORY! No
casualties, a good day for our soldiers.
7-8 We don't kill her, we enslave her
Furthermore, due to it being an ambush, +2 is being added to the roll.
>>
>Loot the spider corpses

>Fry spiders for food once looted
>>
>>399038
Nah keep them for SCIENCE
>>
>>399038
Besides we enslaved her not killed her
>>
>>399018
Cool we get a spider I wish we didn't have to do this but -2 on diplomacy roll we didn't have any other choice
>>
The Homunculi, thinking about how their fates may be similar to the humans that once resided here, ponder the best way to combat Slimes, and conclude that they must construct Flamethrowers. (New weapon forged each turn, flamethrowers, a mixture of fire magic and iron, these fickle devices are only usable by Homunculi specially trained in their use, each one costs 1 Iron to construct.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Result: Enslaved the queen
The Arachni queen awakens, a squadron of laborers and infantry threatening her into submission, making her into our willing slave. Furthermore, the laborers jar all of her children and bring them to the lab, for experiments and other various uses. (+10 Spiderlings)
The expedition over, the laborers install a hatch on the hole and label it the "Queen's Chamber"
(+5 Spiderlings per turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 12 Homunculi (1 Occupied), 43 Laborers (11 Occupied), 3 Infantry, 1 Arachni Queen, 10 Spiderlings.
Structures: Laboratory, Arachni Chamber
Technology: Birthing Chambers
Food: Spare Rations, enough to last 3 turns
Resources: 11 Iron Ore, 12 Iron
Weapons: 12 Sword/Shield (3 Being Used) 1 Flamethrower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Research into Slime incident (Potentially Dangerous)
>Military: Train sword/shield units (Specify how many Homunculi/laborers)
>Military: Train Flamethrower units (Specify how many Homunculi)
>Explore: Break the hatch and see whats outside
>Diplomacy: (Locked)
>Construction: Build a nursery in the Arachni Chamber, Write In
>Research: Illuminating Headlamps, Construction Tools (More complex construction), Tweaking Birthing Chambers, Spider Research, Write In
>Write In
>>
>>399068
Yes...All according plan...
Since we have 43 Laborers, we can easily build a Nursery.
Have 10 quickly build it and harvest eggs for food.
We should also research headlamps already aswell
>>
>>399100
We should harvest half for food and half for workers and warriors
>>
Rolled 18 (1d20)

>>399068
>Construction: Build a nursery in the Arachni Chamber
>Explore: Break the hatch and see whats outside
How smart are the spiders
>>
>>399100
>>399115
Guys you gotta roll a d20 on this, also 5Glz92HI I'm assuming you're agreeing with him, yes?
>>
Rolled 7 (1d20)

>15 Laborers work on Nursery

>Spider Research

we need a grenade launcher which shoots spiderlings
>>
>>399121
The only intelligent ones are female, and the Queen is the only female, the males are... bestial tier, about as intelligent as a horse, and grow to be about the size of one at full maturity (5 turns)
However we're lacking a stable to contain them in, if anyone wants to add one to the Arachni Chamber.
>>
>>399068
Can we research has a way to use fire magic to propel shrapnel through a metal object. Basically just guns using fire magic
>>
>>399125
As crazy that sounds it dose sounds like a good idea
>>
Rolled 18 (1d20)

>>399124
Yea
>>
>>399142
Wow same as mine>>399121
I'm okay with eating the males but not the females
>>
>>399125
We would probably do this when we have more spiderlings. Mabye when we learn the homonculi formula we can take the spiders and make homonculi versions of them?
>>
>>399155
We should keep some females to the side to become queens and save some males for hard labor and SCIENCE
>>
Rolled 3 (1d20)

>>399100
Roll
>>399169
Males should be used as Mounts too.
>>
>>399121
Highest Roll wins
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Five Homunculi, assisted by a team twenty laborers, manage to build a nursery in the Arachni Chamber in under a day! Apparently, while they're not the smartest, the laborers are excellent builders in numbers. (-1 turn to construct things per 5 laborers assigned, the Nursery would've taken 4 turns for future reference) The same five, with their swarm of twenty laborers decide to see whats outside in their spare time... and discover.... A disgusting, putrid swamp. Dear god, the smell! Atleast it has lumber, which the Homunculi note before closing the hatch. Furthermore, a few of the laborers, noticing the colorful mushrooms decided to pick a few before they went underground, most are inedible, but they should be good for a while. (+3 Turns worth of food)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 13 Homunculi (1 Occupied), 48 Laborers (11 Occupied), 3 Infantry, 1 Arachni Queen, 13 Spiderlings, 2 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature spiders per turn)
Technology: Birthing Chambers
Food: Spare Rations, Shrooms, enough to last 5 Turns
Resources: 12 Iron Ore, 13 Iron
Weapons: 15 Sword/Shield (3 Being Used) 2 Flamethrowers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Research Into Slime Incident (Potentially Dangerous)
>Send laborers to chop wood in the swamp (Suicide without prior exploration, specify how many)
>Military: Train Sword/Sheild Units (Specify how many Homunculi/laborers)
>Military: Train Flamethrower Units (Specify How Many Homunculi)
>Explore: Swamp (Potentially Dangerous)
>Diplomacy(Locked)
>Construction: Spider Stables (Ability to train Spiderback soldiers)
>Research: Illuminating Headlamps, Construction Tools (More Complex Construction), Tweaking Birthing Chambers, Spider Research (Specify in what way), Write In
>Write In
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>>399134
Its a possibility
>>
>>399176
Nah man use the birthing pods to create spider homonculi and spider homonculi queens to produce food
>>
>>399162
Tweaking the birthing chambers, in addition to spider research can result in... Spider Men, potentially.
>>
>>399100
This sounds good
>>
For the record guys, I loved tonight, great progress. I'm going to sleep now, feel free to post ideas, advice, and other general nonsense since I'm a Newbie questmaster, Also, the actions for next turn would be greatly appreciated!
>>
Rolled 6 (1d20)

>>399182
Okay time to science use the spiderlings to find out the best traits of the spiders and make homonculi out of them use the mushrooms to find a way to create edible food by using the birthing pods and trial and error
>>
Rolled 5 (1d20)

>>399182
>Research Into Slime Incident (Potentially Dangerous)
>Military: Train Flamethrower Units 2
>>
A Spider-Man race sounds EXCELLENT. We could use them as Spies, which would probably be niche with them.

I suggest we hold off investigating the Slimes untill we make Spider-Men
>>
OH and another thing, we should collect Poison from the Spiders aswell! Maybe we can coat it on the shrapnel 5GI proposed
>>
Rolled 8 (1d20)

>>399182
>Military: Train Flamethrower Units 2
>Explore: Swamp (Potentially Dangerous)
>>
>>400291
We could use some construction tools too.
>Research Construction tools.

Also OP, you keep forgetting the headlamps lol. We suggested it 6+ times
>>
>>400295
True, but we need to find meat in the swamp for these spiders. They might eventually start attacking us (Arachni's Bloodthirsty trait).
>>
>>400312
Right...Maybe later on we can construct a Genetist Lab and make artificial edible biomass. We can stuff full of vitamins and feed it to them, in turn maoing our Humonculi stronger
>>
>>400352
I was thinking of doing something similar too. I also liked the idea of harvesting poison from the spiders soon, it'd be good for fighting any non-slimes on the surface since even infantry could use a venom sword.
>>
>>400291
Highest Roll wins, Lets do it!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Homunculi train with their new weapons, testing their flamethrowers on rocks, and other various targets. Meanwhile, an expedition team is formed, the 2 Flamethrowers, 2 Infantry, and a squadron of 10 laborers are sent to the surface. There, in the murky, fog filled swamp, the laborers find mushrooms! ...and more mushrooms... and more... this is getting... strange. (+3 Turns worth of food) When suddenly, in the midst of this Mushroom Turf a puff of spores shoot out of the ground, suffocating some laborers (-3 laborers), followed by a Mycennean!
>We've been watching you pick our young and consume them, you savage beasts, today it ends!
Soon afterwards, 4 more Mycennean sprout from the ground, and begin circling around your team.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Options:
>Special: Intimidate them with your flamethrowers and leave
>Violent: Attack! (+2 Flamethrower bonus to the roll)
>Diplomatic: Talk this out and explain you didn't know (+1, They're so scared of you that it overrides the fact that you ate their kids)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 12 Homunculi (1 Occupied), 50 Laborers (18 Occupied), 3 Infantry (3 Occupied), 2 Flamethrowers (2 Occupied) 1 Arachni Queen (+5 Spiderlings per turn), 16 Spiderlings, 4 Mature Spiders.
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn)
Food: Spare Rations, Shrooms, enough to last 8 Turns
Resources: 13 Iron Ore, 14 Iron
Weapons: 18 Sword/Shield (3 Being Used), 3 Flamethrowers (2 being used)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two, and an Encounter Option.
>Research Into Slime Incident (Potentially Dangerous)
>Send Laborers to chop wood in the swamp (Specify how many)
>Military: Train Sword/Shield Units (Specify how many Homunculi/laborers)
>Military: Train Flamethrower Units (Specify How Many Homunculi)
>Explore: (Locked, expedition currently underway)
>Diplomacy: (Locked)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Write In
>Research: Illuminating Headlamps, Construction Tools (More Complex Construction), Tweaking Birthing Chambers, Spider Research (Specify in what way), Iron Flame-magic Condensers (Magical Guns), Write In
>Write In
>>
>>401990
Edits:
Infantry: (2 Occupied)
Food: Spare Rations, Shrooms, Enough to last 7 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oh and I'm back guys
>>
Rolled 18 (1d20)

>>401990
>Diplomatic: Talk this out and explain you didn't know (+1, They're so scared of you that it overrides the fact that you ate their kids)
>Research: Illuminating Headlamps
>Military: Train Sword/Shield Units 15
>>
>>402029
Oh, specify how many Homunculi you want trained and how many laborers
>>
>>401990
Diplomacy
>>
>>402036
Pick 2, in addition to the encounter option, Also roll.
>>
Rolled 3 (1d6)

Doing the diplomacy roll. Lets see how this works out.
>1-2: SAVAGES!!! They attack and you get -1 on the combat roll.
>3-4: Fine, we can accept this, you may leave peacefully
>5-6: Amazed by the eloquence of your team's speech, they decide to begin a diplomatic relationship with your people, on a positive note.
>7: So amazed by their eloquence, the 5 Mycennean decide to declare their allegiance to the Homunculi, and become citizens of your civilization, in addition to a positive diplomatic relationship with the other Mycenneans.
>>
>>402035
Sorry I meant to write laborers
>>
>>401990
Research magic guns
Research spider toxins
>>
Rolled 5 (1d20)

>>402112
>>
The expedition team, able to prevent further casualties through swift thinking and a silver tongue returns home, their news of a Mycennean civilization bustling right above the Homunculi sparking an itch for adventure (New Unit Unlocked, Diplomats, Homunculi Only, +2 to diplomacy rolls per diplomat). The Homunculi in turn curious of what else could be lurking near them, design Illumination Helmets! Well... they more or less rig up head lamps fueled by simple fire magic that even a laborer could understand. (New Exploration Unlocked: The Underground). Also, due to the adventuring fervor 12 Laborers and 3 Homunculi volunteer to join the Military. (+12 Infantry Trained, +3 Warriors Trained).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi (1 Occupied), 43 Laborers (11 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 1 Arachni Queen (+5 Spiderlings per turn), 19 Spiderlings, 6 Mature Spiders.
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn)
Food: Shrooms, enough to last 6 turns
Resources: 14 Iron Ore, 15 Iron
Weapons: 21 Sword/Sheild (18 Being Used), 4 Flamethrowers (2 being used)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Research Into Slime Incident (Potentially Dangerous)
>Send Laborers to chop wood in swamp (Specify How Many)
>Military: Train Sword/Sheild Units (Specify how many Homunculi/laborers)
>Military: Train Flamethrower Units (Specify how many Homunculi)
>Explore: Surroundings of Laboratory
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Write In
>Research: Construction Tools (More Complex Construction), Tweaking Birthing Chambers, Spider Research (Specify in what way), Iron Flame-magic Condensers (Magical Guns), Shroom Research (Specify in what way), Write In
>Write In
>>
Rolled 18 (1d20)

>>402214
Research spider venom
Research magic guns
>>
>>402214
I think we should >tweak birthing chambers. The number of regular Homunculi and laborers are disproportionate here.

We need to make simple, but effect fire Mechs somehow...The Mushroom people will be a problem
>>
>>402263
Not if we diplomacy hard enough
>>
Rolled 17 (1d20)

>>402214
>Diplomacy: Train Diplomats 2
>Diplomacy: Mycenneans do they have anything we could use to farm.
>>
>>402252
High Roller, High Roller Ova' Here
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Homunculi set about studying the venom of the Arachni, in an attempt to better equip their soldiers and to see if further experiments are possible. The results are as follow:
>Envenomed Weapons: (+1 In combat rolls against poisonable units, -1 In combat rolls against non poisonable units, due to their reliance on poison)
>Poison and Disease Resistance: (Units unable to be poisoned, diseases and plagues are easier to contain)
The Homunculi also conclude that future research, depending on our technologies, may result in more results and improvements. While some are busy researching venom, other more magically inclined Homunculi set about creating the world's first Iron Flame-magic Condenser, similar in appearance to a pistol it packs just as much of a punch, they test this new weapon on a rock, blasting it to pieces. (+1 Pistols per turn, cost 2 iron to make,) (New units unlocked, Pistol Whippers, and Dead Eye's, made from Laborers and Homunculi respectively)
To keep up with the output, 10 laborers are sent to mine, while 10 are sent to the smelting room.
(+10 Iron-Ore, and +10 Iron per turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 11 Homunculi (1 Occupied), 48 Laborers (31 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 1 Arachni Queen (+5 Spiderlings per turn), 21 Spiderlings, 8 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn)
Food: Shrooms, enough to last 5 Turns
Resources: 15 Iron Ore, 24 Iron
Weapons: 24 Sword/Shield (18 Being Used), 5 Flamethrowers (2 Being Used), 1 Pistol
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Research Into Slime Incident (Potentially Dangerous)
>Send Laborers to chop wood in swamp (Specify How Many)
>Military: Train Sword/Sheild Units (Specify how many Homunculi/laborers)
>Military: Train Flamethrower Units (Specify how many Homunculi)
>Military: Train Pistol Units (Specify how many Homunculi/Laborers)
>Explore: Surroundings of Laboratory
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Write In
>Research: Construction Tools (More Complex Construction), Tweaking Birthing Chambers, Spider Research (Specify in what way), Shroom Research (Specify in what way),
Gun Research (Specify In what way), Write In
>Write In
>>
>>402403
>Diplomacy: Train Diplomats 2
>Research Into Slime Incident (Potentially Dangerous)
>>
Rolled 2 (1d20)

>>402437
>>
Rolled 14 (1d20)

>>402403
Train diplomats
Diplomacy shrooms to see if they have any food we can eat that isn't there young
>>
Waiting to see if anyone else has a roll
>>
>>402499
This sounds good, I hope we can get a solid food source now.
>>
>>402403
>Explore: Surroundings of Laboratory
>Research Into Slime Incident (Potentially Dangerous)
>>
dice+1d20

>>402736
Forgot to roll.
>>
Rolled 3 (1d20)

Rolling to make Weirdo Civ Master return from the grave
>>
>>407417
I done goofed it up
Thread posts: 134
Thread images: 2


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