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Homunculus Civilization #2

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Thread replies: 96
Thread images: 3

Continuation of Weird Civilization Thread
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Old players, and New members welcome!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Rules are simple:
You pick your actions
You roll a d20
Highest roll influences the Civ with their actions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
May the games, begin!
>>
The Homunculi train 2 Diplomats before they arrange an expedition team to go communicate with the Mycenneans, the team consisting of 10 laborers, a warrior, 10 infantry, 2 flamethrowers, and the pair of diplomats marches proudly through the Swamp, eventually finding the capital of the Mycenneans, Shroomenberg. A dark, fungal smelling settlement, its inhabitants are too scared of your flamethrowers to protest as your party enters their leader's throne room.
You were here originally to ask about food, but unfortunately King Shroom doesn't seem to be in the most talkative mood.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Options:
>Special/Violent: Fry their king, and conquer Shroomenberg in the chaos (Will lead to casualties, War with Mycenneans)
>Diplomacy: Declare war before pompously leaving (War with Mycenneans)
>Diplomatic: Wait until the king is available and discuss agriculture with him (+4 to Diplomacy Roll due to Diplomats)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi (1 Occupied), 53 Laborers (41 Occupied), 15 Infantry (10 Occupied), 3 Warriors (1 Occupied), 2 Flamethrowers (2 Occupied) , 2 Diplomats (2 Occupied), 1 Arachni Queen (+5 Spiderlings per turn), 24 Spiderlings, 10 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn)
Food: Shrooms, enough to last 4 Turns
Resources: 16 Iron Ore, 33 Iron
Weapons: 27 Sword/Shield (18 Being Used), 6 Flamethrowers (2 Being Used), 2 Pistols
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 (Specify the composition of the Expedition Team)
>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
>>
Rolled 6 (1d20)

>>405782
>Diplomatic: Wait until the king is available and discuss agriculture with him (+4 to Diplomacy Roll due to Diplomats)
>Research Into Slime Incident (Potentially Dangerous)
>Research Tweaking Birthing Chambers
>>
Rolled 20 (1d20)

>>405849
Wait until the king is ready
Train two dead eyes
Research higher caliber guns
>>
>>406203
Wow good roll.
>>
Rolled 7 (1d20)

>>406203
Nice Roll Mate
Rolling for what happens, using larger dice for fairness.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>(+4 from diplomats)
1-4: GET OUT! WAR!!!! (War with Mycennean)
5-8: Fine, we'll give you some food (+2 turns of food)
9-12: We'll show you our ways (New Construction Available) +Relations
13-16: We'll show you our ways, and give some crops (New Construction Available) (+2 Turns Of Food)
17-20: I Propose an Alliance! (New Construction Available) (Ability to Ally Mycennean)
21-24: I love you guys, We should form an alliance, servants, fetch them a feast!
(New Construction Available) (+2 Turns worth of food) (Mycennean Alliance Available)
>>
>>406203
Again, good rollorino matey
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Homunculi train 2 Diplomats before they arrange an expedition team to go communicate with the Mycenneans, the team consisting of 10 laborers, a warrior, 10 infantry, 2 flamethrowers, and the pair of diplomats marches proudly through the Swamp, eventually finding the capital of the Mycenneans, Shroomenberg. A dark, fungal smelling settlement, its inhabitants are too scared of your flamethrowers to protest as your party enters their leader's throne room.
You were here originally to ask about food, but unfortunately King Shroom doesn't seem to be in the most talkative mood.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Options:
>Special/Violent: Fry their king, and conquer Shroomenberg in the chaos (Will lead to casualties, War with Mycenneans)
>Diplomacy: Declare war before pompously leaving (War with Mycenneans)
>Diplomatic: Wait until the king is available and discuss agriculture with him (+4 to Diplomacy Roll due to Diplomats)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Expedition Team returns home with good news! Apparently, the Mycennean people have a form of subterrenean agriculture that we can also use. Hearing this news, the Homunculi set about celebrating, Two of them, inspired by the expedition team, decide to join the Military as Dead-Eyes. Others, hearing of the first two Marksmen, decide to do further research into guns, and learn that the barrel could be extended to increase range.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 8 Homunculi, 58 Laborers (31 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Queen (+5 Spiderlings per turn), 24 Spiderlings, 10 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn)
Food: Shrooms, enough to last 3 Turns
Resources: 16 Iron Ore, 33 Iron
Weapons: 30 Sword/Shield (18 Being Used), 7 Flamethrowers (2 Being Used), 3 Pistols
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Shroom Farms (+2 turns worth of shrooms per turn) (Specify amount of laborers)
>Research: Construction Tools (More Complex Construction), Tweaking Birthing Chambers, Spider Research (Specify in what way), Shroom Research (Specify in what way), Sniper Rifles, Write In
>Write In
>>
Rolled 16 (1d20)

>>406453
>Research: Construction Tools
>Construction Shroom Farms (+2 turns worth of shrooms per turn) (Specify amount of laborers) 17
>>
>>406453
Build shroom farm
Tweak birth chambers to make homonculi spiders
>>
Rolled 2 (1d20)

>>406517
>>
Op?
>>
>>406944
I think it's takes a hour and a half for op to write
>>
>>406994
Oh, sorry guys!
...Wifi issues
Op is back and as much of a fag as ever!
>>
>>406486
Hiiiigh Rolla!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The builders, hearing of the new construction project, are eager to begin. In wake of this, the Homunculi develop new more improved tools, and due to the amount of laborers volunteering (17) and the more advanced tools, it only took one day for the Shroom Farm to be completed! Laborers may be assigned here to increase the amount of food produced, (5 Laborers= +1 turn of food).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 9 Homunculi, 63 Laborers (48 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Queen (+5 Spiderlings per turn), 30 Spiderlings, 14 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn), Shroom Farm (+2 turns worth of Shrooms to eat per turn)
Food: Shrooms, enough to last 4 Turns
Resources: 16 Iron Ore, 33 Iron
Weapons: 33 Sword/Shield (18 Being Used), 8 Flamethrowers (2 Being Used), 4 Pistols (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)
>Military: Train Pistol Units (Specify how many Homunculi/Laborers)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Logging Camp (Raises efficiency of loggers, built above ground), Mine (Raises efficiency of miners) (Specify how many laborers for each project)
>Research: Tweaking Birthing Chambers, Spider Research (Specify in what way), Shroom Research (Specify in what way), Sniper Rifles, Write In
>Write In
>>
Rolled 17 (1d20)

>>407091
>Research: Tweaking Birthing Chambers
>Research Into Slime Incident (Potentially Dangerous)
>>
Rolled 9 (1d20)

>>407091
Tweak chambers to birth spider homonculi
Start development on mech powered by fire magic
>>
>>407128
The Homunculi look into what their fates may be by investigating further into the Slime incident, by studying archaic records, and searching through the lab, they find the source of the Slimes, a Small hole in the wall, wet with a seemingly acidic liquid, its too small for any Homunculi to fit into, but the perfect size for a Slime to ooze out of, they conclude that the wall is thin and made out of foreign materials, providing evidence that it may have been hastily built. Furthermore, it may lead to another chamber on the other side, abandoned by the former owners of the laboratory. While the source of the Slime was being investigated, other scientist set about testing out altering the birthing chambers, and concluded that mutations may be introduced into Homunculi Dna, resulting in various new sub-races. These mutations can be introduced at birth, or via injection into current Homunculi.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 10 Homunculi, 68 Laborers (31 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Queen (+5 Spiderlings per turn), 33 Spiderlings, 16 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn), Shroom Farm (+2 turns worth of Shrooms to eat per turn)
Food: Shrooms, enough to last 5 Turns
Resources: 17 Iron Ore, 42 Iron
Technology: Birthing Chambers, Construction Tools
Weapons: 36 Sword/Shield (18 Being Used), 9 Flamethrowers (2 Being Used), 5 Pistols (2 Being Used)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Excavate the wall and send in a team to assist. (Specify team composition, Potentially dangerous)
>Resources: 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)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Science: Introduce Spider Dna (Mutates entire race, positive and negative results, Bloodlust)
>Science: Introduce Shroom Dna (Mutates entire race, positive and negative results, Spores)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Logging Camp (Raises efficiency of loggers, built above ground), Mine (Raises efficiency of miners) (Specify how many laborers for each project)
>Research: Spider Research (Specify in what way), Shroom Research (Specify in what way), Sniper Rifles, Write In
>Write In
>>
Rolled 14 (1d20)

>>407223
>Science: Introduce Spider Dna (Mutates entire race, positive and negative results, Bloodlust)
This will make a spider homonculi right
>Excavate the wall and send in a team to assist. 15 Infantry 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats
>>
>>407287
It will result in a Race wide mutation, it'll have positive and negative results, Waiting on another Roll, don't want this to be a 1-2 man thread.
>>
>>407316
What I think that would simply make a spider homonculi or something like that not turn all the homonculi in to spider homonculi
>>
>>407287
Okay maybe I would being a little dum Introduce Spider Dna to 1 Laborer
>>
>>407316
>Construction, logging camp. 15 workers.
>construction, Mine: 15 workers.
Been watching this thread, been seeing those workers pile up. Kind of bothers me. I'll be back and roll when I figure out how.
>>
>>407380
Was not would my brain isn't working right today.
>>
>>407380
Won't make the laborer anymore intelligent, but its good to test it out!
We'll use the one laborer as a test subject, if your ideas end up being the ones I use.
>>
Rolled 10 (1d20)

>>407404
found it p ez, mb for not looking before posting.
>>
Rolled 10 (1d20)

>>407223
Introduce spider Dna
Introduce shroom dna
>>
>>407407
I didn't think Spider Dna would make a Laborer smarter but yes it was meant to be a tast to see what it would do.
>>
The Homunculi inject a laborer with Arachni Dna and run some tests on what would occur with a race-wide mutation.
>Bloodlust: Tendency for violence, +1 on Attack rolls, -1 for Diplomatic Rolls
>Web Weavers: Production of silk possible, leads to the ability to create traps and other rope related objects, this also gave them insight on their Spider citizens.
>Creepy: -1 to diplomatic rolls non-insect/arachnid races, +2 for diplomatic rolls with insect/arachnid races.
This is what occured as a result of mutating the one laborer.
>Can now communicate with the Arachni Queen, new diplomatic options available
>Laborer promoted to Arachni Translator
>New Construction, Silk Farm (+1 Silk per turn for each Mature Spider/Laborer assigned)
While the testing was going on, an expedition team consisting of 15 Infantry, 2 Flamethrowers, 2 Dead-eyes, and 2 Diplomats, were sent to look into the slime incident. Upon smashing down the wall, they found a chamber as expected, this chamber however, wasn't apart of the laboratory, it is actually a lake that the team hypothesizes the former inhabitants must've been sourcing their water from. The team returns, peacefully.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 11 Homunculi, 73 Laborers (31 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Queen (+5 Spiderlings per turn), 33 Spiderlings, 16 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn), Shroom Farm (+2 turns worth of Shrooms to eat per turn)
Food: Shrooms, enough to last 5 Turns
Resources: 17 Iron Ore, 42 Iron
Technology: Birthing Chambers, Construction Tools
Weapons: 36 Sword/Shield (18 Being Used), 9 Flamethrowers (2 Being Used), 5 Pistols (2 Being Used)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Investigate the Lake further (Dangerous)
>Resources: 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)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Science: Introduce Spider Dna (Mutates entire race, positive and negative results, Bloodlust)
>Science: Introduce Shroom Dna (Mutates entire race, positive and negative results, Spores)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Silk Farm (Silk Production), Logging Camp (Raises efficiency of loggers, built above ground), Mine (Raises efficiency of miners) (Specify how many laborers for each project)
>Research: Spider Research (Specify in what way), Shroom Research (Specify in what way), Sniper Rifles, Write In
>Write In
>>
Rolled 19 (1d20)

>>407558
Insert shroom Dna
Research sniper rifles
>>
Rolled 3 (1d20)

Anyone agree we should avenge our creators? Also:
>Tweak birthing chambers to produce more Homunculi
>Make Arachbi Translator speak with the Queen.
>>
Rolled 3 (1d20)

>>407584
Revenge won't bring or creators and I rather end this peaceful but on your votes I agree with.
>>
>>407609
Revenge won't bring back our creators
>>
>>407584
Nah they had a god complex lets ally with the slimes
>>
The Homunculi inject a laborer with Shroom Dna and run some tests on what would occur with a race-wide mutation.
>Spores: New options in encounters
>Herbalists: +1 Food per turn from Shroom Farms
>Shroomy: +1 To diplomatic rolls with Mycennean, -1 to diplomatic rolls with other races.
Unfortunately... the laborer quickly got overwhelmed from the changes, and ran away, preventing further research. (-1 Laborers)
While the testing was going on, the Homunculi developed Guns with lengthened barrels (+1 Sniper rifles per turn, takes 2 Iron to produce), (New Unit Available, Snipers! Homunculi Only)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 12 Homunculi, 77 Laborers (31 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Queen (+5 Spiderlings per turn), 39 Spiderlings, 20 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn), Shroom Farm (+2 turns worth of Shrooms to eat per turn)
Food: Shrooms, enough to last 7 Turns
Resources: 19 Iron Ore, 58 Iron
Technology: Birthing Chambers, Construction Tools
Weapons: 36 Sword/Shield (18 Being Used), 9 Flamethrowers (2 Being Used), 5 Pistols (2 Being Used), 1 Sniper Rifle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Investigate the Lake further (Dangerous, Specify Team Composition)
>Resources: 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)
>Military: Train Snipers (Specify how many Homunculi)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Science: Introduce Spider Dna (Mutates entire race, positive and negative results, Bloodlust)
>Science: Introduce Shroom Dna (Mutates entire race, positive and negative results, Spores)
>Diplomacy: Mycenneans (Specify what)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Silk Farm (Silk Production), Logging Camp (Raises efficiency of loggers, built above ground), Mine (Raises efficiency of miners) (Specify how many laborers for each project)
>Research: Spider Research (Specify in what way), Shroom Research (Specify in what way), Write In
>Write In
>>
Rolled 12 (1d20)

>>407558
Guys, this is bad. We're running out of food. I don't get why nobody is caring, but still.
Research, write in:Farming. Plz. ideally something that grows fast.
Diplomacy, Mycenneans: Go up and check if they'd be interested in some trading for food. Laborers/spiderlings are what come to mind first. Propose using spiderlings symbiotically to catch insects or w/e that would eat the shroom people. w/e works.
>>
>>407624
Changes!!!!
>name was wrong kek
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Weapons: 39 Sword/Shield, 10 Flamethrowers, 3 Pistols, 1 Rifle
>>
>>407624
>>407628
nvm, looked back and saw we're gaining food.
>>
>>407628
Actually, the Food situation is under control
We went to the Mycenneans earlier and developed Underground Mushroom farms, our supplies are going up at the moment.
>>
Rolled 20 (1d20)

>>407624
>Tweak birthing chambers to produce more Homunculi
>Make Arachbi Translator speak with the Queen.
I still feel bad for enslaving her.
>>
>>407628
We have food we already convinced the shrooms to givus food and teach us how to farm
>>
>>407646
She's probably super pissed at us
>>
>>407655
I know but it was a -1 Diplomacy at the time
>>
>>407646
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Homunculi tweak the chambers to produce more Homunculi and less laborers, (+2 Homunculi per turn, -2 Laborers per turn)
Meanwhile, the Arachni Translator goes to have a chat with the Arachni Queen, and she says that she's living comfortably and that she's happy her children are being raised in the nursery, our scientists conclude she's developed Stockholme Syndrome and is not a risk to us. She seems to have developed fond feelings towards our translator... (New Diplomacy Option Available)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
Population: 14 Homunculi, 80 Laborers (31 Occupied), 15 Infantry, 3 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Translator, 1 Arachni Queen (+5 Spiderlings per turn), 42 Spiderlings, 22 Mature Spiders
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn), Shroom Farm (+2 turns worth of Shrooms to eat per turn)
Food: Shrooms, enough to last 8 Turns
Resources: 20 Iron Ore, 65 Iron
Technology: Birthing Chambers, Construction Tools
Weapons: 39 Sword/Shield (18 Being Used), 10 Flamethrowers (2 Being Used), 6 Pistols (2 Being Used), 2 Sniper Rifles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>Investigate the Lake further (Dangerous, Specify Team Composition)
>Resources: 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)
>Military: Train Snipers (Specify how many Homunculi)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Science: Introduce Spider Dna (Mutates entire race, positive and negative results, Bloodlust)
>Science: Introduce Shroom Dna (Mutates entire race, positive and negative results, Spores)
>Diplomacy: Mycenneans (Specify what)
>Diplomacy: Arachni (Specify What)
>Diplomacy: Arachni, Wed the Arachni Queen to our translator (-1 Translator, +5 Spiderlings per turn)
>Construction: Spider Stables (Ability to train Spiderback soldiers), Silk Farm (Silk Production), Logging Camp (Raises efficiency of loggers, built above ground), Mine (Raises efficiency of miners) (Specify how many laborers for each project)
>Research: Spider Research (Specify in what way), Shroom Research (Specify in what way), Write In
>Write In
>>
Rolled 4 (1d20)

>>407681
>Spider Stables
>Logging Camp

Soon we will have Rifle Mounted Homunculi >: )
>>
Rolled 11 (1d20)

>>407681
Introduce shroom dna to more stable laborer
Research power suit powered by fire magic
>>
>>407696
Can't wait until we make magic space ships
>>
>>407700
Give me a bit more detail on the suit, seems a bit ridiculous honestly, but if you give me more detail, I could allow it.
>>
Rolled 11 (1d20)

>>407681
Let's send the whole brigade in to explore the Lake more.
Also, let's get those stables going with literally all of those workers that aren't doing anything.
>>
>>407717
Now
That I think about it probably can't do that unless we research more complex mechanisms or more magic wich I'm unsure we can do at the moment so research more geomancy if not possible research simple mechanisms
>>
Rolled 2 (1d20)

>>407681
Silk Farm
>Investigate the Lake further (Dangerous, Specify Team Composition) 15 Infantry 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats
>>
>>407752
The 59 laborers who weren't doing anything immediately erect the spider stables, allowing the creation of Spiderback Soldiers! (Training costs one laborer and one Mature Spider to make) Afterwards, literally EVERYONE starts marching towards the lake, noticing a small cavern in the back, EVERYONE charges in.
>Why I didn't know I had new sla- HOLY SHIT!
The Slime King dodges the initial attack by contorting its body as the surge of Homunculi attack him, unfortunately, quite a few keep charging and end up falling into a slime lake behind him, being dragged down by slime creatures below (-10 laborers,-2 Homunculi, -3 Infantry, -1 Warriors), who immediately surface. Five slime stand before you, four seemingly adept fighters, and their king, all of which, are frankly, scared shitless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Encounter Options:
>Violent: WAAARGH!!!!! (Everyone attacks, Overwhelming Numbers +4 to combat roll)
>Special: The Final Solution (Flamethrower Units burn them alive, and roast the lake, genociding their entire race)
>Diplomacy: Greet the king, and open up diplomatic relations (+6 to diplomacy roll from Diplomats, and threatening appearance)
>Special: Burn the king and assume control over the slimes (If the roll doesn't end up favorably you will only disrupt slime society and not assume control over them.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pick wisely guys
>>
>>407841
rofl, I kind of expected just the army, but this is way better, even if unexpected.
So what are we thinking guys? I'm partial to diplomacy/special burn the king.
>>
>>407841
Fuck these guys genocide them all they killed our guys
>>
>>407874
If possible try to capture some for science
>>
Roll guys, I'm not doing the attack/diplomacy roll until atleast two of you make a choice with a roll.
>>
Rolled 13 (1d20)

>>407889
Ok, let's go for the special burn the king then, try and get ourselves even more racial diversity.
>>
Rolled 17 (1d20)

>>407841
>Special: Burn the king and assume control over the slimes (If the roll doesn't end up favorably you will only disrupt slime society and not assume control over them.)
They are slavers so it's okay.
>>
>>407841
>Why I didn't know I had new sla- HOLY SHIT!
Hehehe that was funny
>>
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>>407841
Damn some of our Humonculi died...
>>
Rolled 18 (1d20)

Alright, doing the roll for how it works out
Giving a +2 bonus due to the fact everyone's here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>0-4: I'M MELTING!!! I'M TAKING SOME OF YOU WITH ME!!! (Casualties, no slime takeover)
>5-8: I'M MELTING, MELTING!!!! (Dead slime king, no casualties, no slime takeover)
>9-12: You have... bested me (Dead Slime King, other slimes respect you, Slime Takeover, however they may revolt)
>13-16: Wait! Wait! I resign! (King Slime gives control to the Homunculi, Slimes slightly angry with takeover)
>17-20: I respect you guys, by all means, You are now the rightful owners of my kingdom (Slime King gives control to Homunculi, Slimes ambivelant to takeover)
>21-22: Wow! What complex technology, it'd be an honor to work with you! (Slime King becomes a citizen of the Homunculi Nation, and the Slimes are too amazed by Homunculi technology to resist)
>>
File: images.png (4KB, 225x225px) Image search: [Google]
images.png
4KB, 225x225px
>>407924
I like where this is going.
>>
>>407924
Eh.. I'll make it a +3 we lost some people
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
While, the flamethrowers intended on incinerating the Slime King, the inquisitive appearance on his face made it apparent he and his brethren were no longer a threat.
>Wow... those look cool! Can I have one?
The Diplomats, seeing an oppurtunity for a peaceful takeover, hint that the King could get one if he were to become a citizen of our nation.
>Sure, they look shiny... Better yet, lets just merge our nations, I bet everyone else would be interested, hey guys, come out and look at this!
A surge of 50 slime emerge from the lake, all amazed by the technology the Homunculi seem to be wielding.
Illuminating Helmets, Pistols, Flamethrowers, and the complex tools of the laborers all enthrall the Slime, and they all agree to immigrate into Homunculi society if it means they get a chance to own objects like these too.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stat update, and action update, coming up
>>
>>407947
Is that picture from fullmetal alchemist.
>>
>>407924
Welp time to come up with a name for our weird multi-racial alliance
>>
>>407955
I love this quest.
>>
>>407965
Yes. This should be our flag
>>
>>407955
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current Stats:
14 Homunculi, 73 laborers (31 Occupied), 12 Infantry, 2 Warriors, 2 Flamethrowers, 2 Dead-eyes, 2 Diplomats, 1 Ironsmith, 1 Arachni Translator, 1 Arachni Queen (+5 Spiderlings per turn), 45 Spiderlings, 24 Mature Spiders, 1 Slime King (+1 Slime per turn), 50 Slime
Structures: Laboratory, Arachni Nursery (+2 Mature Spiders per turn), Arachni Stables, Shroom Farm (+2 turns worth of Shrooms to eat per turn), Lake Chamber, Slime Chamber.
Food: Shrooms, enough to last 9 turns
Resources: 21 Iron Ore, 74 Iron
Technology: Birthing Chambers, Construction Tools, Illuminating Headlamps
Weapons: 42 Sword/Shield (18 Being Used), 11 Flamethrowers (2 being used), 7 Pistols (2 being used), 3 Sniper Rifles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions: Pick Two
>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)
>Military: Train Snipers (Specify how many Homunculi)
>Military: Train Spiderback Soldiers (Specify how many Homunculi/Laborers)
>Smithing: Train Ironsmiths (+3 Shield/Sword, 1 of every other weapon per turn) (Specify how many Homunculi)
>Explore: Surroundings of Laboratory (Specify the composition of the Expedition Team)
>Diplomacy: Train Diplomats (Specify how many Homunculi)
>Science: Introduce Spider Dna (Mutates entire race, positive and negative results, Bloodlust)
>Science: Introduce Shroom Dna (Mutates entire race, positive and negative results, Spores)
>Diplomacy: Mycenneans (Specify what)
>Diplomacy: Arachni (Specify What)
>Diplomacy: Arachni, Wed the Arachni Queen to our translator (-1 Translator, +5 Spiderlings per turn)
>Diplomacy: Slime King (Specify What)
>Construction: Silk Farm (Silk Production), Logging Camp (Raises efficiency of loggers, built above ground), Mine (Raises efficiency of miners) (Specify how many laborers for each project)
>Research: Spider Research (Specify in what way), Shroom Research (Specify in what way),
Slime Research (Specify in what way), Write In
>Write In
>>
>>408013
Make your choices guys, I'm taking a rest.
Newbie Civ Master here, any advice/comments appreciated.
Or bump the thread with nonsense, I'm cool with that too.
>>
Rolled 20 (1d20)

>>408013
Train 2 diplomats
Research slime core
>>
Rolled 5 (1d20)

>>408013
Construction: Silk farm. 26 builders.
Construction: Mine. 26 builders.
Also, how many can we put on a full grown spider? How are the smaller slimes intelligence wise? They're not like our laborers are they? Also, will spider queen outlast our translator?
>>
>>408024
Would suggest mashing diplomacy together like construction, unless it's special like wedding our slime queen.
>>
Are slimes bipedal...?
>>
Rolled 18 (1d20)

>>408013
>Construction: Silk Farm
Our translator is a Homunculi right and how does he feel about the wedding idea.
>Military: Train Snipers (Specify how many Homunculi) 2
>>
>>408013
Build Silk Farm! Spider Research!
>>
This is taking awhile.
>>
>>405782
Can we get a link to the old thread?
>>
>>408024
Hello op what is the starting time for this quest
>>
>>411369
Sorry guys, can't do it tonight, got a date.
>inb4 REEEEEE
>>
>>411443
Okay see you tomorrow but a starting time would be nice to know.
>>
>>411443
24 hours? That's some impressive bedroom stamina! Way to go OP!
>>
Someone else take over, Op is dead.
>>
>>414549
Are you sure Op is dead maybe we should give op one more day and if op is dead who should take over
>>
>>414570
Give it only 2 hours then we vote from those who volunteer after that.
>>
>>414600
Sounds fine enough I hate to see another Homunculus Civilization die.
>>
Hello is anyone else here
>>
Hi
>>
>>417041
Oh good I'm not the only one here so you think op is dead this time.
>>
>>417333
It's possible, and this was a great civ so far. Make a d20 necromancy roll to bring back op.
>>
Rolled 4 (1d20)

>>417469
Maybe someone else could try being op if he doesn't comes back.
>>
>>417674
I've never been Master before, and I'm still pretty new to /qst/ in general. I hope somebody steps in before our thread dies.
>>
>>417907
Same here
>>
So who going to be the new op sense the old one is not coming back?
>>
so were all new and are op left us. Theres no chance im steeping up and i doubt you guys will so i conclude this thread dead.
>>
>>418670
Damit
>>
R.I.P.
>>
/roll 1d20
Thread posts: 96
Thread images: 3


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