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Beginning Builder

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Thread replies: 71
Thread images: 10

File: 1372169973818.jpg (9KB, 177x251px) Image search: [Google]
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I'm back and this time with a new Nation Builder.
In the beginning there was your people. Now it's your job to lead them from a nomadic tribe of hunter gatherers to a great nation with a population in the millions. Or the ruins which ancient myths are based upon.

Pic entirely unrelated
>>
>>43451444
I fucked up
here's the character sheet http://pastebin.com/CuGNpBpE
>>
>>43451461
Reserving a spot, if I can.
>>
Nation Colour:dark green
Race: Dwarf
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 10
Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
>>
Nation Name: Athian Tribe
Nation Colour: Orange
Race: Human
Fluff: A nomadic tribe based around matriarchal families.

Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
>>
>>43451444
Mahlamar
Blue
Orc
Fluff:
>
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:

Flaws:
>>
Fucked up, sorry.

Nation Name:
the Amanou Confederation

Nation Colour:
Purple

Race: Karlynn
(amphibians with webbed limbs)
Fluff:

Happiness: 200

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools

Bonuses:

Disadvantages:
>>
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
>>
>>43451444
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 10
Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools


Bonuses:
Disadvantages:
>>
Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
>>
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Nation Name: Pandolans
Nation Colour: Bright Blue
Race: VERY Fluffy Satyrs
Fluff: So much of it.

Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
>>
>>43451461
>>43451465
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 10
Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
>>
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>>43451499
Bonuses: [Iron liver] Your people are immune to poisons
Disadvantages: [Stubby legs] Your people can't move as fast as other races
your people find themselves by a stream on a mountain
>>43451549
Your people are in a jungle by a river that flows from the north
>>43451613
You find your people north of a forest and east of a river that flows from the north
>>43451707
Bonuses: [Amphibious] Your people gain bonuses when interacting with coastal cities
Disadvantages: [Waateerrr] Your people cannot survive without a water source
Your people find themselves in a swamp, north of a coast, a river runs from the north.
>>43451976
Bonuses: [Hive mentality] You get bonuses when building
Disadvantages: [Hydrophobic] You get penalties for naval actions
Your people are in a desert, to the north east is a river that runs from the north west
you are black
>>43451985
your people are on the northern edge of a jungle with a river running south east
>>43452060
Your people are at the southern base of a mountain, north of a river that flows from the west
>>43452390
your people are on a tall mountain, north of a river
>>43452413
your people are in a forest west of a river flowing from the north
>>
Rolled 27, 67 = 94 (2d100)

>>43452517
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 10
Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:
1. Learn how to swim and fish for food

2.Learn how to climb trees to gather fruit.
>>
Rolled 59, 45 = 104 (2d100)

>>43452517

1. Bouncy fluffy Satyrs must find shelter! Though our wooly coats keep us snuggly and toasty, we can only go out for so long! Mountains have caves, lets look for them!

2. Search for snuffles and truffles! Berry-Bushes and Mushrooms are delicious!
>>
Rolled 71, 22 = 93 (2d100)

Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:

1. Search about for food. [25-50 Fishing in the river][51-75 Hunting game on the mountain and in the surroundings][75-100 wild cereals growing near the river]
2. The tribe sit around the fires, telling stories of the moon and the stars and the earth beneath their feet.
>>
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Rolled 84, 64 = 148 (2d100)

>>43452517
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses: [Hive mentality] You get bonuses when building: [Hydrophobic] You get penalties for naval actions
Disadvantages:

1. Build up the Great Hive, gather many stones and boulders, and pile them high and set up tunnel systems. This is where our capital shall be.

[Hive mentality] You get bonuses when building

2. Build up the Egg Chambers, where our gracious Queen's eggs and our fellow sisters shall be birthed, and raise more of us per turn.

[Hive mentality] You get bonuses when building
>>
Rolled 54, 36 = 90 (2d100)

>>43452517
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 10
Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:

1. Learn to gather fish from the river for food.
2. Learn the best places to gather fruit and nuts from the trees.
>>
Rolled 87, 43 = 130 (2d100)

>>43452517
Mahlamar
Blue
Orc
Fluff:
>
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Flaws:

1/2) Scout around, get acquainted with our surroundings.
>>
>>43452517
1. Experiment with the mosses and herbs of the swamp, learning what we can of their properties.
2. Use stone tools to cut timber in the hopes of working it into shelter.

Nation Name:
the Amanou Confederation

Nation Colour: Purple
Race: Karlynn
Fluff:

Happiness: 200

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools

Bonuses: [Amphibious] Your people gain bonuses when interacting with coastal cities
Disadvantages: [Waateerrr] Your people cannot survive without a water source
>>
Rolled 19, 52 = 71 (2d100)

>>43452517
Nation Name: Athian Tribe
Nation Colour: Orange
Race: Human
Fluff: A nomadic tribe based around matriarchal families.
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools
Bonuses:
Disadvantages:

1.
Our people need food! The jungle should provide creatures to hunt or fruits to eat.

2.
The crawling things of this land bite and sting, and the rain douses our precious fire in the open. We must find a way to shelter ourselves and our fire!
>>
Rolled 80, 46 = 126 (2d100)

>>43452722
>>
>>43452644
>Scratch this, forgot some major stuff
1. Research Architecture

2. Have ants start gathering rocks and stones in a quarry
>>
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>>43452609
You develop spear fishing techniques Tech/Magic: +Spear fishing
Food: +1
You climb trees to gather fruit
Food: +1
>>43452615
Your people take shelter in caves to keep safe from the elements
happiness +1
You find berry bushes which aren't the mushrooms you desired but they're close enough
Food: +1
>>43452626
You hunt wild mountain game
Food: +1
Your story telling starts to explain the world around you and your people start believing them
Tech/Magic: +Ancient Religion
>>43452644
>>43452820
you begin researching basic architecture so you can make the first ever permanent building
Tech/Magic: Basic Stone Architecture
your people begin stockpiling stone
>>43452655
You develop spear fishing techniques Tech/Magic: +Spear fishing
Food: +1
You find that the location of the best fruit and nuts changes every season
food: +1
>>43452719
your people find that the forest is so fruitful because it is being fed by 2 rivers that join
your tribes moves south
>>43452722
you find a particularly delicious moss that you can use to season food
Happiness: +5
you cut down wood for timber
>>43452727
You develop basic wooden architecture
Tech/Magic: +Basic Wooden Architecture
>>
Rolled 21, 80 = 101 (2d100)

>>43453006
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 12
Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear Fishing

Bonuses:
Disadvantages:
1. Research Stealth
2. Research Spear hunting
>>
>>43453006
1. My people attempt to carve the timber in a variety of ways--research Basic Wooden Architecture.

2. Pleased, my people seek more of the swamp's bounties--they search for mosses and herbs, wary of poison or debilitation.

Nation Name:
the Amanou Confederation

Nation Colour: Purple
Race: Karlynn
Fluff:

Happiness: 205

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools

Bonuses: [Amphibious] Your people gain bonuses when interacting with coastal cities
Disadvantages: [Waateerrr] Your people cannot survive without a water source
>>
Rolled 83, 84 = 167 (2d100)

>>43453041
Sorry iKeep forgetting this.
>>
Rolled 53, 67 = 120 (2d100)

>>43453006
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools, Basic Stone Architecture
Resources: Stone

Bonuses: [Hive mentality] You get bonuses when building: [Hydrophobic] You get penalties for naval actions
Disadvantages:

1. Build up the Great Hive, gather many stones and boulders, and pile them high and set up tunnel systems. This is where our capital shall be.

[Hive mentality] You get bonuses when building

2. Build up the Food Chambers, where scavenger ants can go out and gather trees, vegetation, and wildlife. All organic matter suitable food for the ant.

[Hive mentality] You get bonuses when building
>>
>>43453006

Nation Name: Pandolans
Nation Colour: Bright Blue
Race: VERY Fluffy Satyrs
Fluffy?: Yes.

Happiness: 201
Food: 11
Pop: 11
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Disadvantages:

1. Snuggly Snuffle Floofy Satyrs must explore cave? Is it deep? Is it dark? We are so very frightened, so first...

2. Fire is warm, but distinctly not fluffy. How something can be warm AND fluffy is beyond our understanding. We must research fire!
>>
Rolled 98, 57 = 155 (2d100)

>>43453079
>>
>>43453006
Mahlamar
Blue
Orc
Fluff:
>
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools

Bonuses:
Flaws:

1) Now that we have our bearings straight, we need shelter. Start building basic shelter, or at least find out how to construct it.
2) Send our scouts out again, but this time tell them to pay special attention to the wildlife on our little plain.
>>
Rolled 6, 29 = 35 (2d100)

Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 11
Pop: 11
Military:
Buildings:
Tech/Magic: Stone Tools, Ancient Religion

Bonuses:
Disadvantages:

1. Find more food in the nearby area. We've been hunting game, so that may be the most profitable way forward for us. [25-50 Fishing in the river][51-75 Hunting game on the mountain and in the surroundings][75-100 wild cereals growing near the river]

2. The air is cold and our people desire a barrier between themselves and the wolves that prowl in the forests. [Basic architecture]
>>
Rolled 56, 96 = 152 (2d100)

>>43453006
>Nation Name: Athian Tribe
>Nation Colour: Orange
>Race: Human
>Fluff: A nomadic tribe based around matriarchal families.
>Happiness: 200
>Food: 10
>Pop: 10
>Military:
>Buildings:
>Tech/Magic:
Stone Tools
Basic Wooden Architecture
>Bonuses:
>Disadvantages:

1. Continue to search for food sources.

2.
All wonder at the idea of using trees to make things! Let us make shelters to keep the rain off of our fire!
>>
Rolled 51, 48 = 99 (2d100)

>>43453114
and dice
>>
Rolled 49, 93 = 142 (2d100)

>>43453006
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 12
Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear fishing

Bonuses:
Disadvantages:

1. Explore around our home for anything of interest.
2. Study the plant to see why the fruit changes location every season.
>>
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>>43453035
you develop knowledge of the hunt and will now gain more food every hunt your people go on
Tech/Magic: Advanced Hunting
>>43453041
Your people develop wooden architecture through carving
Tech/Magic:exotic basic wooden architecture
you discover a poisonous moss that you learn to harness in hunting and possibly combat in the future
Tech/Magic: +Poisons
>>43453065
You create a great tunnel system that protects you from the rare rains in this desert
You gain a storehouse for food and send some scavengers out
Food: +1
>>43453079
You explore further into the cave and find amazing amounts of beautiful gems
Happiness +10
you discover how to create warmth from friction and catching fire to flammable objects
Tech/Magic: +Fire
>>43453114
You find that by leaving a mix of mud and dung in the sun to bake creates hard substances that a durable against most weathers
Tech/Magic: Basic Brick Architecture
Your scouts find a coast to the south east. There are many deer in the forest
>>43453131
you find a large meaty animal. Unfortunately, this large meaty animal has large sharp teeth and claws. -2 pop
you discover basic stone architecture
Tech/Magic: Basic Stone Architecture
>>43453139
You find delicious berries
Food: +1
You build Wooden huts!
>>43453154
You discover to the edge of the forest
As you study the fruit, you uncover the secrets of agriculture (you still need irrigation to grow things when not near a river)
Tech/Magic: +Agriculture
Bonuses: +[First Farmers] you grow crops twice as fast
>>
Rolled 19, 18 = 37 (2d100)

>>43453493
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 12
Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear Fishing, Advanced Hunting

1. Go Hunting
+Advanced Hunting

2. Learn Mysticism
>>
Rolled 85, 66 = 151 (2d100)

>>43453493
1. Experiment with meat of animals kill by poison--is it fit to eat? If not are there ways to fix this?

2. Begin constructing wooden huts near the swamp on nearby dry land. After housing needs are met, create stockpiles of swamp-spice and swamp-poison.
>>
Rolled 56, 95 = 151 (2d100)

>>43453493

Nation Name: Pandolans
Nation Colour: Bright Blue
Race: VERY Fluffy Satyrs
Fluff: So much of it.

Happiness: 211
Food: 11
Pop: 11
Military:
Buildings:
Tech/Magic: Stone Tools / Fire

Bonuses:
Disadvantages:

1. Snuffle through the caves with our new torches! Maybe lovely mushrooms are here?

2. Begin using our Stone Tools to spruce up the place! Carve some rocks for a nice fireplace, smooth the walls where we like to sit, flatten the ground so the walking is easier, etc.
>>
Rolled 75, 1 = 76 (2d100)

>>43453493
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 12
Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear fishing, Agriculture

Bonuses: [First Farmers] you grow crops twice as fast
Disadvantages:

1. Set up some land for the planting of plants for food. Set up a communal farm.
2. All living things grow. Even trees. Maybe we can learn to shape these trees that grow.
>>
Rolled 68, 32 = 100 (2d100)

>>43453493
Mahlamar
Blue
Orc
Fluff:
>
Happiness: 200
Food: 10
Pop: 10
Military:
Buildings:
Tech/Magic: Stone Tools, Basic Brick Architecture

Bonuses:
Flaws:

1) Start building some houses!
2) There must be more than deer in the forest... the orcs of Mahlamar are determined to uncover everything.
>>
Rolled 42, 84 = 126 (2d100)

>>43453493
>Nation Name: Athian Tribe
>Nation Colour: Orange
>Race: Human
>Fluff: A nomadic tribe based around matriarchal families.
>Happiness: 200
>Food: 11
>Pop: 11
>Military:
>Buildings: Wooden Huts
>Tech/Magic:
Stone Tools
Basic Wooden Architecture
>Bonuses:
>Disadvantages:

1.
We must send parties of our people to explore further into the jungle. Perhaps they will find interesting creatures or things?

2.
We have learned the ways of building wooden huts, but some of our young have begun to play with smaller branches and vines. What might come of this?
>>
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Rolled 2, 47 = 49 (2d100)

>>43453493
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 11
Pop: 11
Military:
Buildings: Hive Tunnels
Tech/Magic: Stone Tools, Basic Stone Architecture
Resources: Stone

Bonuses: [Hive mentality] You get bonuses when building: [Hydrophobic] You get penalties for naval actions
Disadvantages: [Hydrophobic] You get penalties for naval actions

1. Research stronger Raiding Tactics, so we gather more food and wildlife whenever we hunt.

2. Research Harvest Based Agriculture. We do not farm nor will we ever be farmers.

Rather, all soldiers and citizens go out in long swarms to haul. Soldier ants work with Harvester ants in long chains and droves to lumber, foilage, and wild animals.
>>
Rolled 27, 80 = 107 (2d100)

Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 11
Pop: 11
Military:
Buildings:
Tech/Magic: Stone Tools, Ancient Religion, Stone Architecture

Our people can now build for themselves solid homes of stone, but these homes cannot be moved. We will settle along this river and make it our home. We will fish and hunt nearby and forage for berries and roots.

1. Build fishing equipment
2. Make crude stone weapons to defend ourselves from the Clawed Ones
>>
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>>43453571
your tech helps you get food that would otherwise have gotten away
Food:+1
>>43453572
poisoned animals are fit to eat
you build wooden huts
>>43453574
you discover mushrooms in the cave
Food:+1
you create lovely homes for your people
+5 happiness
Bonus: [Sight for Sore Eyes] Aesthetics provides 1 extra happiness
>>43453596
you create farms on the river
+2 food per turn
the trees look very similar to your own people you discover. This makes things difficult in forests.
Disadvantages: [Treople] combat penalty when in a forest or jungle
>>43453611
you build brick houses
you discover foxes in the forest too
>>43453636
You have discovered lizard people to the north
[MAPS HAVE BEEN CONNECTED]
>>43453647
Disadvantages: [Scavengers] You were born to scavenge, not kill. Penalty on hunting actions
Tech/Magic: +Scavengers Agriculture
You will now get an extra food from every plant scavenge
>>43453718
You develop fishing techniques
Tech/Magic: +Fishing
You have created weapons out of stone and wood
Tech/Magic: +Stone weapons
>>
Rolled 67, 63 = 130 (2d100)

Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 11
Pop: 11
Military:
Buildings:
Tech/Magic: Stone Tools, Ancient Religion, Stone Architecture, Fishing, Stone Weapons

1. Build houses of stone
2. Fish!
>>
Rolled 16, 48 = 64 (2d100)

>>43453887
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 13
Pop: 13 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear Fishing, Advanced Hunting

1. Try to talk to the spirits of the land

2.Learn better ways to hunt, maybe something that strikes from far away?
>>
Rolled 57, 69 = 126 (2d100)

>>43453887

Nation Name: Pandolans
Nation Colour: Bright Blue
Race: VERY Fluffy Satyrs
Fluff: So much of it.

Happiness: 216
Food: 12
Pop: 12
Military:
Buildings:
Tech/Magic: Stone Tools / Fire

Bonuses: [Sight for Sore Eyes] Aesthetics provides 1 extra happiness
Disadvantages:

1. Begin expanding the cave, going deeper and expanding living spaces.

2. Gather mushrooms, seeding them in likely spots they'll grow. WE SHROOM FARMERS NOW.
>>
Rolled 15, 50 = 65 (2d100)

>>43453887
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 14
Pop: 13 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear fishing, Agriculture

Bonuses: [First Farmers] you grow crops twice as fast
Disadvantages: [Treople] combat penalty when in a forest or jungle

1. Learn if there is anything else we can do with trees, besides get food.
2. Learn to make shelter
>>
File: siafu7-XL.jpg (179KB, 1024x683px) Image search: [Google]
siafu7-XL.jpg
179KB, 1024x683px
Rolled 70, 74 = 144 (2d100)

>>43453887
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 11
Pop: 11
Military:
Buildings: Hive Tunnels
Tech/Magic: Stone Tools, Basic Stone Architecture
+Scavengers Agriculture - You will now get an extra food from every plant scavenge
Resources: Stone

Bonuses: [Hive mentality] You get bonuses when building: [Hydrophobic] You get penalties for naval actions
Disadvantages: [Hydrophobic] You get penalties for naval actions
[Scavengers] You were born to scavenge, not kill. Penalty on hunting actions

1. Raise a unit of Driver Warriors. Singular units of, large Warrior Driver Ants, whose purpose is to be the strongmen of our armed forces, to help kill threats.

They protect Sapper Scavengers from threats.

2. Raise a unit of Sapper Scavengers. Weaker and smaller than Driver Warriors, but far more numerous, they form the backbone of the army in numbers and mass.

They can also improve scavenging actions, by doubling as harvester units, and increasing the amount of biomatter harvested, hauling them back to base in long Driver Ant Chains.
>>
Rolled 90, 9 = 99 (2d100)

>>43453887
1. Lace vegetation animals eat with our stores of poison in the hopes of getting more food.

2. Need way to make pointy stick fly, and sharp rock on the end--invent Archery.
>>
Rolled 62, 24 = 86 (2d100)

>>43453887
>Nation Name: Athian Tribe
>Nation Colour: Orange
>Race: Human
>Fluff: A nomadic tribe based around matriarchal families.
>Happiness: 200
>Food: 11
>Pop: 11
>Military:
>Buildings: Wooden Huts
>Tech/Magic:
Stone Tools
Basic Wooden Architecture
Rope & Thread
>Bonuses:
>Disadvantages:

Lizard people!? The Athian Tribe's elders gather to speak of this strange finding...

Meanwhile, the tribe gets to work!

1.
The scouts report that these lizard people carried long sticks and other strange things. If we wish to learn more of these strange creatures, we must learn to observe without being noticed. Sneak like the jungle's predators.

2.
With strange lizard people toward the River's source, we shall seek lands to the South. Game to hunt would be nice!
>>
>>43453931
you build stone houses
you fish
Food: +2
>>43453941
You realize that you can throw your spears but if they have things to stabilize them like feathers, they're more accurate.
Tech/Magic: Throwing Spears
>>43453964
You discover mining and mushroom cultivating!
Tech/Magic: +Mining, +Mushroom cultivating
>>43453986
you develop wooden architecture
>>43454007
Military: +1 Driver Warriors, +1 Sapper Scavengers
>>43454034
You start finding dead animals in the swamp near where you've poisoned
>>43454149
you learn the secrets of camouflage
Tech/Magic: +Camouflage
>>
Rolled 3, 8 = 11 (2d100)

>>43454172
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 13
Pop: 13 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear Fishing, Advanced Hunting,Throwing Spears
1. Hunt more
2. Try to find where those scaleless came from.
>>
Rolled 78, 48 = 126 (2d100)

>>43454172
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 11
Pop: 11
Military:
+1 Driver Warriors
+1 Sapper Scavengers
Buildings: Hive Tunnels
Tech/Magic: Stone Tools, Basic Stone Architecture
+Scavengers Agriculture - You will now get an extra food from every plant scavenge
Resources: Stone

Bonuses: [Hive mentality] You get bonuses when building: [Hydrophobic] You get penalties for naval actions
Disadvantages: [Hydrophobic] You get penalties for naval actions
[Scavengers] You were born to scavenge, not kill. Penalty on hunting actions

1. Send out our Drivers and Sappers to harvest more food.

Bonus:
+Scavengers Agriculture - You will now get an extra food from every plant scavenge
Resources: Stone
+1 Sapper Scavengers

2. Develop Swarm Tactics. We do not use many weapons, but we rely often on our strength of numbers. By ensuring in battle the maximum amount of ants are deployed in rapid engagements and successive waves, we hope to overwhelm our enemies by swarming over them.
>>
Rolled 12, 90 = 102 (2d100)

>>43454172

Nation Name: Pandolans
Nation Colour: Bright Blue
Race: VERY Fluffy Satyrs
Fluff: So much of it.

Happiness: 216
Food: 12
Pop: 12
Military:
Buildings:
Tech/Magic: Stone Tools / Fire / Mining / Mushroom Cultivating

Bonuses: [Sight for Sore Eyes] Aesthetics provides 1 extra happiness
Disadvantages:

1. Call Fluffies Satyrs together, establish most poofy Satyr as leader.

2. Begin designating certain Satyrs as ONLY Mushroom harvesters, so they can learn the ins-and-outs of watching fungi grow. [Developing farmer equivalent?]
>>
Rolled 35, 48 = 83 (2d100)

>>43454172
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 14
Pop: 14 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear fishing, Agriculture, wooden architecture

Bonuses: [First Farmers] you grow crops twice as fast
Disadvantages: [Treople] combat penalty when in a forest or jungle

1. Look through the forest to see if there is anything of interest within them.
2. Construct some wooden huts for our people.
>>
Rolled 35, 24 = 59 (2d100)

>>43454172
>Nation Name: Athian Tribe
>Nation Colour: Orange
>Race: Human
>Fluff: A nomadic tribe based around matriarchal families.
>Happiness: 200
>Food: 11
>Pop: 11
>Military:
>Buildings: Wooden Huts
>Tech/Magic:
Stone Tools
Basic Wooden Architecture
Camouflage
>Bonuses:
>Disadvantages:

1.
With our new found knowledge of camouflage, we shall send a small party to observe these strange lizard people!

2.
Let us search for more game to hunt, away from the lizard people to the north!
>>
Rolled 34, 4 = 38 (2d100)

Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 13
Pop: 12
Military:
Buildings:
Tech/Magic: Stone Tools, Ancient Religion, Stone Architecture, Fishing, Stone Weapons

With our settlement growing we look toward securing our position here.

1. Raise a force of men armed with stone spears and axes to hunt the Clawed Ones
2. Sing songs and dance the dance of our people
>>
>>43454172
1. Try 2 at archery.

2. Set up teams to gather the meat.
>>
Rolled 52, 63 = 115 (2d100)

>>43454415
Have some rolls from a friendly anon
>>
>>43454217
You discover a large, vicious animal which attacks you. -2 pop
>>43454227
Food: +2
You develop military tactics specialized for large numbers
Tech/Magic: +Swarm Tactics
>>43454242
You start an argument among your Satyrs on who has the fluffiest fur
You develop a career system
Tech/Magic: specialized workers
>>43454266
You find that the forest is ordinary with nothing of interest in it
you create huts
>>43454288
You watch the lizard folk as they are attacked by a large animal
>>43454355
you kill one of the clawed animals
+1 food
you find that none of your people can sing and they all have 2 left feet. You decide signing and dancing isn't for them
Happiness: -1
>>43454415
you develop slings to fire stones
Tech/Magic: +slings
Food: +1
>>
Rolled 64, 48 = 112 (2d100)

>>43454602
Nation Name: Szaren Sovereignity
Nation Colour:Yellow
Race: Lizardmen
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 13
Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear Fishing, Advanced Hunting,Throwing Spears

1. Find that Large, vicious animal and kill it.

2. Build structures to house our people.
>>
Rolled 46, 64 = 110 (2d100)

>>43454602
Nation Name: The Alr'ha Grove
Nation Colour: Green
Race: Plantpeople (Dryads and Treants, but same species/race)
Fluff: (This is the dawn of society, leave blank for now and add to it throughout the games as you develop things such as governments and interact with others)

Happiness: 200 (Determines the number of actions you get. If drops below 100, only actions that directly affect happiness will succeed)
Food: 14
Pop: 14 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools, Spear fishing, Agriculture, wooden architecture

Bonuses: [First Farmers] you grow crops twice as fast
Disadvantages: [Treople] combat penalty when in a forest or jungle

1. Improve the farms.
2. Explore further out of the forest.
>>
Rolled 12, 97 = 109 (2d100)

>>43454602
1. Experimentioned with shaping wood, then riding it on the waves.

2. Research fishing.
>>
Rolled 8, 14 = 22 (2d100)

>>43454602

Nation Name: Pandolans
Nation Colour: Bright Blue
Race: VERY Fluffy Satyrs
Fluff: So much of it.

Happiness: 216
Food: 12
Pop: 12
Military:
Buildings:
Tech/Magic: Stone Tools / Fire / Mining / Mushroom Cultivating / Specialized Workers

Bonuses: [Sight for Sore Eyes] Aesthetics provides 1 extra happiness
Disadvantages:

1. Maybe... mushroom taste better when... NOT? soggy? Wet mushroom is slimy. Maybe.... fire mushroom is nice?

COOK THE SHROOMS

2. We've been chipping away at the rocks for a while now... Are any of them hard to break? We must find the HARDEST stones to make the HARDEST tools...
>>
Rolled 44, 79 = 123 (2d100)

>>43454602
Nation Name: Formicidae Rex
Nation Colour:
Race: Ant Humanoids
Fluff:
Happiness: 200
Food: 13
Pop: 12
Military:
+1 Driver Warriors
+1 Sapper Scavengers
Buildings: Hive Tunnels
Tech/Magic: Stone Tools, Basic Stone Architecture,
+Scavengers Agriculture - You will now get an extra food from every plant scavenge
+Swarm Tactics

Resources: Stone
Bonuses: [Hive mentality] You get bonuses when building

Disadvantages: [Hydrophobic] You get penalties for naval actions
[Scavengers] You were born to scavenge, not kill. Penalty on hunting actions

1. Construct Nursery Chambers, so we can hatch more eggs and raise more ants faster. This will allow us to raise more military units at a time.

[Hive mentality] You get bonuses when building

2. Develop Improved Sapper Scavenging. Our sapper scavengers start to learn how to coordinate themselves better, to cover larger areas for food, and bring back more material quickly.

For every unit of Sapper Scavenger sent to harvest, a set percentile of food is also automatically found.
>>
Rolled 2, 50 = 52 (2d100)

Name: Laell
Nation Colour: Tan
Race: Human
Fluff:

Happiness: 200
Food: 14
Pop: 13
Military:
Buildings:
Tech/Magic: Stone Tools, Ancient Religion, Stone Architecture, Fishing, Stone Weapons

1. Clearly our people are unhappy. They're just not doing the things they used to do. Maybe the solution is to INVENT THE LEFT FOOT DANCE

2. Find other ways to make the people happy? Unrestricted access to sex maybe?
>>
Oh look it's these faggots.
>>
>>43454899
You know it :^)
We miss ya
>>
>>43454976
I'll drop by IRC tonight.
Thread posts: 71
Thread images: 10


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