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File: 1341007054987.png-(34 KB, 800x600, Map Fo da Dwarvies.png)
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One good thing about surplus population, never a lack of willing laborers. The dormitories honeycomb the mountain, the farming plots take up seventeen levels at the top of the complex, until the ground becomes unstable near the peak. The solution of course is to shore it up with steel beams. The farming plots are impressive, but they won't help the food supply until the harvest comes in... in six months. At least everyone has a house.

Good news! The Deep Road extension is well under way, and the new settlement is experiencing a boom with all these new immigrants. Unfortunately... several raids have been conducted by the Dragonlings. This taste of combat has shown something worrying. The Dragonlings have shielding magic. It won't resist sustained fire, but they can absorb a few bullets before one finally sends them spiraling out of the air.

More good news! The army has doubled in size, as immigrants enlist in droves. This is compounded by the fact that the boars have finally taken to domestication. They make truly viscous mounts, but even better artillery platforms. They can carry two small cannons strapped to their sides, and a dwarf riding it can control them from his seat. The Army Foreman is experimenting with a new regiment of the troops now.
>>
>>19676818
A. Try to improve mountainhome.
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your choice.
____________________
Population: 890 (+30 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Scarce
Architecture: Large Mountainhome
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Very Advanced
Magic: Average
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
Previous Threads are here: http://suptg.thisisnotatrueending.com/archive.html?tags=Olde%20Timey%20Civ%20Game
>>
>>19676826
D. Practice magics which can break/penetrate the shielding magic.
B. Try to create weapons using magic from above/that can better pierce the shielding magic.

G. Have the Exploring guild act as scouts for our eastern border.
>>
>>19676889
...haha, its just me today
>>
>>19676826
B (or D): Attempt to develop some sort of long-range sighting system for the rifles. Give the first successful models to the assassins.
>>
pretty such the votes from the last thread carry over
>>
B. Try to improve weapons.
>>
give me a moment to cool down its hot as balls and I just got home from work
>>
>>19676987
Meh, I started late. People should hop on as things progress. >Using votes from last thread.

The There is little area left in the mountain for Irongate to expand, so it's surface fortifications are increased. Granite walls are erected around the main gate, and emplaced cannons line the mountain face from all sides, their barrels poking out from the fortifications. Vertical expansion is halted by magma pools, so horizontal expansion is the only solution. Growth along the Deep Road is burgeoning, and some of the wealthier clans have constructed great clan halls, to house the leaders of the noble houses now inhabiting Irongate. A political storm is brewing, but it is kept at bay by the looming threat of war.

Meanwhile, the Explorer's Guild has returned after a year with their findings. The plains are vast, as is the desert. A forest lies in the north. Besides the burned out village, no civilizations were found. Though, in the distance, some think they saw glittering spires in the desert. Probably a mirage, all things considered. They take a reduced fee because they failed to scout the entire plain, just most of it.

Scouts near the Dragonling lands report that the monument appears to be some kind of temple. It is constructed largely of wood and steel. Our steel. The king oversees construction personally. Whether it is simply religious or if it has some hidden meaning, it is unknown. They also note that they appear to have a type of thick steel armor.
>>
B. Try to improve weapons

As far as I know, our repeater rifles aren't that accurate.
>>
A. Try to improve mountainhome.
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your choice.
____________________
Population: 920 (+30 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Scarce
Architecture: Large Mountainhome
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, limited steam engines.
Magic: Shoot fire, quench fire, summon golems, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
A. Improve mountain home.
>>
>>19677163
B. Try to improve weapons.
C. Research new tech: armor piercing rounds.
>>
C
lets get to work on steam powered tech. Lets see the draks survive a tank with a mounted cannon/gatling gun
>>
>>19677163
>Whoops, should be "Great Mountainhome (CAPPED)"
>>
>>19677184
I am going to go with this because it could be used in so many different ways
>>
>>19677184
>>19677184
>>19677184
>>19677184

I second this, let's innovate steam technology.
>>
>>19677192
Perhaps it would be possible to use a controlled release of magma to build new mountains. We already have magma pumps to feed the forges. Plus, the process could be weaponized.
>>
hey op can we find oil and or new types of metals in this game?
>>
>>19677184
Your Tech-mages are hard at work on experimenting with the steam engines. The very first thing they discover is that with some tinkering, it can drive a cart. Much faster than a horse, though they're a tad small. They also eat up a lot of coal, but by this time in your society... coal is practically trash. It's a byproduct of mining, with few uses besides fueling steam engines. There is plenty to go around. The steam-powered carts are faster, but very hard to steer. In fact, it'd be much more efficient to set them on tracks and get rid of the drive train.

On unrelated news, the Deep Road extension is complete, and Peacetown, as it was so optimistically named, is connected to the other two towns via a safe, underground passage. Immigrants and troops are already shoring up the town, which had suffered from heavy raiding. The Dragonling raiders are becoming fewer and less frequent, fortunately.

>>19677289
>Yup! You can. If you say you want to, you can try and find new alloys of metals. Oil you'll only discover via expansion into different terrain types, the high mountains aren't exactly oil country.
>>
>>19677340
The harvest has come in! It's the largest yet, and it needs to be to feed all these damnable immigrants. They are mostly pampered craftsdwarves, with a few miners and woodsdwarves mixed in. Forgedwarves seem few and far between, but there aren't very many that are needed with the level of technological advancement Irongate has reached. Celebrations abound, but despite the great harvest, the cost of food has increased dramatically as supply is still tight.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice
____________________
Population: 950 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Average
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, limited steam engines.
Magic: Shoot fire, quench fire, summon golems, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19677340
If we laid tracks in the Deep Road, we could use the steam-powered carts for fast travel in the protected underground. However, the smoke from the coal-fueled boilers would be a problem.
>>
>>19677340
Send a large portion of our military to defend Peacetown against raiders.
>>
>>19677381
B. Research new telescopic technology and have craftsdwarves work hard on it, experimenting with glass and lesser gems.
>>
>>19677381
A. Try to improve weapons. Let's make our gatling golems fire faster and with increased accuracy.
>>
Expand the food supplies for a more bountiful harvest next year. Invent better and newer ways for transporting dwarves from town to town via the track + steam engine idea.

also, could we get some banking systems up?
>>
>>19677381
Research technology, although I think we should try to find some more mountains to make a new settlement in.

Also, can we get a map update?
>>
File: 1341010640642.png-(51 KB, 800x600, Map Fo da Dwarvies.png)
51 KB
Miners and engravers, with little to do now that expansions seem finished and most of the projects are completed, are set to work laying track in the deep roads and high traffic areas of town. The steam-powered carts, once laid on the track, take a lot of the complexity out of driving and controlling the carts. A two-dwarf team controls them. One shovels coal into the engines, the other controls braking and other such functions.

A contingent of marksdwarves and Boar Riders are sent along the deep roads to shore up Peacetown's defenses. If a war breaks out in earnest, it will probably be on the front lines. If for no other reason, having troops in Peacetown allows a quick and effective mustering of force against the Dragonlings. The squad of assassins however is at their peak, and the Army Foreman urges Grist to at least try to solve things with minimal casualties. The Crafts Guild is urging for war, and throwing their weight around to get other Foremen to support them. The other Guilds remain neutral, though, unlike the noble houses. Two support war, while one supports an attempt at diplomacy. It is all a rather confusing mess.

>Sorry, thought I had updated the map.
>>
>>19677550

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice
____________________
Population: 1000 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Average
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, early railroad.
Magic: Shoot fire, quench fire, summon golems, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19677573
F. Investigate the ruins to the north fully and see if there is a possibility of settlement.

In addition, we should assassinate the Dragonling tyrant.
>>
>>19677573
>>19677573

C. Practice Magic, let's muster up some invisibility or transparency spells.
>>
>>19677560
It's been brought up a few times, but I think we should either research technology (lenses and magnification) or research magic (armor piercing + weapon enchanting)
>>
>>19677614
yep I agree with you
>>
>>19677573
I think we should explore into the desert. I want to find out if those spires are real or not.
>>
>>19677702
the desert is to the east and im a bit scared that our scouts will get overtaken by the goblin horde which is in that direction. However, once the horde is subdued i think that is a fine idea.
>>
>>19677744
Actually, the Homeland is to our west, and it was attacked by goblins from their east. So it was attacked by goblins to our west.
>>
>>19677753
ah, i was mistaken then. Thank you for the clarification!
>>
Let's explore south east so we can have more mountain settlements.
Also, have our assassins kill the dragon king or at least find out what the hell he's doing.
>>
The assassination squad has been dispatched to the south, setting up shop in Peacetown. After gathering food and water for the journey, they set out along the surface. They scaled the cliff face into the valley, and made their way along the edges of Dragonling territory until they were close to the apparent capitol, where the temple was being built. It had changed since the last report. Even the magically inept Dwarves could see that it was alight with leylines and enchantments. The purpose behind it was still unknown. The king however seems to be making a speech. Something about the completion making them a force to be reckoned with, and how foolish the Dwarves were for giving them the tools needed to complete it. The exhausted laborers were lined up in front of the monument, tied up and on their knees. Soldiers stood behind them, with swords drawn. Regardless, the squad is set up in a semicircle around the square where the king is giving his speech. They will all fire simultaneously, to overwhelm any shield he might have.
A1. Take the shot.
B1. Wait for a more opportune time.
C1. Your choice.

Back at Irongate, a expedition is sent to the ruins in the plains. They seem to be ripe for colonization, though it would either have to be a surface colony, or the soft dirt would have to be moved aside and replaced with granite and marble. It would also be very difficult to extend the Deep Roads so far, as they'd have a constant, and fairly steep, downward slope.
>>
>>19677923
A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice
____________________
Population: 1050 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Average
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, early railroad.
Magic: Shoot fire, quench fire, summon golems, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19677753
Doesn't that mean that the refugees had to come through the goblins to get to us, or did they take a circuitous route?
>>
>>19677923
Take the shot, if they kill those laborers it might set off whatever spell they are preparing.

also Explore the desert
>>
>>19677944
The refugees were mostly those that came from further afield Mountainhomes, and skirted around the edges of the Goblins. Reason being, why would they go backwards?
>>
>>19677923
How does our military cabinet (or whatever) feel our chances are on a frontal assault? If we fire right away, will we be slaughtered or will we stand a chance against their soldiers?
>>
Take the shot!

Research new tech
>>
>>19677923
>>19677928

I say take the shot.
>>
>>19677928
A1. shoot to kill
B. Research new technology to further the steam power and create larger trains.
>>
>>19677977
Our tech gives us an overwhelming advantage, as far as individual troops go. Our populations are basically equal, though we're slightly larger. Their magic and our technology both appear to be equally advanced, from what we know of Magic. We have far greater ranged combat capabilities, but they would slaughter us in close quarters. That is the tactical assessment from your Army Foreman.
>>
A1.
We should prepare for all out warfare.
>>
Take the shot before the builders are sacrificed and research better engines that take less fuel.
>>
Can we have our tech mages research the dragonling spellbooks while we're acting this turn? OR are they just assumed to know the spells therein
>>
>>19678044
Well, I highly doubt they'll be able to successfully assault our mountainhomes properly.

Though I was asking for the current situation, for just this one skirmish. Though the outcome of the war is also helpful.
>>
>>19677923
TAKE THE SHOT
>>
>>19677923
>>19677928
I'd say A1, and
B. Research Avionics
>>
>>19677923
>>19677997
>>19678013
>>19678014
>>19678050
>>19678229
>>19678155
Alternatively, guys. What if we went with A2, but add in a clause if the guards are about to sacrifice or whatever the labormen, we immediately take the shot?
>>
Five bullets ping off the shields of the King, but the sixth one is all that matters. It blows away much of the King's jaw and neck. He collapses to the floor, assumed dead. The assassination squad is beginning to clear out, some of the laborers took the opportunity to flee into the forest, while some of them had their heads severed. The result is a narrow beam, firing from the highest point on the temple. It is bright red at the edges, but white in the center. It pierces the heavens for several seconds before cutting off abruptly. Roughly half of the sacrifices escaped, fortunately. No immediate effects are apparent, and the assassination squad safely makes it back to Peacetown.

Back at Irongate, research is underway on improving the steam engines. They find that sealing off the boiler except for a narrow funnel to feed in coal, the engine produces much more horsepower. They also find that by rerouting the emissions into the engine serves to increase the pressure and increase horsepower, however it greatly increases the threat of explosion, and requires a trained handler to manage.
>>
>>19678247
The second harvest has come in, and the granaries are once more full. Excess food is being distributed to those areas most impoverished, so mostly to immigrant Craftsdwarves who find themselves with far too much competition.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice
____________________
Population: 1100 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, early railroad.
Magic: Shoot fire, quench fire, summon golems, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19678229
We really should begin putting research into Avionics.

The Dragons have flight, and we need to beat them at their own game.
>>
>>19678247
We should have Calvary roll in to some border towns and liberate them.
>>
>>19678247
>assumed dead

Fuuuuuuuuu

At least we managed to stop whatever blood magic they were preparing.

Still gonna say that we explore the desert.
>>
>>19678273

Did the dragonling ambassador ever go home? If he didn't, would he let us take notes on how he flies, turns, etc, and use that information to build a decent knowledge base of avionics?
>>
C. Practice Magic, I still think invisibility or stealth spells could help with assassinations and whatnot.
>>
>>19678311

Whether or not we study avionics, I AM curious as to whether or not the dragonling diplomat ever left, or if the crazy king's antics made him decide to stay at Irongate.
>>
>>19678392
>>19678311
He has been teaching magic as an Itinerant professor at the Archmage's Academy. He didn't want to leave while the war was going on. Our diplomat has yet to contact us, about anything.
>>
Ya, hes probably dead
>>
>>19678418

Then study avionics technology with his help.
>>
The Tech-Mages approach the Ambassador, who up until now was struggling to help the Tech-Mages learn magic. They have a penchant for magic involving either fire or stone, and enchantment, but that's the extent of their powers. Water is completely outside of their abilities, and air might as well be. He happily agrees to submit himself to study. It starts with a thorough physical, and then quick sketches of him in-flight and taking off. The tech-mages have drafted a prototype, and even tried a few, but none so far have been viable. Either didn't work well, or didn't work at all.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice
____________________
Population: 1150 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, early railroad.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.

>Be right back, gonna eat.
>>
>>19678418
Avionics would help us obliterate any challenge, I second this request to research avionics.
>>
You guys are looking at this from the wrong view-point.
We don't have to beat them in the skies, we just have to blow them out of it
>>
>>19678588

Continue researching avionics. Send the explorer's guild to the ruins, check the political status of dragonling lands after the death of their king (or just confirm that he is actually dead, whichever)
>>
>>19678610
This man has the right of it.

I'm thinking we should explore either into the desert, or to the south.
>>
>>19678610
This is the truth. Why fight them on their own ground with half-decent weapons? We'll get obliterated.
We need to develop better anti-air weapons, ideally flak-cannons.

I hereby put forth a research proposal on using the domesticated boar platform for a single barreled large cannon. The munitions can be time-fused if possible but they need to explode and create lots of shrapnel in the surrounding areas.
>>
B try to improve weapons

What about if we add a delayed charge into a multi-cannon round?
>>
>>19678610

I see what you mean, but I'd like to keep in mind that there is a possibility of Goblin invaders. It would be better to research something as important as flight now rather than later
>>
>>19678657
>>19678610

I agree that we should explore, but we have a guild dedicated to that, so we should send them to do it while our folks at home can research new technology.

I'm thinking of peacetime uses here, really. We can explore much faster and safer with flight, and if we can expand it to the size of passenger aircraft, we'll have the Deeproads and the Skyways, and the surface dwellers will be sandwhiched between dwarves wherever they go
>>
>>19678632
Seconding on all points.

We especially need to make sure the king is dead and not just transformed into a draconian Baron Underbheit/Darth Malak.
>>
rolled 9 = 9

Rolling for the King's health. Lower is better.
>>
>>19678773
>>19678773
>>19678773

Excellent!
>>
Better for us or for him?
>>
>>19678773

Dagnabbit, I thought that was a d100 roll at first
>>
>>19678773

I second this guy's question:

>>19678786

Lower is better to me sounds like the lower your roll, the better his health
>>
C.

D South East

Begin freeing/accepting refugees from the Dragonlings outer settlements,
>>
>>19678790
I meant lower means his health is better. I figure a low roll is bad for you, a high roll is good for you.
>Probably could've made that more obvious.
>>
>>19678822
i think we keep this off until we know the situation. Once the political unrest has settled then this would be a great idea.
>>
>>19678830
Cool, he's barely alive then, guess a 1 would be he's in perfect health and a 10 would be he's dead.
>>
A let's get us some anti-aircraft cannons
>>
The Explorer's Guild has expanded to be more of a mercenary group than anything else. Ever since the noble houses took up residence in Irongate, tensions have been high. The nobles think that Grist O'Beardson, a lowly commoner, has no right to be foreman since the nobles have arrived. The long standing residence of Irongate, and most of the foremen (The exception being the Craftsdwarf Foreman) are in favor of keeping the current foreman. The noble houses have been buying up shops and increasing their power base. Soon there may be a noble as the foreman of the Farmer's Guild. Those that don't want to sell to nobles, get roughed up by the Explorer's Guild. For now though, they are dispatched to explore the desert, and scout out the Dragonling lands.

Their findings are worrying. Preliminary reports show that there are indeed settlements in the desert, apparently advanced settlements, heavily fortified with some kind of stone previously unseen. Reports from the Dragonling lands show that the King is indeed alive, and the populace is being slaughtered by the newly formed military. It's full on genocide, and most of it seems to be ritual sacrifices. The king is, however, on his deathbed.

>Gotta walk my dog, be back soon.
>>
>>19678946
A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice
____________________
A1. Liberation.
B1. Leave it be.
C1. Your choice.
____________________
Population: 1200 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, early railroad.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
B, B, B, B.

We need to advance our technology now.
>>
>>19678955
C. Better Enchantments for equipment

A1
>>
>>19678955
B. Research better trains.
A1. LIBERATE THE FUCK OUTTA THOSE LIZARDS!
>>
>>19678955
WE MUSE LIBERATE OUR DRAGON BROS!

Also, found a new settlement and send all the nobles over there.

And then 'accidentally' flood it with magma.
>>
A, we must prepare for war
A1, for righteousness
>>
>>19678946
>>19678955
A1, definitely.

We can't have the Explorer's Guild roughing up people just because they don't want to sell to nobles. We also can't have the nobles taking over.

Perhaps we should simply dissolve the concept of noble birth, since it's at odds with our new culture's character anyway. It's your work that defines you, not your blood.
>>
>>19678994
I like this plan!
>>
>>19678955

Advance our technology.

Since our tech mages know enchanting magic, have them apply armor piercing or anti-magic (Which will serve the same function) on our military's bullets.
>>
F. Create police force.
A1. Liberate
>>
Liberate those lizards.
Improve weaponry for great justice.
>>
>>19679009
Yep, no Nobles, go with a Caste/profession system I guess.
>>
>>19679009
thisthisthisthis

>>19678955
Can't decide between A or B. Probably A.
A1. we need to liberate them poor dergons.

Viva la revolution!
>>
To avoid the idea that I'm a second person, I will identify as the poster of this

>>19679025

That being said, I support liberation of the dragonlings, and agree with >>19679009
as far as dispelling the concept of noble birth. Nobility and privilege is what caused the first mountainhome to fall. Work ethic and self-improvement is what causes this mountainhome to flourish
>>
A get some anti aircraft weapons(flak cannons)

A1 they will love us when we save them
>>
>>19678946
Abolish the nobility, and arrest all the Explorers' Guild thugs.

>>19678955
B, A1. Let's take another crack at developing aircraft.
>>
>>19679047
Not caste.

Just because your parents were farmer caste doesn't mean you should be farmer caste. We should go with a meritocracy. Take into account what people would be happy with doing though, just because someone has better skills in say, plumbing, doesn't mean that they're going to be more happy (and therefore more productive) working with boars instead. They'll also then learn how to handle the boars well due to them being actually interested in it.
>>
>>19679084

Meritocracy is best ocracy. I agree 100%. Those nobles can work like the rest of us or they can GET OUT.
>>
>>19678955
>>19678955
>>19678955
>>19678955
LIBERATE!!
>>
>>19679095
>or they can GET OUT.

Or they can burn. We don't want them running off to form their own empire motivated by revenge, because we'd have to deal with that in the future.
>>
>>19678610

If it's a war on their fronts, we can destroy their forts from above with aviation. The one thing we know about our society compared to others is that we are the masters of defensible locations.

>>19679114
Remember the vampire? We lost 2 men in that event, and everyone got pissed off. I'd hate to see the whole society up in arms because we executed a few lazy goodfornothings.
>>
>>19679137
Clearly the answer is conscription.
>>
>>19679137
>I'd hate to see the whole society up in arms because we executed a few lazy goodfornothings.

That's why we make it "accidental," like the death of the first noble we got. We absolutely can't have either a civil war or a tantrum spiral, so we'll have to handle this well.
>>
>>19679152
>accidentally kill a third of the population
dude what
>>
>>19679152
I say we make an eden-home which is hardly defensible and of no real strategic or material value but is very elegant. Send off all the nobles to live in extravagance and wait for em to be invaded by the goblins.
>>
>>19679145

>If you don't have a job, and don't aspire to get one, you're joining the military.

You know what? I actually like that. Everyone has to be useful somehow, and if those nobles refuse to work for their keep, they can be humbled by latrine duty and the horrors of war for a bit.

And when they come back as new men, you know what we'll do? Welcome them as our brothers, because they've earned their place, and their pasts are behind them now.
>>
>>19679182
>>19679145
This sounds pretty nice.
>>
>>19679167
Too bad we haven't been researching bioweapons.
>>
What's the ratio of nobles & noble-supporters vs non-nobles, Alfonso?

Do the nobles have any special resources we should be concerned about? Perchance, gold?

Perhaps we should set up an Irongate currency, invalidating their own money.
>>
With the threat of social unrest looming, the nobles are called in for a conference. There are three noble houses, the largest possessing two hundred members. Total, there are three hundred seventeen nobles settled in Irongate, and a few dozen split amongst our other two cities. The terms are explained in very simple detail to the delegates of the nobles. Their birth means nothing to Grist O'Beardson, or the citizens of the Irongate Mountainhome. They shall be judged on skill, and skill alone. Should they have no intention of finding a job, then they shall be conscripted.

Their argument is that they have jobs. They are the administrators that carefully balance the economy. The position they've worked themselves into means they control a significant portion of the shops and mines in Irongate and abroad. They have large stockpiles of gold and other, more useful materials. Their troops, now enrolled with the army, are some of the best the army has. They've even set up Irongate's first bank. Without them, they argue, the economy would be left in shambles.
>A1. Your choice.

Meanwhile, the armed forces have been mobilized. Raids have already started, with assassination squads harassing Dragonling supply lines and taking out death squads. The Boar-Cavalry are amassed at the mouth of the valley. The Army Foreman has also put forward a new troop model. He calls them Line Infantry. They wield repeating rifles, and their side arms are revolvers and short swords.
>Continued.
>>
>>19679266
Without them we'd be managing the economy ourselves instead of having it controlled by snooty nobles.
>>
>>19679266
we need a map!
also since the explorers guild manages the money, put their kids in the army!
>>
>>19678955
>without them the economy would be left in shambles
Point out that we have accomplished more in our first year than the old country has in the last few centuries.
>>
>>19679266
>We have jobs because we run the economy.
laughingpeasants.jpg
>>
>>19679266
The economy can be managed without them. It was before and it can be again. Though they have been useful, they have also been stirring things up. The concept of nobility will be removed from the law, and no noble title or noble birth will be recognized as such.

An economic collapse and subsequent rebuilding (better and more robust, by Dwarven tradition) is better than keeping their poisonous system.
>>
>>19679323
>>19679318
>>19679316
>>19679290

It seems unanimous. Nobles get proper jobs. If the economy falls, we build a stronger one that isn't reliant on the nobility system.

Also, I'm not any of the quoted posters, so I want to officially note that I agree with them
>>
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>>19679266
The new unit, he proposes, could replace the Swordsdwarves and Marksdwarves. They would be neither as accurate as the Marksdwarves, or as talented as the Swordsdwarves, but it would simplify army tactics immensely, and they would be much, much more flexible.
A2. Replace all infantry with Line Infantry.
B2. Keep the specialized units.
C2. Make them their own separate unit.
D2. Your Choice.

Research is underway on ways to improve the "trains" as they've been called. They design new carts, of two designs. One is a passenger cart, with comfortable seats and a buffet. The other is a cargo cart, which is basically a massive hollow compartment. They've also discovered the engine can do much more work with less horsepower by hooking it up to a series of levers that drive the wheels, rather than having the engine drive the wheels directly. It is also, finally, discovered that adding grooves to the inside of a cannon or rifle barrel greatly increases the accuracy.

The Explorer's Guild has discovered a prosperous civilization of snake-like beings. They have yet to make contact, but they have an intricate road system and apparently very complex caste system
>>
>>19679345

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________
Population: 1250 (+50 per turn)
Army: 150 Swords; 120 Marks; 50 Tech-Mages; 90 Gatling Golems; 50 Boar Riders: 460 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
C2 and B

Streamlining the army is a good idea, let's get some more tech as well.
>>
B. Research new technology

Get the explorer's guild to make contact


A2- Simplifying the production lines needed to supply our troops will provide leverage against the nobles while allowing an increase in the flexibility of our armies
>>
>>19679345
C2. make them separate.

Also practice Enchantment
>>
>>19679345
>>19679352
C2. Make them a new unit.
B. Improve steam technology more, looking into alternative ways of fueling such as magical means.
>>
>>19679352

Send a team to make contact with the snake people.

Maintain swordsmanship and marksmanship as part of basic dwarven military training, but adapt pike-and-shot tactics as the primary military strategy employed, with cavalry and golems as backup.

Oust the idea of nobility from our society

Use our enchanting abilities to make our weapons better. (if all 460 military men have 2 weapons, then that means that between our 50 techmages, each mage only has to enchant 19 weapons.)
>>
>>19679345
D2: Let's keep special units of Swordsdwarves and Marksdwarves, but reduce them in size, and offer some of the members re-training as Line Infantry. Line Infantry will form the bulk of our forces. Marksdwarves will be snipers. Swordsdwarves will be close-combat experts.
>>
>>19679409
This.
>>
>Phone call, un momento.
>>
lets go c2 and b
>>
bump, keeping the thread at the first page
>>
C2 the more units the more tactics

B magic up the trains
>>
>>19679409
I agree with this. Keep the sworddwarves as a shock team and the markdwarves as some sort of specialized squad. Use them situationally. They would be like the green berets and the black ops and what not.
>>
>>19679748
fuck using magic on the trains. if we combine magic and tech too much it'll be harder to repair. what if the magical component goes wrong, you have to get a magical specialist, oh shit now the tech component has gone wrong, better call in the trained mechanic. all its going to do is double our need for maintenance.
>>
I'm rolling C2 and B
>>
>>19679814
Or it could bring us out of using coal as fuel and we can have cars soon after that
>>
>>19679830
coal has been stated as abundant as "trash" many times before.

we're dwarves, we get a penalty to magic anyway, and bringing us faster to tech doesnt address the logistics and maintenance issue.
>>
>>19679830
Meh, I want to get to the point where we're using magnet trains and not develop personal transportation of that kind so we can make a shit ton of underground cities and towns and make an actual Deep Roads.
>>
>Fuckin' exes man. Damn. Anyway, on with the show.
The noblemen are told to, quite frankly, go fuck themselves. They have no use in a modern society, and if the Homeland was any indication, nobles do nothing but slow the economy. If they have not taken up a profession in three months time, they will be conscripted to the army. They scream and yell and argue, but eventually the guards escort them from the premises. The tactic seems to work, as most of the nobles actually do find employment as Craftsdwarfs or farmers, and some are even miners. The army does get a slight boost in recruits though. Eighty of the nobles simply refuse to cooperate, and are folded into our Line Infantry corps.

One of the Tech-Mages gets a genius idea. He uses an enchantment similar to the one on the Gatling Golems on the boilers for the trains. They will produce their own coal, with no input needed after the initial fire is set. It uses the coal smoke and coal dust to create coal to fuel the engines. It's a self-fueling engine. It suffers from lower pressures, though, and the subsequent drop in horsepower slows the trains down, but they're good over all.

On the Dragonling front, troops have started their first march into towns and villages. The army of the Dragonlings is being beaten back, in small skirmishes. No major engagements have occured yet, but it is believed that this is because the Dragonling army is amassed at their capitol, a hastily erected steal barricade surrounding the city.
>>
>>19679916

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________
A1. Press the advance.
B1. Attempt to tempt the soldiers out of their Capitol.
C1. Burn. Everything.
D1. Your Choice.
____________________
Population: 1300 (+50 per turn)
Army: 250 Line Infantry; 90 Gatling Golems; 50 Tech-Mages; 50 Shock Troops; 50 Snipers; 50 Boar Riders: 540 total. >Acceptable?
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19679927

A. Try to improve weapons.

B1. Attempt to tempt the soldiers out of their Capitol
>>
>>19679927
We should not, I repeat, /NOT/ burn everything, there are likely civilians in the capitol as well, and we do /NOT/ want to have civilian casualties if we can help it. We're trying to liberate them, not slaughter them.

We really should get avionics and parachutes, we could just paradrop dwarves into the city.

Hmm. What about miniaturizing our steam engine technology, and then using it for propulsion on aircraft?
>>
>>19679927
B. Research better trains!
A1. Press the Advance! Onwards clansmen, we must take the capitol and liberate our dragonkin!
>>
>>19679954
I wanted to make a siege weapon/tanks
>>
>>19679927
D1: Amass an army outside the Capital a good distance away. Yell out that if any Dragonling soldier wants to live, he drops his weapon and takes a step outside the gate. Any that compromise will be treated as prisoners for now. After that, bombard the walls with explosives and create a decent sized hole and send the Golems in first. Watch out for civilians/workers. Avoid melee combat at all costs.
>>
Oh fuck yes, I haven't seen one of these on /tg/ in ages.

Let's avoid being the asshole Dwarves we had to murder with Naga Fire-Magic in the first one.

Explore: East.

Advance.
>>
>>19679927
How well-defended is their capitol? What does our war cabinet say about assaulting it? Predicted losses, etc?
>>
>>19679927

B. research tech so we can get blimps and bombers

B1. seems to make the most sense with tempting them out, no point in a siege when we can attack them in the open
>>
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I keep forgetting to post the map, damn.
>>
>>19680000

Quads
oh and B
>>
>>19679995
Blimps are likely to be a bad idea. Why?

The dragons have fire, and can fly.
>>
>>19680030
yea screw flying, i like my feet on the ground...however creating a giant flying piece of land would be cool, like a island in the air
>>
>>19679992
Their army is larger than ours, but only because it's been padded with poorly trained conscripts that aren't exactly loyal. Their leadership is doubtful, since the King may or may not have died. Their fortifications will be blown over by dwarven cannons with ease. However... actually taking the city will be difficult. Casualties are expected to be 30%, and that's optimistic.
>>
B. Better Trains!

B1. Let's lure those fuckers out.
>>
>>19680058
Trap them in and let them starve. Their morale will plummet. Any of them that try to escape will be blown apart.
>>
>>19680051
Nonono, flying good.

Blimps bad.
>>
Pound the crap out of them without engaging them, use the linemen to protect the cannon and shoot down flyers.
DO we have anything that can amplify our voice?
>>
I've got an idea! Trojan Horse
>>
>>19680074
Yeah, no. We are definitely not doing that seeing as we are liberating.
>>
>>19680058
demand surrender and say that any who throw down their arms can live.
>>
>>19680101
sorry, me again.

this, And then we go in.
>>
A. Try to improve weapons.

D1. Tunnel into the Capitol.
>>
>>19680150
No need to tunnel. We can easily destroy there walls. This would only create a bottleneck against us and make them closer to us, to which they would have the advantage.
>>
Our army advances, at a steady pace, through Dragonling lands. Their cities are poorly defended, most are indeed just wooden huts with some leaves thrown over the roofs. They're a very tribal society, subsisting off of the land and living in harmony. Many are grateful that the Dwarves have liberated them, but some show signs of discontent. There is an undercurrent of anger, that they were not able to overthrow the King on their own, but for the most part they are just happy to be free. In three months, the Capitol is surrounded and only minor casualties have been taken. Every day, the Dragonling defenders are bombarded with arrows and cannon shot. However, instead of exploding, they are messages. The cannon balls crack open to release dozens of flyers, in Dragonspeak, offering shelter. The arrows are wrapped with personal notes from loved ones and pleas from the populace. Soldiers desert in droves, and citizens flee the town. Many, however, are killed before they reach the Dwarven lines, and at night Dragonlings fly over and pepper the Dwarven camps with fire and lightening. They summon rats to eat the food. They call the animals of the forest to attack our troops. They don't usually make it far, getting shot down by cannons and rifle shot, but it's made an impact. >-50 Soldiers.

Meanwhile, the self-propagating engines are under study. It is the majority opinion that this is the peak of steam technology, but some hold out that they can be improved. It's mostly abandoned.
>>
>>19680196

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________
A1. Starve them out.
B1. CHARGE!
C1. Your choice.
____________________
Population: 1350 (+50 per turn)
Army: 200 Line Infantry; 90 Gatling Golems; 50 Tech-Mages; 50 Shock Troops; 50 Snipers; 50 Boar Riders: 490 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
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>>19680208
Map.
>>
B. Research new technology.

A1. Starve them out.
>>
>>19680208
B

And C1: We let the dragonlings sympathetic to our cause lead the charge against the King
>>
>>19680208
We should send over a few more messages, claiming that any who do not fight against us will be saved and offered freedom from the tyrannical king.

Then we go with B1.
>>
>>19680208
At this point, we have given them every chance to surrender. The only ones left cannot be persuaded. Starve them out. A1.

How about we go meet up with those lizardfolk. Set up a trading route.
>>
>>19680208
C. Practice magic.
B1. Charge!
>>
Alfonso, mind if i use this system to start another civ quest thread?
>>
>>19680251
Nope! Not at all.
>>
>>19680242
>We let the dragonlings sympathetic to our cause lead the charge against the King
I like this idea. Would solve their angry-at-themselves problem. I am for it.
>>
A

C, a combination of starve them out and continue to send messages over, however attempt to encourage insurgent behavior in the townsfolk. (we can deal with these insurgents as a problem later)
>>
A. Let's develop some sort of anti-air defense to protect against the night raids.

A1. Charge. From the sound of it most of the potential deserters have already fled. Do remind the troops not to shoot any surrendering soldiers though.
>>
>>19680265
And I meant B, not A.
>>
>>19680278
Sorry, B1.
>>
>>19680261
Thanks

Seeing as this will be my first quest thread, do you have any advice?
>>
>>19680289
Hmm, lesse 'ere. All of the good ones I've seen have been at least moderately descriptive. The funny ones are usually at least okay. Try to avoid... weird possibly fetish territory. Oh, and they're not really meant to be... historically accurate? Those can certainly work, but most of them end with crazy over-the-top fantasy. Like elves with lasers summoning aliens because they've conquered everything else.
>>
>>19680321
Thanks
>>
>>19680343
Always befriend lizard bros
>>
>>19680242
>let the dragonlings sympathetic to our cause lead the charge against the King
This. Ask the dragonlings that we liberated if they wish to fight.
>>
The Tech-Mages have moved away from steam engines. They tinker and toy with many things. For a time, they focus on expanding the Dwarven Table of Smithery. They discover Aluminum, which previously was though to be a less-dense form of Iron. They also discover a type of steel that does not rust or tarnish. They have dubbed it "stainless steel". The field of medicine makes leaps and bounds, as the Tech-Mages have discovered certain chemicals and mixtures positively effect the dwarven body. Surgery is invented.

The battle starts with the Dwarven cannons bombarding the walls. Dozens of cannons fire away at the city, turning the walls into shrapnel. The shelling persist for several hours, before the troops start their advance. At first the Line Infantry march somberly towards the Dragonling lines, while snipers hang back and pick off Dragonlings in-flight. At 100 yards, the ace up the Dwarve's sleeve is played. Dragonlings charge their own kind, cutting them down with magic and dwarven steel. Following them are the Dwarven Shock troops. Three months after the battle for the Capitol began, one hundred Dwarves lay dead, and Dragonling losses number well over two hundred. The Gatling Golems were deployed sparingly, as they lack the ability to distinguish civilian from combatant. The Dragonling Corps is given the choice of what to do with the Palace. They opt to burn it to the ground. It is revealed the King died only a few days after the war began. >-130 Troops
>>
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>>19680397

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________
A1. Leave the Dragonlings to rebuild.
B1. Offer the Dragonlings vassalage.
C1. Rebuild for them, then leave them alone.
D1. Your choice.
____________________
Population: 1350 (+50 per turn)
Army: 135 Line Infantry; 85 Gatling Golems; 50 Tech-Mages; 20 Shock Troops; 40 Snipers; 30 Boar Riders: 360 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19680427
D1. Both dwarves and dragonlings rebuild. Ask the ambassador if he would like to take "command" over the dragonlings. If not, let them elect a ruler. I assume at this point, we have developed a life long friendship.

Go visit the lizardmen. Try to establish a trade route.
>>
>>19680397
>>19680427

Tell the dragonlings that we're willing to help them rebuild, but it is the way of our people that triumph must be made by one's own hands. Offer to teach them the basics of our building methods (we're VERY advanced here, so assuming we're 9/10, we should divulge about 4~5/10 worth of knowledge) if they'll teach us their magical techniques
>>
>>19680427
C. Practice magic.
D1. Offer help to rebuild, otherwise leave them to their devices but keep a watchful eye on them.
>>
>>19680427
C

D1 offer help in rebuilding for concessions in trade in either magic and/or other supplies.
>>
>>19680447
I should mention, those black dots on the map were the Lizardmen, but they were eliminated by a band of goblins that then went west, to join up with a much larger Goblin band. They may or may not return.
>>
>>19680450

ALSO ALSO ALSO

Send samples of the "Mysterious Stone" back to the tech mages. See what they make of it
>>
C. Practice Magic.
C1. Rebuild for them, then leave them alone.
>>
>>19680476
Ahh, so set up a millitary focused outpost by the edge of the mountains and plains.
>>
C. and B1.

they'll be helpful allies later on
>>
>>19680427
B. Lets start trying to further experiments in golem intelligence, trying to get them to be able to intelligently discern a hostile or non-hostile target. Also try to improve them a tad, perhaps even get the golem acting as some sort of falsemind, doing most of the balancing calculations and precise aiming, while we have a pilot inside it that determines the more sentient decisions.

B1.
>>
>>19680447
This.
>>
>>19680649
>They function as effectively the tanks, quick-moving, mobile adaptable tanks of the Vanyan world.

>Initially, they were developed to counter the threat of dragons, which were in themselves few in number. However, their effectiveness and ingenuity that went into the construction of the MAWS proved it to be highly effective at killing dragons, magical creatures, and humanoid beings with incredible impunity.

>They are essentially a superadvanced golem mind called a Falsemind placed in a technologically advanced humanoid body (as these are what Falseminds respond to best) armed to the metaphorical teeth with powerful, enchanted weaponry and piloted by an individual. The reason for this is that while golem-minds were very good at doing what they do-Guarding sites, moving, and to an extent, calculation, they tended to think in extremely linear and exploitable ways, and a 'MAWS in Autopilot' is very easily dispatched by even a moderately skilled pilot. As such, while the Falsemind is in charge of balance, mobility over harsh terrain and correcting firing arcs, the pilot is the one in control of general movement, aim, and overall command of the unit.


C'mon guys, we need to do this.
>>
The Archmage at the Academy has finally made a breakthrough. They've discovered that the reason Dwarves perform so poorly when it comes to magic is that they are so specialized. Every dwarf is a capable miner, tinkerer, and mechanic. They simply have no more room. However, by eliminating a Dwarf's memories, turning them into a shell, and building them from the ground up to be a spell caster, it is possible to bypass this barrier. Unfortunately, it turns them into what is essentiall a machine. They have no wants or desires. When not practicing magic, they must be cared for, they must be fed and watered, and they must have their diapers changed.
A1. It's worth it.
B1. It's not worth it.
C1. Your choice.

The Army Foreman collects an assembly of the most respected Dragonlings, the Ambassador amongst them, and discusses what to do about their lands. The foreman offers to help them rebuild. Give them the materials and the know how, but they must put it to use and use the new knowledge to their advantage. The Dragonlings accept, on the condition that trade and tourist will flow freely between the Dwarven and Dragonling civilizations. They also state their intentions of expanding into the southern plains, an area previously unknown to Dwarven kind.
>>
>>19680692

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1350 (+50 per turn)
Army: 135 Line Infantry; 85 Gatling Golems; 50 Tech-Mages; 20 Shock Troops; 40 Snipers; 30 Boar Riders: 360 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19680692
>>19680700
Why don't we raise a few dwarves from birth for spellcasting, then? We can wait, surely.

B. Golems, golemsgolemsgolems.
>>
>>19680692

It is most definitely NOT worth it. However, I think we should put forth initiatives to convince the young dwarves who haven't yet chosen occupations to take up magic rather than tinkering, crafting, etc.

Also, we need to set up a military outpost to prepare for the encroaching goblins.
>>
>>19680692
B1 Not worth it. It is indwarven.

A. Try to improve the golems. I like what another anon said. Try to program them friend/foe mechanisms.
>>
>>19680692
what the fuck!?
>>
>>19680692
B1. Not worth it.
D. Explore East, look into that snake civilization.
>>
>>19680692
>>19680692
>>19680692
>>19680692

It's not worth it.
>>
>>19680692
>>19680700
C1. Spellcasters are chosen at birth by a lottery

And D. Explore ENE toward the snakemen settlements
>>
>>19680692
C1: This option should be reserved either as a sort of capital punishment or for those who have chosen, of their own free will, to serve the Dwarven people in this manner.

Is it possible to build a dwarf into something other than a spellcaster, like a computer (mentat)?
>>
>>19680700
E Found a new settlement to the north. Use the ruins to jump start it. Make it food focused, then make a big ass damn that provides lots of powa!
>>
>They do not come cheap.

>Roughly 60% of the cost of production of a single MAWS unit is attributed to the production of the Falsemind, which is often, in the hands of unskilled pilots, more valuable than the pilot itself. (The other 40% comprises the rest of the unit).

>Einland is traditionally the one attributed to developing these war machines, and they come in flying or land-based forms, each with their own advantages and disadvantages.

>Of Aerial MAWS
>While these are indeed extremely mobile and deadly in the right situations, they can neither mount much weaponry nor armor due to the weight constraints placed on flying units. They are also more expensive than ground-based MAWS, and have a relatively short run time-20 minutes in a battle before battery re-fills need to take place, on average. They are used to mount lightning-quick assaults or in theoretical sky battles between aerial bodies such as Sky Cruisers.
>>
>>19680756
Also B1. Dont want something slithering... into those empty dwarfs heads.

>Naga mind fuckery here we come
>>
>They fly using the Azurblaeur-Flugel (Azure Wing) system, which creates four to six shimmering blue magical wings propelled and controlled by magic and tethered to the Generator. Their high energy cost means that they drain MAWS power quickly, meaning that a standard AMAWS can only spend 20 minutes at most airborne without the need to refuel.

>They are capable of quick bursts of speed by use of the Elric-Kurchsluss system, which places alchemical runes on the joints of the unit that breaks down water molecules travelling away from the rune into hydrogen and oxygen, thus producing a transparent/white/blue flame that propels the MAWS with great speed and agility. Prolonged usage, however, can rapidly drain the unit's power and can potentially damage the runes themselves.


>Schematics:
>They all run off a battery system based on solid mana (as liquid mana, while far more efficient, is thought to be impossible to obtain).
>Most MAWS have access to Eisfeder boots, which reduce the friction on the MAWS' feet and allow it to 'glide' over smooth terrain. Many land-based MAWS also have jump jets which allow them to leap over small distances and cover ground.

C'mon guys, we need Mobile Armored Weapon Suits.
>>
>>19680726

Also, have we discovered electricity? We have things 'powered', and we've been attacked by electric magic.

Can we extrapolate the details of electricity and using it as a power source?
>>
>>19680692
C1: Start training mages at a younger age, before they enter a profession.

B: Attempt to build aircraft.
>>
>>19680818
Electricity? We should use mana as a power source.
>>
>>19680831

How exactly do we do this? Mana is just undirected, abstract, untouchable energy until a spellcaster channels it.
>>
>>19680831
Magic is unreliable and can't be easily produced on the scale we'll need.
>>
File: 1341029342573.png-(64 KB, 800x600, Map Fo da Dwarvies.png)
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Both the Explorer's Guild and the Scout Corps go East, into the desert. This... civilization of snake-people seems to be rather highly advanced. Much of their cities are either made of the strange stone, henceforth known as Sandstone, or opaque crystal. They are run by some sort of council, although this in unconfirmed. Their roads are apparently based on traditional caravan paths. Each city appears to have it's own army, and be at least somewhat autonomous. They have magical talent, but not quite the extent of the Dragonlings.

Meanwhile, to the southeast, the plains the Dragonlings spoke of are discovered. As is another civilizations. This one is relatively small, and peaceful. A race of farmers and ranchers mostly. They have few cities, but the cities are rather well fortified. Thick stone walls surround them, and a central fortress seems to be the command center.

Neither race has been contacted, but it is suspected that the snake-people have seen our scouts, or at least know they're being observed. They've stepped up patrols on the roads significantly.

The magical technique of wiping a Dwarf's mind has been largely discarded, it is not viewed as viable. The Army Foreman has been aggressively recruiting to refill the ranks, and there have been complaints about his methods. Apparently implicit threats are made, but there haven't been reports of many being carried out.
>A1. Your choice.
>>
A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1350 (+50 per turn)
Army: 150 Line Infantry; 90 Gatling Golems; 50 Tech-Mages; 20 Shock Troops; 50 Snipers; 30 Boar Riders: 390 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19681089
Should be 1400 population.
>>
>>19681074
I recommend sending a contact expedition to the snake-people, and continuing to observe the plain-dwellers.

As for the Army Foreman, make it clear that this type of coercion is not acceptable for recruiting. Either we draft or we accept volunteers. There is no in-between.
>>
B let's get us some blimps
>>
>>19681126
Agree fully.
>>
>>19681126

I agree on both points.

Also, I want to research new technology, especially for aircraft. We've researched it quite a few times before, and with our new dragonling allies, we should have enough theoretical knowledge to make a breakthrough
>>
>>19681143
Going with this.
>>
Alfonso,
Can you put in a key so it is easier to tell which civilization is which
Thank you in advance
>>
>>19681089
A1. Tell the Army Foreman that such coercion will not be tolerated again.
E. We should found a new settlement to the north in order to watch over the plains up there.
>>
Now that we don't have to worry about dragonlings lighting the blimps on fire we need aircrafts
>>
>>19681187
I like the northern settlement idea.
>>
When we get the blimps, let's go to the black area that is SW to Irongate
>>
File: 1341030122940.png-(67 KB, 800x600, Map Fo da Dwarvies.png)
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>>19681172
How's this?
>>
>>19681244
Thanks, that helps alot
>>
B for blimps
>>
Medicine continues to advance, as herbs and medicinal plants are gathered from the Dragonling Valley. Surgery is also advancing, and for the first time a bone is set by drilling metal spikes into it. It is a method only appropriate for use on severely damaged bones, but for some of the miners it's becoming a symbol of experience. The Tech-Mages also begin work on a new flying machine, taking a different angle. It's well known that heated air from the magma pits rises, and for the first time this is being put to the test. The peak of the mountain is turned into a launch point, and large balloons hooked up to woven baskets are being tested for their viability as exploratory craft. The method for heating the air in the balloons is a steam engine that belches super-heated steam into the balloon. They seem to be perfectly capable of carrying up to four dwarves into the air, though finding volunteers is difficult.

The Army Foreman is given a stern warning to only accept volunteers. He is unhappy with the decision, stating that with so many new civilizations popping up as possible enemies, they need to be at full strength. Grist O'Beardson stands firm in his position though, the Dwarves shall have only a volunteer army.

Envoys are dispatched to the snake-people's closest city. Messages they've sent back indicate things are tense, but not hostile. A full report can be expected when they return in three months (Next turn.)
>>
>>19681347
A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1600 (+100 per turn)
Army: 150 Line Infantry; 90 Gatling Golems; 50 Tech-Mages; 30 Shock Troops; 50 Snipers; 30 Boar Riders: 400 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Hot Air Balloons.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19681363
I propose the Northern watchpost settlement again.
>>
B. Moar Research and Sciencing

E. We need to start expanding again.
>>
>>19681363
E.
Build an artillery fortress on the remains of the village to the northwest
>>
>>19681347
>>19681363
Continue with mandatory training of dwarves in proper firearm knowledge and some light military training, though.

B. Let's try hooking u some sort of propulsion system to the balloons, and possibly even move on to an aerodynamic shape, possibly something that would lift itself if enough wind is blowing over it.


Alternatively, MAWS.
>>
>>19681363

F.

Begin a propaganda campaign to encourage volunteers for the army as well as test subjects for the balloons.
>>
>>19681387
i wouldnt go that far north. It has already been raised once, i wouldnt try to test it again. A settlement which has the height and means to watch over that place would be good though.
>>
C
Magic can make blimps easier to make and fly(do you fly a blimp?)
>>
Expand to the north

Send scouts to make legitimate contact with the naga, offer them an ingot of steel as a token of friendship. If we can communicate, ask them for information about themselves, their culture, their lifestyles. Don't be hostile, but be interested
>>
>>19681414
What about putting the fortress on the side of the river opposite of the ruins?
>>
B blimps are good for war and exploring
>>
File: 1341031285194.png-(88 KB, 800x600, proposal.png)
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>>19681432
my proposal..bit far from the outpost but close enough to home and the plains.
>>
File: 1341031290282.png-(88 KB, 800x600, FarmLocation.png)
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E. At pic related.
>>
>>19681489

This, but a bit closer to the river. I don't want it too isolated from the other dwarven settlements.
>>
I'll be right back, gonna get myself some coffee. Quick vote though.
>Expand?
>Blimp-tech?
>>
>>19681490
I think after the goblins come back, that would actually be a very good spot. However, I am proposing mine >>19681489
so that we have a ready supply of rock and (hopefully) altitude to create a defensible position. I feel if we go too far into the plains we might get ambushed by the goblins while still bringing in stone.
>>
>>19681514
im voting expand
>>
>>19681514

Expand: Yes
Blimp Tech: Yes

If it's one or the other, than I cast my vote for Blimp Tech for this three month period
>>
explore west we need some land for some expanding
>>
>>19681514
Blimp tech can be used to expand the territory, expanding only draws out our supplies.
blimps all the way!
>>
>>19681489
How odd. And at the same time too.

Anyway, I'm >>19681490 and the former >>19681440.
I think that location will work excellently for farming because it has not one but two rivers to get water from.

>>19681520
I suppose moving there later is fine, since I can't deny that mountain is easier to defend than dirt.
>>
Expand.
>>
Expand for right now.

We can work on blimps later.
>>
Blimps.
>>
Blimps fo' life
>>
I personally say we work on golems so we can get MAWS, but blimps are also acceptable because it advanced us for getting AMAWS.
>>
Blimps will save our lives one day
>>
Expanding sounds good.
>>
Blimps are the future of war(cannons on blimps)
>>
Our Tech-Mages set to work playing with the design of Hot Air Balloons. They also experiment with different ways of lifting the balloons. The reaction of Iron and steam at extremely high temperatures. To reach the necessary temperature, the steam and iron meet in the magma chambers, and the resulting gas is piped up into storage canisters. It has been dubbed "Flammable air" for it's combustibility and it's nature as being invisible. It is lighter than air, and as long as it is kept in the balloons relatively safe. With this new gas, the balloons become more streamlined, and the basket they used to carry becomes much larger. Indeed, it's beginning to look like one of the fabled "boats", except floating on air, instead of water.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1600 (+100 per turn)
Army: 150 Line Infantry; 90 Gatling Golems; 50 Tech-Mages; 30 Shock Troops; 50 Snipers; 30 Boar Riders: 400 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Airships.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
B let's get the blimps moving with some propellers
>>
>>19681780

Now we can establish that settlement. We have mastery of the skies and the underground. Between those two, the surface has nothing on us.

On an unrelated note, how're the dragonlings doing?
>>
>>19681780
E. Northern settlement
>>
>>19681821
agreed
>>
>>19681821
Reconstruction efforts are going well, and their city in the plains has been steadily growing. They have taken to stealing cows from the tall dwarves to their east, as they appear to be carnivorous.
>>
>>19681821
We still have no way of controlling the blimps, let's make propellers for them
B also can be used for boats
>>
>>19681859
Why don't we make some primitive jets with steam engines?
>>
>>19681865
See, this is a good plan.
>>
>>19681865
>>19681900

Smells kinda samefag, but I still like the idea
>>
>>19681920
>>19681900
>>19681865
We should increase our material sciences, perhaps figure out a way to use ENCHANTMENT to create kinetic propulsion systems.
>>
>>19681946
Yeah, this sounds cool.

We could make inertia-less drives, guys.
>>
>>19681920
So you know I'm >>19681859 I'm just impressed by the ways some people think. I was thinking of propellers and this guy comes up with the idea to use rockets.
>>
E. Northern settlement

All this talk about blimps sounds samefaggy to me.
>>
>>19681988
Speaking of rockets, I say our military needs katyusha launchers
>>
I think we're getting a little ahead of ourselves here. let's slow down on our air-based tech and work on something else.
>>
>>19682021
It's just an idea that was made during the war and now we can finally build them
B or C for propulsion of the blimps
>>
The Tech-Mages, have a breakthrough. The steam engines can be used to spin two large propellers in the back of the airship, while two high-pressure steam engines on the port and starboard side serve to steer it. When the exhaust from one is released, the sudden blast of pressurized air pushes the nose one way or the other. It's primitive, but it's been working so far. Already, people are trying to strap cannons onto the things. They haven't been approved for public use, yet, and they're not particularly fast. They are however much better than scouting on foot, as they can simply see so much further.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1600 (+100 per turn)
Army: 150 Line Infantry; 90 Gatling Golems; 50 Tech-Mages; 30 Shock Troops; 50 Snipers; 30 Boar Riders: 400 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Airships.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19682079
Do we know how to make telescopes/binoculars yet? We need to research magnification with glass, if not. Would increase the scouting ability of balloons immensely, as well as letting them float up much higher, far from arrows and magic.
>>
We should make telescopes
and contact these "tall Dwarfs"
>>
A/B find a way to weaponize the blimps. Just in case
>>
>>19682107
Not yet.
>>
>>19682120
>>19682079
B. Research Binoculars/High-Magnification telescopes.
>>
>>19682118
Well, if they crash the explosion is fantastic, but besides that cannons seem to be the way to go.

>Captcha: Destrt steamship
What are you telling my Captcha...
>>
>>19682118
We can drop cannonballs from the airships.
>>
Use the blimps to scout and expand southwest. We are a mountain people, and yet we don't know what the heck is southwest of our position. We haven't expanded in quite a while, and need to establish that we own the mountains, and anyone who steps on it without our permission will walk on magma.
>>
>>19682125
Agreed.
>>
>>19682206
I like the last part of your post the most. Let us build a magma moat around irongate.
>>
The Tech-Mages make a discovery that leaves them feeling rather silly. It seems so simple, now that it's been discovered, like a key element that they missed. By bending a lens of glass one way or the other, it can distort the light to make objects appear smaller or larger. It is quickly put into use in extendable and collapsible tubes of steel. The new devices are dubbed telescopes, and distributed to the Explorer's Guild, and the Scouts Corps.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1900 (+100 per turn)
Army: 300 Line Infantry; 100 Gatling Golems; 100 Shock Troops; 100 Snipers; 50 Boar Riders; 50 Tech-Mages: 700 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Airships.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19682306
Lets explore to the southeast. Possibly set up a few extra settlements back there to expand a bit. Better yet, let's make a fortress city in the southeast, not designed for actual living, but should any of our cities come under attack, we retreat to the fortress city through the fast travel of the deeproads.
>>
Now that we have blimps down lets get some planes or helicopters
>>
Hubble Telescope.
>>
>>19682331
I like this plan. We need to explore to plan for defenesive measures.
>>
>>19682331
>>19682357
Make sure it's concealed, nothing noting its presence on the surface, and the deeproad tunnels will be easily collapsible to prevent access to it that way, should we fail at having a giant straight area in it, with a few gattling gun golems shooting at anything that comes around the bend.
>>
Have we actual built the forth settlement near the lizard ruins but in the mountains if not do so or go South east
also meat the "tall Dwarfs" and negotiate peace plus our dragon bros should probably be persuaded to not steal cattle from them.
>>
E. Found a new settlement. (>>19681489)
>>
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The airships get their first field test, sailing to the southwest to scout out the territory there. At first it is the usual mountains, a few Ironwood forest. Patches of dingleberries. Eventually though, they run across what appears to be a massive pit. Almost twenty miles across, with no visible bottom. What under the Earth might've caused this, nobody knows. Fortunately, besides the pit, there is apparently nothing to be worried about.

A1. Explore the pit.
B1. Wall the pit off.
C1. Throw trash into the pit.
D1. Your choice.

A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

Population: 1900 (+100 per turn)
Army: 300 Line Infantry; 100 Gatling Golems; 100 Shock Troops; 100 Snipers; 50 Boar Riders; 50 Tech-Mages: 700 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Airships.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
Put it next to the river.
E. Found a new settlement. (>>19681489, but moved east to the bank of the river.)

I'd also be fine with exploring to the south-west.
>>
Holy crap I completely forgot about the Naga diplomat.
>>
>>19682474
E. Northern settlement
D1. Search through dwarven and dragonkin lore for information that may pertain to the pit
>>
>>19682474
A1 and found a new settlement here >>19681489
>>
A1. Explore the pit.
E. Found a new settlement. (>>19681489, but moved east to the bank of the river.)
>>
>>19682474
F. I say we assault the humans. They are like a virus, worse impatient lot! Get rid of em early!!!
>>
>>19682501
>>19682534
You don't need to post twice, we can see your original post.

>>19682474
D1. I say we research it. Ask the Dragon diplomat, or anyone else we have access to, and search any lore/libraries we have.

C. Enchantmen!
>>
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A settlement is established at the very northern edge of the mountain range. It is dubbed "Overwatch" to reflect it's purpose of monitoring the plains. It will be a largely military outpost, with only enough civilians to make them self sufficient. The Deep Road is being built from Irongate directly to the outpost, as opposed to extending the existing Deep Road. With the tunnel borers, progress is quick.

A party of explorers, both from the Scout Corps and the Explorer's Guild, is sent to the pit. Even from ground level, no bottom is visible. A lift is hastily constructed and one of the explorers sent down. They use hundreds of yards of rope, lowering the dwarf slowly into the pit, but they never seem to hit the bottom. When the explorer is pulled up, he reports seeing magnificent crystals, and flickers of strange creatures just outside of his field of vision. He described them as spider-like, but larger, and quick. The crystals seemed to absorb light, and use it to create beautiful patterns on their surface. Surely a valuable trade good, and perhaps with a practical application.
>>
A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________

A1. Throw bombs into the pit.
B1. Try to seal the pit off with steel.
C1. Colonize the pit.
D1. Your choice.
____________________

Population: 1900 (+100 per turn)
Army: 300 Line Infantry; 100 Gatling Golems; 100 Shock Troops; 100 Snipers; 50 Boar Riders; 50 Tech-Mages: 700 total.
Food: Plentiful
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Mutli-Cannons, Gatling Golems, Boar Artillery.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Airships.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress, Citizen Militia.
>>
>>19682732
The thread's in autosage, in case you didn't know.
>>
>>19682748
Ah, I'll make a new thread next post then. Everyone good for continuing, or y'all getting tired?
>>
A it's been a while since we got new weapons.
>>
>>19682760
New thread sounds fine to me, I can still go on for a while. How're you feeeling, OP?
>>
>>19682741
A. We need carpet-bombing capability on our airships.

D1. Superspiders? Oh my fuck KILL IT WITH FIRE
>>
>>19682741
A.
C1.

Dwarves riding spiders? fuck yes.
>>
>>19682474

Explore the pit. If it is safe, I propose 3 possible uses for the pit:

1. Fill the pit with lava. If there are any things living inside, the lava will deal with it. Make it our very own dorfy temple of sacrifice.
2. Convert the pit into our very own dwarven ICBM silo. Keep the pit a secret from other nations, and start researching missile technology (with our steam engines and gunpowder).
3. Colonize the pit and make it into an airbase/area 51/prison type area. Imagine all the secret war blimps and balloons coming out of the pit, and all the prisoners we can keep inside. MWAHAHA.
>>
C1. Colonize (the top of) the pit.
A. Try to improve weapons.

I don't know if I like living in the bottom of the pit, but we should spread out there.
>>
>>19682800
You. You're getting way ahead of yourself re: technology. This is called Olde Timey Civ Game, and there ain't no Ye Olde ICBMs.
>>
>>19682760
I'm good.

Also we should research into enchanting, and fuck, I'm tempted to colonize the pit, but I think we should send some golems in to check out the spiders and clear them out if we can.
>>
New thread: >>19683010
Someone mind archiving this?


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