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Previous Thread: http://suptg.thisisnotatrueending.com/archive/37667129/
Twitter: twitter.com/PhantomOfTheCM
Thread Music: https://www.youtube.com/watch?v=vIE_xNTclOE

Previously in "Savages!" we encountered the natives of this land for the first time, and Sir Pickeringworth proved that he was more than a pretty face!

We had the Hornlings (a name agreed upon by myself and my advisors) in our settlement, but what now to do with them! The matter weighed heavily on our minds as how we should attempt to keep up this facade, and how we should treat these natives. It would be another week until the translation headgear was finished, so we had to decide what to do with them for now.
>Show them our advanced technology throughout the week
>Put them to work in the fields
>Practice riding them
>>
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>>37689198
Current Season: Spring (7/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)

Hornlings: 4 Primitives (Gender Unknown)
Leader: Sir Pickeringworth III
Structures: The Boat (40%), Housing (40%), Workshops (20%), Town Hall (0%), Farming (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), The Beast Tribe (Unknown)
Morale: Low
Weapons: 102 Flintlock Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), large supply of clean water (4 turns)
Stockpile: Empty
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge
>1 more turn until translation headgear is finished

Two actions per turn
>Scout (Direction) (Location)
>Gather Food
>Purify Water
>Gather Building Material (Stone, Wood)
>Begin creation of building (1d4 for # of turns) (Non-Main Colony, i.e a watchtower near our border to expand zone of control)
>Convert 20% of Boat into (Housing) (Workshops) (Town Hall)
>Build Automatons for (Farming:Mining:Foresting:Water Purification) (5 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy)
>Other (Specify)

Two actions per turn as usual, plus gimme a choice regarding the Hornlings (Minotaurs if you missed the last thread, I suggest reading it, fun times).
Red borders mark our zone of control, basically how far we're able to police and patrol with our number of troops and locations of buildings.
While it's not strictly NECESSARY, trips would be appreciated by me, adds a nice sense of continuity for people who consistently vote.
>>
>>37689217

show them our technology, but strictly the non-warfare stuff. you want to give them better access to food, clothes, etc. not rifles.
>>
Rolled 85, 20 = 105 (2d100)

>>37689198
>>Show them our advanced technology throughout the week
Not the weapons though. Gift them with food as well, see what they like. Perhaps if they fancy something and they have something we want we could opt for trade.

>>37689217
Convert 20% of Boat into (Workshops)

Build Automatons for iron mining
>>
Bumping for more votes, hopefully peeps will get in here.
>>
>>37689515
Question though, if Workshops increase our technological capability, like enabling automatons and mining, and if housing (I assume) increase morale, what does the town hall do?
>>
Rolled 74 (1d100)

>>37689515
>Convert 20% of Boat into (Workshops)
>Build Automatons for iron mining

and those work for actions. I'll put my vote behind 'em.
>>
Rolled 48 (1d100)

>>37689675
support
>>
>>37689661
It will become very useful later on. In IC terms it'll serve as the headquarters for the government that's going to have to grow for the settlement. For practical use it will simply make actions take less time as a whole (more organization and whatnot).
>>
>>37689305
>>37689515
>>37689675
>>37689747
>Show them the advanced (non-warfare) technologies)
>>37689515
>>37689675
>>37689747
>20% of Boat to Workshops
>>37689515
>>37689675
>>37689747
>Automatons for Iron Mining
>>
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But a single day into the eighth week, our Magitekniks came to me and Sir Pickeringworth, presenting two heavy steel caps, nothing fancy, certainly nothing anyone in their right mind would wear into combat (which meant Sir Pickeringworth would certainly be seen doing it at some point, I was sure). We donned them, and made our way to the basic campgrounds the four Hornlings had assembled.
"Hello chaps!" shouted Pickeringworth jovially,
"Can you understand us now?"
Then one of them responded, in a voice that sounded rather tinny, as if it were echoing off the insides of the caps and into my ears. It's voice also sounded disappointingly... Gnomish, ah well, simply part of the rune's effects I suppose.
"Yes, Great Master, I hear you and honour your presence, come to free us from the tyranny of the Turithians."
That last part raised a significant amount of questions in my mind, enough so that I immediately panicked and threw off my helmet. Pickeringworth gave a hurried "One moment" to the beasts and removed his as well.
"This seems a right pickle doesn't it Heddlesbatch?"
I nodded, running through all the possibilities of what the single sentence could have meant, my face growing all the paler with each thought.
"Something smarter, more advanced, and above all, LARGER than these... things must be subjugating them." I concluded. Sir Pickeringworth nodded at my hypothesis.
"An astute guess Mr. Heddlesbatch, you're not totally brainless after all I see!"
A rather insulting way to compliment me, but I took it gracefully nonetheless. We donned our steel caps once more and continued talking, Sir Pickeringworth impressing me with his suaveness.
"It has been many years since my people have come to your islands, pray tell, what have the... Turithians... done to your race?"
>>
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>>37690152
The beast's eyes turned mournful.
"They take us to plow their fields to feed their rich city, they take our wives and daughters to be little more than breeding stock for their warriors! They tear down our temples and smash our holy artifacts... but now you have come! You can put a stop to it!”
Sir Pickeringworth nodded sagely, not mentioning that we had in fact considered several of those actions for the beasts ourselves, unfortunate that they're self-aware enough to be resistant to that kind of thing, we thought.
"Well my friend, this has been most enlightening, I must return now to my people however, we will discuss this matter of the... Turithians..."
"Thank you, Great King."
Sir Pickeringworth merely chuckled that ambitious chuckle of his.

(Some advanced civilization known as the Turithians are oppressing the Hornlings. The Hornlings are confirmed Friendly.)

We gave the steel caps to two of our engineers and had them show the "leader" of this small party of Hornlings around the settlement, showing off our most peaceful of technologies. The Hornling followed behind, stepping gingerly around the members of our populace who were gaping in awe of the creature, who stood taller than most of our houses. The beast didn't seem to much understand the point of workshops, however it was greatly intrigued by our organized farming and irrigation system. It seemed to us that if this Hornling was so interested in the farming technology, the rest would be too, meaning we had a bargaining chip greater than mere religious tradition to keep a strong ally.
At the end of the week, the four Hornlings bid us farewell, and left to their settlement once more as we promised to think on what to do about these "Turithians".
(Hornlings interested in an alliance)
>>
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>>37690181
We converted another 20% of the boat into workshop spaces, lowering automaton production time. It was quickly realized that the boat would soon be out of resources.
(Boat -20% Workshops +20%)

The Engineers and Magitekniks cracked their knuckles as they received orders to begin the building of automatons for iron mining. They pointed out that we would need an outpost next to the vein in order to begin mining operations proper.
(Automatons :Mining: Ready in 4 turns)

Current Season: Spring (8/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)

Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures: The Boat (20%), Housing (40%), Workshops (40%), Town Hall (0%), Farming (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), The Beast Tribe (Unknown)
Morale: Low
Weapons: 102 Flintlock Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), Continuous supply of clean water (Self-Sufficient)
Stockpile: Empty
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge
>>
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>>37690206
>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to scout further to discover a coal deposit
>Advisors suggest we learn more about these "Turithians" before committing to anything, Hornling gestures positioned them in the North Western area, within the forest

>4 Turns until :Mining: Automatons completed

Two actions per turn
>Scout (Direction) (Location)
>Gather Food
>Purify Water
>Gather Building Material (Stone, Wood)
>Begin creation of building (1d4 for # of turns) (Non-Main Colony, i.e a watchtower near our border to expand zone of control)
>Convert 20% of Boat into (Housing) (Workshops) (Town Hall)
>Build Automatons for (Farming:Mining:Foresting:Water Purification) (4 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly)
>Other (Specify)
>>
>>37690255
I say the last 20% of the boat should go to the town hall, just so it is at least slightly working
>>
Rolled 54, 16 = 70 (2d100)

>>37690255
Convert 20% of Boat into (Town Hall)
The less turns we wait for actions the better.
Build Automatons for deforestation.
We're out of supplies now and need wood as well as iron.

Gotta worry about the basics before anything else.
>>
>>37690255

we could probably build the mine with just wood and stone. building automatons for that will take too long though, let's send both woodmen and quarrymen out to gather resources.
>>
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>>
>>37690463
That WC3 nostalgia

Anyone else gonna make a suggestion? If not going with
>Town Hall
and
>Deforestation automatons
>>
>>37690585
Writing now
>>
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On the 9th week, the last bit of the boat was stripped down and made into part of the town hall. It wasn't much of a town hall at the time, a large cabin at best, but it was servicable. It contained only three rooms. The lobby, where we had an engineer acting as a secretary, my room, to the side of the lobby, a study and bedroom all crammed in to one, and the admiral's quarters, a perfect replica of his cabin on board the ship, situated on top of the lobby because he demanded "A place where I can survey my domain, you see." Dear Cogs.
(Boat depleted Town Hall +20%)

Also started were wood-gathering automatons, it was a project that would take 3 weeks for a 10 unit batch, but they would be able to gather wood much more efficiently than any of our own people could.
(Deforestation Automatons started: ETA 3 Weeks)
>>
>>37690952
Contrary to previous assertions, I've decided upgrading the town hall instead allows more actions per turn, rather than less time per action. Also don't forget to roll for each action!

Current Season: Spring (9/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)
Automatons: None in colony
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (40%), Workshops (40%), Town Hall (20%)
Structures out of Colony: Farming (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly)
Morale: Average
Weapons: 102 Flintlock Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), Continuous supply of clean water (Self-Sufficient)
Stockpile: Empty
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to scout further to discover a coal deposit
>Advisors suggest we learn more about these "Turithians" before committing to anything, Hornling gestures positioned them in the North Western area, within the forest
>A basic road and waystation will need to be constructed to use the Iron Vein

>2 Turns until :Mining: Automatons completed
>3 Turns until :Deforestation: Automatons completed
>>
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>>37690994
Three actions per turn

>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Begin creation of building (1d4 for # of turns) (Non-Main Colony, i.e a watchtower near our border to expand zone of control)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.)
>Build Automatons for (Farming:Mining:Foresting:Water Purification) (4 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly)
>Other (Specify)
>>
>>37691024
>Start building road/waystation
>Mount a scouting party to learn more of these Turithians
>Either explore to try to find coal or build a coal-oven-thing to burn wood into coal
>>
>>37691111

these, provided we have the resources needed for the building part.
>>
>>37691111
Nice quads
>>37691240
Yup, since it appears to only be you two until someone else shows up I won't be waiting too long in between turns

Writing now for those actions
>>
>>37691347
I'm late but I agree with those actions.
>>
>>37691347
Hadn't even noticed my own get.

Hope more people join, I'm going to sleep soon
>>
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Over the next week thanks to Gnomish Ingenuity™, we were able to make due with what little resources we had and construct a road, and a waystation in between the iron vein and our main colony. It wouldn't be the fastest in terms of travel, but smooth enough so the iron would be able to be transported easily once automation was begun. 25 Soldiers are stationed at the waystation to keep watch.
(Road and waystation constructed)

Sir Pickeringworth then ordered a group of soldiers to scout out these "Turithians", to see how advanced they truly were. It took most of the week, but eventually the scouts came back, and their report was nothing like we had expected. The Turithians had an enormous city to the North! The buildings were apparently encased in a white kind of rock, and columns were featured heavily throughout. Spanning several square kilometers! They also could see several fields being plowed by enslaved Hornlings. Little was seen of the Turithians themselves, all the scouts could report was that they were upright, humanoid, larger than the Hornlings, nicely clothed, and furless.
(Turithian City Discovered. Turithian Civilization unlocked for diplomacy)

Finally, orders came from the town hall to send scouts to look for an extra source of coal. Again, it took nearly all week, but one was found in the side of the valley. It was much further away than the iron vein we had found, but we would soon be able to exploit it if we were careful.
(Coal Deposit discovered)

Spring was drawing to a close, and I had already begun preparing my census, the Summer was when the Sun was at it's strongest, and as such our magic would be as well. Hundreds of babies had been born and even more were growing up, our population had already expanded far beyond the five hundred something Gnomes that we started the voyage with. And it was about to be increased even moreso in the next week.
>>
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>>37691795
Current Season: Spring (10/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)
Automatons: None in colony
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (40%), Workshops (40%), Town Hall (20%)
Structures out of Colony: Farming (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly)
Morale: Average
Weapons: 102 Flintlock Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), Continuous supply of clean water (Self-Sufficient)
Stockpile: Empty
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to scout further to discover a coal deposit
>Advisors suggest we learn more about these "Turithians" before committing to anything, Hornling gestures positioned them in the North Western area, within the forest

>1 Turn until :Mining: Automatons completed
>2 Turns until :Deforestation: Automatons completed

Three actions per turn

>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Begin creation of building (1d4 for # of turns) (Non-Main Colony, i.e a watchtower near our border to expand zone of control)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.)
>Build Automatons for (Farming:Mining:Foresting:Water Purification) (4 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly) (Turithian Empire: Unknown)
>Other (Specify)
>>
>>37691819

road and waystations to the coal mine. also, send out the appropriate caste to gather the appropriate materials for that since we don't seem to have the resources.
>>
Rolled 3 (1d4)

>>37691936

forgot my roll.

so that's two actions for gathering, one for building I think?
>>
Rolled 36, 52, 79 = 167 (3d100)

>>37691819
>Begin creation of building: Begin clearing a path to the coal deposit for a railline.
>Research Technology (Practical): Improved firearms.
>Build Automatons for quarrying stone.
>>
Rolled 67, 53, 49 = 169 (3d100)

>>37691988
Sounds good
>>
>>37691819
we need to find out more of the turithians, see how they treat the hornlings and what they do and look like civilization-like (if they look militaristic, etc)

We can also gather building materials, so we can have a proper road services, and to extend it to the coal deposit

and what this chap >>37691988 said about improving our weapons
>>
>>37691987
I'll set the materials needed for the road at 2 Stone and for the Waystation at 1 Wood.
With Gnomes you gather Stone at 1 per action, same with wood.
So if you wanna build the road completely this turn that'll be all 3 actions.
>>
>>37691988
This guy knows his stuff, railroads are a thing if you read the pastebin which I totally didn't post in this OP now that I realize. Shit.

http://pastebin.com/F4aFnyNc
>>
>>37692028
also, I'll be leaving now, seems there's a couple of anons here now, hope this goes on and I'll read it tomorrow
>>
>>37692037

maybe not. it'd be smarter to start building quarrying automatons if our workforce is that meek.

do we have enough coal to smelt enough iron for a railroad to the coal mines? if so, I'll change my vote to support his course of action.
>>
>>37691988
>>37692011
>>37692028
>Clearing path for future railroad to coal mine (will take 1 turn off construction when it begins)
>Research Improved Firearms
Iron and Coal mining automatons will provide stone at a rate of 1 for every 2 of their own resource. If you really want to I can set up specific stone quarrying robots, but otherwise that's a free action for this turn.

This agreeable to everyone?

Also I'll set up a pastebin after this thread to standardize building costs with the resource system I just started with this turn. Flying by the seat of my pants with it right now honestly.
>>
>>37692136
I don't mean to start building the rails. Just start making a railbed so the work goes
ter when we have the resources.
>>
>>37692185
Work goes faster*

>>37692177
It wouldn't hurt to have a few dedicated quarrybots. And I'd assume they could be reporposed later if we really don't need them.
>>
>>37692185

I know. my concerns were over the fact that if we run out of coal before the tracks are built, we'll have to mine by hand, for which we'll need to build waystations and stuff which would waste time. but fuck it, it's 5 AM and I'm bad at logistics even when I'm not sleep-deprived, so I'll leave this up to you.
>>
Just got caught up on the thread. Will jump in next round
>>
Writing post for
>Clear path for railroad
>Research improved firearms
>Build Mining Automatons

I also laid out a basic system for how automatons use up coal. (You'll wanna get that coal mine going asap)
>>
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On the dawn of the next week, we were met with puffs of smoke on the horizon! It was a prison ship! While obviously not the most... delightful... of settlers, they were by all means welcomed into the colony! About 3/4ths of them went into the peasantry, and the other 1/4 went into the military. I quickly added them to my census, come summer we would be seeing a huge population increase.

Sir Pickeringworth pored over his map day and night at this point, desperately attempting to manage resources and the overall strategic picture. He commissioned the building of a batch of mining bots that would be used to create a stone quarry, this would ensure ample flow of stone resources, or so he assured me.
(Automatons :Mining: ETA 3 Weeks)

He ordered our rather large contingent of engineers and magitekniks to get on improving our weapons technology. Happy to have something to do other than assembling automatons, they quickly put together proposals for several different types of upgrades. The one eventually chosen by Sir Pickeringworth entailed a more highly protected area for the gunpowder to reside in, making it less easy for it to fail to shoot when wet. It also increased the accuracy via a new type of runes that were inscribed into the barrels.
(Battles using improved muskets get +5 to attack rolls with muskets)

Finally, Sir Pickeringworth ordered the clearing of a path to the coal mine. This included leveling land and cutting down any trees that happened to get in the way. The railroad that was started then still ferries back and forth today! The coal mine there is one of the largest in the New World still!
(+1 Wood. Railroad to coal mine will take only 2 turns.)
>>
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>>37692631
A Note on Automatons: 1 Unit of Automatons = 10 Automatons. They function consistently every turn. Each unit of Automatons uses (for now) 1 unit of coal per turn. They will provide 2 of their primary resource, and 1 of whatever side resource is produced.
Iron is automatically smelted and ready to use however it is needed due to advanced Gnomish Technology™.
Current Season: Spring (11/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)
Automatons: 1 Mining Automatons (Iron)
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (40%), Workshops (40%), Town Hall (20%)
Structures out of Colony: Farming (100%), First Waystation (100%), Iron Mine (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly)
Morale: Average
Weapons: 102 Flintlock Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), Continuous supply of clean water (Self-Sufficient)
Material Income: 1 Stone/Turn, 2 Iron/Turn
Stockpile: 1 Stone, 2 Iron, 25 Coal
Material Drain: 1 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>Turithians appear to be an advanced culture

>3 Turns until :Mining: Automatons Completed
>1 Turn until :Deforestation: Automatons completed
>>
>>37692656
Three actions per turn
>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Begin creation of building (1d4 for # of turns) (Waystation: 1 Wood)
>Create travelling aid to site (Road: 2 Stone. Railroad: 1 Wood, 2 Iron.) (Roll 1d3 for # of turns)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.)
>Build Automatons for (Farming:Mining:Foresting:Water Purification) (4 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly) (Turithian Empire: Unknown)
>Other (Specify)
>>
Rolled 41, 20, 52 = 113 (3d100)

>>37692684
Second batch of mining automatons for coal
Build more houses
Cultural invention, some kind of mind game similar to chess or go.
>>
Rolled 66, 30, 63 = 159 (3d100)

>>37692684

Send another scouting party to find out more information about the Turithians

Diplo with the Hornlings. We need to know more about our allies and their ability to help against the Turithians if we chose to help them. Also maybe they have some intel on the Turiths as well.

Another batch of automatrons
>>
>>37692805
Thanks for coming out man!

Anyone else gonna weigh in on this?
>>
Rolled 91, 11, 64 = 166 (3d100)

>>37692684
>>37692770
Tough choice but I'll back this one.
>>
Can we be super metal like the lizards?
Id personally like to have some automatons designed to carry crucified criminals around the boarders of our territory so people know we arent fucking around
>>
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>>37693053
War Automatons are a possibility once researched, but I don't recommend them now with such low coal supplies.

(Sorry if the turns are lacking in substance right now, moreso than usual, I'm letting y'all play more of a civ game than a quest while you work towards advancing the plot)

Another batch of mining automatons was set to be created in the second last week of Spring. They were to be put to use as coal miners, where they would be able to bring in 3 units of coal a week.
(Automatons :Mining: ETA 3 Turns)

General unrest among the immigrants and the general populace lead to the commissioning of another batch of housing. While I was personally aware that this wouldn't be nearly enough, as I was nearly finished my census, I didn't share this information, I'd let Sir Pickeringworth deal with it.
(-1 Wood, -1 Stone, Housing +10%)

In our spare time, myself and the Admiral devised a strategic wargame that we called "Capture the Engine", in it, pieces are moved across the board to eliminate the other player's pieces, and surround their Great Engine so you could take it. It was received with great enthusiasm from the general populace, and it further educated our military in strategy.
(Morale: High, +1 Bonus to all battle rolls)
>>
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>>37693124
Current Season: Spring (12/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)
Automatons: 1 Mining Automatons (Iron), 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (50%), Workshops (40%), Town Hall (20%)
Structures out of Colony: Farming (100%), First Waystation (100%), Iron Mine (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly)
Morale: High
Weapons: 102 Advanced Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), Continuous supply of clean water (Self-Sufficient)
Material Income: 1 Stone/Turn, 2 Iron/Turn, 2 Wood/Turn
Stockpile: 1 Stone, 4 Iron, 2 Wood, 23 Coal
Material Drain: 2 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>Turithians appear to be an advanced culture

>2 Turns until :Mining: Automatons (Stone) Completed
>3 Turns until :Mining: Automatons (Coal) Completed


Three actions per turn
>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Begin creation of building (1d4 for # of turns) (Waystation: 1 Wood)
>Create travelling aid to site (Road: 2 Stone. Railroad: 1 Wood, 2 Iron.) (Roll 1d3 for # of turns)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.)
>Build Automatons for (Farming:Mining:Foresting) (3 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly) (Turithian Empire: Unknown)
>Other (Specify)
>>
Rolled 94, 26, 100 = 220 (3d100)

>>37693172

Diplo Horlings

Scout Turiths

The first two as described in>>37692805


Improve town hall
>>
I'm getting rather written-out, so I'll give you guys this last turn with something major, then I'm gonna call it a night. Shame the thread's so quiet tonight, ah well.
I'll work out how the resource system will work and buildings costs once I finish up.
>>
>>37693172
Newfag joining
More coal automatons
>>
Rolled 55, 51, 84 = 190 (3d100)

>>37693172
>>37693245
Well with rolls like that, I have to support.
>>
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>>37693345
so soon? Aaaw
>>
Rolled 34, 97, 38 = 169 (3d100)

>>37693245
>>
Rolled 35, 98, 86 = 219 (3d100)

>>37693245
Do this, my rolls won't matter
>>
>>37693378
Aye, I won't lie, I wasn't prepared tonight to go into depth regarding resources, been a drain on my stamina.
I'm not one for updating that little spreadsheet every turn so starting to get used to that has been draining too.
Final excuse is I don't feel my writing is up to snuff at the moment, it's just boring little blurbs. If you guys are REALLY alright with that I'll play a little longer but otherwise...
>>
>>37693245
Dem rolls>>37693381
>>
>>37693245
>>37693371
>>37693381
>>37693397
>>37693422
Alright, writing this up, depending on you guy's response this might be the last turn tonight.
>>
>>37693413
Nahh get some Zyzzz cm, I'm in the same boat
>>
>>37693413
Id like you to keep going if thats okay. If resources are kickin your ass just streamline it a little.
Itll save you stress and time.
>>
>>37693413
You're too hard on yourself in regards to your writing ability, OP. I've liked every update.
>>
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After seeing to my various duties in the colony, I spent a few days trekking (with an armed escort of course) to go see the Hornling Tribe. They received us with great excitement despite what I sensed to be a fairly somber mood among them. I talked to their Chief, who Sir Pickeringworth saw win control over his tribe in his first encounter with them, for the first time. As it turns out, he was not only a strong fellow, but a smart one too! At least, in comparison to his fellow tribemates. I asked him a series of probing questions regarding the Turithian Empire, they were delivered in a rather rambling and passionate manner, so I have summed up the important information below.

Namely, the Turithian Empire is a highly militant civilization. They are architectural geniuses, and on top of that are a learned race overall. Their military is second to none, as they are by far the largest beings in the land, as I mentioned earlier, towering over even the Hornlings who were forced to slave away in the fields. Their Empire extends many, many kilometers North, and we happen to be situated near their capital. They had been using the Hornling Tribes (as I learned, there used to be more than one) as client kingdoms, protection against whatever may come from this direction. However, due to a civil war between the tribes that caused them to fall into ruin and weakness, they were for all intents and purposes enslaved by the Turithians. The Turithian military is highly organized and ruthlessly disciplined, they have a strong standing army which has contingents from it stationed all around the Empire.

A few days later I headed back and relayed this information to Sir Pickeringworth, he merely nodded gravely. The stress was getting to him, I could see it in the deeper lines of his face.
(Information on Turithian Empire learned. Turithian Empire confirmed Hostile.)
>>
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>>37693983
Before I left, I sent several scouts to go and observe the Turithian Empire, and see if we couldn't observe exactly what they were once and for all. One scout's account went as such:
"It looked huge, enormous even, larger even than the Hornlings which had scared us so at first. It's physique was that of an Orcish Warlord, heavily muscled and towering high in the sky, a mouth, and a nose. But it's oddest feature by far was easily it's eye. The singular, not the plural. The creature had but one eye!"
Indeed, this was our first encounter with Monoculans, as I had named them.
Their society was found to be highly and rigidly militaristic, ruled with an iron fist by the Emperor of the Turithians, who was descended from a royal dynasty, much like our own Turindales. Evidentially the various Upper-Class families vied for control of the throne, all descended from the original Emperor, when one died whoever had the strongest claim at the time tended to inherit, regardless of which of the three families.

(Turithian Empire found to be militant. Race of Turithian Empire learned. They are Monoculans. They are an Absolute Monarchy. )
>>
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>>37694006
A further expansion to the town hall was completed during this last week of summer as well. Thanks to the hard work and pluck of our Gnomish craftsmen, with only the normal amount of materials we managed to expand the Town Hall twice as much! It was truly a triumph in architecture.
(Town Hall +20% +1 Actions per turn)


Current Season: Spring (13/13)
Population:
Gnomes: 72 Soldiers (57M 15F), 244 Peasants/Farmers (152M 92F), 53 Engineers (25M 28F), 50 Magitekniks (42F 8M), 100 Craftsmen (58M 42F), 1 Royalty (1M), 1 Recorder (1M)
Automatons: 1 Mining Automatons (Iron), 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (50%), Workshops (40%), Town Hall (20%)
Structures out of Colony: Farming (100%), First Waystation (100%), Iron Mine (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly), Turithian Empire (Unknown)
Morale: High
Weapons: 102 Advanced Rifles, 102 Rapiers
Food: Continuous supply of food (Self-Sufficient), Continuous supply of clean water (Self-Sufficient)
Material Income: 1 Stone/Turn, 2 Iron/Turn, 2 Wood/Turn
Stockpile: 2 Stone, 5 Iron, 3 Wood, 21 Coal
Material Drain: 2 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>Turithians appear to be an advanced culture

>1 Turn until :Mining: Automatons (Stone) Completed
>2 Turns until :Mining: Automatons (Coal) Completed


Next week will be filled with festivities due to the turning of the season, and I will have completed my census! We wouldn't have been able to make the Gnomes work if we wanted to during this festive week, so I finished compiling my census and sent it off.
>>
Alright, you convinced me, this isn't the end of the thread for tonight. I'm feeling a second wind. Lemme just compile the stats for population growth and we'll continue on.

If you've got any questions about lore or want more explanation on something, ask me now!
>>
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>>37694044
God damn right.
Goin to bed, you do you bubu
>>
Well then. I don't really know what we could do against the Turithians. They have a large kingdom, strong military, strong military tradition, a warrior slave race, and their capital is not very far away. Hopefully we can escape their notice for a while at least.
>>
>>37694044

You rock.

Enjoying the perspective of Mr. Heddlesbatch
>>
>>37694128

If we can possibly secure other alliances with races subjugated by them as well as send for reinforcements from home I'm sure we can put an end to their singular vision of the future.
>>
>>37694156
Maybe. Our first settlement isn't even finished yet though. I can't see us being able to act against them any time soon at all. And I'd expect any contact with them would just lead to our own subjugation shortly after as well.
>>
>>37694265

I didn't necessarily mean soon. It would take a bit for contact and relations to any near by potential allies to be found and set up and well and word sent back home and however long it takes to rally reinforcements/ship them here.


Question for CM. Did the prisoner ship return home or do we have it for exploration/stripping for resources?
>>
>>37694361
The Prisoner Ship returned home. I've always kept the option open for diplomacy with the homeland however, correspondence will take 1 week there and 1 week back however.

And keep in mind, as much as all that y'all said about the Turithians is true, keep in mind the Gnomes are significantly, and I mean significantly more technologically advanced. If you haven't guessed I'm not ashamed to admit that they're totally not!Rome in terms of culture. If we develop ourselves a bit more and get war-automatons going we'd be able to handle it, but for now you're right. It's better to try and escape notice.
>>
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Our original soldier population was 72. Increased by 50 from prisoners that immigrated and joined the military, increased by 25 from military caste children growing up. Total: increased by 75 to 147 soldiers. We were going to need more weapons.

Our original peasant population was 244. Increased by 150 from prisoners that immigrated and became peasants, increased by 100 from peasant class children. Total: Increased by 250 to 494. We're going to need more fields.

Our original Engineer population was 53. Increased by 50 from Engineer caste children growing up. Total: Increased by 50 to 103.

Our original Magiteknik population was 50. Increased by 45 from Magiteknik caste children growing up. Total: Increased by 45 to 95.

Our original Craftsmen population was 100. Increased by 50 from Craftsmen caste children growing up. Total: Increased by 50 to 150.

Our original total population was 521. Increased by 200 from prisoners immigrating, increased by 250 from children growing up. Total: Increased by 450 to 971.

The celebrations for the turn of the season were boisterous and loud. A rather rousing speech from Sir Pickeringworth riled them up even more, he was tired, but he still knew how to lead. Cog bless him.


Current Season: Summer (1/13)
Population:
Gnomes: 147 Soldiers, 494 Peasants/Farmers, 103 Engineers, 95 Magitekniks, 150 Craftsmen, 1 Royalty, 1 Recorder
Automatons: 1 Mining Automatons (Iron), 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
>>
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>>37694534
Due to the significantly increased amount of Gnomes in the colony, our current fields and housing simply aren't going to cut it. Fields have been reduced to only being able to supply 50% of the populace, and houses only 20%.
(Food runs out in: 5 turns. Morale: Low)

Current Season: Summer (2/13)
Population:
Gnomes: 147 Soldiers, 494 Peasants/Farmers, 103 Engineers, 95 Magitekniks, 150 Craftsmen, 1 Royalty, 1 Recorder
Automatons: 1 Mining Automatons (Iron), 1 Mining Automatons (Stone) 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (20%), Workshops (40%), Town Hall (40%)
Structures out of Colony: Farming (50%), First Waystation (100%), Iron Mine (100%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly), Turithian Empire (Hostile)
Morale: Low
Weapons: 102 Advanced Rifles, 102 Rapiers
Food: Large supply of food (5 Turns), Continuous supply of clean water (Self-Sufficient)
Material Income: 3 Stone/Turn, 2 Iron/Turn, 2 Wood/Turn
Stockpile: 4 Stone, 5 Iron, 3 Wood, 21 Coal
Material Drain: 3 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>We have a path prepared to create a railroad to the coal mine. Will not be able to harvest coal efficiently until it is finished

>1 Turns until :Mining: Automatons (Coal) Completed
>>
>>37694668
Four actions per turn
>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Gather Food (For 2 turns)
>Begin creation of building (1d4 for # of turns) (Waystation: 1 Wood)
>Create travelling aid to site (Road: 2 Stone. Railroad: 1 Wood, 2 Iron.) (Roll 1d3 for # of turns)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.) (Can do this action more than once/turn.)
>Expand fields by 20% (Once per turn)
>Build Automatons for (Farming:Mining:Foresting) (3 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly) (Turithian Empire: Unknown)
>Other (Specify)
>>
Rolled 32, 26, 63, 93 = 214 (4d100)

>>37694690
>Finish the railroad to the coal mine.
>Create more automatons for the iron mine.p
>Research improved mining automatons
>Expand Farms
>>
Rolled 31, 44, 79, 89 = 243 (4d100)

>>37694690

>Build Farms

>Construct more housing

>Construct way point at coal mine

And I dunno maybe

> Scouting party looking for other potential resources not so close to the Turiths


If they find us, a wall may not be a bad idea to have.
>>
Rolled 15, 95, 67, 59 = 236 (4d100)

>>37694786
>>
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Anyone else? I ain't staying up if it's just the two of them.

In the meantime here's an updated map.
>>
>>37694786
>>37694929
Going with this due to lack of other supporters/posters
>>
>>37694983

Really enjoying this civ. Kind of bummed it's slowed down this much even before 100 post
>>
>>37695016
Yeah. People must just be in bed because this is definitely one of the better civ games that run on here.
>>
Well I suggested OP use a quest tag after the first thread. Quest threads are more popular than civ ones. Shameful leeching but still
>>
>>37695153
Oh damn, I thought you meant Quest Tag on Sup/tg/, whoopsy daisy. I'll make sure to do it next time.

>>37695016
>>37695099
Oh man, this warms my heart. Only my second time running a civ, I'm glad y'all are enjoying.

Turns might take slightly longer because now I'm having to fiddle with the stats for 4 actions and update the map as I go. Nearly done this one though, just gotta write fluff.
>>
>>37695200

No worries, do your thing
>>
>>37695200
You might want to tune the numbers and actions down at some point to crack down on 'inflation'. Could get out of hand quickly enough.
>>
>>37695016
>>37695099
Well, reasons I don't participate:

Due to the amount of stuff Updates are kinda slow as OP has to write lots of stuff.

The system seems kinda complicated with all this stuff.

I have no idea what's happening.

But no need to change anything, tbh. I think something like a small Tutorial would be enough...
>>
>>37695355
I see, that's largely my fault I feel, the so called 'system' is being made up by me on the spot as a bastard child of other civ games I've seen. Perhaps I'll throw a tutorial down quickly to include in the next OP after this update, unless another poster feels they understand my bullshit well enough to explain it.
>>
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On the third week of summer, I rapped on Sir Pickeringworth's door, interrupting his snoring.
"YES, YES, I AM QUITE AWAKE, COME IN." I sighed, the Cog damn bastard was overworking himself.
Entering, I saw him rub the sleep out of his eyes, his haggard face had aged more than five years beyond it's time in the past 4 or 5 weeks.
"Sir, requesting permission to-" He cut me off right then.
"Mr. Heddlesbatch. I think we've both be doing this long enough now that you know you don't need to ask for my permission to do what you deem correct. I trust your judgement my friend." He nodded and favoured me with a small smile. I practically beamed back at having been called such a great Gnome's "Friend".
"Yes Sir, I'll get to business immediately!"
He called to me one last time before I left.
"Mr. Heddlesbatch... I believe it's time we set ourselves up a colonial Government. I'd like you to send a missive to the mainland to ask for more administrators, the colony has grown too large for just the two of us now I think."
He chuckled, as did I.
"Very well Sir."
I saluted and left.
(Farms +20%)

With my newfound authority, after tending to the increase in farming, I ordered the construction of new housing. We were lucky enough to have a surplus of resources so it worked out just fine.
(Wood -1, Stone -1, Housing +10%)
>>
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>>37695439
Preparing the way for our railroad, I had a Waypoint constructed between the main part of the colony and our coal mine. It was rather depressing watching our automatons struggle over the relatively gentle terrain to deliver their loads back at the colony. Once the railroad was built, our production would increase fourfold!
(Wood -1, Second Waypoint +100%)

I sent scouts, accompanied by prospectors, around the edges of our little valley, searching for any resources we may have missed the first time, and as luck would have it, we found a vein of the most precious metal of all, gold! Gold would only allow us to trade and gain assistance from the mainland, and automatons mining it would only guzzle coal, but the bargaining chip was worth it.
(Gold Vein found)
>>
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>>37695459
Current Season: Summer (3/13)
Population:
Gnomes: 147 Soldiers, 494 Peasants/Farmers, 103 Engineers, 95 Magitekniks, 150 Craftsmen, 1 Royalty, 1 Recorder
Automatons: 1 Mining Automatons (Iron), 1 Mining Automatons (Stone), 1 Mining Automatons (Coal), 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (30%), Workshops (40%), Town Hall (40%)
Structures out of Colony: Farming (70%), First Waystation (100%), Iron Mine (100%), Second Waystation (100%), Coal Mine (50%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly), Turithian Empire (Hostile)
Morale: Low
Weapons: 102 Advanced Rifles, 102 Rapiers
Food: Large supply of food (4 Turns), Continuous supply of clean water (Self-Sufficient)
Material Income: 3 Stone/Turn, 2 Iron/Turn, 2 Wood/Turn, 1 Coal/Turn
Stockpile: 7 Stone, 7 Iron, 5 Wood, 18 Coal
Material Drain: 4 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge, Gold Vein nearby
>>
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>>37695483
>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>We have a path prepared to create a railroad to the coal mine. Will not be able to harvest coal efficiently until it is finished
>Due to lack of railroads, coal mining automatons only harvest at 1 coal/turn

Four actions per turn
>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Gather Food (For 2 turns)
>Begin creation of building (1d4 for # of turns) (Waystation: 1 Wood)
>Create travelling aid to site (Road: 2 Stone. Railroad: 1 Wood, 2 Iron.) (Roll 1d3 for # of turns)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.) (Can do this action more than once/turn.)
>Expand fields by 20% (Once per turn)
>Build Automatons for (Farming:Mining:Foresting) (3 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly) (Turithian Empire: Unknown)
>Other (Specify)

Gonna try to put together a basic tutorial for playing this civ while next votes come in. Feel free to discuss anything amongst yourselves as always.
>>
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>>37695504
Forgot New Map:
>>
>>37695504
>Finish the railroad
>Use 2 turns to build more housing
>Build more workshops
>>
Rolled 31, 10, 35, 10 = 86 (4d100)

>>37695504

>Railroad to coal mine

>begin construction of a road/railroad to gold vein as well as set up mine if we have to.

>Construct automaton for gold mine

>More fields if we need it or add to anothers votes
>>
Rolled 42, 9, 91, 25 = 167 (4d100)

>>37695504
>>37695596
Forgot my rolls.
>>
>>37695419
You don't need to do anything for me. I just wanted to say some of my reasons (one huge one is that I don't like to join in the middle, but that's a imo very personal one...)

I myself love creating such huge systems myself (I once recreated a simple version of Sid Meyers Civilization in Excel...for fun...), but I end up with the same problem. It basically bashes potential players to death, when they see all the numbers.

A way to solve the whole "overwhelmed" problem would be to hide Information from the Player.

But ask your players before you change anything...
>>
Rolled 44, 20, 97, 64 = 225 (4d100)

>>37695504
- Let's build automatons for the gold mine.
- We should also construct a large port to better accept ships, their cargo, and start fishing later.
- Expand the fields
- Finish the railroad to the coal mine
>>
>>37695636
The only things I plan to hide from the players are battle stats, and we haven't even HAD a battle yet. If necessary I will hide things, but otherwise I'm doing this tutorial. Partway through anyway.

>>37695596
>>37695597
>>37695648
Only three of you it seems, so hammer out some common ground for a turn
>>
>>37695648

Mine this this guys are basically the same. I will agree to the port/fishing boats if you want to drop the one of mine that is different than his.
>>
>>37695780
'Aight then, roll 1d4 for turns to build the port please.
>>
Rolled 3 (1d4)

>>37695636
I agree with it. If I were a new player hopping in I'd hop back out due to the numbers. "Establish a mine" could be an action that includes both digging a mine, building automatons and building infrastructure to connect it. Could remove automatons from the list and just add 'slots' available for new automatons from coal revenue instead. Less actions per turn as a trade off. Magiteks, engineers, peasants could just be "civilian population" and the rest military.

But just a suggestion for simplification though it should be done in another thread on another day.
>>
>>37695858
Alright, thanks for the roll and suggestion, I'll save this in a text document. I'm bad at innovating ways for myself to do things in a simpler manner. I suppose the whole civilian classes are more suited to a smaller civilization than 900 and something people.

I'm writing the turn now btw. Also I'll take input from my players who are participating about simplification. Do you think it's a good idea?
>>
>>37695843
>>
Rolled 3 (1d4)

>>37695896

If it isn't to late
>>
>>37695896
I have no problem with the current system. Although 4+ actions per turn is going to be pretty taxing to write for over time. You may want to cap it at 4. Or even lower it back to 2 if that's more convenient.
>>
>>37695896
Are you using Excel or did you write a program?
>>
>>37695964
I'm literally keeping track of it via Microsoft word and modifying the sheet every turn. No programs or excel.
>>
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Seeing the value in the potential trade of the newly discovered gold, I quickly made my way to the furnaces of the workshop and commissioned the creation of a batch of Mining automatons. They would need a railroad to the Gold mine as well, but it could wait in this case.
(Automatons :Mining: Gold ETA: 3 Turns)

Sir Pickeringworth burst into my office one fine morning, a wild look in his eyes.
"I FOUND IT!" He loudly proclaimed. I, not knowing what in the Blazes he was talking about, simply stared.
"I found IT!" He enunciated again, emphasis on the it, still not understanding, I politely said,
"Pardon?"
He sighed and looked at me pointedly. "I found what our colony has obviously been missing! And what will in fact come in handy what with all this Gold we just found!"
I figured I knew what he was getting at at this point.
"A port, you want to build a port right?" He looked slightly crestfallen.
"How'd you know?" Not having the heart to tell him I had thought of the same idea the day before and ordered it's beginnings, I simply said, "Just a hunch Sir, just a hunch. I'll get the craftsmen on it right away!"
He merely chuckled and stroke his beard in that 'wise' way he was so fond of and said "My, you are a clever one Mr. Heddlesbatch, yes you are." And promptly left.
(Construct Large Port, Wood -2, Stone -2, Iron -1, ETA: 4 Turns)

Still combating the sudden spurt in population that our colony was dealing with, I ordered the continued cultivation of even more fields, truly expanding our agricultural sector to a whole new level.
(Fields +20%)

Seeing the gross inefficiency caused by the lack of a railroad between the Coal Mine and the colony, I finally got around to ordering the construction of the railroad. Due to the earlier preparing of the land, it would only take two weeks.
(Construct Railroad to Coal Mine, Wood -1, Iron -2, ETA: 2 Turns)
>>
>>37696196
Current Season: Summer (4/13)
Population:
Gnomes: 147 Soldiers, 494 Peasants/Farmers, 103 Engineers, 95 Magitekniks, 150 Craftsmen, 1 Royalty, 1 Recorder
Automatons: 1 Mining Automatons (Iron), 1 Mining Automatons (Stone), 1 Mining Automatons (Coal), 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (30%), Workshops (40%), Town Hall (40%)
Structures out of Colony: Farming (90%), First Waystation (100%), Iron Mine (100%), Second Waystation (100%), Coal Mine (50%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly), Turithian Empire (Hostile)
Morale: Low
Weapons: 102 Advanced Rifles, 102 Rapiers
Food: Large supply of food (3 Turns), Continuous supply of clean water (Self-Sufficient)
Material Income: 3 Stone/Turn, 2 Iron/Turn, 2 Wood/Turn, 1 Coal/Turn
Stockpile: 8 Stone, 6 Iron, 4 Wood, 15 Coal
Material Drain: 4 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge, Gold Vein nearby

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>We have a path prepared to create a railroad to the coal mine. Will not be able to harvest coal efficiently until it is finished
>Due to lack of railroads, coal mining automatons only harvest at 1 coal/turn

>Automatons (Gold) ETA: 3 Turns
>Large Port ETA: 4 Turns
>Railroad to Coal Mine ETA: 2 Turns
>>
>>37696211
Four actions per turn
>Scout (Direction) (Location)
>Gather Building Material (Stone, Wood)
>Gather Food (For 2 turns)
>Begin creation of building (1d4 for # of turns) (Waystation: 1 Wood)
>Create travelling aid to site (Road: 2 Stone. Railroad: 1 Wood, 2 Iron.) (Roll 1d3 for # of turns)
>Improve Colony Building by 10% using resources (Housing: 1 Wood, 1 Stone. Workshops: 1 Stone, 1 Iron. Town Hall: 1 Wood, 1 Iron.) (Can do this action more than once/turn.)
>Expand fields by 20% (Once per turn)
>Build Automatons for (Farming:Mining:Foresting) (3 Turns)
>Research Technology (Practical)
>Research Technology (Magic)
>Cultural Invention (Specify, can be musical instrument, game, etc.)
>Engage in Diplomacy (Gnomish Magitekrocy: Homeland) (Hornling Tribe: Friendly) (Turithian Empire: Unknown)
>Other (Specify)

Next turn will be the LAST for tonight, I've gotta finish at some point eh?
>>
Rolled 84, 4, 10, 95 = 193 (4d100)

>>37696223
>2 turns of housing
>Build workshops
>Make enough weapons to outfit all of our soldiers.
>>
Rolled 30, 11, 38, 69 = 148 (4d100)

>>37696211
Weapons for the soldiers
More automatons for the coal mine
Houses
Workshops
>>
Rolled 49, 42, 98, 64 = 253 (4d100)

>>37696253

Agree with first 2

My last vote is for more automatons
>>
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When
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>>37696334

Yes
>>
>>37696253
>>37696291
>>37696306
I don't even know how to tally this up. This does need simplification.
Is 2 turns housing, 1 turn workshops, and 1 turn starting production on coal mining automatons okay?
>>
>>37696395
sure
>>
>>37696395

Yea
>>
>>37696395
Sure.
>>
Do gnomes use airships?
>>
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To continue dealing with people living in tents on the beach, I ordered the construction of a significant amount of housing. We were now comfortably housing 50% of our populace.
(Wood -2, Stone -2, Housing +20%)

After some thought, I figured it would be smart to get our workshops up to another level of capacity, hopefully this would help with general amnesties around the Colony.
(Stone -1, Iron -1, Workshops +10%)

I ordered the creation of another unit of Coal mining automatons, obviously just one wasn't going to cut it.
(Automatons :Mining: Coal ETA: 3 Turns)
Current Season: Summer (5/13)
Population:
Gnomes: 147 Soldiers, 494 Peasants/Farmers, 103 Engineers, 95 Magitekniks, 150 Craftsmen, 1 Royalty, 1 Recorder
Automatons: 1 Mining Automatons (Iron), 1 Mining Automatons (Stone), 1 Mining Automatons (Coal), 1 Foresting Automatons
Hornlings: None in colony
Leader: Sir Pickeringworth III
Structures in Colony: Housing (50%), Workshops (50%), Town Hall (40%)
Structures out of Colony: Farming (90%), First Waystation (100%), Iron Mine (100%), Second Waystation (100%), Coal Mine (50%)
Diplomacy: Gnomish Magitekrocy (Homeland), Hornling Tribe (Friendly), Turithian Empire (Hostile)
Morale: Low
Weapons: 102 Advanced Rifles, 102 Rapiers
Food: Large supply of food (2 Turns), Continuous supply of clean water (Self-Sufficient)
Material Income: 3 Stone/Turn, 2 Iron/Turn, 2 Wood/Turn, 1 Coal/Turn
Stockpile: 8 Stone, 7 Iron, 4 Wood, 12 Coal
Material Drain: 4 Coal/Turn
Surroundings: Iron Vein nearby, Forest far off, Field far off, Forest on Ridge, Gold Vein nearby

>The Hornling Tribe is seeking an alliance against the "Turithians"
>Our coal supplies are not infinite, it would be wise to set up a second batch of mining automatons
>We have a path prepared to create a railroad to the coal mine. Will not be able to harvest coal efficiently until it is finished
>Due to lack of railroads, coal mining automatons only harvest at 1 coal/turn
>>
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At the very end of the week, a Hornling representative came down to our Colony. Donning our ridiculous metal caps, myself and the Admiral hurried down to meet him. It was their Chief himself as it turned out!
"Greetings, Chief Earthstomper, what news do you bring?" Sir Pickeringworth asked formally.
"Grave news indeed, Sir Pickeringworth, it appears that the days are numbered for our tribe if something does not happen soon."
As it turned out, there was an army of Monoculus' gathering at the edge of the grand forest that our Hornling friends resided in, and if they were to attack as the Hornlings expected, our friendly tribe would be wiped out! Sir Pickeringworth, to his credit, came before the council of advisors with three options, rather than make a decision on his own.
"Gentlemen, this may well be the gravest decision we will have to face in a long time. Our one link to the Gnomish party that landed here unknown years ago, and our one ally in this brave new world, are under threat. Before you I have presented three potential plans of action that I deem the most worthy of our attention.

Captcha: Empre
>>
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>>37696522
First, we migrate the tribe into our lands. This could be problematic for several reasons. First, it would accentuate our current food crisis, providing for these things on top of our populace would be a nightmare, though there is no doubting they would willingly share in the labour, perhaps lessening the food crisis if we're lucky. Second, it would cause panic at first, and with morale as low as it is, it might be tough to get our populace to accept them as allies. Finally, they would be missed, the Turithian Empire are expecting to find the tribe, and would find nothing, this could cause a search that would go through our lands, resulting in our discovery by the powerful empire. The bonuses are obvious. They are an extremely physically powerful people whom we are already friendly with. They have knowledge of the Turithians, and of the local land. They would be an extremely useful ally that would undoubtedly integrate into our culture nearly seamlessly.
>>
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>>37696533
Second. We leave them to die. We would be significantly more likely to avoid detection, as they would never betray our existence. However, we would be losing our one, true ally, and a potential valuable member-species of our Empire. They would be extremely useful when we take the fight to the Turithians, and losing out on that could be hurtful to our cause.
Third. Defend them. Take our army and any support troops and fight the Turithians on our terms inside the forest with our Hornling allies. I assume you can figure the pros and cons of this for yourself.

I'll leave it up to you gentlemen."

>Let them migrate to our lands
>Let them get slaughtered
>Defend them
>>
Rolled 89 (1d100)

>>37696553
>>Let them migrate to our lands
Beats option 3 and 2
>>
How's that for a fucking bombshell to end the night? I'm real proud of this quandary, discuss among yourselves if you want, it's the last decision for tonight.
>>
I'm a go on either 1 or 3. Both have obvious pros and cons. Just wondering which is more likely for us to pull off.

Do we know how long we have until the attack is?

How long would it take us to turn on the war machine to prepare for battle and move into positions with possibly having to make new weapons.

Option 1 would buy us a little time to make more weapons I would think
>>
>>37696625
1 is easier to defend but has social ramifications. I think the minos can more than pull their weight, but moral is a problem. Can always ask for their knowledge of local herbalism and get high on mushrooms to raise it.
>>
What if we let them migrate to our lands and then lay extensive traps throughout their former territory? It would slow down their attempts to find out where the missing tribe is and might make them instead begin to suspect the gnomes they may already know about of helping the hornlings escape their grasp. For whatever reason they might imagine.
>>
>>37696625
They're guessing 2 to 3 weeks until the attack, 4 max.
Keep in mind that I'll be rolling a die for whether you get detected after bringing them in, but at the very least it would buy you another 4 weeks on top of the time before they attack.
As for new weapons and organizing the war machine, well, we'll see. I suppose, can't tell you everything, this colony has never mobilized before.
>>
>>37696652

I like this idea.

Maybe also them living with us is temporary. Lets try to move them to the other cliffside in due time to relief the burden on our people. In the mean time they can help us work.

Lots and lots of traps to slow them down. Have them all leave and go the opposite direction as well so any attempts to track them back to us takes longer.
>>
>>37696692
>>37696652
>>37696651
So is the triumvirate agreed on letting them migrate into our lands and setting traps while attempting misdirection?
>>
>>37696727
Sure
>>
>>37696727
I guess we're down to two now...
>>
>>37696727

Still here

I agree to this
>>
>>37696727
Well, it was my idea so I'm for it. Although it's going to put a real strain on morale and production capacity.
>>
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The advisors of the colony made their decision, and it would prove to be one of the most momentous in Gnomish history in the new world. We were to let the Hornlings migrate into our land. The way we planned to swing this consisted of two steps. First, traps would be set around the settlement, this would slow down the Turithian's advance. Second, the Hornlings would split into several groups and each take a different way down the valley to our Colony. It was a masterful plan honestly, we truly, truly hoped it would work.
"We are honoured to have patrons such as you." Said Chief Earthstomper, once again bowing so low that his horns scraped the ground.
"We will forever be in your debt..."

That does it for this volume of the Voyage of Sir Pickeringworth, buy the next volume where we put our plan to preserve the Hornling tribe into action!

Thanks so much for participating guys, this has got to have been my favourite to write out of the three. I'll try to simplify things for the next thread, and we'll see how that goes. Are y'all available during the day tomorrow? I've got the day off and you all seem pretty into it so I don't wanna run it without you or something if I get the urge to.

Anyway, questions and advice as usual, and here's the current state of affairs in our slice of the New World.
>>
>>37696851
I'll be around all day tomorrow so count me in.
>>
>>37696851
I'll keep tabs on twitter.
>>
Thread is archived at http://suptg.thisisnotatrueending.com/archive/37689198/ for my future reference. I'll be around for another 10 minutes or so for questions or advice then I'm heading to sleep.
Compliments and ego-stroking as welcome as constructive criticism
>>
>>37696851

I should be around if sporadically tomorrow.

We need a wall and fortifications made soon!
>>
>>37696851
Did we get here by airship or normal ship?
>>
>>37696936
We may not have enough time/resources. We'll need tons of traps and we should probably ramp up production of war-automatons as high as we can sustain it.
>>
>>37696940
Normal ship, airships haven't entered widespread use yet, it's only a new technology back in the homeland.

If you're curious about the tech behind the normal ship, the first thread is archived here:
http://suptg.thisisnotatrueending.com/archive/37650498/

Only really need to read the first story post.
>>
>>37696934

This and the Sunlizards are by far my two fav running at the moment.

I am also interested in the possibility of airships. Have our magitekniks put anti gravity and propulsion runes on ships.
>>
>>37696979
We'll see I suppose ;)

Twitter's at https://twitter.com/PhantomOfTheCM because I keep forgetting to put everything all in one final post.
>>
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Bigger automatons, so big and heavy no limbs can effectively carry them, so they're stationary, able to use several rifles at once and aim accurately. We'll call them "turrets". Variations for a single large cannon with fireball runes for artillery
>>
>>37696979
This and Cyclops Civ are mine. And I have to say, they're about as equally well written. It's a real shame this hasn't picked up as many players yet but I think it will in time.

>>37697016
I think we should call them Pickeringworths. Fearless, never backing down from any challenge . I think it'd be a fitting way to honor our leader.
>>
>>37697016
Truly innovative

Anyway, Phantom signing off, unless something goes amiss I'll see you all tomorrow, either during the day or after Sun Lizards if it runs



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