[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1340942281936.png-(27 KB, 800x600, Map Fo da Dwarvies.png)
27 KB
Previous Thread: http://suptg.thisisnotatrueending.com/archive/19660154/

The ambassador housing has been completed. It is truly a feat of Dwarven engineering, and the Dragonling ambassador is duly impressed. He describes the manor as more extravagant than anything he's ever seen. The architects were amused when he just laid on the floor, and had to be shown to his bed. He still, however, prefers the heated marble floors. Classes on dragonspeak have moved to the manor, and the teachers have taken up residence in the extra rooms to teach the ambassador Dwarven.

In unrelated news, the caravan is back! With them they bring two tunnel borers. They should serve to dig Deep Roads at least twice as fast as a team of miners. They also bring back an officially appointed Archmage. He is assigned to teach our science dwarves about the arcane arts. Among his abilities, he counts shooting flame from his palms, extinguishing all fire within a mile radius, summoning warriors from the rock around him, and improving the natural dwarven ability to hold one's drink.

Apparently, a new guild has sprung up. It's been years in the making, but the "Explorer's Guild" is now official. In exchange for it's charter, it offered a map of previously unknown areas of the mountains.

A school is under construction at the midpoint of the Deep Road. It shall be a school of magic. However, until it's completion in 1 year's time, the science dwarfs are practicing with their new magical talents.
>>
>>19666535
>Science Dwarfs are now Tech-Mages. Can shoot fire from their hands, but that's it so far.

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.
____________________
Trade Caravan: 2 turns.
____________________
Population: 340 (+30 per turn)
Army: 60 Swords; 35 Spears; 55 Marks; 20 Tech-Mages 170 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Rifles, Revolvers, Mutli-Cannons.
Tech: Very Advanced
Magic: Below Average
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress.
>>
>>19666538
Explore North and practice magic. If there is some more things to be done, expand mountainhome would be goo too
>>
>>19666538
B.
>>
>>19666538
D practice our magic
Have our tech-mages meditate in front of the blast forge and try to draw inspiration.

Offer a reward to the explorer's guild if they find anything intresting to the north.
>>
>>19666538
Can we do a combination of C and D, where we try to find ways to use tech to make magic easier and magic to make tech better?
>>
>>19666535

I'd like to gather information on the other societies in our world. We're not very dispersed, so gaining information on where other people are as far as tech/magic/social structure would be appreciated.

Maybe the dragonling ambassador has some knowledge on the subject?
>>
>>19666538
A) Build a temple to the Dorf Gods.
>>
>>19666538
A. We could do with a bigger, better mountainhome.
>>
>>19666582
Seconded completely
>>19666608
would be appriciated

And maybe [F]ound a new settlement, at the side of the mountain, or even the other side of the bridge. Though I'd like to see another civ first
>>
>>19666594
second. i want magic golems with gatling guns.
>>
>>19666608
Well, apparently Irongate is more than twenty miles away from Bridgetown, so that map actually shows a pretty significant area.
>>
>>19666666
>magic golems with gatling guns
There could be worse gets.
>>
>>19666594
>>19666601
These.
>>
>>19666666
Awesome get dude.
>>
>>19666666
now it must be done!
>>
File: 1340942969893.png-(151 KB, 300x466, 1338871236707.png)
151 KB
The Ancestors and Gods demand we build a proper temple! Would you bring their wrath upon our home?
>>
>>19666666
Sextuple sixes? Well now...
>>
>>19666676
Damn, really? I thought they were much closer than that.
>>
>>19666666
Best get ever. So it is written, so shall it be done.
>>
>>19666666
Hex hex get...
thread derailed
>>
>>19666702
Irongate and Bridgetown are ~40 miles away. Two day's ride by cart.
>>
>>19666717
Wow. Those deep roads were a seriously good investment, then.
>>
>>19666535
bump
>>
This new "Explorer's Guild" could be a great boon for Irongate. It allows the settlements to devote their resources to other pursuits while the Guild goes about the business of exploring. That's exactly what Gris O'Beardson intends to do, in fact. He's commissioned the Guild to explore north, and in-depth results are expected in three months time. Preliminary reports indicate that there appears to be ruins at the junction of two rivers. What the ruins might be is a mystery. Unfortunately, the preliminary report did not come with a map.

There are grumblings in Bridgetown that it has become crowded with civilians. This would not be a problem, if it were not a strictly military encampment with only enough civilian roles to be self sufficient. The Army Foreman puts forward that they should either be drafted, sent back to Irongate, or found a new settlement somewhere.

Our Tech-Mages have been practicing twenty-four seven, with the help of the Dragonling ambassador. It has been revealed that, amongst dragonlings, they can only perform "parlor tricks" and so it should be easy for him to help the Tech-Mages perfect their limited spellcraft. Under his tutelage, and with intense meditation, the first new invention is announced. A fusion of technology, and magic. A Gatling Golem. They have a set amount of materials inside them to produce cartridges, and when it's spent they fall apart. Each can fire roughly two hundred shots before "dying". They're not particularly accurate.
>>
>>19666895
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.
____________________
Trade Caravan: 1 turns.
____________________
Population: 370 (+30 per turn)
Army: 60 Swords; 35 Spears; 55 Marks; 20 Tech-Mages; 10 Gatling Golems 180 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Rifles, Revolvers, Mutli-Cannons.
Tech: Very Advanced
Magic: Below Average
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress.
>>
>>19666909
Well, since Bridgetown has too many civilians, let's put them to work extending the Deep Roads to somewhere near the Dragonlings, then found a new settlement there as a trading post.
>>
>>19666932
I'm on board with this.
>>
>>19666932

This. Also, while those undirected civilians expand the Deep Roads, our tech mages can continue practicing magic with the aid of the Dragonling
>>
>>19666909
get the explorers guild to do it right this time and investigate closer if needed send a tech mage with them.
Then make a go between point of the dragonling and dwarf civilizations as a trading point.

Have the tech mages focus on trying to enchant arms and armor
>>
>>19666932
As long as it's at least a few miles from the Dragonlings. We don't want to impede on their territory, nor they on ours. We're friends, but not that close yet.
>>
>>19666932
This sounds reasonable. As long as the dragons are cool with it.
Also C: let's invent grenades.
>>
>>19666957
Infact we should ask permission first from the diplomat
>>
>>19666909
A) Build a temple to the Ancestors and Gods. Before we anger them with our lack of piety.
>>
>>19666952

I'd like to amend that slightly. They continue practicing magic, but with efforts directed at enchanting objects. We've got a sweet amount of tech, so making it better through magic would be nice.

Also, these guys have some ideas.

>>19666958
>>19666967
>>19666957
>>
>>19666932
This. Also, I'd like to put forward that we improve our new Gatling Golems so that they last longer and are more accurate. Don't want them firing too wildly, potentially killing our dwarves before they kill an enemy.
>>
>>19666932
Agreed, having a trading post and road connecting our settlements will further our relations. Just ask first if it is okay. Don't want to be overly intrusive.
>>
>>19666895
Let's work on refining those golems. Instead of containing an entire ammo factory, why not just have their guns feed from a box of cartridges, which can then be refilled afterward?
>>
>>19666971

Why do you keep suggesting this? We have no established religion, and we're functioning rather well. Why would we establish one now, and risk causing discord among our own? Also, the other races wouldn't worship dwarven ancestors or gods, so that would put us at odds with them as well.
>>
>>19666998
>You don't have metal cartridges yet. Basically the golems magic the round into the barrel right before they fire it. You would need to tech up to, basically, Henry Repeater levels to make the whole belt feed viable. You also don't have rifling yet, by the way. Just tossing that out there.
>>
>>19667008
We're basically a bunch of pioneers establishing a new mountain home I'm guessing.

And how would having our ancestors and gods being respected anger the other races? Fuck them why would they even be living with us.
>>
>>19667016
Then let's research metal cartridges while the Bridgetown civilians are digging, and then rifling the turn after that.
>>
>>19667030
Alfonso mentioned no previous gods. so now we are not making temples
>>
>>19667042
I think that's because we haven't asked before. The Dwarves most likely have some kind of ancestor spirits or gods they worship.
>>
>>19667060
Then let's ask. Alfonso, do our dwarves have a religion?
>>
>>19667077
And, more importantly, if they do, is it one that requires churches/temples/shrines?
>>
>>19667060

Well, we don't worship them now. Having respect for the accomplishments of our ancestors is one thing, but worshiping them is quite another.

We've had no need of gods prior to this, so why should we waste resources to make one now?
>>
>>19667077
>>19667060
Yes, you have a religion. However, it is casual at best. Many dwarves worship the ancestors, as they built the Mountainhomes of the homeland. It was a feat many viewed as worthy of admiration. However; this is a settlement of pioneers, out to up the ancestors. Naturally, they don't revere them nearly as much as those in the homeland.
>>
>>19667104
Cool. So no need for temples until this current generation is dead and the new generation wants to honor the pioneer ancestors.
>>
>>19667104
good no shrines on to the enchanting and da explorin and hopefully an eventual war. I mean we do have quite the arsenal in our hands
>>
>>19667113

The next generation wouldn't really be raised to honor the current one. With the way our people progress, it's likely our society would be always focused on 'one-upping' those who came before, seeing ancestors not as paragons to be respected, but as benchmarks to be overcome.

Which I think is much cooler
>>
>>19666932
this might be late, but i think this is a bad idea, we should establish an above ground trade route with them. Or, have the route come from across the river therefore still maintaining our tactical presence with the sole opening being the gorge entrance
>>
>>19667131
Agreed. It means that in Irongate, we won't have lazy, pampered dwarves content to stagnate in tradition.
>>
>>19667131
Sounds like a dick move to me. Once the current generation dies off we're going to build some proper shrines and temples.

But let's expand our forges. Let's become the industrial powerhouse of the region.
>>
File: 1340945284714.png-(31 KB, 800x600, Map Fo da Dwarvies.png)
31 KB
Discussions are opened with the ambassador, and blueprints are laid. The plan worked out is to extend the deep roads directly south from the mid point, and then east until they reach the cliff face at ground level. The actual settlement will be ten miles into the deep roads. Dragonlings would be given free passage through the Deep Roads, and access to all of our cities should they choose to travel that far. Of course, no secrets would be divulged. With the Tunnel Bores, and the citizens shoveling coal into them, this would take roughly six months. The plans are sent by messenger to the Dragonling "king" though the title is mostly honorary. He is, however, responsible for major decisions like this one. Results are expected within three months.

In the mean time, Tech-Mages begin experimenting with the rifles and revolvers. They take notice that the bullets expand once fired, and they are divided on whether or not this can possible be useful. They do, however, invent a machine for quick and effective production of cartridges. It is a press, that forces the bullet into a copper casing filled with a new mixture of black powder. It produces less smoke. This new cartridge drastically changes gun design. Now one barrel can fire five or six times with no need to reload. New models are abound, and the economy is booming.

Worrying news from some of the new immigrants. Apparently open rebellion has broken out in the homeland. The Foredwarf of Foredwarfs lays dead. Details are sketchy.
>>
File: 1340945304550.png-(907 KB, 720x720, 1340737789558.png)
907 KB
>>19667144
Absolutely disgusting. Dwarves must look to the past to inspire them to greater achievements.
>>
File: 1340945365498.gif-(978 KB, 750x650, 1340237809897.gif)
978 KB
>>19667166
I'm one-upping you, grandpa.
>>
>>19667165
We're beginning to rely to much on magic. Let's start building a larger dwarven mountain home. Let's see if we can't get a noblehouse to sponser us provide us with more workers and funds.

We need to expand and ensure the realm expands.
>>
>>19667144
>>19667131
>>19667166


If we formalize a religion, I think this should be its founding tenets. A dwarf should never be content to rely on the accomplishments of his forebears. The idea of building on the past to create a better future is already central to how we behave, so why would our religious beliefs be any different.

Than again, this is assuming we will formalize a religion at some point
>>
>>19667165
The Explorer's Guild has come forth with their findings. Three ruined settlements. Bones indicate they were a race similar to the Dragonlings. No valuables were left, everything burned to the stone foundations. None were found alive. What sort of monsters could do this, none know.

Good news though! The trade caravan has returned. It brings with it fifteen treatises on magic, written in Dragonspeak. The Dragonling ambassador is already translating them for us. Translations will be complete in about three months.

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.
____________________
Translations: 1 turn
Diplomacy: 1 turn
____________________
Population: 400 (+30 per turn)
Army: 60 Swords; 35 Spears; 55 Marks; 20 Tech-Mages; 10 Gatling Golems 180 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Rifles, Revolvers, Mutli-Cannons.
Tech: Very Advanced
Magic: Average
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress.
>>
>>19667165
well....shit we better be on the lookout for troublemakers
>>
>>19667165
Send the explorers north, telling them if they bring back a detailed map of the plains they will have a reward for the efforts.

Start drilling all of our troops in the brand new rifles and revolvers

Tech mages work on giving the bullets some of their firery abilities
>>
F
Build a new settlement at the mouth of the river where it leads into the dragon land. make we start with a great hall just beneath the ground and extra large tunnels, afterwards we should inform the dragonlings that this is a town they are more then welcome to co-inhibit though for them structures above ground would probably be erected ( or if there is a steep cliff they get the "view" side of the settlement since they can just up and into the city. The reason being that i want to assimilate them instead of just making trade partners they excel at everything we lack ( magic, flying physical size)

a joint town would cement our relations as well as giving us access to the bounty of the Vally ( for more and better liqueurs )
we might as well ask them about helping us with some magic to tame the boars
>>
>>19667187
Also tell the ambasdor about the findings to the north and take note of the response he makes.
>>
>>19667187
Let's do some hardcore training in firearms. We want every able-bodied dwarf, from soldier to miner to farmer, to be at least a decent shot with both rifle and revolver.
>>
we need to start making high grade explosives like grenades

and steam powered tanks
>>
>>19667187
E) Try to attract noble families running from the combat in the homeland. Nobles are rich and with them we can bring more fame and prestige to our growing home.
>>
>>19667187
E. Explore North some more (Guild).
A. Improve Mountainhome. Need more space to have people from Bridgetown move in and begin working.
B. Improve weapons to better use this new press. Larger magazines and faster reloading.
>>
File: 1340945679889.png-(18 KB, 429x410, 1339051838448.png)
18 KB
>>19667202
Absolutely disgusting. Co-Exist? We should move them out of there.
>>
>>19667226
It's more profitable to get them to trade us everything they have that we don't first.
>>
>>19667213
I like this idea
>>
B. Let's aim for >>19666998.
>>
File: 1340945802828.png-(20 KB, 255x213, 1338884922489.png)
20 KB
>>19667236
We're too different to integrate them. They either become a kind of colony or slaves.
>>
>>19667187
do we have boars yet? If so send the explorer's on boar back to make their trips faster
>>
>>19667211
This. Firearms need to become ubiquitous in our lands. Once our common laborer can stand up to foreign soldiers, we can finally stop all of this fucking weapon research and turn to something to better our society.
>>
>>19667253
No.
>>
Our tech mages should focus on enchanting.

An Engineer's guild should be founded

We should build a new settlement into the cliff face at the mouth of the river. All the benefits of being underground, but with the commanding view of the river.

All citizens should be trained on the basics of our firearms.
>>
File: 1340945895046.jpg-(11 KB, 190x190, 20100114_hitler_190x190.jpg)
11 KB
>>19667253
NO WE WILL NOT FUCK OVER OUR NEW DRAGON BROS!
>>
File: 1340945972745.jpg-(41 KB, 451x633, 1340931702223.jpg)
41 KB
>>19667268
They're not even bro's yet.
>>
>>19667285
THAT'S WHY WE'RE TRYING TO ASSIMILATE THEM.
>>
>>19667285
their bros till proven non bros
>>
File: 1340946131028.jpg-(133 KB, 365x301, 1340732002079.jpg)
133 KB
>>19667295
I don't even think we can assimlate them. We're far too different. Far useful to use them for cheap labor in colonies and our forges.
>>
>>19667213
second. also tell the dragons of what we found
>>
rolled 64 = 64

Dragon-bros are bros.

Stop trying to fuck it up.
>>
>>19667310
They're as smart as they are strong. As long as they have things to teach us, we keep them as valued trade partners. No assimilation, no integration. Trade partners.
>>
>>19667310
we have no need for cheep labor. Are forges are on neer autopilot, and colonies are worthless to us. We are good.
>>
As much as i adore all your spezisim there are more important things to a dwarf namly GOLD the amount of gold that is to be made by trading with the dragons and then further trade with the homeland is enormous. I also dont want to pass up on the possibility of dwarfs riding dragons and shooting guns, it's just too freaking awesome.

on the matter of the homeland, i agree that we should send a diplomatic mission but not to get nobles more as to get new immigrants we have plenty of possible space on the deep route and with a friendly loan every immigrant can buy tools to make his home there, a loan which he will ofc be working of in our settlement or army. Lets just profit from their power struggle
>>
>people trying to fuck-up dragonbroship
you better not
We could have dragondwarves the next generation
>>
This new weaponry boom has created an interesting situation. Murder rates at first spiked, as any drunken brawl could end in murder. Now they are starting to drop again, as more and more people realize that everyone is carrying a weapon, and that shooting someone will likely get you shot. Some have ten-barreled gatling revolvers capable of carving a hole in a dwarf's chest. Some have the sleeker, newer designs. One barrel, with a rotating chamber that lines a new cartridge up to fire after each shot. It's speed versus power. The Army Foreman came forward with a solution. Every citizen is drilled, three times a week, on the correct and proper way to use a firearm. An invading force would have to slog through, block by block, tunnel by tunnel, against a well armed populace.

The Ambassador has completed his translation. It is... perfect. A bridge between Dwarven and Dragonspeak. It is an encyclopedia of knowledge, and the Archmage's newly established school has adopted them as their textbooks. They're being copied en masse. The ambassador has expressed that he is homesick, and wishes to return.

The Explorer's Guild is offered a hefty sum if they can map the plains out in their entirety. The rough estimate is one year until any significant findings are returned, but they accept the contract. (4 turns).

Our Tech-Mages have whipped up a new weapon for our troops. A "Grenade". A palm-sized ball of iron packed with gunpowder, and with a short fuse. It explodes smashingly well.
>>
File: 1340946402127.jpg-(110 KB, 474x492, 1339115916047.jpg)
110 KB
>>19667341
No. Never. Just no.
>>
>>19667310

>Our Tech-Mages have whipped up a new weapon for our troops. A "Grenade". A palm-sized ball of iron packed with gunpowder, and with a short fuse. It explodes smashingly well.

yes!
>>
>>19667357
Get out of this thread imperium scum.
>>
>>19667344
Let's send the diplomat back for a while. He's done pretty damn good. We should probably bring our diplomat back as well.
>>
>>19667344
Send our own scouts to the west behind our caves.
>>
>>19667341

Dragondwarves may be a bit much, but having dwarves raised to Very High magic, while also being Very High in tech, would be fucking beautiful
>>
>>19667341
NO! NO NO NO NO NO NO! I remember the last time we had this quest it went down the creepy route fast
>>
File: 1340946524635.jpg-(148 KB, 1130x900, 1339385749971.jpg)
148 KB
>>19667367
>Imperium Scum

>Not Imperial Scum

Out now.

Anyways I feel we have far too few Dwarves and we're expanding too quickly.
>>
>>19667344
Allow the ambassador to return, of course. Send him with a protective escort, ask if he has a suggestion for a replacement.

>dwarves getting trained in magic
>dwarves getting trained in guns
>dwarves making grenades and gatling golems

Guys, I think we can stop with the weapon research for a while now. Not forever. Just, you know, we're good for now.
>>
>>19667344
The messenger has come back, looking grim. The Dragonling king has recently disassembled the ruling body, a "senate", and had the members killed. He has stated that if the dwarves dare intrude upon his land, he will consider it an act of war. He is working his citizens ruthlessly, towards what he calls "Great Works for the Empire".


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.
____________________
A1. TO WAR!
B1. Let's try to work this out, diplomatically.
C1. Assassinate the king!
D1. Your choice.
____________________
Population: 430 (+30 per turn)
Army: 105 Swords; 90 Marks; 25 Tech-Mages; 30 Gatling Golems 250 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Rifles, Revolvers, Mutli-Cannons.
Tech: Very Advanced
Magic: Average
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress.
>>
>>19667344
Its the god damn Wild West but with dwarves and an awesome economy where everyone is rich.
>>
>>19667373
agreed lets get our guy back and he can teach us much
>>
YES JOINT TOWN JOINT TOWN

BEGIN BUSING-equivalent PROGRAMS IMMEDIATELY
>>
>>19667384
D1: Ask the Ambassador what he recommends, then do that. He knows more about dragonling politics than we do. Aside from that:

B: Let's make Irongate more comfortable and secure for everyone.
>>
>>19667384
Well we need to liberate our friends.
SHOW UP IN MASSE WITH OUR ARMY OF GATLING GOLEMS
>>
>>19667344
i'm up for the citizen drilling, but not too intense to make sure they stay happy.
The ambassador can leave if he wishes
>>
>>19667405
>Ask the Ambassador
This. He'll know better than us. We don't want to do anything stupid.
>>
File: 1340946690740.jpg-(25 KB, 462x259, sniper_holdontoyourhead.jpg)
25 KB
>>19667384
B1 and if that fails C1 no need to go to war if we don't have too

also C
>>
>>19667384
Assassinate that king, but do it as an act of freedom. Do not kill civilians. Kill only the king and put the Ambassador as the ruler.
And then A.
>>
File: 1340946718104.jpg-(171 KB, 666x1000, 1340675564086.jpg)
171 KB
>>19667384
F) Send a few men towards the homeland to spread news of how prosperous this new territory is. Try to get us more dorfs for our mountain home.
>>
>>19667384

We've gotten enough to defend ourselves. We don't need to research weapons immediately.

I say

F. Found a new settlement at the mouth of the river. Call it Peacefalls. Spread word that Dragonling refugees are welcome there.

If possible, I'd also like to

C. Research new technology. We have gunpowder, so the idea of a combustion engine (or rotary engine, at least), is within our grasp

Also,

D1. Gather more information. Provide aid to refugees, but none to dissenters or supporters until we know full well what's going on.
>>
>>19667426
homeland is in civil war dude
>>
>>19667384
0.o I thought it was the Dwarven Homelands that was having political upheaval....
>>
>>19667410
That's just fucking stupid and might get more support to the king.

D1) Do not involve ourselves.
>>
>>19667416
>>19667405
The Ambassador is dumbstruck. He's never seen anything like this happen before, but it's been years since he left. A lot could of changed. After all, he started wearing clothing! That was unheard of in the Dragonling community. However, the King can eliminate the senate during war-time. Just not... kill them all like that.
>>
>>19667384
assassinate the king and put our ambassador bro in charge. have the scientist research a long ranged, but accurate rifle.
>>
>The Dragonling king has recently disassembled the ruling
> body, a "senate", and had the members killed. He has stated
> that if the dwarves dare intrude upon his land, he will consider
> it an act of war. He is working his citizens ruthlessly,
> towards what he calls "Great Works for the Empire".

Oh god that is our chance! build that joined town now, offer sanctuary to the exploited masses ( especially the wizarding kind) we have so much military might right now that defending it should be alright and loyal dragon citizen are very useful indeed
>>
>>19667438
its both.....god damn times are changing

also we need to find some new types of metals to forge
>>
>>19667445
Does he have any advice for how to handle this?
>>
>>19667384
Open doors to refugees. Threaten the king with war. If he persists, assassinate.
>>
>>19667433

I agree with the idea of getting more information before we act. At the very least, we need to wait until our diplomat returns
>>
>>19667445
TIME TO REV UP THOSE ASSASSINS! No civilians casualties. This is for the people.
>>
>>19667452
YES! we must do this
>>
F) Try to get war-weary dwarves to join our mountain home from the homeland.
>>
I vote for the new settlement and allowing refugees in. This assassination and war-talk is nuts
>>
>>19667464
if he returns
>>
>>19667452
This.
>>
>>19667452

Do it. place a few of the gatling golems in the town, and move up part of our troops.
>>
File: 1340947102073.png-(990 KB, 759x646, 1339114167809.png)
990 KB
I feel as if someone is samefagging.

Anyways guys think about this. We're getting over extended we simply do not have the numbers to watch over all of these towns.

We need more dwarves.
>>
Hmm, what are the odds that a dragon decided that it liked having subjects that are even slightly close to it's magnificence and is either manipulating, controlling or just took the kings place to build it's own kingdom using the dragonlings as a base.
>>
>>19667501

Samefags are abounding, I agree. However, I think if we have dragonling refugees entering the new settlement, they can be tasked with helping to protect it.
>>
>>19667501
I posted twice, but I'm pretty sure the other guys are legit.
>>
File: 1340947444651.jpg-(197 KB, 634x1144, bA2Lr.jpg)
197 KB
C. we need to get to work on steam power tech
>>
A. I think we need to expand our home and close up any access still connected to the surface, thus granting us the tactical advantage which bridgetown is supposed to give us (if we havent closed it off already).

In addition, we should begin production on glass so that we can create lenses in order to be able to see farther from our own front door, and to help the guild.
>>
File: 1340947732813.png-(32 KB, 800x600, Map Fo da Dwarvies.png)
32 KB
With the news of the Dragonling turmoil, construction is underway. 50 citizens from Bridgetown have set out with the Tunnel Bores. Already, good progress has been made. It won't be long until they reach the settlement, which is already being excavated, and the route has already been scouted. From what our scouts say about the state of the Dragonling lands, it appears they're building a massive monument. Perhaps a statue, or some kind of temple. It's very had to tell in these early stages.

A small team of our best marksdwarfs is being trained and prepared, should the need arise, to assassinate the Dragonling king. They are physically and mentally at the peak of Dwarven kind, with the best technology the Tech-mages and forges can offer.

Everything seems fine, that is, until a massive wave of immigrants reaches Irongate. Three entire noble houses have arrived from the homeland, seeking refuge. Four hundred dwarves are amassed at the gates, starving and dehydrated. Irongate is still too small to hold such massive numbers, but a camp has been set up with simple huts and tents, and the Ambassador manor is stuffed full of these new immigrants. From what has been gathered, the Homeland was invaded by Goblins from the east, tens of thousands of them. This, combined with the political upheaval, has sent many refugees fleeing as Mountain after Mountain is plundered.
>>
>>19667569

I was under the impression we had closed off everything. But if we haven't, then I support this idea.

Also, lenses for magnification is actually a rather good idea. Then again, if we already had jewelers from the homeland, we might already have the knowledge of lenses, and glassmaking in general
>>
>>19667583

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.
____________________
A1. Expand Irongate
B1. Send them back
C1. Your choice.
____________________
Population: 860 (OVERPOPULATED!) (+30 per turn)
Army: 105 Swords; 90 Marks; 25 Tech-Mages; 30 Gatling Golems 250 total.
Food: Dwindling
Architecture: Small Mountainhome
Weapons: Steel Weapons, Rifles, Revolvers, Mutli-Cannons.
Tech: Very Advanced
Magic: Average
Defenses: Mountains, Mountainhome, Great Gates, Cannons, Bridgetown Fortress.
>>
>>19667583
GET TO BUILDING HOMES NOW!
>>
>>19667583
A

With all these people here we might also want to build a small shrine to the ancestors too. What with all the mountains being pillaged.
>>
>>19667588
A. New farms and pronto we hadn't had food problems in years

A1
>>
>>19667588
improve mountainhome
>>
>>19667588
C1: Expand Irongate and expand the militia greatly. Any refuge who has military experience who should join the military.
And A. Improve mountainhome.
>>
>>19667588
A, obviously
>>
>>19667588

C. Research Technology relating to agriculture, food preservation, etc. Build new farms

C1. Tell them about our utilitarian society, and how each dwarf needs to work for the great bounty we all enjoy.

Also, don't do this:

>>19667599
>>
>>19667583
Build more space, we need more space. Begin work on larger canons with our new press-using tech. We will need artillery. In addition, I still advocate getting telescopes/binoculars.

The Guild should be set out on patrolling our eastern border. Do not go into the desert, however, watch out for goblins.
>>
>>19667599
A small shrine might be a good idea right now with the civil war back home
>>
>>19667599
>>19667609
Don't forget to improve defences with the new upgrades
>>
>>19667619
>utilitarian society
Nope.
>>
Alfonso, have we closed off the tunnels leading to surface at our Mountainhome? If not, we need to get those shut and then guarded.
>>
>>19667633

Aren't we though? Doesn't everyone have to work? Or am I misunderstanding something here?
>>
>>19667588
A. Expand the farms and the residential areas, the professional areas if we have time too.
>>
>>19667583
A
>>
>>19667640
That's not what utilitarian means. We're capitalist and opulent and non-traditional. We don't tolerate laziness, but we're fine with luxury.
>>
>>19667654

Ah, my apologies. I gleaned the definition of the term from a description of ethergaunts (or tau), wherein the same sentence it talked about the caste system talked about everyone having a job and committing to it for the good of the entire species.

I probably shouldn't have just used context to define it, I admit, but it seemed to fit based on the word structure.

Regardless, Our society requires that all must work for their keep. We ain't no pathetic humans that become decrepit and senile, so there's no excuse for anyone not to be working once they're old enough
>>
>>19667677
True that. And the reward is membership in a thriving economy of advanced science and magic. It's a pretty good reward.
>>
>>19667689
and the protection of the most advanced army in existance
>>
>>19667689
As dwarves I feel that there's a limit to what magic we can do.
>>
Damn it! 4chan ate my post.
>>
>>19667700
Which is why we focus on enchantment and technomancy.
>>
>>19667700
Yeah. It looks like we're good at being artificers (making constructs and enchanted items), but that's all our magic is good at.
>>
>>19667703
give us the abridged version then
>>
loan shovels, picks and explosives and in a wild west land acquisition style let them make their homes just of deep road, in iron gate and yes bridgetown too some might even want to join the new border expedition. also encourage the 3 noble houses to split up between the 3 emerging cities so we can start establishing some aristocracy.

how long will our food supplies last at the current rate?
we should get on building more next turn

w
>>
File: 1340948937109.png-(33 KB, 800x600, Map Fo da Dwarvies.png)
33 KB
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.
>>
>>19667764
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.
>>
>>19667769
Okay, if they've taken to raiding, it's time to send in the sniper squad. It's time to kill the dragon king.
>>
>>19667769
G. Assassinate that king. We can't have a war at this point with the threat of the goblins overarching us.
>>
>>19667764
A) Still not enough we need to focus on the farms and villages.
>>
>>19667764
fucking hell they have shields

We need that steam power tech so we can make a tank so C
>>
>>19667769
C. Lens

apply lens tech to assanating
>>
>>19667769
D: enchanted magic-armor piercing bullets.
>>
>>19667769
A. Improve Mountainhome.
D. Practice magic which nullifies magic, or pierces it.

B. Use that new magic to enchant our bullets and shoot through the shields.

Next, we will need to fortify the southern town just as much, if not more than Bridgetown.
>>
>>19667800
This.
>>
combine our border patrols in the dragon land with hunting a few of these oversized bovines should help feeding the masses

on the topic of king slaying are we seeing dragon refugees coming to our settlement?
if yes dont assassinate the king ye
if not kill that sob
>>
Guys our food supply is scarce, we need to focus on increasing the yields or size of our farms.
>>
>>19667820
Our farms are perfectly sufficient, it's just not harvest time yet. In two more turns, the harvest will be in. Until then, we go hungry.
>>
>>19667764
ok, these dragonlings seem to becoming a serious threat.
King closes the Senate, people start building a gret monument in the name of "thier great empire"= HES BECOMING A MILITARISTIC DICTATOR.
these raids cement my fears; the Dragonlings are gearing up for a war of conquest.

G. Mobilize the Country for War, Pass Conscription Laws, Mobilize the Reserves, and send a strongly worded message to this king to reign in these raiders or face war.
(C. practice magic. We need to be well rounded, especially with these sheilds)
>>
Gah, sorry folks. I think I'll need to end it here tonight. I need to wake up in six hours. Time flies, eh?
>>
>>19667828
>G. Mobilize the Country for War, Pass Conscription Laws, Mobilize the Reserves, and send a strongly worded message to this king to reign in these raiders or face war.
Half of our citizenry is in the military already. Half. Those that aren't are still heavily armed and trained. We don't need a bigger military.
>>
>>19667588
A
A1
We need to have at least enough living space for our people first then we can reinforce the area
Having masses of refugees squatting in huts is a terrible weakness should we be attacked
>>
>>19667832
cool beans
>>
>>19667842
You're a little late there.
>>
>>19667832
Aw man. But i refine my "Mobilize the reserves" statment with "try to assasinate that king." I doubt it will work, but
>sees other Anons post
oh, well then, we're good. let the Dragonlings come,
but still, when we come back, practice magic. we need to balence out.
>>
prepare for war we have six months to thin down our numbers thru battle plus having to worry about goblins and dragonkin puts us in a real bad spog
>>
>>19667857
Now is a good time to dig in and fortify.
>>
Thread is archived. Next thread should start about... 4 PM 4chan time, or Eastern US time.
http://suptg.thisisnotatrueending.com/archive.html?tags=Olde%20Timey%20Civ%20Game
>>
>>19667865
Link here if it's still alive come then?
>>
>>19667871
Most definitely. You can bookmark this thread if yah want. I did. Oh! And I'll field questions/take advice if anyone has any.
>>
>>19667875
I would enjoy a small legend on the map just do kinda show how long distances are. I would also enjoy a brief list of technologies and spells and stuff available when giving our basic civ stat descriptions.
>>
>>19667892
Alright, done. 1, 10, and 20 mile increments. Working on the tech and magic list.
>>
Oh hey, civ quest. Didn't we have one of these a while back where we played Humans and met Nagas and eventually interbred into some weird magitech race? Good times.
>>
ima just bump this to make sure i can get the link in a few hours
>>
bump for civility, can we get a link to the new thread?
>>
Bump.
>>
a fond, anticipatory bump
>>
How long has /tg/ been doing Civ quests?
>>
>>19676659
>>19676659

Right there with yah.
>>
>>19676700
Like a year or two, I think. They don't pop up that often.
>>
Sorry I'm late, folks. Car shenanigans. Anyway, we're off!
>>19676818


Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [status / ? / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.