[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: 1341422925178.png-(69 KB, 800x600, Map Fo da Dwarvies.png)
69 KB
First Three Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Alfonso
Fourth Thread: http://archive.foolz.us/tg/thread/19683010

The crystals prove incredibly useful, they can be attached to staffs to make weapons, embedded in armor and golems to fuel enchantments and protect from magic, they look marvelous on a ring or bracelet, or braided into a beard. It also seems that when a wire is threaded through a glass bulb, and then connected to one of the charged crystals, light is given off by the bulb. This new invention has simply been dubbed a "Light Bulb" and is being installed in many homes and along the Deep Roads.

In exchange for coal and steel, the Naga give us spices and silk, a strange material made from bug excretions. It is supremely soft. The luxury goods are highly desired by our populace, and the industrial goods desperately needed by theirs. The trade is mutually beneficial and the caravans run between the two civilizations freely.

News from the pit, the population has reached three hundred colonist, and the colony has begun to expand into the parts of the pit that have never seen sunlight. Things seem to be going fine, but the death toll is exorbitantly high. It seems to originate from an unknown illness. The victims will wake up in the morning feeling fine, and by the time the sun sets they die of aneurism.
>>
>>19736451
A. Try to improve weapons.
B. Research new technology.
C. Practice Magic.
D. Explore (Direction).
E. Found a new settlement.
F. Your Choice.
____________________
A1. Establish a curfew.
B1. Step up military presence.
C1. Your choice.
____________________
A2. Diplomatic Action, ignore this if you don't want to talk to another race.
____________________

Population: 2400 (+100 per turn)
Army: 400 Line Infantry; 150 Gatling Golems; 150 Shock Troops; 150 Snipers; 50 Boar Riders; 50 Tech-Mages; 50 Mobile Artillery Units: 1000 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Gatling Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam engines, mature railroad, rifling, Airships, electricity.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Bridgetown Fortress, Citizen Militia; Overwatch Outpost.
>>
>>19736463
Whoops, tripcode went poof.
>>
Bump. Board is moving fast today, it seems.
>>
>>19736451
C1: Send a scouting expedition into the deeper caves, try to make contact with the things in the dark.

A2: Try to trade with the nagas for a map of the desert so that we don't have to explore their already-explored territory.

B: Look back into the infinite steam engines, try to refine the production methods and design, make them more stable, increase horsepower, that kind of thing. Perhaps figure out how to start them with crystal power instead of having a coal ignition?
>>
B research gas masks so we can explore the pit.
>>
>>19736451
B. Look into using the crystals to power our trains
C1. Keep the settlers out of the dark at all costs.
A2. Try to get more of these crystals and a map of the naga territories in exchange for more coal and steel.
>>
Our tech-mages find that by coiling a copper wire around the crystals, and running the wires under the beds of coal in our steam engines, the crystals can ignite the coal and indeed make the fires run hotter and burn faster. The result is a higher pressure as more coal is burned than can be converted into new lumps of coal. Of course, this means that periodically the trains have to slow down and let the coal regenerate, and it increases the risk of a catastrophic explosion, but it runs much faster. Recharging the crystals after use is a bit of a problem underground, however. There have also been experiments in shrinking the size of the engines and putting them in smaller carts, as personal vehicles.
(Steam-Electric trains)

A delegation is sent to the Naga lands, offering surplus steel and coal in exchange for a map of Naga lands. The Naga refuse, on the grounds that they don't yet trust the Dwarves with the knowledge of where their capitol is, let alone their major industrial centers. This is the first time the Dwarves have heard anything about the Naga having an industrial center. They would offer a map, in exchange for the recipe to make Dwarven Steel.

Expeditions deeper into the pit never seem to return, and people continue to die every day from this strange illness. A common factor has been identified, all victims have a swollen sore somewhere on the body. Usually on the legs, but occasionally on the arms or neck. None of them recall where they got this wound.
>>
>>19736719
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A1. Establish a curfew.
B1. Step up military presence.
C1. Burn everything.
D1. Your Choice
____________________
A2. Accept Naga Proposal.
B2. Decline Naga Proposal.
____________________

Population: 2500 (+100 per turn)
Army: 400 Line Infantry; 150 Gatling Golems; 150 Shock Troops; 150 Snipers; 50 Boar Riders; 50 Tech-Mages; 50 Mobile Artillery Units: 1000 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Gatling Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electricity.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Bridgetown Fortress, Citizen Militia; Overwatch Outpost.
>>
A
B1. Step up military presence.

B2
>>
>>19736734
D1: Have one of our mages, one of our best physicians, and one of our best hunters independently investigate the problem.

B2: Accept their explanation that revealing their capitol would be as impossible as us giving them our steel recipe. Trade for any maps they might be willing to give, if any, but don't push the issue.

C: The idea is this: put a giant lens at the peak of the mountain channeling a concentrated stream of sunlight down to a field of crystals deeper in the mountain. Then we run power lines from the crystals throughout Irongate to public recharging stations. If the experiment goes well in Irongate, replicate it in the towns.
>>
>>19736769
A,
B1,
B2.
Fuck snakes.
>>
>>19736769
This looks good. The idea of a solar farm, especially one that doesn't need to be on the surface, is a great idea.
>>
>>19736769
Yeah, if recharging is an issue, let's fix that issue.
>>
File: 1341426209235.png-(69 KB, 800x600, Map Fo da Dwarvies.png)
69 KB
We collect the Archmage's Apprentice, one of the foremost leaders in our burgeoning medical field, and a bright young scout from the Explorer's Guild and bring them in to speak with Grist O'Beardson. He gives them a very important task, a quest, if you will, to delve the depths of the pit and bring back any information they can. It's made very clear that they will have little in the way of help once they're in the pit, but they can get the best tech and the best weapons available to Dwarves before they leave.
(Roll a d20 to determine success of this endeavor. Higher rolls mean better results. Taking highest of the first three.)

While the expedition is sent off to the pit, to help determine what in the world is causing the death of so many colonist, the vast majority of the mined crystals are collected in a massive room. Constructions is underway for a hexagonal tube, constructed of the finest steel, reaching directly from the peak of the mountain to a chamber constructed of polished marble. It will house hundreds of mirrors, to amplify the light that enters the room. It will serve as a field for charging crystals, and generating power for the city. Designs for the power collection devices are already underway. (4 turns to completion.)

We refuse the Naga's offer, taking it as them making a point. Revealing their territory is as important to them as us revealing our trade secrets. We ask if there are any maps they might wish to exchange, and they offer us several lesser maps.
>>
B2. Their refusal is reasunable.
B2. But do not allow any military to decend into the pit, let none leave the settlement.
>>
>>19736904
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________
Solar Farm: 4 turns
____________________

Population: 2600 (+100 per turn)
Army: 400 Line Infantry; 150 Gatling Golems; 150 Shock Troops; 150 Snipers; 50 Boar Riders; 50 Tech-Mages; 50 Mobile Artillery Units: 1000 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Gatling Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electricity.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Bridgetown Fortress, Citizen Militia; Overwatch Outpost.
>>
>>19736919
C

Let's see if we can increase our knowledge of Chemistry things, we've been relying upon solely gunpowder so far, better chemical understandings should be good for a bunch of things (namely explosives)
>>
rolled 4 = 4

>>19736919
A2: Make contact with the humans, see if they have any resources worth trading dwarven steel for.

A: Improve the Pit, try to make it more sealed, with airtight doors and windows to keep anything that might be getting in and killing the people out. Think hermetically sealed and carefully ventilated scientific facility.
>>
rolled 6 = 6

Rolling.
>>
D. We should magic!
>>
rolled 17 = 17

>>19736919
A: Let's put some heavy-duty mounted telescopes in Overwatch, both for military reasons and to serve as an observatory.
>>
rolled 12 = 12

D. Sounds good.
>>
>>19736936
>>19736958
Either of these improvement projects is good. I am interested in some magical studies into technomagical applications of the crystals, instead of just the technological ones we've been pursuing so far.
>>
We should take the opportunity expand our magical knowledge
D
>>
>>19736936
I really want to improve our magic, but I think this is more urgent. Let's try to make the Pit safer. Our people are dying. We can't just ignore that. We can advance our magic next turn.
>>
A, lets improve the pit and make it safer.
>>
>>19736919
A: Improve the Pit. Until our teams manage to find the source of the illness and eliminate/cure it, we should at least TRY to make the Pit safer.
>>
A.
>>
F. Expand or die
>>
>>19736958
>You saved it!
After being gone for five months, the party returns. They look bloody, exhausted, and the Archmage's Apprentice is missing his left eye. They tell of an insidious enemy lurking in the depths. They also report that the pit does have a bottom. They reached it in the middle of the third month. The bottom of the pit is the start of a massive cave complex. The air is superheated and thin due to the magma pools. If it wasn't for the Archamage, they surely would've died. The pit is inhabited by some kind of eight-limbed scorpion creatures. They are at least as tall as two dwarves standing on eachother's shoulders. They have a long tail with a needle-sharp stinger, which injects some kind of poison into it's victims. If it wasn't for the physician, the scout would've died from a sting. He managed to create an anti-venom though. It's already in circulation around the Pit. Most likely, it's these beast's young that are stinging the populace.

In order to thwart these little critters progress, efforts to improve the pit are underway. between each level of the settlement, a great barrier is erected between the settlement, and the rest of the pit. A ten mile wide barrier of steel. All tunnels between the levels are equipped with air-tight doors. All homes are equipped with a vial of antivenom. Tunnel near the bottom of the settlement are patrolled by tech-mages, to kill any of the critters that manage to slip in.
>>
>>19737112
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________
Solar Farm: 3 turns
____________________

Population: 2700 (+100 per turn)
Army: 400 Line Infantry; 150 Gatling Golems; 150 Shock Troops; 150 Snipers; 50 Boar Riders; 50 Tech-Mages; 50 Mobile Artillery Units: 1000 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Gatling Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electricity.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Bridgetown Fortress, Citizen Militia; Overwatch Outpost.
>>
>>19737118
C: Let's replace a lot of our heavy airship parts with the aluminium we discovered how to process. This should cut down on weight and give them greater life capacity.
>>
Now that the pit is a tad safer. SHALL WE MAGICS?!?!? :D
>>
>>19737136
*lift capacity
>>
>>19737118
Well, fantastic! The Pit sounds livable now. If the casualties in the Pit are dramatically lower over the next few terms, say, by the time we finish the solar farm, let's start extending the deep roads there. Anyway, I think it's finally time to research some more magic. Let's see what new technomagical applications we can find for the crystals. It would be great if we could use them as a focus to overcome the natural dwarven magical limitations - or even just some of the limitations.
>>
>>19737136
Shit, I really like that idea. How about we do that next turn, after we do some magical research into the crystals?
>>
>>19737142
What's the point of doing magic if we're playing a race that gets a penalty to magic lol
>>
>>19737158
Because we have magitech, like the infinite steam engines or the gatling golems. We don't do raw magic, we do technomagical things.
>>
>>19737118
C
>>
With the pit secured, our attentions can turn once more to technology. Specifically, our airships! They haven't been doing much, really. They've mainly been used as scout vessels and they're a bit too dangerous for domestic use, still. It's found that by replacing the frame with Aluminum, as opposed to steal, it greatly reduces the ship's weight and makes it much easier to steer with the primitive steam jets. It also makes it viable to reinforce the blimp that keeps the ship aloft. Aluminum struts and ribbing are added to the blimp, decreasing the chance of catastrophic decompression.
>>
>>19737296

A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________
Solar Farm: 2 turns
____________________

Population: 2800 (+100 per turn)
Army: 400 Line Infantry; 150 Gatling Golems; 150 Shock Troops; 150 Snipers; 50 Boar Riders; 50 Tech-Mages; 50 Mobile Artillery Units: 1000 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Gatling Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electricity.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Bridgetown Fortress, Citizen Militia; Overwatch Outpost.
>>
>>19737296
So, now we have zeppelins instead of blimps.

D: Research magical/technomagical applications of crystals or try to refined the infinite steam engines.

That or:

A: Build a big, really powerful mounted telescope in Overwatch.
>>
>>19737300
C:
Coil copper around a pure iron bar then attach it to a crystal. Now we've got magnets.
>>
>>19737300
Refine our Gatling Golems, so we can have them working in the pit, can't poison steel now can you?
>>
>>19737338
Best idea. Worker Golems for hazardous environments.
>>
A: Overwatch.
>>
>>19737338
I actually really like that idea. We could have what amounts to a slave race, but immune to normal hazards and without risk of rebellion. Do this. I was this guy, and I'm changing my vote:
>>19737312
>>
Just for some info, it goes like this with Dwarven Settlements.
Settlement>Outpost>Fortress>Small Mountainhome>Mountainhome>Large Mountainhome>Great Mountainhome
>>
Someone drank genius juice!!
100% on the worker golems
>>
Our tech-mages begin altering our Gatling Golems. With the help of the Dragonling spellbooks, they are able to alter their enchantments and the method for summoning them. The result is a moderately armored golem, able to summon a full compliment of tools to be used to either expand a tunnel or collect materials. It also has the added functionality of searching out more materials to turn into rounds for their now rifled gatling arm, rather than just collapsing into dust when they run out of ammo. They are perfect for work in conditions too dangerous or too menial for Dwarven hands. They've been put to work in the Pit, clearing tunnels and expanding the settlement before the Dwarves come in to finish the work.
>Gatling Golems upgraded to Utility Golems.
>>
>>19737509

A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________
Solar Farm: 1 turn
____________________

Population: 2900 (+100 per turn)
Army: 400 Line Infantry; 150 Gatling Golems; 150 Shock Troops; 150 Snipers; 50 Boar Riders; 50 Tech-Mages; 50 Mobile Artillery Units: 1000 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Utility Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electricity.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Bridgetown Fortress, Citizen Militia; Overwatch Outpost.
>>
>>19737520
Baller, now that we have those utility golems, let's perform some D: magical research on the crystals.
>>
A. Improve outlying settlements. (Peacetown)
>>
A. Let's improve Bridgetown
>>
>>19737520
Let's improve our settlements, so, A. Possibly tackle food, it's sufficient now but our population is rapidly expanding and we might have trouble with it soon.
>>
>>19737520
Whatever else we do, let's send a small but experienced team of scouts to see how the homelands are faring. We haven't heard anything from the other mountainhomes since the noble houses arrived, and before then, it didn't sound good, with word of invading goblins. We should find out what's going on and if we should be preparing for the trouble to come here too.
>>
On a different note though, as a minor project, we should construct a statue to the team that ventured into the pit. Possibly raising morale?
>>
>>19737536
I'm leaning towards this. I want to know what options the crystals really present before we decide where to improve/expand.
>>
File: 1341431217036.png-(104 KB, 800x600, Proposed Expansion.png)
104 KB
I've got three proposed towns for when we get around to expanding again.

Farm: located on river fork for easy access to irrigation water for layered farms. could be upstream and be near same amount of water, but then half the water is on the other side of the river and harder to get.

Trade: Centrally located between humans, dragonlings, and nagas. May need to be moved south a bit to not piss off the nagas. Will need a road to it (since it's a trade town), which might as well swing by the dragonlings, and a bridge.

Goblin Fortress: multiple locations depending on where the Homeland is and thus where the goblins would come from.
>>
Fun fact. If it took ~2.5 months to reach the bottom of the pit, walking eight hours a day, they would've traveled ~1,680 miles.
>>
>>19737731
For farming, our best farms are actually underground, and don't require much water. Aside from that, it would be best not to put a settlement where it could easily flood, let alone being near those spooky ruins. If we want a farming settlement, just build some extensive underground farms at the fork where the deeproads branch off towards Peacetown.

I like the trade settlement idea, but instead of having the road to it go through the Dragonling territory, it would make more sense to have it extend out from Bridgetown into the south of the desert.

As for 'goblin fortresses,' let's wait to know more before we even get hypothetically involved in that.

All of those things, though, can probably wait for another few terms, especially since we don't know whether or not solar farms are going to be the revolution they might be.
>>
The solar farms are complete! The tunnel is solid steel, with focusing lenses at regular intervals. Mirrors at the top serve to channel and direct this light into the tunnel. The tunnel ends in the marble chamber, lined completely with mirrors arranged in such a way to bathe the area in sunlight. The bottom of the chamber is made of copper, and at it's center it connects to a three meter thick cable that channels the electricity. This cable is run through all levels of the fortress, and at each level divides the mountain into four sections. From this master wire, smaller wires branch off and provide electricity to each and every area of the fortress. Laying the wires actually took almost as much time as digging the tunnel. One industrious dwarf has even set up a shop on the Deep Road connected to the power grid that recharges train crystals for a moderate fee.

Across the territory, the settlements are mostly calm. Peacetown has a small Dragonling population, immigrants to the Dwarven lands hoping for a better life. Bridgetown has become the main military center of the territory, and is on the cusp of becoming a Mountainhome itself. All power would still lie in Irongate, of course. Overwatch has turned from a Outpost to a Fortress, finally. Construction of a wall along the north end of our lands is underway, with intentions to link up with the Bridgetown wall. Finally, the Pit has gone from a settlement to a true outpost, with the threats of poison subsiding.
>>
>>19737971
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________

Population: 3000 (+100 per turn)
Army: 600 Line Infantry; 200 Gatling Golems; 200 Shock Troops; 200 Snipers; 100 Boar Riders; 100 Tech-Mages; 100 Mobile Artillery Units: 1500 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Utility Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electric grid.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Citizen Militia, Overwatch Fortress, Bridgetown Fortress, Pit City Outpost.
>>
what if we made a big bomb with a long enough fuse that would explode at the bottom of the pit?
>>
>>19738008
Now that we have access to electricity throughout Irongate, let's do some technomagical research on the crystals to extend their applications. Maybe research into magnetics. Make producing a solar farm attractive for Bridgetown too.
>>
>>19738008
C
MORE TECH
>>
>>19738008
Do some tech or magical shit that reverses the crystal polarity and instead of absorbing light it discharges it. very quickly. (laser time)
>>
>>19738090
Probably more like fiber optic time. Either way, fucking sweet.
>>
>>19738014
Then all the crystals would be blown up.
>>
>Gotta take a shower and get a bite to eat. Going to a concert tonight for the fourth.
Using the Dragonling Spellbooks, a spell is discovered that could reverse the effects of an enchantment. Although it's a spell, it's simple enough to turn it into an enchantment to reverse the effects of magic. Inscribing it on the crystals has resulted in something interesting. Instead of absorbing light, and emitting electricity. It absorbs electricity and emits light. The light is a soft blue, and seems to have a calming effect. It's light is also absorbed by normal crystals and can serve as a source of electricity.
>>
>>19738284
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________

Population: 3000 (+100 per turn)
Army: 600 Line Infantry; 200 Gatling Golems; 200 Shock Troops; 200 Snipers; 100 Boar Riders; 100 Tech-Mages; 100 Mobile Artillery Units: 1500 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Utility Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electric grid.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Citizen Militia, Overwatch Fortress, Bridgetown Fortress, Pit City Outpost.
>>
>>19738295
Let's explore the forest to the North. I'm itching to commit genocide on some elves.
>>
>>19738284
Mother of god. So, a paired reverse/normal crystal set are self-powered.
>>
>>19738323
Assuming you set up some perfectly-reflective parabolic mirrors to make sure 100% of the light gets re-collected? Yes. Why would you want to do that?
>>
C
Let's get to work on magnetism!
>>
>>19738323
We could use this, make tanks that are powered by the crystals.
>>
>>19738295

A. Systematic improvements to all settlements.

A2. It's been a while since we talked to Dragonbros. Time to see how they're doing and improve relations.
>>
>>19738323
No, they're not. I seriously doubt that the amount of light one of these crystals releases is worth more than the electricity put into it, and most of the light released won't hit the other crystal. This isn't a lossless system. Could be useful for long-range communications, though, channeling bursts of light through a tube of lenses; fiber optics, in other words.
>>
>>19738350
Magnetism all the way.

we can get a) motors and b) non-solar recharging systems

the motors will be useful in just about everything.
solar powered airships, so they can carry even MORE.
>>
>>19738295
C: I feel like we're on the cusp of crystal-based electromagnets.
>>
>>19738295
E Explore North
>>
Just to note, looks like our population is starting to over-run our food supply. That farm colony is looking better.
>>
C let's get us some magnets. Think of all the things we can build with them, better mining, some kind of mag-lev, and armor that can repulse bullets and swords.
>>
>>19738723
No, it doesn't. Our food has been holding at sufficient for ages now. That said, yes, a farm colony is something we should pursue at some point, especially if our food supply drops below sufficient.
>>
>>19738737
And motors. And radio. MAGNETS ARE AWESOME.
>>
>>19738746
Don't forget steam turbines to generate power heated by magma.
>>
Furthering the advancement of SCIENCE! our Tech-Mages are hard at work experimenting with these crystals and the electricity they put out. An effect marked down in several other experiments, namely the tendency for a copper coil to attract particles of iron when charged with electricity, is under heavier study than most other phenomenon. It is believed that the power of the attraction is proportional to the tightness of the coil and the amount of electricity run through the coil. It's possible uses are as numerous as the ores in the Earth.
>Magnets, how the fuck do they work?
>>
>>19739034
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________

Population: 3000 (+100 per turn)
Army: 600 Line Infantry; 200 Gatling Golems; 200 Shock Troops; 200 Snipers; 100 Boar Riders; 100 Tech-Mages; 100 Mobile Artillery Units: 1500 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Utility Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electric grid, magnets.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Citizen Militia, Overwatch Fortress, Bridgetown Fortress, Pit City Outpost.
>>
>>19739035
hey can people give me links to all the old threads i have some catching up to do. Did you guys do my blow up a hole underneath the orcs idea?
>>
>>19739054
The links are in the OP post. Anyway, more technology! The applications for magnets are nigh-endless. They're the REAL reason that electricity is awesome.
>>
>>19739054
...There were orcs?
>>
>>19739101
Fudge must be forgetting which civ game i'm thinkin of. Sorry
>>
>>19739035
I think we should still expand a settlement somewhat towards the pit, and have it act a safehouse should we ever be attacked. Everyone can evacuate there, and we'll fill it with nonperishable goods, comfort will be a low priority, making sure we can defend the hell out of it will be a high one.


Let's also possibly look into magnetizing the railroads so we can make maglev trains, or just propelled by magnets.

A2. Let's check up on how the Dragonlings are going along. Send a few gifts to their government, nothing big, maybe some gift baskets and whatnot. Be friendly and all that.
>>
>>19739035
C.
Now we are on the scientific offensive!

Let us begin the research into the effects of these 'mag-nyets'. (Motors and dynamos, power time)
>>
Hey OP, are we allowed to sort of do two things with half-efficiency? Like what another poster said, look into the effects of magnets but also simply begin a colony near the pit as a backup.

Will the map get bigger if we explore further as well?
>>
>>19739035
C. You can never have enough science.

A2. We never made contact with the humans IIRC.
Can we also check up on how our dragonbros are doing?
>>
>>19739232
You can take up "projects" which take several turns. However, the more projects you take up, the longer they all take.
>>
>>19739265
Alright then, let's do a project as in >>19739200
and start the foundations for a backup-bunker if anything in the pit goes horribly wrong.
everyone up for this?
>>
>>19739035
A: expand the pit with military training instiliations to make elite units

A2: say hi to the dragonlings
>>
In just the first season since the discovery of magnetism, the benefits have been innumerable. By lining a thick length of steel with magnets, and the underside of a train with magnets, a low-friction transport is created. It's speeds would far exceed any previous train. The only hold up, is that the scientist have been unable to figure out a way to control the propulsion and speed of the train. By angling the magnets, and charging one side or the other, they can get the train to move forward. However, they can't get it to slow down unless they turn the current off. It's a problem.

In a similar vein to the Maglev, as it's being called, trains they can use the magnets to fire a projectile. Though, progress is slow in this project. The projectiles don't seem to have the oomph usual artillery does. Experiments persist though, as if they maglev trains are any indication the nearly frictionless environment is infinitely useful. It is believed that it might be more prudent to fire a projectile in a traditional manner, through these "rail guns", so that it accelerates without the friction of the barrel.

Magnets have more civilian uses as well. They can be used to record music and play it back by altering the current run through the device. It can also be used to amplify someones voice depending on how much power is run through it. Attaching magnetic "pick ups" to the neck of a lute and playing it through these "speakers" completely changes the sound, as well.
>>
>>19739344
The electric lutes are all the rage in the music scene. The new brand of music is being called many things, but it's most popularly called "rock and roll" by the younger dwarves.

A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________

Population: 3000 (+100 per turn)
Army: 600 Line Infantry; 200 Gatling Golems; 200 Shock Troops; 200 Snipers; 100 Boar Riders; 100 Tech-Mages; 100 Mobile Artillery Units: 1500 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Utility Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, mature railroad, rifling, Airships, electric grid, magnets.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Citizen Militia, Overwatch Fortress, Bridgetown Fortress, Pit City Outpost.
>>
>>19739344
. . .Have they tried accelerating in reverse?

C. Lets improve golems, start giving them some rudimentary intelligence. (Not sapience, but the ability to intelligently determine courses of action.)

A2. Check up on the Dragonlings, send a few giftbaskets and whatnot.
>>
>>19739363
C
A2: say hi to dragonlings
>>
C:
Our power consumption is going to grow huuuuge now. We need to get dynamo's going to generate power and not rely solely upon the solar crystals, which in the event of a war, would be a very big target and obvious giveaway for our settlements.
>>
>>19739363
C: We need some magma-fueled steam dynamos.
>>
A2: Let's see what the humies are up to!
>>
With the aid of magnets and the heat given off by the magma pools, one can turn a turbine. Rather rapidly too. In fact, it might be fast enough to propel the airships, and much more controllable too. It is also discovered these "turbines" can generate truly vast amounts of electricity. So much so that just a few of the turbines could power Irongate just as well as the hundreds of crystals in the solar farm. The Utility Golems are quickly turning the magma fields into a power plant.

The problem of propulsion in these "maglev" trains seems easy enough to solve. One car is designated the engine, and it has magnets that are charged on one end and magnetic on the other. These magnet's directions can be reversed, to slow the train down. The other carts simply have magnets with one static charge. These trains are quickly being incorporated along the main routes and it's estimated they will completely replace the older trains in all but novelty within the next three seasons.

Two turbines would produce enough power to create a railgun that could launch a projectile several miles, however, the turbines are far too large to be used on anything but one of the airships, or a train, or as stationary artillery pieces. Because of this, other power sources are being explored, and possible beneficial enchantments researched. If, for instance, a spell to multiply force could be found it would solve many problems.

Finally, a delegation is sent to the Dragonlings.
>Continued.
>>
>>19739746
The Dragonlings are doing well, since their king was deposed. They are once more a democracy, an elected council makes the vast majority of the decisions, with a few going to be voted on by the general populace. They have no more king, not even as a figure head. The Ambassador now holds a important position as chairman of the Council, which is similar to the dwarven Foreman of Foremen, with less power. They have been making leaps and bounds in apparently all realms of existence, but have seemed to become complacent. They live in comfortable two story houses, for the most part, made of the lumber of the forest around them. They hunt with steel weapons and with the aide of magic can accomplish much of what Dwarven tech can, from a military standpoint. It doesn't have the utility, though.
>>
>>19739820
A. Improve outlying settlements. (Pit, Overwatch, Peacetown, Bridgetown)
B. Try to improve weapons.
C. Research new technology.
D. Practice Magic.
E. Explore (Direction).
F. Found a new settlement.
G. Your Choice.
____________________
A2. Take diplomatic action, ignore if you don't want to talk to another race.
____________________

Population: 3400 (+100 per turn)
Army: 600 Line Infantry; 200 Gatling Golems; 200 Shock Troops; 200 Snipers; 100 Boar Riders; 100 Tech-Mages; 100 Mobile Artillery Units: 1500 total.
Food: Sufficient
Architecture: Great Mountainhome (Capped)
Weapons: Steel Weapons, Repeating Rifles, Revolvers, Repeating Artillery, Utility Golems, Boar Artillery, lightning rods.
Tech: Steel tools, great furnaces, Tunnel Bores, gunpowder, steam-electric engines, maglev trains, rifling, Airships, electric grid, magnets, steam turbines.
Magic: Shoot fire, quench fire, summon golems, enchantment, Dragonling spellbooks.
Defenses: Mountains, Mountainhome, Great Gates, Repeating Artillery, Citizen Militia, Overwatch Fortress, Bridgetown Fortress, Pit City Outpost.
>>
>Olde timey
>Dwarves with maglev trains and automatic rifles.
>>
>>19739833
E. Explore North, there's still the unknown civ up there.

A2. We still haven't contacted the humans.
>>
>>19739833
C: We're really on a roll with the tech here. Until we hit a wall, have a food shortage, or some other significant event happens, let's keep advancing. Radio waves, anyone?

A2: Try to reestablish contact with the mountainhomes and, if we can't, send scouts to spy on the now-goblin-controlled mountainhomes.

>>19739862
Hey, hey, they aren't automatic rifles, they're repeating rifles, like a winchester or a henry rifle.
>>
>>19739880
I agree, more science. Soon enough, we can apply it to greatly augment our military.

Let's see if we can apply electricity to our smithing, forging and refining processes, this way we can build the factories wherever we want.

Maybe also split the project here, and update all our cities with electrical systems, such as house lights, street lamps and other amenities (if these aren't already implemented)
>>
>>19739928
Hmmm, maybe electroplating alloys. That's a big deal in our society; in dwarven society, it would be monumental.
>>
Ah, sorry folks. I gotta cut this short. Time to go to the concert, or go meet up with everyone at least. I'll run this again... hopefully tomorrow, about 2-ish 4chan time. Could someone archive this? Just copy-paste the tags from the other threads into this one.
>>
>>19739942
Yes. Electrical refinement with our expanded power generation is a must if we want to produce higher-quality steel and start making some amazing alloys.
>>
>>19740022
Whoops, dropped my trip.
>>
archived:
http://suptg.thisisnotatrueending.com/archive/19736451/


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.