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/tg/ - Traditional Games


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Good morning, my lords!

Our people have finally settled, creating a modest village at the edge of this forest. To the west we find the coastline, but we know little else about this world.

Your people now look to you, the council, to lead them to prosperity!

What shall we name our new settlement, and how shall I direct our efforts this round?

1 action per round, for the timebeing, no rolls are needed, I roll in secret, and I will act on consensus, if there's clear split opinion, I'll roll to see which action takes precedence. Completely open to suggestions about the game system etc.
>>
DECLARE WAR ON THE LAKE
>>
I hereby declare this the hamlet of Winterbury.
>>
>>23739669
Toastoria.

Begin exploring to the west.
>>
can we declare something? I feel the need to declare something.
>>
Can we make some crops on the western plains ?
>>
>>23739700
The lake is out to get us! We must strike before it floods up!

Therefor I suggest we build a quarry in the nearby mountains to mine stone! we will fill in the lake!
>>
The Port Town of Habberdashing Noodles
>>
Scout out the lake and establish a makeshift port there.

Suggested name: Notumheim
>>
>>23739669
Gjallarsville
>>
>>23739754

Send an expedition to the mountains, then establish the town's name as Wortburger.
>>
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>>23739706
A fine name, my lord! So it shall be - the hamlet of Winterbury.

>>23739720

I sent some men out the West, they return having found the lake's Westmost boundaries.

Fancy that, the coastline conveniently turned into the lake everyone is convinced existed

>>23739749
Our to the West are now seamed with plantlife, and our population has nearly doubled.
>>
>>23739669

What race of creatures are we playing? What's our level of technology/magic or any other relevant cool abilities?
>>
>>23739873
The lake is shapeshifter? To war, by jingo!
>>
>>23739873
Establish a port at the edge of the lake and start fishing. We have to feed our population!
>>
>>23739873

We should clear some of the trees and use them to build buildings.
>>
>>23739873
Send an expedition into the mountains, how them look for rocks that may be valuable and look pretty.
>>
>>23739873
>Dock
>-100 wood
Rogan?
>>
>>23739873
Search the lake and see if it is a source of edible fish. Or other animals that can be trained into beasts of war.
>>
>>23739887
We currently stand at but the dawn of our civilisation, my lord, no written word, and no metals of which to speak.

As for race, why don't you tell me?
>>
>>23739958
Kender.
>>
>>23739958

We are a race of kobolds.
>>
>>23739921

Alternatively, build some barraccades around Winterbury. I'm worried that we're going to be defenseless against an attacking force or beasts from the woods.
>>
>>23739980

Second this.
>>
>>23739975
>>23739980
We're a mix breed of kender and kobolds.
>>
>>23739958
A race of all the cast off mutants that were thrown into the forest and can barely walk around properly or life things on their own.
>>
>>23739958
kobolds

>mfw if we gather knowledge and learn the secrets of magic we can become dragons
>>
>>23739958
Dwarves, and then let's build a fortress
>>
>>23739995

We worship the god of fire, darkness, and inter-species fetishists.
>>
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prepare to goto war with the Germans. I know you two are here.
>>
>>23739980
>>23739990

Of course, how could I forget that we're Kobold.

>>23739932

And as Kobolds, of course, the mountains beckon. Our people scout them out, and return bearing samples of a green-brown ore that they say runs in veins through the mountain.
>>
>>23740016
Mostly inter-species fetishes.
>>
>>23740020
We are innocent! I swear!
>>
>>23740020
I'm german and I'm here. Prepare to get Blitzkrieg'd!
>>
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>>23740041
the shame
>>
>>23740020
I'm from Poland. I knew all along.
>>
>>23740051
>Blitzkrieg'd
>Not Kesselschlacht'd
>>
>>23740041
As Kobolds, we must find another race to steal from. Look for a nearby village.
>>
>>23740061
Nothing personal, son.
>>
>>23740078
I approve! Find some elven village! For raping and plundering purposes.
>>
>>23740060
Start harvesting wood from the nearby forests and starting fishing from the nearby lake.
>>
>>23740077
Tut mir leid, wird nicht wieder vorkommen.
>>
>>23740060
Send some scouts to the forest to look for medicinal herbs to harvest and cultivate closer to town.
>>
>>23740091
>no food, no weapons, no technology, no magic, no army, no defense.

>LETS STEAL FROM ELVES!

Sure is brilliant plan there.
>>
>>23739873
>>23739669
How do you make your maps?
>>
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>>23740020
I didn't know raping a idiot was on the menu!
>>
>>23740128
we are kobolds, what do you expect?
>>
Is this a game? If so, link?
>>
>>23739669
What is this map system from, and how do I into it?
>>
>>23740060
what program is this?

also start chopping wood and steal stuff
>>
>>23740139
Kleptomania =/= cunning
>>
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>>23740091
>>23740078

We send scouts in all directions, and find a single fishing village to our South.
>>
>>23740128
We *are* kobolds. We steal what's not nailed down, and we nail can be nailed.
>>
>>23740148
>>23740147
>>23740130

I programmed the mapgenerator/builder/manager myself
>>
>>23740189

Need fortifications if we're going to antagonize everyone around us. Chop down some of the forest and build defenses.
>>
>>23740200
kobold =/= kender
>>
>>23740200
*+ what
Fuck, I can't into grammar.

>>23740189
Good! Anything to plunder and/or rape?
>>
>>23740189
Recon on fishing town, bring info of what they are like. Don't raise suspision.
>>
>>23740189
send diplomat. We will gain trust, the strike in the night.
>>
>>23740210
Will you release it? That thing seems useful as fuck.
>>
>>23740210

That's pretty impressive. Kudos brah.
>>
>>23740235
>>23740226
Send a diplomat to recon them, gain their trust. We shall strike in the night.
>>
>>23740210
Well then that's awesome, looks wonderful.
>>
>>23740210
What language?
>>
>>23740248
you bring honour to all kobalds friend!
>>
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>>23740214

So it is done. We now have a sturdy palisade around our settlement, but the farms are in the open.

We are left with a wood surplus that'll build up over the rounds.
>>
>>23740210
Mad props broski
>>
>>23740289
See:
>>23740248
>>
>>23740218
>>23740226

They are simple folk, don't seem to like kobolds very much, and they have some very tasty looking fish...

>>23740238
Possibly, once it's finished
>>23740265
vb.net
>>
>>23740326
meanwhile, in the forest, scouts need to find medicinal herbs in case any illnesses afflict our little hamlet...
>>
>>23740248
>>23740269

Negotiations go poorly to start with (and to finish with, and the middle bit too), as they chase our noble diplomat away from the village. They seem to have an organised militia, unfortunately.
>>
>>23740363
Let's make weapons!
>>
>>23740363
Fuck everything, we should build a mine and mine all that new green stone in the mountains, maybe we can trade it or something.
>>
>>23740363

How rude.
>>
>>23740363
make bows, garrison troops in the highlands over our village.
>>
>>23740371
>>23740372

Combine these. Wood will only go so far in battle. Need to start on metalworking.
>>
>>23740409
This hear, but if possible work on turning their lake into our sewage system
>>
>>23740239

Indeed, good job, man. :) Though, can you make the settlement names bigger on the map... I'm not an eagle eyed person by any stretch of the imagination.

[b]ACTION (1):[/b] - Chop down some trees and use the materials to make a wall for our settlement. Though make sure to coppice the trees, instead of just cutting them down. Having a renewable source of trees may be a godsend in the future...
>>
I just wanted to pop in and say I want to suck op's dick for his amazing maps. That is all.
>>
>>23740447
So do we all, bro. So do we all.
>>
>>23740447
Seconding, seriously OP, upload that program when you can, it's looks great.
>>
>>23740371
>>23740372
>>23740409

We have expanded our borders to accumulate some of the ore from the mountains, and have spent a unit of wood to acquire some unskilled but very eager Kobold archers.

Our craftsmen are working on making the ore useful, but they have no progress to report as of yet.
>>
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>>23740466
Oh god I'm retarded sometimes
>>
>>23740466

>green ore
My inner geologist/metagamer tells me it'll be malachite if this isn't a substance he concocted. Copper arrows would be an excellent deterrent unless they have armor.
>>
>>23740466

Are there animals in the woods that we can domesticate?
>>
>>23740289

Alright, what do we do now.... personally, I suggest starting catching fish from our lake. A varied diet is a good thing...

Also, Advisor... how is our population and food supply?
>>
>>23740479
Have the archers practice by hunting local game.
>>
>>23740479
Lets scout out their entire town size. We need to know what we are dealing with
>>
I think including a map legend would be helpful.

It's not terribly difficult right now to figure out what everything is, but I could see this getting pretty cluttered.

Also a running total of our population, supplies, as and the current season would be nice.
>>
>>23740508
Steady, and scarce. our new military has taken strapping young Kobolds out of the fields and into the militia, which hasn't helped our agricultural output.
>>
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>>23740545
Here's about as cluttered as it might get really, one of my private 'alpha testing' games

>>23740494
There are rabbits in abundance.
>>
>>23740546

Oh boy... how about instituting a minimum age of conscription for the military or maybe limiting the amount of people they can take of the fields. Hmmm, the latter sounds better.

Basically the military can't take too many people off the fields except in emergency or war situations.
>>
>>23740117
It's cool, mein bruder.

I'm just an American who loves him some history. Do they go into a lot of depth about your own military history in Germany?
>>
>>23740576
I say we capture rabbits for domestication purposes
>>
>>23740608

Domestication and meat farming purposes, yes. Agreed...
>>
>>23740546
That's not how a Militia works. If they're working full time as warriors, they're professional soldiers, not a militia. Slap the general and just have every adult male trained and equipped for fighting. When there isn't something that needs killing right this second, they should be farming or whatever it is they do.
>>
>>23740576
I vote we turn the rabbits into target practice for our soldiers.
>>
>>23740608
Or we can hunt them for food, and to train our archers.
>>
>>23740646
I apologise profusely for using the wrong term.
>>
>>23740576
We must repurpose our militia to serve in gathering wild rabbits, and possibly birds. This will increase their archery skill as well as provide valuable sustenance for our population.

Advise them to venture north, and establish at least one hunting camp to cover the most hunting territory they can.
>>
>>23740673

We can't stay mad at you, OP.
>>
>>23740650
I vote we turn the rabbits into soldiers.
>>
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>>23740673
OP is awesome, mixing up one term changes nothing.
>>
>>23740717
Second
>>
The Elves will not negotiate with us because they do not yet respect us. They do not yet respect us because they do not fear us. They do not fear us because we do not have control of the local resources.

We must expand our influence into the forests, and develop a territory there. This will help us to monopolize the resources the forests represent.
>>
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>>23740674
>>23740651
>>23740650

You have the archers sent into the forest to hunt game and establish a hunting camp (which you may name if you wish).

A steady supply of rabbit flesh surges amongst our fine people, and our population grows even higher.

>>23740717

This is tried on a few occasions. The rabbits prove stubborn in the face of danger, but inaccurate with a bow, and the idea is scuppered.

Additionally, evidence of a settlement to the East is reported.
>>
>>23740717

>mfw battle rabbit calvary for our troops.,
>>
>>23740774
name camp kobold krieg, send diplomat to eastern city. find allies against those pricks to our south.
>>
>>23740774
We shall name the camp snarewood, and begin experimenting with traps in order to capture the most rabbits with the littlest hunter work necessary. The hunters of snarewood can now also spend time logging and bolstering our wood stockpiles for buildings, tools, and fuel for forges.

Soon we must begin to extract metals from minerals.
>>
Obviously, we need to start breeding the rabbits for war.
Its the only logical solution. I mean, they breed like rabbits. We just start having Rabbit Fights and only let the strongest go on to breed. We eat the rest!

Entertaining and Filling!
>>
>>23740774
have we set up houses of learning for our elderly to retire to? Because that would be most profitable in the long term

The old people don't work in the farms and battlefields, they laze around teaching the next generation the tricks to life and taking care of them so their parents can work hard
>>
>>23740774
Since the rabbit warriors failed, how about we try the fish?
>>
>>23740774

If our population is large enough, do we get multiple actions per tern?
>>
>>23740774
Can we figure out how to begin using the ore to make metal tools/weapons?
>>
>>23740777
I wish this wee to be true and the chaos god Nurgle's champion clearly deems it so.
>>
>>23740818
YUS!
>>
>>23740825
It's a combination of population, technology, resources, industry etc. I just kind of judge it by eye at the moment.
>>
>>23740818
rabbit battle pits, it'll keep the morale up!

All in favor of this

and >>23740822
>>
>>23740822
We should wait until we have learned an amount of tradecraft or materials science before we concentrate efforts on education, right now there is so much else to be done.
>>
>>23740860
aye, but old poeple can't do shit anyways, and someone needs to occupy the babies
>>
>>23740818
>>23740843

These rabbit pits are a hit with our people! They become the centre of our communities, with fights between champions being unmissable events. Much gambling and feasting goes on as well, and generally merriment is found in abundance.

Additionally, it results in stronger and stronger rabbits... it's now only a matter of time, my friends.. before we ride...
>>
>>23740860
>>23740872
>>23740840
>>23740822

We should establish the Kobold University of Science and begin experimenting with subjecting various materials to intense heat over time, including water, fat, oil, meat, wood, and ores.
>>
>>23740326
Any idea when it'll be done? It looks really nice.
>>
>>23740901
wonderful

now, about the other suggestions, diplomancing the easterners and houses of learning for the elderly/young, using said houses to research ore refinement
>>
>>23740901

Fuck yeah.

In the meantime, have we made any progress on technology and/or magic? Hows' the ore mining/smithing going?
>>
>>23740901
Develop a functioning religion with a god of war that rides a rabbit
>>
>>23740872
elderly and infirm should be put to work mending nets, making baskets (etc), and tending the rabbit fighters.
>>
>>23740983
Developing a religion takes time, decades at least.
>>
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>>23740901
>mfw my joking suggestion takes off
>mfw insane rabbit squigs are coming
>captcha: entire fastyme
>>
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>>23740968
>>23740952
>>23740918
>>23740822

We found Kobolbridge University of the Elders, located near to the ore mine. They begin to research the strange ore, and should have results soon...

Additionally, our archers in the North take a wonder towards these new people, and discover a settlement of theirs.
>>
>>23741052
Send a diplomat! We must gain allies, for those dicks in the south grow in power each day...
>>
>>23741052
We should send our best fighter, our best talker, our smartest man, and our healing man, together to Yarmire to either bring them to our cause or accidently burn the whole place down and infest it with rabbits like all PCs end up doing
>>
>>23741104
This group needs a name, a heroic name.
>>
>>23741052
We must send our hunters into the wilds around this new encampment, disguised as rabbits. They must observe these people's agricultural practices to learn things that may help us to increase our own yields.
>>
>>23740815
we should steal forging techniques from the other towns if they have it
>>
>>23741030
I know! I was half joking about the rabbit fights but I'm glad its doing so well!

We'll have Dire Rabbits in no time!
>>
>>23741126
Paulen Oakenfold's Company of Adventurmats.
>>
>>23741126
They shall earn it based on their actions, clearly

For now, they are just "Those Guys Who Met Drinking"
>>
>>23741104
And gifts! We must present them a generous but humble gift! Perhaps some rabbit pelts?
>>
>>23741171
We give their children pet rabbits. but the rabbits will actually be our spies....
>>
>>23741164
I'm going to second "The Guys Who Met Drinking", and the should also bring one of the strongest rabbits with them for moral support.
>>
>>23741208
>Bourne Identity rabbits who will turn into operators, tactically gnawing the foundations of their houses to dust at our signal
>>
>>23740920
pls respond
>>
>>23741227

Floppy Ears is a former champion of the rabbit fighting pits. He will make a great animal companion for The Guys Who Met Drinking.
>>
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>>23741171
>>23741126
>>23741104
>>23741208

This is our most successful attempt at diplomacy yet! These humble human folk, although at first suspicious, accept our rabbit pelts and welcome us into their small settlement. Their farming techniques are above our own, and they are will to share them with us, but they have no military of which to speak.

We gift their children with pet rabbits. However, we unfortunately forgot that our rabbits are bred for fighting, and 3 children are injured before the killer bunny can be recaged.
>>
>>23741263
I have no clue. Once I get the UI up to scratch, and fix some of the quirks, I'll release it I think. Maybe a few days, maybe a few weeks.
>>
>>23741273
JustAsPlanned.jpg
>>
>>23741208
we can't give them anything too nice- they might get jealous and try to take our things!
Not champion rabbit young, we give them normal rabbit young.
>>
Tell them if them teach you farming techniques you'll help them develop a defence force. Learn every aspect of it so we can bypass it later.
>>
>>23741293
Cool, do you have some sort of development blog or will you just make a thread here on /tg/?
>>
>>23741273
Offer the village a deal, we will defend them in their times of need, and they will provide us with food and information. (We will make them depend on us for their military, and then we'll come in during the night and kill them all)
>>
>>23741273
keep the killer rabbit, send the smart man back with the farming techniques and teach them at Kobolbridge University

The Guys Who Met Drinking can be left to their own devices I suppose

In the mean time, we need to scout the southerners.
>>
>>23741273
>However, we unfortunately forgot that our rabbits are bred for fighting, and 3 children are injured before the killer bunny can be recaged.
YES. YES.

I would suggest trade, though I doubt they have anything we want.
>>
>>23741316
I like this. Changing my suggestion to it
>>
>>23741273
What race owns the southern settlement
>>
>>23741273
Their children will remember the might of our rabbits for years to come, establishing us as a powerful force in the wilds.

We will expand Snarewood to the north, clear cutting much lumber to fuel our continued experiments and make wagons that we can use to participate in trade and longer exploration expeditions.
>>
>>23741316
Don't kill them until we have those southerners out of the way
>>
>>23741273
Construct Danevirk-analogue dirt fortifications along the neck of land between the water.
>>
>>23741339
The ghastly and navish ELVES. We must begin planning their undoing.
>>
>>23741338


Can we learn their agricultural techniques before we go to battle?
>>
>>23741363
agreed!
>>
>>23741363
Indeed, we must destroy the southerners, then turn on the easterners. Then we will be dominant power in the region!
>>
>>23739669

Question. What program are you using for the map? I rather like it.
>>
>>23741423
He is developing it. It is his program.
>>
>>23741382
we will form a human-kobald alliance to destroy the elves. Humans are generally larger than kobalds, and more competent overall, so they wold be great soldiers.
>>
Let's invite the other town to our Rabbit Pits! Let's fight smarter, not harder! We'll gamble away all their belongings! We are effectively the House! The House always wins! Our peoples resources goes back into our village! The other villages resources go into our village!
>>
>>23741423
>>23739669

And what i meant to say is, what exactly do i have to do for you to release it?
>>
>>23741444

I like the way you think, anon.
>>
>>23741441
>>23741414
>>23741356
Lets start a trade pact with the humans, and then once we are established we can destroy the Elves.
>>
>>23741414
destroy the south. Let the east live under our rule. Our rabbits must be given fine crops to grow strong, and the easterners are farmers.
>>
>>23741414

What is it with you warmongers? They don't seem to have military, so they are not a threat at the time. Besides, they've knowledge we could use and which we could obtain peacefully.

Also, really awesome program, OP.
>>
>>23741458
I don't know. I just seem to be on a roll with anything involving these rabbits. I'm tempted to namefag myself.
>>
>>23741444
YES YES YES!
Get them drunk, make them stupid, they will gamble away everything to us!
>>
>>23741444
absolutely brilliant, we should cut a road between us and the humans so they can join us
>>
>>23741463
Hey, I have nothing against the humans, but you can not possibly tell me that you would be content while a single elf still lives free.
>>
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>>23741459
We would need to establish a road connection in order to facilitate trade, or encourage tourism.

Additionally, my lords, I must report a disaster at the university... Some blind fool has managed to waste all of our ore stockpile, setting back our research somewhat...
>>
>>23741495
According to our map, our allies seem to be passing water trough their field, perhaps we should attempt the same? Also get some fishes from the lake, food diversity is good.
>>
>>23741492

Obviously not, but we were talking about humans, weren't we? Elves are the problem here, so we should not be wasting our time plotting against humans, when we could benefit from them.
>>
>>23741446
clever man.
>>
>>23741495

Let's start on making a road, then.

I suppose we're going to have to mine some more, then...
>>
>>23741495
we must determine who wasted our resources and force him into minimalist living until he repays twice what he wasted
>>
>>23741495

We could ask the humans for ore, assuming they have any mining activity.
>>
Before roads can be made, forests must be cleared. Snarewood must be expanded and begin the business of logging out long paths through the eastern reaches of the forests. We must use rabbits to help expedite the process by grazing them on intervening thickets.
>>
>>23741584
This. also, ask the humans for help with logging. It will be faster.
>>
>>23741552
Build a theatrically imposing dirt wall through which we run our road.
>>
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>>23741444
>>23741459
>>23741458
>>23741483
>>23741484
>>23741584

We begin to construct a road to their lands, clearing forests with the help of our mighty rabbits. The very trees tremble before them.

Incidentally, the humans expand a little southwest, and the filthy elves expand north, towards our mighty Koboldlands.

The smartest Kobold in the world returns to Kobolbridge University, and begins lecturing on agriculture.
>>
>>23741605
Have our new humans allies help us log, so we can build a road so that we can trade.
>>
>>23741643
continue with the plan, scout the elves if we can
>>
>>23741643
Train more of our strapping young males in the way of archery, the south grows stronger each day.

Attempt to make disguises out of rabbit fur, so we can disguise ourselves and recon hostile areas.
>>
This elvish expansion cannot be good, we should send scouts around the western side of the encampment to try to discover the limits of their civilization.
>>
>>23741643
Expand south, the more land we claim, the less they will get from us. Also train another army, having only archers isnt very good.
>>
>>23741643
Hey just how big is our average rabbit in comparison to the average human?
>>
>>23741735
especially when we are going to be fighting elves. we need counter-archers
>>
>>23741735
>>23741716
We will need to quickly diversify our forces. Those of our hunters most seasoned in trapmaking must begin planning and designing traps much larger and more intricate, suitable for halting unwanted movement through our territory.

This will allow our archers advantage in combat, and make enemies more susceptible targets in our lands.
>>
>>23741643
Have the University begin researching Time Travel.
>>
>>23741643
train mobs of rabbits for war. We face a threat of elves, there is no way we can match there archers, but they can not match a rabbit zerg rush
>>
>>23741782
Time to harness the power of our race, traps and pitfalls, everywhere
>>
Guys, guys, we have a couple turns yet, we need to connect with the humans and make them our gambling allies first, finish the road!
>>
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>>23741709
>>23741782
>>23741781
>>23741721

The work on the road continues, sucking up most of our nation's bold Geddit? KoBOLD?! efforts in our species name.

I contact the Northern rangers, and tell them to work on more intricate trap designs.

Additionally, we send a small force to recon the West of the foul Elves' land.

There is some progress at the University, and they hope to have refined metal soon.

Winterbury becomes a thriving village, with the largest population of beings in the known world!
>>
>>23739669

What game is this? Forgive my not knowing.
>>
>>23741889
OPs

>>23741882
is that gold I see?

Also, how are our human friends doing? Do they need help?
>>
>>23741882
We have a lot of food, well, meat, trade some with our allies for any other resources except food, 1-2 units.
>>
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>>23741882
Send a raiding party to recover the triforce from the mountains west of elfdom. With Wisdom, Courage, and Power we will be unstoppable!

Don't forget pic related
>>
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>>23741859
We should train our war-rabbits to pull sleds...

Rabbit Chariot Archers
>>
>>23741882
scout along both of those lakes, maybe they connect to each other.
>>
>>23741744
The size of a small to medium breed of dog, but built like concrete (whatever that is)

>>23741920
It is gold indeed. It seems to be being mined by some new civilisation to the West...

>>23741931
I tried so hard to make a better icon, but couldn't. ;_;
>>
>>23741922
Our allies are farmers, unfortunately, they have little to offer us in terms of resources.
>>
>>23741994
Train the rabbits to like us and respond to simple commands, so even the more vicious rabbit will see a kobold as a figure to thrust and protect in exchange for food.
>>
Since my rabbit pit idea is doing so well and its fairly easy to deal with, I put forward we start raising rabbits for different purposed!

Continue the pit fights! Try raising Guard rabbits! Start raising cattle rabbits! Raise Fur rabbits! Raise Pet rabbits so we don't have another FUBAR like with the Human children!
>>
>>23742037
I meant food other then meat, we are hunters, some meat for wheat.
>>
>>23741882
let's make room for winterbury's expansion towards kobolbridge university

also, send Those Guys Who Met Drinking to this new, western civilization, while continuing the road to the humans of Yarmire
>>
We must try to learn what we can of seacraft from our eastern humans, soon we may have need of the western lake for speed of transport. Our efforts on the road must be redoubled, once it is finished and we can trade we will be prepared to expand southerly and take our rightful domain from the elven wretches, for it has been written "As rabbits chew the grass, so must you grind the Elves from the Earth!"
>>
>>23742037

Then we shall be their Prometheus, raising them from the humble darkness to shining greatness.
>>
>>23742077
second this also try to learn how to smelt our ore from the western civilization in exchange from food
>>
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>>23742082
>>23742068
The road is complete! Humans now wonder amongst our settlements, drinking and being merry. Their drunk, loose tongues make our research into agriculture complete very quickly, and additionally, we now have techniques for producing COPPER from its ore, meaning we can now use it for projects and such.

Our fields are now much more fruitful, and population growth is on the up once more.

We trade 4 meat for 3 units of wheat, which our people find most exotic. We begin work into cultivating it ourselves...

Those Guys Who Met Drinking are on their way West as we speak.
>>
>>23742082
you just now wrote that down, didn't you
>>
>>23742180
If we only just got wheat, then what on earth were we growing before?
>>
>>23742180
I want that gold
Also, Road to the uni
>>
>>23741882
I have a feeling dwarves are at that gold. We should try to meat them. but use the humans for diplomats, I doubt dwarves will like us much.
>>
>>23742180
Wonderful!

Now, let's experiment with this copper production and make spears!

how's the rabbit pits doing?
>>
>>23742180
begin copper weapons and armour
>>
>>23742204

Rye, perhaps?
>>
>>23742204

po-ta- toes
>>
>>23742204
Carrots.
>>
>>23742235
>>23742212
We must develop copper trap springs and arrowheads, and network our roads among our own settlements.
>>
>>23742063
We mustn't forget the most important goal, riding rabbits!
Our scouts would travel so much quicker upon fluff-back.
>>
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>>23742284
>>23742276
>>23742211
>>23742209

A road between our capital and the university is established quickly given our newfound infrastructure skills.

A tentative unit of scout-rabbitjockeys is trained, using smaller Kobolds and our finest rabbits. The ride like the wind! ...Most of the time, anyway. There are still a few kinks that need to be sorted out.

Those Guys Who Met Drinking move further West, and although they are not spotted, they recognise as Dwarven keep when they see one.
>>
>>23742382
send humans as diplomats. dwarves are generally more likely to accept humans than kobalds. And make sure we mention how much we hate the elves.
>>
>>23742382
Let's begin processing copper. With any luck we'll get some swords for the riders.
>>
>>23742382
I think we should try our best to approach the keep with friendlyness in our eyes.
Because if they have a keep, then they have riches, and if they have riches, they are strong.
>>
>>23742431
spears or bows would probably work better.
>>
>>23742449
True, true. Changing vote to that.
>>
We must begin construction of a port on the western lake. Shipwrights here will allow us the ability to transport the distance of the plain with speed and relative ease, increasing our ability to trade and interact with the Dwarves.

We must hire on Humans as our diplomatic proxies for this purpose, and beging preparing the plains south of our lands for battle against the Elves.

Only in victory against the Elves can we hope to win the respect and fellowship of the Dwarves.
>>
>>23742382
those mountains to the north deserve exploran
>>
>>23742473
This kobald is reasonable
>>
>>23741882
Elves encroaching from the south, a defenseless ally to the east-northeast, and one of the largest populations on earth, and we still have only a single small selection of poorly-trained archers? This will NOT stand, especially when a confrontation of some form is inevitable.

Get a second squad of archers trained, that we may send one to defend the border south and the other to defend our allies, and tell the first squad to start practicing.

Unless they're the ones studying traps, then leave them to it... for now.
>>
>>23742538
Agreed. We need more military.
>>
I think we should claim more forest to our North and close the gap to our East. We can set up more fields for crops and rabbits to trade to our 'allies'.

I'd also like to ask for a dedicated plot of land or two to give solely to the rabbits since they are pretty fundamental to our village.

Also, why not use our new riders to scout more to the South?
>>
>>23742538
If we can get the dwarves on board then all our problems will be solved.
>>
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>>23742473
>>23742538
>>23742518
(We now get 2 full actions per round)

A port is built on the lake, adjoined to our capital via road.

We raise another army of archers, hiring fairly experienced hunters, and we now have 2 professional, skilled units of archers.

Our cavalry scouts are outfitted with copper headed spears at the expense of our stockpile.

One unit of archers is sent to our allies, where they receive updated maps. We learn of another band of humans who live on the coast to the North. Our allies have not interacted with them at all as such.

Our other archer band is sent to the roughlands on our South border.

Those Guys sit in wait of further instruction.
>>
>>23742696
Send human diplomats to the dorfs.
>>
>>23742696
send human diplomat to dwarves, redouble rabbit breeding
>>
>>23742696
Name the port Seaside Town.
>>
>>23742696
Send human diplomats along with Those Guys Who Met Drinking to the dorfs, mine some more copper.
>>
>>23742538
This elder speaks truthfully, we have developed such that we must increase our holding strength of fighting men. Two archer detachments armed of bows and copper tipped arrows are needed, one to hunt and serve eastern peacekeeping, and one to be watchful of the south.

Our riders must place their efforts in identifying more metal deposits, searching the mountains to the north.

>>23742646
Proper rabbit husbandry is essential to our development, dedicating a plot of land near the university to that purpose would be wise. Also, some university men must study this wheat to learn of any medicinal or chemical uses it may have.
>>
>>23742696
we need to train some fishermen, if the humans know, ask for help. Send Those Guys with the Smartest Kobold, and the human diplomats to the dorfs
>>
Guys, I just thought up something.

What are we going to do after we have (most certainly and inevitably) crushed the elves?
>>
Find more elves? If theres two human settlements theres gotta be more elves.
>>
>>23742696
EXPLORE NORTH
DEM MOUNTAINS LOOK INTERESTING
>>
>>23742783
crush what lays beyond them obviously, and deal with the inevitable backstabberying
>>
>>23742783
Expand to fill their territory, then continue on as far as we can go?
>>
>>23742783
We expand out as far as the lands go, if possible find more dirty elves and crush them with no mercy
>>
>>23742783
We crush MORE elves and capture the females ( Males if cute ) because i DOUBT that is the only place with elfs.

Also probably research into their magic from the captured prisoners and/or breed some of our kobolds with their blood to have more precise archers.
>>
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>>23742720
>>23742725
>>23742766

The human diplomats are recruited, and the Smartest Kobold meets them in Winterbury, escorting them to the port where they'll be transported on rickety Kobold watercraft to the rest of Those Guys.

I instructed that the rest of our efforts went on a naval unit to transport the diplomats.

We run out of wheat, but we ought to have enough samples to begin cultivation shortly.
>>
>>23742881
hey is there magic in this?
>>
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>>23742647
Naturally, but it's a fool who tries to put another's house in order before he's finished with his own. We get the dwarves on our side, so much the better, but that doesn't mean we should rely entirely upon them. Defense for now; pincer warfare against douchebag elves later.

Send Those Guys north, They can scout out the territory there while we send a ship to pick 'em up and bring them back. Seeing as we're saving diplomacy for the humans and they probably won't be able to get past those mountains, their usefulness is limited for now... unless we want to send them along this beach, instead?
>>
>>23742822
>>23742826
>>23742833
And thereby it was written the grand charter of all Koboldom: To thrive and grow Kobold kind that no race must suffer the Elf to live.

An expedition must be mounted to expand the borders further south, and to develop a fortification medial to the two civilizations. This fortification will serve as hub for all those who would join us in our great crusade: the inevitable destruction of the Elves.
>>
>>23742881
EXPLORE NORTH MOUNTAINS
FARM MORE
>>
>>23742881
okay, while that's underway, we should begin irrigating some more farm land, we have a growing population after all
>>
>>23742901
With you around, every day is magical.
>>
>>23742934

Agreed. Our oversized human allies know the secrets of diverting the clear wet stuff, and it looks to be working well for them. Learn their ways and let the fields run blue with the blood of the lakes.
>>
>>23742881
Use one point to concentrate fully on the wheat and another point to speed up with the investigation of the metals, we need swords, shields and armor as soon as possible.
>>
>>23742944
so much bromance in this thread
>>
>>23742970
Shields alone would take us pretty far when paired with our spears.
>>
>>23742991
We all Brobalds now
>>
Someone should make a pastebin to keep track of this if we continue this for a great length of time.
>>
>>23743014
>>23742970
Swords serve no Kobald so well as a stiff spear and a stout shield. Let our efforts into discovering the uses of wheat redouble, and our search for additional resources in the north continue.
>>
>>23743097
Just make a wiki article for this game.
>>
>>23743097
when*

OP, you won't let us down.
>>
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>>23742901
Who knows? I mean, it's worth a try, right? Or perhaps it'll just be wasted effort.

>>23742909
We expand South most succesfully. The talk of retaking Elfish land, and restoring Kobold sovereignty over soil really motivated our brave people to do their duty for their country, and our borders have grown considerable south.

Our Southern archers now take a defensive position on our borders, where they watch the recently appeared Elven soldiers with great malice.

The human diplomats are being escorted round the mountains, via the Northern beach.

Our farmlands have grown somewhat, but our research into wheat has been hurt by the loss of Professor Smartest.
>>
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>>23743111
Would I make a save function if I were going to let you down, fellow Brobolds?
>>
>>23743123
> but our research into wheat has been hurt by the loss of Professor Smartest.

NEVER FORGET
>>
>>23743123
Cold War 2: War Harder is a go.
We must make ballistae with wood!
>>
>>23743160
(lost to his expedition to the Dwarven hold where he is still quite alive.)
>>
>>23743158
ilu bby~ Make sure to tell us several times when you get the program done, it's really awesome!
>>
>>23743123
Can we get any info on the elf units without sending our guys to within one space of them?
>>
>>23743201
If you spend an action point and send in your scouts near their borders, they can recon while being two spaces away.
>>
>>23743160
Professor Smartest is just with Those Guys being a PC

>>23743123
watch towers, and signal fires

someone needs to take a census of our population

Establishing a military base on the southern coast would be a good idea as well, very fertile farmland once the border is stabilized
>>
>>23743217
Let's go with that. Need to know what we're up against.

We're almost at autosage, but the way. New thread?
>>
>>23743123
We need to work on traps and such, signal fires and watch towers sound like good ideas.

Also, if we don't already, make copper-tipped arrows and raise another archer force.
>>
Only two more phases hence, for our invasion begins. We must construct a port on the northwestern bank of the elvish ocean, and commence strikes against their fishing industry. As we force the elves into crisis, we must also raise up another garrison of fighting men, so that our raid into their territories may proceed with the advantage of numbers.

Progressing in this way, victory is guaranteed!
>>
>>23743123
...Hmm. That expansion south may have been a little excessive and premature. Now a confrontation with the elves isn't just inevitable, it's almost assuredly immediate. Do we have the resources or manpower to fortify the southern border somehow? Build a wall, or another army, maybe?
>>
>>23743276
kobold pirates and a trapped siege line, it's beautiful
>>
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>mfw I'm stealing these art assets and making a game out of it for fun and profit
>>
I'm just kinda worries at this point.
We;ve researched agriculture, smithing, breeding, all sortsa sciency shit.Which is coo'.

What happens if we fight with the Elves and dey gots da Wizards?

I mean, like 'ZAP MOTHAFUCKA'.

We needs ta know hows they fights.
>>
>>23743286
My brother, the fortification has been completed! In our southerly advance we took up territory in the wilds and worked it to our purpose. Assuredly should the elves press an attack, their number would easily fall!
>>
It seems that we're going to be peaceful to our human neighbors to the east, even bringing them under our protection. We should build two forts, one to the east of them and one to the north of them, to help defend them from attacks. We should also research signal fires and watchtowers, so we know when enemy forces are on the move.

But all of that after we defeat the damned elves.
>>
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>>23743276
Don't be hasty. Not until I see those wheat crops pummeled to grain! Which should be any moment now...
>>
We need military. With the expansion southward, war is coming. I vote we tap into our booming rabbit trapping industry, and start coming up with elf traps to fortify the border. That and train another unit of rabbit-mounted spearmen
>>
>>23743331
This would make for a pretty good strategy game.
>>
Fellow Kobolds, I just noticed, that at the bottom of our map, the elves have a road leading off to some unknown land.

Those damned elves may be larger than we first thought.
>>
>>23743286
Seconding this, we need to hold them off as much as we can while we work on our shit.

Also waste a point in
>>
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On home matters:

We have established a full field of wheat, which now supports growth of our new ports.

The port town to the South West has been established, but its remoteness means no road can built there without half a round's effort. It is as yet unnamed.

Foreign affairs-wise, the human diplomats have reached the dwarves. They are unimpressed by their lack of gold or 'iron', but they certainly seem pleased with their disdain for elves. Have the diplomats anything pertinent to say?

The scouts join our archers in the south, but the elven force is joined by what we now know is a second unit of elven archers. They seem most formidable, and an attack on them as it stands would appear foolish.
>>
>>23743421
>>23743370
>>23743286

OP, is there a visual indicator of what land has been fortified with traps or earthworks? How well developed have our defenses been?
>>
>>23743452
Name it
Saint Koboldburg
>>
Right, time to get those copper swordsmen up. Move our second unit of archers to the borders as well.

Also can we transfer our navy to the ocean?
>>
>>23743452
>
We need to make it clear.
We like alcohol, we like metal, and we like mountains.

Elves like NONE of these things, and they think short people suck.

I think the rest of it speaks for itself.
>>
>>23743460
The program doesn't have a graphic for it as yet. Your capital is walled with a palisade, or at least the wealthiest, inner areas are, including the rabbit pits. The archers in the south are fairly heavily dug in, with resourceful use of their mounts leading to very quick trench construction. Otherwise, there is little fortification.
>>
>>23743452
train more soldiers, breed more rabbits. Make more weapons, rally the dwarves.
>>
this reminded me of a F2p hexgrid MMOrts

look up Ironfell
>>
>>23743259
Wow. Just want to say, it's been hella fun chaps.

Hmm... if we do move onto a new thread, I'll probably have to call it a day well short of another autosage, I'm GMT. If you're fine with that, I'll make a new one.
>>
>>23743452
The privateers of cutlass cove must soon begin their works, that the forces and resolve of the enemy might be weakened. The dwarves are to be alerted to diversionary attacks against the Elves from the north, extended as a gift to them that they may take of Elvish lands without fear of reprisal.

Our number must yet be increased, with at least once over our garrison in archers, and metal arrows of the best quality to be had.
>>
>>23743500
Councilor, have out kobolds began studying the art of "Mathematics"?

From that we have more efficiency in stockpiling, better recordkeeping, AND from that fundamental, we figured out how to make siege weapons.

Just saying. A good recommendation, is all.
>>
>>23743452
Trap the border! Our true strength as kobolds is in our wiliness and asymmetrical warfare. Let's create a elf trapping corps that will harry and harass the elves in wartime. Given our rabbit trapping expertise, this should be an easy transition.

To the dwarves, we give a pact of mutual aid. If either of use goes to war against the elves, then we both do. Make sure to demonstrate some of our war rabbits to show that we mean to make good on the deal, and not just be riding on their military's coattails.
>>
>>23743452
Tell the dwarves that the elves are expanding, and will soon attack the nation of kobolds and the nation of humans. We request that they will help us in any struggle against those damned elves.
>>
>>23743452
Work on developing traps for use against the elves. It seems that their military is bigger than ours, so we must use the land to our advantage.
>>
>>23743452
YES!
YES!

>>23743452
Tell those dwarves that as it stands, RIGHT NOW we have all their defenses lined up on the north-east border, matching our own forces in a deadlock stalemate.

We can solve both our problems with them if they carpe diem and strike directly at their capital- and in the case of the elves bringing their armies to bear, they have our firm and solemn oath that we will join the dwarves in a pincer-movement and crush them.

In the meantime, have our troops keep practicing, and have that southwestern port city of ours start developing a naval force, or a troop of spear-bearers, or both if they can do so. If not, priority to the navy.
>>
We tell the dwarfs about our attack against the elves and that they can take as much as they want, but for now we have a common PEST we have to exterminate with the probability of leaving their women for whatever the dwarfs want.

Also use a point to train our units, rabbit cavalry should be our main protagonist in this war, sending our archers in forest-like warzone and the cavalry in open fields.

Also research metals as soon as possible, just in case the Dwarfs end up not wanting to work with us.
>>
>>23743552
I have informed Kobolbridge.

>>23743421
>>23743370
>>23743286
>>23743572

I shall have our best teams work on fortifying the border for our foes.

>>23743497
The dwarves are unmoved by this argument. They seem to be quite isolationist fellows... perhaps we might be better off asking for indirect aid than their help in battle...
>>
>>23743624
If we do that, and the elves have additional armies we don't know about, then the dwarves will be angry with us for tricking them.

Maybe the dwarves have info on the elves we don't. We should ask them about the elves' armies, capabilities, and potential weakness.

>>23743552
Yes, even with war approaching, we should still have the university researching. Mathematics would be a good avenue to pursue.
>>
>>23743500
Just rip the "fortified" icon straight out of Civilization 2

Also. we are in autosage.
>>
>>23743664
Well, uh, as I walk I away, we inform the dwarven diplomats they Elves think beards suck, and that you look silly in them.

Not us, we think they look great. And noble.

But Elves? They think you'd look better....SHAVED.
>>
>>23743624
>>23743543

I shall have a new navy constructed In Cutlass Cove.

Sorry, Saint Koboldburg dude, I like the name, it's just I've already named a load of dwellings -burg,
>>
Hold on, I'll make a new thread.
>>
>>23743664
If they have no interest in battle, or anything we produce, the only thing we can ask is if they know of anything about the elven menace, for we are very close to war with them at this point and if you could help us at all our gratitude would be immense.
>>
>>23743725
>Sorry, Saint Koboldburg dude

Eh, no problem. Cutlass Cove is way more badass anyway.
>>
New thread:
>>23743887
>>23743887
>>23743887
>>
>>23743880
But our Koboolds dont even know what Cutlasses are!



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