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File: Civ Thread.jpg (1.42 MB, 1383x2875)
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How about a civ thread? Pick a race. It can be from the chart, or not. I've got a map cooked up, so once we have a decision we can start.
>>
Halflings/Plains
>>
Niggers/City Slums
>>
Orcs and Desert. We'll use our low food consumption to use marginal land effectively. The desert will give us the inspiration to build a powerful religion to produce rich culture or galvanize our people to war and overcome our low morale.
>>
Insects (giant bees) forest.
>>
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>>34369383
Buzz buzz motherfucker
>>
>>34369362
Second the vote for Orcs/Desert
>>
>>34369383
>>34369431
Third vote for bees in forest.
>>
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>>34369484
Second. I'm both posts.
>>
>>34369501
I take it you were also there for the bees on the floating islands?
>>
>>34369431
>bees get chosen
>tg being tg, it ends up being beegirls
I don't know how I'll feel about it.
>>
>>34369558
That's not what happened before.
but we can do that if you like.
>>
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2 votes for orcs/desert
2 votes for insects/forest

As a compromise, I will change my vote from orcs to insects if you agree to make them ants instead of bees this time.
>>
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>>34369501
>Not running an efficient caste system hive with workers and warriors
>Not having a hivemind expanding and consuming everything
>Not being pure neutral alignment insects, not effected by morals or caring about the distress of non-bees
>Not turning the entire world into a single super hive
>Not admitting hexagons are superior
>>
>>34369611
I second the ants in the forest. I can also back bees, but I think ants would be cooler
>>
>>34369611
First bee guy. Sure let's go with ants. They're awesome too.

Yes I did suggest bees on the floating islands and in the threads before it. I'll never feel satisfied and "sated" because these threads almost never continue so it's like my save game got deleted!
>>
What if orcs are bees? What if forests are bees?

Everything is bees...

(Vote for bees/forest)
>>
>>34369611
I'm cool with myrmidons, but I think termites would be cooler in a forest.
>>
File: Forest.png (32 KB, 365x338)
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Alright, sapient ants it is!

Since the dawn of time all your people have known is this forest, and have eked out meager lives here. But recently the ant-people have undergone a change. They desire to forge a great civilization! Will they succeed? Only time will tell.

Current Tech:
>Tunneling

Current Infrastructure:
>None

Options:
>Explore
>Build
>Research
>>
>>34369672
Same guy as
>>34369484
>>
>>34369690
We only get one action? If so, I say exploration is crucial. We must know what local resources we can exploit.

If more than one, I also say we should start researching.
>>
>>34369690
How many ants do we have?

I vote for Build
>>
>>34369690
What does our base look like? A circular layout? ONe big chamber in the middle with other tunnles branching off?
I'm thinking we explore
also what are our ranks? How many ants are there?
>>
>>34369690
Explore
>>
>>34369734
I change my vote to explore
>>
Explore
>>
I think we should evolve termite powers so we can eat the trees. How do we get mutations?
>>
Sorry, I should clarify. You currently have 100 ants + the Queen.

You have two actions per turn, rolling 1d20 for each.

If you wish to explore, specify a direction. Also specify for Building and Research.
>>
>>34369790
Is bark edible?
>>
>>34369790
I want to make ants with super hardened shells, like tanks or something. They can be the backbone of our military. Just my ideas
>>
>>34369790
Agreed. After we explore.
>>
>>34369807
ok, and how are we getting our food? Do we scavenge? Also how do we unlock evolutions/mutations?
>>
Rolled 19, 3 = 22 (2d20)

>>34369807
First action, explore east.
Second action, build overworld. Our tunnel entrance should be on higher ground while there should be moats around it to deal with rain and floods.
>>
>>34369835
Explore East, but I think we should start researching- how about aphid domestication?
>>
Rolled 4, 13 = 17 (2d20)

>>34369807
Send 20 ants to explore east and research Xylophagy.
>>
>>34369833
You are currently scavengers, and have no food surplus, which means no pop. growth. Your people have the ability to influence their physiology to a degree, so mutations and such can be researched.
>>
Rolled 9 (1d20)

>>34369871
Second the vote for exploration and xylophagy.
>>
>>34369913
Roll a second d20
>>
>>34369871
this is best I think
>>
Rolled 15 (1d20)

>>34369932
A roll is a roll is a roll
>>
>>34369966
I thought we had to roll 2?
>>
>>34369981
Hm? I rolled a second one for him.
>>
Rolled 13 (1d20)

roll for basic agriculture, ants in South America are known to cultivate fungus for food, and in other areas are known to herd aphids as a source of sugar as well.
>>
>>34369690
Your scouts head East and find the ocean, but nothing particularly useful and head back.

Meanwhile, your people have successfully developed the ability to eat wood, making food much less scarce!
>+5 ants per turn

Current population:
1 Queen
100 workers
+5 ants per turn

Current Tech:
>Tunneling
>Xylophagy
Current Infrastructure:
>None

Options:
>Explore
>Build
>Research
>>
File: Update 1.png (31 KB, 498x264)
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>>34370060
Forgot update.
>>
>>34370060
So how about exploring south and building infrastructure?
>>
Rolled 16, 5 = 21 (2d20)

>>34370060
Explore north
Build flood-proof fortifications.
>>
>>34370060
Explore for cave fungus or aphids, begin building cave fungus farm or aphid farm. I think those are the best next steps
>>
Rolled 14, 13 = 27 (2d20)

>>34370092
What this guy said.
>>
>>34370104
Do we have aphids or fungus we can farm yet?

Also, if we are only going to have a few people playing, why don't we do this on a private chat so this thing doesn't die off?
>>
>>34370118
Other*
>>
Use the paper mache slurry you get from grinding up large amounts of bark and actually start building decent fortification with it.
>>
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Rolled 7, 9 = 16 (2d20)

>>34370092
Second that other guy. Xylophagy will be useful for clearing trees out of the way to build fortifications. The logs might even make good building material.
>>
>>34370158
Not yet, we need to explore and find it, and sure
>>
>>34370158
We can always archive. Also since we live in a dense forest area and can eat wood do we really need more food sources?
>>
Rolled 17, 13 = 30 (2d20)

>>34370092
Explore north, research agriculture.
>>
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>>34370060

You build basic fortifications from wood around the area of the forest where you generally operate. They aren't much to deter attackers, but they would serve you well in a flood.

Meanwhile your scouts head North and find some kind of strange new area. They aren't sure what kind of land it is, but they don't like it.

Current population:
>1 Queen
>105 workers
>+5 ants per turn

Current Tech:
>Tunneling
>Xylophagy

Current Infrastructure:
>Basic Wooden Walls

Options:
>Explore
>Build
>Research
>>
Rapidly reading about ants for research ideas.

Polygyny which allows us to have multiple queens per colony.
Venom stingers.
Acid spitters.
Grip mandibles (goes well with venom stings from the abdomen so you never let go and keep stinging)
Slavery.
Raft forming. Ants can join up and use 99% of their limbs to form a floating raft over water (ocean crossing ability?)
Silk weaving from baby cocoons for strengthening fortifications

Along with generic fantasy upgrades like digging an iron deposit and chewing it to develop a stronger carcass or developing denser muscles or something. More suggestions?
>>
>>34370417
Research heavier carapaces for warriors! and then whichever else
>>
Rolled 9, 8 = 17 (2d20)

>>34370417
Explore west. Start digging deeper. Perhaps we'll find something of interest.
>>
>>34370417
>>34370453
I like the sound of silk weaving and digging up iron.
If we research both, we can build a great underground fortress, and become dwarves.
>>
>>34370453
Once we have stronger more armored ants we can use basic technology to stick spears or other sharpo itmes onto them, they they will be large armord porqupine deathballs. That is my goal for the heavy warriors
>>
>>34370462
>>34370507

Who needs carapaces when we can make iron armor?
>>
>>34370526
six of one half a dozen of another, I just want bigass armored ants to be the heavy warriors lol
>>
Rolled 13, 8 = 21 (2d20)

>>34370417
In my opinion, we should acquire armor and weapons through trade. I vote to clear cut the forest within the fortifications and to build a boat.
>>
>>34370553
>build a boat
But what if its just a lake next to us and we are so small it apears a ocean?
>>
>>34370553
If we cut the forest too greedily, we will run out of food. And we have plenty to explore before having to cross the sea.
>>
>>34370504
What if ants don't become like dwarves but dwarves become like ants?

>>34370526
It's a nice requirement instead of "make better carcass" out of sheer will. We introduce iron to our diet which strengthens it naturally, or chew, swallow, acid-puke it and rub it on us instead as a form of insect smelting and smithing.
>>
Rolled 7, 15 = 22 (2d20)

>>34370592
>It's a nice requirement instead of "make better carcass" out of sheer will. We introduce iron to our diet which strengthens it naturally, or chew, swallow, acid-puke it and rub it on us instead as a form of insect smelting and smithing.

How about we research this and we dig deeper down?
>>
>>34370622
Yeah we dig down until we hit an iron deposit, or any other ore deposit we can exploit somehow.
>>
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Rolled 9, 5 = 14 (2d20)

>>34370622
Okay, I'll back the initiative. It is plausible, because there is a species of snail which has iron armor.

http://news.nationalgeographic.com/news/2003/11/1107_031107_snailarmor.html
>>
>>34370417
Explore South, research domestication. If we acquire aphids or some other food beast, we can boost our population further. Alternatively, we might find warmounts or beasts of burden.
>>
>>34370662
But anon, we are the beasts of burden.
>>
>>34370662
We'll get to that eventually. We have to clearcut the forest before we can do conventional agriculture.
>>
>>34370633
Than roll up, so we can get the next chapter up.
>>
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>>34370417

Digging deeper produces no items of particular value, but does expand the tunnel network to be quite impressive. With more infrastructure, it could easily be called an underground city.

Meanwhile, the scouts head West and find some delicious fruits.

Current population:
>1 Queen
>110 workers
>+5 ants per turn

Current Tech:
>Tunneling
>Xylophagy

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony

Options:
>Explore
>Build
>Research
>>
>>34370691
If cutting up the forest reduces our primary food source, there is little reason to start up agriculture.
Let's explore south. If there is clear grassland, we can do agriculture there.
>>
>>34370707
Start plans to make second colony near the fruit trees and explore more?
>>
Rolled 3, 16 = 19 (2d20)

>>34370707
Explore south.
Clearcut the forest within the fortifications and stockpile lumber.
>>
>>34370707
please say we have hivemind, if not Research it
>>
Rolled 14, 11 = 25 (2d20)

>>34370744
Sounds good to me.
>>34370745
If anything, we should start a lumber farm. That way, we have a steady supply of lumber and food.
>>
Rolled 5, 3 = 8 (2d20)

>>34370758
aye, communication is key. We must have it.

in addition, i say explore south.
>>
Rolled 15, 18 = 33 (2d20)

>>34370699
I think we'll need to find an ore source first to experiment with, so rolling for tunneling.

>>34370707
Keep tunneling down and around for anything interesting. We're looking for ore.

Also research Polygyny to increase queen cap on a colony. Increases pop growth?
>>
>>34370790
I LIKE THESE ROLLS, I LIKE THESE IDEAS, WHAT CAN I SAY, I LIKE THIS GUY. CHANGING MY VOTE TO THIS.
>>
>>34370743
we grow exponentially, at some point we will start eating the Forrest faster then it re grows, also op how big are we and how much non tree food would we need per turn to grow ?
>>
Rolled 7, 8 = 15 (2d20)

>>34370790
Changing my vote to this, since the idea is better fleshed out.
>>
>>34370789
it also eliminates problems with civil unrest / individuality
>>
>Trophallaxis is the transfer of food or other fluids among members of a community through mouth-to-mouth (stomodeal) or anus-to-mouth (proctodeal) feeding.

So cute and adorable!

>Trophallaxis serves as a means of communication, at least in bees and ants. In some species of ants, it may play a role in spreading the colony odour that identifies members.

We can use that as a form of hive mind. Using chemicals in the air to convey the will of a hivemind.
>>
>>34370758
You are already a hivemind.

>>34370828
You are about the size of a pig or large dog, with the queen being about as big as a cow.
>>
>>34370886
What size are the hexagons of the map?
>>
>>34370867
transfer of food or other fluids among members of a community through... anus-to-mouth (proctodeal) feeding.

If you find that cute than do I have the movie for you!
>>
>>34370886
sweet, then I vote for trying to dig and find iron / researching harden shell
>>
>>34370908
oh god no ... please don't... I really expected more from /tg/
>>
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>>34370908
gihihihihih
>>
>>34370931
Remember we're pure neutral. We can't be disgusted and we're above morals.
>>
>>34370931
What, you don't like the movie "Antz"? Prefer "A bug's Life"?
>>
>>34370967
I think there's a filthy, lazy cricket in our midst...
>>
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>>34370707

Digging finally yields a result. Some kind of shiny rock(copper). However it is difficult to extract, and you currently know of no use for it.

However, the Queen has given birth to a new queen in order to expand your territory. She will be fully grown in 5 turns.

Current population:
>1 Queen
>1 Queen-in-training (5 turns)
>115 workers
>+5 ants per turn

Current Tech:
>Tunneling
>Xylophagy
>Polygyny

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony

Options:
>Explore
>Build
>Research
>>
https://www.youtube.com/watch?v=6kqGO1c70ak
>>
Explore South, research pottery. It'd be helpful to have containers to hold useful things like water.
>>
>>34371038
Seconding this
>>
>>34370895
Each hex is roughly 5 miles across.
>>
>>34371028
Explore south and research metal smelting.
>>
Rolled 8, 13 = 21 (2d20)

>>34371028
Explore South.
Construct large rowing vessel.
>>
Rolled 14, 3 = 17 (2d20)

>>34371028
Explore south.

Try to experiment with the copper. Have a few ants try to chew it while other ants will only digest it for a bit then puke it over other ants. Explore all kinds of ends for results. Metal smelting/smithing basically.
>>
We need to start training fighters. So far all we have are workers. If we encounter a threat we're boned. so I say research hard shell and train warriors.
>>
Rolled 19, 19 = 38 (2d20)

>>34371081
Forgot to roll.
>>
>>34371028
>Research
hardend shell
>Explorer south
>>
Rolled 17, 19 = 36 (2d20)

>>34371081
Second the vote to smelt the copper and explore south. You can't chew copper ore, guy. You have to make a fire and smelt it.
>>
>>34371200
Next you'll say you can't chew rock! I was sorta referring stomach acid as strong enough to manipulate it, mixed with simplifying plot magic. Or just plain eating it and letting the body deal with it with magic evolution.
>>
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>>34371028
Exploring South, your scouts find more ocean, and mountains to the Southeast. There is a cave leading into the mountains, and at the foot of the mountains there are several mushrooms.

Meanwhile, the workers try all sorts of experiments with the copper. Eventually they learn to crudely melt it using their natural acids, giving them a basic smelting ability.

Current population:
>1 Queen
>1 Queen-in-training (4 turns)
>120 workers
>+5 ants per turn

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony

Options:
>Explore
>Build
>Research
>>
>>34371239
Hold that thought. It can't work for copper, but it does work for iron sulfide.

http://news.nationalgeographic.com/news/2003/11/1107_031107_snailarmor.html
>>
>>34371200
fire ants ?
>>
Rolled 12, 16 = 28 (2d20)

>>34371265
Try to form a copper armor on a few ants.

Explore the caves at the south east and check some of the mushrooms.
>>
>>34371265
Ok, well now lets work on researching armor and what can we do for our offense?
>>
Rolled 10, 12 = 22 (2d20)

>>34371265
If the cave turns out good, we can move the new queen in there. We should breed warriors to explore the cave, and develop mushroom agriculture.
>>
>>34371265
Grab some mushrooms and bring them back home for research.

So, Explore: Mushrooms. Research: Mushrooms.
>>
>>34371310
Maybe we shouldnt explore the cave just yet, what if there are hostiles in there? We need warriors first imo
>>
>>34371279
I read it. It's interesting. Still, it's fantasy. We're dog sized ants. If a snail can make fool's gold and stuff to form an armor we can take the general idea and stretch it from there 3 miles.
>>
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Rolled 8, 16 = 24 (2d20)

>>34371265
Establish fungus farms inside the colony.
Forge copper tools and weapons.
>>
>>34371318
Better idea. Breed warriors and develop copper armor. That way we can have copper carapace warriors who can explore and survive whatever the cave holds.
>>
>>34371265
both actions on trying to develop fighter ants

on another note, shouldn't we start slowly growing more then 5 pop per turn ? exponential growth and all
>>
>>34371336
True. But we're only risking a scouting party and worst case scenario we'll know there's trable.
>>
>>34371354
I see, we are expendable after all

>>34371342
and that sounds good
>>
>>34371354
no worst case is that we let another ( possibly hostile ) civ know we are out there or lead them back to the hive
>>
Rolled 8, 15 = 23 (2d20)

>>34371342
Well, if we have the ability to dissolve copper with mandibular secretions, then it follows that we can precipitate the copper to make copper-plated ants. Since it's possible, let's do it.
Create copper-plated warrior ants.
Gather mushrooms to make fungus farms in the colonly.
>>
Rolled 18, 8 = 26 (2d20)

>>34371342
>>34371350
>>34371385

Sounds like a plan.

Also how does this dice rolling work? Once per person or once per plan?
>>
>>34371350
Exponential growth from a single queen. We're growing more queens.

We research multiple queens per colony, so say a colony can have a 5 queens cap, each queen takes 5 turns to grow.

Assuming each queen can give birth to another queen inside a single colony, a colony can reach queen cap in... 15 turns? (3 cycles)

With 5 ants per queen per turn that's 25 ants per turn per colony? And we could do research to make each queen more fruitful, which would give more ants per queen.
>>
>>34371385
The first word you learn is sacrifice, drone.

>>34371395
True..
>>
>>34371445
Also OP what is the queen cap?
>>
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>>34371265

With the intent to cultivate them, you research agriculture to make use of the mushrooms you found.

Meanwhile, you use your basic smelting ability to make some worker ants into warrior ants with copper plating on their carapaces.
>30 workers have become warriors
>New ants will always become workers, warriors must be trained

Current population:
>1 Queen
>1 Queen-in-training (3 turns)
>95 workers
>30 warriors
>+5 ants per turn

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony

Options:
>Explore
>Build
>Research
>>
>>34371553
Forge copper tools.
Build a large rowing vessel.
>>
Rolled 20, 9 = 29 (2d20)

>>34371553
We should move the mushrooms underground where we can dig lots of room and keep them safe. Underground shroom farms.

Could we make queens more fruitful? Perhaps the mushrooms have more nutriments to assist with this?
>>
>>34371553
what do you mean by warrior ? are they bigger/ stronger or trained ? or are they just workers with armor ?
>>
>>34371604
I think the fungus farms are already underground.
>>
>>34371505
There can only be one queen per colony, or factions start to pop up. However you are free to establish as many colonies as you like, and they will work together.

Also I have to go grab something for dinner, I'll be back in a few minutes.
>>
>>34371553
Excavate mushroom fields in our colony and start cultivating them there. If that only takes one action, I say we send twenty warriors to explore the cave.
>>
>>34371644
I thought we researched Polygyny? It means a single colony having multiple egg laying queens.

>Polygyny
>An ant colony established under multiple, egg-laying, queens.

>Most species of North American carpenter ants have a single queen, but colonies of C. vicinus frequently have multiple physogastric (egg laying) queens. Polygyny in carpenter ants seems dependent on their habits and habitats, with species in harsher, more exposed, habitats tending towards polygyny, while those that are exposed to fewer environmental extremes are primarily monogynous.
>>
Rolled 4, 19 = 23 (2d20)

>>34371736
This. We further research on the mushrooms if we can't cultivate them yet.

We explore the caves.
>>
>>34371638
Can you direct me to the post? I think I missed that.
>>
>>34371553
What's with the gold coins?
>>
>>34371855
copper deposit we found
>>
Rolled 11, 16 = 27 (2d20)

>>34371831
I was mistaken. We researched the ability to make farms, but we still have to build them.
I vote to build the fungus farms and explore the caves.
>>
>>34371768
>>34371644
I suppose there's misconception with infighting due to the comparison to human nobility which do dictate policy, and would create infighting. In nature queens are just baby whores. Every ant is born knowing its job so there's no conflict.

Heck, the ants would eat the queen if she didn't pop out enough eggs.
>>
>>34371989
I thought we were planning on moving the queen to a new lair when she hatches anyways?
>>
>>34372029
it's to early
>>
>>34372029
I was under the assumption Polygyny would just increase the colony queen cap to 2 or 5.

Otherwise what does it give? It's what I read on the wiki anyway when I was hunting for research ideas.
>>
>>34372070
>what does it give?
The ability to produce more queens?
>>
I'm back. Update shortly.

>>34372101 is right.
Being sapient ant people, you are quite smarter than actual ants. The queens are in fact rulers. Were there to be more than one queen per colony they would both try to dictate the colony's actions.
>>
>>34372101
but ... we should have that from the beginning .... it's normal for ants to send out new colloneys into the world
>>
>>34372212
We didn't gain a new ability at all. We just made a queen and that was it.
>>
>>34372212
I know, but it's just the case. I suppose we can research Oligarchy for multiple Queens in a single hive?
>>
>>34372208
I thought the hive mind ruled ...
>>
>>34372252
We have better things to do.
>>
>>34372212
I think the idea is that Polygny allows us to continue to work with those queens instead of having them break off as a separate faction. Without it, we could still produce more queens- but we wouldn't control their colony. They'd still be friendly to us, but not part of our civilization.
>>
>>34372254
They would both be trying to be the hive mind. Given enough distance, they both have their own colonies to work with, and thus work together to control more territory.
>>
>>34372271
Precisely.
>>
>>34372101
That wouldn't be Polygyny. It would be Monogyny, which is ugh, a default ability. Polygyny allows a colony to have more than one queen in a colony.

If OP doesn't like the idea for one reasonor another then at least change it to Monogyny.
>>
>>34372268
not really.. soon 5 pop per turn will be to low we need much more then that, think of how much a small city with a couple thousandth humans will be breeding, and that's not even staring to consider a capital with millions of inhabitants
>>
>>34372349
We will have more. We're just going to have two colonies. It's good to have two colonies. They can be located strategically.
>>
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>>34371553

You make mushroom farms throughout the colony, significantly increasing your food supply.
>+15 additional ants per turn

You also send out 10 warriors to explore the caves. You wait for their report next turn.

Current population:
>1 Queen
>1 Queen-in-training (2 turns)
>100 workers
>30 warriors
>+20 ants per turn

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony
>Fungal Farms

Options:
>Explore
>Build
>Research
>>
Rolled 18, 7 = 25 (2d20)

>>34372414
Forge copper tools.
Build a large rowing vessel.
>>
>>34372414
We should explore directly north, see if the forest keeps going of if it all becomes desert/plains
>>
Rolled 2, 9 = 11 (2d20)

>>34372435
I agree on the copper tools, but I just don't see the need for rowing vessels when we still have so much to do.

Build copper tools.
Harvest fruit or explore further North like >>34372451
suggests.
>>
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Rolled 18, 16 = 34 (2d20)

>>34372316
My autism vibe is tangling. The only way Polygyny would still be valid is we're living in a Polydomy.

>Polygyny: Ant colony established under multiple, egg-laying, queens.

>Polydomy: An ant colony occupying multiple nest sites.

Meaning if our multiple colonies are connected by tunnels, creating a technical super colony, divided by local queen jurisdiction.

>>34372435 sounds interesting
>>
>>34372414
Research pottery and basket weaving. We need containers to increase worker yields- and to help our explorers carry finds back home.
>>
>>34372490
>Meaning if our multiple colonies are connected by tunnels, creating a technical super colony, divided by local queen jurisdiction.
How about we do that one. Makes it easier on everybody.
>>
>>34372490
Op, just change polygyny to polydomy to settle this argument over semantics.
>>
>>34372414
can we get a bit more info on dif between workers and warriors ? and any way
research better offence for warriors, like acid spit, enhanced claws / jaws, and a stronger exoskeleton
>>
>>34372545
Warriors are ants that have been given copper plating and been trained to fight. As a result of this training, they are larger and stronger than workers.
>>
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>>34372531
Polydomy isn't research it's a just technical meaning. It just makes Polygyny valid since the argument people brought up about nests working together as a single force is also true. This makes everything valid. Also those tunnels would allow warriors to move quickly in our empire regardless of which nest they hail from.
>>
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Where will the next colony be located, though? By the fruit trees, by the copper mine, by the coast or by the cave?
>>
guy we need a more distinct cast system, the ants should be biologically different depending on there job like scouts/messengers with wings, fighters with acid spit + defence buff and so on
>>
>>34372623
But we still haven't built a second hive, so we can't seven connect hives to make a super hive. So we can say polydomy lets us build new hives, before we can even build a super hive.
>>
>>34372672
We'll see how safe the cave is. It can act as a natural fortification, which will be useful for a new hive.
>>
>>34372697
I actually prefer this. Can we just say we produce 4 workers and one warrior per turn now?
>>
>>34372672
I think near the caves is a good spot to secure the mushrooms.

>>34372698
Polydomy is a classification of a super colony that includes multiple connected nests. It simply offers a perspective that would make Polygyny valid in the context the majority prefer. Our species is capable of Polygyny, it just didn't exercise it yet.
>>
>>34372545
>>34372763
I also like this. But the ant growth numbers constantly change so perhaps we can determine in % to OP what we prefer? Say 70% workers, 25% warriors, 5% scouts (minimum 1 but would mean more once we're capable of growing hundreds per turn).
>>
>>34372784
So what do you suggest we do in terms of what we call it?
>>
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>>34372414

Through painstaking efforts, you manage to make basic copper hammers and knives usable with your mandibles.

You also manage to research raft-making.

Only five of your warriors return from exploring the cave. They tell of an ancient scaled creature in its depths, that killed half of their troops in an instant with its incredibly hot breath. They insist that we avoid the caves in the future.

Current population:
>1 Queen
>1 Queen-in-training (1 turn)
>120 workers
>25 warriors
>+20 ants per turn

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony
>Fungal Farms

Options:
>Explore
>Build
>Research
>>
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>>34372881
We have Polygyny. We just didn't exercise it yet.

Once we have a second colony and connect it through tunnels we'll have Polydomy, and since we follow a single will we'll be Polygyny on fact and not just paper.

Now we can start the semantics argument over calling colonies nests and the inclusive term for our empire a colony.
>>
Rolled 11, 4 = 15 (2d20)

>>34372947
Explore East by raft.
Tunnel a new colony next to the mushroom and the cave.
>>
Rolled 8, 13 = 21 (2d20)

>>34372997
This
>>
>>34372947
>Research Warriors !
>>
>>34372863
You can take an action to establish a more deliberate caste system and decide that, if you choose.
>>
>>34372947
Explore North.
Make new colony by fruit.
>>
Rolled 18, 20 = 38 (2d20)

>>34372947
Explore west and begin setting up the second colony there
>>
>>34373030
plz do
>>
>>34372997
I really think we shouldn't make a colony right by the dragon.
>>
>>34373030
Research cast system
>>
>>34373060
I meant explore north, but I rather change that to
>>34373030
>>
>>34373030
That sounds good. Can we perhaps research specific ant templates and then create a caste of these? What determines the numbers? Perhaps every 10 turns you allow us to change the directive on what we grow, except when we add a new template? So we won't mess with your head every turn on the numbers. So it would be like 75% workers and 25% warriors and we only get a chance of changing that every 10 turns or sooner if we research a scout ant as well.

Or any simpler idea.
>>
>>34373198
For every 20 ants: 14 workers 5 warriors 1 scout?
If the numbers don't divide up perfectly, take the remainder and divide it by
For every 5 ants: 4 workers 1 warrior?
>>
Maybe we can bring a peace offering to the dragon and worship it like our god!
>>
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>>34373287
Yeah and the remainder won't be an issue once our growth gets higher.

>>34373347
General Mandible says if it's not an ant we eat it. He seems like a cool guy so...
>>
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>>34372947

With the new queen having reached maturity, you establish a second nest near the fruit trees to the West.
>Established second nest
>+5 ants per turn (there are no fungal farms in the second colony)

You also worked on determining a rigid caste system.
>Next turn, the distribution of new ants that you all decide on will be implemented. It can be changed through an action, or as part of when a new caste is added

Current population:
>2 Queens
>140 workers
>25 warriors
>+25 ants per turn

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms

Options:
>Explore
>Build
>Research
>>
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Rolled 3, 19 = 22 (2d20)

Explore West and tunnel colony next to fruit trees.
Establish cultural norms for warrior training.
80% workers and 20% warriors. Warriors serve as scouts.
>>
>>34373347
we will need to find some gold then
>>
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Rolled 16, 1 = 17 (2d20)

>>34373417
Explore West.
Build fungal farms in new colony.
>>
>>34372947
Research more flame resistant ants to kill the thing in the caves, and then maybe be used later for more forging options
>>
Rolled 7, 12 = 19 (2d20)

>>34373417
Make fungal farms at the second colony.

Can we research venom stinging for our warriors?
>>
>>34373420
Everything Myrmidon said goes double for me.
>>
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>>34373494
Whoa, hold on. Stop the fucking thread. Polygyny is too narrow a term. We don't even know what gender and sexual orientation our queens identify as.
>>
>>34373645
She clearly states she has an open mind and doesn't disqualify anything. I think she plays for both teams.
>>
>>34373645
Why did you reply to me?
>>
>>34373783
Take the hint and flow with it.
>>
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>>34373783
The best way to write posts is to click on the post ID of the previous post and open a window. I merely forgot to erase the post ID. Don't you write posts the same way?
>>
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>>34373417

You bring fungus from your capital to the new colony and begin cultivating it.
>+15 ants per turn

Your scouts explore West and come across what seems to be an outpost of some kind. They bring back reports of glimpsing huge green creatures that walk upright.

Current population:
>2 Queens
>160 workers
>30 warriors
>+40 ants per turn
>Current ratio 4 workers:1 warrior

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)

Options:
>Explore
>Build
>Research
>>
Rolled 1, 1 = 2 (2d20)

>>34373877
Explore East by raft.
Research making the fruit of the fruit trees into an alcoholic beverage suitable for trading with orcs.
>>
Rolled 1, 11 = 12 (2d20)

>>34373877
Can we have another queen in the making? Or two?

Research venom stingers. Looks like we may need them soon.
>>
>>34373877
How huge?
>>
>>34373926
>>34373934
The RNG gods are unhappy.
>>
>>34373934
How about:
Research acid attack.
Research making the fruit into alcoholic beverages.
>>
>>34373970
Making a queen would take another 5 turns and has a long term investment, so I think it should come before anything else. More queens more numbers, and numbers is everything.

I know numbers mean nothing since OP would probably inflate rival civ numbers as well to keep it fair, but still
>>
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>>34373877

After eating a fruit that was laying around too long, an ant discovers that it has unusual effects. However without containers, you can't do much about it anyway.

Attempts are made to explore the East by raft, but being seaborne for too long is more than any ant can currently bear, and they quickly return.

Current population:
>2 Queens
>192 workers
>38 warriors
>+40 ants per turn
>Current ratio 4 workers:1 warrior

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)

Options:
>Explore
>Build
>Research
>>
>>34373836
Where did you get that picture?
>>
>>34374363
http://kingtrash.com/ants/
>>
>>34374394
Thanks.
>>
Rolled 1, 16 = 17 (2d20)

>>34374150
Give birth to another queen(s).

Research a specialized scout ant with wings. Can scout more hexes and over obstacles? I've no idea how to get an army across water bodies though. Are they really using boats?
>>
So wait, can we research any bug related power? Like to get the ability to skim on water like some spiders do, or just ant-related abilities?
(newbie here, these threads are cool)
>>
>>34374683
If it is feasible you can try. Whether you succeed is up to the dice.
>>
>>34374683
I suppose there are also always tunnels, but I guess that would take many turns.
>>
dice+2d20

>>34374722
Okay then!

Taste/Test nearby body of water to see if it's fresh or salt water

Research scout/pirate ants that can skim over water like those spiders do.
>>
>>34374922
Under options
>>
Rolled 15, 16 = 31 (2d20)

>>34374464
>>34374922
Second the vote to research seafaring ants.
Second the vote to conceive another queen.
>>
Rolled 7, 5 = 12 (2d20)

>>34374922
shit
trying that again


Taste/Test nearby body of water to see if it's fresh or salt water.

Research scout/pirate ants that can skim over water like those spiders do.
>>
File: Update 12.png (158 KB, 849x608)
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>>34374150

You manage to produce another queen. It will be fully grown in five turns.

You also are able to develop a strain of winged ant to use as scouts.
>24 workers become scouts
>Decide ratio of scouts to be produced

Current population:
>2 Queens
>1 Queen-in-training (5 turns)
>200 workers
>46 warriors
>24 scouts
>+40 ants per turn
>Current ratio 4 workers:1 warrior

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System
>Flight

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)

Options:
>Explore
>Build
>Research
>>
Rolled 18, 7 = 25 (2d20)

>>34375225
Are we limited to one queen being grown at a time or can all existing queens give birth to them?

1 scout 1 warrior 3 workers

Scout east
Learn how to shape containers for that fruit product
>>
>>34375225
Im back, ran to the flg really quick with some mates. I say our breeding should be split to be
25 workers
10 warriors
5 scouts
>>
Rolled 9, 17 = 26 (2d20)

>>34375418
Second the vote for explore East and build containers.
>>
I say a ratio of 4 workers:1 warrior:3 scouts, and then we decrease the scout ratio after we get a good amount.
>>
>>34375418
All existing queens can be raising another queen, but you might want to make sure you've got a place to put them first.
>>
>>34375537
Wait, change that to 2 workers:1 warrior:2 scouts, if we're going by fives
>>
>>34375537
ok so break it up like
20 warriors
15 workers
5 scouts

sound good?
>>
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>>34375609
This raises the question of just how valuable workers are, but the value of food is either hidden or non existent.

OOOOPPPPPPPPPP
>>
>>34375647
Food just determines population growth. The more food you have, the more ants you get. If you didn't have enough worker ants, your population growth would go down, because you aren't gathering as much food.
>>
>>34375764
>>34375647
Im just trying to get a army of badass armored ants to go eat a small village of orcs
so our 40 ants we get a turn should be split into training to be

20 warriors
15 workers
5 scouts
>>
>>34375764
But how much food can each worker carry? How much food is required for a new egg per turn? It seems like we have an overabundance of workers since only more queens and food sources so far seemed to influence our growth so they're the bottleneck. How much is safe to cut down in workers so we could have more warriors?
>>
>>34375609
I'd say
15 workers
15 scouts
10 warriors

My reasoning is that we obviously need workers, and we need a nice amount of warriors, but the orcs or whatever giant green things don't really care about us, and the dragon seems content in his cave, and we can use the scouts to transport things like larvae if we ever need to escape somewhere
>>
>>34375962
hmmm I see the value of these scouts, at a later point we should evolve them to have stingers with poison or super acid
>>
>>34375962
Oh and how bout
10 workers
15 scouts
15 warriors

my reasoning is that we already have a lot of workers so we can shit some to become more offensive
>>
>>34375952
And what's the upkeep or existing ants.
Like:

Workers generate 5 food per turn.
Ants each consume 1 food per turn to live.
Out of the remaining excess of food (which is stored, so dig more to increase storage cap) X% is used to enable queens to give birth (up to their max capability, at which point you'll need more queens).
>>
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>>34376154
And of course you then have to expand on that. Resources have their limit after all. Say a dense forest hex can yield 300 food per turn while a regular forest hex can yield only 100. Fungus farms give another bonus amount.
>>
>>34376139
Yeah, I can go with this
>>
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>>34375225

Your scouts head East by sea, but still don't find much yet. They don't have the supplies for a long voyage.

However, back on the home front, you are able to develop wood carving. Now, among other things, you can make wooden containers to put things in.

Current population:
>2 Queens
>1 Queen-in-training (4 turns)
>232 workers
>54 warriors
>24 scouts
>+40 ants per turn
>Current ratio 2 workers:3 warriors: 3 scouts

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System
>Flight
>Wood Carving

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)

Options:
>Explore
>Build
>Research
>>
How about we make our workers into a specialized unit/carpenter/worker ant that shoots glue like some termites do? It can make fortifications go faster/stronger, and can slow or stop enemies for ease of assault with our warriors.
>>
>>34376510
What is that white dot desert hex?
>>
>>34376566
Or silk weaving, which is tradable.
>>
Rolled 9, 16 = 25 (2d20)

>>34376620
Make barrels of fruit alcohol for trade.
Evolve venomous stingers.

https://www.youtube.com/watch?v=kFnJm4kSIAA
>>
Rolled 7, 3 = 10 (2d20)

>>34376779
I roll for for fruit alcohol too.

I also roll to research seafearing/pirate ants that can skim over the water
>>
Rolled 10, 18 = 28 (2d20)

>>34376779
Supporting.
>>
I've got to go for like 20 minutes, I'll be back
>>
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>>34376232
>>34376154
Okay, fine.
>>
>>34376923
Well okay OP.

I'm new to these threads, but this is awesome to read. Anybody have any recommended Civ threads from the archive to read through while OP is out fucking around?
>>
>>34377174
http://archive.moe/tg/search/subject/civilization/text/civ/
>>
>>34377174
I'd also like to know of these threads too!
By the way, insects seem a little op, they get units at extremely fast rates, can live in a lot of areas, food isn't that much of an issue since they can just mutate to get bug power to get more food in that area, they can also mutate for better combat abilities, and diplomancy wouldn't be that much of a problem when they could just take over the world.
>>
>>34377414
Thanks!
>>
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>>34376510

Using the wooden containers, you are able to let fruit ferment and make wine.

In addition, you are able to develop venomous stingers on both warrior and scout ants, making them much more of a threat.

Current population:
>2 Queens
>1 Queen-in-training (3 turns)
>242 workers
>69 warriors
>39 scouts
>+40 ants per turn
>Current ratio 2 workers:3 warriors: 3 scouts

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System
>Flight
>Wood Carving
>Alcohol
>Venom

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)

Options:
>Explore
>Build
>Research
>>
>>34377417
It's not really OP since everything is flexible. Race parameters really mean nothing between races. Different OPs, different games, different "head cannon".

You can have one OP that makes a thread where humans double in pop every 5 turns, while another OP will have insects or undead that are barely in the dozens and take 50 turns before they reach a hundred. And even if you do get thousands of insects OP is just likely to introduce another civ thread with similar numbers, nullifying your numerical advantage.

It would have only mattered if the numbers were draconic and strict and all game masters followed them. Otherwise it means nothing.
>>
Rolled 4, 14 = 18 (2d20)

>>34377414
And

http://suptg.thisisnotatrueending.com/archive.html?tags=civilization

>>34377560
Scout west again.
Have workers spread the fruit seeds around to create more in the future.
>>
>>34377414
I know how to search the archive, Anon. I was just curious to see any favorites it all.
>>
Rolled 4, 18 = 22 (2d20)

>>34377586
Oh, ok.

I roll to leave alcohol for the dragon, and hope it gets drunk and/or starts to like us.

I also roll to give alcohol to the orcs, and hope they like us.
>>
Rolled 15, 20 = 35 (2d20)

>>34377772
>>34377852
Second vote to cultivate fruit orchards.
Second vote to give wine to the orcs.
>>
>>34377772
That one's much better, since the regular archive just had a bunch of unfinished threads.
By the way, should I start using a username or should I still post anonymously?
>>
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>>34377560

In order to facilitate more alcohol making, you spread the fruit seeds around to create an orchard.

You then have a group of scouts bring barrels of wine to the camp of large green creatures. They are wary at first, but accept the offering. Soon enough, they are extremely friendly. They try to communicate by making sounds with their mouths, but you are unable to understand them.

Current population:
>2 Queens
>1 Queen-in-training (2 turns)
>252 workers
>84 warriors
>54 scouts
>+40 ants per turn
>Current ratio 2 workers:3 warriors: 3 scouts

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System
>Flight
>Wood Carving
>Alcohol
>Venom

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)
>Fruit Orchard

Options:
>Explore
>Build
>Research
>>
Rolled 6, 9 = 15 (2d20)

This thread is going a lot better than the ones I saw in the archive.

First, research a way to communicate with the orcs.

Then communicate and trade stuff.
>>
Rolled 8, 16 = 24 (2d20)

>>34378327
Supporting. Next turn we need to build another nest.
>>
>>34378216
During the visit to the orc camp, did the emissaries observe what sources of food the orcs have?

Food is what I'm most interested in acquiring from them. Wood and fungus are poor foodstuffs which are not be suitable for provisioning a sea voyage. Trading for grain or livestock would be ideal.
>>
>>34378409
They were eating meat almost exclusively.
>>
Apart from provisioning food, the next most valuable thing the orcs could offer is mercenaries. Orcs have the thug attribute, which makes them ideal allies. Allies against the dragon, that is.
>>
Guess I'll go with a name from now on
>>
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>>34378216

Adapting to be able to communicate with the green creatures is a massive undertaking. You first have to develop organs to produce sound from your mouths. It takes a while and the result is crude but you become able to speak their language, albeit roughly.

Your scouts spend some time with the creatures now known to be Orcs, in order to learn their language.

Current population:
>2 Queens
>1 Queen-in-training (1 turn)
>262 workers
>99 warriors
>69 scouts
>+40 ants per turn
>Current ratio 2 workers:3 warriors: 3 scouts

Current Tech:
>Tunneling
>Xylophagy
>Polygyny
>Basic Smelting
>Agriculture
>Basic Copper Tools
>Raft-making
>Caste System
>Flight
>Wood Carving
>Alcohol
>Venom
>Speech
>Language

Current Infrastructure:
>Basic Wooden Walls
>Underground Colony (2)
>Fungal Farms (2)
>Fruit Orchard
>>
Alright guys, that's it for me. I need to go to bed. I don't know when I'll get time to continue, but keep an eye out for me this week. Goodnight, everyone!
>>
>>34379081
Good night.
>>
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>>34379081
Well fuck. This was getting really cool. I love ants.
>>
Good game, thank you.
>>
Rolled 3, 8 = 11 (2d20)

First trade alchohol with the orcs to get meat.

Then ask for 30 warriors in exchange for 50 workers, with both traded parties treated kindly
>>
>>34379215
Shit didn't see op was going to bed. Goodnight op.
New thread?
>>
Archived.
>>
>>34379238
They're not very common.
>>
>>34379403
aww :(
>>
>>34379424
>>34372921
>>
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I leave for work for a few hours, and when I return, I find you all getting drunk with a bunch of orcs! Such a disgrace to the colony.



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