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The Forgotten Clan: Civ Game Thread #2

Twitter: https://twitter.com/QuestChief
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Vampire%20Civilisation

Continuing on from yesterday, the ancient clan of vampires; the Forgotten, have awoken on a mysterious arcane island in the sky, populated with native descendants of their human slaves. They reclaimed their land and provided food for their servants, but now face the problems of magical insanity and space restriction. Hopefully they can get this island moving once more.
>>
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--==Year 3, 6 Months==--

Your island remains solid in the sky and people are being fed adequately. The magical taint still drives these humans insane, but their birth rate keeps the population relatively stable.

Your advisers are the Tribal Chieftan, and your Vampire Clan.

=====

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science
Social Science
Formal Science

>MYSTICISM: Research (d20-2)
Spells
Mana Extraction
Mana Effects
Crystal Network
>>
Rolled 14 (1d20)

>>35007530
2
Spells
>>
>>35007530
is it one thing that we pick from the turn actions or one for each category?
>>
>>35007835
Consulting and that is free to do as you please to get new ideas and insight,

Each turn, select one turn action to spend 3 months doing.
>>
>>35007398
absolutely love the additions to the civ chart, will use for every future adventure. Thank you.
>>
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Sorry for the delay. Was busy.

>>35007761
>Rolled 12

Delving into the tomes, you spend the months reciting and researching the spells your ancestors used. Their complexity grows with power, but the basics you grasp quite quickly. Living creatures generate mana, so you would have to drink blood to replenish your stores of mana. Not an issue with your sizable flock. You understand basic prestidigitation and arcane tricks such as moving a pound of material and producing floating lights. Still, it's a gateway to other spells.

--==Year 3, 9 Months==--

9 die of insanity. 7 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science
Social Science
Formal Science

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental)
Ultramaterial Spells (Influential, Intellectual, Essential)
Supernal Spells (Continuous, Creative, Potential)
Mana Extraction
Mana Effects
Crystal Network
>>
>>35008348
How is our housing/ food supply for humans, and overall gear?
We keep our humans in check via chains or vampire magic enslaving them?
>>
>>35008641
The humans worship you as gods. It's a corruption of how your slaves ago saw you, compounded over centuries. So they defend you fiercely with no restraints.

The orchards provide all the food for your humans, and they provide you with blood. Their village is large enough to house a 1000 people, so no lack of space there. However, the fruit they eat is poisonous so they're all going insane.
>>
Rolled 16 + 5 (1d20 + 5)

>>35008709
thank you for that, can I also ask what the
>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.
does?

Voting for Natural Science
I assume this will get us to where we need to get to to make farms of non poisons.
>>
Rolled 17 + 5 (1d20 + 5)

>>35008901
thought i had it correct..
>>
>>35008901
Consulting with your advisers will let you know their concerns and possible ideas. I'm considering blowing it out to an actual relationship dynamic next time but for now they're just Simcity style helpers.

Natural science opens up Biology, Physics, and Chemistry. Could help if you want to make the scientific approach, rather than the magical one.

Last thread came upon two different ideas for solving the poison issue; 1) 'skyblocking' the orchards away from the raw mana in the ground, or 2) Learning about the crystal network so you can manipulate where the mana goes on the island.
>>
>>35009027
thank you very helpfull.
I guess 1
and Crystal Network it is.
>>
>>35009027
How long is the distance from the island to the surface of the planet? According the the Guinness Book, the longest ladder ever made is 135 feet long and made of wood.
>>
Rolled 2 + 2 (1d20 + 2)

>>35008348
If you're still here.
1
and
Crystal Network
>>
>>35009730
wow..just wow..
Also how does one make it so it is -2. instead of +x, I am putting a - not a +.
>>
Rolled 10 - 2 (1d20 - 2)

>>
>>35009789
There I got it. I typed, "dice+1d20+-2"
>>
>>35009800
heh thanks.
Well I guess no one wants to do a civ run. don't seem to be to many players either I guess.
>>
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Yeah, I just went for lunch. Ribs. Bad idea.

>>35009789
>Rolled an 8

You occupy your time between researching the crystals in the tomes, and in the field, experimenting with the neuron site. Unfortunately your research hasn't yielded any results yet.

--==Year 4==--
The natives seem to be having some sort of gathering in the village.

10 die of insanity. 5 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Investigate gathering.
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science
Social Science
Formal Science

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental)
Ultramaterial Spells (Influential, Intellectual, Essential)
Supernal Spells (Continuous, Creative, Potential)
Mana Extraction
Mana Effects
Crystal Network
>>
Rolled 2 - 2 (1d20 - 2)

>>35010024
Consult with the Chieftan about the nature of the gathering. Offer to give these villagers some counseling. I think it's about time the Necropolis of the Forgotten starts taking mental health issues seriously.

Rolling for further Crystal Network research. We need to divert Mana so we can have some untainted soil.
>>
>>35010122
Going down to see what all the commotion is about, the people seem to be celebrating with festivities. When questioned, they say it is their full moons celebration; when the two moons in the sky are both in full visibility. It is a good omen to them.

The thought arises that such festivities might interrupt productivity, or lead to death and insanity. Maybe you should consider whether this is a good idea or not.

>Allow festival.
>Deny festival.
>>
Rolled 19 - 2 (1d20 - 2)

>>35010024
this but hoping my roll isn't as bad.
>>
>>35010198
Allow festival in hopes it increase moral and productivity from all this good omen stuff.
how many times a a decade can this really happen anyway..
>>
>>35010198
Allow the festival. Positive self-expression should be encouraged.
>>
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I take the earliest roll for the action.

>>35010248
>>35010258
You decide to allow the festival. You swear you even see a few former-tribesmen vampires join in on the fringes.

>Rolled 0

You spend more time delving into the network research, but again to no avail.

--==Year 4, 3 months==--

14 die of insanity. 5 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science
Social Science
Formal Science

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental)
Ultramaterial Spells (Influential, Intellectual, Essential)
Supernal Spells (Continuous, Creative, Potential)
Mana Extraction
Mana Effects
Crystal Network
>>
>>35010361
>>Rolled 0
>You spend more time delving into the network research, but again to no avail.
you only take first roll?
>>
Rolled 10 - 2 (1d20 - 2)

>>35010361
1
Crystal Network
>>
Rolled 9 - 2 (1d20 - 2)

>>35010361
Crystal Network
>>
>>35010465
>>35010458
the way this is going, if possible can we get a small bonus from failed research? knowing what not to do and what not.
>>
What are the difficulties of these research options?

><1 is your trivial rolls.
>=<5 is your easy rolls.
>=<10 is your medium rolls.
>=<15 is your hard rolls.
><20 is your impossible rolls.
>>
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You already get a bonus from knowing what the crystals are of +3.
yeah I should start putting difficulties on research though.

>>35010458

>rolled 8

You spend more time delving into the network research, but again to no avail.

-==Year 4, 6 months==--

4 die of insanity. 9 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental) [EASY]
Ultramaterial Spells (Influential, Intellectual, Essential) [EASY]
Supernal Spells (Continuous, Creative, Potential) [EASY]
Mana Extraction [EASY]
Mana Effects [EASY]
Crystal Network [MED]
>>
>>35010634
Crystal Network. We're very close to getting it, and crystal network control is essential to solving our mental health crisis.
>>
Rolled 2 - 2 (1d20 - 2)

>>35010717
>>
>>35010634
but what happened to the
>You already get a bonus from knowing what the crystals are of +3.
>>
>>35010780
Oh, I just remembered Vampire Mysticism is supposed to be Average, not Poor. Said that last thread. I forgot to change that.
Alright, slight retcon from previous post.

--------------------------

>rolled 13

You seem to have made a breakthrough in your research. The controls of the network are clear to you now and you can manipulate the network from the neuron as you see fit. Right now that only entails mana influx and exflux, but it's enough to redirect where the veins lie.

-==Year 4, 6 months==--

4 die of insanity. 9 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Redirect Mana Veins
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental) [EASY]
Ultramaterial Spells (Influential, Intellectual, Essential) [EASY]
Supernal Spells (Continuous, Creative, Potential) [EASY]
Mana Extraction [EASY]
Mana Effects [EASY]
>>
>>35010906
3
>Mana Effects [EASY]
>>
>>35010957
I'll go ahead and back the research into Mana Effects, though I believe mental health should be our first priority.
>>
Rolled 3 + 3 (1d20 + 3)

>>35010999
>>
Rolled 5 + 3 (1d20 + 3)

>>35010957
>>
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>>35010957
>>35010999
>>35011025

>Rolled a 6

Looking into the tomes and observing the populace, it seems the effect of oversaturation has both beneficial and averse side effects. Your people seem to live longer than average humans, and have empowered abilities. However their minds are addled and insanity often takes them long before old age does. In terms of the plants, they seem to grow more rampant and with greater speed, but specimens you have experimented upon show signs of... sentience? It is unclear, but evidently monstrous.

-==Year 4, 6 months==--

4 die of insanity. 8 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Redirect Mana Veins
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental) [EASY]
Ultramaterial Spells (Influential, Intellectual, Essential) [EASY]
Supernal Spells (Continuous, Creative, Potential) [EASY]

Mana Extraction [EASY]
Human Empowerment [MED]
Mana Insanity [MED]
Monster Plants [MED]
>>
Rolled 12 (1d20)

>>35011139
Use the Crystal Network to divert mana away from the orchards.
>>
Rolled 14 + 3 (1d20 + 3)

>>35011228
yes
and
Mana Insanity
>>
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>>35011228
>>35011298
>Rolled 12
With your understanding of the network, you spend some time rerouting the mana veins around the island. It won't solve the issue of latent mana in the soil, but diverting them away from the trees and fruit may help in unpoisoning them. It'll take some time for the effects to show up though.

>Rolled 17
The over-abundance of mana in their systems is to blame for their rampant insanity, so it stands to reason using up that mana may help alleviate their health issues. You could do this by extraction (if you knew how), teaching your humans magic spells to expend it, or by draining it back into the crystal network.

-==Year 4, 9 months==--

13 die of insanity. 1 come of age.
>Your human count is 666. What the hell.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Tech humans magic. [Alleviate Insanity, Humans know Magic]
>4) Siphon mana into grid from humans. [Alleviate Insanity, Strengthen Crystal Neuron]
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20-2)
Material Spells (Physical, Sensory, Elemental) [EASY]
Ultramaterial Spells (Influential, Intellectual, Essential) [EASY]
Supernal Spells (Continuous, Creative, Potential) [EASY]

Mana Extraction [EASY]
Human Empowerment [MED]
Monster Plants [MED]
>>
Rolled 12 + 3 (1d20 + 3)

>>35011418
Mana Extraction
>>
Rolled 8 + 10 (1d20 + 10)

>>35011418
where do we stand with armor and weapons?
I want to be prepared for what may/or may not happen.
>4) Siphon mana into grid from humans. [Alleviate Insanity, Strengthen Crystal Neuron]

>ECONOMY: Harvest (d20+10)
>>
>>35011525
We have simple iron weapons. We have done no mining so far. No ore has been prospected. We may be better off focusing on magical combat ability.
>>
>>35011510
then ima go with you.
>>
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>>35011510
>>35011919
>Rolled 15
Extracting mana seems to be a delicate operation, requiring a facility to ensure safety. Luckily, the crystal neuron could serve as an appropriate facility for extraction. It also occurs to you that you may be able to drain mana out of living things much like you do blood. This might present the opportunity to produce a specialised caste of Vampires.

>>35011525
You decide the fastest route is the best and will siphon their power back into the network. It takes quite a while and some humans are more resistant than others, but you lead all of your people to the neuron and drain them one by one into the crystals by operating the neuron and producing small influx veins. At the end of it, your people seem to be much mentally healthier, though physically weaker. The neuron also seems far more powerful.
[Crystal Neuron now gives +5]

-==Year 5==--

7 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Vampires (d20+10)
>ECONOMY: Harvest (d20+10)

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells (Physical, Sensory, Elemental) [EASY]
Ultramaterial Spells (Influential, Intellectual, Essential) [EASY]
Supernal Spells (Continuous, Creative, Potential) [EASY]

Vampire Empowerment [HARD]
Human Empowerment [MED]
Monster Plants [MED]
>>
Rolled 15 + 5 (1d20 + 5)

>>35011990
>>1) Consult Chieftan.
Vampire Empowerment [HARD]
>>
Rolled 3 + 5 (1d20 + 5)

>>35012171
Vampire Empowerment
>>
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>>35012171
The chieftan is overjoyed their beloved gods have provided for them. You say jump, and these people ask how high. With the minds unaddled and the plants slowly untainting, he suggests you start looking into developing better technologies.

>Rolled 20
The concept of empowering yourselves revolves around charging you with enough mana to produce unthinkable powers. You anticipate this kind of Vampire would be capable of incredible abilities, from casting gargantuan spells to wasting entire squads of enemies single-handedly. Normally you would have to sacrifice people to get the mana, but your Crystal Network should be sufficient for the transition.
[Perfect Vampires unlocked]

-==Year 5, 3 months==--

7 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>User defined.

Turn Actions
>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]

Vampire Empowerment [HARD]
Human Empowerment [MED]
Monster Plants [MED]
>>
Rolled 6 + 10 (1d20 + 10)

>>35012289
>Vampire Empowerment [HARD]
I am curious how this would go..
what are the current weaknesses we have as vampires? and would we cure them?
>>
>>35012361
Most races hate vampires, you die in the sunlight, religion burns you, fire really hurts. Going Perfect is how you 'cure' them.
>>
>>35012401
"Cureing" would make it so we have no weaknesses?
>>
>>35012426
Basically. It's a super-powered caste. Living up to that reputation as sky gods.
>>
>>35012361
this.
lets see a double vampire improvement?
>>
>>35012361
>Rolled 16
You lead some of your clan to the neuron and begin the empowerment. They emerge some time later; bodies chiselled to perfection, minds sharp as a tack, and brimming with supernatural power. They can stand in the sunlight and inspire fear at a glance.

You create 20 Perfect Vampires

-==Year 5, 6 months==--

9 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Consult Perfect Vampires
>User defined.

Turn Actions
>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]

Vampire Empowerment [HARD]
Human Empowerment [MED]
Monster Plants [MED]
>>
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>>35012769
>>
Rolled 17 + 5 (1d20 + 5)

>>35012769
3
>ECONOMY: Create Units (d20+10)
Perfect Vampires [HARD]

So we need to convert humans into vampires then convert them into perfects?
>>
Rolled 7 + 10 (1d20 + 10)

>>35012769
>Tainted Wood [EASY]
>>
Rolled 3 + 10 (1d20 + 10)

>>35012769
3
Tainted wood
>>
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>>35012931
>>35012963
>Rolled 17
You harvest the forest for tainted wood. It will be harvestable again in 2 years.

-==Year 5, 9 months==--

19 come of age.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Consult Perfect Vampires
>User defined.

Turn Actions
>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]

Vampire Empowerment [HARD]
Human Empowerment [MED]
Monster Plants [MED]
>>
Rolled 99 (1d100)

>>35013041
>formal science
Basic wood tools! I assume they already have basic tools like wedges, levers, and pullies. They need drills, wheels and such now.
>>
Rolled 8, 7, 20 + 10 = 45 (3d20 + 10)

>>35013129
we've iron tools already.
I think we should just convert all of our vampires into perfect ones.
rolling for three turns of it. To just get it our of the way?
>>
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>>35013317
Shit, the way I'm rolling (Dm rolls, secret) you manage to turn everyone Perfect in 2 turns.

You spend at least 6 months continuing the conversion; turning your entire clan, including the newbloods, into Perfect Vampires. You're all pretty fabulous by the end of it.

-==Year 5, 9 months==--
15 come of age.
12 come of age.

Your population rises quite quickly through the months. You are soon reaching the point where your orchards will not provide for your growing human population.

In one of your many lounging sessions, you are interrupted by a human messanger raving about some kind of dark cloud heading towards the island.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Consult Perfect Vampires
>4) Investigate Cloud.
>User defined.

Turn Actions
>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Social Science [EASY]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]
Human Empowerment [MED]
Monster Plants [MED]
>>
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>>35013317
If I get a rough list of tools we have I can tell you what we can do with them.
If we are in the Iron Age, fucking hell, we can science anything
>>
>>35013786
By 'tools' it's just a general tech level indicator. These guys are pretty primitive and you have no mines. Hell, you don't have much wood.
>>
B and C are the same thing right?
Can we talk to the head of our clans and the humans see if they have seen anything like it before.

Natural science!
>>
Rolled 19 - 5 (1d20 - 5)

>>35013742
>>4) Investigate Cloud.
Aixtem according
Natural Science [EASY]
>>
Rolled 11 + 5 (1d20 + 5)

good to be back Chief
>4) Investigate Cloud.
>
TECHNOLOGY:
Formal Science [EASY]
- we need to evolve our tech fast if u wanna rule the world
>>
>>35013844
We need to work on agriculture. more specifically animal husbandry because I'm sure vampires can make use of animal blood to some extent.
>>
>>35013844
>>35013742
Investigate cloud.

OP, if we research organization or social sciences or something can we get two actions per turn? Only being able to build or research is kind of a drag, especially now that we have perfect vampires and willing construction workers.

We could create a dedicated scholar and craftsman caste to facilitate this, I guess.
>>
>>35013997
Separate categories of action might be okay. Not two economy actions, but one each of economy and research, say.
>>
>>35013879
Well now, yeah.

You step outside, enjoying the sunlight in your perfected form, to see this 'cloud'. It still seems to be fair way away from your island. It doesn't seem like a cloud to you; more like a swarm. It doesn't seem to be heading for your island right now, but you don't like the look of it.
>>
>>35013879
Your vampires are unfamiliar with this swarm. They hadn't experienced any creatures like this. Neither has the Chieftan.

>>35013997
>>35014018
You'll either need more population (at each 1000), more regions (island is your only one), or specific buildings to facilitate more actions. Researching social sciences will help you construct said buildings.


So you can vote for Natural Science, Formal Science, or suggest a new turn action.
>>
>>35014130
Social sciences research, then.
>>
>>35014130
social sciences seems bretty good
>>
>>35014130
Social train.
>>
>>35014130
Thanks for answering, OP. Can we improve slots somehow too? Seems like we'd need architecture or something, maybe just to fit more into our buildings with social science.
>>
>>35014200
Through research, yeah. To get more slots, you'd need more terrain.

>>35014145
>>35014175
>>35014188
Need some dice rolls.
>>
Rolled 6 - 5 (1d20 - 5)

>>35014288
>>
Rolled 14 + 5 (1d20 + 5)

>>35014288
>>
Rolled 3 + 5 (1d20 + 5)

>>35014288
Rollan.
>>
>>35014288
Speaking of dicerolls, are we still at first roll only counts?

Can we improve that like they do in some quests where advancing a skill or technology allows a best of 3 for example to become a best of 5?

Maybe we can earn that by building dedicated research facilities or improving manufacturing or whatever's appropriate.
>>
>>35014288
>To get more slots, you'd need more terrain.
Seems like a good reason to expand the tunnels of our flying necropolis.
>>
I think we killed OP.
>>
>>35007398
>>35014663
RIP OP You weren't a fag
>>
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>>35014368
Yep, first roll. And you've already had buildings get upgraded through quests; the crystal neuron went from nothing, to +3, to +5 Mystic.

>>35014341
>Rolled 1

You spend your time investigating sociology and the actions of the community. After a few months of observation and research, you think you have a good grasp of how to order around your people and society. Your Necropolis may function as a good administrative building.

-==Year 6==--
8 come of age.

The swarm seems to have moved fairly close to the island. From your view, it seems to be made up of insectoid creatures around a central object that is beyond your perception. It is still around a mile away from your island.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Consult Perfect Vampires
>4) Investigate Cloud.
>User defined.

Turn Actions
>CIVICS: Build (d20-4)
Necropolis, Admin Upgrade [MED]

>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Sociology [MEDIUM]
Communication [MEDIUM]
Psychology [MEDIUM]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]
Human Empowerment [MED]
Monster Plants [MED]
>>
Rolled 11 + 4 (1d20 + 4)

>>35014727
>3) Consult Perfect Vampires
>4) Investigate Cloud.
with their superiorness let see what they gotta say bout this swarm
>CIVICS: Build (d20-4)
Necropolis, Admin Upgrade [MED]
>>
>>35014848
Seconding this for now.
>>
>>35014727
how can we turn them crystals into artillery, make the island into a floating fortress
>>
>>35014897
Dumping magical energy at targets requires research.

Lightning direction could probably work.
>>
>>35014897
Physics leads to Ballistics, for throwing.
Material madic leads to Physical, which is telekinesis.

>>35014663
>>35014721
Not dead, just distracted.

>>35014848
>>35014894
The clan doesn't feel that this swarm is much of a threat. It moves slowly and seems to be just wild nonsense. But even it was organised, surely your clan could overwhelm such paltry foes.
>>
Rolled 17 + 4 (1d20 + 4)

>>35014848
This
>>
>>35014938
rollan for voted-upon administrative upgrade
>>
>>35014938
i think we should turn the most magically adept mofo in this joint into a super wizard that can rain death onto anything, you said these humans sometimes show extraordinary magical prowess due to the mana waste - are any of them doing that now
>>
>>35015047
Doing that with perfected vampires is a better bet than teaching some half-tard tribal how to set all our shit on fire.

Magic tends to make the people insane anyway. We should study it before we cast fist, and we should get more than one action per turn before we commit to long-term research for a single wizard's worth of weapons.
>>
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>>35014848
>>35014894
>>35014984
>>35014992
>Rolled 15

You rearrange and reestablish many aspects of your own Necropolis base to better suit your administrative needs. With the Vampires forming the governing body, you should be able to order your slaves around more efficiently.

-==Year 6, 3 months==--
9 come of age.

It is fairly early in the day when your silence is broken by the shrieking of human voices and a buzzing of wings. Looking outside, you can see the insects appear to be attempting to assault your island. You have nothing in the way of defences, so they easily manage to land on the island and start attacking your civillians. They have wooden tools, not much for defence, but the insects just seem to be using natural weapons.

>Test: Roll Military
Insects get
dice 1d20-5
>>
>>35015132
dice+1d20-5
>>
Rolled 8 + 5 (1d20 + 5)

>>35015132
Been a while since I rolled.
>>
Rolled 8 (1d20)

>>35015132
Need a defense roll?
>>
Rolled 14 + 5 (1d20 + 5)

>>35015132
we gotta set up sentries and air raid sirens now, we need to advance tech levels fast
>>
We need to grow some magic wood to make into primitive spears.

Nothing sentries do at this point will be useful because we have nothing to arm a defense force with.
>>
Just researching some Mass Combat examples to decide how I want this to play out.
Testing Military vs Military will be the main goal, but there'll be attrition on both sides.
>>
Alright, think I kind of have a system I like.
Posing military action is a Turn action.
Military scores are rolled against each other.
Weapons and defences will give bonuses to your Military score.
Units will determine amount of enemies killed. Type determines die roll, amount determines multiplier (NUM*0.1).

If you win, enemy loses many soldiers (x1) where you lose few (x0.5). If you lose, you lose many (x1) and they lose few (x0.5).
A draw results in equal degree of loss (x1).
Doubling a roll in Defending means the winner loses no troops.
Doubling a roll in Attacking means massive loss to the enemy (x2)

And to show how it works.

>>35015194
>Bugs roll 3
>You roll 8
>You double in defence. No loss.

Although the slaves fair badly against the bugs, your Perfect Vampires are more than a match for them. You lack ballistic weapons, but your enhanced strength allows you to leap far enough to engage in melee combat, and you tear more than one from the skies and protect your people.

88 bugs die.

Your efforts barely manage to scratch the hive, which you estimate to be beyond a thousand members strong. Your 80 Vampires are powerful, but are in a bad position to fight. The bugs retreat back to their swarm, just beyond the range of your island.
>>
>>35015580
So can we research war magic now or are we stuck in this fight until further notice?

We can't exactly attack now.

Let's withdraw everyone into the necropolis, slaves included, and see if the swarm leaves or tries to follow us into tight quarters.

We can use the small entrance as a defensive chokepoint, killing hundreds.
>>
>>35015580
On second thoughts, doubling is easy to do.
Attacking
1 = No enemies killed.
20 = x2 enemies killed.
Defending
1 = x2 allies killed
20 = no allies killed
>>
Rolled 8 + 5 (1d20 + 5)

>>35015580
humans in groups of 100 to defend the crystal neuron and main settlements, normal vamps split between neurons and settlements, super vamps pack together and kill threats when they come
>>
>>35015630
The Necropolis isn't large enough to hold 834 people, especially not since you turned it into an admin building. It was only built to serve around 100 vampires.

Although, you now have 2 turns to use as you please. Physical and Elemental magic is useful for war.
>>
>>35015635
crits in a first roll only system will be rare
if this is by design we may as well just wait out every fight, wasting 50 rounds of you posting, us posting, and waiting for your reply just to get through one battle is a good way to kill the quest
>>
>>35015677
In that case, let's spend both learning physical. No need to start risking lightning strike misfires and accidental arson yet.
>>
>>35015681
Well the battle is over, they retreated. It takes place in turns.
>>
>>35015681
Second this.
>>
>>35015734
Sorry quoted the wrong guy and forgot name >>35015705
>>
==Year 6, 3 months==--

The swarm has retreated for now, but remains at your borders.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Consult Perfect Vampires
>4) Investigate Cloud.
>User defined.

Turn Actions
>MILITARY: Attack Insect Hive (d20)

>DIPLOMACY: Negotiate with Hive (d20+10)

>CIVICS: Build (d20-4)
Necropolis, Admin Upgrade [MED]

>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Sociology [MEDIUM]
Communication [MEDIUM]
Psychology [MEDIUM]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]
Human Empowerment [MED]
Monster Plants [MED]
>>
>>35015705
Need rolls for that.
>>
Rolled 11 + 5 (1d20 + 5)

>>35015780
Material spells
Gotta get ready to take the fight to the bugs.
>>
>>35015860
>Rolled 16

Wishing to fight back, you dive into the art of Material spells. These affect the physical world and revolve around manipulating matter. Physical spells may allow you to perform telekinesis or empower your troops. Sensory may trick the senses, rendering some thing invisible or producing sourceless sound. Elemental spells allow you to conjure matter and energy into being, for destruction or creation.
You grasp basic material spells.

>Physical [MEDIUM]
>Sensory [MEDIUM]
>Elemental [MEDIUM]
>>
Rolled 6 + 5 (1d20 + 5)

>>35015780
>MYSTICISM: Research (d20+5)
Material Spells [EASY]
>>
>>35015914
Physical [Medium] will allow us to beat them back and give us troop bonuses.
>>
Rolled 3 (1d20)

>>35015953
>>35015914
Seconding.

Rolling for it.
>>
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>>35015953
>>35015914
Seconded
>>
>>35015976
this is why you dont roll until the qm asks
>>35015953
sounds good
>>
>>35015990
Would people prefer it if I rolled for these things, just to keep it more concise?
>>
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>>35016024
Wait, that wouldn't work because I wouldn't know the roll when I write the post,

Shit.

Well I guess I'll keep taking the earliest.

>>35015953
>>35015976
>>35015989
>>35015990
>Rolled 3+5
You strike back into research, but cannot concentrate on the specific discipline you wish to learn. You fail for now.

==Year 6, 6 months==--
17 come of age. 15 die of starvation.

The insects have not attacked yet. They seem to be busying themselves inside their great hive. It is a swirling mass of biological matter, and of great concern to your humans. They still have utter faith in you, their gods.

>1) Consult Chieftan.
>2) Consult Vampire Clan
>3) Observe Hive
>User Defined
Turn Actions

>MILITARY: Attack the Hive (d20)

>DIPLOMACY: Negotiate with Hive (d20+10)

>CIVICS: Build (d20-4)
Necropolis, Admin Upgrade [MED]

>ECONOMY: Create Units (d20+10)
Vampires [MED]
Perfect Vampires [HARD]
>ECONOMY: Harvest (d20+10)
Tainted Wood [EASY]

>TECHNOLOGY: Research (d20-5)
Natural Science [EASY]
Sociology [MEDIUM]
Communication [MEDIUM]
Psychology [MEDIUM]
Formal Science [EASY]

>MYSTICISM: Research (d20+5)
Material Spells [EASY]
Ultramaterial Spells [EASY]
Supernal Spells [EASY]
Human Empowerment [MED]
Monster Plants [MED]
>>
>>35016083
I vote we keep trying to get physical magic.
>>
Rolled 8 + 10 (1d20 + 10)

>>35016083
>DIPLOMACY: Negotiate with Hive (d20+10)

We are good at diplomacy and it won't hurt to see, what the hive wants. Maybe we can trade It's not like we have many different resources.
>>
Rolled 10 + 10 (1d20 + 10)

>>35016083
>>35016359
2nd
>DIPLOMACY: Negotiate with Hive (d20+10)
also can we make it so actions come at a price civ style, say diplomacy requires 30 vamps, material spells require 50 vamps and a separate one for humans
>>
I may consider that, but I'd have to fudge the numbers out on paper first to ensure balance.

>>35016359
>>35016466
>Rolled 18
You decide to opt for the Diplomatic route, if possible. You, and a cadre of servants and Vampires, stand at the precipice of your island, looking over at the swirling hive and shout over greetings. At first there is no response, but a small assortment of insects soon seems to move within range of you. They appear to be wasp-like in appearance; at least 20 of them to match your diplomatic group, with the larger creatures in the back. The ones in the front appear to be much more colourful than their protectors.

They seem to be awaiting further responses.

>1) Demand they leave.
>2) Inquire as to their identity.
>3) Introduce selves, humbly.
>4) Introduce selves, confidently.
>5) Wait for them to speak.
>6) Order a surprise attack.
>Write in
>>
Rolled 1 + 10 (1d20 + 10)

>>35016491
>2) Inquire as to their identity.
>>
>>35016504
You ask the insects for their names and what they call themselves. Unluckily, they don't seem to speak your language. They chitter and chatter with a surprising range of sounds, but none of it too comprehensible for you. Regardless of this linguistic barrier, you manage to observe that the creatures do seem eager to talk. It could be a sign that their aggression may be born of desperation rather than malice.

You spend a bit more time attempting to converse, but only manage the broadest of communications. You feel as if this was mostly a waste of time, but you suppose you may have learnt some possible things about them.
>>
Alright, it seems interest has tapered off for tonight so I'm going to wrap up and archive.

Next part should be announced over twitter.
https://twitter.com/QuestChief

Hopefully should be able to iron out some more details between here and then.
>>
>>35017027
Well, missed the thread, damn. Next time you run will you throw a thread link in the announcement tweet?
>>
>>35017059
Alright, next time.



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