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Human civ thread because fuck the other races.
>>
What's our tech level?
> Stone age
> Bronze age
> Iron age
> other
>>
How old is the world?
> Brand new
> Somewhat old
> Ancient
> other
>>
>>2863875
>Iron Age
>>2863880
>somewhat old
>>
How powerful is magic
> Nearly non existent
> Ritualistic only
> Normal fantasy
> Powerful
> Very powerful
> other

How common are spellcasters
> Very rare
> Rare
> Common
> Ubiquitous
> other
>>
>>2863881
Support
>>
>>2863884
Also
>Normal
>Rare
>>
>>2863889
+!
>>
What's humanity relationship with other humanoid races?
> Aggressive
> Fearful
> Cautious
> Neutral
> Welcoming
> Peaceful
> other
>>
>>2863875
Iron age
>>2863880
Brand new
>>2863884
Magic power:
Very weak

Spellcaster:
Everyone
>>
Well, better plain humans than no civ at all.
>>2863875
> Bronze age
> Somewhat old
> Normal fantasy
> Rare
>>
How's the presence of the gods in the world?
> Physical avatars
> Frequent manifestations
> Rare manifestations
> Gods are silent
> Gods are dead
> other

How many gods are there
> 1
> 2
> 3
> Dozens
> Hundreds
> other
>>
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>>2863898
this
>>2863893
>Aggressive
>>2863901
> Frequent manifestations
> Hundreds

We fantasy rome now
>>
>>2863875
>Iron age
>Somewhat old
>Very weak
>Cautious
>Gods are silent
>1
>>
>>2863905
You have my +1 good sir
>>
>>2863905
This
>>
>>2863905
I suport
>>
>>2863901
Hey OP are you the same OP from that last thread that 4chan thought it was counting your posts as spam?
>>
>>2863905
>>2863913
>>2863976
>>2864083

In the principle there was nothing, out of nothing Aion emmerged and started creation by making the Sun. He then felt lonely and created for himself a wife, Fiena, who in turn created the Oceans.
They had many sons and daughters who in turn also had sons and daughters of their own and the pantheon of deities reach the hundreds but the highest creation of Aion other than the Sun was the human race. The other gods and goddesses became jealous of him and created other races in their own image but none as highly and nobly blessed as the humans who stride in the world confidently as the chosen race of the father god.

You are one amongst the many tribes of humans who compete for supremacy on this continent. Who are you?

> The sea people. You make your livelihood by fishing and trading the precious tin that you have a near monopoly over to the other tribes. Start with a trading outpost, a tin mine and a merchant/fishing ship.
> The horse people. You live and die on horseback. Start with enough horses for your whole population and a little surplus.
> The river people. You live in a river valley where food is plentiful. Starts with twice as many people and population growth rate is doubled.
> The mountain people. Isolated in your mountain city you hoard your riches. Start with a gold mine.
> The forest people. Eking out a living in the forests is not as easy as it might seem. Your whole militia is trained in the use of bow and arrow.
> The cave people. Old habits die hard and your tribe never really left the caves, we know the cave complexes like the back of our hand. Start with a silver mine.
> The cow people. Your massive herds make you a dependable trade partner but also a target for frequent raids. Starts with a large catttle herd.
> The sheep people. Herding lots of sheep means we get to be warm in winters. Start with a large sheep herd, no penalty to raiding and outside activities during winter.
> The wolf people. Civilization is overrated, we live like our ancestors did and we take our feral companions with us in our hunts. Starting population halved, start with partially tamed wolves.
> The sand people. What the sea people is for the sea we are for the land. We reach wherever they can't or won't reach. Starts with a trading outpost, trading caravan and a herd of camels.
> The storm people. Believing themselves to be the chosen people of the gods we spread their message everywhere. Starts with a temple and priests.
> The hill people. Folks used to good life in the hills. Starts with tobacco, spice and hemp farms.
> The crystal people. Wizards love to hoard all sorts of weird trinkets but these people found a type of crystal that improves spellcasting abilities and built their lives around mining this thing. Starting population halves, start with a mana crystal mine.
> other

Also name your tribe.
>>
>>2864576
>> The river people. You live in a river valley where food is plentiful. Starts with twice as many people and population growth rate is doubled.
>>
>>2864576
> The river people. You live in a river valley where food is plentiful. Starts with twice as many people and population growth rate is doubled.

More people means more actions per turn.
>>
>>2864576

> The cow people. Your massive herds make you a dependable trade partner but also a target for frequent raids. Starts with a large catttle herd.

this seems interesting
>>
>>2864585
>>2864620
>>2864638

We are the river people. We have settled a land where food is plentiful and a pair of hands eager to do some work will always find enough meals to sustain itself. This boosts the confidence of the local population who in turn have larger families increasing the population growth rate. The ground is pure clay from all the floods from the rivers though, stone is hard to come by and mining for ore is a joke - we'll have to figure out some other way to acquire the riches of the earth. At least there are some trees nearby.

Living in this valley for a few years has garnered us quite a reputation with the locals.

Pick two other factions for we to be in feud with, two other factions for us to be allied with, one faction that we own a favor to and one that owns a favor to us.
>>
>>2864671

by factions I mean one of the other tribes from this >>2864576 list
>>
Also name your tribe, unless you wanna be known just as the river people.
>>
If you don't wanna choose you can just roll 6d12
>>
Allied with: Cow people, sea people
Friends are those we trade with

Others might as well be randomized
>>
Rolled 6, 7, 3, 1 = 17 (4d12)

>>2864695
I agree with this
Here are rolls for the randomizes

I think we reroll if any of the 4 dice lands on our friends, unless it's on the last two.
>>
Rolled 12, 2 = 14 (2d12)

>>2864723
Damn we can't own a favor to ourselves, or feud with our friends. Or rerolling for that
>>
>>2864576
Town Name: Green Rapids.
Allied with: The Hill People. A lot of us are distant kin, as they are geographically closest to us. What one lacks in necessity, the other makes up for in luxury. It's a very good symbiosis we've established.
Allied with: The Sea People. Our main trade partners. They make ample use of our waterway to peddle their wares inward.
Feuding with: The Sand People. They grow jealous of our fertile lands and fresh water, and how we allow their briney rivals access to their terra firma territory.
Feuding with: The Cave People. Cave People are just assholes.
Owe a favor to: The Cow People. They've sold some of their livestock to us very cheaply before, to bolster our farms, and it's a debt we shan't forget.
Owed a favor from: The Mountain People. Food is scarce high above the clouds, and this winter was harsher than most. When their stores ran dry, we offered aid, and their coffers will surely repay the favor.
>>
>>2864796
Support
>>
Is this the same guy who’s always making civ threads then abandoning them almost immediately?
>>
>>2864695
>>2864723
>>2864730
>>2864796
>>2864866


So we're good with the name Green Rapids.

We have a tie apparently

Allied with Cow people, sea people
Feud with cave people, crystal people
Owe a favor to horse people
Owned a favor from sea people

Or

Allied with Hill people, sea people
Feuding with Sand people, cave people
Owe a favor to the cow people
Owed a favor from the mountain people

Here are the names of the other clans

> The sea people, the Brown Island Children
> The horse people, the Gray Rage Tribe
> The river people, the Green Rapids
> The mountain people, the Quiet Tower Kin
> The forest people, the Gentle Bow Caste
> The cave people, the Silent Cave Children
> The cow people, the Dirty Earth Clan
> The sheep people, the Swift Snow Kin
> The wolf people, the Ancient Tooth Tribe
> The sand people, the Pure Sand Children
> The storm people, the Silent Fury Tribe
> The hill people, the Brown Hill Clan
> The crystal people, the Arcane Tower Warriors
>>
>>2864796
Might as well support.
>>
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>>2864796
>>2864866
>>2865592

Ok so it's

Allied with Hill people, sea people
Feuding with Sand people, cave people
Owe a favor to the cow people
Owed a favor from the mountain people

***

Another year has came and with it plenty of opportunities for our population to thrive in this land we call home. An emissary from the Brown Island children, our long time allies, come in a few boats up the river offering their wares to us. They bring copper and tin and are wondering whether we wouldn't trade a vast amount of food for the precious metals they're bringing us; apparently they intend to go all the way up the river and sell the food to the Quiet Tower Kin.
Should we
> Buy a small sample of copper and tin (20 bars of copper 10 bars of tin) (food -1)
> Buy a large sample of copper and tin (60 bars of copper 30 bars of tin) (food -3)
> Buy their whole stock of copper and tin (100 bars of copper 50 bars of tin) (food -5)
> Don't buy any metal
> other


It's the year 901 and it's Spring. One action should be dedicated to planting crops.

Population: ~2000 people (+200/year)
Treasury 1000 trade goods (+50 trade goods/year)
Tax rate 10% (200 trade goods/year)
Military: 30 Town Guards (150 trade goods/year)
Buildings: farms, brickworks, brick houses
Resources: clay, cattle (300+30/year)
Technology: map making
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+5% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, workshop, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, bow and arrow, code of laws, other?)
> Take a census
> other?
>>
>>2865601
>Buy their whole stock of copper and tin (100 bars of copper 50 bars of tin) (food -5)
Plant crops
Build workshop
>>
>>2865641
Support
>>
>>2865641
>>2865643

We planted our crops for the year. The lion's share of our food has been given away to the Brown Island Children tradesmen in exchange for their haul of tin and copper, so we ended up planting a far meager amount of lots than usual. It might take a few years until we fully recover from this blow on our food production; we can only hope that we don't have any unforeseeable events concerning our farms so that we don't end up starving in the middle of the most fertile lands of the continent.

We start the construction of a workshop; once this building is finished we'll have a central area for crafting trade goods.

Since now we have some metals we could build a smith to experiment with forging them.

Explorers from the Gray Rage Tribe are sighted by our town guards roaming our territory. Upon being hailed they say they've been tracking a group of elves who stole horses from them. They believe the elves are hiding somewhere in the forests near our settlement. What should we do about it?
> Let the Gray Rage explorers look for the elves
> Send our own town guards after the elves
> Put a reward on the elves (how many trade goods)
> Tell the Gray Rage explorers to stay out of our territory
> other

It's the year 901 and it's Summer.

Population: ~2000 people (+200/year)
Treasury 1000 trade goods (+50 trade goods/year)
Tax rate 10% (200 trade goods/year)
Military: 30 Town Guards (150 trade goods/year)
Buildings: farms, brickworks, brick houses, workshop (1/4,+1turn)
Resources: clay, cattle (300+30/year), copper (100), tin (50)
Technology: map making
Food: 3/10 (+3 fertile river valley -5 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+5% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, workshop, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, bow and arrow, code of laws, other?)
> Take a census
> other?
>>
>>2865671
We need to work on agriculture our food supplies are getting low
>>
>>2865674
+1
>>
>>2865671
>Let the Gray Rage explorers look for the elves
even if we find the horses, we will just end up returning them
Research bow and arrow
Scout North
Can we be building more than one thing at a time?
>>
>>2865674
>>2865687
>>2865690 only one building will be passively built per turn, you can build more than one if you spend turns on the second one

We consider working on our agriculture since our food supplies are getting low but there's not much we can do about it in the middle of summer - the crops have already been planted and are growing. Our food production should normalize over the course of a few years. To speed up the process we could buy more grains from one of our neighbours so that next year we can plant significantly larger fields than this year instead of marginally larger. We still need those grains to eat so we can't possibly plant everything or we'll risk starvation.

We let the Gray Rage explorers look for the elves in the forests in our territory. After a few days of search they are unable to find even a clue of where the elves could be hiding and call off the search.

Our scholars and wisemen start to research bow and arrow manufacture. We should be able to unleash the power of such a weapon soon.

We send a group of scouts to explore north of our town. They find a ruined stone temple to some river deity, the runes in the door read Izarae the Goddess of Rivers. It has a half sunken underground level that our civilian scouts dare not venture into. This seems like a job for a group of adventurers!

It's the year 901 and it's Fall.

Population: ~2000 people (+200/year)
Treasury 1000 trade goods (+50 trade goods/year)
Tax rate 10% (200 trade goods/year)
Military: 30 Town Guards (150 trade goods/year)
Buildings: farms, brickworks, brick houses, workshop (2/4,+1turn)
Resources: clay, cattle (300+30/year), copper (100), tin (50)
Technology: map making, bow and arrow (1/4, +1 turn)
Food: 3/10 (+3 fertile river valley -5 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+5% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, workshop, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (explore Izarae temple, specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, bow and arrow, code of laws, other?)
> Take a census
> other?
>>
>>2865735
>Tend to crops
>Hire a group of adventurers to explore Izarae temple
>>
>>2865759

Without a tavern it is hard to find adventurers so we resort to have a man advertise in the middle of town about the opportunity to get paid to explore the Izarae temple.

We attract the following adventurers:
> Gylas, the Brave. A veteran warrior with a bronze sword. 40 TG
> Geoffrey, the Daft. A young warrior with a copper tipped spear. 20 TG.
> Ancin, the Stinky. A local hobo with a club. 10 TG.
> Wulfa, the Mystic. A wizard apprentice who can cast magic missile. 60 TG
> Johny, the Steady. A warrior with a bronze plate and a bronze tipped spear. 50 TG

Who should we hire?
>>
>>2865789
>> Johny, the Steady. A warrior with a bronze plate and a bronze tipped spear. 50 TG
>>
>>2865797
This, but if we can hiee more than one I want Geoffrey too

> Geoffrey, the Daft. A young warrior with a copper tipped spear. 20 TG.
>>
>>2865797
>>2865803

We hire Johny, the Steady and Geoffrey the Daft to go explore the Izarae temple. They promptly departs towards the temple.

Upon arriving there they enters the temple, with Johny leading the way. They descend a flight of spiral stairs unto a half sunken corridor with seven wooden doors in varied stages of rotting.

Kicking the first door open they enter a bedroom with rotten furniture and a couple chests underneath the beds with silver holy symbols; the following five doors are pretty much the same except that in one of them one there's a corpse in one of the beds and the corpse gets up to attack them! They fend of the zombie and Johny kills it by piercing its head, but not before it manages to bite Geoffrey. Inside the chest in this room they also find a silver dagger. All in all they found 12 holy symbols and a silver dagger.
Upon kicking open the last door they find a masterfully crafted statue of the river goddess Izarae holding a crystal ball.
They try to pry the crystal ball out of the statues hands and accidentally open a secret door. They don't manage to get the crystal ball though.

Venturing into the secret door the water from the half sunken temple flows inside it as they move in. It appears to be a cave of some sort, perhaps an emmergency exit. Walking around in the dark cave is unsettling. After awhile they see a light in the end of the tunnel and keep moving towards it.

By the time they get closer to the light they find a small band of murlocs inside the cavern. They promptly draw their weapons to slay those disgusting creatures. The murlocs put up a fight, armed with flint daggers, but they're soon killed by our two adventurers. Searching the possessions of the murlocs we find one of them with a key tied around its necks.

Johny and Geoffrey take the key back to the half sunken temple and search for any place where it could fit; and sure enough, in the entrance hall there's a small hidden opening that fits a key. Once the key is turned a large lock moves out the way and a small vault with a large amount of old coins is exposed - must have been where they stored the offerings for the church.

Johny and Geoffrey loot the coins and head back town.

They arrive and tell the tale of their adventure.
> Demand all the goods they acquired in the Izarae temple
> Allow them to keep half the coins they've found
> Allow them to keep the coins they've found
> Allow them to keep everything they've found
> other

Geoffrey's zombie bite is really nasty. What should we do about it?
> Banish him from our town
> Send for a healer from the Silent Fury Tribe we can hire to heal him
> Imprison him to see if he'll turn into a zombie
> Do nothing
> other
>>
>>2865827
> Allow them to keep half the coins they've found
> Send for a healer from the Silent Fury Tribe we can hire to heal him
They were already paid, but best to make sure we get willing adventurerd in future too
>>
>>2865913
+1
>>
>>2865913
>>2865917

Thinking about getting a reputation as generous patrons we allow the adventurers we hired to keep half the coins they've found at the temple to Izarae. The coins were worth about 300 trade goods, so we get 150.

We also send for a healer from the Silent Fury Tribe we can hire to heal him. Upon hearing from our envoys that it is a case of a zombie bite one of the local priests promptly travels to our city. When he finally arrives Geoffrey is on the throes of death, feverish and babbling incoherent stuff, the infection having taken hold of him really badly. The priest begins his magical healing ritual and in a few hours Geoffrey is out of the woods. The priest recommends that Geoffrey abstains from biting anyone in the next few weeks while the magic works the zombie plague out of his system; but all in all he'll live and will be alright. The priest agrees to receive a donation of 50 trade goods in exchange for his help.

We had our harvest this year. We should have enough spare grain to somewhat improve our food situation on our next planting season.

It's the year 901 and it's Winter.

Population: ~2000 people (+200/year)
Treasury 1030 trade goods (+50 trade goods/year)
Tax rate 10% (200 trade goods/year)
Military: 30 Town Guards (150 trade goods/year)
Buildings: farms, brickworks, brick houses, workshop (3/4,+1turn)
Resources: clay, cattle (300+30/year), copper (100), tin (50)
Technology: map making, bow and arrow (2/4, +1 turn)
Food: 3/10 (+3 fertile river valley -5 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+5% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, workshop, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (explore Izarae temple, specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, bow and arrow, code of laws, other?)
> Take a census
> other?
>>
>>2865941
>build granary
> Craft extra trade goods (+5% TG)
Once we have bows some hunting for extra food and hiring some town guards could be good idea
>>
>>2865941
>> Tend to crops (spring and fall)
> Build basic infrastructure - Smith
Gotta get those tools.
>>
>>2865965
+1
>>
>>2865941
> Build basic infrastructure - Smith
> Craft extra trade goods (+5% TG)
>>
>>2865965
Building a smith will get us better tools, which will make building the granary and other buildings easier.
>>
>>2866036
>>2866038
I think we can only start the research of smithing after we build it.
And we need granary before that research is done.
But sure I'll change my vote to this, as we can build granary after it
>>
>>2865965
>>2865967
>>2865968
>>2866036
>>2866038
>>2866053


Our workshop is finished. Our artisans have a centralized place with plenty of tools to perform their crafts. Now when we choose to spend turns crafting extra trade goods we get +10% instead of +5% per turn spent.

We start the construction of a smith to cast ore and mold metal into usable forms.

We spend the rest of the winter crafting extra trade goods to increase our wealth.

It's the year 902 and it's Spring.

Population: ~2200 people (+200/year)
Treasury 1320 trade goods (+70 trade goods/year)
Tax rate 10% (220 trade goods/year)
Military: 30 Town Guards (150 trade goods/year)
Buildings: farms, brickworks, brick houses, workshop, smith (1/8, +1 turn)
Resources: clay, cattle (330+30/year), copper (100), tin (50)
Technology: map making, bow and arrow (3/4, +1 turn)
Food: 3/10 (+3 fertile river valley -5 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, bow and arrow, code of laws, other?)
> other?
>>
>>2866201
>> Hire more military units (town guard 5tg/year; spearmen 5tg/year)
> Tend to crops (spring and fall)
>>
>>2866212
Support, but you should say how many troops you want to hire.
>hire 10 spearmen.
Not much, but we can't support that many more, if we want to keep positive economy
>>
>>2866212
>>2866234

We tend to our crops, planting larger fields than the previous year. We're slowly recovering from the massive loss of grain from our trade deal a year ago.

We finish researching bow and arrow, now we can train troops to use such weapons.

We hire 10 spearmen to boost our military. They begin training and patrolling the edge of our territory at once.

We're being raided! Looks like the Silent Cave Children are mustering their forces on a raid against us, no doubt to steal our property!

Roll 1d100 to determine how early we notice them attacking us, DC 70 since we don't have much in terms of early warning systems in place. That will determine how much preparations we'll have time to make before they arrive at our town.
>>
Rolled 4 (1d100)

>>2866293
>>
Rolled 37 (1d100)

>>2866293
Dice don't fail me now.
>>
>>2866298
>>2866301

We fail to notice the Silent Cave Children advances into our land until they're right on top of us, killing farmers and invading homes to plunder.

Still the alarm is given and we assemble a last line of defense near the largest clump of houses, passing on clubs and spears to the men that haven't fled the town in panic.

The Silent Cave Children seem to have brought about 300 people armed with clubs and spears, and about 10 warriors wearing bronze armor.

We can now recruit militia from our population at a cost of 1tg per militia men, usually we could hire up to about a third of our population but since we've been surprised we can only hire half that many, about 350 people at most.

Morale: 3/10 (-1 taxes -1 surprise attack)
Treasury 1320 trade goods

So who do we recruit to face the Silent Cave Children?
> 30 town guards
> 10 spearmen
> up to 350 militia (1tg each)
> other?

And what should be our strategy to engage them?
> Rush in and attack them head on
> Keep a defensive line and let them come
> Divide in two groups try to flank them
> Divide in three groups try to surround them
> other
>>
>>2866326
>> up to 350 militia (1tg each)
> Keep a defensive line and let them come
>>
>>2866326
> 30 town guards
> 10 spearmen
> 350 militia
> Keep a defensive line and let them come
>>
>>2866383
>>2866414

We send our town guards our spearmen and 350 conscripted militia men to the frontlines, keeping a defensive line and letting the enemy come to us.

And they do come for us! They send a small group of about 50 people around our defensive lines and clash with the remaining forces against our militia, their 10 warriors leading the charge.

Roll 1d100 DC 45 for the result of the first clash of our forces
>>
Rolled 39 (1d100)

>>2866434
>>
Rolled 21 (1d100)

>>2866434
>>2866434
Dice.
>>
Rolled 55 (1d100)

>>2866434
Time to save you noobs
>>
>>2866439
>>2866442
>>2866443


The first clash goes relatively well for us; although we lose about 10 people we manage to land many lucky strikes with our spears in our enemies and bring down about 40 of them.

As the fight gets into very close quarter the people with clubs get a slight advantage over the ones with spears.

We see the 50 guys who sneaked past our lines coming back with a bunch of loot trying to avoid our forces. The enemy is starting to disengage some forces to cover the fleeing guys with the loot.

How should we conduct ourselves now?
> Press our advantage, rush and kill as many of the retreating enemy as we can
> Disengage about 100 people and send them to pursue the 50 guys carrying loot
> Order everyone to rush after the guys stealing our stuff
> Keep fighting defensively and holding our lines
> other
>>
>>2866468
So OP how many guys are we facing currently, Since we killed 40 does that mean the attack force is reduced to 10, with the 50 looters?
>>
>>2866489

>The Silent Cave Children seem to have brought about 300 people armed with clubs and spears

No the attacking force is reduced from about 250 to about 210, plus the 50 looters.
>>
>>2866468
>> Keep fighting defensively and holding our lines
Kind of want to play the save route, kill as much as we can. Since we re population quickly any death to the Cave tribe a big blow, so let's aim to kill most of them while saving ourselves.
>>
>>2866468
> Press our advantage, rush and kill as many of the retreating enemy as we can
Lets make this costly for them
>>
>>2866500
This
>>
>>2866497
>>2866500
>>2866506

Noticing that our enemy is starting to retreat with the loot they got from us we give the order for our troops to press our advantage rushing and killing as many of the retreating enemy as we can intending to make this looting as costly for them as possible.

Roll to kill disengaging enemies DC 40
>>
Rolled 85 (1d100)

>>2866512
>>
Rolled 31 (1d100)

>>2866512
RIP and Tear
>>
>>2866514
>>2866520

As our enemy is focusing on getting their looters out of dodge they leave their lines in complete disarray; noticing that we're quickly to take advantage of their sloppiness and start our killing spree. We manage to kill off about 60 enemies while they're scrambling to protect the people carrying the loot.

By now they're in full retreat, with the loot secured amidst of their warriors.

What should we do next?
> Pursue them
> Let them go
> other?
>>
>>2866529
>> Pursue them
But don't go inside the caves
>>
>>2866533

Instead of letting the Silent Cave Children go we consider launching a counter raid against them, following them on the week long trek back to their home base in the cave complexes at the mountains. Are you sure?
>>
>>2866546
wtf? That's not what I meant, I meant we kill all in the area, shoot them even but not spend a week long terk just for shit loot.
>>
>>2866552


We attempt to give pursue to the Silent Cave Children but they outrun us and are on their way back to their home base, we decide it isn't worth a trip there. We assess how much stuff they looted.

They got 30 bars of tin and about 200 worth of trade goods in assorted coins and precious materials.

It's the year 902 and it's Summer.

Population: ~2200 people (+200/year)
Treasury 770 trade goods (+70 trade goods/year)
Tax rate 10% (220 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith (2/8, +1 turn)
Resources: clay, cattle (330+30/year), copper (100), tin (20)
Technology: map making, bow and arrow
Food: 4/10 (+3 fertile river valley -4 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, code of laws, other?)
> other?
>>
>>2866560
>> Build defensive structures watchtower
>>
>>2866563
This and
>> Research code of laws
Our growing population needs some basic laws
>>
>>2866563

In order to have some early warning capabilities we build a simple wooden watchtower in our town and keep it manned, that should make it easier to spot enemies once they appear in the horizon giving us precious minutes to prepare ourselves.

We start researching a code of law for our growing population grows restless with uncertainty about the resolution of their many conflicts inherent to city life.

One of our woodcutters complain about elves stealing his tools. It was nothing to write home about, just a stone axe, but still making a new one is such a hassle.
> Give him 10 trade goods for his troubles
> Send military to investigate the woods (who?)
> Hire a group of adventurers to explore the woods
> Don't do anything about it
> other
It's the year 902 and it's Fall.

Population: ~2200 people (+200/year)
Treasury 770 trade goods (+70 trade goods/year)
Tax rate 10% (220 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith (3/8, +1 turn), watchtower
Resources: clay, cattle (330+30/year), copper (100), tin (20)
Technology: map making, bow and arrow, code of laws (1/20,+1turn)
Food: 4/10 (+3 fertile river valley -4 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, code of laws, other?)
> other?
>>
>>2866586
>> Give him 10 trade goods for his troubles

> Tend to crops (spring and fall)
> Build defensive structures (brick wall,
>>
>>2866586
> Give him 10 trade goods for his troubles
> Tend to crops
>sent explorers south

Heading to bed soon, but I suggest we train archers during the winter and go get some revenge at spring.
Better be aggressive than turtling up
>>
>>2866586
>> Give him 10 trade goods for his troubles

> Tend to crops (spring and fall)
> Build basic infrastructure:granary
If we're gonna grow a lot of food, let's have a place to store it
>>
>>2866644
I'll change my vote to this
>>
>>2866644
This
>>
>>2866620
>>2866641
>>2866644
>>2867321
>>2867885

We give the lumberjack 10 trade goods for his troubles with the elves. He seems very pleased with our generosity.

We tend to our crops having a larger harvest than last year.

We start construction of a granary to store our excess of grains.

Wolves are sighted in the woods near our holdings, there's widespread concern about them killing cattle or children. What should we do about it?
> Send our military to kill the wolves
> Hire adventurers to kill the wolves
> Place a reward of 10 trade goods per wolf
> Send for people from the Ancient Tooth Tribe to come and take these wolves away
> Do nothing
> other

It's the year 902 and it's Winter.

Population: ~2200 people (+200/year)
Treasury 770 trade goods (+70 trade goods/year)
Tax rate 10% (220 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith (4/8, +1 turn), watchtower, granary (1/4)
Resources: clay, cattle (330+30/year), copper (100), tin (20)
Technology: map making, bow and arrow, code of laws (1/20,+1turn)
Food: 4/10 (+3 fertile river valley -4 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, code of laws, other?)
> other?
>>
>>2868112
>Hire some adventures to kill the wolves.
>Tend to crops
>Research Code of Laws
>>
>>2868135
Tending to crops is only done in the Spring and Fall anon. Since stuff doesn't grow in winter

> Hire adventurers to kill the wolves

> Build defensive structures (brick wall)
>Research Code of Laws
>>
>>2868135
>>2868152

Without a tavern it is hard to find adventurers so we resort to have a man advertise in the middle of town about the opportunity to get paid to go kill some wolves.

We attract the following adventurers:
> Gylas, the Brave. A veteran warrior with a bronze sword. 40 TG
> Ancin, the Stinky. A local hobo with a club. 10 TG.
> Wulfa, the Mystic. A wizard apprentice who can cast magic missile. 60 TG
> Hames, the Stout. A warrior with a copper tipped spear. 20 TG

Who should we hire?
>>
>>2868159
>Gylas the brave
>Hobo
>Hames the Stout
>>
>>2868407
This
>>
>>2868407
I support this
>>
>>2868159
>> Gylas, the Brave. A veteran warrior with a bronze sword. 40 TG
> Hames, the Stout. A warrior with a copper tipped spear. 20 TG
hobo is useless and will just mean less trade goods for us
>>
>>2869133
This
>>
Let's send hobo and Hames so we don't lose good heroes if the explorers find some powerful monsters
>>
>>2869693
If we send shitty warriors, they'll be killed by powerful monsters. At least veteran warriors know enough to flee when they can't win, so they could at least report back to us if they fail.

>>2869133
seconding
>>
>>2868407
Supporting this
The Hobo can get some EXP or at least be bait
>>
>>2868407
>>2868502
>>2868605
>>2869133
>>2869594
>>2869693
>>2869786
>>2870304


We hire Gylas the Brave, Ancin the Stinky and Hames the Stout to go deal with the wolves.

After tracking in the forest for several days they find themselves ambushed by the wolves a couple times; the first time when the tracks lead them to the pack tracking some deer our adventurers were viciously attacked by three wolves but managed to defend themselves, wounding the wolves slightly, and the second time one wolf came straight at our group and attacked them during the night while they had set camp in the forest and was killed by Ancin with his club.

After a few more days of tracking they finally found the wolves den and are quickly surrounded by about a dozen wolves.
The alpha wolf emmerges from amidst the other wolves and stares at our group intently. Ancin says "You gotta beat the alpha wolf then the others will submit to you. Watch and learn!"

He then jumped at the alpha wolf club in hand and attempted to start clubbing the creature but then it tried to bite him and he managed to stick his club inside the wolf's mouth. "Help! HELP!", screamed the hobo.

Gylas and Hames promptly jumped in to help but then the entire pack of wolves also jumped in to attack the three adventurers. A bloody battle ensued where Gylas expertly slayed four wolves including the alpha one by slashing him in the throat, Hames killed a couple wolves getting badly bitten and Ancin somehow managed to avoid being biten even though his clothes were reduced to rags having given a beating on several wolves with his club but didn't actually kill any.

After the alpha wolf was killed half of the pack of wolves that survived the fight dispersed, fleeing from the battlefield. Inspecting the den of the wolves more carefully our adventures found amidst the bones of several dead deer a bunch of wolf cubs - that's probably why half the wolves fought till death.

The adventurers bring back the wolf cubs as a spoil of their battle and deem their job complete. They arrive in town and tell the tale of their adventure and Hames go get his wounds treated.

> Tell them to go back and kill the remaining wolves
> Give the wolf cubs to the farmers to raise as watch dogs
> Give the wolf cubs as a gift to the Ancient Tooth Tribe
> Sell the wolf cubs to the Ancient Tooth Tribe
> Kill the wolf cubs
> other
>>
>>2868135
>>2868152

We consider starting working on a brick wall. How tall and wide should it be?

> 10 foot tall
> 20 foot tall (x2)
> 30 foot tall (x4)
> 40 foot tall (x6)
> 50 foot tall (x8)
> other

> Just around our houses and town hall (10 turns)
> Around houses and our fields (40 turns)
> Around our fields and grazing areas (80 turns)
> Around our whole territory (120 turns)
> other

We continue work on our code of laws deciding on various property laws and how they'll affect the lives of our people.


It's the year 903 and it's Spring.

Population: ~2400 people (+200/year)
Treasury 850 trade goods (+90 trade goods/year)
Tax rate 10% (240 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith (5/8, +1 turn), watchtower, granary (1/4)
Resources: clay, cattle (330+30/year), copper (100), tin (20)
Technology: map making, bow and arrow, code of laws (4/20,+1turn)
Food: 4/10 (+3 fertile river valley -4 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, code of laws, other?)
> other?
>>
>>2871766
>Sell the wolf cubs to the Ancient Tooth Tribe

At a reduced rate, maybe a 20% discount. Get in their good graces and also profit from it.

>Around houses and our fields
20 feet tall
>>
>>2871835
>>2871856
Also, craft extra trade goods and focus on wall creation, maybe see if we can cut down the construction time by hiring additional workers or someone from another tribe?
>>
>>2871856
>>2871863

We plant our crops as usual, more than last year, we're still recovering from that trade deal years ago.

We spend the spring crafting trade goods to increase our wealth.

We send a small trading caravan to the Ancient Tooth Tribe to sell them the wolf cubs we have acquired. They are very pleased with the offer and we on top of that give them a 20% discount. They end up paying us 400 trade goods for the wolf cubs.

We consider our options to cut down the time for construction. We can buy extra construction turns for a price by hiring vagrants, people from other tribes and our own tribesmen willing to work overtime to work on our construction projects.

The costs are as follows
first extra turn - 100 tg
second extra turn - 200 tg
third extra turn - 300 tg
fourth extra turn - 400 tg

and so on, so if we want to buy for instance 5 extra construction turns in one turn it would cost 1500 trade goods (100+200+300+400+500).


It's the year 903 and it's Summer.

Population: ~2400 people (+200/year)
Treasury 1410 trade goods (+90 trade goods/year)
Tax rate 10% (240 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith (6/8, +1 turn), watchtower, granary (1/4), brick wall (around houses and fields 20ft 1/80)
Resources: clay, cattle (330+30/year), copper (100), tin (20)
Technology: map making, bow and arrow, code of laws (5/20,+1turn)
Food: 5/10 (+3 fertile river valley -3 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year)
> Research (cuneiform writing, mathematics, bronze manufacture, code of laws, other?)
> other?
>>
>>2871984
hire 10 bowmen
tend to crops
>>
a bit of long term strat talk, if we are beefing hard with the silent cave children, we should continue to get on the good side of the ancient tooth tribe. Having an ally local to our enemies territory is really valueable for recon and staging raids. If we get the option int he future we need to keep some wolves for breeding and further our arrangement with them.
>>
>>2872165
>tend to crops
it's summer
>>
>>2872184
oh i'm stupid.

research bronze manufacture
>>
>>2872165
>>2872191

We hire 10 bowmen; they promptly set up a range for training their aim and go on patrol duty with the remaining of our army when they're not training. Currently the tips of their arrows are fire hardened as we don't have smithing facilities available to make arrowheads.

We start researching bronze manufacture; luckily we have people already with the knowledge within our town so we have the theory down, as soon as our smith is finished we should be able to start making bronze tools and weapons with the tin and copper that we have - two bars of copper for each bar of tin gives off the equivalent amount of bronze bars.

A trade caravan from the Brown Hill Clan arrives at our town.
They're offering to sell us hemp buds, cigars and spices. They intend to travel through the land selling their goods for profit and made their first stop here.
> Buy a small sample for 50 trade goods
> Buy a large sample for 300 trade goods
> Buy their whole stock for 1000 trade goods
> Don't buy anything
> other


It's the year 903 and it's Fall.

Population: ~2400 people (+200/year)
Treasury 1410 trade goods (-60 trade goods/year)
Tax rate 10% (240 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year) 10 bowmen (100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith (7/8, +1 turn), watchtower, granary (1/4), brick wall (around houses and fields 20ft 1/80)
Resources: clay, cattle (330+30/year), copper (100), tin (20)
Technology: map making, bow and arrow, code of laws (5/20,+1turn), bronze manufacture
Food: 5/10 (+3 fertile river valley -3 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year)
> Research (cuneiform writing, mathematics, code of laws, other?)
> other?
>>
>>2872360
>> Tend to crops (spring and fall)
> Build basic infrastructure (smith)
finish the building off
>>
>>2872360
>buy a small sample for 50 trade goods
>other send some of our traders along with them to trade and do recon

>>2872375
this
>>
>>2872375
>>2872385

We consider sending some of our traders along with the Brown Hill Clan traders to trade and do recon. What should our traders take with them to sell
> food
> cows
> copper
> tin
> wood
> trade goods
> other?

And what should they seek to acquire
> food
> horses
> cows
> sheep
> bronze
> copper
> tin
> silver
> gold
> wood
> stone
> spices/drugs/booze
> trade goods
> other?

And how many men should we send as a retinue
> 1-10 spearmen
> 1-10 bowmen
> 1-50 militia men
> other
>>
>>2872479
>trade goods

>horses

>2 spearman and 2 militia men
they will be travelling with our allies so they should be safe.
>>
>>2872510
also if they manage to get horses they can return faster.
>>
>>2872375
>>2872385
>>2872510
>>2872524

We buy a small sample of spices and drugs. We could use them to slightly improve morale of our population temporarily. We barely have enough for just one season. Should we distribute the spices and drugs?

We send a trader with a retinue of 2 spearmen and 2 militiamen hauling trade goods tasking them with buying some horses. They come back saying they bought 5 light horses from the cow tribe for 75 trade goods each.

We finish building our smith. We now can smelt metals into usable forms to shape tools and weapons. Should we turn 5 copper bars into arrowheads for our bowmen? Should we turn 5 copper bars into spearheads for our spearmen? Should we craft 60 bars of bronze out of 20 tin bars and 40 copper bars? We can craft a bronze armor with 4 bronze bars. We can now train swordsmen, one bronze sword can be made out of two bronze bars.


It's the year 903 and it's Fall.

Population: ~2400 people (+200/year)
Treasury 1033 trade goods (-60 trade goods/year)
Tax rate 10% (240 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year) 10 bowmen (100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith , watchtower, granary (2/4, +1turn), brick wall (around houses and fields 20ft 1/80)
Resources: clay, cattle (330+30/year), copper (100), tin (20), horse (5+1/year) spices and drugs (1)
Technology: map making, bow and arrow, code of laws (6/20,+1turn), bronze manufacture
Food: 5/10 (+3 fertile river valley -3 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year)
> Research (cuneiform writing, mathematics, code of laws, other?)
> other?
>>
>>2872589
>keep the spices and drugs in storage

>make the bronze bars

>tend to crops

>research leather working
>>
>>2865601
>>2872589
is our entire civ in the one tile marked green rapids ? do we or any other group have a larger than one tile sphere of control? i know we can't claim to control the woods because of the elves.
>>
>>2872607

Instead of distributing it to our population we keep the spices and drugs in storage; they only last so long though so we ought to distribute it eventually else it goes to waste.

We craft 60 bronze bars out of the tin and copper we had in store. It truly is a magnificent alloy, far more strong and durable than both its base metals.

We tend to our crops and have a larger harvest than last year.

We consider researching leather working but we already know how to make leather, that being one of the main ways our population uses to craft their own clothing, the other being small time flax production. We could build a tannery by assigning people to gather the bark and do the necessary tasks needed to tan the leather if we need to produce large amounts of leather for some reason. We'd also need a source of skins to tan since currently our hunting barely fulfills the local needs for leather clothing.
The local woods have plenty of deers and wild boars from which we could harvest pelts were we so bold as to hunt them intensively.

While on the subject of clothing if we so desire we could build a loom and plant some extra flax to start making more linen clothing for our population. It would require an upfront investment but we could probably make a profit from it over time.


It's the year 903 and it's Winter.

Population: ~2400 people (+200/year)
Treasury 1033 trade goods (-60 trade goods/year)
Tax rate 10% (240 trade goods/year)
Military: 30 Town Guards (150 trade goods/year) 10 spearmen (50 tg/year) 10 bowmen (100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith , watchtower, granary (3/4, +1turn), brick wall (around houses and fields 20ft 1/80)
Resources: clay, cattle (330+30/year), copper (60), bronze (60), horse (5+1/year) spices and drugs (1)
Technology: map making, bow and arrow, code of laws (7/20,+1turn), bronze manufacture, leatherworking
Food: 5/10 (+3 fertile river valley -3 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (granary, brewery, barracks, tavern, market, lumber mill, smith, tannery, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year)
> Research (cuneiform writing, mathematics, code of laws, other?)
> other?
>>
>>2872639

some other civs have mines and trading posts away from their main settlements but currently none of them controls more than a few single tile areas. The resource gathering radius of your city is about two tiles around your own city though, so whatever it within two tiles of your city is easily accessible
>>
>>2872717
>make bronze weapons for our full time military units
>build Tannery
>send 5 bowmen and 2 spearmen along with a group of villagers to form a hunting camp in the nearby woods
>>
>>2872717
>>2872743
also we have cattle so i mean we can get hides from them too.
>>
>>2872743
>>2872747


Our granary is finished. Our population growth is now increased by +100 instead of by +50 due to our doubled population growth bonus.

We have our smith craft bronze weapons for our full time military units. He spends 25 bronze bars doing that.

We build a tannery by crafting a large number of tanning tubs and getting people to haul inside town the bark we need to tan the leather.

We send 5 bowmen and 2 spearmen along with a group of villagers to form and secure a hunting camp in the nearby woods. We start to get a small amount of hides from our hunting, also meat, sinews, intestines. We turn all the hides into leather and distribute the rest of the goods amongst our population.


It's the year 904 and it's Spring.

Population: ~2700 people (+300/year)
Treasury 993 trade goods (-30 trade goods/year)
Tax rate 10% (270 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith , watchtower, granary, brick wall (around houses and fields 20ft 1/80, +1turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen)
Resources: clay, cattle (360+30/year), copper (60), bronze (35), horse (6+1/year) spices and drugs (1) leather (10+10turn)
Technology: map making, bow and arrow, code of laws (8/20,+1turn), bronze manufacture, leatherworking
Food: 6/10 (+3 fertile river valley -2 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, tannery, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year)
> Research (cuneiform writing, mathematics, code of laws, other?)
> other?
>>
>>2872827
>tend to crops
>craft extra trade goods

we gotta keep our treasury full and our fields producing. being breadbasket of the island will put us in a strong position to build a dominant military
>>
>>2872838

We tend to our crops planting larger fields than last year.

We craft extra trade goods to bolster our treasury.

Folks from the Dirty Earth Clan show up in our town wanting to sell an alpha bull that it guaranteed to at least double the rate at which our herd grows. They say they're only selling this one because another alpha bull was born in their herd and the two of them kept locking horns and being a general nuisance when left together unchecked. They're willing to part with this fabulous bull for the low price of 300 trade goods.
> Buy the alpha bull
> Haggle to buy it for 200 trade goods
> We'll pay (301-1000+) trade goods if you liberate us from owning you a favor
> Don't buy the alpha bull
> other

It's the year 904 and it's Summer.

Population: ~2700 people (+300/year)
Treasury 1263 trade goods (-30 trade goods/year)
Tax rate 10% (270 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith , watchtower, granary, brick wall (around houses and fields 20ft 1/80, +1turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen)
Resources: clay, cattle (360+30/year), copper (60), bronze (35), horse (6+1/year) spices and drugs (1) leather (10+10turn)
Technology: map making, bow and arrow, code of laws (8/20,+1turn), bronze manufacture, leatherworking
Food: 6/10 (+3 fertile river valley -2 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, tannery, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year)
> Research (cuneiform writing, mathematics, code of laws, other?)
> other?
>>
>>2872931
>buy the alpha bull

we owe them a favor already and they are in between us and some of our enemies we dont need to push our luck.

>craft extra trade goods
>make bronze tools for our workshop
>>
>>2872931
> Buy the alpha bull

>Build Defensive Structure Brick Wall
>Craft Extra Trade Goods
>>
>>2873000
aren't we already building the wall?
>>
>>2873010
Oh is that an auto thing? I thought we had to devote a turn to it. I'll switch my vote to
>Build Basic Structure Market
>>
>>2873010
Wall takes many turns
>>
>>2873016
>>2873018
i honestly don't know if we have to select it to get it going or not we used a turn to start it.
"around houses and fields 20ft 1/80, +1turn"

maybe that means we have to give it one more turn to start the 80 turns?
>>
>>2873000
lets just go with that

buy bull

build wall
craft goods
>>
>>2872948
>>2873000
>>2873010
>>2873016
>>2873018
>>2873036
>>2873147

We decide to buy the alpha bull from the folks from the Dirty Earth Clan.

We spend our summer working on our wall and crafting trade goods.

The wizard Nope shows up at our town! He asks for permission to build a tower within our territory in which he'll study the arcane arts, research powerful spells and accept a few apprentices.

> Insist he build the tower within the walls of our town
> Tell him he's allowed to build the tower outside our walls
> Demand payment for the privilege of building a tower in our territory
> Tell him he's not welcome and go look elsewhere
> other
It's the year 904 and it's Fall.

Population: ~2700 people (+300/year)
Treasury 1233 trade goods (-30 trade goods/year)
Tax rate 10% (270 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith , watchtower, granary, brick wall (around houses and fields 20ft 3/80, +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen)
Resources: clay, cattle (+alpha bull,360+60/year), copper (60), bronze (35), horse (6+1/year) spices and drugs (1) leather (20+10turn)
Technology: map making, bow and arrow, code of laws (8/20,+1turn), bronze manufacture, leatherworking
Food: 6/10 (+3 fertile river valley -2 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, tannery, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year)
> Research (cuneiform writing, mathematics, code of laws, other?)
> other?
>>
>>2874471
>Ask him to build it near the walls
If it can double up as a watchtower, even better.

>Tend to crops
>Research Writing
>>
>>2874548
As another watchtower*
>>
>>2874471
> Insist he build the tower within the walls of our town
An wizard is an great boost to our towns defenses in a serious siege. Worth of the trouble his research and lost space might bring.

> Tend to crops (spring and fall)
>research writing

How about we train new swordmen during the winter and prepare an allied attack with Hill people against cave people
>>
>>2874548
>>2874550
>>2875202

At first Nope was intending to build his tower by the forest near our town but we insisted with him to build within the area that will be walled off once we finish our walls and he finally agrees; a large shipment of rocks come down the river in boats from the Quiet Tower Kin for the construction of his tower.

We tend to our crops and get a larger harvest than in previous years.

We consider researching writing; only a small fraction of our population is literate but that's enough to consider writing as being within our grasp. We could build schools to improve the literacy of the masses and we could comission diplomats to spy on other tribes and sign agreements.


It's the year 904 and it's Winter.

Population: ~2700 people (+300/year)
Treasury 1233 trade goods (-30 trade goods/year)
Tax rate 10% (270 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop, smith , watchtower, granary, brick wall (around houses and fields 20ft 3/80, +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen)
Resources: clay, cattle (+alpha bull,360+60/year), copper (60), bronze (35), horse (6+1/year) spices and drugs (1) leather (30+10turn)
Technology: map making, bow and arrow, code of laws (8/20,+1turn), bronze manufacture, leatherworking, writing
Food: 6/10 (+3 fertile river valley -2 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2875248
>craft extra trade goods
>make bronze tools for our workshop

if we up the quality of our tools we can probably make more trade goods per turn.


long term strat talk: we should do schooling and clothing soon. and like >>2875202 i think we should eventually get reprisal on the cave people. but remember they invaded with a force 300 strong. we don't have a large standing army yet and sending our towns folk may not be a good idea
>>
>>2875248
>Bronze tools for workshop
>Mathematics

I just want Geometry and Architecture to speed up building.
>>
>>287529
+1
>>
>>2875301
Well I support this.

>>2875292
It was almost purely militia. We could field bigger army than them, if we wanted to.
>>
>>2875292
>>2875301
>>2875302

We make bronze tools for our workshop; the tools increase productivity of our workshop to 15% trade goods but the tools wear out at a rate of 1d6 every time we spend a turn crafting trade goods.

We spend the season crafting extra trade goods to increase our wealth.

It's the year 905 and it's Spring.

Population: ~3000 people (+300/year)
Treasury 1683 trade goods (+0 trade goods/year)
Tax rate 10% (300 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 30), smith , watchtower, granary, brick wall (around houses and fields 20ft 3/80, +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen)
Resources: clay, cattle (+alpha bull,420+80/year), copper (60), horse (7+1/year) spices and drugs (1) leather (30+10turn)
Technology: map making, bow and arrow, code of laws (10/20,+1turn), bronze manufacture, leatherworking, writing
Food: 6/10 (+3 fertile river valley -2 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2875330
>tend to crops
>research mathematics


next winter lets build a school
>>
>>2875327
>It was almost purely militia.

who do we know that? it said "300 people armed with clubs and spears and 10 armored warriors."
>>
>>2875330
>tend to crops
>build loom

Would be good moment to start building new industry
>>
>>2875350
i'll change to this so we can continue
>>
>>2875336
>>2875345
>>2875350
>>2875370

We tend to our crops as usual. We plant larger fields than last year.

We build a loom and plant the accompanying needed flax fields to give us the necessary plant fiber to weave into cloth. Soon we'll have an ongoing manufacture of linens for clothing, banners and whichever other uses of cloth we can think of.


It's the year 905 and it's Summer.

Population: ~3000 people (+300/year)
Treasury 1683 trade goods (+0 trade goods/year)
Tax rate 10% (300 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 30), smith , watchtower, granary, brick wall (around houses and fields 20ft 3/80, +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom
Resources: clay, cattle (+alpha bull,420+80/year), copper (60), horse (7+1/year) spices and drugs (1) leather (40+10turn)
Technology: map making, bow and arrow, code of laws (11/20,+1turn), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2875420
>mathematics
>build market


maybe we should consider building a road between us and the hill clan once we have better economy
>>
>>2875442
Support
>>
>>2875442
This is good
>>
>>2875248
Also the wall didn't improve since this turn boss, still 3/80.
>>
>>2875582
i feel like we missed out on a lot of wall improvement.
>>
>>2875442
>>2875456
>>2875576
>>2875582 ok I must have missed it when updating turns
>>2875643

We start researching mathematic and its applications. It will take some time to finish.

We start to build a market. It will take awhile to finish (or we could finish it in next turn for 300 trade goods).

It's the year 905 and it's Fall.

Population: ~3000 people (+300/year)
Treasury 1683 trade goods (+0 trade goods/year)
Tax rate 10% (300 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 30), smith , watchtower, granary, brick wall (around houses and fields 20ft 7/80), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market (1/4, +1/turn)
Resources: clay, cattle (+alpha bull,420+80/year), copper (60), horse (7+1/year) spices and drugs (1) leather (50+10turn)
Technology: map making, bow and arrow, code of laws (12/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2875785
>spend 300 trade goods to get the market built
>tend to crops
>send exploring party south (2 town guards and 1 bowmen)
>>
>>2875805
+1
>>
>>2875805
>>2875817

We finish the construction of the market, increasing the amount of money we get from taxes by 50%.

We tend to our crops having a larger harvest than last year.

We consider sending an exploring party towards the south consisting of 2 town guards and 1 bowmen but the townguards absolutely refuse to go out in exploring missions arguing that this is beyond the scope of their function and they're not paid enough to assume this sort of risk.

A roaming band of artists is passing through our town! Malabarists, fire eaters, clowns, giants, dwarves, magicians the whole troupe. They're already peddling their crafts in our streets and getting money from transeunts for their street performances. What should we do about it?
> Pay to have them set up a circus in our town
> Kindly tell them to leave our town
> Leave them to their business
> Outlaw street performances and imprison the artists
> other

It's the year 905 and it's Winter.

Population: ~3000 people (+300/year)
Treasury 1383 trade goods (+150 trade goods/year)
Tax rate 10% (450 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 30), smith , watchtower, granary, brick wall (around houses and fields 20ft 7/80, +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market
Resources: clay, cattle (+alpha bull,420+80/year), copper (60), horse (7+1/year) spices and drugs (1) leather (50+10turn)
Technology: map making, bow and arrow, code of laws (12/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2875840
>other

charge them a fair tax we need the morale boost but they can't just come in and suck us dry.

>craft extra trade goods
>hire 10 swordsmen

if the town guards aren't going to do patrols then we need a real standing force.
>>
>>2875861
This
>>
>>2875861
>>2875871

We attempt to charge the troupe a fair tax and they even pay us some tax money when they can't magic away their gains but we're pretty sure they're withholding a bunch of money. Since we didn't comission them a circus performance and are taxing them something fierce they'll probably leave soon seeking some other place where their art is more appreciated.

We hire 10 swordsmen. Since we don't have any more bronze we make their swords out of copper.

We spend time crafting extra trade goods.

It's the year 906 and it's Spring.

Population: ~3300 people (+300/year)
Treasury 1973 trade goods (+95 trade goods/year)
Tax rate 10% (495 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 10 swordsmen (copper weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 27), smith , watchtower, granary, brick wall (around houses and fields 20ft 8/80, +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market
Resources: clay, cattle (+alpha bull,500+100/year), copper (40), horse (8+1/year) spices and drugs (1) leather (60+10turn)
Technology: map making, bow and arrow, code of laws (13/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 trade)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
what do you guys think do we want these fucking carnies in our town?
>>
>>2875924
let the carnies leave whenever they want to leave but insist they continue to pay the tax until they do.

>tend to crops
>build school
>>
>>2876035
+1
>>
>>2875924
Also OP can't we just switch the 10 town guard weapons with the swordmen? Or are the town guards using Spears and not swords?
>>
>>2876050
we hired and trained 10 new guys from the population. they needed new swords because they didnt have any.
>>
>>2875931
>>2876035
>>2876044
>>2876050 town guards carry spears shields and clubs


We tend to our crops. We're back at our usual size of fields.

We start to build a school to make literacy more widespread around our community. It will take awhile to finish (or we could finish it next turn for 300 trade goods).

The troupe of artists leaves our town towards the south.

Nope the wizard finished the construction of his tower! He takes six young apprentices, most of them from amongst our noble families since those are the ones who can read and whose families can afford the expensive materials needed for learning magic and one a poor orphan boy he claimed had latent magical powers and starts teaching them all magic. Mostly he just makes them do chores for him and have them read on arcane theory, but he also intends on teaching them cantrips and proper magic eventually. He will also have a constant need for exotic components and will be hiring adventurers to go fetch stuff for him.
> Ask him to take more apprentices and offer to pay
> Ask him to allow us to station men on top of his tower for it to serve as a watchtower
> Offer to perform the fetch quests for him
> Let the wizard operate as he will
> other

It's the year 906 and it's Summer.

Population: ~3300 people (+300/year)
Treasury 1973 trade goods (+95 trade goods/year)
Tax rate 10% (495 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 10 swordsmen (copper weapons; 100 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 27), smith , watchtower, granary, brick wall (around houses and fields 20ft 9/80), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school (1/4, +1/turn)
Resources: clay, cattle (+alpha bull,500+100/year), copper (40), horse (8+1/year) spices and drugs (1) leather (70+10turn)
Technology: map making, bow and arrow, code of laws (14/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
I kinda want to wet our troops in combat with some raiding. But we could do some trading for bronze to craft better swords for our swordman

Just talking about ideas, before posting what I want us to do.
>>
>>2876132
>Ask him to allow us to station men on top of his tower for it to serve as a watchtower

but make it clear we won't bother him other than that.

>spend the 300 trade goods to finish school


>craft extra trade goods
>send trading caravan to the quiet tower kin to get copper, tin, bronze, anything better if they have it (iron)
Send along 5 swordsman and 2 bowmen.
>>2876148
i agree with blooding our force but we need to do it when we can afford to lose people. right now our expeditionary force could be 10 spearman 10 bowmen 10 swordsmen thats only 30 guys and it leaves our town in the hands of the town guards and miltia. If we get attacked by trained soldiers we will have taken the core of our force out of the defense.

we need to keep our crops going every spring and fall and we need to keep our trade goods going every winter and summer. Having a strong economy will let us build a strong force and we can shit on the cave people. I don't want to go too early and encourage them to build up defenses before our main attack.
>>
>>2876175
This

Also I read that the move to iron a more economical reason than being stronger. Since iron is found everywhere but it was harder to work with. And it isn't until later on that iron/steel working got better than the Bronze working.
>>
>>2876188
you are right the availability of tin going away was main reason for the switch. one of the things that held it back for a long time was bronze could be made in a pot over a campfire. Iron takes a lot more work and special tools/facilities.
wrought iron is stronger than bronze but not by some huge margins like steel vs bronze. One thing that made steel much better was actually just the weight. to make an effective tool out of bronze or wrought iron it had to be thick and heavy.
>>
>>2876175
+1
We should be open to getting fetch quests for him. With our military force.
>>
>>2876175
+1
>>
>>2876263
+1
>>
>>2876188
>>2876260
we have to work harden the iron swords tho. it should be cheaper for us to aquire iron. Idk if we need to do a tech tree turn to know that we need to switch to iron. maybe we should learn metallurgy
>>
File: efd.png (2.51 MB, 1086x861)
2.51 MB
2.51 MB PNG
>>
>>2876700
Thanks for the map.
What did you use?
>>
>>2876700
is that fucking age of empires?!
>>
>>2876175
>>2876263
>>2876283
>>2876288

We finish our school. Now we'll gradatively increase the literacy of our population.

We ask Nope to allow us to station men on top of his tower for it to serve as a watchtower, making clear we won't bother him other than that. He allows it and we have a ladder installed on his tower for our men to access its top.

We craft more trade goods to increase our wealth.

We send a trading caravan to the Quiet Tower Kin to get metals; we send along 5 swordsmen and 2 bowmen. What are we intending to trade in exchange for the metals and how much of it are we taking to the Quiet Tower Kin?

We consider employing our military to perform fetch quests for Nope the wizard. He says he currently needs cockatrice eggs and can give us instructions on where to find some. Should we accept his fetch quest and if so how many troops should we send looking for it?
>>
>>2876831
>>2876864
age of empires 2 map editor
>>
>>2877694
Trade goods 500 Goods for metals
>Yes to fetch quest 5 spearsmen and 2 bowmen
>>
>>2877694
>Use Trade goods, or food as we're pretty much recovered from the previous trade.

>Ask details on how dangerous cockatrice are, and their habits, in order to better plan the mission.
>>
>>2877694
>no for fetch quest
it's not work for us

>Trade goods 500 Goods for metals
>>
>>2877841
>>2877879
>>2877910

Our trading caravan to the Quiet Tower Kin carrying 500 trade goods is ambushed by a group of 20 thieves! They demand we surrend our goods if we want to keep our lives. We have 5 swordsmen and 2 bowmen escorting the caravan.
> Do as the bandits say
> Try to bribe the bandit leader offering (1-500) trade goods to let us go
> Attack the bandits
> Try to run away from the bandits
> other
>>
>>2877935
Bribing will end up nowhere.
Depending on their ranged capabilities (do they have bows or slings? how many?) either try to run them off killing the leader or just submit goods and high-tail outta there. Then assemble forces and wipe out their den.
>>
>>2877935
Have many of our men are on horses, compare to them?
>>
>>2877961 five bandits have bows
>>2877966 we have five civilians on horseback dragging carts with 100 trade goods each
>>
>>2878023
Do we have armor? And the other 15 bandits are they just sporting knives, spears, swords, or clubs?

I'm trying to think of a game plan, since bandits are not likely to fight to the death for loot. They'll more likely trying to find something easy, and if push comes to shove they can break.
>>
i wish OP would come back
>>
>>2878086
from what you can see the bandits are mainly sporting clubs and spears. their leader has a sword

we don't have any armor
>>
>>2878092
It's only been 26 minutes.
>>
>>2878092
i wish OP would come back

OP been posting, even now
>>
>>2878098
>>2878099
they have different IDs and a completely different post layout
>>
>>2878169
OP IDs have been changing all throughout the quest, and there was never a name with the post.
>>
So what do we do?
>>
>>2877935
> Attack the bandits
Swordmen kill few closest ones, before falling back to protect archers
>>
>>2879724

Our swordsmen draw their swords and attack the bandits!

Roll 1d100 DC 60
>>
Rolled 5 (1d100)

>>2879731
>>
>>2879770

The bandits expertly dodge our swordsmen attacks and give them a serious beating, viciously bashing and stabbing at them until they fall to the ground dead or bleeding to death. They then order our bowmen to lay down their weapons which, outnumbered 10 to 1 they see themselves forced to comply. They take away our swordsmen swords and our bowmen bows.

The bandits then take over our horse pulled carts and travel with them towards the south.

Lacking the trade goods to continue on our trading caravan we return home empty handed and report our losses.

It's the year 906 and it's Fall.

Population: ~3300 people (+300/year)
Treasury 1668 trade goods (+145 trade goods/year)
Tax rate 10% (495 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 5 swordsmen (copper weapons; 50 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 26), smith , watchtower, granary, brick wall (around houses and fields 20ft 9/80 +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school
Resources: clay, cattle (+alpha bull,500+100/year), copper (40), horse (3+1/year) spices and drugs (1) leather (80+10turn)
Technology: map making, bow and arrow, code of laws (15/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
Rolled 20 (1d100)

>>2879793
Taking only one roll
>>
>>2879793
>> Tend to crops
> Hire a group of adventurers (Kill/burn the Bandits camp)
>>
>>2879810

We tend to our crops as usual, having a normal harvest that should last us for the year with plenty to spare.

We consider hiring a group of adventurers to attack the bandits camp.
Without a tavern it is hard to find adventurers so we resort to have a man advertise in the middle of town about the opportunity to get paid to attack the bandit's camp.

We attract the following adventurers:
> Gylas, the Brave. A veteran warrior with a bronze sword. 60 TG
> Geoffrey, the Daft. A young warrior with a copper tipped spear. 40 TG.
> Ancin, the Stinky. A local hobo with a club. 20 TG.
> Wulfa, the Mystic. A wizard apprentice who can cast magic missile. 80 TG
> Hames, the Stout. A warrior with a copper tipped spear. 40 TGs
> Johny, the Steady. A warrior with a bronze plate and a bronze tipped spear. 70 TG

Who should we hire?
>>
>>2879828
> Gylas, the Brave. A veteran warrior with a bronze sword. 60 TG
> Geoffrey, the Daft. A young warrior with a copper tipped spear. 40 TG.
> Ancin, the Stinky. A local hobo with a club. 20 TG.
> Wulfa, the Mystic. A wizard apprentice who can cast magic missile. 80 TG
> Hames, the Stout. A warrior with a copper tipped spear. 40 TGs
> Johny, the Steady. A warrior with a bronze plate and a bronze tipped spear. 70 TG

All of them, my reasons are the bandits stole 500 trade goods from us. We get them back, and we deal with the bandits at the same time. So we make up the loss of using trade goods for the adventurers
>>
>>2879834

We hire Gylas, Geoffrey, Ancin, Wulfa, Hames and Johny.

They depart towards the south looking for the bandits camp.

After tracking around the forest for a couple days they find marks of cart wheels and start following in that direction.

They find a small wooden fortification near some caves; upon further inspection the place seems deserted though.

They approach the fortification and as they head to the gates Ancin activate a net trap that catches everybody but Gylas; the party is left hanging upside down over a bunch of spikes. Gylas then go about at disarming the trap, getting rid of the spikes before he can cut the rope to let the rest of the party down safely.

But while he's busy disarming the trap a group of about twenty bandits show up weapons in hand and charge towards him; he barely has time to cut the rope to release his fellow adventurers before needing his sword to defend himself.

Geoffrey, Wulfa and Hames get wounded by the falls, and have a hard time getting ride of the spikes that impaled them. Ancin, Gylas and Johny start fighting the bandits but these are fierce hooligans accustomed of taking what they want through force and they put a good fight.

Even as the rest of the party gets somewhat combat ready and join the fray the odds are stacked impossibly against our adventurers.

But winning against impossible odds is what adventurers do; Gylas and Johny put 8 bandits our of combat before being knocked down by blunt trauma themselves; Wulfa brings down three bandits with his spells; Geoffrey and Hames bring down two each; and Ancin gets caught up dueling the bandit's leader.

The five remaining bandits then flee, get into horses already saddled and carrying the most valuable goods with them and ride away.

Upon inspecting the bandit's hideout our adventurers find about 200 worth in trade goods. They then burn the place down and return to town to tell the tale of their adventure.

What do we do about the loot?
> Let the adventurers have it
> Demand the loot
> Let the adventurers have half of it
> other
>>
>>2879834
Well what the heck, atleast it will show people not to mess with us, bandits have most likely wasted half of our goods
+1
>>
>>2879870
15 bandits and the leader killed.
5 bandits left with 300 of our trade goods.
At least that some pay back for the swordsmen they killed.
>>
>Ancin gets caught up dueling the bandit's leader.
Damn, Ancin, the Stinky hobo. Has been doing some work as a adventurer. Even if he's a hobo.
>>
>>2879870
> Let the adventurers have half of it
>>
>>2879870
Let the adventurers have half of it.
>>
>>2879870
>> Let the adventurers have half of it
Let's also heal them up.
>>
>>2879885
>>2879887

We let the adventurers have half of the loot acquired raiding the bandit's camp.


It's the year 906 and it's Winter.

Population: ~3300 people (+300/year)
Treasury 1458 trade goods (+145 trade goods/year)
Tax rate 10% (495 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 5 swordsmen (copper weapons; 50 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 26), smith , watchtower, granary, brick wall (around houses and fields 20ft 10/80 +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school
Resources: clay, cattle (+alpha bull,500+100/year), copper (40), horse (3+1/year) spices and drugs (1) leather (90+10turn)
Technology: map making, bow and arrow, code of laws (16/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2879890
>> Build basic infrastructure (tavern)
For our Adventurer pool

>> Build basic infrastructure (barracks)
For our military
>>
>>2879897
This.
Can we also boost wall building with 300 tg?
>>
>>2879897
>>2879907


We begin the construction of a tavern! Once it is finished it is sure to draw adventurers from far away lands to come and visit our town, looking for rumours and the oddjob that always seems to find an adventurer when he's hanging around at the local tavern. Our lack of booze will probably be a let down though. We have some spices and drugs that we could sell at our tavern instead but a tavern without booze is almost unheard of. Maybe we could import some booze while we don't start our own local operation?

We start the construction of barracks for our troops, a centralized place for them to train and sleep. When it is finished it should improve the amount of training our troops receive before being let out into the field of battle.

We spend 300 trade goods to speed up a little the construction of our wall.

It's the year 907 and it's Spring.

Population: ~3600 people (+300/year)
Treasury 1348 trade goods (+190 trade goods/year)
Tax rate 10% (540 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 5 swordsmen (copper weapons; 50 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 26), smith , watchtower, granary, brick wall (around houses and fields 20ft 13/80 ), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern (1/4 +1/turn), barracks (1/4)
Resources: clay, cattle (+alpha bull,600+120/year), copper (40), horse (4+1/year) spices and drugs (1) leather (100+10turn)
Technology: map making, bow and arrow, code of laws (17/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, market, lumber mill, school, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan
> Send raid party
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2879929
> Tend to crops (spring and fall)
> Build basic infrastructure (brewery)

We should be able to send a trading caravan in summer selling our food.
>>
>>2879938

We tend to our crops as usual planting the normal amount of fields.

We start the construction of a brewery to distill booze! Once it is finished we'll have this liquid goodness available to us.


It's the year 907 and it's Summer.

Population: ~3600 people (+300/year)
Treasury 1348 trade goods (+190 trade goods/year)
Tax rate 10% (540 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 5 swordsmen (copper weapons; 50 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 26), smith , watchtower, granary, brick wall (around houses and fields 20ft 13/80 ), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern (2/4 +1/turn), barracks (1/4), brewery (1/4)
Resources: clay, cattle (+alpha bull,600+120/year), copper (40), horse (4+1/year) spices and drugs (1) leather (110+10turn)
Technology: map making, bow and arrow, code of laws (18/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2879938
Well we got good farm lands so brewing should be no problem, although we could buy it as easily.
>+1

Lets build lumber mill and start putting that forest in good use
>>
>>2879954
Seems like the building things are quote up

The costs are as follows
first extra turn - 100 tg
second extra turn - 200 tg
third extra turn - 300 tg
fourth extra turn - 400 tg

and so on, so if we want to buy for instance 5 extra construction turns in one turn it would cost 1500 trade goods (100+200+300+400+500).

So we can spend 300 tg to finish the tavern, and get the barracks to 2/4
>>
>>2879949
> Build basic infrastructure (Lumber Mill)
> Craft extra trade goods (+10%/15% TG)

Use 300 tg to get that Travern done.
>>
>>2879965
Support,
caravan during the fall?
What we want to even buy? Horses and metal?
Booze and tavern should help our moral and we might rise taxes
>>
>>2879965
support

>>2879971
we need metal
>>
>>2879971
The caravan was for summer, it was for metals. But for now we're going to just get our yearly profit up with the buildings we're making so that we can outfit a better army to prevent what happened with the bandits.

Tavern will bring outside source of wealth from Adventurers
>>
>>2879965
>>2879971
>>2880054


We start the construction of a lumber mill to start making full use of the wood we gather from the woods nearby.

We spend 300 tg to get the tavern finished! Now heroes from foreign lands are sure to flock to our town!

We spend the rest of the season crafting extra trade goods to increase our wealth.

It's the year 907 and it's Fall.

Population: ~3600 people (+300/year)
Treasury 1588 trade goods (+190 trade goods/year)
Tax rate 10% (540 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 5 swordsmen (copper weapons; 50 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 21), smith , watchtower, granary, brick wall (around houses and fields 20ft 13/80 ), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks (2/4, +1/turn), brewery (1/4) lumber mill (1/4)
Resources: clay, cattle (+alpha bull,600+120/year), copper (40), horse (4+1/year) spices and drugs (1) leather (120+10turn)
Technology: map making, bow and arrow, code of laws (19/20,+1turn), mathematics (1/20), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2880070
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)

Use 300 tg to get that Barracks done.
>>
>>2880078
Sure
Lets get some drugs and spices with next change we get. Good extra to sell from tavern
>>
>>2880078
This is fine.
We need to get a standing army soon tho, considering the size of our population.
Maybe a temple or something to rise morale, but it's not urgent.
>>
>>2880078
support we need to get our shit squared away.
>>
>>2880099
Yeah, that would be good idea. That's my plan, to just get all the buildings done so we have the bonuses they give us money and house our troops. So we can support a strong standing force.
Also the 300 tg for two building turn is great. 600 tg for 3 is too much.

>>2880106
Pretty good
>>
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>>
>>2880078
>>2880092
>>2880099

We finished research on a code of law! We write down the laws of the land in a large slab of clay and leave it in the local square for everyone to see. We could build a courthouse (with an attached jail) to improve morale of our people by enforcing those laws with neutrality instead of the rule by council that tends to favor the upper classes. We can now pass new laws and attach them to the slab we placed in the town square but whether they'll be followed or not remains to be seen.

We tend to our crops as usual, having a decent harvest.

We craft extra trade goods to boost our wealth.

We use 300 tg to get our barracks done. Now our troops have a centralized place to sleep and train and over time should become better at combat.

It comes to our attention a rumour about a magical portal that opened recently east of our town; all sorts of weird magical beasts are pouring forth from it.
> Send a group of adventurers to investigate it
> Send our army to destroy the monsters
> Ask Nope about the magical portal
> Do nothing about it
> other

It's the year 907 and it's Winter.

Population: ~3600 people (+300/year)
Treasury 1828 trade goods (+190 trade goods/year)
Tax rate 10% (540 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 10 bowmen (bronze weapons; 100 tg/year) 5 swordsmen (copper weapons; 50 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 20), smith , watchtower, granary, brick wall (around houses and fields 20ft 13/80 ), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks, brewery (2/4, +1/turn) lumber mill (1/4)
Resources: clay, cattle (+alpha bull,600+120/year), copper (40), horse (4+1/year) spices and drugs (1) leather (130+10turn)
Technology: map making, bow and arrow, code of laws, mathematics (1/20, +1/turn), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 4/10 (-1 taxes)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, courthouse 4000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Pass new law (specify)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2880147
>Ask Nope
>Spend 300 on Brewery
>Train 15 Swordsmen
>Train 10 Bowmen
Can we also craft Copper swords in the same turn or do we need to wait for the next? Don't know if all the recruitment can be done as a single action.
>>
>>2880147
Are Stables an available building? Getting more horses would be neat.
>>
>>2880164
support.

i think asking nope is the best course of action because it might lead to him getting involved.
>>
>>2880164
>>Train 15 Swordsmen
>>Train 10 Bowmen
That'll be 250 trade goods, lowering our profit to -60 trade good/year.

But with the tavern with beer. It'll increase our morale, maybe allowing us to increase the tax to 15% (Either next turn or the one after)

>>2880164
Support
>>
>>2880176
We can drop to 10 Swordsmen instead, forgot to consider tg/year
>>
>>2880176
>>2880182
we should build a second workshop
>>
>>2880164
Support, expect brewery only needs one extra turn to be completed. (100TG)

Also we need to boost our wall building somehow, either researching better technics or something
>>
>>2880182
I think we can handle the 15 Swordsmen, since we may need the extra 5 for the portal. And they'll be useful if we send a trade caravan filled with food this time for spring next turn.

>>2880190
Yeah. We can finish the brewery by the end of this turn, and than the lumber mill.

>>2880194
Support, expect brewery only needs one extra turn to be completed. (100TG). We also want to finish the lumber mill, so that's why we're going with 300tg. To be done with the brewery this turn and have the mill at 2/4 by next turn.
>>
>>2880194
That's true.
My math is not on point today.

Also maybe Maths could unlock more tech after we get it, I still aim for geometry/architecture.
Maybe we need the Library?
>>2880190
Good alternative
>>
>>2880208
Also it's likely that the lumber mill will speed up constructions or give us tg/y, so that's a priority too.
>>
>>2880208
Yeah, we should get a library running. After we're done with the lumber mill, and maybe that second workshop.
300 tg for Brewery is alight since it give us a +1 for the lumber mill.
>>
it's very important to keep our economy and food in surplus per turn. We can't afford to backslide.
>>
>>2880164
>>2880172
>>2880174
>>2880176


We hire 15 swordsmen and 10 bowmen. We craft their swords out of copper since we're out of bronze. The bowmen have fire hardened arrows since by the time we finish with the swords we don't even have copper left.

We spend 300 tg to finish the brewery. Now we have booze, properly fueling our tavern and increasing morale of our population.

We ask Nope about the rumors concerning a magic portal in the east. Nope tells us that non-human intelligent humanoids sometimes open portals to the realm of their patron deities to let loose creatures of its creation into the primary material plane. It must be the working of the elves, letting loose enchanted animals into the woods, says Nope. Nope has his own research to perform so he couldn't be arsed to go close any random portal that shows up but he could write a parchment with a spell that would close the portal, the procedure would be somewhat expensive, costing about 500 tg. Somebody familiar with arcane theory would have to recite the spell near the portal - a wizard apprentice or a rogue of some sort. Killing whoever summoned the portal should probably work too.
> Ask Nope to prepare the parchment for 500 tg
> Send an adventuring party to close the portal
> Send our army to close the portal
> Don't get involved let it happen
> other
It's the year 908 and it's Spring.

Population: ~3900 people (+300/year)
Treasury 1813 trade goods (-15 trade goods/year)
Tax rate 10% (585 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 10 spearmen (bronze weapons; 50 tg/year) 20 bowmen (10 bronze weapons; 200 tg/year) 20 swordsmen (copper weapons; 200 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 20), smith , watchtower, granary, brick wall (around houses and fields 20ft 13/80 ), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks, brewery, lumber mill (2/4, +1/turn)
Resources: clay, cattle (+alpha bull,720+140/year), horse (5+1/year) spices and drugs (1) leather (140+10turn)
Technology: map making, bow and arrow, code of laws, mathematics (2/20, +1/turn), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 5/10 (-1 taxes +1 booze)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, stable, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Pass new law (specify)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2880222
>> Tend to crops (spring and fall)
>> Build basic infrastructure (Workshop)
Heyo, Morale is up to 5/10

Use 300 tg to get that Lumber mill done.
>>
>>2880222
>send the entire standing army and any magical adventurers
>pay for the scroll


>tend to crops
>build workshop

We need to lock it down we dont want those fucking dagger ears gaining full control of woods directly on our walls. We have to close the portal and clean house.

>>2880230
we should save the money and let the lumber mill finish in due time. We have issues in the woods and we don't want an expensive fresh building getting burnt down.


come now men rally against the inhuman filth.
>>
>>2880241
We could always use that 300tg for the workshop. So we can at least get more trade goods done by the next turn. Getting us profit.

>send the entire standing army and any magical adventurers
>pay for the scroll
Support
>>
>>2880241
>500 tg on scroll
>300 on Workshop
>300 on speedup
>~50 adventurer

Let's raise taxes to 15% at least
>>
>>2880241
This
Use 300 tg on workshop
>>
>>2880268
500 tg scroll
300 tg workshop
50 tg adventurer

we dont need to speed anything up
>>
>>2880268
Wait I pulled that 300 for WS outta my ass.
Still ~850 is a huge dent in our resources.
>>2880273
Yeah, still want mill done asap, so just 100 on it may be a good idea.
>>
>>2880291
nah i don't agree speeding it up doesn't really give us much right now. We should eat the 850 and clean our shit up and we will come back with a positive trade goods per turn and no monsters in our area.
>>
>>2880300
>>2880291
We should speed up the workshop.
300 tg on it will bring it up to 3/4 of the way done.
500 tg for portal shit
60 tg was for the wizard guy

860 tg but it'll get the shit rolling
>>
>>2880222
>> Tend to crops (spring and fall)
>> Build basic infrastructure (Workshop)

> Don't get involved let it happen
We have military, few magical ponies won't bother us
>>
>>2880317
we don't have a very useful or big military. this portal is a time sensitive thing. The elves that took over the woods are bringing in beasts to disrupt our operations in the woods. if we waste money on a lumber mill right now we are probably going to lose it. If we wait around we are going to have a larger force of enemies to deal with. even if the monsters are not orginized they can still retard our progress in the forrests and surrounding area (or fields)
>>
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hey OP if you can throw a mark down as to were the portal is i can keep track and post little maps for you
>>
Maybe start a new thread OP, since this thread don't be bump anymore.
>>
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>>2880488
>>
Maybe in the future we can get off this island to see more people and lands. Once we either take control of this island by force or by peace.
>>
>>2881150
definitely force
>>
>>2881220
Yes. We'll relay on our population and our industrial to pull off the force takeover.

Maybe be like Prussia, our Army having a state.
>>
>>2881224
>not having the army as our deity
>>
>>2880230
>>2880241
>>2880247
>>2880268
>>2880269
>>2880273
>>2880291
>>2880300
>>2880316
>>2880317
>>2880325

We consider sending adventurers alongside our army to close the portal in the east.

Sending someone to fetch adventurers at the local tavern we get the following people interested:

> Jamas, the Magnific. A wizard capable of throwing fireballs. 200 TG
> Rarder, the Beast. A fierce warrior wielding a bronze battleaxe. 150 TG
> Ancin, the Stinky. A local hobo with a club. 30 TG.
> Wulfa, the Mystic. A wizard apprentice who can cast magic missile. 90 TG
> Johny, the Steady. A warrior with a bronze plate and a bronze tipped spear. 80 TG
> Eaxwulf, the Swift. A seasoned scout and rogue. 100 TG.


Who should we hire?
>>
>>2882721
>Jamas, the Magnific. A wizard capable of throwing fireballs. 200 TG
>Ancin, the Stinky. A local hobo with a club. 30 TG.

and our entire standing military. Get the scroll from Nope and head to the portal.
>>
>>2882760
Damn, that tavern increase the adventurer count.
I wonder if we can outfit Ancin better, by giving him a club reinforce with Bronze. Or hire him for a leadership position in the future

>Supporting either way
>>
>>2882760
>>2882764

We decide to hire Jamas and Ancin. We get the portal closing scroll with Nope. We send with them our standing army composed of 10 spearmen, 20 bowmen and 20 swordsmen towards the portal.

It isn't particulalry difficult to find, with its blueish glow visible above the treeline from miles away; as we approach it we notice a couple flying horses coming out of it and flying away - pegasai, a mount highly prized by the elves who doesn't really accept non elvish people mounting them.

As we approach the portal we notice that the forest itself has turned into a thick wall of brambles around the portal area; seems like we'll have to figure out our way through in order to move past it.

> Have our swordsmen hack away at the wall of brambles
> Have Jamas cast a fireball at the wall of brambles
> Have our troops climb the walls of brambles
> Have our troops go around the wall of brambles
> other
>>
>>2882787
>Have Jamas cast a fireball at the wall of brambles

burn the dagger ears
>>
>>2882794

Jamas cast a fireball at the wall of brambles, opening a path through it. But even as we go through the path he opened with his magic we can see the brambles regrowing at such a pace that within an hour the opening will likely be closed.

We continue marching towards the portal; as we approach the glade where it lies we catch sight of a couple trees moving! Two massive ents uproot themselves and start attacking our troops.

Roll 1d100 DC 70
>>
Rolled 90 (1d100)

>>2882805
Best of three, I hope
>>
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Rolled 60 (1d100)

>>2882805
>>
>>2882811
fuck nice dude you saved us
>>
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Rolled 43 (1d100)

>>2882805
>>
>>2882811
Neat.

Fuck off trees, go die in a fire.
>>
>>2882805
>Two massive ents
Trees auto attacking us, without saying a warning or anything. Smells like the work of elves
>>
>>2882811
>>2882812
>>2882813
>>2882816
>>2882821


Our troops start hacking at the base of the ents and the creature isn't much harder than common wood would be; after a number of well placed blows to its roots the ent is brought down, where they proceed to keep hacking it until it's in chunks properly sized for use in a fireplace.

Jamas cast a fireball at the second end who burst into flames and falls to the ground after awhile still burning. Our swordsmen finish the job hacking away at the burning remains of the ent.

Our troops then keep marching towards the portal and finally reach it in all its glistening glory; weird kinds of birds keep pouring out of it and the occasional pegasai or unicorn comes out only to either fly or teleport away.

Distracted by the portal we don't notice the elves surrounding us until they start shooting arrows at us!

Roll 1d100 DC 70
>>
Rolled 36 (1d100)

>>2882829
>>
Rolled 44 (1d100)

>>2882829
time for slaughter
>>
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Rolled 51 (1d100)

>>2882829
>>
Rolled 36 (1d100)

>>2882836
>>2882839
>>2882840
rip
>>
>>2882836
>>2882839
>>2882840
>>2882843


The elves surprise attack is very effective! They bring down ten swordsmen and ten bowmen with the deadly accuracy of their longbows!

We're now aware that we're surrounded by about 20 elves who are expert marksmen.

What should we do?
> Return fire with our remaining 10 bowmen
> Have James cast a fireball at them (might take 3 or 4 of them)
> Have our remaining swordsmen and spearmen rush towards the longbowmen
> Have Ancin try to negotiate with the elves
> other
>>
>>2882858
>Have Ancin try to negotiate with the elves
>other
have jamas use the scroll while Ancin is distracting them
>>
>>2882864
This
>>
>>2882864
>>2882869

Ancin goes ahead and starts trying to negotiate with the elves

"I know we started with the wrong foot in here but we could fix it all we don't have to all die in here today I'm sure we can work out something you elves seem like reasonable folks..."

While Ancin is drawing the elves attention with his rambling about why they should let us live Jamas attempt to stealthily use the scroll to close the portal.

Roll 1d100 DC 90
>>
Rolled 1 (1d100)

>>2882882
allahu akbar
>>
Rolled 54 (1d100)

>>2882882
>>
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Rolled 52 (1d100)

>>2882883
>>2882882
>>
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>>2882883
>>2882885
>>2882888
we dun goofed
>>
>>2882893
It just goes to show how shitty our army is compared to everything else.
>>
>>2882897
everything has stupid high DC we should have brought the milita with us
>>
>>2882883
>>2882885
>>2882888

One of the elves says "The wizard! He has a scroll for closing the portal! Shoot him!". Several arrows connect with Jamas torso as he falls to the ground letting the scroll slip.

"Drop your weapons", says one of the elves, as the others aim at us.

Ancin drops his club and runs away; he somehow manages to duck down and avoid the arrows being shot at him. He climbs the wall of brambles getting hurt and slightly poisoned in the process.

He comes back town to report a nearly total party kill.

We tend to our crops as usual.

We consider starting the construction of a second workshop. We already have one workshop, building a new one will have diminishing returns, should we start building it anyway?

It's the year 908 and it's Summer.

Population: ~3900 people (+300/year)
Treasury 1083 trade goods (-15 trade goods/year)
Tax rate 10% (585 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 20), smith , watchtower, granary, brick wall (around houses and fields 20ft 13/80 ), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks, brewery, lumber mill (2/4, +1/turn)
Resources: clay, cattle (+alpha bull,720+140/year), horse (5+1/year) spices and drugs (1) leather (140+10turn)
Technology: map making, bow and arrow, code of laws, mathematics (2/20, +1/turn), bronze manufacture, leatherworking, writing
Food: 8/10 (+3 fertile river valley)
Morale: 5/10 (-1 taxes +1 booze)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, stable, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, courthouse 4000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Pass new law (specify)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2882911
dont build the workshop

>craft trade goods
>hire 15 spearmen
>>
>>2882911
>should we start building it anyway?
No
Also our trade goods/year should be higher after all our army was kill.

>Craft extra trade goods (+10%/15% TG)
>Hire 15 Spearmen

We should send a trade caravan full of food next season, to get more bronze. Since our Spearman only have fire harden weapons
>>
>>2882914
>>2882917

We decide to craft trade goods for the season to increase our wealth.

We also hire 15 spearmen.

The Silent Cave Children and the Pure Sand Children are raiding us! Roll 1d100 for noticing them arriving DC 40.
>>
Rolled 54 (1d100)

>>2882927
reeeeeeeeeeeeeeeeeeeeeeee
>>
Rolled 43 (1d100)

>>2882927
>>
Rolled 52 (1d100)

>>2882927
Get out
>>
>>2882929
>>2882930
>>2882931

Our sentinels noticed the Silent Cave Children and Pure Sand Children armies as they were approaching in the horizon giving us the chance to sound the alarm and prepare our militia.

We have available to us
> 30 town guards
> 15 green spearmen
> 1300 green militia men (1 tg each)
> other

who should we send against the enemy? We have 1593 tg available.

and what should be our strategy
> Rush in and attack them head on
> Keep a defensive line and let them come
> Divide in two groups try to flank them
> Divide in three groups try to surround them
> other
>>
>>2882934
How many people do we see?
>>
>>2882937

The enemy seems to have amassed about 1200 men
>>
>>2882934
everyone

keep them in a defensive line
>>
>>2882934
Everyone
> Keep a defensive line and let them come
>>
>>2882945
>>2882947


The enemy divides their army in two groups and attacks our defensive formation, flanking us and forcing our corners to engage larger sections of their army at a time. They have about 50 armored soldiers leading the attack on each flank.

Roll 1d100 DC 70
>>
Rolled 84 (1d100)

>>2882960
So high DC
>>
Rolled 69 (1d100)

>>2882960
hold the line
>>
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Rolled 6 (1d100)

>>2882960
>>
>>2882963
>>2882965
>>2882972


Our soldiers manage to hold the line despite the pressure made on the corners of our formation by their armored soldiers; on the left flank our militia men tire them by continuously parrying and dodging their attacks, carrying all that metal armor must be tiresome after all. Their blows are now slower. On the right flank we manage to score about 100 lucky kills on the incoming attackers losing about 20 of our men and barely engaged the armored warriors at all. Many of our militia men in the middle aren't in position to engage anyone, just holding the line.
How should we proceed with the battle
> Break ranks and swarm the armored attackers on the left flank
> Keep the defensive line at all costs
> Divide our troops in two groups and keep on the defensive
> Divide our troops in two groups and go on the offensive
> other
>>
>>2882986
We have like 3900 people. 1450 Men.

So if each tribe was half our population due to not living next to the rivers. It's telling that these two tribes are using most if not all there men to whip us out.
>>
>>2882986
>other

have our center turn on the left flank and advance.
if they aren't doing anything they can go help on the left.
>>
>>2883004
This
The enemy are keeping their center weak and flanks strong. We can destory one flank and the rest will fall. We have the numbers on our side 1,325 vs 1,100
>>
>>2883006
With these DC checks it feels like op doesn't want to do the quest for much longer
>>
>>2882995
>>2883004
>>2883006
>>2883011


We order the centermost people in our formation to advance and turn towards the left flank attempting to bring our superior numbers to bear against the armored oponents by swarming them.

Roll 1d100 DC 60
>>
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Rolled 38 (1d100)

>>2885278
>>
Rolled 16 (1d100)

>>2885278
Pretty wait for more rolls
And not just full on failure or full on success but do levels of success and failures it's more to think about but better for us anons
>>
Like best of 3 instead of just taking our two rolls

Also this thread is not being bump so no new anons will show up unless you put up a new thread
>>
Rolled 68 (1d100)

>>
>>2885350
you did it squidward you saved the city
>>
>>2885356
>68
>>
>>2885313
>>2885323
>>2885350

Our militia comes crashing down upon the armored soldiers on the left flank, an unrelenting wave beating them up with clubs and piercing what unprotected areas they have exposed with their spears; 20 armored soldiers fall to the might of our militia men and about 50 more of their unarmored soldiers fall to our unrelenting attacks on the right flank.

> Push our advantage on both flanks
> Retreat and regroup
> Keep the left flank on the defensive and the right flank on the offensive
> Keep the left flank on the offensive and the right flank on the defensive
> other
>>
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>>2885388
Our left and center should wheel around and attack their center and push through to help out right flank.
>>
>>2885418
This
Let's keep the pressure, once the militia of the enemy see their vets have fallen. They'll break and run.

Also we should increase taxes just for a few years to get our military in order


1,325 vs 1030
Maybe 300 more men. 29% more men
>>
>>2885418
>>2885444

We have our left and center push through the enemy army to go help out the right flank, trying to keep pressure on the enemy from all sides.

Roll 1d100 DC 60
>>
Rolled 91 (1d100)

>>2885460
>>
Rolled 89 (1d100)

>>2885460
Are our women arming themselves if our line falls?
>>
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we just pulled off a proper envelopment
>>
>>2885473
>>2885478
>91
>89
We're going to have a experienced militia by the end of this battle. Our people first taste of serious combat
>>
>>2885473
>>2885478

Our army engulfs the enemy force that was attacking our right flank, putting pressure on it from all sides, keeping up only token amounts of force holding the line against the left flank.
We bring down 20 more armored soldiers and about 80 more enemy soldiers losing about 20 of our own men. Enemy morale seems to be breaking and their commanders are desperately trying to get their men to cut a path in order to breach away from our envelopment. The enemy force outside our envelopment is rushing straight towards us, no doubt trying to breach their friends free.

> Concentrate our forces on thinning the right flank numbers
> Concentrate our forces on not letting the right flank escape
> Concentrate our forces on not letting the left flank breach our formation
> Let the right flank go and focus on the rushing right flank
> other
>>
>>2885499
maybe we should push the idea of citizen soldiers. if we can capture any of our enemies we could start a slave trade and do a system similar to the spartans.
>>
>>2885512
>Concentrate our forces on thinning the right flank numbers

if they see us slaughter their core it's unlikely they will press the attack.
>>
>>2885519

We focus on attacking the enemy from all sides trying to get as many kills as we possibly can to take full advantage of the situation we created while it lasts.

Roll 1d100 DC 50
>>
Rolled 78 (1d100)

>>2885519
This
Also citizen soilders would be good, too keep our people safe from raids. Since everyone will knows how to defend themselves and don't be defenseless if our army falls.

1,305 vs 930. We have 40% more people. It's working

>>2885530
>>
Rolled 59 (1d100)

>>2885530
roma invicta
>>
>>2885533
>>2885538

Cornered the enemy forces put up a vicious fight killing about 40 of our men while we kill around 100 of their men. Their left flank pushes through our forces and starts to reintegrate with their right flank while pushing away our forces; they seem to be getting into formation, willing to still try another wave of attacks.

> Retreat and regroup this fight has been won already
> Press our advantage and attack the enemy formation with all we got
> Divide our army in two and attempt to flank their formation
> Divide our army in three and attempt to surround their formation
> other
>>
>>2885574
we have such a numerical advantage i vote we wipe them out

>Press our advantage and attack the enemy formation with all we got
>>
>>2885607

We decide to clash head on with the enemy formation.

Roll 1d100 DC 70
>>
>>2885574
1,265 vs 830 52% more men


>>2885607
This
>>
Rolled 78 (1d100)

>>2885611
I hope that this DC is high because it'll deal lots of damage if it works.
>>
Rolled 38 (1d100)

>>
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>>2885617
>>
Rolled 8 (1d100)

Get out of our lands
>>
>>2885630
you saved us again. 78 is a power move
>>
>>2885617
>>2885618
>>2885630

The enemy attack doesn't go as well as they had planned; they manage to kill about 40 of our men while we manage to kill around 80 of theirs. Finally their commanders see that they'll find nothing but death at our doorsteps and order a full retreat.

Amongst the dead in the battlefield there were 40 armored swordsmen that were carrying bronze swords, and we loot all of their stuff.

Our lumber mill is finished.

It's the year 908 and it's Fall.

Population: ~3800 people (+300/year)
Treasury 293 trade goods (360 trade goods/year)
Tax rate 10% (585 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 15 spearmen (75 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 19), smith , watchtower, granary, brick wall (around houses and fields 20ft 14/80 +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks, brewery, lumber mill
Resources: clay, cattle (+alpha bull,720+140/year), horse (5+1/year) spices and drugs (1) leather (160+10turn) bronze armor (40) bronze swords (40)
Technology: map making, bow and arrow, code of laws, mathematics (5/20, +1/turn), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 brewery)
Morale: 5/10 (-1 taxes +1 booze)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, stable, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, courthouse 4000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors, other?) seeking to (cattle raid, kill as many as possible, steal treasury, conquer land, other?)
> Change tax rate (0-30%)
> Pass new law (specify)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2885646
>Tend to the crops
>Hire 40 swordmen
Enemy weapons will be used.

I'm thinking Winter, we set the tax higher to 15 or 20%
>>
>>2885646
>Tend to crops
>Craft tg
Now it's time to recover our previous losses
>>
>>2885646
>tend to crops
>craft extra trade goods


>>2885652
we can't afford that we need to wait a few turns. If we are attacked again we can call our allies for aid.
>>
>>2885646
Also what is the effect of the mill?
>>
>>2885656
Alright. I just took a look at current trade goods and I agree.
Tho I feel we shouldn't go too long without a military or another attack will happen. Next summer since that's the best time to strike.
>>
>>2885646
does it cost us one of our two actions to bury our dead with ceremony and dump our enemy dead in a mass grave?

i really dont want to leave bodys out there rotting for a season especially not those of our men.

we should also build a monument at some point to increase the clout of our military tradition.
>>
>>2885670
This is a good one.
>>
>>2885670
Thirding

Also maybe you guys didn't notice but we lost 5 horses to the bandits. And our herd is just over 6 after that loss.
>>
>>2885679
yeah we might be able to increase their breeding rate by getting a stable or something.
>>
>>2885652
>>2885654
>>2885656
>>2885658 We now can get wood in usable shapes for making rowboats, shields, longbows and assorted wooden utensils.
>>2885667
>>2885670
>>2885675
>>2885679
>>2885681

We bury our dead with ceremony and dump our enemy dead in a mass grave.

We tend to our crops as usual.

We consider building a monument to our dead soldiers to increase the clout of our military tradition. Should we

> Build a large clay soldier carrying a spear
> Comission a stone statue from the Quiet Tower Kin
> Craft a bronze statue of a soldier with a sword
> Build several life sized clay soldiers carrying clubs and spears
> other

It's the year 908 and it's Winter.

Population: ~3800 people (+300/year)
Treasury 293 trade goods (345 trade goods/year)
Tax rate 10% (570 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 15 spearmen (75 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 19), smith , watchtower, granary, brick wall (around houses and fields 20ft 15/80 +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks, brewery, lumber mill
Resources: clay, cattle (+alpha bull,720+140/year), horse (5+1/year) spices and drugs (1) leather (170+10turn) bronze armor (40) bronze swords (40)
Technology: map making, bow and arrow, code of laws, mathematics (6/20, +1/turn), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 brewery)
Morale: 5/10 (-1 taxes +1 booze)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, stable, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, courthouse 4000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan to (Brown Island Children, Gray Rage Tribe, Quiet Tower Kin, Gentle Bow Caste, Silent Cave Children, Dirty Earth Clan, Swift Snow Kin, Ancient Tooth Tribe, Pure Sand Children, Silent Fury Tribe, Brown Hill Clan, Arcane Tower Warriors) to buy/sell (food, horses, cows, sheep, bronze, copper, tin, silver, gold, wood, stone, trade goods, other?)
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Pass new law (specify)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2885707
>Change tax range (15%)
It'll give us a extra 285 trade goods a year
What happened with crafting more goods?
>Large clay statue with a spear

>40 swordmen
Using enemy bronze swordd
>>
>>2885707
Let's get a quote on the stone statue. We want our legacy to last. If we can't afford it we can wait.


>Craft trade goods
>Pass new law
"A well regulated Militia, being necessary to the security of our State, the duty of the people to keep and bear Arms, shall be paramount"
>>
>>2885733
In other worda everyone must have a weapon. This should keep us from having to use trade goods to arm a miltia
>>
>>2885733
This is better, Supporting
>>
Just one more update OP pls
>>
>>2885827
I've really been enjoying this quest and I hope op sticks around for the Long haul I want our civ to make some good progress.
>>
>>2885833
It's got the foundation of a great civ thread. I been saying to start a new thread to get anons here. Since this is on the 5th page of the board.
>>
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>>
>>2887008
damn looks like we might not get to continue today :(
>>
Please OP
>>
Is OP is North or South Carolina? And is killed by storm?

Come back pls
>>
>>2885726
>>2885733
>>2885737
>>2885739

Sorry I was busy.

We decide to spend the season crafting trade goods.

We also pass on a new law: "A well regulated Militia, being necessary to the security of our State, the duty of the people to keep and bear arms shall be Paramount".

There's much disagreement and revolt against what is perceived as an unfair law that essentially forces our citizens to risk their lives for no pay - not that the pay they were receiving prior was anything to write home about but the men always held the expectation of being paid for performing military duties. This new law effectively removes the payment to the militia for military campaigns giving unlimited power for the council to draft anyone at any time for any reason and as such drastically reduces the morale of our population.

To equip our population with military grade weapons would cost 5 trade goods per person; as is everyone simply brings whichever club or spear they have available to the fray.

It's the year 909 and it's Spring.

Population: ~4100 people (+300/year)
Treasury 1298 trade goods (390 trade goods/year)
Tax rate 10% (615 trade goods/year)
Military: 30 Town Guards (bronze weapons; 150 tg/year) 15 spearmen (75 tg/year)
Buildings: farms, brickworks, brick houses, workshop (bronze tools 15), smith , watchtower, granary, brick wall (around houses and fields 20ft 16/80 +1/turn), tannery, hunting camp in nearby woods (5 bowmen, 2 spearmen), loom, market, school, tavern, barracks, brewery, lumber mill
Resources: clay, cattle (+alpha bull,860+160/year), horse (5+1/year) spices and drugs (1) leather (180+10turn) bronze armor (40) bronze swords (40)
Technology: map making, bow and arrow, code of laws, mathematics (7/20, +1/turn), bronze manufacture, leatherworking, writing
Food: 7/10 (+3 fertile river valley -1 brewery)
Law: compulsory militia law
Morale: 2/10 (-1 taxes +1 booze -3 unpaid militia)


What should we do next? Pick two.
> Tend to crops (spring and fall)
> Craft extra trade goods (+10%/15% TG)
> Build basic infrastructure (brewery, barracks, tavern, lumber mill, stable, other)
> Build defensive structures (brick wall, moat, watchtower, other)
> Build special purpose building (loom 300 TG, library 800 TG, scholar's guild 8000 TG, shrine 1000 TG, herbalist 4000 TG, treeplanter's cottage 2000 TG, harbor 6000 TG, windmill 8000 TG, temple 3000 TG, courthouse 4000 TG, parthenon 7000 TG, university 10000 TG, cathedral 13000 TG, castle 200000 TG, other?)
> Send trading caravan
> Send exploring party (N, NE, E, S, SW, W, NW, other?)
> Send raid party
> Change tax rate (0-30%)
> Pass new law (specify)
> Hire a group of adventurers (specify purpose)
> Hire more military units (town guard 5tg/year; spearmen 5tg/year; bowmen 10tg/year; swordsmen 10tg/year; diplomat 50 tg/year)
> Research (mathematics, code of laws, other?)
> other?
>>
>>2894226
>Tend to the crops
>Militia
For the militia, I want it to be like a military reserve not part of the active military unless called upon.

So I'm saying the militia will get paid and our people should train with weapons on a schedule to allow them to get some experience in it.

Like what Medieval England did with having the peasants train with bows at least once a week.
>>
>>2894282
This
>>2894226
>>
>>2894282
yeah my intention with that law when i suggested it was literally only to arm everyone so we didn't have to keep rearming them every time we made them fight.
Militias are unpaid by definition and if our people are that unhappy about protecting their own community after being attacked so often we have some huge issues.





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