[X][elders] smelting
[X][study] Harbor
[X][artisans] copper tools
[X][artisans2] copper tools
[X][emergency] none
[X][trade] trade [Sons of the Dragon]
[X][construction] The palace
[X][task] The palace - additional art
[X][task] Connect tribes [Bison Hill]
[Robin metalworking] study smelting
[raven] Helped make sure all of the tribe was heard by its leaders
[Robin farming] Farming
[Boost1] Robin metalworking
[Boost2] Connect Tribes
Edited the plan a bit due to clarifications from QM (namely that I totally missed info)
Alright here is my tentative plan. We're getting lots more copper tools, to ensure every group that can use them is, or as close to it as we can get.
Study action on Harbor, so that we can start work on getting better boats, which will hopefully improve mean further exploration via the river, meeting new civs and hopefully trading with them.
Nothing on emergency because as best as we can tell, there isn't any major emergency going on.
Trade mission to the Sons of the Dragon again, which will hopefully get us more info on the attics, allowing us to finish off the study of it without having to spend an actual study action on it.
Construction on the palace with another task to add additional art to it, based on current construction progress, we are a little under half way done.
Connect to Bison Hill, because they are one of our closer neighbors, and connecting to them will get us a step closer to connection to the Sons of the Dragon, and hopefully make trade with them easier.
Robin's metalworking action I'm looking to put into studying smelting, with a boost, because its a difficult study action and he needs it, also why I'm putting elders on it since its a flat +15 even with that -20 to the action.
Raven helps to make sure the tribe is heard to keep the tribe running well, and the leadership connected to the people, hopefully reducing risks of Bad Things tm.
Robin's farming action on actually farming because that's some additional food that we kinda really need.
Boosts on Robin's metalworking to help out that difficult study action, and connect tribes to help get the 100 points of construction done faster, hopefully being finishable next turn (if we don't get super lucky and roll high enough to finish it this turn.)
Okay, its just, Big Island isn't listed as a place we have a trade station under the trade spoiler. It says they have one with us. Though I see now that its listed as (Both) in the roll effects spoiler. So, thanks for letting me know.
I mean... I do like helping the children of the river, especially since we already have the limited capacity to join our civs. Its just, having something that improves our people's ability to interact with leadership is extremely important long term, and we can get that connection to the children of the river in other ways, and I haven't seen a way to improve the people's ability to interact with leadership anywhere else.
That went pretty well. Though that low roll on Making the tribe heard is really sad. Was very much hoping that would do well. Would have boosted it if I'd realized it was a rolling thing and not just a narrative effect. Silly of me in hindsight, should have at least asked.
Wow, bison hill and Sons of the dragon had great years.
domestication of wolves(roll-40 progress): 60 > wolf domestication at 484/500
domestication of bison(roll-45 progress): 41 at 475/500
domestication of bison(Bison hill):herding = +10 at 485/500
food eaten= 17(nr of tasks) x3 = 51 +2 = 53
food produced: 12+21+28+7+13 = 81 x 1= 81+ 7(trade stations) = 88
Growth: +15 to granaries, 20 growth
More then 2/3 of needed food(35): no Stability loss from food shortage
stability roll = 62 * (88/53) = Stability: High
Tamed wolves +5 to hunting rolls
Specialization: all food producing actions get DC 15: 1 food, +5 to all other locked actions
Cohesion:
+04 base
+01 abstract tally
+02 Master artisans
-12 settlements
-01 outposts
+05 Trail markers
+01 Patrol lands
+03 Great Hall
+01 Filled Granaries
=
+4
With the weather improving and Robin coordinating the tribe has filled its granaries and our artisans have made enough copper tools for the farmers. Robin has spend most of his time studying why our miners sometimes get copper and sometimes bronze while smelting ore and found out it was the addition of a metallic grey rock arsenic that causes the smelting to produce bronze but more work is needed to determine the best mix of both. With bronze becoming more available to our artisans they propose the creating plows using bronze.
[study smelting done, unlocked arsenic bronze and bronze plows]
Work on the palace continues with the addition of several large bronze statues and carved wooden panels depicting the tribes heroes. In the main hall of the palace Raven holds meetings every morning where all that want to propose something to the tribes leaders can come. After a while it becomes clear that these meetings also help the tribes leaders as they allow minor issues to be fixed before they become a major problem and give them a better idea what actions will help the tribe grow stronger.
[Faction system unlocked
Factions are groups within the tribe that share a goal there are basic factions that are always there and factions created in response to what is happening
each faction has a name, a quest with behind it the reward for completing it and penalty for failing.
Currently factions are still new to their power and there are no penalties for failure but this will change later on.]
Factions:
name: current quest, reward for completing quest / penalty for failing quest
Farmers: produce 4 plows in the next 3 turns, +50 to bronze plows/ -
Crafters: build a settlement at Green Rock, new metalworking study project / -
Warriors: train a second group of warriors, new military study projects / -
Traders: adopt copper currency, +50 on a trade related task / -
Elders: have 50 food stored, +1 stability / -
leaders: complete the palace +1 art / -
Besides the basic factions one group formed seeking a specific goal it will have quests to help complete this goal but failure to complete these quests will cause a loss of stability. The goal selected will have a major impact on the tribe in the future. One new study project will be unlocked to support the chosen goal.
[new faction] Unionist
Seeks to unite our tribe with the children of the river.
[new faction] Explorers
Seeks to explore the great river
[new faction] Conquest
Conquer the lands of the orcs between our tribe and the big island tribe
[new faction] Urbanites
Expand Rivermeet into a major city.
[new faction] Write in
Describe a goal that can be completed in about 10 turns or less.
A raid on the outpost of the children of the river has disrupted their attempts to hunt and farm there and they send traders to us to learn about plows in exchange they will send over potters to teach us about creating ash glaze pottery
[+76 to ash glaze pottery]
Our traders have been focusing on the west as construction of a road starting at Flint heading towards the Bison hill tribe was started and trading mission was send towards the sons of the dragon. On arrival it becomes clear that the hunters have taken control of the tribe and one of our traders insults their priest by talking about our faith and are banned from returning.
[trade with the sons of the dragon is banned for 3 turns.]
The other tribes we talk to spend their time producing food to fill their granaries and expanding their trade networks. The largest of these projects is the creation of a trading station by the Big island tribe with the swamp dwellers that live on the other side of that tribe along the river where they expect to trade for food.
Trade stations:
Ours: Children of the river, deer hunters, bison hill, big island tribe
Children of the river: our tribe, Big island
Big island: our tribe, Children of the river, swamp dwellers.
All other tribe lack: primitive irrigation and plows
children of the river(+76):
Allies
lacks: dedicated leaders(71),travois, abstract tally(30), structured debates(61), boat building(55), plows(91)
Has: copperworking, workshops, log canoes, decorative pottery, kilns and trade stations ash glaze.
With less groups that can do tasks then actions choose tow that will get a +20 bonus:
[Boost1] Write in action to boost
[Boost2] Write in the second action to boost
[elders] pick a study project from the list under tasks that gains +15 progress.
[study] pick a study project from the list under tasks that gets a roll.
[artisans] What do the first group of artisans make (any of the craft options for example: bronze tools, plows, bows or art)
[artisans2] What do the second group artisans make? (any of the craft options for example: bronze tools, plows, bows or art)
[emergency] Do one more task but loose 1 stability, vote none if not needed.
[trade] You can do one trade related action per turn(trade, introduce copper currency or build a trading station)
[construction] write in one building or other construction project like roads to work on.
Robin the farming metalworking hero can perform 2 tasks and these tasks get +10 on their roll:
[Robin metalworking] one of the following: mine copper, craft tools and study smelting
[Robin farming] Farming, build primitive irrigation or herding.
Raven has completed her work making sure that all can be heard and can do one farming action with a +10 bonus
[Raven farming] Farming, build primitive irrigation or herding.
Locked tasks: Tend Orchards x2, nobles x1, Hunting x3, Warriors 1x Crafters x2,construction x1, Miners(copper) x1, Farmers x4 and Study 1x
one roll per type of locked action.
With the tribes numbers they can perform 1 task this year.
[task] conquest
Take control of the lands surrounding the tribe
All groups send get -5 on their roll as they stay in the conquered area to control it.
there is a additional penalty of -5 per 25% losses taken in the battle.
Each time this task is taken more groups join(max 3 per time this action is taken).
results in a battle.
Targets:
Southern riverbank: the land along the great river under orcish control
The warriors think there are about 12 groups of orcs and 3 of those are warriors.
[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 3 per time this action is taken)
Targets: none
[task] Train warriors
Turns a group of hunters into warriors.
DC 5: success.
[task] Patrol lands(max one per three settlements)
+1 cohesion this turn
Sets up additional patrols to guard our lands.
[task] Build palisade
All camps have a palisade
DC 10 palisade bonus next turn DC 50 bonus this turn.
+5 from knives, +10 from axes
[task] stone walls
target: any
DC 20 wall bonus next turn DC 70 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
+5 from axes
[task] Mine copper
get 1 copper at DC 35 and 2 copper at DC 70 and 3 copper at DC 90
You need 1 copper each time you want to do a craft action producing copper items
One copper can be used to get a +20 boost for craft art.
[task] Craft [type]
known tools:
- Bows: used in ranged combat and hunting.
DC 40: enough tools for one group DC: 80 two groups DC: 100 three groups
-Wicker shields
Give a +10 bonus to defense but last only a single battle/raid.
DC 25: enough tools for one group, DC 50: two groups
DC 75: three groups, DC 100: four groups
-Art
Consumed to give bonuses to gift giving and festival actions.
DC 30: One piece of art DC: 70 two DC: 95 three
The following craft options requires 1 copper/bronze for each task.
-Copper tools
Can be used for all action that benefit axes and knives and give a +20% higher bonus.
-Bronze tools
Can be used for all action that benefit axes and knives and give a +40% higher bonus.
-Copper tipped spears: Gives a group of hunters or warriors +12 on a combat roll.
-Bronze tipped spears: Gives a group of hunters or warriors +14 on a combat roll.
DC 25: enough for one group DC: 60 two groups DC: 85 three groups
- Bark canoes
Can be used to transport goods across the great river.
DC 25: one DC: 50 two DC: 75 three
[task] build Workshops
Dedicated places for our artisans to work
Each workshop gives a +5 bonus to a group of artisans
Each group can only use one workshop
[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion but eating two more food and one art per turn.
Max one group per 15 groups in the tribe
there are several kind of leaders and depending on the culture of the tribe one or more can be chosen.
If there are more then one type of dedicated leaders and there are more actions then the tribes rulers can control the leaders will form a faction taking over control of that action.
Warrior Nobles
Warrior Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors but will take of artisan actions to make sure they have the best weapons the tribe can make.
For each group of warriors a tribe has it can have a group of warrior nobles.
Hunter Nobles
Spend their time hunting and produce 2 food per turn but you can have one less hunting action.
Master Artisans
Produce 0.4 art per turn
You can have one group of Master Artisans per 2 groups of artisans a tribe has.
Priests
Give a bonus related to the tribes religion
Requires a house of the gods or locked worship gods action
[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
+5 from knives, +10 from axes
[task] scout[target]
Write in target based on the map
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create outpost
valid locations: None
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.
[task] Create new settlement[location]
valid locations:
Limestone hills(-10 to the DC of building stone buildings at this settlement)
Green Rock(-5 to the copper mining DC)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: settlement is created
DC 30: camp is created with simple shelters
DC 70: camp is created with longhouses
+5 from knives, +10 from axes
[task] Construct Longhouses
max once per camp
Valid targets: stonemeet
Reduces the amount of food needed by the tribe by two.
DC 10: shelters provide bonus next turn DC 50: bonus this turn.
+10 from axes
[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
+5 from knives, +10 from axes
[task] Create roads at 250/250
The first roads are created by clearing a path wide enough for a travois and removing all obstacles like fallen trees from it.
It also includes log bridges to cross streams and prepared campsites for travelers.
gain one free trade action per turn when at max.
progress needed: 50 points per settlement and outpost.
The roll gets +12 from copper tools.
[task] worship Heroes
Seek the favor of the divine.
DC 35 get +5 and DC 80 get +10 on all other task rolls
[task] Festival
Holds a festival showing of the tribes values.
Up to 5 Art can be consumed to get a +10 bonus per art.
DC 30: +1 culture,
DC 60: +2 culture
DC 90: +3 culture
[task] Connect tribes [write in target]
Improves relations(+10) and trade with other tribes by creating improved connections using roads and canoes.
Both tribes will get +5 more on a study project from trade stations.
Possible targets:
Deer hunters 0/100 for road connection
Bison hill 84/100 for road connection
Big island 2 canoes for river connection.
The roll gets +12 from copper tools.
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Collect teachers, create tools and prepare food to trade to the target.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, when you offer food you get 1d100-20 instead.
DC 20: trade successful. 2 food/1 tools
DC 55 gain 3 food/2 tools
DC 70: gain one culture at the group you are trading with.
DC 85 gain 5 food/3 tools.
DC 95: +3 relation boost
[task] Introduce copper currency
By using small lumps of copper trade can be made a lot easier as copper is valuable enough that carrying enough for a trade deal is easy and pieces can be split to match the value of the items being traded.
Cost: 3 copper
DC 5: copper is used for trade, -5 to the DC of trade.
[task] Trading station
Sends a small group of traders to live among a nearby tribe to collect goods to trade back home.
The owner gains +10 progress on a random tech the target owns or +2 food if there is none
The tribe where the station is gains: +5 progress on a random tech of the owner of the station or +1 food if there is none
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
[task] Seek union
Try to convince another tribe to join ours.
DC is 100-(relations * (our culture in their tribe/ their main culture)
For the children of the river this is: 100 - (76 * (6/17) = 73
less then 30: action can not be retried for 2 turns
DC 40: get new actions to join the tribes.
less then 50: action can not be retried in the next turn.
DC 60: +5 relations
DC 73: the children of the river will ask our master artisans for advice and gain more information about them
[task] Give gifts
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 Art can be consumed to get a +10 bonus per art.
Up to 5 food can be consumed to get a +5 bonus per food.
DC 60: +1 culture,
DC 80: +3 relation boost
DC 90: +2 culture
DC 95: +6 relation boost
[task] The palace
construction will take 0/200 and unlock new actions like one allowing to train groups to do tasks and give +1 cohesion.
if any of the tasks to expand the palace are taken add the roll for that action to the progress of the palace.
[task] palace: central granary
adds 50 to the needed rolls
Adds a granary to the palace complex allowing 10 food to be stored there.
[task] A House for the gods
Acts a center of the tribe and helps to keep it together.
Lowers the DC of the worship hero action by 5
Lowers the DC of the festival and gift giving action by 5
Unlocks culture, allowing tribes to merge.
progress 0/300
gain roll-30 progress each time this action is taken.
+10 from axes
[task] Create pottery
DC 25: one DC 50: two DC 80 three
DC 65: You get one art(decorated pottery)
For each piece of pottery and 2 food you have you start the next turn with one food.
The pottery can only be used once.
[task] Build granary
Each granary can store 10 food
You gain 1 cohesion if you have more then one food per group in the tribe stored
You gain 2 cohesion if you have more then two food per group in the tribe stored
DC 30 granary constructed
[task] Build smokehouse: +1 food, max one per three groups of hunters or fishers.
By smoking fish and meat it can be kept for longer.
loose one less growth when short on food per smokehouse.
DC 10 smokehouse bonus next turn DC 50 bonus this turn.
[task] Gather plants(max 2 times per turn)
Provides food by collecting edible plants.
DC 20: 3 food DC 40: 4 food DC 70: 5 food.
+10 from knives
[task] Tend Orchards max 3 times per turn, 2 locked in)
Provides food from Orchards.
DC 25: 4 food DC 35: 5 food DC 65: 6 food.
+5 from knives, +5 from axes
[task] Farming (max 6 times per turn, 4 locked in)
Sow and harvest food.
DC 25: 5 food DC 50: 6 food DC 70: 7 food
+5 from knives
[task] Clear forest
-1 max hunting task, +2 max Farming tasks.
DC 20
+10 from axes
[task] Primitive irrigation 100/180
Reduced the impact of high weather rolls on farming.
If the weather rolls is above 50 remove 5 to get its effect on the farming rolls.
Once done it will be extended to cover the orchards.
Construction required is 30 per farming action(100/120 now).
Construction required is 30 per tend orchard action(0/60 now).
+10 from copper tools, +12 from bronze tools
[task] Fishing (max 2 times per turn, 0 locked in)
Fish in the streams of the forest
DC 30: 3 food DC 40: 4 food DC 60: 5 food.
+5 from knives
[task] Hunting(max 6 times per turn, 3 locked in)
Provides food by hunting, requires bows.
DC 30: 4 food DC 40: 5 food DC 50: 6 food DC 60: 7 food. 90: 8 food.
+5 from spears
[task] Herding(shares max uses with hunting)
Provides food by herding bison
Gives +5 bonus to the bison domestication each time taken
at bison domestication 500 DC will reduce by 5
DC 35: 4 food DC 45: 6 food DC 70: 7 food
[task] Build trap line(max 1 per group of hunters)
Creates a line of traps increasing the amount of food collected by hunters.
+1 food per trapline
DC 10: trapline provide bonus next turn DC 50: bonus this turn.
+5 from knives, +10 from axes
[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100-20) but can not lose progress
- bison pulled travois 84/100
Bison pulled travois allow the transportation of more goods by fewer traders but they require roads to function.
+1 food when trading with a tribe connected by roads.
- Arsenical bronze 20/100
The tribes study into smelting has lead to the production of small amounts of bronze.
A greater focus on mixing arsenic and copper will increase the amount of bronze made
get 1 copper at DC 35 and 2 copper at DC 70 and 3 copper at DC 90
Becomes
get 1 copper at DC 35, 2 copper at DC 60, 1 copper and 1 bronze at DC 75
- Harbor 51/100
A dedicated harbor will allow the construction of larger boats.
- Attics 70/100
Attics are a step on the development of larger houses and the creation of cities
Settlements can now be expanded into towns giving +2 food but -1 cohesion for each town after the first
valid targets: Rivermeet
- Ash glaze 91/100
Coating pottery with a mix of ash water and clay creates waterproof pottery.
Pottery now stores one food each but 10% of all pottery is lost each turn.
@RulerOfNothing Just a suggestion, but Ash Glaze is going to be automatically completed by our Trade Station at the Children of the River. Can I instead suggest you have the Elders study Attics, which they'll autocomplete in two turns?
I also had the Study group do Arsenical Bronze, because that gives us a more reliable source of bronze, which will be very useful... Despite the problems with our current bronze. Other than that, we basically agree. Though I wasn't sure if I preferred Explorers or Unionists. The fact that the Big Island have someone else to trade with kinda sold it for me, because that gives more opportunities for trade or technology exchange.
@RulerOfNothing Just a suggestion, but Ash Glaze is going to be automatically completed by our Trade Station at the Children of the River. Can I instead suggest you have the Elders study Attics, which they'll autocomplete in two turns?
with ash glaze pottery 10% of your current amount gets consumed each turn so if you have between 0 and 9 none is consumed, if you have between 10 and 19 one is consumed and it continues in that pattern.
with ash glaze pottery 10% of your current amount gets consumed each turn so if you have between 0 and 9 none is consumed, if you have between 10 and 19 one is consumed and it continues in that pattern.
This looks ok for this turn, but if we are going to be exploring the river, might it not be better to get the harbor studied up so we can get better boats? Better boats will mean further and safer travel along the river.
with ash glaze pottery 10% of your current amount gets consumed each turn so if you have between 0 and 9 none is consumed, if you have between 10 and 19 one is consumed and it continues in that pattern.
I also want to know what exactly "the pottery can only be used once" means. Does it mean that at the moment we can only use each unit of pottery once ever or once per turn?
I also want to know what exactly "the pottery can only be used once" means. Does it mean that at the moment we can only use each unit of pottery once ever or once per turn?
Sunrise domestication of bison(Bison hill):herding should be at 485 after the +10 not 475.
I will vote when i am not on my phone. Would it not be better to use the task to turn the outpost at greenrock into a settlement. Considdering our focus on copper at the moment.
Bit late for discussion but i will vote for a boost of study instead of farming. My reasoning being that we have 30/30 in the granaries. And going full on food seems like a waste if we can't store it.
@Jprice Food that we don't eat with our current population or store in the granaries goes directly into filling our Growth meter. The thing we need to fill to get an additional pop, which means an additional task.
So yes, it is very important, and most definitely not a waste.
@Jprice Food that we don't eat with our current population or store in the granaries goes directly into filling our Growth meter. The thing we need to fill to get an additional pop, which means an additional task.
So yes, it is very important, and most definitely not a waste.