[X] [govern] Nightingale.
[X] [elders] Improved Tools.
[X] [study] Improved Tools.
[X] [tools] Bows.
[X] [Boost] The Great Hall.
[X] [task] Create new settlement. [The Great River]
[X] [task] Study [Art] @sunrise, would we actually be able to make more settlements after building more trail markers?
Trail markers alone are not enough to allow building a new settlement but it will help i need to check my notes when i get home but building the maximum numbers of tail markers allowed and the great hall or the house of the gods will allow another settlement.
[X] [govern] Nightingale.
[X] [elders] Improved Tools.
[X] [study] Improved Tools.
[X] [tools] Bows.
[X] [Boost] The Great Hall.
[X] [task] Create new settlement. [The Great River]
[X] [task] Study [Art]
I'll switch to break the tie since scouting can wait until we finish the great hall.
I am looking for a name for the new Hero, its a farming specialist and for its first action rolled a 15 the minim needed to get 5 food out of a farming action.
Elder council: improved tools +15
improved tools 62-25+5: +42 improved tools at 100/100
craft bows: 3 failure
The great hall 18+20(boost)-10+10(axes)= +38 at 38/120
Create new settlement 31: area cleared
Study art: 68-25 = +43 at 43/100 now
Conquest of the great river: sucess, new settlement site +40 to formation warfare
Tamed wolves +5 to hunting rolls
Specialization: all food producing actions get DC 15: 1 food, +5 to all other locked actions
Patrols do a scouting roll at roll/3.
food eaten= 12(nr of tasks) x3 = 36 +2 = 38
food produced: 5+6+4+4+9+6+7+5+7 = 53
Growth: 15 from food
More then 2/3 of needed food(24): no Stability loss from food shortage
stability roll = 73 *(63/38)-20(Nightingale) = 79 Stability: above average
Tribes Status:
Stability: above average.
Food: major surplus
Growth 15/52
Tools: 4 spears, 2 bows, 5 knives and 4 axes.
War has come to the plains once again when a band of orcs following a bison herd entered the lands of the southern bison hunters and attacked the hunters they encountered there. This group of hunters was lead by the chief of the southern bison hunters and the orcs killing them all and their remaining hunters hunters fought as loose groups as there was no clear sucessor for the chief. The messenger send to ask us for help dissapeared somewhere in the forest between the settlements and only the Hill tribe send help at arived before the orcs reached the settlement of the southern bison hunters.
As they gathered more of the hunters of their tribe the fighting started to turn against the orcs and the ariving hunters of the hill tribe attacked the orcs from the rear resulting in the destruction of the orcish tribe. Finding the bison hunters without leadership the hill tribe took over organizing the chase of the remaining orcs and slowly took over control over the tribe in the days that followed.
[The hill tribe and bison hunters merge into one tribe after loosing agroup of hunter in battle and are at low stability]
The voyage to the great river took us only two weeks a trip some hunters make multiple times in a single year but this one was special we where going there to create a new settlement. The initial plan was for a small village to serve as base for a group of hunters but Robin saw the potential of the land near the new village and set up the first farm there usign no more then a few baskets of grain and the help of the hunters. Using the wheat harvested to sow more fields in the following years almost a third of the tribes wheat was grown along the banks of the great river.
[Great river settlment created +1 max fishing, farming and hunting action]
[New Farming hero: Robin]
In the eastern hills scouting expeditions continued looking for a place where limestone could be mined and food could be produced to feed the miners. They have collected samples of limestone from the places that they considered the best spot for a settlement and the artisans spend a lot of time looking into ways to use limestone in tools. This left them with little time to work on bows and the few bows that got made where made of a type of wood that produced better working bows but they lasted only a few weeks before they broke.
[Scouting the limestone hills is making good progress, no bows where made]
The childern of the river have learned the basics of making pottery and are working on training their artisans to make it. They also added traplines at their main settlement to help feed their growing population. Among the new members of the tribe many have started working on producing tools. The deer hunters are improving there first settlement and have build longhouses and a smokehouse. This building boom is being coordinated by there chief and his heir.
children of the river: Friendly, offers food and wants tamed dogs or tools.
Deer hunters: Neutral, offers food and wants tools.
Bison Hill Friendly, offers food and wants tools.
Sons of the dragon Dislike, unknown send traders to find out more
[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.
[tools] What do the tribes artisans focus on? (traps, spears, axes, knives, atlatls, bows, study improved tools or study art)
With less groups that can do tasks then actions choose one that will get a +20 bonus:
[Boost] Write in action to boost
With the tribes numbers they can perform 2 tasks this year. Robin will Farm.
[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:
Northern forest: always successfull, find settlement site on victory
Eastern hills: one group of orc hunters(+15 attack, +5 defense) allows settlements in the hills and gives scouting bonuses.
[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: eastern hills(the source of the orcs), the sons of the dragon
[task] Gather plants(max 2 times per turn, 1 locked in)
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 40: 5 food DC 70: 6 food.
+5 from knives, +5 from axes
[task] Farming (max 5 times per turn, 2 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] 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(small animals)(max 5 hunting actions per turn, 4 locked in)
Provides food by hunting small animals
DC 35: 3 food DC 45: 4 food DC 65: 5 food DC 85: 6 food.
+10 from spears
[task] Hunting(Bows)(max 5 hunting actions per turn, 4 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] Train hunters in archery.
Teaches a group of hunters to use bows.
DC 5: training succeeds.
[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] Craft tools[type]
known tools:
-Stone tipped spears: Gives a group of hunters +10 on the roll.
-Axes: Gives a +10 bonus while creating a camp.
-knives: Gives +5 bonus on gather plants and camp building.
DC 30: enough tools for one group DC: 70 two groups DC: 95 three groups
- Bows: used in ranged combat and hunting.
DC 40: enough tools for one group DC: 80 two groups DC: 100 three groups
[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.
the first markers will allow a extra campsite, the second reduces the DC of trade tasks by 5 the third increases the odds other tribe send trades to us.
+5 from knives, +10 from axes
[task] worship Heroes
Seek the favor of the divine.
DC 35 get +5 and DC 80 get +10 on all other task rolls
[task] scout[target]
valid targets: Logging site, The great river, Limestone hill abd The strange rocks
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create new settlement[location]
valid locations: The old Oaks(minor gains to woodworking)
There can be one settlement per five groups in the tribe.
Each settlement created increase the maximum sowing and hunting actions by one.
DC 10: camp is created DC 60: camp is created with simple shelters
+5 from knives, +10 from axes
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters.
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 60 gain 3 food/2 tools DC 60 gain 5 food/3 tools.
[task] Construct Longhouses
max once per camp
Valid targets: none
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] Maintain camp
Add the result of this roll to the stability roll.
On a 90+ roll gain a administration hero.
+5 from knives, +10 from axes
[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] 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] The great hall
A great hall from where the tribe is ruled, unlocks new options to increase the area under the tribes control.
Allows the creation of outposts that can claim resource sites for the tribe.
progress 38/120
gain roll-10 progress each time this action is taken.
+10 from axes
[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
Unlocks culture, allowing tribes to merge.
progress 0/300
gain roll-40 progress each time this action is taken.
+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 (1D100-25) but can not lose progress
- Art 43/100
The creation of decorative items.
Produced by artisans and can be traded away and used in some buildings.
unlocks culture
- Pottery 0/100
Create clay pots by heating them with a campfire.
Unlocks:
Create pottery
DC 30: one DC 60: two DC 90 three
For each piece of pottery and 2 food you have you start the next turn with one food this.
The pottery can only be used once.
-Wicker shields 20/100
Give a +10 bonus to defense but last only a single battle/raid.
Each tribe has a culture based on its history, wonders owned and its locked groups. Culture can be increased by holding festivals where art can be used to improve the results. Sending out traders has a small chance of spreading culture. There is also gift giving to spread your culture to other tribes and having the same or similar cultures will improve relations. If two tribe have the same culture and can control the merged tribe they can join into one larger tribe. If a tribes main culture is smaller then any of the other cultures it has it gets -1 cohesion if it is twice the size of any other culture they get +1 cohesion, +2 cohesion if it is trice any other culture and +3 cohesion if it is four time the size of any other culture.
The current known cultures are:
Each tribe has a main culture and can have other cultures based on contact with other tribes or can form during periods of instability.
Our tribe(96)
main culture:
Way of the Hero(Hero worship, Study the world) : 36
Other cultures:
Local customs: 29
The mighty River 21
Hunter Nobility 1
The great hunt 1
none: 8
Bison hill(51):
main culture:
The great hunt(Hunting bison, militia, warfare) 19
Other cultures:
Local customs: 15
Way of the Hero 3
Dragon worship 2
None: 12
Deer Hunters(45):
main culture:
Hunter Nobility(Hunting, gathering, nobles) 12
Other cultures:
Local customs: 18
None: 15
Sons of the dragon(57)
main culture:
Dragon worship(dragon worship, hunter/warriors nobles) 30
Other cultures:
Local customs: 8
None: 19
Big island tribe(45)
main culture:
Traders : 20
Other cultures:
Local customs: 15
The mighty River 2
Way of the Hero 1
none: 7
Art:
Art is used to boost actions mostly ones related to culture and the construction of some buildings, per art consumed those rolls get a +10 bonus.
Cohesion:
The cohesion of a tribe represents the control its government has over the tribe and if reports about events at remote settlements arrive to the leaders. If cohesion is negative the tribe gets a -5 penalty to the stability roll per point. Tribes with low stability and negative cohesion can fracture into two tribes. More options to increase cohesion can be researched later.
For each +5 cohesion a tribe has it gets one more action/boost.
Factors impacting Cohesion:
base +4
Culture -1 to +3
settlements -3 each
outposts -1 each
Great hall +3
A house for the gods +1
trail markers +1 each
has a hero +1
each admin hero +2
A Palace +4(replaces great hall bonus)
has abstract tally and dedicated leaders +1
dedicated leaders +2 per group
weather = 55(old weather) + 50(return towards average) + 3(roll) /3 = 36
Cold winter =-2 food
Elder council: art +15 at 58
study art 75-25+5: +55 art at 100/100
craft bows: 19 failure
The great hall 22+20(boost)-10+10(axes)= +42 at 70/120
The great hall 41-10+10(axes)= +41 at 111/120
trap line 26: New traps provide food next turn
Tamed wolves +5 to hunting rolls
Specialization: all food producing actions get DC 15: 1 food, +5 to all other locked actions
Patrols do a scouting roll at roll/3.
food eaten= 12(nr of tasks) x3 = 36 +2 +2(cold winter) = 38
food produced: 4+8+5+5+7+5+5+5+7+7 = 58
Growth: 18 from food
More then 2/3 of needed food(25): no Stability loss from food shortage
stability roll = 35 *(58/38)-20(Nightingale)-10 Cohesion = 23 Stability: above average
Tribes Status:
Stability: above average.
Food: major surplus(+18)
Growth 33/52
Tools: 4 spears, 2 bows, 5 knives and 4 axes.
The hunters are running into orcs more and more while hunting in the eastern parts of our lands forcing hunters to spend there days fighing instead of hunting. During the fighting it became clear that the number of orcs in the eastern hills was still low but growing slowly and the tribes hunters are demanding that something needs to be done about the orcs. There where Three plans for that, the first was to form a group consisting of the best warriors among the hunters to drive the orcs back and the other was to expand the numbers of the patrols to give them the numbers needed to deal with orcish raids. The third plan was to send the hunters into the hills to drive out the orcs.
[Orcs] Select warriors
Turns a group of hunters into warriors they will perform actions like scouting, studying warfare related tech and crafting gear for their own use.
[Orcs] Expend patrols
Doubles the size of the patrols so they have the numbers needed to hold the border against the orcs.
The patrols will eat one more food each turn and growth will drop by 15 as the patrol force expands.
[Orcs] Conquer the eastern hills
Sends three groups of hunters to conquer the eastern hills.
After the death of the chief of the Deer hunters the new chief needed months before he convinced all of the settlements and hunting bands to recognize him as their chief. In response he has started rewarding his supporters by giving them food and tools from the tribes stores in exchange for their help.
The childern of the river have started to make simple pottery by heating clay at their campfires and are looking into ways to improve the process. Reports from the other tribes tell us that they are working on increasing their food production.
children of the river: Friendly, offers food and wants tamed dogs or tools.
Deer hunters: Neutral, offers food and wants tools.
Bison Hill Friendly, offers food and wants tools.
Sons of the dragon Dislike, unknown send traders to find out more
[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.
[tools] What do the tribes artisans focus on? (traps, spears, axes, knives, art or bows)
With less groups that can do tasks then actions choose one that will get a +20 bonus:
[Boost] Write in action to boost
With the tribes numbers they can perform 2 tasks this year. Robin will Farm.
[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:
Northern forest: always successfull, find settlement site on victory
Eastern hills: two groups of orc hunters(+15 attack, +5 defense) allows settlements in the hills and gives scouting bonuses.
[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: eastern hills(the source of the orcs), the sons of the dragon
[task] Gather plants(max 2 times per turn, 1 locked in)
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 40: 5 food DC 70: 6 food.
+5 from knives, +5 from axes
[task] Farming (max 5 times per turn, 2 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] 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(small animals)(max 5 hunting actions per turn, 4 locked in)
Provides food by hunting small animals
DC 35: 3 food DC 45: 4 food DC 65: 5 food DC 85: 6 food.
+10 from spears
[task] Hunting(Bows)(max 5 hunting actions per turn, 4 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] Train hunters in archery.
Teaches a group of hunters to use bows.
DC 5: training succeeds.
[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] Craft tools[type]
known tools:
-Stone tipped spears: Gives a group of hunters +10 on the roll.
-Axes: Gives a +10 bonus while creating a camp.
-knives: Gives +5 bonus on gather plants and camp building.
DC 30: enough tools for one group DC: 70 two groups DC: 95 three groups
- Bows: used in ranged combat and hunting.
DC 40: enough tools for one group DC: 80 two groups DC: 100 three groups
[task] Produce art
DC 30: One piece of art DC: 70 two DC: 95 three
[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 chohesion by 1.
the first markers will allow a extra campsite, the second reduces the DC of trade tasks by 5 the third increases the odds other tribe send trades to us.
+5 from knives, +10 from axes
[task] worship Heroes
Seek the favor of the divine.
DC 35 get +5 and DC 80 get +10 on all other task rolls
[task] scout[target]
valid targets: Logging site Limestone hill and The strange rocks
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create new settlement[location]
valid locations: The old Oaks(minor gains to woodworking)
Each settlement created increase the maximum sowing and hunting actions by one.
DC 10: camp is created DC 60: camp is created with simple shelters
+5 from knives, +10 from axes
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters.
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 60 gain 3 food/2 tools DC 60 gain 5 food/3 tools.
DC 70: gain one culture at the group you are trading with.
[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] Give gifts
Sends out gifts to invlucence other tribes
Up to 5 Art can be consumed to get a +10 bonus per art.
DC 60: +1 culture,
DC 90: +2 culture
[task] Construct Longhouses
max once per camp
Valid targets: Great river camp
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] Maintain camp
Add the result of this roll to the stability roll.
On a 90+ roll gain a administration hero.
+5 from knives, +10 from axes
[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] 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] The great hall
A great hall from where the tribe is ruled, unlocks new options to increase the area under the tribes control.
Allows the creation of outposts that can claim resource sites for the tribe.
progress 111/120
gain roll-10 progress each time this action is taken.
+10 from axes
[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
Unlocks culture, allowing tribes to merge.
progress 0/300
gain roll-40 progress each time this action is taken.
+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 (1D100-25) but can not lose progress
- Pottery 0/100
Create clay pots by heating them with a campfire.
Unlocks:
Create pottery
DC 30: one DC 60: two DC 90 three
For each piece of pottery and 2 food you have you start the next turn with one food this.
The pottery can only be used once.
-Wicker shields 20/100
Give a +10 bonus to defense but last only a single battle/raid.
More warfare tech will be there once:
There are multiple groups of warriors(allows research into specialist warriors)
Better gear once you have metal working
Mounted warfare once you have domesticated something to use.
The purpose of this plan is to try and improve tribe cohesion well also boosting food production. Also Sunrise we finished up scouting the Great River and settling it so would you mind taking it off the scouting actions list. And we still have that free action for building the Great Hall right?
The purpose of this plan is to try and improve tribe cohesion well also boosting food production. Also Sunrise we finished up scouting the Great River and settling it so would you mind taking it off the scouting actions list. And we still have that free action for building the Great Hall right?