Orchards for more food and to get some of the growths we lost back ...
I can´t say that i am a big fan of folding all the group rolls into one roll for a task as that makes them very swingy and means we will have to use action just so we don´t starve because a roll or two didn´t go well.
[X] [worship] Ignore the shrine.
[X] [elders] Travois.
[X] [study] Cherry growing.
[X] [tools] Bows.
[X] [task] Give gifts.
- [X] Chidren of the River. 1 Art and 3 Food.
[X] [task] Craft [Art].
[X] [task] Build granary.
I very much think that we should be getting a move on in the influencing other tribes for integration department. And just going off the surplus in food we got during earlier turns and deducting 10% and subtracting 5 from the copper research we should still have at least 10+ excess food left over so giving away 5 of it for boosted conversion speed seems like a good idea especially when we stand to gain many more groups from the integration compared to just 5 extra growth.
I'm fine with the food rolls being put together since it accurately reflects real life pretty well as civilizations did still have constant food trouble for a very long time after the stone age so it only makes sense that we should still be having food troubles as well which prior to the food rolls being lumped together was very much not the case.
Although I do think art should have a greater impact on the Give Gifts action or we should at least be able to spend food as well to boosts to the odds or something. Also, it seems like the gift-giving action doesn't affect just one tribe but all tribes around us or a tribe at random since I'm not allowed to decide which tribe we're sending gifts to which is weird.
Spending food to boost gift giving is a nice idea added it to the action. It was intended to target a specific tribe.
[task] Give gifts
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, Deer 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: minor relation boost
DC 90: +2 culture
DC 95: relation boost
I'm fine with the food rolls being put together since it accurately reflects real life pretty well as civilizations did still have constant food trouble for a very long time after the stone age so it only makes sense that we should still be having food troubles as well which prior to the food rolls being lumped together was very much not the case.
I can´t in any way support that plan considering that we did run out of food last turn.
You are basicly hoping that we get good rolls so we have food that we can give away and will harm the tribe if we don´t, that is not a smart plan in any way.
We lost a good chuck of growth already last turn and have a -10 to hunting rolls, if you don´t want to cripple us in the hope that we can integrade River then we need will need to have a full stockpile of food before we gift any food.
weather = 53 (old weather) + 50(return towards average) + 43 roll) /3 = 49 +10% food.
Elder council: Travis: done
Mine copper 29: 0 copper
Copperworking:
+25 to copperworking per turn -5 food per turn until copperworking is complete
244+25= 269
Strongbow 66-25+10= +51 copperworking done
Green eyes 30+10: trade masonry for kilns (40)
artisans Copperworking 73: trade masonry for kilns done
artisans craft bows 5+5: failure
Study structured debates 98-25: 73+20(high roll bonus) at 100/100 now
study cherry growing 97-25+5: done +2 food
Build granary 86 new granary +10 to stone kilns
Patrols 40: border patrolled.
Warriors patrol lands
Tend Orchards:43+5+5=53: 5 food x1 =5
Tend Orchards:73+5+5=83: 6 food x2 =12
Hunting 1+5+5-5-10= -14 0 food x3 =0 and no hunting roll next turn.
farming 35+5=40: 5 food x3= 15
Random event 54: hunters can do one more task
domestication of wolves(roll-40 progress): 58 > wolf domestication at 222/500
domestication of bison(roll-45 progress): 8 at 188/500
domestication of bison(Bison hill):herding x2 , herding 80+ roll = +20 at 208/500
Stream camp +1 = 1 food
longhouses +3 x3 = 6 food
smokehouse +1 = 1 food
Traps +3 = 3 food
food eaten= 15(nr of tasks) x3 = 45 +3 = 48 +5(copperworkers) = 53
food produced: 5+6+0+15+6+11+2 = 45 +10% = 50
Growth: -2, 1 prevented by smokehouse
More then 2/3 of needed food(32): no Stability loss from food shortage
stability roll = 88 *(48/53) = 12 Stability: very High
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.
Cohesion:
+04 base
-09 settlements
-02 outpost
+04 Trail markers
+01 Patrol lands
+03 Great Hall
=
+1
Culture:
Our tribe(45):
main culture:
Way of the Hero(Hero worship, Study the world) : 23
Other cultures:
Local customs: 14
The mighty River 4
none: 4
Tribes Status:
Stability: very High.
Food: minor shortage(-2)
Growth 22/60
Granaries: 0/20 food
Tools: 5 spears, 3 wicker shields, 5 bows, 5 knives and 4 axes.
Consumables: 1 art.
Strongbow finishing the research into copper working lead to some major changes in our tribe as with the new tools projects that where once to hard to even consider where now possible. This included clearing roads to pull the new travios over and new ways for the leaders to control the tribe as small lumps of copper are traded for goods. Following Green Eys discovery that copper needed kilns to be melted the artisans of the children of the river spend their time teaching us about kilns. When the children of the river went back home the shirne to the river goddess remained in use by a small group of our tribe that had converted. The large group studying on copper working has also lead to the creation of rules for debates as without those the meetings became chaotic.
[Copper working, structured debates, travios and kilns researched. +1 children of the river culture]
[New tasks: study stone kilns, introduce copper currency, build roads.]
Our hunters have brought disturbing news there is very little game to be found in the forest surrounding our tribe and the hunters have been traveling far and wide looking for a cause. They report that the hunters of the deer hunters are struggling as well while the small number of hunters along the great river are doing fine. The Bison hill tribe is guarding the bison herds against rival predators and after comparing these reports the some of hunters started to blame the Deer hunters.
[no hunting roll this turn +1 task as hunters wait for the game to recover.]
[hunters] Blame the Deer hunters
-20 relations with the deer hunters.
[hunters] Ask the great hunters of the past for help
One task this turn is locked to worships heroes.
[hunters] It is just bad luck
-1 stability.
The children of the river have created a new outpost on the great river near their capital to provide more room for fishing. They have also expanded the size of their farms along the great river.
The bison hill is slowly expanding to the north on the great plain and has created outposts there for their hunters. The Deer hunters have set up a group of artisans that provide their nobels with art.
Traders from the Big island tribe have show up at our settlement on the great river where they have set up a trading station. Cut of by the orcs from most other tribes they are hoping this station will help share ideas and goods that will help them in their fight against the orcs.
[Gain +5 progress on a random tech they own or +1 food if there is none]
[They gain +10 progress on a random tech they own or +2 food if there is none]
After generations of work the great temple of the sons of the dragon has been completed. The central hall holding the dragon bones is the largest stone structure in the known world and nearby tribes have started to visit the sons of the dragon to see this.
Mechanics update: relations with other tribes are now known and show as a number between -100(total war), 0(neutral) and 100(eternal friends).
To start the process of getting another tribe to join ours there is a very hard task: seek union and this will be added to the list once the DC below 70.
The DC is 100-(current relations * our culture/their culture).
For the children of the river this results in a DC of 100-(60 * 6 / 16) = 77.5 rounds to 78.
This action can not be boosted and is only the start of the process of joining the tribes more actions are needed afterwards.
children of the river(+60):
Allies, can trade for food and pottery.
Has: decorative pottery and kilns
lacks: dedicated leaders
Deer hunters(+20):
Neutral, offers food and wants art.
Has: abstract tally
lacks: masonry(40), decorative pottery and kilns
Bison Hill(+50):
Allies, can trade for food.
Has: Herding
lacks: masonry, dedicated leaders, art, decorative pottery and kilns
Big island(+35)
Friendly, any help against the orcs is welcome.
lacks: masonry(10), dedicated leaders, art, decorative pottery and kilns
has: log canoes and trade stations
Sons of the dragon(+10)
Neutral, memories of the war have faded.
lacks: unknown
has: unknown
[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? (copper working, spears, axes, knives, or bows)
[emergency] Do one more task but loose 1 stability, vote none if not needed.
Locked tasks: Tend Orchards x2 Hunting x3, Warriors 1x Craft tools x1, Mine copper x1, Farming x3 and Study 1x
There will be one roll per type of locked action instead of a roll per action.
With the tribes numbers they can perform 3 tasks 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
[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] 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] Craft [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
-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
-Copper tools
Requires 1 copper for each task.
Can be used for all action that benefit axes and knives and give a +20% higher bonus.
DC 25: enough tools for one group DC: 65 two groups DC: 90 three groups
-Copper tipped spears: Gives a group of hunters or warriors +12 on a combat roll.
DC 25: enough tools for one group DC: 65 two groups DC: 90 three groups
[task] Choose Nobles
Turns a group into nobles
Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors.
+2 cohesion but eating two more food and one art per turn.
Max one group per 15 groups in the tribe
[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
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 done.
progress needed: 50 points per settlement and outpost.
at 0/250 now the roll gets +12 from copper tools.
[task] introduce copper currency
By using small lumps of copper trade can be made a lot easier as copper is valuable enought that carrying enought for a trade deal is easy and pieces can be split to match the value of the items being traded.
Cost: 1 copper per 5 groups in the tribe
DC 5: copper is used for trade, -5 to the DC of trade.
[task] Create outpost
valid locations: The old Oaks(minor gains to woodworking) Limestone hills(access to stone for building)
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: The old Oaks(minor gains to woodworking) Limestone hills(access to stone for building)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: camp is created DC 60: camp is created with simple shelters
+5 from knives, +10 from axes 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, 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 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.
DC 95: +3 relation boost
[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] 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] 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 55: two DC 85 three
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] 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.
Can be taken once per three turns.
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] 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] 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 5 times per turn, 3 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(max 5 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] 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
- Decorative Pottery 20/100
Some of the pottery made are works of art.
You get one art when making pottery with DC 70
- Stone Kilns 20/100
Progress on 80+ pottery and copper mining rolls.
New improved kilns made using stone that can handle higher temperatures.
-5 to the DC of making pottery and -5 to the DC of copper mining.
reduced the DC of making 2/3 copper spears/tools by 5.
- Workshops 0/100
Progress on 80+ craft rolls
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
- Log canoes 0/100
Canoes made by hollowing logs by burning a small fire atop them.
Fishers get +1 food if they have one while fishing in a major river.
For each 2 canoes you own 2 settlements on a river have a connection as good as a road.
- Trading stations 5/100
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
A few questions:
1) can we send traders to the sons of the dragon?
2) if we put the artisans on copper working they would make more copper tools right?
3) do we get different bonuses if we choose different groups to become nobles?
Will think about this, the initials plan was for warriors nobles but ill allow turning other groups into nobles do you have suggestions for groups and their bonus?
Mechanics update: relations with other tribes are now known and show as a number between -100(total war), 0(neutral) and 100(eternal friends).
To start the process of getting another tribe to join ours there is a very hard task: seek union and this will be added to the list once the DC below 70.
The DC is 100-(current relations * our culture/their culture).
For the children of the river this results in a DC of 100-(60 * 6 / 16) = 77.5 rounds to 78.
This action can not be boosted and is only the start of the process of joining the tribes more actions are needed afterwards.
yeah i don´t see us doing this, the dc is to high for that and we would have to spend alot of turns only on that and hope we get lucky with our actions.
[X][elders] Stone Kilns 20/100
[X][study] Stone Kilns 20/100
[X][tools] bows
[X][emergency] none
[X][task] Farming (max 5 times per turn, 3 locked in)
[X][task] Farming (max 5 times per turn, 3 locked in)
[X][task] [task] worship Heroes
[X][hunters] Ask the great hunters of the past for help
best option here is the workship i think, it is not useless as it can boost our other actions / task which can be very useful as we will want to finally get some pop. growth again.