I like the bronze. That's very nice. We've also got what might be enough to actually finish off this part of the domestication of wolves. Which is super duper nice. Doggos for everyone! Not so happy about the weather, but orchards and hunting being so high should hopefully help a lot with that.
Little annoying that we seem to be 10 off from completing the palace though. that's Super close.
Also... that group met roll is... interesting. Hopefully this is a friendly group. And we'll have a fancy new trade partner.
- Sledgemaking (7): Unlocks the construction of sledges, which are a critical transport in the early eras.
- The wheel (10): Unlocks the construction of carts which allow you to transport a large amount of resources.
- Stilting (7): Allows you to build bridges.
These are very useful for more efficient and larger transportation of resources, and bridges allow you to bypass geographic obstacles.
Anyways, hope the link proves useful for future planning or tech ideas. Look forward to more.
Trade: : trade [Sons of the dragon] Total: 11: failed
copper currency 54: no bad effects.
Builders: palace, additional art 78: +83 262/350
build palace 45 = 345/350
Scout the river: good relations and lot info about them.
Hero:
Mine copper 25+10: 1 copper
Warriors patrol: no attacks.
Buildings:
workshops: x2
palisades: Old town, Flint
Stone walls: Rivermeet
Longhouses: all 4 settlements
food eaten= 17(nr of tasks) x3 = 51 +2 = 53
food produced: 12+24+24+7+7+13 = 90 x 1= 90+ 6(trade) = 96
Growth: 0 to granaries, 43 growth
More then 2/3 of needed food(35): no Stability loss from food shortage
stability roll = 44 * (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
Tribes Status:
Stability: High.
Food: surplus(+43)
Growth 27/68
Granaries: 30/30 food
Tools: 8 copper tools, 2 bronze spear, 3 copper spears, 5 spears, 6 wicker shields, 7 bows, 5 knives and 2 axes.
Consumables: 5.8 art, 4 bronze and 2 copper.
Upkeep: 1 art(nobles)
Production: 0.4 art per turn
Transportation: 3 canoes not in use.
The master crafter announced plans to start exploring the great river and asked the crafters to look into building boats that could carry enough supplies for longer expeditions. The first expedition was launced using bark canoes and traveled towards the Big island tribe along the great river. The big island tribe has a total of three settlements spread out across the swamp on the largest islands in it and the explorers started to call them the islanders.
There where four more settlements around the swamp on smaller pieces of dry ground all lived of a combination of fishing and gathering and try regularly fight with orcish tribes living to the east and south of their camps. This has lead to the rise of a large warrior caste that rules the tribe and leaves little food to spare for other activities.
Despite the islanders referring to them as the swamp dwellers there is no shared government between the tribes besides the fact that all send fighters to help each other in the case of attacks by the orcs.
Trade wise in the swamp some edible plants not know to the tribe are grown and those add a welcome variation to our diet and the locals produce a red and yellow dye that is less dull then the one our crafter currently use.
Culturally they praise cooperation as the poor lands require it to survive and a small but constant flow of fighters, tools and canoes from the islanders helps them maintain their warriors.
[Gift giving to the swamp dwellers has a DC 30 lower then normal]
As the palace nears completion Robin and Raven spend their time herding bison and experimenting with them to find other uses for the bison. The best of these experiments was when they used the bison to pull plows but the wooden plows did not last long leading them to conclude that bronze plows are needed before bison can be used on farms.
Another major development was that the tribe had grown enough that it could undertake more work at the same time and the orchard workers added channels to some of the orchards to provide water during hot summers.
Copper currency is making trade a lot easier as all values copper tools and weapons and a larger stack of copper coins can be melted into a tool or weapon while the smaller coins are cheap enough that you can trade one for a single hide or meal. This solves the old problem that you had a large stack of hides and wanted a new copper spear but the crafter was not interested in the hides. now you can sell the hides to a lot of different people and trade the coins you gets from them for a spear. The small size of the coins also allows you to store enough to buy a few meals if times are tough without having to haul around or store heavy items to trade later.
[Lower trade DC's and boosts increased to +25]
name: current quest, reward for completing quest / penalty for failing quest
Farmers: produce 1 plows in the next 2 turns, +50 to bronze plows/ -
Crafters: build a settlement at Green Rock, unlocks dedicated smiths / -
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 / -
Explorers: Build a wooden boat or a harbor in 3 turns Free explore[river] task / -1 stability
The bison hill tribe has started to create trading stations but the attempt to create one at Flint failed due a lack of interest in trade at there. Their trading station at the sons of the dragon is doing well and they told us about that settlement being the largest one in the know world.
Traders from the Big island tribe brought dried fish and spend time looking at the workshops of our artisans.
A group of traders from children of the river have arrived at Rivermeet seeking help against the orcs as they have taken their outpost on the great river. Their hunters are fighting back but are outnumbered by the orcs and there are multiple ways we can help. The attackers that captured the outpost are mostly hunters lead by a group of warriors and the children of the river worry that they might attack Riverbend next. They are promising to reward all that help them with pottery and art and a single group of hunters from the Bison hill tribe is helping them.
[The orcs have 1x warriors and 4x hunters vs 3x hunters and 11 groups with combat training]
[All options that are in 50% or more of the votes gets done you are allowed to vote for as many as you want]
[help] Send our warriors to help
No patrol roll this turn, +5 relations with the children of the river.
[help] Send our hunters to help
-10 on the roll of the hunters, +10 relations
[help] Send weapons to arm defenders
Sends 1 copper spear, 4 stone tipped spears and 2 bows, +5 relations
The children will fight with a militia armed with these weapons instead of wooden clubs.
Once the decision was made what was send to to help a plan of action was made
[Plan] Defend at Riverbend
Here the entire tribe can gather but this allows the orcs to loot all of the land south of Riverbend.
[Plan] Retake the outpost
Fighting at the outpost prevents the destruction of the lands near Riverbend but logistical issues will reduce the force send to the warriors, hunters and four other groups.
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.
Bison hill: Sons of the dragon
All other tribe lack: primitive irrigation and plows
children of the river(+76):
Allies
lacks: dedicated leaders(71),travois, abstract tally(40), structured debates(61)
Has: copperworking, workshops, log canoes, decorative pottery, kilns, trade stations, ash glaze, boat building, plows
Swamp dwellers(+40)
Fights orcs supported by the islanders(big island tribe).
Lacks: most modern tech imports the small amount of advanced tools they use.
Has: Warriors and control over a lot of swamp
With less groups that can do tasks then actions choose one that will get a +25 bonus:
[Boost1] Write in 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 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 2 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, 2 copper at DC 60, 1 copper and 1 bronze at DC 75
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
- Bark canoes
Can be used to transport goods across the great river.
DC 25: one DC: 50 two DC: 75 three
- Plows
+1 food from farming, usable once
DC 25: one DC: 50 two DC: 75 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
[task] build Workshops
Dedicated places for our artisans or potters 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:
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 15: trade successful. 2 food/1 tools
DC 50 gain 3 food/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 food/3 tools.
DC 90: +3 relation boost
[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 350 and is at 345/350 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)
Each pottery you have can store one food
!0% of all pottery is lost each turn so if you own 0-9 none is lost and 1-19 one is lost.
[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 120/180
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
DC 30: 4 food DC 40: 6 food DC 65: 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
- Bronze plow 0/100
Allows the crafting of bronze plows that give +1 food from farming
- bison pulled travois 94/100
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.
- Harbor 51/100
A dedicated harbor will allow the construction of larger boats.
- Wooden boats 0/100
By building the hull of our boats from wood instead of bark larger boats can be made.
+1 food when trading with a tribe reachable by the river
- Attics 85/100
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
- Herding dogs
herding:
DC 30: 4 food DC 40: 6 food DC 65: 7 food
Becomes:
DC 30: 4 food DC 40: 6 food DC 60: 7 food DC 75: 8 food
[X][elders] Atticks
This is all it needs to finish, so might as well finish it.
[X][study] Harbor
We are about half-way there, so we've got about a 50/50 chance of finishing it this turn, and having bigger boats is surely going to be extremely helpful.
[X][artisans] plows
Making plows gives us more food = more growth, but also completes the farmers faction quest, giving +50 to bronze plows, which should be extremely nice.
[X][artisans2] bronze tools
We have plenty of bronze, and bronze spears for 2 groups of warriors, enough for the ones we already have the ones I'm looking to train this turn, allowing us to focus on improving our tools, and making just about everything else we do better.
[X][emergency] none
Nothing that needs done right away, and is worth lowering stability.
[X][trade] Connect Tribes [Bison Hill]
Easy connection to get, getting us extra food/tech from them. Getting us closer together and helping us to slowly assimilate them over time. Also, we are already very nearly there, might as well finish.
[X][construction] Palace [Central Granary]
Elders want 50 food stored in the granary, but we only have 30 space so far, so this gives us more granary space, while also improving the palace, and it feels kinda crappy to be using a slot for just 5 points that we need, so I'm wanting to push it further by another 55. With our tools we should still have a good chance of finishing this, this turn.
[X][Robin metalworking] mine copper
Gets a bonus to the roll, and a high mine copper roll gets us additional bronze, which is always nice.
[X][Robin farming] Farming
more food is always to the good, improving growth is imporant.
[X][Raven farming] build primitive irrigation
increased irrigation will allow us to get more food faster, and we've been getting lots of high rolls in farming lately getting us irrigation, but it seems unlikely that'll continue, so might as well try and get it done actively.
[X][task] Train warriors
I'm looking to send our warriors to help the children of the river, so having multiple warriors will make us much more likely to succeed, especially since they'll have bronze spears.
[X][task] Create new settlement[Green Rock]
[X][Boost1][Create new settlement[Green Rock]
I really want those dedicated Smiths. We also appear to have enough cohesion to handle it. Boosted because it'll save actions if we can get it built with longhouses, but that requires us to hit a 70 DC.
[X][help] Send our warriors to help
No patrol roll this turn, +5 relations with the children of the river.
Worth it overall in my opinion, especially since I'm looking to train more warriors to be sending along with them. Both armed with Bronze Spears should make the battle much easier on us. Which we'll need to retake the outpost.
[X][help] Send our hunters to help
-10 on the roll of the hunters, +10 relations
Same as with the warriors. We have the resources to do it, we can handle any issues with food due to our granaries.
[X][help] Send weapons to arm defenders
Sends 1 copper spear, 4 stone tipped spears and 2 bows, +5 relations
The children will fight with a militia armed with these weapons instead of wooden clubs.
We can afford to help them here, and most of this is pretty low tier stuff for us, that we have plenty of. Also, if we do all of them, we get +20 to relations with the Children of the River, which will make assimilating them oh so much easier.
Once the decision was made what was send to to help a plan of action was made
[X][Plan] Retake the outpost
Fighting at the outpost prevents the destruction of the lands near Riverbend but logistical issues will reduce the force send to the warriors, hunters and four other groups.
We don't want the orcs getting all that loot, we want them to think trying to attack us is death. So lets push them out, we'll have a smaller force, but we'll have more warriors/hunters than they will, and ours should be better equipped as well. Bronze Weapons are a hell of an advantage.
I'm hoping with all this help to the Children of The River. We can get our relationship up, right around 100. Think this'll bring it to 99. Which is pretty well close enough. That'll bring us to 63-64 dependent on rounding for the DC needed to Seek Union instead of the 73 we are currently at. If we make pottery next turn, for the food and potential art we get out of that. As well as giving them gifts of food and art we can increase relations to 100 hopefully as well as increasing our cultural share with them, bringing the DC to seek union down from 63 to 58 if we get +1 culture with them, or 53 if we get +2. Which should make seek union way easier. That with a boost the turn after should make it viable. Think we might still need House of the Gods to finish it, so we could work on that as well, but all around should be doable pretty soon. And I rather want to get it done relatively soon. It should significantly strengthen our peoples, and make us a rather dominant force in the area.
Also, separate thing QM, but we already have the settlement in the Limestone Hills. So that action could be updated to avoid confusion.
Forgot to add the new study task it unlocked:
Study Herding dogs
herding:
DC 30: 4 food DC 40: 6 food DC 65: 7 food
Becomes:
DC 30: 4 food DC 40: 6 food DC 60: 7 food DC 75: 8 food
Oh gosh. i thought at first that was us herding gods, and eating them, and I was really confused/bothered. But having them as dogs that help herd makes so much more sense. Ok. That's pretty helpful. More doggo related things are always good.
I'm really saddened by how few people take part in this quest. I definitely prefer these mechanics to the ones oshha/rockeye use. Still though, thanks for keeping it going sunrise!
[X][elders] Atticks
[X][study] Harbor
[X][artisans] plows
[X][artisans2] bronze tools
[X][emergency] none
[X][trade] Connect Tribes [Bison Hill]
[X][construction] Palace [Central Granary]
[X][Robin metalworking] mine copper
[X][Robin farming] Farming
[X][Raven farming] build primitive irrigation
[X][task] Train warriors
[X][task] Create new settlement[Green Rock]
[X][Boost1][Create new settlement[Green Rock]
[X][help] Send our warriors to help
[X][help] Send our hunters to help
[X][help] Send weapons to arm defenders
[X][Plan] Retake the outpost
I do think this should be the last adittion to the palace. If we want to assimilate civ's we need the house of the gods so we should focus on that next.
I do think this should be the last adittion to the palace. If we want to assimilate civ's we need the house of the gods so we should focus on that next.
We already have the option to merge with other tribes, though building the house of the gods would make that easier by reducing the difficulty of gift giving actions. Also I support the current plan but I was rather busy the past few days.
[X][elders] Atticks
[X][study] Harbor
[X][artisans] plows
[X][artisans2] bronze tools
[X][emergency] none
[X][trade] Connect Tribes [Bison Hill]
[X][construction] Palace [Central Granary]
[X][Robin metalworking] mine copper
[X][Robin farming] Farming
[X][Raven farming] build primitive irrigation
[X][task] Train warriors
[X][task] Create new settlement[Green Rock]
[X][Boost1][Create new settlement[Green Rock]
[X][help] Send our warriors to help
[X][help] Send our hunters to help
[X][help] Send weapons to arm defenders
[X][Plan] Retake the outpost
I do think this should be the last adittion to the palace. If we want to assimilate civ's we need the house of the gods so we should focus on that next.
Well, as far as I'm aware, this is the last addition possible to the palace. So that's a non-issue. That said, I definitely want that House of the Gods. Probably in Stonemeet, for its stone construction bonus. Also, to spread out our biggest building projects.
On the other hand, Robin apparently does not into farming this turn and the research group is stuck. Hmm... Perhaps Robin just doesn't know how to deal with the heat this turn, seeing as the weather roll was very high which means hot.
Fortunately we've got most of the primitive irrigation done.