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Adhoc vote count started by sunrise on Jun 26, 2019 at 2:24 AM, finished with 776 posts and 2 votes.
 
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sunrise threw 1 100-faced dice. Reason: random event Total: 81
81 81
sunrise threw 1 100-faced dice. Reason: weather Total: 82
82 82
sunrise threw 1 100-faced dice. Reason: tribe stability Total: 46
46 46
sunrise threw 1 100-faced dice. Reason: build workshop Total: 93
93 93
sunrise threw 1 100-faced dice. Reason: hero study writing Total: 34
34 34
sunrise threw 1 100-faced dice. Reason: A House for the gods Total: 63
63 63
sunrise threw 1 100-faced dice. Reason: stone walls[green rock] Total: 86
86 86
sunrise threw 1 100-faced dice. Reason: Produce tools Total: 39
39 39
sunrise threw 1 100-faced dice. Reason: fishing Total: 60
60 60
sunrise threw 1 100-faced dice. Reason: Farming Total: 5
5 5
sunrise threw 1 100-faced dice. Reason: hunting Total: 77
77 77
sunrise threw 1 100-faced dice. Reason: metalworking Total: 66
66 66
sunrise threw 1 100-faced dice. Reason: Raven Total: 20
20 20
sunrise threw 1 100-faced dice. Reason: Bison Total: 89
89 89
sunrise threw 6 100-faced dice. Reason: Bison Hill Total: 277
83 83 13 13 23 23 68 68 78 78 12 12
sunrise threw 6 100-faced dice. Reason: Sons of the Dragon Total: 310
22 22 52 52 72 72 19 19 95 95 50 50
sunrise threw 6 100-faced dice. Reason: Deer Hunters Total: 318
81 81 80 80 22 22 52 52 28 28 55 55
sunrise threw 7 100-faced dice. Reason: Islanders Total: 333
17 17 27 27 53 53 92 92 62 62 1 1 81 81
sunrise threw 5 100-faced dice. Reason: Swamp dwellers Total: 254
4 4 96 96 98 98 23 23 33 33
sunrise threw 1 100-faced dice. Reason: Tend Orchards Total: 23
23 23
sunrise threw 1 100-faced dice. Reason: great river settlements Total: 88
88 88
sunrise threw 1 100-faced dice. Reason: warrior faction action Total: 98
98 98
sunrise threw 2 6-faced dice. Reason: scouting Total: 6
1 1 5 5
sunrise threw 2 100-faced dice. Reason: scouting Total: 76
40 40 36 36
sunrise threw 2 100-faced dice. Reason: manouvering Total: 30
2 2 28 28
sunrise threw 4 100-faced dice. Reason: Swamp dwellers Total: 179
72 72 60 60 43 43 4 4
sunrise threw 4 100-faced dice. Reason: orcs Total: 189
73 73 35 35 22 22 59 59
 
Things are not going well in the swamp with a 4 for event roll for the swamp dwellers and a 17 for the islanders.
The islanders rolled 92 for their gift giving to the swamp dwellers
Our nation has a luck with construction/crafting
 
Yeah, but our farming is real real low. That's not good at all. Think we have enough food saved up though, so it shouldn't be too big an issue.
 
story post 49
weather = 65 (old weather) + 50(return towards average) + 81 roll) /3 = 65

Trade station(Big island(both) bonus: +15 warrior halls at 85/100
Trade station(Deer hunters(ours) bonus: +2 growth
Trade station(Bison hill(ours): +15 longbows at 55/100
build workshops 93: +0,5 base crafting +40 apprentices(20 from quest)
study writing 34+20+10(hero)= 64 at 74/200 -1 current learning, 0,2 base learning(quest)
A House for the gods: 63 : +43 -2 current crafting, -1 current workers at 279/300
Stone walls stonemeet: 83 -1 current workers, -1 cur craft, +10 to the house of the gods.
produce tools 39: +2 current craft, -1 cur work
Raven 20: dies of old age
Bison 89: trails at the lake.
farming 5: -5 growth
event 81: house of the gods complete, funeral for Raven
Created a settlement at the largest island in the lake. 88: -1 cur craft +1 growth per turn
Warriors experiment: 98: 2 current learning 0,1 base learning, improved spears done.
current learning is 2: +10 all study projects

Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
palisades: Old town, Flint, Riverbend
Stone walls: Rivermeet, Stonemeet
Longhouses: all settlements
Towns: Riverbend and Rivermeet
stability roll = 46, Stability: very High

Cohesion:
+04 base
+01 abstract tally
+02 Master artisans
+02 Warrior nobles
-24 settlements(3x8)
-01 outpost
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+01 for having a hero
+00 per admin hero(+2 each)
=
+1

Tribes Status:
Stability: very High.
Growth +11 16/50
6 bronze, +1 per turn
Wealth: 0, +0 per turn
Culture 20 +1 per turn
Cohesion: +1

current/base:
Workers 3/4
Crafters 3/4,5
Learning 2/2,2
transportation(land) 1/1
transportation(river) 1/1,5
Leaders: 1x master crafters, 1x warrior nobles
Fighters: 3x warriors(bronze spears/bows), 1x warrior nobles(bronze spears/bows), 3x hunter militia(bronze spears/bows)

Heroes:
Bison(age 60): +10 to all metalworking tasks rolls take one crafting related action
Dove(age 30): +10 to all farming tasks rolls, studies cuniform.

During one long hot summer as the crops in the fields suffered day after day without rain and a bad harvest forced the emptying the tribes granaries Raven went to sleep one night and did not wake the next. As the house of the gods was almost finished the nobles decided that there her funeral would take place. Our nation uses several different rituals for funerals but the way of Raven's funeral will be widely adopted.
[-5 growth this turn from the drought]

[Raven's funeral] Burn the body
The body does not matter once its use is over and by burning it the soul is released from it.
Burning the bodies of the dead improves the health of the tribe giving +5 growth per turn

[Raven's funeral] Build a memorial around it
The body is placed in a stone tomb with a statue of Raven atop it.
Construction of a memorial at the House of the gods will make it a center of pilgrimage and once a organized priesthood has been formed.

[Raven's funeral] Turn her bones into relics
Divide her bones among the member of our nation so all can share her power
+1 growth per turn, +1 culture per turn

After the funeral the speed of construction increased with a large amount of workers arriving to build a stone wall around Stonemeet and after the wall was completed they stayed and help complete the House of the gods. Stonemeet now serves as the cultural center of our nation. A small number of priest are taking care of the building and telling all visitors the tales of our heroes.
[house of the gods completed, stone walls completed, +20 culture, +1 culture per turn, culture tasks added]

Bison has traveled to the Lake where a new settlement was under construction and with his help not only longhouse but also several small boats to connect the islands in the lake that serve in the same role as the network of trails that surround our other settlements. The settlement is still small but will house a large number of fishers one day.
[-3 cohesion from a new settlement, +1 cohesion from trails, +1 growth per turn from longhouses, +3 max more fishers, +1 more farmers]

The warriors have been working on many separate projects as they are planning to take the riverbank between Rivermeet and the Islanders. At the moment they are working on improving the weapons of our warriors and the first of those ready for use is a new head for the spears longer then the old ones based on the stone tips that are still in use by those that lack bronze and it also covers the begining of the shaft of the spear reducing the risk that attackers break the spear.
The new spears impress the nobles and they agree to set aside resources to keep studying better weapons and their use. Dove's work on increasing the set of symbols allows more then tallies to be recorded on clay tablets. Most of the new symbols are used to describe actions and she is planning on working on a set to describe people next.
[improved spears completed, +2 current learning, +0,3 base learning]

name: current quest, reward for completing quest / penalty for failing quest
Farmers: train more farmers, new farming study project / -
Crafters: new quest next turn /
Warriors: train a group specialized warriors, +30 to a related study project / -
Traders: trade internal, study markets unlocked / -
Elders: send advisors +1 current learning / -
Leaders: train more dedicated leaders +10 on the stability roll / -

Faction actions/special bonuses:
Warrior faction takes one action after the players


Tribes Status:
Stability: average
Growth +6 24/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +4

current/base:
Workers 3/4
Crafters 1/2,5
Learning 1/1
transportation(land) 1/1
transportation(river) 3/3
Leaders:
Fighters: 2x warriors(stone spears/bows), 2x hunter militia(stone spears/bows)
Actions 4:
expand militia
expand militia
No action due rolling 1
Stone walls(big island)

The first time the orcs marching towards the swamp dwellers are spotted they are already less then a hour away from the southern most settlement of the swamp dwellers. Thinking the attakers are a small group the local militia gathers and attacks but the orcs spotted where only the first few of the horde attacking and the militia is forced to abandon the settlement after taking great losses.
Calls for help are send north and a campaign of hit and run attacks is launched against the invading orcs where the large number of boats owned by the defenders allows them to fade back into the swamp after attacks.
It takes several days and the arrival of the warriors of the Islanders before enough fighters have gathered to launch a counter attack against the orcs and during those days loot and burn the fishing camps in the southern swamp.
initially the counter attack goes well with the warriors of both tribes driving back the orcs but as night falls the orcs retreat and as the fighters halt take care of the wounded they orcs manage to get away leaving a second trail of devastation on their way out.
[The swamp dwellers loose a group of militia and 6 growth]

After the fighting the Islanders send a large amount of tools and food to help the swamp dwellers to rebuild but this causes protests from those that think the Islanders need those supplies to expand their own army.

With the completion of the palace of the Bison hill tribe has made a shift away from Bison hill near the border with the Sons of the dragons to the northern half of the area under their control. The deer hunters have completed their palace as well and are planning on attacking the orcs in the hills north of Green Rock looking for a place to mine copper.
The fishing Hero of the swamp dwellers has gotten support from the Islanders and is working on a new way to fish using nets.



Trade stations:
Ours: deer hunters, bison hill, islanders
islanders: our tribe, swamp dwellers.
Bison hill: our tribe

Advisors: Islanders(+10 to all diplomatic and trade rolls)

All other tribe lack: primitive irrigation, improved spears

Bison Hill(+60):
Allies
lacks: abstract tally(30)
Has: dedicated leaders, art,structured debates, Herding, travois, Beasts of burden, bison pulled travois, trade stations, masonry, longbows

Sons of the dragon(+10)
Neutral
lacks: copperworking, trade stations(15), log canoes(15), unknown others
has: masonry, dedicated leaders, kilns, abstract tally, unknown others

Deer hunters(+20):
Neutral
lacks: copperworking(15), decorative pottery(15), trade stations done, longbows(90)
Has: abstract tally and dedicated leaders

Islanders(+58)
Friendly, faces regular raids by orcs.
lacks: dedicated leaders(45), art(80), travois(15)
has: boat building, structured debates, log canoes and trade stations, decorative pottery, structured debates, abstract tally, masonry, plow, warrior halls, workshops

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 fishing nets(10/100)

Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
Lacks: permanent settlements
Has: bands of hunter gatherers.

The tribe can do 4 tasks each turn, negative events happen if stats go below 0.
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture

[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Old town, Flint, Rivermeet, Riverbend, Green Rock, Mid River

[task] Send missonaries
Cost 10 culture
Send a group of missonaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(0/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/3)

[task] Train priests(max 1 per 3 shrines, 3 settlements with missonaries + 1 for house of the Gods)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements

[task] Study tales of past heroes
Study talkes of the actoins of the heroes in the past to find anwsers for todays problems.
Cost: 20 culture
+2 current learning

[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.
Easterm lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, not scouted so enemy numbers unknown
Northern hills: The cold hills north of Green rock
The warriors think there are about 8 groups of orcs and 1 of those are warriors.
Cost: 1 current transportation to supply them

[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
Cost: 1 current transportation to supply them

[task] Craft bronze spears for the militia
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: one groups gets bronze spears
Cost: 1 current crafters, 1 bronze

[task] Train warriors
Trains a new group of warriors armed with bronze tipped spears and bows.
Cost: 1 base workers, 1 current crafters, 1 bronze

[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters

[task] Patrol lands(max one per three settlements)
+1 cohesion this turn
Sets up additional patrols to guard our lands.
Cost: none

[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
Cost: 1 current workers

[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
Cost: 1 current workers, 1 current crafters

[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers

[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers

[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers

[task] Train crafters
Cost: 1 base workers
gives +0.5 base crafters, 1 more max build workshops

[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters

[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters

[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters

[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them

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
+0,2 base crafters, +0,1 base learning
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
+0,2 base learning

[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.
cost 1 current workers

[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn

[task] Create new settlement[location]
valid locations:
the lake(+3 max fishers, +1 max farmers)
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters)
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
cost 1 base transportation, 2 current workers, 2 current crafters

[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters

[task] Construct Longhouses
max once per settlement
Valid targets: none
+1 growth per turn
cost 1 current workers

[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.
cost 1 current workers

[task] Create roads at 250/300
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.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 0,5 current crafters

[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls

[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: 1 current workers, 0/100 for road connection
Big island: 1 base transportation(river) always successful.

[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.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation

[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 growth 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 growth if there is none
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 current transportation

[task] internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth

[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 was: 100 - (96 * (9/17) = 49
only allowed if the DC is 80 or lower.

less then 30: action can not be retried for 2 turns
DC 30: get new actions to join the tribes.
DC 49: the children of the river will ask our master artisans for advice and gain more information about them
DC 60: +5 relations

[task] Give gifts
Valid targets are the following tribes: Bison hunters, swamp dwellers, southern forest tribes ,Deer hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting

[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe

None at the moment

[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None

[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed

[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+2 growth per turn

[task] Tend Orchards max 3 times per turn, 2 locked in)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn

[task] More Farmers (max 3 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks

[task] More plows for farmers 3/6
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn

[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers

[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers

[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers

[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats

[task] More fishing boats(max 1 more)
+1 growth per turn
cost 1 base transportation(river)

[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line

[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)

[task] Build trap line(max 1 per group of hunters)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters

All research projects advance each year at the rate of 5* current learning

[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters

[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn

[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+10)
cost: 1 current learning

- longbows 65/100
+5 to ranged attacks, can only be used by warriors and hunter militia's

- Land reform 20/100
Gives new options for land management

- Cuneiform writing 84/200
Expand the tallies with new icons so stories can be written down
+1 cohesion

- Herding dogs 50/100
herding:
new growth boosting task for herding.

- Scouting dogs 20/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs

- Improved spears Done
With the creation of dedicated smiths and Green Rock expanding into a full settlement there are plans for improving the design of our spearhead.
The bonus of bronze tipped spears becomes +20 existing bronze spears get upgraded to this next standard.

- Bronze short swords 20/100
Improved metalworking has lead to larger daggers to the point they are becoming a new weapon short swords that can serve as a backup and where there is not enough room to use a spear.
Requires a group to be trained into smiths.
Gives a +5 bonus to melee combat that stacks with spears

- Specialized warriors 20/100
Now we have more warriors we can start specializing them.
Unlocks archers, heavy infantry and skirmishers.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)

- Warrior halls 95/100
In these halls the warriors live and train.
Provides a single group of warriors with a +5 bonus to all non combat rolls(like study)

- The orcs 30/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.

- Apprentices 55/100
Create a formal system for learning more complex skills.
gain 0.2 base learning
train crafters gives 0.1 more base crafting
 
Last edited:
Right. Not sure what to do with Raven's funeral (leaning towards the memorial for more long term benefits) but here is my actions:
[X][task] internal trade
[X][task] train warriors
[X][task] study [the orcs]
[X][task] trade [sons of the dragon]
The first two actions are to complete quests (I was considering training more farmers but that would put us on 2 base workers), the study of the orcs is useful to interact with them, and I want to continue making diplomatic contact with the sons of the dragon (@sunrise, the sons of the dragon are allowing our traders now right?)
 
Right. Not sure what to do with Raven's funeral (leaning towards the memorial for more long term benefits) but here is my actions:
[X][task] internal trade
[X][task] train warriors
[X][task] study [the orcs]
[X][task] trade [sons of the dragon]
The first two actions are to complete quests (I was considering training more farmers but that would put us on 2 base workers), the study of the orcs is useful to interact with them, and I want to continue making diplomatic contact with the sons of the dragon (@sunrise, the sons of the dragon are allowing our traders now right?)
I'm not sure it is better long term though. Improving growth should improve base workers, which can be turned into other bases. Or heck can be turned into improved education, which improves base learning, which improves study actions. So the whole thing is pretty complicated.
 
Yeah, I suppose you are right there:

[X][Raven's funeral] Burn the body
[X][task] internal trade
[X][task] train warriors
[X][task] study [the orcs]
[X][task] trade [sons of the dragon]
 
Right. Not sure what to do with Raven's funeral (leaning towards the memorial for more long term benefits) but here is my actions:
[X][task] internal trade
[X][task] train warriors
[X][task] study [the orcs]
[X][task] trade [sons of the dragon]
The first two actions are to complete quests (I was considering training more farmers but that would put us on 2 base workers), the study of the orcs is useful to interact with them, and I want to continue making diplomatic contact with the sons of the dragon (@sunrise, the sons of the dragon are allowing our traders now right?)
They are allowing trade but the distance adds 20 to how high you need to roll for success.
The orcs will always remain hostile(that way the map i need to keep track of keeps manageable) but their lands can be conquered. the study orcs options gives you more information about the orcs like what tribes own what settlements and how strong they are.

Warriors: train a group specialized warriors, +30 to a related study project / -
is the warrior quest and to complete it you need to study:
- Specialized warriors 20/100
Now we have more warriors we can start specializing them.
Unlocks archers, heavy infantry and skirmishers.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
 
OK, changing to:

[X][Raven's funeral] Burn the body
[X][task] internal trade
[X][task] more farmers
[X][task] study [specialized warriors]
[X][task] trade [sons of the dragon]
 
[X][Raven's funeral] Burn the body
[X][task] internal trade
[X][task] more farmers
[X][task] study [specialized warriors]
[X][task] build Boats

Not particularly interested in dealing with the sons of the Dragon. I think it'd be more useful to get some more boats. That way we can use it to connect to the islanders next turn, or to increase fishing boats, which will increase the amount of growth per turn. Either one would be useful for us to do, more so than anything we might be able to get out of trading with the sons of the dragon, at least in my eyes.
 
Actually @sunrise I have two questions:
1) Where exactly are the lake and Hero's Rest settlement locations?
2) Is the create roads task up to date? (I don't think so because we have 8 settlements now)
 
Time for a vote tally, vote is still open.
Adhoc vote count started by sunrise on Jul 9, 2019 at 10:12 AM, finished with 790 posts and 2 votes.

Adhoc vote count started by sunrise on Jul 9, 2019 at 10:14 AM, finished with 790 posts and 2 votes.

  • [X][Raven's funeral] Burn the body
    [X][task] internal trade
    [X][task] more farmers
    [X][task] study [the orcs]
    [X][task] trade [sons of the dragon]
    [X][Raven's funeral] Burn the body
    [X][task] internal trade
    [X][task] more farmers
    [X][task] study [the orcs]
    [X][task] build Boats
 
[X][Raven's funeral] Burn the body
[X][task] internal trade
[X][task] more farmers
[X][task] study [specialized warriors]
[X][task] build Boats
 
Vote closed
Adhoc vote count started by sunrise on Jul 11, 2019 at 12:42 PM, finished with 795 posts and 3 votes.

  • [X][Raven's funeral] Burn the body
    [X][task] internal trade
    [X][task] more farmers
    [X][task] study [the orcs]
    [X][task] trade [sons of the dragon]
    [X][Raven's funeral] Burn the body
    [X][task] internal trade
    [X][task] more farmers
    [X][task] study [the orcs]
    [X][task] build Boats
    [X][Raven's funeral] Burn the body

    [X][task] internal trade

    [X][task] more farmers

    [X][task] study [specialized warriors]

    [X][task] build Boats
Adhoc vote count started by sunrise on Jul 11, 2019 at 12:42 PM, finished with 795 posts and 3 votes.

Adhoc vote count started by sunrise on Jul 11, 2019 at 12:49 PM, finished with 15 posts and 3 votes.
Adhoc vote count started by sunrise on Jul 11, 2019 at 1:43 PM, finished with 15 posts and 3 votes.
 
The tally seems to be picking up old votes instead of the latest so i did the tally by hand:
[X][Raven's funeral] Burn the body
[X][task] internal trade
[X][task] more farmers
[X][task] study [specialized warriors]
[X][task] build Boats
Wins
sunrise threw 1 100-faced dice. Reason: random event Total: 76
76 76
sunrise threw 1 100-faced dice. Reason: weather Total: 85
85 85
sunrise threw 1 100-faced dice. Reason: tribe stability Total: 46
46 46
sunrise threw 1 100-faced dice. Reason: internal trade Total: 84
84 84
sunrise threw 1 100-faced dice. Reason: more farmers Total: 61
61 61
sunrise threw 1 100-faced dice. Reason: study [specialized warriors] Total: 85
85 85
sunrise threw 1 100-faced dice. Reason: build Boats Total: 67
67 67
sunrise threw 1 100-faced dice. Reason: hero study writing Total: 51
51 51
sunrise threw 1 100-faced dice. Reason: warriors: experiment Total: 29
29 29
sunrise threw 1 100-faced dice. Reason: Bison: study bronze swords Total: 98
98 98
sunrise threw 1 100-faced dice. Reason: metalworking Total: 19
19 19
sunrise threw 1 100-faced dice. Reason: Farming Total: 11
11 11
sunrise threw 1 100-faced dice. Reason: hunting Total: 97
97 97
sunrise threw 1 100-faced dice. Reason: Tend Orchards Total: 74
74 74
sunrise threw 1 100-faced dice. Reason: fishing Total: 21
21 21
sunrise threw 8 100-faced dice. Reason: Sons of the Dragon Total: 276
36 36 62 62 51 51 5 5 58 58 22 22 10 10 32 32
sunrise threw 7 100-faced dice. Reason: Bison Hill Total: 409
54 54 39 39 84 84 37 37 94 94 18 18 83 83
sunrise threw 7 100-faced dice. Reason: Deer Hunters Total: 311
33 33 5 5 94 94 87 87 19 19 65 65 8 8
sunrise threw 7 100-faced dice. Reason: Islanders Total: 196
14 14 2 2 9 9 35 35 76 76 50 50 10 10
sunrise threw 7 100-faced dice. Reason: Swamp dwellers Total: 390
42 42 97 97 100 100 55 55 11 11 19 19 66 66
 
man farming has been rough for us lately. and the weather has been pretty hot. Thankfully we've got some irrigation going to most of our farms which should help.
 
story post 50
weather = 65 (old weather) + 50(return towards average) + 85 roll) /3 = 68

Trade station(Big island(both) bonus: +15 warrior halls at done
Trade station(Deer hunters(ours)+15 longbows at 80/100
Trade station(Bison hill(ours): +15 longbows at 95/100
internal trade 84: +2 growth +1 wealth +20 to markets
more farmers 61: +1 growth per turn, study grow flax
study specialized warriors 85: done -1 current learning
build boats 67: -1 current crafting +0,5 transportation(river)
study writing 51+20+10(hero)= 64 at 155/200 -1 current learning
warriors experimentation 29: +1 current learning
Bison 89: study bronze short swords 98: done, +1 bronze short swords
farming 11: -1 growth
hunting 97: +5 longbows at 100/100 +10 growth
Drought -10 growth
event 76: bronze trade offer

current learning is 0: +0 all study projects
end of turn current regen: +1 workers, +1 crafting, +1 learning, +1 transportation(river)

Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
palisades: Old town, Flint, Riverbend
Stone walls: Rivermeet, Stonemeet
Longhouses: all settlements
Towns: Riverbend and Rivermeet
stability roll = 46, Stability: very High

Cohesion:
+04 base
+01 abstract tally
+02 Master artisans
+02 Warrior nobles
-24 settlements(3x8)
-01 outpost
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+01 for having a hero
+00 per admin hero(+2 each)
=
+1

Tribes Status:
Stability: very High.
Growth +12 29/50
6 bronze, +1 per turn
Wealth: 1, +0 per turn
Culture 21 +1 per turn
Cohesion: +1

current/base:
Workers 4/4
Crafters 3/4,5
Learning 0/2,2
transportation(land) 1/1
transportation(river) 2/2
Leaders: 1x master crafters, 1x warrior nobles
Fighters: 1x warrior nobles(bronze spears/bronze short swords/bows), 3x warriors(bronze spears/bows), 3x hunter militia(bronze spears/bows)

Heroes:
Bison(age 70): +10 to all metalworking tasks rolls take one crafting related action
Dove(age 40): +10 to all farming tasks rolls, studies cuniform.

As the writing system Dove is working on is nearing completion Bison made a major breakthrough in the art of Bronze working with the development of the short sword. Tests with the new weapon show that a spear is a far better weapon in a fight unless there is not enough room to use on. They are small and light enough to be carried as backup weapons and Bison has made enough to equip our nobles.
[study writing +64 at 155/200, short swords can now be made]

The short swords where not the only new weapon available for our fighters as traders return home from the Deer hunters with the design of a improved bow and this lead to the warriors talking about needing to focus on some of them as it was starting to take to long to train to learn them all. First there are the archers who spend hours firing their bows in practice each day. Next are the heavy infantry carrying heavy shields and thicker armor. Finally there are the skirmishers that focus on being able to move fast and hit and run warfare.
[longbows can be made, warriors can now specialize]

As our crafter discover new ways to use bronze the demand goes up and our traders are asking permission to sell more to the other nations.
[trade] Allow the sales
Bronze is sold to the Islanders, Swamp Dwellers, Deer hunters and Bison hunters.
-1 bronze per turn +1 wealth per turn, the other tribe can start making bronze items.
+2 relations with all involved.

[trade] Keep it for ourselfs
We need the bronze for our own fighters.
+1 bronze short sword.


name: current quest, reward for completing quest / penalty for failing quest
Farmers: no quest, / -
Crafters: increase bronze production +20 on the next crafting roll related to bronze /
Warriors: train a group specialized warriors, +30 to a related study project / -
Traders: build market , +5 wealth / -
Elders: send advisors +1 current learning / -
Leaders: train more dedicated leaders +5 culture / -

Faction actions/special bonuses:
Warrior faction takes one action after the players


Tribes Status:
Stability: below average
Growth +4 20/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +4
Major Buildings: Stone walls(Big Island) , warrior halls x2
current/base:
Workers 4/4
Crafters 2/2,5
Learning 1/1
transportation(land) 1/1
transportation(river) 3/3
Leaders:
Fighters: 2x warriors(stone spears/bows), 2x hunter militia(stone spears/bows), 2x militia(stone spears/bows)
Actions 4:
expand militia
maintain camp
more fishers
Stone walls(Small Island)

The Islanders have constructed walls around their main settlement and are planning on adding them to all settlements and started to expand their militia. There is a debate about their next goal between the traders and warriors the warriors seek to expand the army by adding the swamp dweller settlements to the tribe and the traders want to to focus on expanding the existing settlements and focusing on trade. As both sides of the debate have the same amount of support the option supported by our advisors will be adopted.

[advice] Seek union with the swamp dwellers

[advice] Expand the existing settlements

The deer hunter nobility is growing in size and has starting to arm themselves with longbows.
There is a new chief of the swamp dwellers who is uniting their camps by creating a network of trials between them.


Trade stations:
Ours: deer hunters, bison hill, islanders
islanders: our tribe, swamp dwellers.
Bison hill: our tribe

Advisors: Islanders(+10 to all diplomatic and trade rolls)

All other tribe lack: primitive irrigation, improved spears

Bison Hill(+60):
Allies
lacks: abstract tally(30)
Has: dedicated leaders, art,structured debates, Herding, travois, Beasts of burden, bison pulled travois, trade stations, masonry, longbows

Sons of the dragon(+10)
Neutral
lacks: copperworking, trade stations(15), log canoes(15), unknown others
has: masonry, dedicated leaders, kilns, abstract tally, unknown others

Deer hunters(+20):
Neutral
lacks: copperworking(15), decorative pottery(15), trade stations done, longbows(90)
Has: abstract tally and dedicated leaders

Islanders(+58)
Friendly, faces regular raids by orcs.
lacks: dedicated leaders(50), art(85), travois(20)
has: boat building, structured debates, log canoes and trade stations, decorative pottery, structured debates, abstract tally, masonry, plow, warrior halls, workshops

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, fishing nets(51/100)

Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
Lacks: permanent settlements
Has: bands of hunter gatherers.

The tribe can do 4 tasks each turn, negative events happen if stats go below 0.
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture

[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Old town, Flint, Rivermeet, Riverbend, Green Rock, Mid River

[task] Send missionaries
Cost 10 culture
Send a group of missionaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(0/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/3)

[task] Train priests(max 1 per 3 shrines, 3 settlements with missionaries + 1 for house of the Gods)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements

[task] Study tales of past heroes
Study tales of the actions of the heroes in the past to find answers for today's problems.
Cost: 20 culture
+2 current learning

[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.
Eastern lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, not scouted so enemy numbers unknown
Northern hills: The cold hills north of Green rock
The warriors think there are about 8 groups of orcs and 1 of those are warriors.
Cost: 1 current transportation to supply them

[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
Cost: 1 current transportation to supply them

[task] Craft bronze spears
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: one groups gets bronze spears
Cost: 1 current crafters, 1 bronze

[task] Craft bronze short swords
DC 40: one group gets bronze spears
Cost: 1 current crafters, 1 bronze

[task] Craft longbows
DC 20: one group gets longbows
DC 50: two groups gets longbows
DC 70: one groups gets longbows
Cost: 1 current crafters

[task] Train warriors - specialization
Trains a new group of warriors armed with bronze tipped spears and bows.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
Cost: 1 base workers, 1 current crafters, 1 bronze

[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters

[task] Patrol lands(max one per three settlements)
+1 cohesion this turn
Sets up additional patrols to guard our lands.
Cost: none

[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
Cost: 1 current workers

[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
Cost: 1 current workers, 1 current crafters

[task] Hire mercenaries
Hire a group of mercenaries to fight for us
cost 8 wealth per group and you can hire as many as you can afford with a single action.
they fight as well as militia and are armed with stone tipped spears and bows

[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers

[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers

[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers

[task] Train crafters
Cost: 1 base workers
gives +0.5 base crafters, 1 more max build workshops

[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters

[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters

[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters

[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them

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
+0,2 base crafters, +0,1 base learning
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
+0,2 base learning

[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.
cost 1 current workers

[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn

[task] Create new settlement[location]
valid locations:
the lake(+3 max fishers, +1 max farmers)
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters)
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
cost 1 base transportation, 2 current workers, 2 current crafters

[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters

[task] Construct Longhouses
max once per settlement
Valid targets: none
+1 growth per turn
cost 1 current workers

[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.
cost 1 current workers

[task] Create roads at 250/300
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.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 0,5 current crafters

[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls

[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: 1 current workers, 0/100 for road connection
Big island: 1 base transportation(river) always successful.

[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.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation

[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 growth 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 growth if there is none
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 current transportation

[task] internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth

[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 was: 100 - (96 * (9/17) = 49
only allowed if the DC is 80 or lower.

less then 30: action can not be retried for 2 turns
DC 30: get new actions to join the tribes.
DC 49: the children of the river will ask our master artisans for advice and gain more information about them
DC 60: +5 relations

[task] Give gifts
Valid targets are the following tribes: Bison hunters, swamp dwellers, southern forest tribes ,Deer hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting

[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe

[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 279/300
gain roll-20 progress each time this action is taken.
Cost: 2 current crafting, 1 current workers

[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None

[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed

[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+1 growth per turn

[task] Tend Orchards (max 1 more)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn

[task] More Farmers (max 2 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks

[task] More plows for farmers 3/7
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn

[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers

[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers

[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers

[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats

[task] More fishing boats(max 1 more)
+1 growth per turn
cost 1 base transportation(river)

[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line

[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)

[task] Build trap line(max 1 per group of hunters)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters

All research projects advance each year at the rate of 5* current learning

[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters

[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn

[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+10)
cost: 1 current learning

- longbows done
+5 to ranged attacks, can only be used by warriors and hunter militia's

- Markets 0/100
By organizing markets at fixed places and times trade can be promoted.
Allows the creation of markets at our towns giving +1 wealth per turn

- Land reform 20/100
Gives new options for land management

- Cuneiform writing 155/200
Expand the tallies with new icons so stories can be written down
+1 cohesion

- Herding dogs 50/100
herding:
new growth boosting task for herding.

- Flax farming 0/100
Clothing is made from leather and woven plants but until now the plants being used are collected from the wild.
By producing them on our farms more clothing can be made.
Unlocks grow flax, costing 1 base workers and sharing max use with farming giving +1 wealth per turn.

- Scouting dogs 20/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs

- Bronze short swords done
Improved metalworking has lead to larger daggers to the point they are becoming a new weapon short swords that can serve as a backup and where there is not enough room to use a spear.
Requires a group to be trained into smiths.
Gives a +5 bonus to melee combat that stacks with spears

- Specialized warriors done
Now we have more warriors we can start specializing them.
Unlocks archers, heavy infantry and skirmishers.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)

- Warrior halls done
In these halls the warriors live and train.
Provides a single group of warriors with a +5 bonus to all non combat rolls(like study)

- The orcs 30/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.

- Apprentices 55/100
Create a formal system for learning more complex skills.
gain 0.2 base learning
train crafters gives 0.1 more base crafting
 
For now there is only a single way to spend wealth, the hiring of mercaneries but as you build up more new options are unlocked.
 
[X] [task] Build shrine (Old Town)
[X] [task] Choose Dedicated leaders (Priests)
[X] [task] Send advisors (Bison Hill)
[X] [task] Train warriors - specialization (Heavy Infantry)
[X] [advice] Expand the existing settlements
[X] [trade] Allow the sales
Alright looking to bump up our culture enough to get train priests which will improve our culture per turn. Culture has some useful stuff in it, so I rather want to increase our accumulation of it.
Training warriors with the Heavy Infantry specialization to give us a nice solid front line. Will likely suggest going for Archers next, and then some Skirmishers. To give us a nice varied set of warriors capable of handling most threats. Heavy infantry in front and center, Archers providing covering fire/leader assassination, and Skirmishers taking on the flanks/scouts. Or possibly enemy archers or the like. That said, can we... just retrain one of our current warriors with the Heavy Infantry specialization instead of training a group of workers for it? That'd be significantly better for us I think.
Sending Advisers to Bison Hill because that +20 relationship seems pretty nice. Especially since we are already at 60. Might be able to look at merging with them before too long. Especially if we send missionaries sometime soon.
Allowing the sales to get that Wealth generation coming in. Though we'll have to get bronze production increased next turn. We've still got a pretty decent stockpile though, so not worried about it this turn. Besides improved relations are always nice, and it makes us look better and fancier to everyone else around us. Which with how people are already looking at us well enough that they'd happily take advisers seems like a pretty good thing.

Expand settlements because it'll give them a better base to work with, and gives that new chief time to get stuff done.

Sidenote - is there any way to increase the amount of actions we can do per turn? Like hitting population milestones or the like?
 
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