a2429d No.30627 [View All]
—Setting—
Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!
—Misc—
[Spark]
Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!
[The Forest]
The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!
——
There are 6 Major Nation slots and 8 micro nation slots, Major nations get 3 dice and minor nations 2.
—–
Nation Name: [Every bodies got a name]
Type: Major/Micro
Race: [What are these little things][No races with built in flight or waterbreathing]
Location:[Cellar][Yard][Farmhouse][Attic]
Background: [What do your nation do]
Rules [W.I.P]: http://pastebin.com/XAqCcTnG
—-
Maps are half done but we will start
521 postsand181 image repliesomitted. Click reply to view. ____________________________
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a2429d No.33716
>>33715
+3 stone to turn action three into a meh
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a2429d No.33717
>>33715
Salamandastron]
Pop: 65 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 85 +12turn
Resources:
[Sparks: 22]+1 turn
[Metal: 10]+2 turn
[Stone: 25] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
Corrected
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a2429d No.33718
| Rolled 1, 10, 10, 3, 7 = 31 (5d10) |
>>33696
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 41 +2/turn
Resources:
[Wood: 5]
[Foliage: 11] +1/turn
[Sparks: 13] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+8.6][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
Magic:
Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Snek Armor:1/2
Barracks: 5/6
???????1/6
Harpoon Thrower idea 3/4
Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+8.6][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower]
E Tu, Bat?
Then Fall, flyer
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a2429d No.33721
>>33716
Right stone doesn't raise troops food does. So 3 food instead.
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a2429d No.33729
| Rolled 92, 81, 71 = 244 (3d100) |
>>33694
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 20 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 37 +4/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f per turn]
Magic:
Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Evolution pit 1/6
2. We require worker ants to scout for food. Small ants scout and find food, large ants secure the food, small ants harvest the food.
3. Continue to develop adaptation.
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a2429d No.33742
| Rolled 1, 3 = 4 (2d10) |
>>33718
Mouse Defender [+5]
Mouse Defender [+5]
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a2429d No.33743
>>33696
>>33718
>>33742
[Matoran plus Mouse Defenders Versus Blackfang]
[39]x [1.1]=[42.9] +[14] Vs [40]x[1.4] = [56]
[56.9] Vs [56]
Matoran Victory!
With the use of the great Metal Bowl the Matoran are able to fend off Blackfang without any causalities! Truly a miracle! The mouse capital however has been decimated and the few survivors return with the Bionics.
+10 Mouse Population
+Mouse Defender [+3]
+Mouse Defender [+3]
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a2429d No.33744
| Rolled 30, 86, 35 = 151 (3d100) |
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 14 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
10 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 43 +2/turn
Resources:
[Wood: 5]
[Foliage: 12] +1/turn
[Sparks: 14] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+8.6][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Magic:
Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Snek Armor:1/2
1. Truly it is a tragedy that the mouse capital has fallen, but they shall find a welcome home here, with their compatriots. The Vile Blackfang shall rue the day he sought to descend from his roost on high.
With our mouse friends, we shall work on transforming the mighty metal bowl into a mobile harpoon throwing platform, thus protecting our men while also striking at the wicked beast from the sky.
2. The Snek armor is halfway done, finish it.
3. With our new friends comes new mouths to feed, but we lack space in our two towns. Expand Metru Nui into a larger town!
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a2429d No.33745
[U.S.M]
1-2. The Rangers set off to rescue the damsel….. er bug in distress and deal with the banditos!
3. The Railroad workers are distracted cheering for the marching Rangers!
[Matoran Ecumene]
1. Work begins but the Matoran find their tech lacking of making anything truly substantial 1/16
2. The new improved Snek armor is done! [Revise Snek [+9.0]]
3.Work begins on improving the town 1/15 -12 foliage -3 wood
[Sprite Sovereignty]
1. The search for greater nature magic continues 8/10
2. Creation of a Holy Complex is started 1/10 -7 wood -3 foliage
3. The new spark pool is coming along well 4/6
[Fall’s Last Gasp]
1. The Frost token is taken from Froppo’s body as they set fire to the corpse, they take the token to the center of the stump and warp it in leaves.
2. The Stump is finally finished with it’s improvements, in the last few days of work the fey worked as if possessed the last touches of the Stump throwing menacing shadows over the landscape! It seems Scarecrows growing powers have influenced the very land and mentality of the fae! +[Upgrade Stump to lvl 2 Add tags [Terrifying][Connected]
3. No progress is made on the warmth magic
[Muckton]
1. Damplout eats all the spark and then vomits it all up again accomplishing nothing
2. Stinkwart continues his quest to rot things the very best 1/12
3. The farm in Marshton is almost done 5/6
[Salam]
1. A new Carrot Brigade [+2.6] is recruited
2. A new Carrot Brigade [+2.6] is recruited
3. Nothing
[Queendom]
1. The Evolution Pit is almost done 5/6
2. The ants come back with some corpses of weird spiders that seem to have been afflicted with some wasting disease! +4 Phase Spider Corpses
3. The next level of adaption is coming together 3/6
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a2429d No.33746
| Rolled 82, 22, 45 = 149 (3d100) |
>>33745
[Beetlebride Nest]
1. Construct [Breeding Chamber] 1/2
2. Construct [Settlement]
3. Construct [Settlement]
Settlements: The Swarm-home
Fortifications: The Cathedral: 6
Population: 34
Tech: [Carapace V][Claws III][Flight III]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
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a2429d No.33747
| Rolled 30 (1d100) |
>>33746
Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]
[Mood: -5]
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a2429d No.33748
| Rolled 95, 72 = 167 (2d100) |
>>33747
[Beetlezilla: Movement]
+5
[????: Movement]
+15
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a2429d No.33749
| Rolled 11, 64, 83 = 158 (3d100) |
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 15 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
11 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 45 +2/turn
Resources:
[Wood: 2]
[Foliage: 1] +1/turn
[Sparks: 15] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 1/15
Bowl Tank 1/16
1. Continue the work on the town, the sooner it is finished the better!
2. When has a Matoran or mouse invented something that hasn't existed previously? Never, say the Elders! If we lack the technology, we shall develop it as we develop the weapons platform!
3. Our limited space to farm necessitates that our farms be more efficient, therefore our best minds and farmers shall work now on revolutionizing our agricultural practices and technology
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a2429d No.33750
| Rolled 19, 44, 55 = 118 (3d100) |
>>33745
[Fall’s Last Gasp]
Pop: 34 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 76 +5/turn
Resources:
[Wood: 0]
[Foliage: 0]
[Sparks: 4]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [The Spark Harvester]
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: Autumnkith Spearmen [+2][-1f/s], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]
Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Finish our Warmth Magic! [Warmth II 5/6][+5 Noble Souls]
2. Our Stump is now upgraded. To that end, we'll start building another Spark Harvester… [Wood I][Architecture I] +10 Yard
3. We won't just build another Spark Harvester! We'll also build a Wood Growery so that we have a reliable source of building material. [Wood I][Architecture I] +10 Yard
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a2429d No.33751
| Rolled 11, 42, 90 = 143 (3d100) |
Salamandastron]
Pop: 69 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 94 +12turn
Resources:
[Sparks: 23]+1 turn
[Metal: 12]+2 turn
[Stone: 29] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
1. Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
2. Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
3. March the army West its time to solve a pending problem. Bring the Spear as well it will be quite useful.
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a2429d No.33752
>>33751
Shit forgot to - 2 for new units
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a2429d No.33754
| Rolled 20, 81, 33, 3, 51, 27 = 215 (6d100) |
[Rat Tribes]
Pop: 31 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 51 +3/turn (-2)
Resources:
[Wood: 3]
[Foliage: 0]
[Metal: 7] +1/turn
[Sparks: 5] +2/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows I][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 Chief Savagehook furiously commands the completion of the elevator. a few rat deaths will not slow him down. 11/12
#2 the rats require better scimitars
+5 to weapon tech research
#3 the rats improve their bows 4/6
+5 to weapon tech research
#4 the rats improve their harpoons again
+5 to weapon tech research
#5-6 the tribes are furious! they are shocked and angry the mice allowed themselves to be decimated by a giant bat. no one was to do that to the mice but them! angry that their great rival fell and fled their land so easily, they make the best of the situation. if the mice were going to abandon their ancestral home ground, then by all means it is time for the rats to use that which has been thrown away once more. rats scurry into the abandoned mouse capital with metal to make a new settlement, and gnaw on the hollow gains of living under the mice's precious hole in the ceiling.
+hammers I
+5 metal
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a2429d No.33792
| Rolled 43, 27, 36 = 106 (3d100) |
>>33745
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 59+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 91+6/turn
Resources:
[Wood: 54] +6/turn
[Foliage: 23] +3/turn
[Sparks: 28] +7/turn
[Stone: 7] +1/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Quarry>Marshton
Spark Pool>Marshton
Farm >Marshton 5/6
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Magic: [Rot IV] 2/12
[Swamp III]
[Magic II] 6/8
[Luck I]
Technology: [Boats I]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
1. Alright guys we've made good progress on the farm in Marshton let's finish it up! 5/6
+Swamp Magic III
2. Damplout continues to work on his magic research, energized by his infusion of spark. 6/8
3. Stinkwart takes a short break from his rot research in order to implement an idea. An Academy to teach boggarts with magic how to fight and win, by any means necessary. It'd be instrumental in proving the boggarts greatness.
+Swamp Magic III
+20 Wood
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a2429d No.33793
| Rolled 22, 39, 15 = 76 (3d100) |
>>33792
Damplout in a fit of mad brilliance eats 13 spark. +13 spark on action 2
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a2429d No.33800
| Rolled 20, 75, 77 = 172 (3d100) |
>>33745
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 54 +4/turn [-2 troop upkeep]
Resources:
[Wood: 1]+1/turn
[Foliage: 4]
[Sparks: 18 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.4 -1f/s]
Magic: [Nature III]
[Fertility I]
[Harden I]
[Rejuvenation III]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
+Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Prayer and study continues in the search for even greater Nature Magic. 8/10
+Peaceful Souls +5
+Library
+Temple
+Religion I?
2. The Holy Complex continues construction 1/10
+Construction I
+Nature III
+Harden I
+Tree Worshipers
3. Send the Two Archpriests to learn the new magics so as to better put them to use.
+Nature III
+Rejuvenation III
+Harden I
+Fertility I
+Religion I
(I'll add the bonus to the sheet when you tell me it.)
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a2429d No.33827
| Rolled 6, 8 = 14 (2d10) |
>>33745
The Rangers manage to get a leg up on the bandits ambushing them while they make camp!
BANDITOS![+5][Shooty][Rapid-Fire]
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a2429d No.33832
| Rolled 10, 3, 9, 2, 2 = 26 (5d10) |
>>33827
"They can't shoot all of us boys! Surround and spread out, then run up to em from all sides and rip the guns outta their cold, metal hands.
Bugle boy, sound us a charge!"
https://www.youtube.com/watch?v=H_QoF8GA0sY
U.S.M. Home Guard [+1]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
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a2429d No.33834
| Rolled 12, 88, 62 = 162 (3d100) |
[U.S.M]
Pop: 25 (Molder I)
Independent Pop: 17 (+1/Turn)
Food: 19 +1/Turn
Resources:
[Wood: 10]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 32] +3 Turn [Salvage Station, Rubbish Pile](-4)
[Crayons: 3]
Settlements (Workingshop DC)
Structures:
[Farm]
[Salvage Station]
[Rubbish +1 scavenging production]
Defenses: Workingshop DC Fortifications: 1
>(New Counterdam - Settlement)
Structures:
[Dio's Place]
[Lumber Mill] +1/Turn
[Steam Furnace]
Defenses: Pika Strips: 1
Military:
U.S.M. Home Guard [+1]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 5/12
Saber 2/4
statpost
1. Congress will continue their debate and, ahem, 'heated dissertations' in electing that new leader New Leader 3/10
2. The new railroad will be completed as well, we need this to improve our economy and frontier expansion ability 5/12
[Steam II][Railroads I][Engineering I]
3. Get back to building that new settlement at the bottom of the stairs to the 2nd floor 3/10
[Engineering I]
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a2429d No.33854
| Rolled 89, 38, 79 = 206 (3d100) |
>>33745
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 20 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 37 +4/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
[4 Phase Spider corpses]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f per turn]
Magic:
Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. With the finishing touches being placed upon the evolution pit, the Queen forsees the adbent of her races ascension. Evolution pit 5/6
2. Analyze two of the spiders corpses, disect them! Use the corpses as a gateway into a greater understanding of life and how it works.
3. Use the last two corpses as fodder for developing Adaptation, fianlly we have material besides moss to test. Take what is useful, discard what is not. Adaptation II 3/6
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a2429d No.33857
[U.S.M]
1. The violence of the debate spreads into the streets resulting in numerous causalities -3 population
2. The progress on the new railroad speeds ahead 9/12
3. The new settlement is slowly coming together 6/10
[Matoran Ecumene]
1. No progress is made on expanding the town
2. The Matoran begin researching better ways to craft a harpoon thrower 3/6
3. With great ease and help from the mice [Agriculture I] is developed
[Sprite Sovereignty]
1. Nature magic continues at a snails pace 9/10
2. Construction of the Holy Complex continues 4/10
3. ????
+[Divine Intervention] Your god can speak! Do you have anything to say?
(Hello? Is someone there?)
[Fall’s Last Gasp]
1. The [Warmth II] is completed
2. Work begins on a new spark harvester 2/6
3. A new wood growery is also under construction 3/6
[Muckton]
1. The [Swamp Farm]>Marshton is completed
2. Damplout finally explains his ideas as he guzzles spark [Magic III]
3. Stinkwart’s Academy for Krumping shit is under construction! 2/12
[Salam]
1. Men who would be drafted desert -1 population
2. A new Carrot Brigade [+2.8][-f/t] is recruited
3. The army begins their march at a speedy pace towards glory or death!
[Queendom]
1. The [Evolution Pit]>The Hive is completed!
2. A new knowledge of [Anatomy I] is found
3. The next step to [Adaptation II] is completed, the ants feel they are on the cusp of a breakthrough!
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a2429d No.33858
>>33857
[Rat Tribes]
1. The [Great Attic Elevator] is completed in Boxcliffe! You are now able to move troops and materials into the rafters with ease.
2. The rats sharpen their scimitars 4/6
3. The Bows are coming along too 5/6
4. A accident with the harpoons results in a lose of life and metal -5 metal -4 pop
5-6.The rats scramble around the mouse capital adjusting it too their own liking 2/5
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a2429d No.33859
| Rolled 91, 15, 48 = 154 (3d100) |
>>33746
[Beetlebride Nest]
1. Raid [MT]
2. Raid [SR]
3. Construct [Settlement] 1/2
Settlements: The Swarm-home [Breeding Chamber]
Fortifications: The Cathedral: 6
Population: 40
Tech: [Carapace V][Claws III][Flight III]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
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a2429d No.33860
| Rolled 27 (1d100) |
>>33747
Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]
[Mood: 0]
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a2429d No.33861
| Rolled 22, 31 = 53 (2d100) |
>>33748
[Beetlezilla: Movement]
+10
[????: Movement]
+15
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a2429d No.33862
| Rolled 26, 35, 85 = 146 (3d100) |
>>33857
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 63+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 98+7/turn
Resources:
[Wood: 40] +6/turn
[Foliage: 26] +3/turn
[Sparks: 22] +7/turn
[Stone: 13] +2/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton (2/12)
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Magic: [Rot IV] 2/12
[Swamp III]
[Magic III]
[Luck I]
Technology: [Boats I]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
1. Create A Boggart Blighter group so we can defend ourselves
[Rot IV]
[Swamp III]
[Magic III]
[Luck I]
2-3. Stinkwart continues to oversee his academy for krumping the shit of the enemies of boggart greatness. 2/12
+Swamp Magic III
+Magic Theory III
+10 Lumber
+10 Foliage
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a2429d No.33863
>>33862
Wow our troops are big eaters! Give em some food so they'll be ready for a fight! (spend 14 food on action 1 to make it 2 ticks and make a unit)
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a2429d No.33864
| Rolled 70, 46, 91 = 207 (3d100) |
>>33857
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 16 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
12 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 49 +4/turn
Resources:
[Wood: 2]
[Foliage: 2] +1/turn
[Sparks: 16] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 1/15
Bowl Tank 1/16
Harpoon Thrower II 3/6
1. Continue work on expanding the town, we've been used to stalls and failures in kind, but we shall not be dissuaded.
2. Continue work on the Bowl tank, focusing on developing any remaining technology that will make progress easier.
3. Have our great elders and researchers work on incorporating spark into superior armor production. Spend 5 spark in this effort
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a2429d No.33868
>>33857
The holy tree speaks to us! All hail the holy tree!
respond: (We are the sprites, oh holy one. We are those who live among your branches and roots and serve you faithfully. We have finally found a way to hear your divine words.)
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a2429d No.33869
| Rolled 2, 62, 47 = 111 (3d100) |
>>33857
[Fall’s Last Gasp]
Pop: 35 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 81 +5/turn
Resources:
[Wood: 0]
[Foliage: 0]
[Sparks: 5]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [The Spark Harvester]
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: Autumnkith Spearmen [+2][-1f/s], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]
Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. We cannot be entirely sure that the toads will take the mercy slaying of Froppo lying down. To that end, we need more forces to fend off a possible amphibian incursion!
Recruit another unit of Autumnkith Spearmen.
2. Recruit a non-magical unit, to preserve our spark supply! [Shadow II][Fear II][Warmth II]
3. Continue work on the spark Harvester! [2/6] [+10 Yard][Wood I][Architecture I]
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a2429d No.33872
>>33869
Spend 28 food on Action 1 to avoid that being fucked shit. [Shadow II], [Fear II], [Warmth II] should also go on Action 1 instead of Action 2.
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a2429d No.33875
>>33832
>>33827
[U.S.M] vs [Banditos]
[19] x [1.2] = 22.8
[32.6] x [1.1] = 35. 86
[35.86] vs [22.8]
U.S.M Victory!
Armed with primitive sabers and inspired by the sound of crude bugles the Rangers charge, their great numbers and element of surprise lead to them slaughtering the Banditos!
Causalities:
Banditos:
-1 Bandito
U.S.M:
-1 U.S.M Home-guard
Loot:
+1 Prototype Guns
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring]
“Thank you for saving me tiny metal men, I wish to repay my debt to you, is there anything I can help you with?”
[Beetleboy is offering you his services [Scholar] will give you +5 to all research options but he costs -6 food per turn]
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a2429d No.33876
[U.S.M]
Pop: 26 (Molder I)
Independent Pop: 15 (+1/Turn)
Food: 20 -5/Turn (+1 -6/Turn)
Resources:
[Wood: 11]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 31] +3 Turn [Salvage Station, Rubbish Pile](-4)
[Crayons: 3]
[Prototype Guns: 1]
Settlements (Workingshop DC)
Structures:
[Farm]
[Salvage Station]
[Rubbish +1 scavenging production]
Defenses: Workingshop DC Fortifications: 1
>(New Counterdam - Settlement)
Structures:
[Dio's Place]
[Lumber Mill] +1/Turn
[Steam Furnace]
Defenses: Pika Strips: 1
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
New Settlement 6/10
statpost
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a2429d No.33879
| Rolled 7 (1d10) |
>>33869
[How many turns till fall?]
1d10
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a2429d No.33880
>>33868
(Oh hell there little ones, I could only hear you as whispers before but now your are soft but I can make out your voices. I hope you are preparing for winter, fall is soon to come and winter not fare after.)
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a2429d No.33881
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a2429d No.33882
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a2429d No.33885
>>33880
(We will begin preparations for winter soon most holy one.)
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a2429d No.33889
| Rolled 73, 73, 36 = 182 (3d100) |
>>33857
Salamandastron]
Pop: 73 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 103 +9turn
Resources:
[Sparks: 23]+1 turn
[Metal: 12]+2 turn
[Stone: 29] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
1. Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
2. Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
3. Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
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a2429d No.33890
>>33889
corrected resources and spending
>[Sparks: 24]+1 turn
>[Metal: 14]+2 turn
>[Stone: 33] +4 turn
spend 4 food on action 3
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a2429d No.33892
| Rolled 89, 21, 83 = 193 (3d100) |
>>33857
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 56 +4/turn [-2 troop upkeep]
Resources:
[Wood: 2]+1/turn
[Foliage: 4]
[Sparks: 22 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.4 -1f/s]
Magic: [Nature III]
[Fertility I]
[Harden I]
[Rejuvenation III]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Prayer and study continues in the search for even greater Nature Magic. 9/10
+Peaceful Souls +5
+Library
+Temple
+Religion I?
2. The Holy Complex continues construction 4/10
+Construction I
+Nature III
+Harden I
+Tree Worshipers
3. Begin research ways to preserve food for the winter. The Holy Tree demands we prepare!
+God said so
+Peaceful souls?
+Religion I?
+Library
+Temple
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a2429d No.33893
>>33892
also give me those updated archpriest stats you dirty frenchman.
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a2429d No.33894
| Rolled 77, 4, 55 = 136 (3d100) |
>>33875
"Greetings Beetle boy. You come to us at an unfortunate time. We ain't got enough vittles to go 'round so for the most part try and help find some food for yourself if'n ya can."
>>33876
1. We are not going to have enough food to feed both the Beetle and our natural populace. . .I'd say we'd have one or two turns at best.
"Ronnie, take you and your lads on another food hunt. Y'all remember how to scavenge fer yerself before right? You can help buy us time to start up more farms if you feed yourselves."
2. Spend 11 Wood and 4 Metal to upgrade Workingshop DC into a town. We need more room for farms.
"Hmm, Beetleboy, think you could help us jury rig a basic steam pulley using our furnace? Would help construction a'plenty"
[Engineering I][Steam Furnace][Steam II]
3. If we're going to get more food, we'll need that new settlement. 6/10
[Engineering I][Steam Furnace][Steam II]
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a2429d No.33897
>>33892
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 56 +4/turn [-2 troop upkeep]
Resources:
[Wood: 2]+1/turn
[Foliage: 4]
[Sparks: 22 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature III]
[Fertility I]
[Harden I]
[Rejuvenation III]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Stats fixed
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a2429d No.34003
| Rolled 50, 64, 46 = 160 (3d100) |
[Rat Tribes]
Pop: 29 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 52 +3/turn (-2)
Resources:
[Wood: 3]
[Foliage: 0]
[Metal: 3] +1/turn
[Sparks: 5] +2/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows I][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
scimitars 4/6
bows 5/6
mouse capital 2/5
#1 Chief Savagehook roars in triumph and the rats rejoice at the elevator. now the tribes can rise up to the rafters to a new and fertile land. a new settlement above is needed, but there are no supplies to build it. Savagehook orders the tribes to scavenge for wood
#2 the tribes also scavenge for foliage, in plenty near the green lands of the mouse capital
#3 Savagehook rappels down the elevator to lead a ceremonial march into the capital building of their ancient rivals, as though it were a triumph, but the rats still deject they walk into the settlement empty and not in triumph over the mice. rats pour into the the mouse capital, they tear down the flag of the mouse and raise the banners of the tribes, broodmothers and alpha males move into the homes to nest, warriors look over the damage defenses, and thralls build up the settlement 2/5
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a2429d No.34067
| Rolled 28, 54, 29 = 111 (3d100) |
>>33857
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 22 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 41 +4/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
[4 Phase Spider corpses]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
[Evolution Pit]
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f per turn]
Magic:
Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Modify our soldiers to have a stronger bite, allowing them to more easily deal with prey. [Weapons II] > [Weapons III]
[Evolution Pit]
2. Consume surplus food to fuel the Queen, allowing up to four new reigments of ant soldiers to be born.
3. With the evolution Pit developing adaptation to new heights has become a much easier process, it is time to begin. [Adaptation II] > [Adaptation III]
[Evolution Pit]
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