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Tribal Bullywug Civ
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Last time on Bullywug Civ
J'amp Guud prepared an attack on the Claudhappers.
They got rekt and J'amp put a frog sized hole through his rival through magic and being good at jumping
Get on in here
>>
>>44227316
I'm here!
>>
Working on the 1st post, do you guys want Sprucke and M'tik to run the other Villages? Do we want to spread some of our villagers to those villages? I can give that as a free action
>>
>>44227439
Mix all villagers between each other. Shuffle them. And yes, they can run those villages.
>>
>>44227460
How many villagers/warriors in each?
Or do we want completly equalised?
>>
>>44227533
The latter I suppose.
>>
>>44227533
More warriors in the Claudhapper's to make sure that they don't revolt.
>>
>>44227555
Seconded
>>
Alright guys I get what ya mean
I'm working the numbers etc
Give me between 5-10 minutes I'm having network problems
>>
>>44227624
Fuck it I'm going go to my friendly local library
I pay taxes for a reason
Don't go anywhere
>>
http://suptg.thisisnotatrueending.com/archive.html?tags=CritCM
Prior threads
>>
Things to improve:
- Wheel and cart invention
- Roads between villages and mines
- Improving birthing pools; removing sun obscuring flora, warming the ponds and adding algae (nourishment and photosynthesis energy)
- Equipping all warriors with metal weapons
- Equipping miners with metal pickaxes
- Charting the swamp for other strategic resources
- Building an academy for toxic magic
>>
Just a second guise I'm written up
Just getting my laptop to connect
>>
Your people have always been a simple folk. But you are smarter and more cunning than your brothers and sisters. Once your father died you claimed the title of chief, no one opposed you because of your skills as a Hunter and Tactician You are J’amp Guud Big Chief of the bullywugs. You will lead your tribe to control the Swamps, or die trying.
Prior threads:
http://subtg.thisisnotatrueending.com/archive.html?tags=CritCM

With two more villages under your command, you set Sprucke in charge of the Claudhappers and leave M’tik in charge of the Skumjampers. You decide that villagers will be more loyal to you if they do not keep their regional loyalties. Because our workers outnumber the others, we will be sure that sympathies remain with our leader.

Growing up is hard for a bullywug, not all of the eggs make it to tadpoledom, and not all the tadpoles make it to adulthood, thus is life.

Work on the Longhouses continues. They will be done in 2 turns.
Work on the Forge continues. It will be done in 1 turn.

Stats
Mining Camp
Pop: 50 male workers, 50 Female workers
Military: 50 warriors
Livestock: 10 hopper eggs

Claudhappers Village
Leader: Sprucke, son of J’amp
Pop: 200 Male warriors, 300 male workers, 200 females, 0 tadpoles, 1000 eggs
Livestock: 80 hoppers, 200 hopper eggs

Skumjamper’s village
Leader: M’tik the Wise, advisor and magical tutor of J’amp
Pop: 500 males, 700 females
Military: 150 warriors, 25 mages

Main Village
Pop: 923 male 1037 female bullywugs, 0 tadpoles, 0 eggs
Military: 260 warriors trained in hit & run tactics and ranged combat. 20 hopper-riders trained as heavy cavalry.
Workforce: 20 weaponsmiths, increase weapon supply over time, use resources.

Combined Military Strength
660 warriors, 20 hopper riders, 25 mages

1/2
>>
>>44227838
Food: 7 turns
Morale: 9.5/10
Tech Level: Established Villages
Tech unlocked: Simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: stone tipped spears, each bullywug has his/her own weapon. 20 iron spears, given to J’amp and his most trusted warriors. 60 bows with plenty of arrows. 30 light shields.
Tools: 20 shovels, 20 axes. 20 fishing nets.
Stockpile: 80units stone, 60units wood
Locations: Home swamp, hopper breeding grounds
Structures: simple mud huts.
Livestock: 20 hoppers
Diplo: Claudhappers: encroaching on territory (purple on map), Skumjampers: Allies (gold on map)

2 actions per turn, mining camp runs itself, Other villages can be devoted to actions but will run themselves and report to you if there is trouble, vote first then roll for the action we decide on
>>
>>44227847
Improve our birthing pools to allow for more eggs to reach adulthood.

>removing sun obscuring flora, warming the ponds and adding algae (nourishment and photosynthesis energy)
>>
>>44227847
Create wheeled carts to be pulled by the hoppers. Also make more advanced boats.
>>
>>44227847
Wouldn't it be less of a headache for you to merge the villages together as a statistic under "swamp population center" or so?
>>
>>44227927
Maybe
The other villages will more or less run in the background
We Can direct them on projects, but they basically are independent
Ill only include them when they accomplish something and the first post

>>44227883
>>44227912
one improve birthing pools
one create wheels/carts
one more advanced boats

>>44227912
>>
>>44227883
>>44227912
The birth pools need a rehash and we would probably be better off with more boats than building roaads... in a swamp
>>
>>44227967
>>44227977
So two birthing pools
two boats
Is that okay?
Also what do we want the other two villages to do? They can each get a long term action like training troops/building boats/etc So one can become our shipyards/military academy/test young bullywugs for magical ability
>>
>>44228005
I say we have the skum be our magical academy, since they've got the edge on it.

The claudhappers should probably go full sparta and churn out warriors
>>
>>44228005
The Claudhappers can set up some farms and mines, while the Skumjampers can be our military village, training troops from all of the villages and testing young Bullywugs for magical ability. Also, I vote for birthing pools and boats.
>>
>>44228030
We don't want our former enemy to have the military academy, in case old loyalties refuse to die.
>>
>>44228041
>>44228030
Alright so our actions are improve our birthing pool and build boats

Skumjampers
two mage academy
one train troops

Claudhappers
One warrior academy
One breadbasket

>>44228030 >>44228041 >>44228054
We could also use an action to create the military academy in our village, bringing all young bullywugs to it for training and indoctrination


>>44228041
>>
>>44228054
Yeah... Then we should do something like >>44228041
and have them be our food production
>>
Alright
So fix up the birthing pool, build boats
Skumjampers establish a mage academy
Claudhappers will work on becoming a breadbasket, or at least and algaebasket
Roll d100's
ill take the best 4
>>
Rolled 27 (1d100)

>>44228127
>>
Rolled 25 (1d100)

>>44228127
DICE GODS, GRANT US ABUNDANCE
>>
Rolled 67 (1d100)

>>44228127
Roll!
>>
Rolled 53 (1d100)

>>44228127
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
Rolled 61 (1d100)

>>44228127
SAMEFAG TO THE MAX
>>
>>44228165
>>44228188
>>44228177
>>44228139
writtan
>>
Rolled 32 (1d100)

>>44228127
Man, these rolls suck.
>>
With the tribe growing so much work is put into keeping our younglings safe. With many mothers working together it is made all but impossible for larger predators to get at them.

>Bonus to survivability of younglings
Our one skiff was valuable in our first major battle. Obviously more would be even better. This skiffs are bigger, better and faster than our original design. We are also able to make the original meet these standards quite easily.

>+9 skiffs


You send a runner to sprucke, telling him that he should have the village focus on feeding our tribe. He agrees and says that large algae farms will be ready soon, and that his villagers excel at raising hoppers. Soon we will have enough to create a large cavalry force.


Another runner goes to M’tik. You tell him you would like to have all of the young bullywugs tested by him and his mages. The ones that have any magical ability should be trained in the arts. He says that this should be ready by the time the next clutch hatches.


Growing up is hard for a bullywug, not all of the eggs make it to tadpoledom, and not all the tadpoles make it to adulthood, thus is life.
Work on the Longhouses continues. They will be done in 1 turns.

The Forge is complete. It is simple and inefficient, but we won't be able to improve it, or even use it, until we get some minerals from our mining camp.


1/2
>>
>>44228390


Pop: 923 male 1037 female bullywugs, 0 tadpoles,10,000 eggs

Military: 260 warriors trained in hit & run tactics and ranged combat. 20 hopper-riders trained as heavy cavalry.

Workforce: 20 weaponsmiths, increase weapon supply over time, use resources.
Combined Military Strength

660 warriors, 20 hopper riders, 25 mages
Food: 7 turns

Morale: 9.5/10

Tech Level: Established Villages

Tech unlocked: Simple Stone working. Mud construction. Stone tools. Weaving.

Weapons: stone tipped spears, each bullywug has his/her own weapon. 20 iron spears, given to J’amp and his most trusted warriors. 60 bows with plenty of arrows. 30 light shields.

Tools: 20 shovels, 20 axes. 20 fishing nets.

Transports: 10 good skiffs.

Stockpile: 80units stone, 60units wood

Locations: Home swamp, hopper breeding grounds

Structures: simple mud huts.

Livestock: 20 hoppers

Diplo:
2 actions per turn, mining camp runs itself, Other villages can be devoted to actions but will run themselves and report to you if there is trouble, vote first then roll for the action we decide on

>>44228214
don't worry my opposed rolls sucked even more
>>
>>44228401
We have a forge now I assume. Let's build mining tools for our miners.
>>
>>44228401
>>44228600
When will our miners send some metal back?
We should send an expedition to discover what lays outside of the swamp. Send them with hoppers and axes, to bring back wood from any forest that they find, if they do.
>>
>>44228600
>>44228647
>>44228685
So send riders to see if the miners are ready? (they might just be preparing a shipment)
Scout outside the swamp (North, West or south?)
>>
>>44228712
North.
>>
>>44228712
West

Could we also get the map? Preferrably without the political view
>>
File: bullywug swamp nonpoltical view.png (204 KB, 819x460) Image search: [Google]
bullywug swamp nonpoltical view.png
204 KB, 819x460
>>44228875
>>44228726
yep you can
>>
>>44228726
>>44228875
one scout north
one scout west
>>
>>44228977
>>44228913
>>44228875
>>44228726
I'm asking to go west because we now have boats, on a river, that goes to the sea..
>>
>>44228913
also, what did you use forthe map?
>>
>>44229021
this is donjon fantasy world generator
I turned the hex grid off and just picked a part with a lot of swamp.
>>
>>44228913
West, but only if we go through the lower river and pick up some wood.
>>
>>44229047
>>44229012
so west through the southern river? pick up wood where we can?
Check on the mining camp
If that's good I need rolls
>>
>>44229047
Sure, sounds alright. We might want to consider some pallisades for the villages
>>
Rolled 96 (1d100)

>>44229067
DICE FOR THE DICE GOD
>>
Rolled 1 (1d100)

>>44229074
Let's use stone for the walls, wood is more valuable in a swamp, and stone is stronger in the long run.
>>
Rolled 4 (1d100)

>>44229107
GODDAMN IT
Take this one.
>>
Rolled 59 (1d100)

>>44229120
NO
>>
>>44229091
>>44229091
>>44229107

Alright then +1 -1
lets see what happens
>>
Rolled 100 (1d100)

>>
>>44229141
>>44229146
YOU BETTER TAKE THIS, I WORKED HARD ON IT
>>
>>44229146
Oh god....
>>
>>44229146
This had better count for something.
>>
Work on the Longhouses is finshied. Your home village can now support many members. If this continues it may someday become the capital of your swamp-empire.


With no supplies or word sent back from the mining camp you decide to send some warriors to check on them. Your warriors arrive at the camp to find a fraction of the numbers you sent there. They say they were attacked by serpents. They say they came from the north. They do, however have a shipment of iron that is ready. It is sent back on one of the skiffs.

>-30 male workers. -30 female workers, -40 warriors.

>+30 units of iron


The scouts continue downriver, where they come across a wooded area that is empty of all sentient races. Perhaps a camp could be created to supply the tribe. They harvest some ofthe wood and head home.
>+20 units of wood.

1/2
>>
>>44229227
GODDAMN IT
>>
>>44229227

Stats

Mining Camp

Pop: 20 male workers, 20 Female workers

Military: 10 warriors
Livestock: 10 hopper eggs


Main Village

Pop: 923 male 1037 female bullywugs, 0 tadpoles,10,000 eggs

Military: 260 warriors trained in hit & run tactics and ranged combat. 20 hopper-riders trained as heavy cavalry.

Workforce: 20 weaponsmiths, increase weapon supply over time, use resources.
Combined Military Strength

660 warriors, 20 hopper riders, 25 mages
Food: 7 turns

Morale: 9.5/10

Tech Level: Established Villages

Tech unlocked: Simple Stone working. Mud construction. Stone tools. Weaving.

Weapons: stone tipped spears, each bullywug has his/her own weapon. 20 iron spears, given to J’amp and his most trusted warriors. 60 bows with plenty of arrows. 30 light shields.

Tools: 20 shovels, 20 axes. 20 fishing nets.

Transports: 10 good skiffs.

Stockpile: 80units stone, 80units wood, 30 units iron

Locations: Home swamp, hopper breeding grounds

Structures: simple mud huts. Longhouses, forge

Livestock: 20 hoppers

Diplo:
2 actions per turn, mining camp runs itself, Other villages can be devoted to actions but will run themselves and report to you if there is trouble, vote first then roll for the action we decide on

>>44229146
Its too late for this turn, but since its a perfect crit we can save it for later
>>
>>44229240
Set up camp in woods.
Improve forge.
>>
>>44229256
we have to use the forge before we can improve it
>>
>>44229240
Let's save that 100 for when we need it most. Also, can we turn the mining camp and a potential lumber camp into fully fledged villages?
>>
>>44229295
Let's use it first, then.
>>
>>44229240
Let's send some reinforcements to the mining camp, build a pallisade.

I say yes for the wood camp, and let's test our forge. Some new pickaxes and meybe some spears aswell. Send the pickaxes with the reinforcements. (30 male, 30 female and 40 warriors)
>>
>>44229310
>>44229256
to turn the camps into villages they will need a population of around 2-3 hundred, houses, and a spawning pool.

So set up a village in the woods we found
and use the forge to make (what?)
>>
>>44229403
Pickaxes.
>>
>>44229399
>>44229427
Ill give reinforce as a free action
Setting up a village at the wood camp will take an action
Building pickaxes will take an action, but once we've done it our smiths will automatically produce them over time
Building a palaside will take an action, unless we set up a village there and tell them to do it, that takes its own action but saves on the build action
>>
>>44229460
I say let's send the reinforcements first. Have some pickaxes and some spears made from the metal and start building the wood camp
>>
>>44229731
>>44229460
Alright lets get some rolls
This might be my last post, im headed to the gym in a little bit
>>
Rolled 24 (1d100)

>>44229784
Damn man, why are all the amerifats on this site?

I'm a britbong and it's already 9 pm here, I'm never gonna be able to run at a reasonable hour for me..
>>
Rolled 26 (1d100)

>>44229784
>>
>>44229823
>>44229885
Alright writing up
>>
Growing up is hard for a bullywug, not all of the eggs make it to tadpoledom, and not all the tadpoles make it to adulthood, thus is life.

a detachment is sent to reinforce the mining camp. The news of the attacks sparks some of the villagers to volunteer for warrior training.
>+100 warriors


>+30 units of iron
A small village is started at the logging site we found. They will send wood to our main village periodically.

Stats
Logging Camp
Pop: 100 male workers, 100 female workers
Military: 100 warriors

Mining Camp
Pop: 120 male workers, 120 Female workers
Military: 110 warriors
Livestock: 10 hopper eggs

Claudhappers Village
Leader: Sprucke, son of J’amp
Pop: 200 Male warriors, 300 male workers, 200 females, 0 tadpoles, 1000 eggs
Livestock: 80 hoppers, 200 hopper eggs

Skumjamper’s village
Leader: M’tik the Wise, advisor and magical tutor of J’amp
Pop: 500 males, 700 females
Military: 150 warriors, 25 mages

Main Village
Pop: 623 male 837 female bullywugs, 5000 tadpoles, 0 eggs
Military: 260 warriors trained in hit & run tactics and ranged combat. 20 hopper-riders trained as heavy cavalry.
Workforce: 20 weaponsmiths, increase weapon supply over time, use resources.

Combined Military Strength
660 warriors, 20 hopper riders, 25 mages
1/2
>>
>>44230008

Food: 6 turns
Morale: 9.5/10
Tech Level: Established Villages
Tech unlocked: Simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: stone tipped spears, each bullywug has his/her own weapon. 20 iron spears, given to J’amp and his most trusted warriors. 60 bows with plenty of arrows. 30 light shields.
Tools: 20 shovels, 20 axes. 20 fishing nets.
Transports: 10 good skiffs.
Stockpile: 80units stone, 80units wood, 30 units iron
Locations: Home swamp, hopper breeding grounds
Structures: simple mud huts. Longhouses, forge
Livestock: 20 hoppers
Diplo:
>>
>>44230027
Thanks for playing guys
>>
>>44230027
>>44230008
Hey man, thanks for running. I had a blast, although I'm sorry I haven'y been very active.

Hope to see you around either on your amazing civ or on mine :P. Anyways good job and I can't wait to hear more of you.

Got a twitter btw?
>>
>>44230059
Tried to make one and it got blocked as a spam/bit account for some reason
>>
Fuuuuuck.
Thread replies: 80
Thread images: 2

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