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Conquer the Future CIV part 4
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Last time we left off at the siege of Destiny Landing. The Svejas have stopped their attacks and doing the waiting game. You are starting to feel the effect. Your boats are fishing as much as they can, however there are no know harbours that can break the barricade.

You killed the former emperor, however his brother and now the crowned new emperor has promised vengance. The death of the Emperor and the destruction of their supplies has however also made their morale dropped significantly. You see small riots every so often and public execution of deserters amongst the Svejas.

The Longriderrs are ready for deployment, and your forces is available.

What do you do?
>>
>>45006355
Arrange a new raid with the longraiders
>>
>>45006355
Send the riders out during the night.
Focus on burning supplies, tents, and any other provisions they can find over attacking troops.
Avoid engaging the enemy at all costs.
>>
You command your longriders to start a new raid. The entrance from last time is shout tight guarded, so you use the boats to transport your horses and longriders to deploy longer up on the beach.

You start the raid at the middle of the night. Next post roll decides the outcome. (+ 1 fear motivation and +1 moral) The higher the better.
>>
>>45006421
roll
>>
>>45006438
We use a dice10 now.
>>
Rolled 6 (1d10)

>>45006448
>>
Rolled 8 (1d10)

>>45006421
>>
>>45006469
The raid is a huge sucess (6+1+1), however you miss some great opportunities to eliminate some high ranking Svejas, weapons and the latest food batch. Their morality is falling to the bottom and short time after you see that the ranks getting thinner and thinner, more open riots happens and it seems that the Svejas just need another push now. Within the nearest day you also see that the Emperors tent is gone.

Svejas are now 2800 vs yours 1054 of yours.
You lose one morality point because of blockade. Your Longriders now need two turns before they can be deployed again

What do you do
>>
>>45006501
>Emperor retreating
>their entire culture is 'muh honor'
That should destroy their moral.
Hold steady. Let their internal turmoil soften them up more.
>>
>>45006501
watch what the enemy does until the long riders return
>>
>>45006526
>>45006535
You decide to hold out the siege and do not do anything more. This turn out to be a good move. When daylight comes the siege is lifted, and you cherish yourself for a moment, but you do not know where they left or if they retreated. They might be back soon. You send scouts to Ferris and Frontiertown, and they are nowhere to seen. Atlast you get a message from the scouts saying that the gates to the pass closed after the army retreated. The second war against Sveja is won. However you do not gain any loot and your farms and your city outside the walls are destroyed.

Goverment: Theological council
Population: 11735
Literacy: 69%
Food production: Low
Food stock: Low
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>45006580
Which option is rebuilding our damaged infrastructure like farms and towns
>>
>>45006580
Fucking awesome civ you have here OP

1 Research into food production
10? Make the theological councils mandate prayers for fertile soil and good weather.
>>
You decide to check the damages to your city and realise that the Svejas really did their job. The houses that is not demolished because the Svejas needed the firewood had been used as toilets. The feces are smeared into the wall, making the place unhabitable.

The fields are not better, it has been tramped and destroyed, the animals slaughtered and the granaries emptied. However, the good news is that Svejas have given you one their tech. The water and windmills has been built by them. You take notice of it.
Do you rebuild the houses or the farms first?
>>
>>45006643
build the farms.
>>
>>45006643
Farms
>>
You decide that you need to upgrade the farms and your food resources first. You order your citizens make new fields and to go hunt wild range animals.

With the collective effort from the people new farms starts pooping up, while the pastures are getting refilled. You also start building water and windmills, but the best of all, you build a brewery that soon produces beer and alcoholic beverages. The world just seem a little better now. It will take time to restock the granaries but your food source seems stable for now.

Goverment: Theological council
Population: 12215
Literacy: 69%
Food production: High
Food stock: Medium -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills...
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture (rebuild)
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>45006643
I'd like to use the sanitation context of the area in housing to introduce a new cultural building, in the next turn after the farms. Simply because the subject now occupies the local people.

Hammams. Communal steam houses.
>They contained three main areas: a hot room, a moderate room and a cool room. Both men and women could attend hammams, but they bathed in separate areas. First known ones are roman

Increases general healthiness and adds pastime activity for happiness.

>>45006728
>>
>>45006728
Rebuild the houses.
>>
A Afrian trader at Frontiertown hears about the destruction of your Destiny Landing and tells about a tech. In their country hygiene is important, so you learn about basic sanitiation, making sickness less likely to spread. He also tells about Hammas, so called steambaths. The first one is build with huge sucess. Soon they poop up everywhere among the new houses that are being built.

The council also now builds them more planned and better. Soon there is no trace of the vandalizm of the Svejas. Population goes up.

Goverment: Theological council
Population: 15215
Literacy: 69%
Food production: High
Food stock: Medium +
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1102 sword soldiers, 234 archers. 101 patrolmen, 75 ex-Corp soliders. 215 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills...
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>45006776
Research Code of Chivalry
Turn our Longriders into proper Knights
>>
>>45006793
Agreed
>>
>>45006793
How do you justify nobility in our current culture? It's a code for a certain caste
>>
The Longriders have sustained a reputations as the best of the best of your society. With that comes responsibility. The knight sits down and writes down the conduct of chivalry, a long list of rules on how they should behave. To honor their ancestors, the long gone Bloodriders, they call them selves the Red Knights.

Goverment: Theological council
Population: 15215
Literacy: 69%
Food production: High
Food stock: Medium +
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1102 sword soldiers, 234 archers. 101 patrolmen, 75 ex-Corp soliders. 215 Red Knights
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills. Code of chivalry
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>45006825
Simple.
Move to superior Monarchy government, and have older families elevated to Noble status.
>>
Although I rather research, for roleplaying purposes it's illogical that they attacked us twice and we still didn't do anything to them. It's time to lay a siege ourselves. Roll in the catapults
>>
>>45006871
Research Trebuchets.
Get some siegecraft going and take the fight to those fuckers.
>>
>>45006871
>>45006872
The thing is that their armor is also self purchased. The state does not fund their gear during those times. They must be wealthy and from privileged families. The sons of the richest of society, and naturally the fathers will give their sons the best so they'll return healthy. For their part, I suppose the families receive a tremendous honor for their sons being knights. The knights partly have a code, because they're well groomed, educated and restrained, naturally by being a rich class.
>>
Realising that the Svejas will never leave you alone, you decide its time to take the fight to them soon. To do that you need equipment to destroy their fortress pass. Your scholars understand the priniciple of mathematics and starts developing new improved catapults on the basis of that. Soon the trebuchet is created. A siege weapon that can break hole in the walls of the fortress.

Goverment: Theological council
Population: 16215
Literacy: 69%
Food production: High
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1302 sword soldiers, 234 archers. 101 patrolmen, 75 ex-Corp soliders. 225 Red Knights
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults. trebuchets
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation, trebuchet
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills. Code of chivalry
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>45006880
The reason we haven't done anything yet is we just haven't been in a position where we could do anything, at least prior to the siege.
We were grossly outnumbered, lacked reliable siege weapons, and they had a fort nestled in mountainous terrain that we'd have to go through. It just wasn't feasible.
We may have had a slight technological edge, but outnumbered 5-1 and fighting against a heavily fortified position just wasn't a smart move.

>>45006933
Research Siege Tower
>>
>>45006933
3 Improve religion and culture.

Make The Red Knights a holy order
>>
>>45006933
ATTAAAAAAAAAAAAAAAAAAAAAACK
>>
https://www.youtube.com/watch?v=xTnwUUDeQzo
>>
It seems the council is unsure to know what to do. The hawks want to attack while the doves wants to build up a stronger military. The discussion stalemates the internal affairs of the society.

>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>45007059
Build up our army
>>
>>45007059
fuggin leftists. Since our civilization never sieged before, I'm not entirely sure why they'd come up with a siege tower. Problem comes before the solution. Trebuchet seems more than adequate for a first siege.
>>
After a deadlock the council agrees on a compromize that building up and army on the basis of defeating the Svejas once for all will be the main priority.

As a result more people are getting training and options for other things that military is not available
Goverment: Theological council
Population: 17215
Literacy: 69%
Food production: High
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1502 sword soldiers, 254 archers. 151 patrolmen, 35 ex-Corp soliders. 255 Red Knights
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults. trebuchets
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation, trebuchet
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills. Code of chivalry
>4. Improve navy
>5.Improve defense/military
> 8. Research weapons
> 9. Expand domain (for military purpose
> 10. Research warfare
>>
>>45007143
https://www.youtube.com/watch?v=wpKN-U1-bWk

BREAK THEIR BAAACKS
>>
>>45007087
>Problem comes before the solution.
You could argue our experience on the receiving end of two sieges taught us the problem of sieging.
Knocking the enemies ladders down as easily as we did would make one search for a way to get on the walls that was harder for the defenders to remove.

>>45007143
Still say Siege Tower
Or if people don't like that, expand domain, put outposts along the lines of where our supply routes will run when the battle starts so they can't to to us what we did to them.
>>
>>45007143
build a military academy
>>
>>45007143
Does armor include shields? If not, we might need those to help prevent from being chewed up by archers.
>>
>>45007143
Research warfare
>>
The lessons learned from the war has been much to tackle and difficult to collect on. You decide to build a military academy to teach your soldiers to fight better. Soon the first results arrive. You understand the importance of intelligence, creating a new division of warfare

Goverment: Theological council
Population: 18215
Literacy: 69%
Food production: High
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1702 sword soldiers, 264 archers. 151 patrolmen, 35 ex-Corp soliders. 255 Red Knights
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults. trebuchets
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation, trebuchet
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills. Code of chivalry
>4. Improve navy
>5.Improve defense/military
> 8. Research weapons
> 9. Expand domain (for military purpose
> 10. Research warfare
> Create intelligence network
>>
>>45007228
> Create intelligence network
spies are the best warriors
>>
>>45007228
>Create intelligence network
>>
>>45007228
Research philosophy. The first non-religious theories of our world. With it comes the first sparks of the scientific method. A Great Library is constructed for the recording, collection and presentation of knowledge. For the higher castes, of course
>>
>>45007293
Can't research non-military aspects now, and I doubt most would consider Philosophy a military subject.
>>
Remember the Emperorslayer, you decide that spies are the best warriors. However, there is not much to learn since you are unexperienced in this kind of warfare. With the help from some Svejas that works for you in Ferris you learn about the basic of the culture. However, getting in in Svejas area is difficult.

EVENT:
You and some men takes one of the longboats to sail around the coast. You do not know about the Svejas maritime capabilites, but judging by the fact that they did not use any boats at the last war you gamble that is next to none.

The boat sails along the coast until you see the mountains seperating you two leave the horizont, you then land on the shores.

What direction do you walk in?
>West
>East
> South

>>45007293
By a decreet by the council, all non war research is suspended..
>>
>>45007310
https://en.wikipedia.org/wiki/The_Art_of_War
By a philosopher
>>
>>45007314
South
>>
Your group of spies decide to go south. After a short while you hit what looks the main road south. You notice that the nature is basically the same as yours. Once a while you see someone ride a horse, but they leave you alone. After a time walking you see that a city is located not far away. It is not walled and it does not seem to be many soldiers patrolling.

What do you do?
>>
>>45007407
Causally walk into they city.

In hindsight we should've asked one of the Svejas in Destiny info on other towns/cities so we could make a cover story or our origins.
>>
>>45007455
You start to walk into the city. It is nothing like Destiny Landing. The streets are not paved and the houses are atleast two generation from your houses. The inhabitants also look different from the Svejas you see at the battlefield.

A Svejan patrolman rides down the road of the city. Your group dodges into a tavern. You might get some information from the patrons here.

Next poster rolls dice of 10 decides the outcome
1-2: you do not get any info.
3-6: You get some snippet of info
7-8: You get some vital info
9-0: You do not get info and the patrons seems to supect you for something
>>
Rolled 9 (1d10)

>>45007505
>>
Rolled 7 (1d10)

>>45007505
Suffering awaits
>>
>>45007537
fuck
>>
>>45007537
I regret nothing
>>
>>45007537
You dun goofed
>>
>>45007537
Time to kill ourselves before we get captured and tortured.
>>
>>45007505
You try to get some information, but the patrons are not talking. They start mumbling and you see someone get out of the tavern in a hurry. You realise that your have overstayed your welcome.

Going out you see the man talking to some Sveja soldiers. You need to get out of here. Do you
> go the sidealley
> follow the main street down?
>>
>>45007590
>> go the sidealley
>>
>>45007590
>cut throat
It's the only option now.
>>
You decide to smut into the sidealley to avoid the Svejas. With fast steps you avoid the busy main street, but you are unknown here and before long you are lost. Suddenly a man stops you.
"Hey, we need to talk." he says with a calm voice.
What do you do?
>>
>>45007655
"what is up?"
>>
>>45007655
Stab yourself
Can't risk getting caught and giving up vital info.
>>
>>45007655
"Whats up" you say with a crackling voice.
" The sky" the man answers.
"You are from the other side of the mountain arent you? My birds spotted you the moment you walked into the city. You might fool the svejas but not us."
" You are not the Sveja" you ask.
Suddently you hear sounds and footsteps.
"Not here, if you survive this, come to the Mudslim Inn when the sun falls down" and with that the man disapears into the shadow.

Your group can hear people running towards you, problably the Svejas. You start running.

Next poster roll of dice10 decides outcome:

1-3 You escape
2-6: You dont ger caught yet, but they are still after you.
7-9: You get caught
0: You die
>>
Rolled 10 (1d10)

>>45007748
>>
>>45007748
thats four 4-6, not 2-6 of course
>>
>>45007762
Nice roll
>>
You starts running but you fall down. Your group tries to help you on your feet. Unfortunately the arrows dont wait. You feel the pain of an arrow under your skin, then another one. As the light goes out from your life you feel that you failed your society.

Goverment: Theological council
Population: 18215
Literacy: 69%
Food production: High
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1702 sword soldiers, 264 archers. 151 patrolmen, 35 ex-Corp soliders. 255 Red Knights
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults. trebuchets
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation, trebuchet
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills. Code of chivalry
>4. Improve navy
>5.Improve defense/military
> 8. Research weapons
> 9. Expand domain (for military purpose
> 10. Research warfare
> Create intelligence network
>>
>>45007798
Siege Tower
>>
>>45007798
just launch an attack already
>>
The scout told that the Svejas threw the body from the fortress, but kept their heads. Your spy-ring infiltration was a huge failure.

However, the focus on defeating the gates to Sveja have gotten your scientist to build the the Siege tower. From now on there will be a damage bonus when you try to siege other fortresses.

Goverment: Theological council
Population: 19215
Literacy: 69%
Food production: High
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 1902 sword soldiers, 294 archers. 191 patrolmen, 35 ex-Corp soliders. 295 Red Knights
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults. trebuchets
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes. bath houses, basic sanitation, trebuchet, Siege Tower
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta, wind and watermills. Code of chivalry
>4. Improve navy
>5.Improve defense/military
> 8. Research weapons
> 9. Expand domain (for military purpose
> 10. Research warfare
> Create intelligence network
>>
>>45007899
Launch an assault.
Keep scouts on the path of our supply lines, and always make sure they are sufficiently escorted.
>>
>>45007899
eradicate them
>>
>>45007928
>>45007933
The council have decided its is time to bring the war to the Svejas. The army marches from Destiny Landing and meet up withe Ferris contingent on the way. You do not meet any resistance until the pass. Your 2600 men strong army stands outside the gates.

You ready the trebuchets

Roll of 10 decide the effect of it (+2 for technological advancement)
>>
>>45007899
Nuke them
>>
Rolled 9 (1d10)

>>45007968
>>
Rolled 2 (1d10)

>>45007968
Spare none, not even the children.
>>
>>45007983
Thank God you posted before me.
>>
>>45007992
What if all rolls are predetermined and come in a specific order so if you rolled first you'd get a 9 and he'd get a 2
dep thots, must rest nao
>>
>>45007983
The effect of the trebuchet are immense. The walls are crumbling by the bombardement. After a short while the gate is gone. You can now charge the gate without any defence punishments.

Roll of dice10 decides the outcome of the charge. (+1 technological and 1 moral bonuspoint)
>>
Rolled 6 (1d10)

>>45008013
>>
>>45008036
You charge and overwhelm the spread defence of the Svejas. However, you lose some soldiers in the battle. After a short while you have control over the fortress. You have 150 Svejas captive, killed 200 of them and lost 35 soldiers yourself.

The commander of the Fortress is brought to you in chain. His face is bloody and dark of puss and dirt from the bombardment. What do you do with him

> Execute him
> Interrogate him (with torture)
> Keep him prisoner
> Send him back to Shaitholm with the news that you have taken over the fortress?
>>
>>45008085
Interrogate, stating that if he gives sufficient information you'll guarantee the well being of his men.
>>
>>45008085
Interrogate and send the rest to the slave market. Move on to a population center.
>>
>>45008112
no slaves
>>
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1382695785001.png
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>>45008127
lots and lots of slaves
>>
>>45008104
this
>>
>>45008138
slave is how the war got the svejas
>>
>>45008104
You decide to interrogate the commander, promising that his men will not be harmed if he cooperates. However he does not believe you, remembering the time you executed a convoy that only asked for the fellow country-men, and when you cowardly killed his emperor You realise that he might break under torture though. However, creating a legimitacy of torture and suffering can change your society.

>Torture the commander
>Not torture the commander (and keep him together with the rest of the Svejas)
>>
We have too few bowmen, need more of those fucks.
Time to upgrade that fucking fortress
>>
>>45008178
no torture
>>
>>45008178
>>Not torture the commander (and keep him together with the rest of the Svejas)
Would be wise to take on a tripcode OP
>>
>>45008164
And we're at war now m8. they should learn to respect and celebrate our cultural values

>>45008178
giddin me? tear off his fingers and make him chew the bones
>>
>>45008178
Torture, then put them all to the sword.
>>
You are divided by the choice to torture him or not. Before you get to make a decision thought the commander manages to grab a piece of glass from the floor and slits his own throat. You do keep your values, however you lose 20 men when they entered a boogeytrapped door at the fortress. A trap the commander might have told under torture.

You inspect the fortress. It is amazing construction. You start to wonder how the Svejas could build something like this. It is basically a trade town with walls. The best part is that it build to control the flow from both sides. There are defensive walls on the side of the Svejas also. With the control of the fortress you will always could stop the Svejas from entering your lands.

Your advisor asks you for the next command. Will you invade the lands of Sveja, remebering that you most likely is outnumbered, or will you put your effort on defending the wall?

> Invade Sveja
> Fortify the pass
>>
>>45008306
Fortify the pass. As much as I wanna wipe them out, a technological edge only helps so much against the enemy's vastly superior numbers.
We need to start raising troops.
>>
>>45008306
>> Invade Sveja
We have advanced cavalry. They're fucked in open warfare.
>>
>>45008306
>> Fortify the pass
We can use that as a base to send out raids and scouts
>>
>>45008306
fortify the pass
>>
You decide to fortify the pass. Within a few days you have rebuilt much of what was destroyed under the bombardment. The catapults and the trebuchet gets placed strategically. You also send out scouts that can report about small villages along a main road that most likely leads to Shaitholm.

After some time you see that the Sveja army in the horizont. Atleast 10.000 strong. They stop infront of your walls. You notice that they have also developed technology. They do now wear the same iron armor as your society, although their knights are not that developed.

A soldier on a white horse approach your walls alone. He asks to negotiate.

He says that if you release all the Svejas POW, open up the road for Sveja traders and do not enter their land with scouts or any other persons than Sveja approved traders they will accept that you have control over the pass. They also demands a Svejan "embassy" within the pass.

>Accept
>Refuse
> Own demands
>>
>>45008482
>Own demands
No embassy
>>
>>45008482
if they approve our traders; we have to approve theirs; also forget the embassy and we have a deal
>>
>>45008482
Addendum
They can send traders, but only approved traders.
We reserve the right to search any and all who come through for any or no reason as we see fit.
No embassy, at least not now. They may put one OUTSIDE the walls on their side, but not within the fort, with the note that excessive fortification of it will be considered an act of aggression.
>>
>>45008482
>Own demand
Just send a boulder on the fucking horse.
>>
>>45008482
>already back to 10000
Either they had a lot of reserves or we really neglect our army hard.
>>
You decide to come with your own terms, you need to approve their traders and they can not have an embassy within the fort, but outside that has the protection of within the walls.

They accept the terms and leaves the fortress. The war is over and you have control over the fortress. From now its them that need to get trough the pass. You feel relieved and celebrations are all over the land.

However, not all is over. At the cellar of the pass one of the soldiers discovers two large golden doors that is built into the mountain itself. Suddenly you realize that this fortress was not built by the Svejas, how could a culture as primitive as theirs built something so grand and complicated. You open up the door and see that the road leads into the mountain.
END OF PART 4

OP: Thanks for playing. On a sidenote it was funny to see that there was so many opportunites to tell you that the pass was not built by the Svejas, but everyone failed. I also tried to tell more about the backstory of the Svejas, but that will be for another time.
>>
>>45008635
It's odd because their tech is antiquated, so their sanitation and health must be pretty low, which drastically lowers natural pop growth. We should in theory be playing population catch up as we have better public health.

>>45008660
Thanks for running
>>
>>45008635
>>45008683
I have given some clues in the CIV about that..
>>
>>45008683
They could be living on/in cities built by more advanced civ, like how the Fort Pass is, so despite they themselves being behind in tech, they have access to more advanced accommodations.
>>
Didn't we find what was basically a Dwarf at the very start, but never really pursued it?
>>
>>45008705
when will be the next thread OP ?
>>
>>45008805
I will try tomorrow, but can not guarantee anything before Saturday
>>
>>45008799
I assumed it was OP's retcon from fantasy setting to realistic
>>
>>45009984
Dont blame me..you were the ones not exploring it further..
Thread replies: 117
Thread images: 2

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