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Tundra civ thread on /tg/ part XII
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File: Map of the North 2.png (814 KB, 4000x2300) Image search: [Google]
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Previous thread
>>45580589
Pastebin - check it out
http://pastebin.com/t7gWa2pa

>Population: 140 000 + 11 000 chinks + 400 slaves
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi
>Navy: 3 carracks, 7 chink ships,5 flyuts ,5 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy

Yesterday we had a short thread, we decided to build gardens and recreational spaces in our settlements and we established our second Elemental Order - the Maargard, dedicated to Terra, elite guardians of our lands - our first and last line of defence.
>>
>>45597558
>H.Research science - Advance toolmaking
>>
>>45597558
>G. improve military
>>
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We've advanced our mechanical knowledge, improving toolmaking and machinery - in particular, we've invented the clock, allowing us to better measure time.

>Population: 160 000 + 12 000 chinks + 100 slaves
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi
>Navy: 3 carracks, 7 chink ships,5 flyuts ,5 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy
>>
>build temple for terra
this should make the Maargard more popular aswell

pastebin says it should be in Cavehome
>>
>>45597987
We've already built the Grand Temple of Terra in Cavehome. I'll add a (DONE)
>>
>>45597958
>I.Improve a settlement/region - Town clock-towers

So that even the poorest man knows what time it is and can plan accordingly.
>>
>>45598279
this
>>
>>45598279
+1
>>
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We've begun building clock towers in our settlements, forming pleasant town centers, contributing to the culture of an urban life. The bongs help common people track time as well.
The larger towns in our heartlands are becoming somewhat crowded - we now see a bigger distinction among classes, as farmers, herders and hunters live in the manoral farmsteads, which have grown into small villages. The towns become centers of industry, culture and education.

>Population: 180 000 + 14 000 chinks
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi
>Navy: 3 carracks, 7 chink ships,5 flyuts ,5 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy
>>
>>45598590
>K.Improve economy - National post service to connect the manor villages to the towns and such. To better unify our nation and also cause I love the title of post-master general.
>>
>>45598630
this
>>
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We've established a national post service for public and private use, connecting remote settlements to our town. Transport in general improves, allowing goods, messages and people to move from one place to another via our highways.

>Population: 200 000 + 16 000 chinks
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi, postal service
>Navy: 3 carracks, 7 chink ships,5 flyuts ,5 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy
>>
>>45598979
>D.Settle new lands

Start a colony on the norther island
>>
>>45598979
>>H.Research science
the steam engine
>>
>>45598979
expand our navy, build more ships of all kinds and prepare to eliminate the cannibals
>>
>>45598979
What would Improving roads fall under H/I. ?
>>
>>45598979
>H. Research science

Gotta stay ahead.
>>
>>45599079
I would say I unless you were attempting to revolutionise the roads them selves by changing from cobble and such to asphalt. Then there would be a case for it being under H.
>>
>>45599039
I agree with prassel we need to also be Able defend our coast
>>
>>45599115
Our major roads - the one that connect our cities - are the best in the world - highways made of concrete and stone, built in the most straight lines possible. We can build more roads and connect the manors to the road network more directly, but we'd have to have major technological advances to make roads that are better than what we have now.
Also, keep in mind our population and our production capacity - we've done great things with a small population, but there are limits to our scale.
>>
>>45599016
This
>>
>>45599301
True but when you consider that the population of Europe hit one billion around 1800-1830 it really sets to proportion how well we are doing.
>>
I say its time to solve the mysteries of Babaduad
>>
>>45599449
I suppose our foresight to much of what went wrong with Europe is a great boon.
>>
>>45599584
I'm okay with this
>>
>>45599585
True, we have achieved so much with a population of less than a 5000th of what Europe had at the start of the 1800s. If we keep this up we will invent cost-effective space flight around 200 million.
>>
>>45599584
me too, lets send a scout or two to this city
>>
We expand our shipyards in Victory, Millport and Coasttown and build more caravels and flyuts.Larger fishing ships are built as well. Sea trade further improves. We've also set up a colony on the northern island, which is fairly self-sufficient.

>Population: 230 000 + 18 000 chinks
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi, postal service
>Navy: 4 carracks, 7 chink ships,8 flyuts ,8 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy
>>
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>>45599695
Mupdate. Decided to call the new colony "Shale", since that's one of the things we found on the island
>>
Babaduad now. The city is a direct threat to our soverginity
>>
>>45599758
Yeah we had a spy network there, I think it's time to see what information they gathered and analyse what they know about the tower.
>>
>>45599758
how?

>>45599695
either we eliminate the cannibals or we investigate Babaduad
>>
>>45599789
That's the city far to the south right?
>>
>>45599798
The city can march their troops directly to the gate of centerhold or Millport and divide our empire before we can moblize, making them the only ones having bridge access
>>
>>45599801
Yup, I say we also improve our spy network.
>>
>>45599695
>>45599859
Agreed improve military espionage.
>>
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We've had some spies in Babaduad until now, but the High Leader has decided to increase our espionage in the city. He now reviews the reports.
The twin-city of Babaduad-Xinian has been known to us for many years - it is a major, neutral trade hub in the north, on the crossing between what were once chink and hibibi trade zones. It has no standing army or government that we know of - while minor crimes and intrigue are common, any major threats to the prosperity and stability of the city are ruthlessly dealt with by mercenary guards. The city is home to many artisans, traders, entertainers and all sorts of mercenaries and lowlifes for hire. Everryone is allowed to bear arms freely and it creates a natural defence of sorts for the city, as a large part of its 20 000 inhabitats could be counted on to defend against any external aggressors - in the past, the feens quickly learned their lesson after trying to demand tribute and had since left the city in peace. Babaduad, on the eastern side, is primarily hibibi populated, while Xinian, on the west, is chink populated. The Great Rose Bridge connects the two sides and gondolas and ferries also provide transport across the river. The bridge is high enough that river-going trade ships can move under it and the city connects traders from downriver, as far as the Pajit empire, to the chinks of the Sunset seas and in recent decades- our own nation.
In Babaduad stands a single, lone spire. Natives of the city either refuse to talk of it or warn outsiders not to bother with it and just enjoy their time in the city. Interestingly, when we discovered the capital of the Pajit, Vajni, we found an identical spire there and the locals had the same reaction to it.
>>
>>45600066
kidnap someone and extract information about the pillar
>>
>>45600137
Agreed
>>
Agree
>>
Rolled 28 (1d100)

The High Leader, Kurio, wants to gain more information on the mysterious spire. He's ordered his spies to kidnap someone who might have information on it...
>>
Rolled 79 (1d100)

>>45600474
Guess we don't find out anything
>>
Rolled 14 (1d100)

>>45600474
While this man didn't know anything, at least it's because he wasn't anyone important, so that means no diplomatic crisis will explode.
>>45600507
We've got suspicions of a hibibi courier who may know something though...
>>
Rolled 31 (1d100)

>>45600556
grab him!
>>
The courier must have indeed known something, because the moment we turned our eyes away from him, he bit his own tongue and later died. Now, suspicions about some group trying to access forbidden knowledge in Babaduad has arisen and more mercenary guards patrol around the areas and at night.
If you still want to try and gain information through kidnapping, give me another roll
>>
Rolled 29 (1d100)

>>45600675
>>
>>45600692
For fuck sake
>>
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>>45600711
>>
Rolled 37 (1d100)

>>45600675
>>45600692
Fuck that, send the army
>>
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Rolled 49 (1d100)

"Ah, crap, they're onto us"
Our actions are being noticed. We must try to cover our tracks or consequences will never be the same.
>>
>>45600675
Is there anything stopping us from simply occuping the city on the basis of the towers being extremely suspicious of just demanding to be allowed to investigate it
>>
>chinks

Is that really necessary?
>>
>>45600947
Whats wrong?
>>
We just barely managed to erase the trails leading to us. Our spies will have to lay low, we'll switch them with those from other cities probably.
>>45600848
It could hurt trade between the nations, but other than that, we know of no other potential consequences.
>>45600947
it's what this fictional race is called. In their language it's more similar to chi-ni-ko-ne
>>
Rolled 37 (1d100)

>>45601009
Attempt another operation
>>
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>>45601035
dice pls
>>
>>45600848
20k armed citizens and mercs....

we should leave badabuad for now. maybe ask Hassein?

eitherway, time to wipe out the barbaric cannibals on the island. let's send 500 men, or should we send 1000 to be sure?

>>45601035
how dumb are you?! srsly fucking stop it already we almost got caught twice and you CONTINUE to try? fuck sake.
>>
>>45601061
Maybe we should send some people to the empire to the south to do some digging on the tower there maybe we can learn something about the one in Babaduad?
>>
>>45601061
Supported. Send people with the intent of settling and immediately build a shipyard.
>>
>Population: 250 000 + 18 000 chinks
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi, postal service
>Navy: 4 carracks, 7 chink ships,8 flyuts ,8 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy
>>
>>45601114
>>45601117
im for either of these, but a small repair yard is enough on that island.
>>
>>45601124
>H. Research science
Math and natural sciences to advance everything in general.
>>
>>45601117
>>45601149
A small naval base should do until we can secure the island from the natives
>>
>>45597558
>140k pop
>>45601124
>250k pop

jesus fucking christ what's going on?

>>45601168
yeah
>>
>>45601181
Post war population boom due to our new territories generating increased wealth and expanding existing farmland in the core regions.
>>
>>45601168
Shouldn't take too long, we did kill a lot of them the first time we arrived.
>>
>>45601168
>>45601124
This
>>
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Rolled 32 (1d100)

An expedition is sent to the cannibal island, bearing warriors, builders and supplies for an initial outpost.
We expect little resistance from the locals, as during our last expedition we killed most of their warriors.
>>
>>45601322
When we land the first thing we should do is set up a defensive perimeter before the natives show up
>>
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We were somewhat surprised to find that the savages still resisted - young and old men and women attacked our explorers, but our warriors made short work of them. We lost a couple of men, but now we have rounded up all remaining cannibals and must decide what to do with them.
A.Kill them all
B.Neuter and enslave them
C.Make them our subjects
D.Sacrifice them
>>
>>45601424
>D.Sacrifice them
Bring good fortune to this new settlement.
>>
>>45601424
>D.Sacrifice them
>>
>>45601424
>A.Kill them all
I'm thinking we should kill them to make our conquest of the island final they could rebel later and take back the island
>>
>>45601424
>B.Neuter and enslave them
>>
>>45601424
the smartest thing would be to use them as slave labour until our camp and dockyard is done before killing them
>>
>>45601492
Changing vote to this and then sacrifice.
>>
>>45601492
I will actually say keep some for education, it can reach us good scientific methods for learning
>>
>>45601424
B. Neuter and enslave them
Bringing workers from home is expensive, use native workforce.
>>
>>45601537
Yeah we could dissect them and learn more about medicine.
>>
Rolled 24 (1d100)

>>45601424
C.
>>
>>45601492
I'm going to agree with this.
>>
>>45601570
fuck no, they're cannibals.
>>
Rolled 98 (1d100)

>>45601424
B.
>>
>>45601604
Show them the wonders of artificial human flesh, meat.
>>
>>45601629
I think its a bad idea to let them live.
>>
>>45601652
Agreed
>>
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The 300 savages left are all castrated and put to work. We tear down most of the buildings in their village for materials and supplies and begin setting up our colony. A fresh water source is discovered and fishing will provide some initial food before some crops are set up.
A.Explore the island further
B.Focus on building the colony
C.Send an expedition out to sea
>>
>>45601756
Explore. Gotta know what's here if we are to make a permanent settlement.
>>
>>45601756
B.Focus on building the colony
>>
>>45601756
lets get the colony up and running
>>
>>45601756
>B.Focus on building the colony
Could be more savages inland, best to be on the save side.
>>
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We've set up some basic docks, housing, warehouses and stockades to protect the colony from any potential danger that still lurks.

A.Explore the island further
B.Focus on building the colony
C.Send an expedition out to sea
>>
>>45601870
>>A.Explore the island further
>>
>>45601870
A. explore
>>
Rolled 24 (1d100)

A. Explore the island, try to find a better natural harbour or signs of a larger native population.
>>
Rolled 92 (1d100)

>>45601870
Explore the island as much as possible, could could be useful things or nothing, gotta know.
>>
>>45601870
Explore the island familiarize ourselves with the land and keep an eye out for useful resources and possibly signs of natives we missed.
>>
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Well, there's nothing particulary valuable to mine on this island, but there's warm beaches, a forest with no large predators(no large animals, really. Explains why the locals turned to cannibalism). The climate is quite pleasant and the soil can support warm crops.
>>
Rolled 13 (1d100)

>>45602049
Settle a second colony there if the land is better for planting, search for any plants or edibles that are not found at home.
>>
Guys, we need to look for the other three mysterious towers. I'm willing to bet there's some pentagram shit going on, or something akin to the universe stabilizing towers in the Elder Scrolls universe.
>>
>>45602049
Welp lets begin setting up crops, did we discover any new one's on the island?
>>
Rolled 42 (1d100)

>>45602049
Cut down all the tree's.
>>
>>45602049
find some fertile land and start farming, also setup some fishing.
>>
>>45602131
This sounds good.
>>45602083
I suggested earlier we send spies into the empire to the south to learn more about the tower there.
>>
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The colony will naturally develop over time and will serve as a base for our ships. We've begun clearing land for crops.
One or two more turns and I'm off for the day.
>Population: 260 000 + 18 000 chinks
>Resources: significant stone deposits, copper,tin, lots of iron, gems, lots of coal, saltpeter,sulphur, quarz, lots of quality timber
>Economy:Camark silver coins,trading on the Northern road and with independent chinks and hibibi, postal service
>Navy: 4 carracks, 7 chink ships,8 flyuts ,8 caravels,capable sailors, Stormborn
>Food stockpiles:high
>Food production:high

>A.Exploration
>B.Food production & Population growth
>C.Improve religion/culture
>D.Settle new lands
>E.Improve defences
>F.Architecture
>G.Improve military
>H.Research science
>I.Improve a settlement/region
>J.Navy
>K.Improve economy
>L. Diplomacy
Also, give me some ideas for the colony's name
>>
>>45602049
Gentleman, i think we may now begin tourism as an industry. Look at this place, ignoring the natives whom are gone as far as the rich care, this place is a lovely place to have a villa on.

Failing that i suppose we could give a large part of it to help the storm-born, they lost the most securing this place and i really like them having a island fortress.
>>
Rolled 44 (1d100)

>>45602195
send a diplomat to hassein and ask about the pillars

send some spies to pajit and try to find out something about the pillars.
>>
>>45602195
>>45602196
I think It would be better as a resort for the rich, merchant lords, aristocrats they'd like the idea of a somewhat far off resort.
>>
Rolled 78 (1d100)

>>45602195
L. Try to find out more about the tower to the south, through diplomacy.
>>
>>45602195
Name for the colony: Cannibal Island
>>
>>45602195
Call it port tide or something, also agreeing with the anon who wants to send the diplomat. If they do anything aggressive we will begin hostilities.
>>
Name the colony Port Cannibals
>>
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We'll try gaining information on the spires in Vajni through diplomacy.
As our diplomat enters the huge city, he notices large temples, bazaars and palaces and then - the spire. It is indeed identical to the one in Babaduad.
Who shall our diplomat ask for information at the capital of the Pajit Empire?
A.The Emperor
B.A temple official
C.A merchant
D.Someone else
>>
>>45602453
>>B.A temple official
>>
>>45602453
>D.Someone else
We got the cold shoulder from the people in Babaduad we should ask someone in the more "shadier" parts of the city.
>>
Rolled 12 (1d100)

>>45602453
C. A merchant. He is likely to know about the city and used to deal with strangers.
>>
Rolled 53 (1d100)

>>45602544
+1
>>
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Merchants are fairly straightforward - some pleasantries and a lot of bribes. After a series of discreet payments, we gain access to a "well-informed gentleman of choice company".His knowledge stretches across many topics, but he will only discuss one thing with us. He understands we wish to learn of these spires.
After the proper exchanges, we finally are able to recieve information.
The spires represent what he calls a "merchant organization of vast power", which always maintains six such spires at important cities around the world - Babaduad and Vajni have such a spire and apparently the Hassein capital also has one. These spires guarantee a degree of international stability - as long as "the contract" is not broken, a spire-nation will not fight another spire-nation. Breaking this "contract" will mean another nation shall take the spire position.
The last thing he is willing to tell us is that the Feen Khanate used to be host to a spire, but one of their Khans broke the contract - that coincided with the beginning of the end of the feens.
>>
>>45602908
By the elements.
>>
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>>45602908
I wonder who could the "merchant organization of vast power" be
>>
With that ends today's tale. We've dived into deeper waters, so to speak and tomorrow or thursday we'll continue
>>
>>45602963
kek

>>45602987
thx op
Thread replies: 123
Thread images: 18

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