So we is back
So /qst/, here are rules:
>Technology of world is arount ~100 A.D.
>Every turn 2 actions, 1 tech action and 1 culture action (may leave any kind of action out if you want)
>civs start with 1000 guys,
>I'll make civ sheets
> Any new players will join existing civs
>civ population will rise to food poduction (not immediately)
CIVS:
Kingdom of Gole
Heliopolis
CooN
Russia
Volstine
Cygnar
This is my first /qst/ thread, so please be gentle to me. Let me know if you have any concerns. The unmarked lands don't have any owners, and won't until someone settles a city there!
I am not original OP. Really hope he come back
Russia
Volstine
Cygnar: They be getting big
We dem Boi's
Gole
Heliopolis
Is there room for any new players?
>>171650
Action: go and find a source of coal
Action: Start a mine at said source
Tech: Mining, to mine said coal
Culture: Make a dedicated church to Vodka.
>>171673
Yea of course
>>171676
You already have mining
>>171673
Every Nation has three slots
There are two slots open in each nation atm
So any lurkers can join any nation
>>171714
Great! Should I make a new Civ or join an existing one? If so, which ones are available?
>>171721
All are available.
Well, I guess I'll join the Russians. This looks fun.
>>171727
This is the other russian, You must come to agreements on your actions for the next turn
>>171676
Change Tech to Steel then.
>>171752
No problem mate
>>171666
>see the post with my info
>suddenly I'm satan
Action*: Set up logging camps north of Spring
Action: Scout east of Autumn for a place to settle a new city.
Tech: Improve Irrigation
Culture: Encourage adventuring and exploring of the central lands
I'd like to join Heliopolis, although this would be my first time in a game.
>>171781
Dont worry mate. Its a game. Being new is great.
>Turn example
>action: Build new fort ( takes 3 turns)
>Action2: New colony somewhere. Take x people from city 1 and 2 and they stay at new colony.
>Tech: Maths or something
>Culture: Drugs man.
>>171787
Ok, thank you. On second thought, I'd go with Volstine. Please tell me if I'm doing anything wrong.
Action: Prepare construction of fortifications for grand Cathedral (I'm assuming it's being built at Volkenburg).
Action 2: Production of mass farms at Velk.
Tech: Research ways to forge armour for horses.
Culture: Establishment of science integrated academia to preach the word of Volk to the youth.
>>171816
I don't think anyone has horses at the moment.
>>171816
>horse armour
i shiggy diggy
>>171820
We don't already possess the things listed under resources? It mentions horseback archers and stirrups, so I assumed there were horses.
>>171830
Oh then we have horses.
I took over this thread from the original op. He is MIA
>>171826
I got horses. I got steel. I put the steel on horses.
>>171841
can't blame ya
It seems I have to go to sleep soon. See you all tomorrow.
Action: colony on lake close to mahniga called Dahomey.
Action: mine for gold
Culture: Best rapper niggers travel to other nations as diplomats. They perform their rapping to hopefully attract large assed wimmin to CooN
Tech: fishing from boats
>>171676
Next turn in case i'm not around.
Action: Start training dudes to fight and shit
Action: Look for a forest to log
Tech: Sword and Boards
Culture: Teach of the dangers of over intoxication.
>>171816
Dont forget the road to cygnar still needs to be finished.
>>172352
That and we still need one more turn to finish the cathedral
>>172254
Obviously CooN btw
So, which nations haven't posted actions yet?
Heliopolis and Cygnar
>>175418
Should QM do the turns for em?
>>175449
Fine. Im thinking of making one of them the enemy of the continent
>>175475
Why not both, us vs one dude isnt that fair
>>175475
Have you thought of having tribes fall to a new one?
>>176241
I think i have a plan. Will post update after doctors appointment
Hahahaha
niggles
MUHAHHAHAHA
I'm back, what did I miss?
>>176656
Hold on, does this mean if nobody posts soon other players can take the reigns?
>>176764
Well I ran heliopolis before I became op
and Cygnar is ruled by sloan who is absent for week
>>176751
Action*: Take 50 men from each town, 150 total, to settle the city of Summer in the fertile plains that the scouts found east of Autumn.
Action: Begin road from Autumn to Summer
Tech: Improve animal husbandry
Culture: If the lands our explorers are mapping are dangerous then we shall all know them by what they are, Adventurers. A law is passed that each city and town, though not every village, must contain a lodging house for registered Adventurers.
Action: Scout for gold boiiii
Action: Build reservoir around dam
Tech: Selective breeding of land fowl
Culture: Wimmin enter prosititution, selling sex for food, follows the culture norm of encouraged sex.
>>177062
Sex for food :DDD
>>176754
What is this? They were looking for coal and other things and suddenly they discovered steel, seige weapons, then outfitted said army with steel, discovered the water wheel all in one turn. Mean while were all taking steps with our technology.
>>177084
Heliopolis absorbed cygnar.
Also they are the enemies of the continent
>>177086
That doesn't explain where steel came from and how they can keep make seige weapons without the knowledge of math. That and they equipped their army with the improved equipment instantly without using a action like the other civs have been doing.
>>177091
you're right.. well they skip a turn then
>>177092
Thats 3 tech turns and multiple actions done instantly, 1 turn skipped wont just balance the game.
>>177096
Cygnar already had water wheels and Heliopolis was gonna research steel until OP abandoned thread.
Its an event. Heliopolis is not controlled by players.
>>177096
I dont have a turn from you
>>177110
They made mines to get the coal for steel, they didn't start researching steel. Also I didn't mean the water wheel I meant you will need to learn math to properly use seige weapons, let alone make them. I'm just pointing out these logical fallacies.
Action: finish the road
Action: finish construction on the cathedral since we apparently fortified it before it was done.
Tech: Create catapults and ballistas.
Culture: Have the churches in used to be cygnar preach a pro volstine goverment.
>>177129
Read cygnar bio
They are the most technological nation
>>177154
I'm still standing by that they didn't explicitly researched steel or math in a tech action for a turn. Being described as inventive and technological wont earn them a free tech unless op would say so in which case the other civs would need to have their own respective bonuses.
Nice thread OP
Did OP dun goof
deaderino threaderino?
>>180775
Action: go and fine animals, preferably bovines
Action: herd them close to the nearest village and enclose those animals
Tech: animal husbandry
Culture: start an island wide holiday, everyone gets drunk and has sex. Need to get somebabies going
>>180945
Find*
>>181576
>grenadiers
>cannon boats
>everyone else in early iron age
Did you post in the wrong thread, or are you seriously bullshitting that hard? Also, where is the map?
>>181681
Don't worry about thats its from a different thread
Action: breed land fowl to be larger and larger
Action: build cobblestone walls around border of cities
Tech: smelting
Culture: the chief has the largest harem of women. The harem passes from chief to chief.
>>181003
Action: domesticate cattle.
Action: build stone walls around the settlements and place a garrison of soldiers in them.
Tech: Medicine
Culture: people are taught to value the Theocracy over themselfs.
I can't keep this and exams up
Maybe Weekends I'll update
Sorry guys. Wish old OP were here again.
>>186842
No worries OP <3