Announce to the people that you shall settle here and build a great city out of the ground.
You are struck by an idea, to build a great city unlike any other, a monument dedicated to your people that shall outlast time itself! It sure is a shame that you have absolutely no idea as to what a city is; you've almost certainly seem none of these in your time.
Announce to the people that you shall settle here and build a great city out of the ground. Take charge of the rabble by checking stocks and finding out what skills and tools the people have.
Announce to the people that you shall settle here and build a great city out of the ground. Take charge of the rabble by checking stocks and finding out what skills and tools the people have.
This. Also set some to work straight away gathering wood, and stones from nearby.
Your tribe boasts [3d80/3] 34 fit individuals and, after a quick inspection, you determine that you have enough food stored to last you for [d20] 4 years. The lack of preservation of any kind means 15% of the tribe's food reserves will rot every day. Your nomadic lifestyle thus far left little room for the development of complex tools, though you've long since mastered
Toolmaking I, leaving you with [3d10/3] 4 crude stone axes, 5 crude wooden clubs, 7 crude wooden spears and 7 crude stone knives.
Techiniques like smoking, salting and refrigeration, as well as the availiability of containers, reduce the daily rot on your people's food stocks, otherwise valued at 15%/year.
Your population representates the number of active adults in your tribe, in spite of gender, though future cultural developments may change either gender's participation. Young children and the elderly are abstracted. Until further notice, the tribe's population grows by 1% every year, fractional values being accounted for.
At the start of the game your people are a nomadic hunter-gatherer community looking to settle down; though they've grasped basic toolmaking, they are limited in both materials and technique. New materials and techiniques will be made availiable as your people discover and master new technologies. Gathering rolls are fixed at d100 per individual and tools act as multipliers.
Announce to the people that you shall settle here and build a great city out of the ground. Take charge of the rabble by checking stocks and finding out what skills and tools the people have.
This. Also set some to work straight away gathering wood, and stones from nearby.
Four of your people set out to gather wood. They come back with [4d100 x 0,05] 6 unworked logs.
With every update it is assumed that an year has passed ingame, though greater amounts of time may pass both in the lack of new events and as the gameplay scale increases.
How about we settle here because I punch you in the face, that's why. Now shut up and build some gorram huts!
After briefly berating your people on their perceived ignorance, much to their discontentment, you start daydreaming of some bizarre construct you've branded "gorram huts". Now that you think about it, what is it that you were supposed to be doing in the first place anyway? Ah, yes, now you remember it, back to
explaining to the disgruntled crowd in front of you why you've suddenly decided to settle in these lands and abandon your people's ancient nomadic ways.
Designate some farmland, and assign men/animals to work it.
An idea concerning farmlands and working animals springs to mind, but, puzzled, you quickly dismiss the notion.
Try to figure out agriculture. The young, foolish, and ADHD should build three great houses on the three hills. Eventually, they will be a communal house, a vault, and a palace, to house the tribe's people, wealth, and leaders, but for now we'll just sleep in the three buildings.
Not only are you and your people clueless as to the likes of agriculture, their inability to build as much as huts makes the concept of a great house sketchy at best. Your people do know how to build tents though and, in fact, have enough of them to house everyone in Very Poor condition.
Your people are always assumed to have enough tents to house their entire active population in the worst of conditions; all other shelters have to be built in adequate numbers to house your population and offer Morale bonuses.[spoiler]
[spoiler=Early Technologies]Early technologies are not systematically researched, but rather, the product of circumstances and chance. Your people will be, for the most part, clueless if you order then to develop something they have no idea about, but you can easily expose them to situations propitious to a given desired breakthrough. As an example, in the above case, agriculture could arise as a consequence of foraging.
Morale acts as modifier for all of your people's actions; your people start with a flat morale multiplier of 1, but better lodgings, as well as monuments, faith structures and availiable entertainment will increase it accordingly.