5v4 for AA using Nirur Torir's conditional.
In the future, for my sake, please only bold a single option.
You have arrived!Though during your journey you considered settlement in a river glade, and the easy life it would provide you with, you were hardened by greater ambitions (and the persuasions of your iron-working friend) and have made your home among rocky crags rich with
iron ore.
Your exceptional friend after a quick survey of the land gives you an excited report of
flux stones, an important ingredient in the production of steel, near the surface. The process of steel making is still far beyond the capabilities of your friend, but he is not without his own ambitions. When the day comes, you will have all you need for the process on hand.
Other metals can be found deeper in the earth here as well, he suggests, before scurrying off to establish his workshop.
Your settlement has been established at the
Rocky Crags not far from the steppes. A few sparse trees cling to the hillsides here, and rolling hills of shallow soil are broken by huge outcrops of bare rock. Your Kobolds find themselves at home scattered amongst the crevasses and natural caves here. At the surface, the land holds
iron ore and
flux stones, and promises further metals in it's deeps. A happy little stream gurgles nearby providing fresh water, and ambiance.
Your SettlementRules of play:
Your settlement contains several stats which will inform your play. For now, the most important on this list are Food, Shelter, Happiness, and Defense.
Additionally, you will need to manage Population, Weapons, Tools, Building Materials, and Raw wealth.
You will manage these by carefully selecting options during events, and by choosing what to build in your settlement.
If you run out of food, you will have an immediate roll for survival at the end of the turn amid the chaos. If you survive, you will lose population and happiness. Each population consumes 1 food per turn.
Shelter limits your max sustainable population. Population over the shelter limit will consume either additional food, or raw wealth each turn. It will also steadily reduce happiness.
Happiness is a measure of stability and satisfaction with your rule. If it falls too low, you may find yourself with a rebellion on your hands!
Defense is a measure of your ability to defend yourself. If it is too low, you will find yourself vulnerable to raids and other disruptions.
Other Stats:
Tools and Weapons simply act as limiters for certain effects. For example, every one point in weapons will allow you to apply a multiplier to 1 point of your defense stat. (the multiplier being affected by the material of your weapons.)
Building materials (BM) are a consumable resource that allows you to construct certain buildings.
Raw wealth (RW) is a consumable resource used most frequently in events, and occasionally in buildings.
Population is a measure of how many individuals reside within your settlement, and are required for a vast number of other things.
Happiness: 4
Food: 5
Population: 1/2
Defense: 1
Tools: 0
Weapons: 0
BM: 0
RW: 0
Your settlement can only hold so many constructs. This can be improved at a later date.
Constructions can be destroyed at any time, with no refund on materials or labor.
Subterranean Constructs:
Slot 1: Natural Caves (+2 shelter)
Slot 2: Empty
Surface Constructs:
Slot 3: Iron-worker's workshop. (An exceptional building, for a kobold. Unlocks many things)
Slot 4: Empty
Slot 5: Empty
Each population generates 5 labor points per turn. Unspent Labor will be lost at the end of the turn.
Housing:
Kobold Burrows: +2 Shelter
3 labor points to build. Subterranean
Kobold Warrens: + 5 Shelter, -1 happiness
5 labor points to build. Subterranean
Human style Huts: +5 Shelter
10 labor points to build. 5 BM to build. Requires 1 tools.
Surface.
Dwarven Style Huts: +6 Shelter, +1 defense
15 labor points to build. 10 BM to build. Requires 3 tools.
Subterranean.
Production:
Scavengers Camp: +2 food per turn, +1 BM per turn, -5 labor points per turn
4 labor points to build. Can use any slot.
Foragers Camp: +4 food per turn, -5 labor points per turn
4 labor points to build. Can use any slot.
Mining Camp:+4 BM per turn, -5 labor points per turn
10 labor points to build. Can use any slot. (unlocked by exceptional iron-worker)
Special Buildings:
Simple human sewers: +1 shelter, x2 Shelter multiplier, +2 happiness
100 labor points to build. 35 BM to build. Requires 10 tools.
Subterranean
Food Storage: Allows you to stockpile unused food up to 2x the current population
10 labor points to build. Can use any slot.
Totem Area: +1 happiness
2 labor points to build. 2 Food to build. Can use any slot.
Unfinished buildings retain accumulated labor at the end of turn. Many of these buildings can be upgraded to further improve their stats.
You have 5 available labor points this turn.
Good luck architect. Your people are counting on you.
What will you have built first?