Questions:
Can we replace housing without leaving everybody homeless for the duration?
If not, will a same-turn rebuild leave our bolds satisfied?
Can we toggle buildings like the forager's camps to use the labor elsewhere?
Deconstruction is instant.
As long as everyone has someplace to stay at the end of the turn, you will not incur penalties.
Construction can finish in the same turn it is started provided you have enough labor.
Yes, buildings can be toggled.
Construction:You begin construction of a Food storage in Surface slot 4. The kobolds are working diligently.
Happiness: 4
Food: 5
Population: 1/2
Defense: 1
Tools: 0
Weapons: 0
BM: 0
RW: 0
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: Food Storage (under construction. 5/10)
Slot 5: Empty
Events:A runner has been dispatched, bringing word of your successful journey back to the civilizations in the east. This is expected to attract more migrants soon, though their number should be few and desperate until such time as you have proof of wealth and opportunity here.
You have sent the runner to:
A. The Human kingdom, to bring your people out of the slums and sewers there.
B. The Dwarven enclaves, to entice and give hope to their slaves that mine the deapths.
C. The Elven Refuge camps, where your people starve and struggle.Within the camp an opportunity has arisen. A large outcropping of rock above the center of camp has promise of gemstones, according to your iron-worker. He asks that you loan him a number of kobolds for the next turn, and with their help he believes he could crack it open, providing an amount of raw wealth and stone building materials.
Alternatively, it serves as a high position overlooking the camp, and a few of the younger lads are requesting permission to fortify it as a natural watchtower. This would provide a boost to defense.
A. Provide the Iron-worker with help next turn, generating an amount of RW and BM. -5 Labor, + ?? RW, + ?? BM
B. Allow the lads a reprieve from other duties to fortify the spot as a watch tower, providing a boost to defense. -5 Labor, + ?? Defense
C. Dismiss the issue for now, citing that the camp has other priorities. (there is a chance that this event will not return, or resolve independently differently if not explicitly dealt with.)
The Event phase is the final part of the turn. Stat/resource changes will be calculated and updated on the next post.