For future reference, if you change your vote, please go back and edit your original vote post. This makes things a lot easier for me.
Construction:Your camp is filled with the sound of work. Hides are stretched over wooden frames, stones gathered and stacked. A pile of baskets woven from planes grass fills the the foragers camp, and a large hut is constructed to keep food rations cool and dry. You even have time to start sketching out the dimensions of a warren for folks to live in. The design will of course fall into chaos as it fills up with kobolds scratching their own homes and passageways past one another, but at the least you hope to keep the chaos contained.
For the first time you see the settlement as more than just a handful of inhabited handful of caves. Hope and ambition swells within you. Someday, this will be a city unlike any the world has ever known.
Happiness: 3
Food: 2/4
Population: 2/2
Defense: 1
Tools: 0
Weapons: 0
BM: 3
RW: 5
Subterranean Constructs:
Slot 1: Natural Caves (+2 shelter)
Slot 2: Kobold Warrens 1/5 (+5 shelter, -1 happiness)
Surface Constructs:
Slot 3: Iron-worker's workshop. (An exceptional building, for a kobold. Unlocks many things)
Slot 4: Food Storage (allows 2x population stockpile of food)
Slot 5: Foragers Camp (+4 food per turn, -5 labor points per 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.
It's not enough, you think to yourself. Any other kobold would be satisfied. You've essentially conjured a tribe from thin air, and you could live the rest of your life as chief with little complaint based on this achievement. But its not enough. Not for what you want to do. Already your mind has turned to how your settlement might be improved, how you might push further, for the sake of your people, for the sake of your own ambitions.
((By constructing buildings for the first time, you have unlocked upgraded versions of them! In the future, you can build these versions directly if you so wish.))
Building a
Food Storage has unlocked:
Communal Kitchen: 1.5x Food production, Food stockpiles at 2x population, -5 labor per turn
Requires: 50 labor, 10 BM, 1 RW, 5 tools
Granary: Food stockpiles at 5x population
Requires: 50 labor, 10 BM, 1 tools
Building a
Foragers Camp has unlocked:
Hunters Camp: +10 food (per hunter), +1 defense (per hunter), -5 labor (per hunter)
Supports up to 3 hunters.
Requires: 75 Labor, 5 BM, 3 tools, 1 weapons (per hunter)
These buildings will appear in the construction options starting next turn.
Events:Your runner has brought you urgent news!
A large group of kobolds has been spotted on the road, and they are accompanied by
elves! He says you should expect for them to arrive by the
next turn.
Your iron-worker has come to you with another opportunity. A young kobold has discovered a small grotto in the caves around the camp. He believes that with a bit of work he should be able to clear it out enough to provide additional building space underground.
The young kobold who discovered it however objects. He suggest that this picturesque cave be given your protection as a shrine. It is an un-paralleled beauty he claims, he likes of which can not be found again outside of the civilizations to the east. He is exaggerating of course, but it is true that your camp lacks any outlet for spiritual practices. A shrine, especially one of such natural beauty, would certainly make your kobolds happy, and may even attract a druid in time.
A. Side with the iron-worker. Provide him with 5 labor next turn, and there will be a chance to receive an additional subterranean building slot. You will also receive BM, and possibly other things. (at a very small chance)
B. Side with the Young Kobold. Provide him with 1 RW to furnish the shrine, provided he take responsibility for the project. You will receive +3 happiness in your settlement, and will have a small chance of attracting a druid each turn.
C. Ignore the issue for now. If left alone for long enough, it may resolve on its own, and it may have unexpected effects.