Turn 7. Since morale is currently rather useless, I now decree that morale shall be worth 0.5 for each point of difference away from 5, instead of 0.1. Population now cannot directly be increased by action; increase morale instead.
To see if anyone actually reads the turn header, plus one for the turn to the first person who mentions rain in an unedited post. If the post is edited, youll have to make a new post if you want it to be counted. This is to stop the last person taking the turn to be the first one to notice, then have it ninjaed away later. Nobody responded to my turn header last round, will anyone respond this time?
Strife26s Zefies -
| The Zefies replace all their outdated bronze weapons with powerful new steel weapons for themselves. They appreciate their shiny new weapons.
Economy 3
Technology 3
Military 3 + 1(ACT) = 4
Population 2.7 + 0.1(MRL) = 2.8
Infrastructure 3.7+ 0.1(Rounding) = 3.8
Morale 6 + 2(temp, expires after next round) = 8
Frelocks Raiders of Rodinia
| The Rodinians scrap their entire fleet, and innovatively create a new one out of bronze. It sinks. Their entire team of scientists was on their flagship, and did not survive.
Economy = 3.7 + 0.1(Rounding) = 3.8
Technology 3 1(temp, 2 turns remain)
Military 2.9 + 0.1(Rounding) 1(ACT) = 2
Population 2.8 + 0.1(MRL) = 2.9
Infrastructure 3.95 + 0.05(Rounding) = 4
Morale 6 + 1(temp, expires after next round) = 7
Warboss Orgs Boyz
| A strange new Ork arrives in the camp, and begins improving da Choppa makin method. Org kills da old head thinky boy, and promotes da new one to is place.
Economy 3
Technology 1 + 2(ACT) = 3
Military 3
Population 2.5 + 0.3(MRL) = 2.8
Infrastructure 2.85 + 0.10(Rounding) = 2.95
Morale 7 - 1(Temp Bonus) + 1(INF) + 1(temp, expires after next round) = 8 (-1 after next round)
Navians Bronze Colossi
| The colossi improve their culture. People feel happier knowing that they have prettier baskets and pots then the barbarians.
Economy 3
Technology 2
Military 2
Population 2.4 - 0.1(MRL) = 2.2
Infrastructure 3
Morale 4 + 1(INF) + 2(ACT, vanishes after next turn) + 1(temp, expires after next round) = 8
R1cks Basinians
| R1ck commissions a large hollow statue made out of him. The engineer he commissions insists that a 100 foot bronze statue would collapse under its own weight, and several small statues of R1ck are built throughout the capital, each serving as a grain storage and distribution device. People are mildly unnerved by having their food pour forth from their leaders toes.
+1 for my poor spelling skills, sorry about that.
Economy 2
Technology 2
Military 2
Population 3
Infrastructure 3 + 1(ACT) = 4
Morale 5 -1(ACT, temp) +1(Event, temp) = 5
Shades Zaniah
| The Zaniah improve their metalworking skills. They also come up with a new weapons-grade bronze alloy: Zaniah Bronze (Sorta like Damascus Steel, which I know too little about to make an interesting description.)
Economy 3.5 + 0.1(Rounding) = 3.6
Technology 1 + 1(ACT) = 2
Military 3 + 0.5(ACT) = 3.5
Population 3.7 + 0.3(MRL) = 4
Infrastructure 3.5 + 0.1(Rounding) = 3.6
Morale 7 -2(TEMP) - 1(INF) + 1(temp, expires after next round) = 5
The Dead
| The barbarian, who has begun calling himself The Dead, notices the Ork encampment. He paints himself green, so that he will blend in with the Orks perfectly. He notices them making primitive weapons, but they are making them very inefficiently. After showing them a vastly superior way of making Choppas, Da Warboss notices his efforts, and promotes him to Head thinky boy.
An Ork Choppa, a buckler, and studded leather armor
Unharmed. Painted Green. Happy.
Heretics of The Void
| The Heretics of The Void study the reasons behind their recent magical failings. They learn that by torturing sentient beings, they are able to improve their dark magics greatly.
Economy 3
Technology 2 +1 (ACT) = 3
Military 3
Population 3
Infrastructure 3
Morale 5 + 1(temp, expires after next round) = 6
Random Event!
| The weather is absolutely perfect. Everybody is happier.