Turn 6: Rebel Scum*Commence Gremlin Near-Genocide*
[1] vs [1] Neither of you does a particularly good job, and the gremlins remain undestroyed.
[4] Confident in their ability to weather anything, the gremlins continue living off the land, including breeding to increase their numbers.
Rebel Gremlins now contain two units.
Move South-West (tile 6 in your example) Gather iron. I'll have my Golems forge the iron into Iron Bars (should make it easier to do what I'm planning on doing with them )
[3] You gather some questionable iron.
[6-1] Your golems somehow produce masterful iron bars at your shoddy forge. (The lv 2 indicates that it's a refined item; further refining it results in lv 3, and so on)
From your current position, you can see the lands beyond your immediate vicinity. They look oddly... blank. A chalky wasteland, but somehow even more desolate.
Build a castle out of rock. Tell golem 1 to build a third flesh golem, and golem 2 to gather more flesh.
[1] Your endeavors result in a jumble of rock that gets in the way and provides no benefit. If anything, it'll give invaders something to hide in/behind.
[4][1] Your golem requires training to be able to produce more golems, and so instead gathers flesh. This is perhaps fortunate, as your other golem fails miserably at the task. You gain one unit of flesh total.
I collect sand.
Sandfolk gather corpses and bring them to Hell.
[4] You successfully gather one unit of sand. Sadly, you are forced to expend it to stabilize the portal. It should now be stable on its own, however.
[1-1] Your minions' inept efforts run them into an enemy.
Sandfolk attack: [3+1] vs [6]
Enemy attack: [1] vs [1+1]
Sandfolk: [4+1] vs [2]; [6+3] vs [3]; [5-6]
Enemy: [5] vs [3+1]; [3+1] vs [2]; [3-2]
The battle is mutually destructive, with your sandfolk being mauled and the defenders destroyed completely.
On the bright side, you've discovered how combat works and your minions have leveled up.
Roll to hit vs roll to dodge; if the attack hits, add the difference to the damage vs not damage roll; if damage occurs, defender makes a don't-die roll, adding the difference between the two damage-related rolls. If this is a negative number, they die. If positive, they still take that penalty to all future don't-die rolls until they're healed, which typically happens at the start of every turn.
Levelup Options:Raider: +1 to harvesting vs mortals
Tough: +1 to resist damage rolls
Fury: +1 to attack rolls
You may suggest/request something different if you'd like.
I create a bone brute - a skeletal creature that can't reproduce, but can be easily produced in large numbers. My skeleton gathers shit. And by shit I mean bone.
[1] Your...
thing looks vaguely like a snake made of bones. Unfortunately it laughs at you and flees southeast.
[5+1-1] With the aid of your boneyard, your skeletons produce some very high-quality bones.
I improve my Mud Crabs to make them smarter and be able to dig better.
[3][1][2] You barely make any impact, which is perhaps good because you could swear they're getting dumber.
Minions:
Skeleton- (-1 penalty to resource collection)
Structures:
Boneyard- (50% chance for +1 to bone collection, limit one use per turn)
Materials:
1 Bone+
Currently in Hex 6
Minions:
1 Ice Golems- (-1 penalty to resource collection) [Hex 4]
Structures:
Shoddy Forge [Hex 4]
Materials:
1 Granite
1 Iron Bars+ (lv2)
1 Iron-
1 Wood+
Current Hex:
-1 to next Ice collection attempt
Minions
Sandfolk (-1 to resource collection, +1 to combat)
Structures:
Portal
Materials:
None
Current Hex:
-1 to next Rock collection attempt
(through portal) -2 to next mortal collection attempt
Materials:
1 Mud
Current Hex:
Contains "moat" of crooked, worthless trenches
Small, worthless, digging crab golems
Small, worthless golem mud worms
Minions:
Golem 1 (Magnitude 2 Flesh Golem)
Golem 2 (Deformed Centaur Golem, -1 to any task involving movement)
Materials:
2 Flesh
1 Flesh-
1 Rock
Current Hex:
Massive Flesh Portal
Barrow Henge
Let me know if I missed anything.