Civilization Thread - /qst/ (#6276909)

Anonymous ID: YZlGfWN9
7/19/2025, 9:19:18 AM No.6276909
humans
humans
md5: 89d51602af7160025de29a2106691a48🔍
We will make a few choices and then we'll begin.

I will only run sessions on weekends, but I might post throughout the week (no guarantees).
Replies: >>6276921
Anonymous ID: YZlGfWN9
7/19/2025, 9:20:16 AM No.6276910
What's our tech level?
> Stone age
> Bronze age
> Iron age
> other

How old is the world?
> Brand new
> Somewhat old
> Ancient
> other

How powerful is magic
> Nearly non existent
> Ritualistic only
> Normal fantasy
> Powerful
> Very powerful
> other

How common are spellcasters
> Very rare
> Rare
> Common
> Ubiquitous
> other

How's the presence of the gods in the world?
> Physical avatars
> Frequent manifestations
> Rare manifestations
> Gods are silent
> Gods are dead
> other

How many gods are there
> 1
> 2
> 3
> Dozens
> Hundreds
> other

How resource rich is the world
> Scarce resources
> Resource poor
> Normal
> Resource rich
> Very rich
> other

How is the vegetation of the world
> Barren
> Scarce
> Average
> Plentiful
> Gaia
> other
Replies: >>6276946 >>6276957
Anonymous ID: YZlGfWN9
7/19/2025, 9:26:35 AM No.6276913
You may choose any race that you want, but I recommend humans. Races voted but not chosen will be featured, except joke races.

You may choose one or more of the following biomes, biomes voted but not chosen will be featured.

> Chasm
> Desert
> Forest
> Glacier
> Grassland
> Lake
> Mountain
> Murky pool
> Ocean
> River
> Savanna
> Shrubland
> Tundra
> Wetland
> other
Replies: >>6276957
Anonymous ID: YZlGfWN9
7/19/2025, 9:29:56 AM No.6276915
Select Scale of the game

> Band. Start with 150 people.
> Clan. Start with 1,000 people.
> Tribe. Start with 4,000 people
> City. Start with 10,000 people
> Kingdom. Start with 30,000 people
> Empire. Start with 120,000 people
> Write in

And that's it for now.
Replies: >>6276957
Anonymous ID: NOv86KBx
7/19/2025, 9:46:54 AM No.6276921
>>6276909 (OP)
> Bronze age
> Ritualistic only
> Rare
> Rare manifestations
> Hundreds
> Resource poor
> Average
>Humans (or goblins)
> Murky pool
> Tribe. Start with 4,000 people
Replies: >>6276941
Anonymous ID: YZlGfWN9
7/19/2025, 10:19:46 AM No.6276941
>>6276921

I think you missed this one

How old is the world?
> Brand new
> Somewhat old
> Ancient
> other

It is to determine the occurence of ruins.

a new world will have few

an ancient world will have ruins everywhere
Anonymous ID: YZlGfWN9
7/19/2025, 10:21:30 AM No.6276943
these threads rarely have many people so we could begin with just you

or I could wait a few hours to see if more people chime in
Anonymous ID: TGg0qb21
7/19/2025, 10:39:15 AM No.6276946
>>6276910
> Iron age
> Somewhat old
> Normal fantasy
> Rare
> Frequent manifestations
> Dozens
> Resource rich
> Gaia
> Savanna
> City. Start with 10,000 people
Human
Replies: >>6276972
Anonymous ID: q2Tjb55v
7/19/2025, 11:19:00 AM No.6276957
>>6276910
>>6276913
>>6276915
> Bronze age
> Ancient
> Normal fantasy
> Common
> Rare manifestations
> 3
> Very rich
> Gaia
> Chasm
> City. Start with 10,000 people
Replies: >>6276972
Anonymous ID: YZlGfWN9
7/19/2025, 1:32:10 PM No.6276972
Rolled 1 (1d2)

>>6276946 1
>>6276957 2

I'm gonna roll between these two because they are very similar but have some key differences.

The other one was incomplete and anon didn't fix it.
Anonymous ID: YZlGfWN9
7/19/2025, 3:05:52 PM No.6276990
The world of Nyka is old enough to remember the footsteps of titans, yet young enough to bleed when mortals carve kingdoms into her skin.

Across her vast lands, the gods do not sleep. They whisper in storms, blaze in comets, and walk hidden among the living. They are many — dozens of divine wills shaping fate with unseen hands. Their presence is undeniable, their motives unknowable.

Magic, though rare, coils like smoke in forgotten temples and sacred springs. It does not obey the laws of men. Spellcasters are few — feared in some lands, revered in others. Where one walks, crops may bloom or villages may vanish.

Nyka is lush and overflowing. In places, the earth erupts with life: Gaian jungles sprawl untamed, rivers cut emerald veins through stone, and beasts of scale and fang prowl beneath endless skies. Yet where nature is generous, ambition follows. The Endari Savanna, golden and wild, offers boundless opportunity — and danger.

It is an Iron Age. The age of myth wanes, but its bones still shape the earth. Kingdoms rise upon bronze ruins. Iron blades ring in forges. Cities swell with laborers, warriors, scribes, and kings. Roads stretch farther each year, and with them, the reach of power.

This is not yet the age of heroes. It is the age of foundations, of first stones, of choices that will echo for centuries.

And now, upon the grassy throne of the southern savanna, a city rises.
Its name is not yet known. Its future — unwritten. But it begins here.
With 10,000 souls.
Iron in hand.
And the eyes of the gods upon it.

***

Your town has 10,000 inhabitants. You start with 300 gold.
Your start with Barracks, Blacksmith and a Trade School.
Your army is comprised of 30 spearmen, 30 swordsmen and 10 officers (with a few engineers amongst them).
> Name your city
> Name your leader

Choose an attribute for your leader:

Green Thumb: increases food output by 20%
Labor Leader: increases production by 20%
Merchant: increases gold revenue by 20%
Sage: increase research by 20%
Bard: increase luxury by 20%
Warrior: speeds up military training by 20%

You can train spearmen and swordsmen.

You can choose 3 of these to be already built. You can build the others later.

Granary: increase food and pop growth.
Shrine: reduces unrest.
Market: increase money revenue.
Sawmill: allows training of bowmen and increases production.
Stables: allows the production of cavalry.
Library: generates research.
Bathhouses: increase luxury.
City Walls: provide defense.
Mines: increase production.

You can set your tax rate from 0-3 in increments of 1/2.
The higher the taxes, the greater the unrest.
It is usually better to keep it in the 1-2 range.
> 0
> 1/2
> 1
> 3/2
> 2
> 5/2
> 3

What should your city focus on?
> Breed (maximize food/pop growth)
> Trade goods (maximize gold)
> Build/Train (maximize production)
> Research (maximize research)
> Entertain (maximize luxury)
> other

Also select an army action and a personal action for the first year.
> specify
Replies: >>6277081
Anonymous ID: q2Tjb55v
7/19/2025, 6:08:45 PM No.6277081
>>6276990
City: Herba
Leader: Cazo
Labor Leader: increases production by 20%

City Walls: provide defense.
Mines: increase production.
Sawmill: allows training of bowmen and increases production.

> 1/2

> Build/Train (maximize production)
Build a Granary.

The army scouts for new recruits.

Cazo walks around and inspect the city looking to make improvements.
Replies: >>6277256
Anonymous ID: YZlGfWN9
7/19/2025, 10:06:28 PM No.6277256
>>6277081

The army scouts for new recruits. They find a number of experienced hunter that we could recruit as an archer unit [10 archers, lv 2]. It would cost 120 gold.
[we can train level 0 archers for 30 production, since we have a sawmill; our current monthly production is 12].

Cazo walks around and inspect the city looking to make improvements. You find several areas where improvements could be made, but they will require some Research before you can implement them. Choose which one you want to put your sages to work on:

> Granary Storage Optimization
> Blacksmith Workflow Streamlining
> Lumber Efficiency Initiative
> Quarry Expansion Plan
> Military Training Grounds Refit
> Sanitation and Drainage Improvements
> other

An engineer proposes building an irrigation system using stone channels! The work could take many years, so he divided it in 10 levels. The first few are trivial, the last ones demand lots of resources - there's diminishing returns at work here.

[The first level of improvement would cost just 20 production. Each subsequent level would cost twice as much. Each level improves food per farmer by 0.1. So with level 1 irrigation, you get food per farmer of 2.1 instead of 2.]


Year 2

City of Herba
Leader Cazo (Labor Leader, increases production by 20%, Level 3 [you can reach up to level 20, or maybe more, although levels above 5 are uncommon and above 10 are rare])
Population: 10,100
Unrest: 0% (10% 1/2 tax, -15% garrison [each 2 military units garrisoned reduce unrest by 5% up to a maximum of 20%, and you have 7 units garrisoned])
Gold: 244
Buildings: Barracks, Blacksmith, Trade School, City Walls, Mines, Sawmill (upkeep 9 gold)
Tax Rate: 1/2 (income 5 gold)

Army: 30 spearmen (lv 0), 30 swordsmen (lv 0) and 10 officers (lv 1) (with a few engineers amongst them) (upkeep 5 gold) [troops can reach up to lv 10, although levels above 5 are rare]

You finish the construction of the Granary in the fourth month for 40 production! Now you can feed more people and your population will grow faster.

You gain 52 revenue from trading goods the rest of the year. [each 2 unused production is sold for 1 gold]

(turns for now are one year = 12 months. The upkeeps and revenues are monthly)

Your steward says our upkeep costs with our buildings is higher than our income. You should consider increasing taxes, or at least building a market.

You could feed a maximum of 5 more military units (about 50 soldiers).

What should your city focus on?
> Breed
> Trade goods
> Build/Train
> Research
> Entertain
> other

Also select an army action and a personal action for the first year.
> specify
Replies: >>6277304
Anonymous ID: q2Tjb55v
7/19/2025, 11:40:13 PM No.6277304
>>6277256
>> Quarry Expansion Plan

> Build/Train
Build a market and the first level of the irrigation system.

Scout the area with the army.

Cozo help oversee the construction.

Increase the taxes to 1.5%
Replies: >>6277337
Anonymous ID: YZlGfWN9
7/20/2025, 12:32:14 AM No.6277337
>>6277304

With the tax of 3/2, your unrest would be as follows

Unrest: 15% (30% 3/2 tax; 6 troops garrisoned -15%); [one worker turned into rebel, chance of 15% of civil war per month]

or with the whole army outside

Unrest: 30% (30% 3/2 tax; no troops garrisoned); [2 worker and one farmer tuned into rebels, starvation, chance of 30% of civil war per month]

> Are you sure about your choices?

Your Civil Advisor suggests:

Raise taxes to 1 (meaning 1 gold per 1,000 population per month, instead of 0.5 gold per 1,000 population per month as it is curently) and send only a single unit (10 soldiers) out scouting. Build a shrine, a bathhouse or more garrisons as soon as possible, then maybe raise the taxes further.

Unrest: 5% (20% 1 tax; -15% from 6 troops garrisoned); [no workers turned into rebels, chance of 5% of civil war per month]

or, if you build more garrisons:

Unrest 0% (20% 1 tax; -20% from 8 troops garrisoned).

Feel free to ask for any clarifications.
Replies: >>6277347
Anonymous ID: q2Tjb55v
7/20/2025, 12:44:51 AM No.6277347
>>6277337
Change the taxes to 1.
And send one unit of 10 shoulders to scout.

Do we use gold and production to train troops? Or can we use just one resource.
Replies: >>6277362
Anonymous ID: YZlGfWN9
7/20/2025, 12:59:33 AM No.6277362
>>6277347
>Do we use gold and production to train troops? Or can we use just one resource.

If you hire someone you use gold.
If you train your own units, you use production.
But your units will all be level zero unless you build structures that improve their training.
Hired units might be higher level.

But all units other than spearmen cost a gold upkeep.

Spearmen just cost food, but is the weakest unit.

Can get decent with a few levels though.
Replies: >>6277381 >>6277731
Anonymous ID: q2Tjb55v
7/20/2025, 1:29:01 AM No.6277381
>>6277362
Ok, I'll stick with the plan but raise taxes just to 1 and send 1 unit to scout.
Anonymous ID: q2Tjb55v
7/20/2025, 5:40:56 PM No.6277731
>>6277362
>> Quarry Expansion Plan

> Build/Train
Build a market and the first level of the irrigation system.

Scout the area with one unit of spearmen.

Cozo help oversee the construction.

Recruit the archer unit for 120 gold.
Replies: >>6277733
Anonymous ID: q2Tjb55v
7/20/2025, 5:43:56 PM No.6277733
>>6277731
And set taxes to 1, forgot that.
Anonymous ID: YZlGfWN9
7/20/2025, 7:19:38 PM No.6277776
You finish the construction of a market and the first level of irrigation!

You look into the quarry expansion plan! It will require 20 points of research to unlock, and then 20 points of production for level 1. It gives you and additional of 5% production to your workers. Each additional level requires further research and construction, adds 5%, and costs twice as much.

You recruit the archer unit for 120 gold.

You scout the area with an unit of spearmen.

You find a dungeon filled with skeletons!
> Explore the dungeon
> Bring reinforcements
> Ignore for now
> Write in

In helping to oversee the construction of the market, you come up with the idea of an expansion - a farmer's market, focused primarily on food. That should attract people from all over the region to buy and sell produce in your city.

Costs 100 production to build, increases food and population growth.

You could also expand the market itself - 20 production for a extra 5% bonus in income! Further levels costs increase by twice as much.

[all these small upgrades have an upkeep cost of 1 gold per level per month]

Year 3

City of Herba
Leader Cazo (Labor Leader, increases production by 20%, Level 3)
Population: 10,400
Unrest: 0% (20% 1 tax, -20% garrison)

Buildings: Barracks, Blacksmith, Trade School, City Walls, Mines, Sawmill, Granary, Market. (upkeep 10 gold)
Upgrades: Irrigation lv 1 (farmers 2.1); (upkeep 1 gold)
Tax Rate: 1 (income 10 gold + 5 from market)

Army: 30 spearmen (lv 0), 30 swordsmen (lv 0), 10 officers (lv 1), 10 archers (lv 2) (upkeep 6 gold)

Food: 17/18 (max 21+2)
Production: (4.5 + 4) * 1.95 = 12
Gold: 112

What should your city focus on?
> Breed
> Trade goods
> Build/Train
> Research
> Entertain
> other

Also select an army action and a personal action for the first year.
> specify
Replies: >>6277804 >>6278303
Anonymous ID: q2Tjb55v
7/20/2025, 7:45:36 PM No.6277804
>>6277776
>> Ignore for now

> Build/Train
Build farmers market and upgrade the market by 1.

Continue scouting with the spearmen unit.

Cozo builds his personal business.

Do we have to build a library to research?
Replies: >>6277817 >>6277887 >>6278305
Anonymous ID: YZlGfWN9
7/20/2025, 8:10:30 PM No.6277817
>>6277804
>Do we have to build a library to research?

No, but the library gives 2 research points per turn, which is equivalent to 2 population assigned to research.
Replies: >>6277869
Anonymous ID: q2Tjb55v
7/20/2025, 9:09:02 PM No.6277869
>>6277817
So can I assign 100 people to research and get 100 points a turn?
Replies: >>6277884
Anonymous ID: YZlGfWN9
7/20/2025, 9:35:51 PM No.6277884
>>6277869
>So can I assign 100 people to research and get 100 points a turn?

No, 1,000 people generate 1 research point per month. I refered to 1,000 people as 1 population.
Replies: >>6277887
Anonymous ID: q2Tjb55v
7/20/2025, 9:42:58 PM No.6277887
>>6277804
>>6277884
Alright I'll stick with the plan.
Anonymous ID: asBEvbCI
7/21/2025, 5:35:34 PM No.6278303
>>6277776
>Explore the dungeon
>Breed
>Army: Train
>Personal: Train

Need more pops
Replies: >>6278305
Anonymous ID: YZlGfWN9
7/21/2025, 5:54:47 PM No.6278305
Rolled 1 (1d2)

>>6277804 1
>>6278303 2
Anonymous ID: YZlGfWN9
7/21/2025, 6:08:48 PM No.6278308
You build a farmer's market for 100 production!

You upgrade the market to level 1!

Cozo builds his personal business! It is a tool store. It generates 1d3-1 income per month. (average of 12 gold/year)

Your spearmen ignore the dungeon for now.

They continue to explore and find a small village of 1,000 habitants by the coast to the east. They have access to a silver mine. It is defended by one unit of spearmen. It is called Samrick.
> Have Cozo go meet their leaders to parley
> Attack the village immediately
> Retreat and bring reinforcements
> Demand tribute from the village
> Write in
Year 4

City of Herba
Leader Cazo (Labor Leader, increases production by 20%, Level 3; personal wealth 12 gold)
Population: 10,800
Unrest: 0% (20% 1 tax, -20% garrison)

Buildings: Barracks, Blacksmith, Trade School, City Walls, Mines, Sawmill, Granary, Market, Farmer's Market (upkeep 12 gold)
Upgrades: Irrigation lv 1 (farmers 2.1) Market lv 1 (market +55% gold); (upkeep 2 gold)
Tax Rate: 1 (income 10 gold + 5 from market)

Army: 30 spearmen (lv 0), 30 swordsmen (lv 0), 10 officers (lv 1), 10 archers (lv 2) (upkeep 6 gold)

Food: 17/17 (max 21+5)
Production: (3 + 8) * 1.95 = 21
Gold: 142

What should your city focus on?
> Breed
> Trade goods
> Build/Train
> Research
> Entertain
> other

Also select an army action and a personal action for the first year.
> specify
Replies: >>6278310
Anonymous ID: q2Tjb55v
7/21/2025, 6:19:08 PM No.6278310
>>6278308
> Have Cozo go meet their leaders to parley

> Build/Train
Build Library and Bathhouses.

Recruit more spearmen.

Cozo explores the town of Samrick.
Replies: >>6278321
Anonymous ID: YZlGfWN9
7/21/2025, 6:43:31 PM No.6278321
>>6278310
Cozo meets the leaders of Samrick to parley. He talks of his vision to build a mighty kingdom. The local leaders seem impressed! They offer to join your cause for a modicum contribution of 64 gold, "to finance some minor improvements in the village".

> Give them the money and have them join you
> Conquer and pillage their town instead
> Give them no money and demand tribute instead
> Write in

You build a library and a bathhouse! You can now choose a research to pursue, and the unrest of the population has decreased due to this luxury!

You decide to recruit more spearmen. How many you want? Each costs 10 production to train, and you can feed and field up to 10 more units (100 men).

News of an orcish tribe stirring problems in the north surface.
> Send warriors to destroy them
> Scout the region to discover the dimension of the problem
> Go parley with the orcs
> Write in

Year 5

City of Herba
Leader Cazo (Labor Leader, increases production by 20%, Level 3; personal wealth 24 gold)
Population: 11,200
Unrest: 0% (20% 1 tax, -20% garrison, -10% luxury)
Luxury: 10% (bathhouse)

Buildings: Barracks, Blacksmith, Trade School, City Walls, Mines, Sawmill, Granary, Market, Farmer's Market, Library, Bath House (upkeep 14 gold)
Upgrades: Irrigation lv 1 (farmers 2.1) Market lv 1 (market +55% gold); (upkeep 2 gold)
Tax Rate: 1 (income 11 gold + 6 from market)

Army: 30 spearmen (lv 0), 30 swordsmen (lv 0), 10 officers (lv 1), 10 archers (lv 2) (upkeep 6 gold)

Food: 18/19 (max 23+5)
Production: (3 + 8) * 1.95 = 21
Gold: 128

Research: 24 + 2points/month

What should your city focus on?
> Breed
> Trade goods
> Build/Train
> Research
> Entertain
> other

Also select an army action and a personal action for the first year.
> specify
Replies: >>6278328 >>6279507
Anonymous ID: q2Tjb55v
7/21/2025, 6:54:55 PM No.6278328
>>6278321
> Give them the money and have them join you

> Scout the region to discover the dimension of the problem

Recruit 10 units of spearmen.

> Research
Quarry Expansion

Army runs offensive combat drills.

Cozo teaches at the trade school.

Increase taxes to 1 1/2.
Anonymous ID: asBEvbCI
7/24/2025, 2:19:19 AM No.6279507
>>6278321
>Leave them alone
>Scout
>Breed
>Army: Train
>Personal: Train