Civ Thread - /qst/ (#6278460)

Anonymous ID: fmfV9Smy
7/22/2025, 12:10:00 AM No.6278460
civ thread
civ thread
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Pick race and location
Replies: >>6278466
Anonymous ID: fmfV9Smy
7/22/2025, 12:23:59 AM No.6278466
>>6278460 (OP)

Races to pick from:

Human (basic bitches)
Halfling (produces more food)
Elf (good with magic)

Magic you can choose:

Nature (start with animal companions)
Life (start with healing)
Death (start with ghouls)

Leader you can pick:

Charismatic (easy relations)
Magician (can cast spells yourself)
Warlord (your troops are more powerful)

Terrain you can live on:

River valley (extra food)
Forested hills (extra production)
Mana crystals desert (extra magic)
Replies: >>6278486
Anonymous ID: a8QIc88Q
7/22/2025, 12:57:30 AM No.6278486
>>6278466
Human (basic bitches)
Nature (start with animal companions)
Warlord (your troops are more powerful)
River valley (extra food)
Replies: >>6278497
Anonymous ID: fmfV9Smy
7/22/2025, 1:19:48 AM No.6278497
>>6278486

You are the humans of Windswept Valley, you used to be nomads but after one raid against your people too many, you figured you need some walls between you and the raiders. You found a river, made a kiln and began baking clay bricks. After a few seasons, you had built for yourselves a tall wall surrounding a far less impressive settlement.That should keep most of the raiders out.

Your traditional magic is the animal companion. Several magicians in your tribe have bears and wolves as companions, who walk through the streets of your city, unharmed and not harming anyone.

You have herds, and walls and now you must face the realities of harvest. Besides the animals, you only have a few spearmen as defenders.

I'm going to roll 2d100 and it will determine the percentile of your people your harvest will feed.

Then you decide what to do.

> Build a granary to store extra grain
> Build barracks to train troops
> Start mining for ore and build a smith
> Write in
Replies: >>6278498 >>6278501
Anonymous ID: fmfV9Smy
7/22/2025, 1:20:50 AM No.6278498
Rolled 99, 16 = 115 (2d100)

>>6278497

forgot dice
Anonymous ID: a8QIc88Q
7/22/2025, 1:24:46 AM No.6278501
>>6278497
>> Build barracks to train troops
Replies: >>6278506
Anonymous ID: fmfV9Smy
7/22/2025, 1:35:55 AM No.6278506
Rolled 74, 71 = 145 (2d100)

>>6278501

Year 2

You built some barracks and started drilling troops. By now you have 30 strong men ready to fight, though they only have clubs and pointy sticks as their weapons of choice, and hides as their armor.

The raiders return, but upon seeing your walls, they don't dare attack. They send a diplomat and demand tribute, or they will come with big force and take over your city.

> Pay 10% tribute in grain to the raiders
> Kill their diplomat in a show of defiance
> Refuse their offer, says this land is yours and you won't be blackmailed
> Write in

Then decide what will you build next:

> Build a granary to store extra grain
> Start mining for ore and build a smith
> Build shrine to thank the goddess of nature for the harvest
> Write in

Rolling 2d100 for the harvest.

Food: enough for 150 people.

Population: 1,200
Buildings: Farms, Brick Walls, Barracks
Replies: >>6278511
Anonymous ID: a8QIc88Q
7/22/2025, 1:47:50 AM No.6278511
>>6278506
> Refuse their offer, says this land is yours and you won't be blackmailed
> Start mining for ore and build a smith

What are these raiders equipment?
Replies: >>6278526
Anonymous ID: fmfV9Smy
7/22/2025, 2:13:45 AM No.6278526
>>6278511
>What are these raiders equipment?

The raiders have chariots pulled by horses, archers and swordsmen. They must have a city somewhere, but you don't know where.

Year 3

You refuse the their offer, claiming this land as yours and saying you won't be blackmailed. The diplomat says he will return, and leaves with his men.

You start mining for ore and build a smith. You can train spearmen and swordsmen now!

Spearmen are good against cavalry, but they are very weak troops, only good in large numbers.

Swordsmen are good against other infantry, and carry reinforced shields that offer a measure of protection against archers. Fielding them has an upkeep cost, however, as their equipment requires maintenance and the warriors must be fed and liberated to have time to hone their skills.

In any case, troops consume 10 times more food than regular people. (10 soldiers = food for 100 people). You ought to consider if you can feed your army. If you can't, they will disband.


Decide what will you do next:

> Train troops (spearmen, swordsmen)
> Build a granary to store extra grain
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Write in


Rolling 2d100 for the harvest.

Food: enough for 300 people.

Population: 1,400
Buildings: Farms, Brick Walls, Barracks, Smith
Soldiers: 20 spearmen, 10 swordsmen
Replies: >>6278527 >>6278529
Anonymous ID: fmfV9Smy
7/22/2025, 2:18:14 AM No.6278527
Rolled 72, 60 = 132 (2d100)

>>6278526

Forgot to roll again.
Anonymous ID: a8QIc88Q
7/22/2025, 2:19:20 AM No.6278529
>>6278526
>> Build a granary to store extra grain

What are our animal companions?
Replies: >>6278585
Anonymous ID: vCYHuy1L
7/22/2025, 2:32:03 AM No.6278545
Rolled 81, 97 = 178 (2d100)

>Build a granary to store extra grain
Anonymous ID: a8QIc88Q
7/22/2025, 3:22:01 AM No.6278585
>>6278529
>Your traditional magic is the animal companion. Several magicians in your tribe have bears and wolves as companions, who walk through the streets of your city, unharmed and not harming anyone.

Nevermind, I'm retarded.
Anonymous ID: fmfV9Smy
7/22/2025, 3:45:08 AM No.6278597
Rolled 59, 3 = 62 (2d100)

Year 4

You build a granary to store the extra grain. Leftover food from the previous year shouldn't rot often anymore, as they are stored in sealed clay jars.

You couldn't pay your swordsmen, so they disbanded.

Some of your ex-swordsmen become mercenaries, others become adventurers, others just stop fighting altogether.

A merchant caravan from the west shows up. They are loaded with gold but don't have much anything else. They are going to buy silk in the east.

> Send some of your own soldiers as escorts for them
> Give them food and shelter
> Make them pay some gold for the food and shelter
> Confiscate a large portion of their gold
> Confiscate all of their gold
> Murder them and steal their gold
> Write in

Decide what will you do next:

> Train troops (spearmen, swordsmen)
> Build irrigation to improve the crop yield
> Make potash fertilizer to improve the crop yield
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Write in

Rolling 2d100 for the harvest.

Food: enough for 800 people.

Population: 1,800
Buildings: Farms, Brick Walls, Barracks, Smith, Granary
Soldiers: 20 spearmen
Replies: >>6278599
Anonymous ID: a8QIc88Q
7/22/2025, 3:50:20 AM No.6278599
>>6278597
>> Make them pay some gold for the food and shelter
> Build irrigation to improve the crop yield
Replies: >>6278604
Anonymous ID: fmfV9Smy
7/22/2025, 4:02:46 AM No.6278604
Rolled 18, 14, 36 = 68 (3d100)

>>6278599

Year 5

You made the caravan men pay some gold for the privilege of having food and shelter in your lands. They then depart and you don't hear from them again.

You dig an irrigation system! Now you can roll 3d100 to pick the 2d100 highest when determiningt the harvest.

You can't feed all of your troops so 10 spearmen disband.

A wandering troupe of magicians shows up at your settlement.

They ask for food, shelter and a contribution to their cause.
They offer entertainment and the possibility of trading spells.

For trade they have the spells:

Rainfall: summon a crazy cloud that rains torrentially for five minutes, turning the earth into mud in a large area. Useful for getting enemy fast troops stuck in the mud.
Summon Fairy: fairies can fly and do magic tricks. They also have a ranged magical attack. They require mana upkeep.

They will trade 1 spell for 1 spell.

> Accept their deal
> Don't accept their deal
> Write in

Decide what will you do next:

> Train troops (spearmen, swordsmen)
> Make potash fertilizer to improve the crop yield
> Build a sawmill to process wood easier and train bowmen
> Build a horse ranch to breed horses and train horsemen
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Write in

Rolling 3d100 for the harvest, picking two highest.

Food: no food!
Gold: 100

Population: 2,400
Buildings: Farms, Brick Walls, Barracks, Smith, Granary, Irrigation
Soldiers: 10 spearmen
Replies: >>6278607
Anonymous ID: a8QIc88Q
7/22/2025, 4:07:45 AM No.6278607
>>6278604
>> Accept their deal
Rainfall: summon a crazy cloud that rains torrentially for five minutes, turning the earth into mud in a large area. Useful for getting enemy fast troops stuck in the mud.

> Make potash fertilizer to improve the crop yield

Rip food.
Replies: >>6278611
Anonymous ID: fmfV9Smy
7/22/2025, 4:19:02 AM No.6278611
>>6278607

Year 6

You trade spells with the wandering magicians and learn Rainfall! They leave happy with their new animal companions.

The harvest is bad! You disband your troops and 1,200 people pack their things and leave town, seeking greener pastures.

Your town is ungarrisoned! Civil war sparks and there is no one to impose order!

200 people are killed before the conflict subsides.

Belkamor and his gang of thugs emerge as the dominating power.

You are unable to make potash fertilizer this turn due to the civil war!

Decide what will you do next:

> Train troops (spearmen, swordsmen)
> Make potash fertilizer to improve the crop yield
> Build a sawmill to process wood easier and train bowmen
> Build a horse ranch to breed horses and train horsemen
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Write in

Rolling 3d100 for the harvest, picking two highest.

Food: no food!
Gold: 100

King Belkamor
Population: 1,000
Buildings: Farms, Brick Walls, Barracks, Smith, Granary, Irrigation
Soldiers: 20 Thugs
Spells: Animal Companions, Rainfall
Replies: >>6278612 >>6278614
Anonymous ID: a8QIc88Q
7/22/2025, 4:21:45 AM No.6278612
>>6278611
>> Make potash fertilizer to improve the crop yield
Replies: >>6278617
Anonymous ID: fmfV9Smy
7/22/2025, 4:23:11 AM No.6278614
Rolled 68, 88, 82 = 238 (3d100)

>>6278611

forgot to roll again goddamnit
Anonymous ID: fmfV9Smy
7/22/2025, 4:30:25 AM No.6278617
Rolled 46, 40, 84 = 170 (3d100)

>>6278612

Year 7

You finally manage to make your potash! Now you get a +10% bonus on the food yield.

You search your gold stores and notice half the gold disappeared!

Concerned about the food shortage and fearing his kingdom could come to an abrupt end with another, King Belkamor wishes to secure alternative food supplies.

> Send merchants to establish food trade routes (-500 people)
> Prepare to establish a farming outpost upstream (-1000 people)
> That's something to think about later
> Write in

Decide what will you do next:

> Train troops (spearmen, swordsmen)
> Build a sawmill to process wood easier and train bowmen
> Build a horse ranch to breed horses and train horsemen
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Build a brothel to get some revenue
> Start robbing caravans to get some revenue
> Write in


Rolling 3d100 for the harvest, picking two highest.

Food: foor for 500 people.
Gold: 50

King Belkamor
Population: 1,500
Buildings: Farms, Brick Walls, Barracks, Smith, Granary, Irrigation
Soldiers: 20 Thugs
Spells: Animal Companions, Rainfall
Technology: Potash (+10% food yield)
Replies: >>6278620
Anonymous ID: a8QIc88Q
7/22/2025, 4:34:04 AM No.6278620
>>6278617
>> Write in
Make a basin that connects to the irrigation system that we can cast rain fall into.

> Build a sawmill to process wood easier and train bowmen
Replies: >>6278630 >>6278632
Anonymous ID: a8QIc88Q
7/22/2025, 4:55:25 AM No.6278630
>>6278620
I'ma switch too.

> Build a market to get some revenue
Replies: >>6278633
Anonymous ID: fmfV9Smy
7/22/2025, 4:57:48 AM No.6278632
Rolled 34, 86, 40 = 160 (3d100)

>>6278620

Year 8

We make preparations for exploiting the Rainfall spell for irrigation purposes by digging a basin connected to the irrigation system!

But our plans are foiled for now.

First, the mages take a month to gather enough energy to cast the spell again after the first time, so we can't spam it ... unless we spend a lot of gold (40 gold per casting of the spell), turning the gold into magic with a ritual.

Even then, the mages doubt they'd be able to cast the spell more than once a day. They're simply not that skilled, our magic isn't that powerful.

We build a sawmill! We can now train bowmen.

Bowmen are long range troops. Good for garrisoning walls and attacking supported by other infantry, but on their own they can prove too flimsy to handle combat - unless they are fielded in large enough numbers that they can shoot all the enemies before they approach. The equipment is expensive and breaks all the time, so bowmen too require upkeep.

A tribe of monsters settles nearby. They begin to harass your farmers!
> Send your thugs to kill them
> Draft people into a militia and attack them
> Parley with them, perhaps you can find an arrangement
> Write in

Decide what will you do next:

> Train troops (spearmen, swordsmen, bowmen)
> Build a reforestation guild to replant the trees we use
> Build a horse ranch to breed horses and train horsemen
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Build a brothel to get some revenue
> Start robbing caravans to get some revenue
> Write in


Rolling 3d100 for the harvest, picking two highest.

Food: foor for 900 people.
Gold: 50

King Belkamor
Population: 2,000
Buildings: Farms, Brick Walls, Barracks, Smith, Granary, Irrigation, Sawmill
Soldiers: 20 Thugs
Spells: Animal Companions, Rainfall
Technology: Potash (+10% food yield)
Replies: >>6278634
Anonymous ID: fmfV9Smy
7/22/2025, 4:59:22 AM No.6278633
>>6278630

didn't see it soon enough
Replies: >>6278634
Anonymous ID: a8QIc88Q
7/22/2025, 5:03:47 AM No.6278634
>>6278632
>>6278633
All good.

> Draft people into a militia and attack them

> Build a market to get some revenue
Replies: >>6278644
Anonymous ID: fmfV9Smy
7/22/2025, 5:24:04 AM No.6278644
Rolled 69, 76, 5 = 150 (3d100)

>>6278634

You draft people into a militia and attack the monsters!

The monsters are Ogres!

Roll 3d100 for combat!

Your DC is 70 (-10 greatly outnumbers, +20 enemy too strong, +10 fear)

The enemy DC is 40 (+10 greatly outnumbered, -20 enemy too weak)

Whoever gets more successes wins.

100 = 2 successes. enemy doesn't crit.
1 = -1 success. enemy CAN crit fail.
Dubs (11, 22, 99 etc) always count as 1 success regardless of DC. Enemy dubs don't count.

In a tie, you win.

Choose strategy:
> Meat Wave: overwhelm the enemy with sheer numbers. Reduce DC by 10, but you will suffer much greater losses.
> Sacrifice of the companions: send your companions to die in the frontlines. You can roll one additional dice, and ignore the lowest. You will have to spend an action summoning them again before you can use them another time.
> Trick the ogres: pretend you want to parley before you attack. Reduce DC by 10 but the tactic is dishonorable and you will get a bad reputation.
> Write in
Replies: >>6278648
Anonymous ID: a8QIc88Q
7/22/2025, 5:31:59 AM No.6278648
Rolled 16, 29, 83, 94 = 222 (4d100)

>>6278644
> Sacrifice of the companions: send your companions to die in the frontlines. You can roll one additional dice, and ignore the lowest. You will have to spend an action summoning them again before you can use them another time.
Replies: >>6278653 >>6278654
Anonymous ID: a8QIc88Q
7/22/2025, 5:42:45 AM No.6278653
>>6278648
Trips in the total does that count for something?
Anonymous ID: fmfV9Smy
7/22/2025, 5:42:49 AM No.6278654
Rolled 73, 99, 21 = 193 (3d100)

>>6278648

Year 9

After the heroic sacrifice of your animal companions softening the ogres in the frontlines, the rest of your people manage to kill many of them, although not without great losses!

The survivors are driven away!

You build a market to get some revenue! You start making 2 gold/turn. The market will also increase other revenues you acquire by 50%.

People start mysteriously disappearing...
> Establish a curfew
> Search for the missing people
> Offer some money for information
> Write in

Decide what will you do next:

> Train troops (spearmen, swordsmen, bowmen)
> Build a reforestation guild to replant the trees we use
> Build a horse ranch to breed horses and train horsemen
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a market to get some revenue
> Mine precious metals to get some revenue
> Build a brothel to get some revenue
> Start robbing caravans to get some revenue
> Write in


Rolling 3d100 for the harvest, picking two highest.

Food: foor for 1,300 people.
Gold: 52+2/turn

King Belkamor
Population: 2,300
Buildings: Farms, Brick Walls, Barracks, Smith, Granary, Irrigation, Sawmill, Market
Soldiers: 20 Thugs
Spells: Animal Companions, Rainfall
Technology: Potash (+10% food yield)
Replies: >>6278659 >>6279475
Anonymous ID: a8QIc88Q
7/22/2025, 5:48:37 AM No.6278659
>>6278654
>> Establish a curfew

> Mine precious metals to get some revenue
Anonymous ID: fmfV9Smy
7/24/2025, 12:08:30 AM No.6279475
Rolled 28, 37, 22 = 87 (3d100)

>>6278654

Year 10

You establish a curfew! A woman is found breaking curfew! She's incredibly strong and kills some of your thugs before fleeing!

Seems like you're dealing with something supernatural!
> Send people to find a priest or shaman to banish the evil spirit
> Search all the caves around the area, she must be hiding there
> Attempt to parley with the strange magical woman
> Write in


You start mining precious metals for revenue!

Roll 2d6 to determine what you find:

First dice:

1-2 - copper (+10 revenue)
3 - tin (+10 revenue)
4 - silver (+20 revenue
5 - gold (+30 revenue)
6 - roll again on the next table

Second dice (only if first dice is a 6)

1-2 copper AND tin
3-4 silver
5 - gold
6 - mithril

Decide what will you do next:

> Train troops (spearmen, swordsmen, bowmen)
> Build a reforestation guild to replant the trees we use
> Build a horse ranch to breed horses and train horsemen
> Build shrine to thank the goddess of nature for the harvest
> Establish a tax to finance your soldiers
> Build a farmers market to attract food sellers from surrounding areas
> Expand your mines to find another vein
> Buid a miner's guild to improve revenue
> Build a brothel to get some revenue
> Start robbing caravans to get some revenue
> Write in


Rolling 3d100 for the harvest, picking two highest.

Food: foor for 2,600 people.
Gold: 54+2/turn

King Belkamor
Population: 2,300
Buildings: Farms, Brick Walls, Barracks, Smith, Granary, Irrigation, Sawmill, Market
Soldiers: 15 Thugs
Spells: Animal Companions, Rainfall
Technology: Potash (+10% food yield)
Replies: >>6279513
Anonymous ID: AhM4c1LZ
7/24/2025, 2:35:33 AM No.6279513
Rolled 6, 2 = 8 (2d6)

>>6279475
> Send people to find a priest or shaman to banish the evil spirit
> Build shrine to thank the goddess of nature for the harvest