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Nation RP: Reloaded

Last posted Dec 13, 2012 at 08:02PM EST. Added Nov 19, 2012 at 01:06PM EST
110 posts from 18 users

DAWN OF THE FIRST DAY. ??? HOURS REMAIN.
Current map
All people, using basic wood and stone tools, have just emerged from millenia of darkness. Fire and language being invented, their civilizations may begin to organize for the first time.

Cale: Your people begin a form of ancestor worship. This naturally leads to a greater collective identity among your tribe, as veneration of specific common ancestors installs a common set of values. +1 to organization.

Madcat: Your people, choosing the thug lyfe, begin altering their stone tools as to better kill people and animals. Food production improves because of this. +1 to food production.

DarkErmac: Your people discover the wheel by rolling round stones around. They use this invention for the purposes of showing to their neighbors that they had time to go make a wheel.

Ann Hiro: Your people notice, through many years of spitting seeds into one specific corner of camp, that plants grow from seeds. They therefore start dropping seeds everywhere they go. As they have little understanding of agriculture this meets with little success, but the area around your tribe becomes more fertile when it comes to gathering food. +1 to food production.

RPP: Your people notice that animals live in the water. Attempts to hunt these animals fail initially, but eventually your people learn to stand in the shallows and spear them. Fishing has just been invented. +1 to food production.

Captain Falcon: Your people, similar to Ann’s, notice that sticking plants in the ground occasionally leads to more plants. They do so, establishing crude agriculture. +1 to food production.

Fridge Logic: Your people discover that simply picking up the docile fish in the waters around their land is a possibility as they migrate upstream to spawn. Your people share this bounty with eachother. +1 to food production.

Crimson Locks: A basic caste system is established as the tribe develops specialists who pass their profession down to their children. This makes the activities of the tribe much more efficient. +1 to Organization.

Slappy: Your people are struck with an inexplicable desire to wander north. By the start of next turn, they will have done so.

BSOD: Your people, noticing that herds of cattle have more meat in them than they could normally harvest, begin forcing cows into areas that they can graze in but cannot easily escape without passing a tribal watchman. This method is a basic and crude means of herding, but opens the door for further agricultural opportunity. +1 to food production.

LiamMayham: Your tribe develops a lot of ideas, including tension and metalworking. Unfortunately neither of these are technologically available, considering you only have basic stone tools, fire and language, and they are forgotten within a generation as they have absolutely no use to your tribe. (implausible techs bro, no ironworking or crossbows in the Neolithic)

404: Your people, unknowingly infringing on the copyrights of DarkErmac’s tribe, invent the wheel. It has no use to you now, but will later.


If you don’t see yourself here, it’s because you didn’t send me a turn in time.

Nov 22, 2012 at 07:36AM EST
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You said we can only have one tech per turn, but can we file additional commands? What do you define as a “tech?”

Nov 22, 2012 at 09:28AM EST
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Fridge wrote:

You said we can only have one tech per turn, but can we file additional commands? What do you define as a “tech?”

A tech would be defined as a technology (somewhat obviously) or restructuring your society (i.e. developing a hierarchy).
As the first turn has finished, you may begin sending additional commands. These are basically what your civilization wants to do. For example, Slappy migrating was a command, rather than a tech development. He just never sent me a tech, so I let him use that as his first move.

Nov 22, 2012 at 09:59AM EST
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@MDF

I issued some additional commands in my first PM (Not realizing those are made after the initial tech upgrade), will those be taken into account?

Nov 22, 2012 at 07:08PM EST
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Blue Screen (of Death) wrote:

@MDF

I issued some additional commands in my first PM (Not realizing those are made after the initial tech upgrade), will those be taken into account?

They will be taken into account, if you do not send additional commands. I see no need to make you type that twice.
Sorry, the first turn was just preliminary techs. We’re in to the normal turn structure now.

Nov 22, 2012 at 08:31PM EST
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Turn # 2.
Current Map
All populations have expanded, though some more than others. Your people’s disorganized state had lead to some ambient exploration.


Cale: Your people begin making mud brick dwellings for homes and temples. Hunting becomes increasingly important for your people and much of their lives revolve around it, meaning that now two groups in your society are more respected than others; the priesthood and career hunters. Explorers locate a large body of water to the south of your civilization. (Food Production +1, Organization +1)

Crimson Lock: Your people notice that planting crops in terrible soil leads to reduced yields. This astute observation leads to them seeking out richer farmlands to plant in. (Food Production +1)

404 Your people, having successfully invented the wheel for kicks, now wonder if they could make a better fire. After forgetting that they already had fire, they manage to reinvent it. There is much rejoicing. (Seriously man. You need to actually read this thread clearly stated everyone had fire last turn.)

LiamMayhem: Your people have learned the art of becoming swole. Deciding that they must lift, they become large and muscular. This assists in the hunt, but the benefit is mostly cancelled out by their need for additional food. On the other hand, this leads to a culture of dominant males in your tribe. (Organization +1)

RocketPanda: Your tribe realizes that certain plants, prepared certain ways, can be used to cure illnesses and aid in healing injuries. This is a crude practice, used mainly by witch doctors, but is the basic foundation of medicine. Your population grows as a result of the reduced fatality rate, and the Witch Doctor becomes a caste within your society. (Organization +1)

DarkErmac: Your people, writing mostly on tree bark, invent a written language. This allows them to pass knowledge on to successive generations, codifying your tribe’s legends. This leads to your tribe’s elders being more respected as their deeds are remembered. (+1 to Organization)
(You sent me two turns, btw.)

CaptainFalcon: Your people become obsessed with the idea of building bigger villages and conquering the surrounding landscape. They dedicate themselves to doing so. Your population does not grow by as much as your territory increases, however.

Slappy: After generations of dogs scavenge out of your people’s camps, the dog becomes domesticated. Dogs aide in the hunt and generally look adorable. Your people’s leaders urge them to gather more food. Your people are already gathering as much as they can though, pretty much, and this does little to increase the food supply. (+1 to food production)

Megalolzors: Your people begin a nomadic lifestyle, ranging through their territories hunting and gathering food. This leads them to always experience a bounty of food as they never inhabit a depleted area, but means that various bands of your tribespeople view eachother with suspicion (they’ll take our stuff and then just move!) Your territory expands, but does so faster than your population. (+1 to food production, -1 to organization)

Fridge Logic: Your people (Who have named themselves the Dunmer) begin to tie plant fibers into crude fishing nets. This assists in fishing tremendously. Your people now live in all coastal regions of their island home, but the interior, though explored and used, isn’t really settled. (+2 to food production)

Madcat: Your people develop into a hierarchy based on success in the hunt. Hunters lead bands of people, which is a boon to the food supply. Your people seek to expand their hunting grounds as various bands of hunters wander away from eachother, but the population does not increase as fast as new lands are acquired. (+1 to organization, +1 to food supply)

Ann Hiro: Your people begin teaching their young men to hunt and to kill each other. This leads to older males dominating society. Violent disputes become more common in your tribe, and competition among males increases. Your people also attempt to scout out new lands, but discover only additional plains to the south. (+1 to food production, +1 to organization)

Nov 23, 2012 at 10:53AM EST
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Cale wrote:

Mind telling which color is whom.

_ Well ok, I’ll list the colors. I ain’t doing the proper html though, as I don’t have time.

Ann HIro is Dark Green.
Cale is Dark Grey.
Megalolzors is Dark Blue.
DarkErmac (Deise) is Light Green.
Madcat is Light Brown.
BSOD is medium blue.
LiamMayhem is Dark Purple.
RPP is Lighter Purple.
404 is Pink.
Fridge is Crimson Red.
Captain Falcon is piss Yellow.
Crimson Looks in Light Blue.
Slappy is Orange

And Opspe was red, but he kind of quit. .

Nov 23, 2012 at 12:23PM EST
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If Opspe is out, I’d take over his nation (or have a new one), if that’s alright.

Nov 23, 2012 at 05:52PM EST
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Penz0id wrote:

If Opspe is out, I’d take over his nation (or have a new one), if that’s alright.

I see no reason why this cannot occur, but I warn you: I’m giving you a random-ass position and you start with only the basic techs. Your people shall appear next turn.

So Begins Turn # 3
Current Map
If you didn’t send me your turn, sucks for you.

Dark Ermac: The Deisen people develop rudimentary agriculture. Your leaders decide to search for new areas to farm in as your population grows. They populate the coast to the north. (+1 to food production)

Crimson Looks: Your people begin to study the nutrition of foods. Since all they really have to eat is fruits and meats, however, this doesn’t produce much right now. Of course, this may change over time. Your people also decide to name themselves the Bluebians.

RPP: The Witch Doctors in your tribe invent a written language, which they scratch out on tree bark. They use this to pass their teachings down to the next generation. Witch Doctors are now the definitive ruling members of your tribe, and are feared, respected and following implicitly by the rest of the populace. (+2 to organization)

Captain Falcon: Deciding that they’ve had it with not dominating the tribe, your nation’s menfolk seize control, creating a patriarchal society in which the oldest male leads. Unsurprisingly, they use their new authority to commence mating. Your tribe’s population grows to the point that it is potentially damaging the food supply, meaning the lands you settled are actually populated. (+1 to organization)

Ann Hiro: The Older Men in your tribe are now the most respected due to their teachings about gathering food. Your people begin searching for sources of water, and become interested in settling the plains. They also randomly attempt to domesticate all animals, failing miserably. (Seriously; the next person who just says domesticate animals, not specifying which one they want, is going to get a plague.) (+1 to organization)

LiamMayhem: A single individual in your tribe seizes power over all the others. One supposes he is very charismatic and very scary. (+2 to organization)

Fridge Logic: Your people invent dugout cannoes, and begin to settle the mainland. They also begin building opulent graves in the center of their island, filled with the meager goods they consider luxurious. They’re very proud of this.

Cale: Your people develop a simple written script. The Clerics and the Hunters begin to record their doctrines, creating a rudimentary law. Your people migrate south en masse towards the larger bodies of water. (+2 to organzation)

Madcat: Your people start using animal hides for clothing and shelter from the elements. Your people, scared of meeting other tribes, begin training to kill. Your people are now pretty damn xenophobic. (+1 to organization)

Nov 24, 2012 at 10:24AM EST
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Sorry for my absence, my attention was diverted off this while my friends dragged me off to get our asses drunk

I just sent in my extremely late turn now, but with all honesty I am still confused about how we are supposed to give commands to the tribe. Maybe it’s because I’m incredibly hungover right now but I just don’t get it

Nov 24, 2012 at 06:32PM EST
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I think I’m going to drop out, MDF. I’m just not feeling it this time around.

Nov 24, 2012 at 06:48PM EST
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madcat wrote:

I think I’m going to drop out, MDF. I’m just not feeling it this time around.

I’m not going to burn your house down or anything.

didn’t you ask me not to quit though

Last edited Nov 24, 2012 at 07:46PM EST
Nov 24, 2012 at 07:36PM EST
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Hey everyone. Sorry ‘bout this, but the next turn might be a little late. I have to ride a train.
I’m going to be a stressed this next week because I have a lot going on, but I’ll try to update this at least once a day. Thanks for your patience.

Nov 25, 2012 at 12:20PM EST
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MDF, what the hell are you doing having a life? WE NEED YOU, MAN! WE NEED YOU!

Nov 25, 2012 at 10:33PM EST
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Crimson Locks wrote:

MDF, what the hell are you doing having a life? WE NEED YOU, MAN! WE NEED YOU!

Yeah, this is getting more hectic than I thought it would.
I think I’m going to have to get back to this next monday. A lot of shit went down. Not only am I having difficulty securing internets, but I went to parliament and won sexual favours through bowling.
So, I guess I’ll make something special for you guys to make up for it?

Nov 26, 2012 at 08:47PM EST
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MDFification wrote:

Yeah, this is getting more hectic than I thought it would.
I think I’m going to have to get back to this next monday. A lot of shit went down. Not only am I having difficulty securing internets, but I went to parliament and won sexual favours through bowling.
So, I guess I’ll make something special for you guys to make up for it?

why not?

Nov 26, 2012 at 08:56PM EST
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MDFification wrote:

Yeah, this is getting more hectic than I thought it would.
I think I’m going to have to get back to this next monday. A lot of shit went down. Not only am I having difficulty securing internets, but I went to parliament and won sexual favours through bowling.
So, I guess I’ll make something special for you guys to make up for it?

“Sexual favours through bowling”

If you spelled “blowing” wrong, good for you.

If it is actually bowling, TELL US YOUR SECRETS OH GREAT MDFIFICATION!

Nov 26, 2012 at 09:01PM EST
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Penz0id wrote:

“Sexual favours through bowling”

If you spelled “blowing” wrong, good for you.

If it is actually bowling, TELL US YOUR SECRETS OH GREAT MDFIFICATION!

It’s pretty simple, man.

Nov 26, 2012 at 09:45PM EST
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Penz0id wrote:

“Sexual favours through bowling”

If you spelled “blowing” wrong, good for you.

If it is actually bowling, TELL US YOUR SECRETS OH GREAT MDFIFICATION!

(It’s also how you get into the Canadian Parliament)

Nov 26, 2012 at 11:34PM EST
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And now we’ll be resuming this. Sorry for the hiatus. It hopefully won’t happen again.

Dec 03, 2012 at 11:53AM EST
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Turn 4. If any of you are still here, good for you.
Current Map


Megalolzors: Your people decide out of sheer capriciousness to abandon their nomadic lifestyle and go back to their villages. Their villages have been deserted for several generations, but they’re basically living in piles of sticks so that’s ok. (You already were a hunting/gathering based society and had basic stone spears, chump)

Slappy: Your people begin to learn the art of carpentry. Your people rejoice out of no longer being constantly exposed to every single one of the elements. Your population increases as a result.

Captain Falcon: Your people invent the trap! Their trap involves dropping rocks onto animals from trees and cliffs. It’s just wonderful. Your leaders also decide to claim more territory, population density be damned. The majority of your lands are unsettled. (+1 to food production)

Crimson Locks: The Bluebian people decide to migrate to a water source. They find one shortly north. This is convenient.

Penz0id Your people spontaneously come into being. Upon becoming a tribe, they develop rudimentary agriculture. This allows them to go forth an multiply. They also produce beautiful pre-neolithic music, enabling primitive musicians to have lots of secks. (+1 to food production, population expansion)

BSoD: Your people emerge from a period of stagnation and discover that if you dump seeds on the ground, plants grow. Tribal elders also begin decreeing that theft and murder is banned, all children shall be educating in hunting/gathering, and that they own territory to the Northwest, goddamnit. Since stealing and killing already got you killed if other people could do so, and people who don’t contribute the food supply contribute to the soil quality instead, this does very little but expand your territory. (+1 to Food Production)

LiamMayhem: Your people capture as many animals as they can and force them to mate! The animals don’t require much convincing. However, you also can’t feed them. This wastes a lot of time and provides you with a lot of corpses stripped of all nutrients by starvation. (If you want to domesticate something, SPECIFY WHICH ANIMAL YOU WANT TO DOMESTICATE. Seriously, this is like the 4th time something like this has happened. If you don’t tell me what you want to do I can’t make it happen.)

Ann Hiro: Your people try to make stronger weapons. Since their weapons are stone age tech, this doesn’t really work. However, they have a stroke of genius and attempt to domesticate bears. Feeding the bears pieces of meat from the hunt and the occasional dimwitted villager, they succeed in domesticating pet bears!

Cale: Your people, noticing that dogs also eat things, domesticate dogs to assist in the eating of things. This is useful in the hunt. Also puppies girlish squealing. (+1 to food production)

DarkErmac: Your people continuously try to domesticate all animals. All animals shit in your houses and leave.

Dec 03, 2012 at 03:44PM EST
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Yay! Great to see you’re back for this, MDF.

Also.. Which colour am I on the map?

Dec 03, 2012 at 04:47PM EST
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Penz0id wrote:

Yay! Great to see you’re back for this, MDF.

Also.. Which colour am I on the map?

I gave you Opspe’s colour. That being bright red.

Dec 03, 2012 at 07:33PM EST
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Alright bitches its time for updates yeaaaaaaaaaaaaaaaaah
Current Map


LiamMayhem: Your people attempt to grow potatoes from seeds. There is no such thing as a potato seed. This does not stop them. They attribute the vast potato harvest to the variety of random seeds dug into the ground. Fortunately in their revelry they drop a lot of the tubers and the cycle begins anew. (+1 to food production)

Ann Hiro: Your people begin to ride bears for the hunt. The bears don’t run very fast but it’s just so weird nothing runs away. Scouts (presumably mounted on bears) explore the surrounding land to look for water. An organization of bear-mounted warriors attempts to form, and convince people that there is actually someone to fight. The people are very gullible and the 1st Ursine Calvary is born.

Captain Falcon: Your people are consumed with an unfathomable lust for mating and architecture. This leads to a lot of carved wooden bewbs. And more secks. Your population grows.

BSoD: Your people develop their already existing tools further, increasing efficiency. They begin to construct elaborate towns, complete with a central plaza, where cultural functions such as yelling at eachother take place. Your people also decide to secure water sources because dying of thirst is counterproductive.

Penz0id: Your people decide that their music should have a defined meaning. They draw together their dialects as a single unified language, replacing the rhythmic grunting that was a cornerstone of their culture. For some reason the elders approve (maybe there’s no word for conservative in your people’s language) and begin teaching this language to their young. The citizens also begin to work collectively to erect structures and adopt bright red as their national color, seeing as they all bleed it. They adapt salamanders as their national animal because they’re fucking salamanders. Look at them. Adorable. (+3 to organization holy shit)

Crimson Locks: Your people, upon observing birds picking up fish, decide fish must be edible and skewer them. This is the first occurrence of the seafood kebab. (+2 to food production)

Slappy: Your nation develops a written language. They invent erotic fanfiction shortly thereafter. (+1 to organization) (-1 to population j/k)

Dec 05, 2012 at 02:24PM EST
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Your people develop their already existing tools further, increasing efficiency.

Hey, cut me some slack. I don’t know what to assume.

We don’t have many hints as to what our civilisations actually need

Last edited Dec 05, 2012 at 05:47PM EST
Dec 05, 2012 at 05:46PM EST
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Blue Screen (of Death) wrote:

Your people develop their already existing tools further, increasing efficiency.

Hey, cut me some slack. I don’t know what to assume.

We don’t have many hints as to what our civilisations actually need

I didn’t say they invented it again. I said they developed them further. As in their designs became more efficient without using new materials. :/

Dec 05, 2012 at 05:51PM EST
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I wonder what other civilizations will think if they saw the bear mounted warriors.

Last edited Dec 05, 2012 at 05:58PM EST
Dec 05, 2012 at 05:56PM EST
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@MDF

Alright then. Sorry I misread your post.


@Ann

Shit their pants, maybe.

Last edited Dec 05, 2012 at 06:02PM EST
Dec 05, 2012 at 06:01PM EST
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I also notice that a lot of you are developing trade goods! The economy is going to get a lot more complicated once you start connecting with eachother. Also, populations are starting to grow faster.
For Players who haven’t quit but have been inactive, I’m going to give you some more land and explore a bit for you. It is my gift to thee. Please come back to me ;-;
Current Map


As for the rest of you:

Ann Hiro: Your people learn how to dye cloth. It becomes a status symbol. This will probably be a key trade good when you encounter another nation. Your people migrate to the river to the south, allowing them easier access to water.

Megalolzors: Your people develop a written form of their language. This allows them to organize better.

LiamMayhem: Your people realize to actually farm potatoes. (No worries, easy mistake to make) They also begin to dig up the most easily accessible minerals. They can’t really do anything with them right now, but keep them as they look kind of pretty. They also lack sophisticated tools to mine with (stone and wood doesn’t make that good of a pickaxe, don’t listen to minecraft) so this mining system isn’t very efficient yet.

Captain Falcon: Your people begin to venerate the falcon as the symbol of their god. Their desire to spread the word of the Falcon (SKRREEEEEEE) to new lands leads them to send expeditions everywhere they can, but they still haven’t found people outside their tribe. Their religion demands a lot of secks, apparently. Your people constantly need to acquire more land to avoid outstripping their food supply so population density isn’t huge, but they cover a lot of area.

BSOD: Your people notice that round things roll. They attatch these round things to bundles of logs. They tie these bundles of logs to cattle. And thus the bull-drawn cart is born. This allows your people to move large amounts of goods (mostly cattleskin, tools and food) between villages and trade within your nation flourishes. Your people also begin going on annual Caribou hunts. They, by the word of the prophet Gaben, they start to religiously wear hats!

Penz0id: Your people discover metalworking using pieces of copper just lying around in surface veins. They adapt this to making better tools. Productivity increases.

Crimson Locks: Your people begin to gather around the fire to tell stories and make plays. The community comes together for this. On an unrelated note, rumors of pornographic campfires abound.

Dark Ermac: The Deisens invent canoes, and use them to explore the coastlines of the large body of water they border. Notably, there is another land mass to the west.

Slappy: Your people discover cannoes. This allows them to use their river almost like a rapid transit system. They encounter the tribe to the south.

Dec 06, 2012 at 07:45PM EST
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On an unrelated note, rumors of pornographic campfires abound.

I have created pornography.
I am a God.

Dec 06, 2012 at 07:58PM EST
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Crimson Locks wrote:

On an unrelated note, rumors of pornographic campfires abound.

I have created pornography.
I am a God.

But you missed out on inventing erotic fanfiction.

Dec 07, 2012 at 12:15AM EST
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Hmm, doesn’t seem to much around my location. No rivers, mountains or forests anywhere? Or am I in the middle of a Desert?

Dec 07, 2012 at 12:26AM EST
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I seem to be close to a couple nations among the water.

Dec 07, 2012 at 12:41AM EST
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Aw shit I just realized Slappy’s tribe encountered mine. I’m scared ;^; please don’t mercilessly kill my people, I will give you my people’s porn!

Last edited Dec 07, 2012 at 12:50AM EST
Dec 07, 2012 at 12:49AM EST
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Crimson Locks wrote:

Aw shit I just realized Slappy’s tribe encountered mine. I’m scared ;^; please don’t mercilessly kill my people, I will give you my people’s porn!

Speaking of which, what exactly are the policies in regards to contacting other tribes? I’m not quite sure if it’s been mentioned, so I thought it would be important to know

Dec 07, 2012 at 01:05AM EST
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Message From the People’s Republic of Deisa Which isn’t a Republic Because Government Doesn’t Exist Yet:

URGH OGH UUUUUUUUUUH. AYOO.

Dec 07, 2012 at 01:06AM EST
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I let the bears speak to invaders of my country unless they bring gifts.

Dec 07, 2012 at 02:02AM EST
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DarkErmac wrote:

Message From the People’s Republic of Deisa Which isn’t a Republic Because Government Doesn’t Exist Yet:

URGH OGH UUUUUUUUUUH. AYOO.

Dec 07, 2012 at 07:45AM EST
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Slappy The Fish wrote:

Speaking of which, what exactly are the policies in regards to contacting other tribes? I’m not quite sure if it’s been mentioned, so I thought it would be important to know

There really aren’t. If you want to trade with eachother, make treaties, etc you both have to pm me it or post it directly in the thread if you want everyone to see. Treaties aren’t actually binding if you don’t follow through with them.
If you’re one of the more bloodthirsty types, attacking eachother activates an absurdly complicated war algorithm. Believe it or not I actually keep your nations statistics (a ton of which you will never see…. hahahaha) and pretty much everything you do affects your rolls.

Dec 07, 2012 at 09:02AM EST
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Fuck sorry for not updating again I know I just said this wouldn’t happen I had the worst day in my life ;-;

Dec 08, 2012 at 09:43PM EST
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Alright bitches it’s updaaaaate time
Current Map


Captain Falcon: Your people adapt their tools, making them more efficient. Continually high amounts of secks means that your people are the first to get herpes. Mining operations commence, because mining, and the society becomes increasingly theocratic.

Crimson Locks: Your people domesticate Foxes. Foxes assist in the hunt where smaller animals are concerned. They are also adorable as fuck, google domesticated foxes right now.

DarkErmac: The Deisen people improve their stone tools. They begin primitive mining expeditions, because of shiny, shiny copper.

Penz0id: (Ya need to slow down tech wise, I cut a lot of those points from your turn because you only get 1 tech advancement, but your techs are generally very good ideas) The canoe is invented yet again. The population migrates and begins to become concentrated near water, for more abundant food supplies. Your people have a particularly vibrant mythology. A large-scale economy emerges due to transport and abundant food freeing up time for crafts.

Cale: Your people invent the concept of mathematics. State institutes drill in mathematics and their practical applications alongside religious orthodoxy. Essentially, school sucks ass. Your people expand in the riverlands.

Ann Hiro Your people invent primitive canoes. Canoes are in style. They scout towards the northwest, bringing dyed cloth as a trade good. They actually find people and trade their cloth for the supplies to return home. Contact and trade has been established. Unfortunately the river ends, so using that as a trade route is currently unfeasible.

RPP: Your people being basic agriculture on local grains and herbs. Your witch doctors approve.

Slappy: As a lot of other tribes, you begin basic copper mining without actually knowing what to do with it. But it’s shiny. So very, very shiny.

BSOD: Your people learn to beekeep. Your tribe busies itself digging wells to ensure a steady source of water. Your people search for sources of wood and stone. Contact has been established with the tribe to the southeast.

Megalolzors: Your people invent medicin using plants, unknowingly infringing on RPPs copyrights.

404: Your people start to wander into new territory. They’re big on wandering.

Dec 09, 2012 at 09:47PM EST
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MDFification wrote:

Alright bitches it’s updaaaaate time
Current Map


Captain Falcon: Your people adapt their tools, making them more efficient. Continually high amounts of secks means that your people are the first to get herpes. Mining operations commence, because mining, and the society becomes increasingly theocratic.

Crimson Locks: Your people domesticate Foxes. Foxes assist in the hunt where smaller animals are concerned. They are also adorable as fuck, google domesticated foxes right now.

DarkErmac: The Deisen people improve their stone tools. They begin primitive mining expeditions, because of shiny, shiny copper.

Penz0id: (Ya need to slow down tech wise, I cut a lot of those points from your turn because you only get 1 tech advancement, but your techs are generally very good ideas) The canoe is invented yet again. The population migrates and begins to become concentrated near water, for more abundant food supplies. Your people have a particularly vibrant mythology. A large-scale economy emerges due to transport and abundant food freeing up time for crafts.

Cale: Your people invent the concept of mathematics. State institutes drill in mathematics and their practical applications alongside religious orthodoxy. Essentially, school sucks ass. Your people expand in the riverlands.

Ann Hiro Your people invent primitive canoes. Canoes are in style. They scout towards the northwest, bringing dyed cloth as a trade good. They actually find people and trade their cloth for the supplies to return home. Contact and trade has been established. Unfortunately the river ends, so using that as a trade route is currently unfeasible.

RPP: Your people being basic agriculture on local grains and herbs. Your witch doctors approve.

Slappy: As a lot of other tribes, you begin basic copper mining without actually knowing what to do with it. But it’s shiny. So very, very shiny.

BSOD: Your people learn to beekeep. Your tribe busies itself digging wells to ensure a steady source of water. Your people search for sources of wood and stone. Contact has been established with the tribe to the southeast.

Megalolzors: Your people invent medicin using plants, unknowingly infringing on RPPs copyrights.

404: Your people start to wander into new territory. They’re big on wandering.

You forgot what i asked in my turn.

Dec 10, 2012 at 02:59AM EST
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Ohai there ANN, looks like our cultures finally meet. Thanks for not killing my scouts on sight.

I see you have textiles, any other trade goods?

Dec 10, 2012 at 04:18AM EST
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Spider-byte wrote:

You forgot what i asked in my turn.

It didn’t get into my inbox until after I posted the turn. Which means it took you over 48 hours to send me your turn.
EDIT: Upon closer examination it never was in my inbox at all.

Last edited Dec 10, 2012 at 07:30AM EST
Dec 10, 2012 at 07:29AM EST
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Did you cobble together your map by kitbashing earth’s continents together? I’m pretty sure that I see the Persian Gulf, Caspian Sea, and Red Sea in there at weird angles.

Last edited Dec 10, 2012 at 08:18PM EST
Dec 10, 2012 at 08:17PM EST
Skeletor-sm

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