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Civilization: Grand Campaign Quest

[c] There is no place to expand. Well, more like there is no good prospect to expand, so some of the biggest families band together to set-up independent colony. They don't really expect you to remain in communication with mainland, but hopefully, in the future you will favor them more. (+Administrative)

[c] Rebuilding your Naval Capabilities might seems unnecessary - you can afford to wait, after all! - but with many island plus bounty from the sea? Might worth it! (Increase chance for Nautical Event.)

+1 Population Growth!
+1 Administrative!
+3 Stockpile!
+6 Advancement!

With the streak of good luck, plus (possible) viability of your journey, you decide it would be good idea to venture to the sea.

Again.

Your scouts reported there are some great fishing spots near your territory. They also note that there some of coast is perfect to build a dock, albeit a small one. You'd need to adapt some of the technique from back home to build proper dock, though - then again, there is no one to trade anyway.

In addition, your scouts also discover estuary, and thus, river. They would make a great site for farming...

You gain new Modifier!

What do?

[ ] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for
Scouting-related Event)
[ ] Send Scouting Expedition to check the coast. (Increased chance for Nautical event)
[ ] Began Building: Fishing Dock (Population Growth +1, one-time bonus to Diplomacy cost by -1) to boost your Population Growth. You'd need 15 Stockpile for this.
[ ] Begin Building: Wet Rice Farm (+5 Resources). It cost 20 Stockpile.
[ ] Begin Building: River Farm (+10 Resources, +2 Population Growth, +Chance for Depletion Event during Building). You need 50 Stockpile. While you don't have actual infrastructure to build, it is nonetheless possible to build this...
[ ] Continue managing your territory as it is (Chance for Nothing happened increased.)
[ ] You know, there is this /thing/ you can do.. (Write-in, bonus varied).
 
Has the stats been updated yet?

Anyways, I think increasing Pop is probably the most important thing to do, second to resource. So...

[X] You know, there is this /thing/ you can do.. (Write-in, bonus varied).
-[X] Focus on gathering resources to stockpile. Even if you wanted to build anything, you don't have the stockpile needed to do so!
 
[X] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for
Scouting-related Event)
 
Using options to gathering Stockpile can result in Depletion. Based on your current population, the chance for it to happen is somewhat small though....
 
theweepingman said:
Using options to gathering Stockpile can result in Depletion. Based on your current population, the chance for it to happen is somewhat small though....

Well, I figure if we get near the 14 cap we can finish a farm or dock quickly.

I assume that the docks gives a somewhat random amount of resource or stock?
 
Proper dock allows you to trade overseas, and may give you Stockpile every turn. It also unlock some action, like settling down on another island, or trying to find out just how big the island is... that kind of thing. Fishing dock simply allows you to access, well, fish, without having proper dock.
 
Does having access to fish count as having an additional Resource, or for gathering stock?
 
It increase your population growth, not directly increasing Resource.
 
[X] Begin Building: Wet Rice Farm (+5 Resources). It cost 20 Stockpile.
 
[X] Began Building: Fishing Dock (Population Growth +1, one-time bonus to Diplomacy cost by -1) to boost your Population Growth. You'd need 15 Stockpile for this.
 
Note that Fishing Dock don't decrease Diplomacy, it decrease the amount of Advancement you need to increase Diplomacy by 1. It is one-time bonus, however.
 
[X] Began Building: Fishing Dock (Population Growth +1, one-time bonus to Diplomacy cost by -1) to boost your Population Growth. You'd need 15 Stockpile for this.
 
Do you want to dump your available stockpile to build Dock?
 
Yes. Getting that pop up as quick as possible is needed.
 
Imo, if we want to build the docks ASAP, my plan should be the one taken. We don't have the stockpile to build the docks right now and 3 per turn means we will need at least 2 more turns to naturally finish it.

Edit: well, it would depend on when we get the stockpile I guess. The beginning of a turn or the end of a turn.
 
Also, you can advance your tech. Just a heads-up.

Hmm. No consensus whether to use all stockpile or not... if there's still no consensus until, say, 6 GMT, I'll consider the stockpile is not used.
 
Changing Vote so something gets done this turn.

[X] Began Building: Fishing Dock (Population Growth +1, one-time bonus to Diplomacy cost by -1) to boost your Population Growth. You'd need 15 Stockpile for this.
 
It would take 2 turns but the boost to Pop growth can hardly be ingored. Especially since we will need to parcel out our town slots since we are in Japan.
 
Locked. Dock Building is a go. Two turns, huh? So I presume you want to use Stockpile?

Regardless,


General
[blockquote]Rolled 1d100 : 83, total 83[/blockquote]

Event
[blockquote]Rolled 1d20 : 15, total 15[/blockquote]

Severity
[blockquote]Rolled 1d100 : 15, total 15[/blockquote]

Attempt
[blockquote]Rolled 1d100 : 29, total 29[/blockquote]

Pops
[blockquote]Rolled 8d10>5 : 2, 10, 5, 5, 1, 1, 8, 1, total 18[/blockquote]
 
Good

Okayish? Severity is really low so neutral?

Fuck that attempt

Also poor Pop.
 
[ ] Began Building: Fishing Dock (Population Growth +1, one-time bonus to Diplomacy cost by -1) to boost your Population Growth. You'd need 15 Stockpile for this.

+1 Population Growth!
+2 Advancement!
+14 Fishing Dock Progress!
-11 Stockpile!

With fishing spot and ideal location found, it is pretty easy to see why you decided for dock to be built. It doesn't take long before the process started - however, one of the tribesmen stated they still remember the technique on building dock back at the mainland! Further, he assures you it will only take 2 extra turn to do so.

Needless to say, it will take extra effort to gather more resources. And dock is very useful... for trading and overseas diplomacy. On the other hand, it's still cheaper and faster than if you upgrade your Fishing Dock later..

Accept his offer?
[ ] Yes, it is a rare opportunity! (Built Dock instead of Fishing Dock; +1 Population Growth, random chance of gaining extra stockpile, increased result from Trading, allowed Overseas Diplomacy. Increase Build Times by 2 Turns. May decrease resources permanently)
[ ] No, there is no need to do so.

Your scout reported that they believe a group of people had foraged your territory. They know this because the scouts can see several sign of camping; it is abandoned, however.

What do? (Choose one)

[ ] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for
Scouting-related Event)
[ ] Send Scouting Expedition to check the coast. (Increased chance for Nautical event)
[ ] Begin Building: Wet Rice Farm (+5 Resources). It cost 20 Stockpile.
[ ] Begin Building: River Farm (+10 Resources, +2 Population Growth, +Chance for Depletion Event during Building). You need 50 Stockpile. While you don't have actual infrastructure to build, it is nonetheless possible to build this...
You are building Fishing dock!
[ ] Continue managing your territory as it is (Chance for Nothing happened increased.)
[ ] You know, there is this /thing/ you can do.. (Write-in, bonus varied).
 
Last edited by a moderator:
[X] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for
Scouting-related Event)
 
Don't forget to decide whether to accept his offer or not!
 
[X] Yes, it is a rare opportunity! (Built Dock instead of Fishing Dock; +1 Population Growth, random chance of gaining extra stockpile, increased result from Trading, allowed Overseas Diplomacy. Increase Build Times by 2 Turns. May decrease resources permanently)

[X] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for Scouting-related Event)
 
[X] Yes, it is a rare opportunity! (Built Dock instead of Fishing Dock; +1 Population Growth, random chance of gaining extra stockpile, increased result from Trading, allowed Overseas Diplomacy. Increase Build Times by 2 Turns. May decrease resources permanently)

[X] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for Scouting-related Event)
 
[X] Yes, it is a rare opportunity! (Built Dock instead of Fishing Dock; +1 Population Growth, random chance of gaining extra stockpile, increased result from Trading, allowed Overseas Diplomacy. Increase Build Times by 2 Turns. May decrease resources permanently)

[X] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for Scouting-related Event)
 
[X] Yes, it is a rare opportunity! (Built Dock instead of Fishing Dock; +1 Population Growth, random chance of gaining extra stockpile, increased result from Trading, allowed Overseas Diplomacy. Increase Build Times by 2 Turns. May decrease resources permanently)
[X] Send Scouting Expedition inland, to find out more about territory other than yours. (Increased chance for
Scouting-related Event)
 
[X] Yes, it is a rare opportunity! (Built Dock instead of Fishing Dock; +1 Population Growth, random chance of gaining extra stockpile, increased result from Trading, allowed Overseas Diplomacy. Increase Build Times by 2 Turns. May decrease resources permanently)

[X] Send Scouting Expedition to check the coast. (Increased chance for Nautical event)

Uhhh... If we're making a dock, shouldn't we make sure the coastline is safe first?
 
Again, think GSG, not 4X. When the options open, you essentially already do most of the little details - outfitting the expedition, finding out whether it is (reasonably) safe or not, and so on. Of course, unlikely things happens all the time, but that's why we have event roll!
 
Terribly sorry. Got personal problem. Still have, actually, but I thought I can at least lock the vote and roll a few dice.
That said, looks like building dock wins.

General
[blockquote]Rolled 1d100 : 85, total 85[/blockquote]

Event
[blockquote]Rolled 1d20 : 20, total 20[/blockquote]

Depletion
[blockquote]Rolled 8d10>7 : 9, 5, 6, 3, 2, 9, 6, 9, total 27[/blockquote]

Severity
[blockquote]Rolled 2d20 : 1, 16, total 17[/blockquote]

Attempt
[blockquote]Rolled 1d100 : 47, total 47[/blockquote]

Pops
[blockquote]Rolled 8d10>5 : 9, 7, 8, 9, 6, 5, 6, 1, total 45[/blockquote]
 

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