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paul191600

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Everything posted by paul191600

  1. Hell, why not. (Working on character sheet)
  2. paul191600 replied to archimage_a's topic in Falador Tavern
    You people are crazy.
  3. paul191600 replied to archimage_a's topic in Falador Tavern
    Jeremiah is stepping down, and possibly leaving? Today is a sad day, for both me and the Unity's general sanity. Slowpoke.jpg
  4. May or may not be able to make it tomorrow morning, due to some. If I'm not there by the time everyone is ready, count me out for this session.
  5. If all else fails, run a test session Saturday, since there is a high chance of many people running into problems.
  6. Played for a bit as Algiers...steam rolled through the two other Muslim powers to the east, before being abruptly stopped at the Mamluk border.
  7. Just got HTTT and etc. Any suggestions for the Teutonic Order, if I decide to play em?
  8. If I join, I will most likely pick either Napales or some Muslim power (not Hejaz).
  9. Wait, so if I have the steam version I have to do something special or what? All I have ATM is the original on steam.
  10. I tried my first game as Hejaz. Oh boy.
  11. I'll work on my list tonight or tomorrow afternoon
  12. Where's the Imperial guard when you need them.
  13. Are people still interested in this? If not, I will put it on hold until another time, due to having other hegemony-esque games starting up / running.
  14. -Action reports- Archimage: 1. Craftsmen begin experimenting with the sinews, testing the properties of them. 2. Elijah begins smashing stones against eachother, in an attempt to get sharp shards as ordered. After some effort, he returns with a single shard, being quite sharp as well as thin. 3+4. Scouts and villagers head out, looking for any stone. A few villagers return with 4 units of stone, saying there is a small outcrop of rocks only a short walk from the village. However, it will not last long. 5. Many of your villagers begin to practice throwing stones, with some training their combat skills as well. 6. The villagers do rather sloppy work on the odd device, but it is finished nevertheless. Due to the haphazard work, the top container seems to vary in terms of how fast it falls to the bottom, but the variance seems minute. You declare this time, stating that it is a "minute". 7. Joshua gets to work on your idea, but asks for additional wood for testing. Ross (Assuming you are using old actions): 1. Upon further inspection, the entire stone seems to be shimmering. It is stored away for the time being. 2. The wood scrap is used to experiment with fire, aiding the research process. 3. Villagers begins splitting some of the wood into planks. +10 planks, -6 wood Mask: (banked) Mather: 1. A small group of villagers heads off to one of the small groves near the lakes to begin harvesting the lumber. 2. A few of the elders and youth of the village assemble in a tent, discussing what shapes seem to roll the best. Ultimately, there is much bickering and confusion, but a few of them men leave determined to discover the best shape for a rolling object. 3. The net only contains a small amount of fish, no more than for a few households. Fishermen begin searching for a decent place to spearfish. Earth: 1. A team of hunters set out to the location of the foxes. (2, 3 banked) Icu: 1. Your scholars tasked with inventing a suitable writing material as well as fire both seem to be making great progress, possibly on the verge of a breakthrough. Your people already know how to build basic roads, but no efficient cart has been constructed at this point. The palisade wall seems to still be a basic foundation, keeping some animals out. However, your citizens have finished the granary without your word. The large farm's harvests were rather poor this year. 2. One of your architects begins planning a layout for the new city, and a small group of workers head off to the location for preparations. 3. Small pens are constructed for the animals found around the village. There seems to be only one type, which some affectionately call a "cow". -4 wood Rocco: 1. The settlers are greeted to the village, and they give you one unit of the glittering yellow lump as a gift. 2. A moderate amount of stone-tipped spears are made, enough to support around 20 or so men. -2 stone, -2 wood.
  15. Reports are basically the direct response to you posting your actions, while events are happenings that can either be completely random, or effected by your previous actions. Anyways, giving people a bit more time to post before updating with results.
  16. -Events- (Actions posted after the last report need to be revised / reposted) Japan: Your villagers gradually learn the secrets of taming and domesticating wild beasts. (Animal husbandry tech gained) Kaol: Your scholar comes up to you, holding a small model made out of wood. He calls it a "boat", and when placed in water, it floats upright. (Basic rowboats gained [tech]) Vale: Some of the workers sent to the cave return to you one day, holding a strange piece of material. On it, there is a sight similar to the cave paintings of old. However, it is more refined, but the material seems quite worn. The painting itself appears to display two men shaking hands, one robed, and the other in tattered rags. The one in tattered rags seems to have a distorted face, or is possibly donning mask. The sun shines high over the robed man. Elysium: The craftsmen finish tinkering with different theories of a "wheel", but eventually get back to you with a finalized product. It is a large, circular stone object, which rolls quite nicely. One of your villagers tells you of an oddly-shaped rock formation, to the east of the village. Phantoris: Your craftsmen and scholars work together to complete the first rowboat known to your civilization. (basic boats tech gained) One morning, a few of your villagers rush back from the coast, carrying a strange man. He has an odd, conical-shaped hat on his head, which makes a dull clang when flicked. He also wears intricate clothing, as if he has the scales of a lizard. The clothing and helmet give off a brownish-gold hue when in the light. The man seems to be asleep, and when you question the villagers, they tell you he was found lying on the coast near some broken wood. Blade: The scouting party returns in good condition, and they tell you that an abundance of foxes was found not far to the north of the village. Talamh na fir olc: A few scouts tell you horror stories of a cursed valley to the southeast, with bones scattered about in copious amounts.
  17. Sorry about the extended absence, as RL issues coupled with exams took away most of my time / motivation to moderate the last couple of days. The game will resume tomorrow, once I post the event reports. Please note that cycles will reset when the event reports are posted, since it makes more sense.
  18. Apparently you can build mine holes anywhere now, and supports for cave walls. Guessing you still have to find minerals to mine ore though. Also...you guys should be collecting & drying the wild weeds, getting a steady supply of seeds to start propagating. Think you need around 15 exploration and maybe a skill to start seeing them.
  19. (Taking tomorrow off due to HnH and being burned out from school) Grim (Forgot to add your resource gathering report for some reason, here it is) +8 stone +12 wood +7 fibrous material +2 food 1. The man working with the bow is given 3 units of flax and 6 units of wood to aid in his research. -3 fibrous material, -6 wood (2, 3 Banked) Rocco: 1. You instruct your scholars to begin testing ways to make fire. 2. The settlers appear to have no weapons on them, and tell you that they have been wandering around the lands for some time. They seem eager to finally have a place to stay. 3. Your villagers begin using 15 units of wood to construct a crude palisade wall, but it is rather short, and ineffective in some areas. -15 wood Mask: 1. Frank takes 3 units of hide, tanning them for leather. 2. About 11 men stand out while training with the spears, and they agree to be on the reserves, if you so wish. 3. Your villagers use 10 units of wood to construct a crude granary, but there is not enough wood left for any additional houses. Mather: (Your hunters brought back 9 hide) 1. The craftsman is honored by your gesture, and begins teaching the other crafters his techniques immediately. He asks you by what name you will call him. 2. The villagers do as you instruct, setting up a little fishing camp. 3. Your scouts take up arms, leading a group of villagers to set up a small camp at the prime location by the lake. However, they require resources and food to make a permanent dwelling. Icu: 1. Your thinkers and scholars begin testing different methods on how to make their own fire. (2,3 Banked) Earth: 1. Your villagers take 10 units of wood, using them to construct a small granary. 2. The axes are set aside in a small storage wigwam for later use. 3. A scouting team heads off into the forest, looking for any resources. (@ Retech: It helps you tap a local area for resources better, potentially another source of food income, expands your influence, and other small details) Archi: Banked Ross: 1. An additional team is sent to gather the stone, along with anything interesting along the way. 2. Your villagers split the 8 units of wood into planks, but much of it ends up being scrapped due to poor work. +4 planks, -8 wood 3. The bird pens are moved, and your villagers hastily build a new area for the pens. 4. (Yes) Your farmers tend to the seeds. 5. Some of your villagers begin fiddling with the wood shavings and some stone, trying to discover the mysteries of fire. 6. The whole inside of the white stone seems to be shimmering, as if it is the source. The surface glows all the colors you have ever seen. It seems just as hard as any ordinary rock. 7. Your villagers work on extending the raised food stores, building a few more units. -5 wood.
  20. We should find a mine and build an underground city now. It's possible. Dem dorfs man, dem dorfs. (Farmers begone)
  21. Campsite is just another word for tier 1 cities in this era. I'm only giving 1 action at this time to judge how overwhelming it will be once everyone starts building new cities, so it is staying at 1 for now. Subject to change.
  22. -Events / Reports- (1 hour to revise actions) Japan: One of your artisans returns with the strange lump of matter, declaring it to be some sort of "metal", a newly formed concept. He tells you that the metal has been decided to be named copper. However, they have trouble working the lump into any useful product. Tsukune's scouting party returns, but tell you that no source of the strange noise was found. Resources gained: +2 food +12 wood +15 stone Kaol: Resources gained: +2 food Belgium: You receive word from a messenger that the new campsite has been completed, and that the villagers await your next word. (+1 action per turn, +1 action "bank" cap) Some of your advisers note that your villagers are beginning to have a hard time finding the space to store surplus food. Resources gained: +2 food +3 flax +8 wood +4 planks +7 stone Vale: The villagers tasked with fishing return, beaten and disturbed. They tell you that their group was attacked by a few men using wooden spears. A band of traveling nomads appears outside your camp, telling you that grow weary of traveling, and wish to settle down for good. One of them says they come bearing gifts, showing you a small, golden lump. Resources gained: +2 food +8 wood +7 stone Elysium: Some of your advisers note that your villagers are beginning to have a hard time finding the space to store surplus food. Resources gained: +2 food +11 wood +10 stone Phantoris: Some of your advisers note that your villagers are beginning to have a hard time finding the space to store surplus food. Resources gained: +2 food +9 wood Blade: Your scouting party returns, but they lack any animals, stating that none were to be found. A craftsman brings you a sharp stone axe, telling you that an improved technique has been discovered for stone tools. Your food stores are full, and as a result some of the surplus food is wasted. Resources gained: +1 food +13 stone Dusavi: Some of your advisers note that your villagers are beginning to have a hard time finding the space to store surplus food. The villagers tasked with taming the strange animals return, telling you they have succeeded in domesticating them, as well as discovering some of the uses for said animal. Resources gained: +2 food
  23. Going to post events tomorrow at around 10-11PM GMT. Sorry for the delay. Actions will still be done, resets, etc etc.
  24. -Actions- (Events to come soon) Retech: 1. The team of carpenters gets to work on the carts, with a few of them making a small stockpile of stone axes. The carts will take some time to finish, however. -2 wood, -1 stone 2. The foraging team heads up towards the mountain, looking for any additional stone to harvest. 3. Extensive plank-making operations begins, with the team setting off to the lumber camp. The youth and women of the camp continue performing menial tasks, making little progress in the overall effort. Mask: 1. Your settlers tell you that there is a large forest near the campsite, but not much else in terms of resources. They get to work harvesting the wood for the new camp. 2. Frank tells you that crafting clothing and armor out of the newly discovered "leather" is ideal, but tells you that he needs more hide to process. 3. Your craftsmen take 2 units of wood, using them to make a variety of wooden spears. -2 wood Icu: 1. A large feast is held in honor of Tsukune, boosting the general moral of the village and the reserve forces. 2 (not an action). The initial building of the palisade and granaries begin, starting with the base foundation. -15 wood, -5 stone. 3. Tsukune and his men head out to find the source of the strange noises, being enveloped in the mist on the horizon. 4. One of the village craftsmen begins to study the reeds, attempting to process it into a material suitable for recording figures. Mather: 1. An axe-making competition is held, with most of the competition being blown away by one craftsman. The axe made is considerably sharper and larger than that of the competition. 2. Your craftsmen cut up some of the hide, offering it to the camp's weaver to experiment with. Most of the hide is wasted, but a crude net is made. -5 hide 3. Various men and women of the camp begin preparations to depart, packing their belongings and assembling tents. Your scouts tell you an area to the northeast of the camp seemed prime for settling down. Earth: 1. A camp is set up at the stone site, with the workers harvesting the stone. 2. Tam begins to work with the leather provided at his dwelling. -10 leather 3. The stoneworker is given 7 units of stone, to aid in the research process. -7 stone 4. After searching for some time, you decided that you cannot find anyone suitable for leading the guard forces. 5. The scouting team heads out, taking note of your orders. Rocco: 1. The roof of the longhouse is constructed, although some of the wood was poorly used in terms of efficiency. -7 wood 2. A few villagers take the nets, heading off to the river. 3. A crude device for the holding of fire begins being constructed out by the longhouse. -3 stone (You know of fire, but not how to make it.) Ross: (Banked) Archi: 1. You find a farmer who is willing to do such a task. He asks you if there is any particular name that you wish to call him by. 2. The Braves set off for the previously-scouted woods with a team of workers, tasked with setting up a small encampment there. 3. Some of your workers begin grinding the wood chips with the strange device in the village, before placing them in the water-filled containers
  25. -Reports and Events- (Note that the cycle will reset on 8:00AM GMT of Saturday, due to having work / plans on Friday) Japan: Your proposal for villagers having their individual farms seems to be a success. Many of the villagers have tilled at least a small portion of their land, with personal crops growing in the plots. After much work, the camp of Karikiro has been built up, now boasting stone and wooden houses. (Karikiro becomes T2 village) Gathering teams return with: 12 wood 15 stone Kaol: One afternoon, you spot a group of villagers, surrounding a plume of smoke. In the center is a teenager, twiddling with two sticks near a fire. A tiny spark seems to emit from the sticks as he practices his technique. Your guards take him away, flogging him until he reveals the secrets of fire. The scouting party tasked with discovering the source of the loud drumming never return. Dakara: Your scouts return, telling you that most of the area around the lake seems ideal for settling, most areas having some form of wood, and even stone. Gathering teams return with: 7 hide Belgium: The cart is finished by the crafters although it seems somewhat crude, even clumsy. Your villagers report that the new camp is still under construction. Gathering teams return with: 3 flax 8 wood 5 stone Vale: An artisan approaches you, showing a completed wheel. Gathering teams return with: 7 stone 8 wood Elysium: The villagers tasked with retrieving the birds return. The birds they carry seem quite large, some with magnificent tails and beautiful coloring. They are stored in the pens, and some villagers complain with how vocal the birds can be. One of your scholars returns with the white stone. However, it seems to have cracked in half revealing a dazzling inside. It shines in many colors when it strikes the light. The stone itself is a pale white. Gathering teams return with: 11 wood 10 stone Talamh na fir olc: Your foraging team returns, with 7 units of the reported fibrous plant. They tell you there is much more at the lake, with some suggesting to propagate it at the village. Gathering teams return with: 8 stone 12 wood Blade: The mason team returns from the cliff, bringing a large amount of stone. Some of them note that the area seems prime for harvesting. +12 stone. Your craftsmen present the treated hides, which seem to be stiff. One man tells you he calls it "leather" +19 leather.

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