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appleciders
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Welcome to GNOMENES! This NES is set in the yard of the Johnson family, a typical suburban family who is unaware of the existence of garden gnomes, who have recently taken up residence in their backyard. These gnomes have formed small tribes, and are preparing to fight it out for control of the yard.
POWARS:
Population: Gnew York: 610 gnomes, 32 bees
Toppelopolis: 303 gnomes
Workforce 913, Military 124
Gnome Soldiers (Gnew York): 10 Sappers (7), 14 Spear Gnomes (6), 50 Spear Gnomes (2), 50 Twig Gnomes (1)
Food Supply: Adequate (Acorns, Honey)
Military Rating: 74%
Loyalty: 52%
Happiness: 50%
Density of Population: 57%
City Improvements and Details: Gnew York (arboreal): Fortifications including Honey Vats
Railings Preventing falls
Toppelopolis (arboreal): Fortifications including Honey Vats
Special Units: Sappers
Technologies: Bee Taming, Rope Making
Trade: None
Twin Lake Gnomes:
Population: Capital: 428 Gnomes
BBQ: 123 Gnomes
422 Workforce, 129 military
Gnome Soldiers: (BBQ) 6 Officers (4), 14 Legionaires (7), 15 Legionaires (4), 30 Legionaires (3), 9 Light Auxilleries (3), 2 Entertainers (3), 10 TLB agents (1)
(Capital) 3 Officers (2), 18 Legionaires (3), 20 Light Auxillaries (3), 4 Entertainers (3)
Food Supply: Good (Tadpoles +2)
Military Rating: 76%
Loyalty: 64%
Happiness: 51%
Density of Population: 21%
City Improvements and Details: Capital City: Combination barracks and watchtower
Headquarters
Church
Ant Corral
Smoked Fish Storehouse
Special Units: Legionaires, Light Auxilleries, Officers, Sling Gnomes
Technologies: Spear Fishing
Fish Preserving
Ant Taming
Throwing Spears
Legionaires
Rope Making
Trade: None
Wall Gnomes:
Population: Brickbane: 300 gnomes, 10 ants
C.A.C.: 250 gnomes, 8 pond skaters
Fata City: 138 gnomes, 26 ants
496 Workforce, 192 Military
Gnome Soldiers (Brickbane): 5 Spear gnomes (6), 12 Flail Gnomes (5), 14 Flail Gnomes (4), 15 Axe Gnomes (1), 15 Slingers (1), 4 Walluminati (1)
(C.A.C.) 16 Sling gnomes (2), 14 Flail Gnomes (2), 4 Walluminati (1), 10 Axe Gnomes (1), 10 Flail Gnomes (1)
(Fata City) 19 Flail Gnomes (2), 8 Sling Gnomes (2), 12 Bow Gnomes (2), 15 Axe Gnomes (1), 15 Slingers (1), 4 Walluminati (1)
Food Supply: Very Good (Forage Parties, Fish +2)
Military Rating: 64%
Loyalty: 43%
Happiness: 46%
Density of Population: 29%
City Improvements and Details: Brickbane (Built into Wall): Rope System between levels
CAC (Above Ground): Rope System to Bush
Smoked Fish Storehouse
Pondskater Enclosure
Fata City: Defensive Trenches
Special Units: Flail Gnome, Sling Gnome, Axe Gnome, Bow Gnome
Technologies: Rope Making
Pebble Axes
Flail Gnomes
Archery
Trade: Control 12 Bow Gnomes as long as shipments of food are made to Nomads.
Clay Gnomes:
Population: Caivgridde: 257 Gnomes, 16 ants
159 Workforce, 98 Military
Gnome Soldiers: (Caivgridde) 8 Spear Gnomes (6)
(Trash Gnome Border) 15 Spear Gnomes (7), 18 Spear Gnomes (6), 7 NKVD (6), 3 NKVD (3), 10 Axe Gnomes (2), 15 Adv. Axe Gnomes (1), 13 Sling Gnomes (1)
Food Supply: Adequate (Table scraps, Forage Parties)
Miltary Rating: 64%
Loyalty: 58%
Happiness: 52%
Density of Population: 32%
City Improvements and Details: Capital City (Subterranean): Granary
Road to Bush Gnomes
Guard Towers on road
Armory
Scratcharians
Scratchiary
Special Units: Adv. Axe Gnomes, NKVD Gnomes, Sling Gnomes
Technologies: Scratch-Remembering
Rope Making
Pebble Axes
Throwing Axes
Trade: None
Trash Gnomes:
Population: Capital: 615 gnomes, 83 ants
512 Workforce, 103 Military
Gnome Soldiers: 4 Spear Gnomes (6), 9 Axe Gnomes (5), 17 Axe Gnomes (4), 31 Axe Gnomes (2), 42 Sling Gnomes (1)
Food Supply: Good (Rotten vegetables, table scraps, etc.)
Military Rating: 59%
Loyalty: 45%
Happiness: 42%
Density of Population: 68%
City Improvements and Details: Capital (Above Ground): Improved Structures
Special Units: Axe Gnomes, Throwing Spear Gnomes, Flail Gnomes, Ant Scouts
Technologies: Ant Taming
Pebble Axes
Thowing Spears
Rope Making
Ant Riding
Trade: None
Barbecue Gnomes:
Population: New BBQ: 98 gnomes, 4 ants
90 Workforce, 0 Military
Gnome Soldiers: 8 Spear Gnomes
Food Supply: Adequate (Forage parties)
Military Rating: 12%
Loyalty: 45%
Happiness: 45%
Density of Population: 16%
City Improvements and Details: BBQ (Above Ground): None
Special Units: Throwing Spear Gnome
Technologies: None
Trade: None
Bush Gnomes:
Population: Karthago: 613 gnomes, 87 ants
Myrene (Heavily damaged): 0 gnomes
Gudea: 29 Gnomes
642 Workforce, 12 Military
Gnome Soldiers: 4 Spear gnomes (4), 8 Spear Gnomes (1)
Food Supply: Subadequate (Forage Parties)
Military Rating: 53%
Loyalty: 50%
Happiness: 48%
Population Density: 46%
City Improvements: Karthago (Above Ground): Decorations
Road to Clay Gnomes
Gudea: None
Myrene: None
Special Units: Ant Cavalry, Adv. Axe Gnomes, Sling Gnomes
Technologies: Ant Taming, Rope-Making, Pebble Axes, Throwing Axes
Ant Riding
Ant Cavalry
Trade: None
Nomads:
Population: Camp: 61 gnomes
56 Workforce, 5 Military
Gnome Soldiers: 5 bow gnomes (3)
Food Supply: Good (Hunting, Trade with Wall Gnomes)
Military Rating: 61%
Loyalty: 82%
Happiness: 54%
Density of Population: 55%
City Improvements and Details: Temporary camp
Special Units: Bow gnomes
Technologies: Grass weaving
Archery
Trade: Recieve food as long as 12 Bow Gnomes serve the Wall Gnomes.
Population: This is the total number of gnomes in your colony. The Military stat shows how many gnomes are currently in your military. Workforce is the number of civilian gnomes you can use to carry out your orders. You must assign jobs to gnomes to carry out any orders you give. (i.e., 25 gnomes gather food from the table, 10 gnomes arm themselves with twigs and raid another colony, etc.) The more dangerous their task, the more of your gnomes will be killed in the process. Gnomes assigned to military ventures will remain in the military until ordered to do otherwise. Gnomes that remain in the military long-term will become better and better soldiers, but removing them from the military and returning them to the general populcace will nullify these advantages. Any unassigned gnomes will, having nothing better to do, breed and take care of the young gnomes. Young gnomes are born, raised, and become adults over the course of a turn, so they don't need to be worried about. This stat also keeps track of the trained insects and other animals you command.
Gnome Soldiers: This stat keeps track of what gnomes you have in your military. These will remain in the military until you order them to leave. At first, only Twig Gnomes, armed with sharpened twigs, will be available, but other troop types will become available at player request. Simply assign some gnomes to research whatever you want (ant cavalry, carved-acorn boats, fire-hardening of twigs, anything you can think of) and if enough gnomes were assigned to it, that unit will become available to you. In addition, items you acquire (Toothpicks daringly raided from the pantry, lighter fluid swiped from the bottle kept near the barbecue, anything that might be in a yard or a house) can be given to your gnomes, for them to research with.
Military Rating: This number represents your gnomes' confidence in you as a commander, the equiptment they have, their level of training, their experience in battle and the length of time your soldiers have spent in the military, and other factors that might affect their proficiency in battle.
Loyalty: This represents the likelihood of your gnomes revolting against you. More loyal gnomes will also be more productive. Anything below 25% runs the risk of revolt.
Happiness: This represents your gnomes general level of happiness. This represents all gnomes under your command, including any slaves should you decide to take them. Happier gnomes are more loyal and slightly more productive, although you can keep a high loyalty rating while having a low happiness rating if your gnomes are afraid of you.
Food Supply: This shows any resources you control that represent a source of food. You can exploit these more fully by assigning gnomes to gather from them, or researching something that might improve your gnomes ability to gather these resources. The higher your population, the greater your need for food. Your population will not grow if your food supply is below adequate, and will grow only slightly if you have an adequate food supply.
Density of Population: This respresnts how crowded your cities are. Crowded cities will grow more slowly. Underground, arboreal, or otherwise spatially-limited cities will grow crowded more quickly. Each city has its own population density statistic.
Military Units:
Each different type of gnome soldier has different abilities, and will fare differently against other gnome soldiers. In addition, different types of gnome soldiers require different amounts of other gnomes to train them (Essentially, more elite gnome soldiers are more expensive). For example, 100 gnomes would train 50 Spear Gnomes. The other 50 gnomes would then be returned to your workforce for the following turn. This is because not all gnomes are suited for every type of military service, and those that fail training are returned into daily life.
Twig Gnomes: 1 Gnome per soldier. Twig Gnomes are the basic, inexpensive foot soldiers. Their twigs are not sharpened, and are wielded like a staff. They are extremely poor offensively, and only average on defense. Their main advantage is cheapness and mobility. Twig Gnomes are available to all Gnome nations.
Spear Gnomes: 2 Gnomes per soldier. Spear Gnomes are the next step up from Twig Gnomes. Spear Gnomes are armed with strong, sharpened twigs, and are better trained than Twig Gnomes. Spear Gnomes are still poor in a charge, but are good defensively and are particularly strong against ant cavalry or any other form of gnome-carrying animal. They are also relatively mobile. Spear Gnomes are available to all Gnome nations.
Throwing Spear Gnomes: 2 Gnomes per soldier. Throwing Spear Gnomes are armed with several short, specially weighted spears that can be thrown with reasonable accuracy. Throwing Spear Gnomes are excellent at short range, but are ineffective at medium range due to the heaviness of the spears. They are poor in hand-to-hand combat, but are mobile enough to avoid it most of the time. Throwing Spear Gnomes are available only to nations with Throwing Spear technology, which may be researched by any nation.
Sling Gnomes: 2 Gnomes per soldier. Sling Gnomes are armed with a small sling that can be used to throw small stones at enemy troops. These gnomes deal less damage than Throwing Spear Gnomes, but have longer range, carry much more ammunition and are extremely mobile. They are not accurate enough at long range to pick off individual gnomes, but can shower a tight formation of troops with missiles very effectively. Sling Gnomes may be trained only by nations possessing Rope Making technology.
Bow Gnomes: 2 Gnomes per soldier. Bow Gnomes are eqipped with a short bow fashioned from a twig and a woven grass string, and a quantity of arrows. While having long range, these arrows don't deal as much damage as a thrown spear or a slung pebble. Bow Gnomes are very poor in hand-to-hand combat. Bow Gnomes may be trained by any nation with Archery, which in turn may be researched by any nation with Grass Weaving or Rope Making.
Flail Gnomes: 3 Gnomes per soldier. Flail Gnomes are equipped with a large pebble tied to a short length of rope, which is in turn tied to a short length of twig. While allowing almost no defensive capability, Flail Gnomes can break through enemy formations with frightening ease. Flail Gnomes also excell at pillaging and looting. Flail Gnomes may be trained only by nations with Flail Gnome technology, which in turn may be researched only by nations possessing Rope Making technology.
Legionaires: 4 gnomes per soldier. Legionaires are armed with both a long, hand-to-hand spear and several throwing spears. This allows them a versitile method of combat, keeping enemies at a distance with long spears while throwing spears can attack. Legionaires have limited mobility due to the quantity of their weapons, but are a deadly combination of range and defensibility. Legionaires may not be researched, but the ability to train them may be purchased from any nation possessing it.
Light Auxilleries: 3 gnomes per soldier. Light Auxilleries are armed with both throwing spears and slings. Light Auxilleries are slightly less mobile than other ranged units, due to their more plentiful weapons, but can deal death at both short and medium range. They are extremely weak at hand-to-hand combat. Light Auxilleries may be trained by any nation possessing both Rope Making and Throwing Spears.
Axe Gnomes: 3 gnomes per soldier. Axe Gnomes are excellent hand-to-hand fighters. They are good both defensively and offensively, making them very good all-around soldiers. Possessing no armor, Axe Gnomes are highly mobile and can break through lines of enemy troop effectively, but are poor against ranged troops. Only Gnome nations possessing Pebble Axe technology can build Axe Gnomes. Pebble Axe technology may not be researched, but purchased from any other nation possessing it.
Advanced Axe Gnomes: 3 gnomes per soldier. Advanced Axe Gnomes also carry a small number of throwing axes with them. These throwing axes can be used to weaken an enemy's lines just before the Axes Gnomes engage. This makes the Axe Gnomes more effective. Any nation possessing both Throwing Axes and Pebble Axes may recruit Advanced Axe Gnomes. Axe Gnomes already in existance may be trained into Advanced Axe Gnomes at the reduced cost of 1 gnome and one Axe Gnome.
Ant Scouts: 2 Gnomes and 1 ant per soldier. Ant Scouts are unarmed Ant Riders that can be used to explore or scout for enemy troops much more effectively than foot troops. Being unarmed, they are one of the fastest units around, but have no means of attack save trampling with their mount. Ant Scouts may be built by any nation possessing Ant Riding, which may be researched by any nation with ants.
Ant Cavalry: 3 Gnomes and 2 ants per soldier. Ant Cavalry are highly mobile ant riders armed with spears. While weak defensively, Ant Cavalry are excellent at breaking enemy formations and chasing down routing troops. They also do well at raiding, using their mounts to carry off large quantities of whatever is to be stolen. Ant Cavalry may be researched by any nation posessing Ant Riding.
Sappers: 2 gnomes per Sapper. Sappers, or Combat Engineers, are not a fighting force in themselves, but a construction force. These Sappers are experts at building and maintaining defensive structures, and can operate sophisticated defensive machinery, like the POWARS vats of boiling honey. Any nation may recruit Sappers.
Special Police Force Gnomes: 2 Gnomes per SPF Gnome. SPF gnomes are masters of subtlety and espionage. They can influence public opinion, incite riots, spy on enemy gnomes, "remove" irritating revolutionaries, even attempt assassinations. They are ineffective in battle, but are better trained than average gnomes at diplomacy and other missions outside the colony. Any nation may research SPF gnomes, but must come up with a particular name for their police force (i.e., NKVD, FBI, KGB, Swiss Guard, CIA, MI5, Praetorian Guard, whatever).
Officers: 1 Gnome Soldier per Officer. Officers are highly trained and experienced leaders that disarm themselves and serve in a higher capacity than actual combat. They serve as tacticians and intermediaries between the soldiers and the leaders of gnome colonies. Armies with Officers can perform more complicated manuevers with greater success, and are less likely to fall into ambushes. Officers also raise the morale of troops, which decreases the liklihood of a rout. Any nation may recruit Officers, but only from the ranks of their armies, and only from soldiers with 4 or more turns experience.
Military Entertainers: 1 Gnomes per Entertainer. These Entertainers raise the morale of troops. Any nation may recruit Entertainers.
Last edited by appleciders on 25-07-2005 at 21:42
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appleciders
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Map: http://apolyton.net/upload/view.php...0276_gnomes.PNG
Explanation of Map:
Black Dot = City
Brown Dot = Anthill
Yellow Square = Beehive
Large Grey Dot = Lawn decoration. Your gnomes regard these as relics.
Brown Line = Gnome-built road
Blue Square = Bird feeder
The colored areas represent the areas under the control of different tribes. Your gnomes will automatically exploit the areas under their control, but you can drastically increase the productivity of these areas by assigning gnomes to work at these areas. Expand your area of influence by founding new cities or making your cities larger. You can exploit resources outside of your area of influence, but less effectively and for a smaller return.
Last edited by appleciders on 12-04-2005 at 06:46
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appleciders
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OK, set up finished. This NES has now officially begun. Feel free to begin with orders.
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appleciders
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OK, link fixed. The auto-URL bracket thing didn't read the whole URL as a URL.
Gnome breeding follows more complicated rules than that, I'm afraid. The formula I'm using for the moment (But am still fiddling with and may tweak) is .9B(F+(1- D))= new gnomes. B is the number of breeders, F is 0 if you have less than adequate food supply, .3 if you have adequate food supply, .5 if you have good food supply, and .6 for anything above "good". D is population density. Final product is truncated.
Last edited by appleciders on 26-03-2005 at 08:25
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appleciders
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Yep. I'm trying to add a sliding scale there to encourage people to improve their cities and found new ones, and give nice benefits for doing it.
The other thing that should be noted is that orders must be posted, not PM'd. I think posting orders encourages people to check back more often, and generally keeps the NES more interesting. I'll only accept orders via PM that really need to be secret, like a new secret weapon or an attack on another player.
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appleciders
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Yep. Your population is the currency, and you spend it by ordering given numbers of gnomes to do certain tasks. Unassigned gnomes will breed. Check out Gamecube64's orders, he's got the right idea.
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appleciders
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Orders are due by Thursday, US pacific time. I only have Gamecube's orders, so if you don't get orders in, I'll have to NPC your gnomes.
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appleciders
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Animals are not smart enough to ally with; think of them as beasts of burden, to be taken forcibly and trained.
You've used only 1\3 of your gnomes. The rest will breed unless otherwise specified. Is that what you intended?
Last edited by appleciders on 25-03-2005 at 09:39
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appleciders
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Foolish, you'll need to assign some gnomes to research those sand axes. For the moment, those gnomes will all have to use twig lances.
Anyway, update started!
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appleciders
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First Update:
The King of the Trash Gnomes has gained great support amongst his people for his agressive land grab, extending his domains far to the west towards an important anthill. The search party would have gone much further, possibly even reaching the anthill, if it had not been for a lizard, which attacked the scout party in the bushes, killing several gnomes and scattering the rest.
Many Trash Gnomes began shoring up the supports that hold up the underground city's constantly failing ceilings. This will help to prevent fatalities from the daily addition of food scraps directly above the residents' heads.
A raid from the Barbecue Gnomes was beaten off, but at high cost to the Trash gnomes. For more detail, read the Barbecue Gnomes section.
26 gnomes were killed by lizard and Barbecue Gnome attacks and collapsing roofs, while 59 gnomes were born, for a net gain of 33 gnomes.
The Bush Gnomes enjoyed a period of relative peace, with minimal contact with other gnomes. Large search parties went roving widely in search of food sources, and were attacked by assorted insects. The parties might have met with disaster had it not been for the loyal twig gnomes and ants that faithfully guarded the parties.
An envoy from the Clay Gnomes was exuberantly welcomed, and many speeches were made extolling friendship as the salvation of all gnomekind. A gift of one tame ant was made to the Clay Gnomes as a gesture of friendship. This could be easily afforded, as a concentrated effort captured 22 ants, while only three died in service of the colony. Similarly, only 6 gnomes died, while 24 were born, for a gain of 18 gnomes.
The Clay Gnome King has gained much respect amongst his people for his conservative yet effective orders. With very few gnomes venturing outside the colony's domains, losses were extremely low. The colony's tunnels have been significantly extended, and a granary has been constructed. The granary, while indispensible to a larger gnome colony, is not nessecary in a city of this size. Still and all, it will surely prove useful as gnomes prosper.
A surprise nighttime assult from the Trash gnomes met with fierce resistance from the loyal twig gnomes. With nearly all of the colony inside their city, the attackers were forced to try to fight through the tunnels, where they were at a great disadvantage. The attack was successfully repulsed.
24 gnomes were born, while only eight died from attack and cave-ins, for a net gain of 16 gnomes, and one ant as a gift.
The Barbecue gnomes revealed themselves as an agressive tribe, raiding the Clay Gnomes, the Twin Lake Gnomes, and the Trash Gnomes. The Clay Gnomes successfully repulsed the Trash Gnome attack, but the Twin Lake Gnomes were not quite so lucky.
The Barbecue Gnome raiders came down like wolves on the fold, killing and capturing several Twin Lake gnomes and stealing food. The defenders rallied, and repelled the raiders, but with moderate losses. Emboldened by their success, the Barbecue Gnomes quickly moved northward to the Trash Gnomes. This proved to be a mistake, as the weakened and tired forces were not in good enough shape to defeat the numerically superior enemy.
The Barbecue Gnomes have also begun designing a twig spear that can be thrown, but too few gnomes were assigned to finish the project this turn. 32 gnomes died in attacks, while only 29 were born. 6 captured Twin Lake gnomes usable as slave labor brings the net gain to 3 gnomes.
Other than Barbecue Gnome attacks, the Twin Lake Gnomes are faring very well. The military barracks is nearly complete, only requiring the attentions of a few gnomes next turn. It's already complete enough to give a one-turn experience bonus to all gnomes in the Twin Lake Army, and serve as a bastion of defense against assults. Ranged weapons would probably help this structure even more...
The watchtower and fortress is the main reason the Twin Lake gnomes got off so lightly; even unfinished, it proved to be a formidible obstacle to the Barbecue Gnomes. The Twin Lake army also had prototype superior spears that the barracks produced, which turned out to work very well.
The ant-watching group... uh... watched ants. They report that the ants are ripe for capture, and have ideas as to how to most efficently capture the ants. The fishergnomes had great success, but their success was canceled out by the losses due to Barbecue Gnomes. 29 gnomes were born, while 11 died, for a gain of 18 gnomes.
The Wall Gnomes had rather an uneventful time, spending their time breeding and sending out small forage parties to the flowers to the south to catch insects feeding on the flowers. More significantly, they've developed a sort of cord from the bark of their bush. This cord can be braided into rope, which allows a myriad of new possibilities. Only 5 deaths and 26 births gives a gain of 21 gnomes.
The POWARS, residing in the oak trees in the south-east corner of the yard, had a fairly good turn. Their bee-capturing force took 8 bees, which have been trained to carry a rider and cargo, and can even sting on command, although this will kill the bee. The fence-and-bridge-building commitee was woefully understaffed, but worked hard nonetheless, and made significant progress, making the tree safer and easier to move around in. 9 gnomes died in falls relating to bridges (or lack thereof) and bee stings, while a shocking 48 gnomes were born, for a gain of 41 gnomes.
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appleciders
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OOC: Note the new formula for gnome birth rate. Also, the parenthetical number following a military group refers to turns of service; the higher the number, the better the gnomes.
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appleciders
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Bush Gnomes to Clay Gnomes:
Greetings, friend! How is that ant we gave you working out? You know, we have many ants, but we could use a better source of food. If you gave us some food, we could send you as many as 3 ants per turn. Are you interested.
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appleciders
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Yes. That applies to everyone else's territory that includes bushes, too. I've been playing around, but I haven't been able to find a way to show territory under bushes that doesn't make the bush disappear, and doesn't look ugly.
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Gamecube64
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of Persia
Apr 2004 time: 23:36
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Gamecube the 65th took power after the death of his father and immediately ordered 36 new gnomes into the military using the superior spears.
15 gnomes finish up the barracks, which will have rocks from the pond shores at the top of the tower to act as defense against enemys who get too close, and it will also have plenty of throwing spears for ranged support. An extra tunnel will be made from the town square into the barracks, to serve as an escape route for citizens in case of an attack. The watchtower will have lookout shifts all day and all night.
20 gnomes are to work the bush and develope weaponry. Gamecube the 65th hopes they will produce a superior design for the stolen throwing spears as they have done with the twig spears. (Exactly how are they superior? Length, sharpness, weight?) On the subject of throwing spears, they will be the secondary weapon for our spear gnomes. Our glorious troops will carry several of them in a bundle on their back. In battle the new tactics are as follows: when aproaching or being aproached all gnomes throw throwing spears, then the front line will take out their spears and defend spear throwers behind them. Once they run out of throwing spears they will switch places with the frontlines. The gnomes in the melee will use their spears in a fashion that keeps the enemey at a distance to prevent friendly fire. If the Twin Lake's armies are known for anything, it will be their versatility.
15 elite fisher gnomes will fish, and try to design a very effective fishing net. Materials that they should try are grass, leaves, and twigs.
The remaining 32 gnomes will breed. The ants are left alone for now, since recent tragedies required alot of gnomes to be drafted or sent into R&D.
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appleciders
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Update Thursday night- get your orders in!
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foolish_icarus
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the thievery continues
Nov 2002 time: 21:36
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Claykin folk culture has long ascribed the origins of Clay kind as peasant farmers and herder folk on the vast plains far to the east, far off even beyond the high pillars and great torrential rains. Oral legends tell of the cataclysmic destruction that drove their ancestors out of the plains and off to the cool shadows under Hoblezzednieg, “Our Bright Mountain.” Another account tells of the famine that devastated that First City and of the prince who led his society out to find a new home, forged an alliance with the hostile warrior nomads by his bravery, strength, and intelligence, and of the prince’s son who forged the two gnome kinds into one society and completed the exodus, founding the current Clay great capital, the city of Caivgridde, “Shadowed earth”, whose walled dwellings are prosperous, raised gardens are fruitful, and tunnels delve deep and soundly.
We are putting these semi-mythical accounts and others like them by combining them into literary material, epic accounts to be recited by bards for the purpose both of creating a sense of pride and loyalty to the state and teaching young gnomes better memory, language skills, and good upstanding values.
This turn 10 gnomes will begin standardizing and composing such tales, and an additional 5 will be permanently assigned to tell them to the public, marking the creation and first agents of the gNomenKlatureVarietyDepartment, or NKVD.
19 gnomes will work on developing a form of pebble, axe, a more easily wielded and versatile weapon, that can be used to strike devastating blows (larger version) or be thrown as a short range but dangerous ranged weapon (smaller specially balanced version). The axes will be made from twigs and very small rocks or large sand grains, bound together with grass or plant fibers.
28 gnomes will begin work on a path to our friends the bush gnomes to the east, better facilitating trade (we agree to the food for ants trade, when we have excess food supplies we will exchange some of them for a number of ants. We prefer, for the time being, docile safe ants to use as worker ants in our tunneling and scavenging efforts.) The path will be inconspicuous, under cover, but the path itself well cleared so that it will be harder for predators to sneak up, and well packed so that it is more resistant to damage such as from rain, and will, when completed, have a series of hollow pit/mound bunkers, several with full twig raised guard towers and attack platforms, to serve for defense.
30 more spear gnomes trained, 5 to add to reinforcements of the main city, and 25 to protect the workers on the path.
The rest (14), lusty youth that they are, breed.
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appleciders
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Update started!
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appleciders
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Second Update:
The great King of the Trash Gnomes has gained considerable support among his people this turn, with his considerable territorial gains, including an anthill, and assisting in the avenging attack against the vile Barbecue gnomes. Raising a sizeable force for the attack, the Trash gnomes made good use of their newly acquired technology to make improved spears. More details in the Barbecue Gnome section.
After capturing the anthill to the west, the Trash Gnomes quickly halted their advance and began to capture ants. Unfortunately, they have not had sufficent time to capture more than a paltry few ants. Still, the Trash Gnome community looks forward to the acquisition of many more ant laborers and the projected boost in productivity. A continuation of the city-expansion and improvement project has also met with mild success.
The Trash gnomes lost 17 twig gnomes in the attack against the Barbecue Gnomes, and 4 in the process of capturing ants. 46 gnomes were born, for a net gain of 29 gnomes. Six ants were captured.
The Bush Gnomes again enjoyed a peaceful time, focusing their most of their efforts on breeding and capturing ants. Trade with the Clay Gnomes has expanded their food supply, and the useful ant-laborers have made work around the colony much more efficient. Upon hearing of the road to be built to their colony by the Clay Gnomes, the Bush Gnomes, in a wave of gratitude, began to build a road towards the Clay Gnomes.
44 gnomes were born, while only 16 died, for a gain of 28. 21 ants were captured, with losses of only four, plus three sent to the Clay Gnomes, for a gain of 14.
The Clay Gnomes again had a productive turn, working on several projects. The new pebble axe was heralded as a great success, and is expected to provide great advantages to the massively expanded Clay Gnome army, especially while fighting in close quarters, like their tunnels. Unfortunately, the smaller throwing axe has not yet been perfected, although much theoretical research has been done.
The gnomes working on the new road to the Bush Gnomes met a pleasant suprise- the grateful Bush Gnomes had kindly built a road to the edge of their territory, to meet in the middle! A plaque, commemorating the historic event, was placed at the site where the two roads met.
The new NKVD has begun its important work of recording the history and culture of the Clay Gnomes, improving the happiness of the whole colony. However, that effect was lessened by the massive amounts of gnomes that have been inducted into the military. On the whole, though, gnomes agree that life in the colony has generally improved.
Only 14 new gnomes were born, while six were killed by predators on the path, including one new Twig Gnome. Three new ants arrived from the Bush Gnomes.
The Barbecue Gnomes, foreseeing retaliation from their victims of last turn, prepared for an onslaught. Many new warriors were drafted into the army, and equipped with the new throwing spears. The Barbecue gnomes did little else, allowing many gnomes to breed.
Barbecue Gnome scouts reported the approach of many warriors from the north and the west. The western warriors, in particular, seemed to be very well equipped and superbly trained. As the armies marched closer, the Barbecue gnomes took up defensive positions and waited for the enemy to approach.
The Twin Lake Gnomes used effective new tactics combined with simple, straight-forward strategics. Their allies, the Trash Gnomes, were poorly organized but fought with great passion. The effect was devastating to the Barbecue Gnomes, who slowly but surely gave ground before the mighty warriors. A small detachment of Trash Gnome warriors snuck around behind the Barbecue Gnome city, and began to terrorize the inhabitants. Very little damage was done to the city, but four of the six Twin Lake captives were located and rescued.
Just as the battle seemed lost for the Barbecue Gnomes, a low rumbling and a high-pitched whirring was heard coming from the south. A giant lawnmower approached the battlefield, terrifying every gnome in sight. Every gnome on the field routed, running back to their respective colonies. The Barbecue Gnomes fled back to their city and hid, where they began taking account of their losses.
The Barbecue Gnomes lost 6 captives and 39 other gnomes in battle. Still, 60 gnomes were born, for a gain of 15 gnomes.
The Twin Lake Gnomes focused much of their effort on their military this turn. Much confusion resulted from their ruler's command to improve the stolen throwing spears, as no stolen throwing spears existed. However, the gnomes dutifully developed a throwing spear, and equipped the military with their product.
The attack against the Barbecue Gnomes was well-prepared, and met with relative success (read about it above). After their retreat from the lawnmower, the Twin Lake Gnomes regrouped at their capital. As many warriors grumbled about their failure to rescue their comrades, a small group of Trash Gnomes showed up outside the barracks, escorting the four rescued Twin Lake Gnomes. There was much rejoicing at the arrival of the captives.
The barracks and watchtower were completed, making a formidable defense system for the colony.
The fishergnomes tried long and hard to develop an effective net, but never succeded. Their materials were less than ideal, and too few were assigned. Still, they caught many tadpoles, and watched longingly as larger fish swam by.
39 gnomes were born, and four captives returned, while 21 died, for a gain of 22 gnomes.
The Wall Gnomes continued their expansion southward, towards the flowers which hold promise of much food. After experimenting with their new rope, a new weapon was developed: a pebble tied to a short stick, which could be wielded to devastating effect by a dextrous gnome. 15 new Flail Gnomes were trained, and used to guard the foraging parties. Their new weapons proved effective against wandering insects that might see gnomes as food.
The new rope was also useful to raise gnomes up and down from tall flowers, and to lower food safely to the ground from the heights.
Losses were minimal, as the Wall Gnomes enjoyed good luck. Only nine gnomes were killed, while 36 were born.
The POWARS expanded their influence all the way through their tree, bringing the beehive within their borders. A concentrated effort brought 14 new bees under the colony's control, where they were used en masse to bring entire acorns directly into the city center.
The committee on new food sources reported- honey! They managed to sneak honey out of the beehive, where it has begun to provide a new food source for the colony.
New defensive systems were built, including vats of heated honey, ready to dump on unsuspecting attackers. The gnomes who built this system now stand ready to defend the colony. These gnomes, hereafter referred to as "Sappers", represent an entirely new, highly technical kind of soldier.
The Persia Posse's act was greeted with wild entusiasm, although no one in the colony was quite sure what it all meant. Still and all, the colony's general happiness has greatly improved.
A praying mantis has begun stalking the gnomish tree, eating the occasional gnome. Unfortunately, it never walked under a vat of honey, where it could be trapped and easily killed. A more versitile military might be a good idea.
65 gnomes were born, while only 15 died, for a gain of 50 gnomes. The colony now owns 21 bees, after an unfortunate mishap where a bee stung a gnome, killing both.
Last edited by appleciders on 01-04-2005 at 09:57
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appleciders
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I'll update this weekend if I get orders from everyone. I'll update Sunday even if I don't. Micha, Lord Nuclear, or anyone else who wants to join, it's never too late!
Last edited by appleciders on 09-04-2005 at 20:58
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