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A civilisation quest
Turn 36 out of 50
>>
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Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Elf+Femboy+Civ


Ashera: "Did they say what they wanted you to do so they wouldn’t attack?"
Silrith: "They just demanded resources from us, with some invented reasons justifying their extortion. If we give in to their demands they'll just keep demanding more. I wont let my colony be subject to a throng of loutish humans! This is their modus operandi: bully neighbouring civs into paying tribute or sack their bases taking their wealth by force. It's not going to end until we CRUSH them."
Ashera: "I will discus it with my fellow elfgirls and the sun elves, but we haven't forgotten the aid the dark elves have given us in the past."
Silrith: "I am in your debt Ashera! The dark elves will eagerly await your response."

...

You decide to speak with the Sun Elves personally, this is an important matter and you know the Suns have reservations about working with the Dark Elves.
Mitalar: "Ashera, to what do we owe this pleasure?"
Wyrran: "A social call perhaps? You're welcome to stay at my place any time sissy."
Ashera: "a-actually it's about the Dark Elves."
Wyrrans: "Why? Are the Skulks up to no good again?"
Ashera: "no! They're in danger, the Black Knights are going to attack them, I want to help defend them, and I want the Sun Elves to help too."
Mitalar: "This is laughable, you expect me to spill my peoples' blood on behalf of the treacherous Dark Elves? What if we Sun Elves were to sack the Black Knights' base while they're busy attacking the Dark Elves! Then both their houses would be destroyed, and they would trouble us... No more."

>You may try to convince Mitalar to aid the Dark Elves

Roll 1d100 to determine how successful you are in persuading him.
All rolls will be averaged. But only the first roll from each ID will be counted.
Bonus points for actually typing out your reasoning.
The higher the final result the more assistance the Sun Elves will give. Mitalar may attend the battle personally if the result is high enough.
You may also agree with Mitalar's idea to leave the Dark Elves to fend for themselves while the Suns attack the Black Knight base, in this case you don't need to roll.
>>
I'll think up the Tier III spells next update. I need to go to bed.

### TURN 36 ###

PURCHASES
Sanctum III -75 Crystal -75 Incence

WORK DISTRIBUTION
2 Builders (Wall)
4 Tech Researchers (Sentinel)
3 Plantation III
1 Diplomat

YIELDS
+40 Building Progress for Wall - Construction Complete!
+80 Research Progress Sentinel - 80/140
+111 Cotton
+10 Crystal
+55 Incense

RESOURCES
Cotton: 187

Lavender: 152
Crystal: 190
Incense: 534

Population: 10

INVENTORY
Small Shield (3)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (2)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.

Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.


BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Prison - 200 Lavender - 140 Work - Enemy captives (or undiciplined colonists) can be held prisoner here

UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften

>Distribute work to your 10 elves for this turn
>>
Rolled 18 (1d100)

>>3707666
>>
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>>3707677
>>
Rolled 44 (1d100)

>>3707666
>>
>>3707666
Actually, his ideia is good, gonna follow it. Also is it possible for us to know the knights forces ?
>>3707669
3 on researching sentinel, 3 on plantation, 3 on garden, 1 scout to knights base(may change) and buy scent of sneakiness for him
>>
Rolled 9 (1d100)

>>3707666
Can you be sure that your forces can take the Black Knight's base? If you fail, your faction will be their next target. No, it's better to take out their forces that have left the safety of their defenses, reducing their ability to raid us. Also, you could use this intervention to get the Dark Elves to release their Sun Elf slaves, which would be a better fate than death or capture by the Black Knights.

>>3707669
Supporting >>3707823.
>>
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>>3708121
I am a terrible debater.
>>
Rolled 97 (1d100)

>>3707669
>>
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>>3708129
we are save
>>
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>everyone rolling before we even decide anything

Hold the fucking phone kids, Mitalar is 100% right. And im not saying that just to dodge these shity rolls. If the sun elves sack the Dark knights base they are %100 fucked without supply lines. These guys need to maintain their horses and equipment. Plus, they have no ability to generate anything themselves. We dont even have to fight them when they show up at the dark elves base, all we have to do is hit and run tactics to delay them. Just have the dark elves move everything of value out of their central base. Since we KNOW an attack is coming we can prepare, and the dark knights probably cant stick around trying to find where we hid everything. The worst they can do is torch their homes then go back to their base and find everything GONE.

We should do the same thing with our resources, bury everything out in the forest in case the knights come to sack our home in retaliation.

Thats my plan, fighting the dark knights in a fair open battle is exactly what they want.

>>3707666
Wyrran is a player and doesn't intend to stay true to Aelire. Scandalous! This is going to cause drama for sure.
>>
we need to help the dark elves against the black knights. we will hang together or we will hang alone
>>
>>3708121
If you’re supporting me why did you ? Following his ideia requires no roll
>>
>>3708222
Do we know how many turns before they attack ? Alsowas thinking about giving some to the darks after we raid the knights
>>
>>3708452
I was supporting the work order, not the "attack the Black Knights base" choice.
>>
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>>3708222
>Wyrran is a player and doesn't intend to stay true to Aelire.
Wyrran is already married to Lorsan!
>>
Pls guys, let’s do the smart thing and raid the knights while they attack the dark elves, we can help them with our loot later
>>
>>3709209
Yes but Aelire was his side thot, or so she thought...
>>
Wow, I missed some serious battles, but am right in time for the epic war against the Black Knights.
>>
What if we convince the Dark Elves that if they move all their stuff to our base, we will split the loot from raiding the Black Knights with them. We then will raid the Black Knights base with the Sun Elves and steal all the shit we can. When the Black Knights then come for us or the Sun Elves, we can easily talk the Dark Elves and Sun Elves to stand by us.

Yes, the Dark Elves stand to lose many things, but we surely they can hide much of their wealth with us, and get more wealth when we steal from the Black Knights.
>>
>>3710064
yes brother, help us with the sun elves's plan
>>
>>3710397
If there is anything we can do to help convince the Dark Elves that we are on their side, and will help them defeat the Black Knights, someone suggest it now.
>>
You decide to go with Mitalar's plan although you doubt the Dark Elves will be thrilled to hear it.
Mitalar says to send a runner when the Black Knights move out and the Sun Elves will immediately head for the Black Knights' base.
You thank him and return home, tomorrow you will have to confront Silrith with your decision.

cont...
>>
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Silrith: "Here she is, please take a seat Ashera. Have you secured the assistance of the Sun Elves?"
Ashera: "Uh, well. Kind of."
Zaibsak: "Kind of? This better be a joke."
Ashera: "w-well I talked it over with Mitalar, and we decided the best course of action would be instead of defending your base we sack the Black Knights' base while they're busy attacking you."
Zaibsak: "WHAT!? You intend to sell us out to destroy the humans!?"
Ashera: "N-no I mean let them destroy the buildings, you could take out all your valuables and people and hide it somewhere else. You lose your buildings but they lose everything, they're screwed without their infrastructure!"
Lenilne: "eeeh? I think mummy would get angry if we let the Colony get destroyed..."
Zaibsak: "Mother would be apoplectic! And so would I; you expect us to sacrifice our entire base as a pawn while you and the Sun Elves give nothing? This 'friendship' has been a complete waste of our time Silrith, we should have enslaved these femboys the moment we found them!"
Silrith: "Now wait a second Zaib. We should consider this new strategy."
Zaibsak: "You can't seriously be entertaining this idea."
Silrith: "Mum doesn't care about buildings, she cares about results. The Black Knights have a small handful of squires, all those little human boys will be unprotected. Capturing them would be well worth the destruction of our base."
Lenilne: "b-but without a base where are we going to live?"
Silrith: "We can move in with the Femboys! Their base is very cozy. It even has walls now!"
Zaibsak: "Your scheme places far too much trust in the Femboys and Sun Elves. What if they fail to capture the boys through design or incompetence? The potential cost of their betrayal is enormous!"
Silrith stands at your side.
Silrith: "I have complete confidence in Ashera and her girls. You'll capture those boys for us, wont you Ashera?
Ashera: "I-"
Silrith: "AND~ you can lead the assault personally. Make sure those sunnies don't double-cross us."
Zaibsak: "..."

Negotiation time!
It seems like Zaibsak is considering this new plan. But you need to convince the Dark Elves to commit to it through a roll.
Lenilne seems to technically have the same level of authority as Zaibsak and Silrith but she doesn't seem particularly assertive.
You may specify what you say and to whom you say it to, which may positively affect the roll.

Here are some factors of Silrith's you might want to renegotiate. Ceding all of them will greatly improve your chances.
>The Dark Elves will move their entire population into your base when theirs is destroyed
>The Dark Elves demand the attacking force capture all of the Black Knight Squires to be given to the Dark Elves
>Zaibsak will oversee the attacking force.
You might want to ask for other stuff which will reduce your chances.

Roll 1d100 to determine your success at negotiation.
All rolls will be averaged. But only the first roll from each ID will be counted.
>>
Aelrie uses the scent of Sneakiness and spies on the Black Knights' base. It's a small castle with a stable.
Aelrie makes the following estimations of their forces.
3 Horses
4-10 Black Knights
8-14 Squires
They will attack in 3 to 6 Turns
>>
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Here's the Sanctum III new spells.
>>
### TURN 37 ###

PURCHASES
Scent of Sneakiness -100 Cotton

WORK DISTRIBUTION
3 Tech Research (Sentinel)
3 Plantation III
2 Garden II
1 Scout

YIELDS
+111 Cotton
+60 Lavender
+63 Research Sentinel - Research Complete!
+10 Crystal
+57 Incence

RESOURCES
Cotton: 198
Lavender: 212
Crystal: 200
Incense: 593

Population: 9 (Ashera is visiting the Dark Elf base)

INVENTORY
Small Shield (3)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (2)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.

BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Prison - 200 Lavender - 140 Work - Enemy captives (or undiciplined colonists) can be held prisoner here
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret


UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften

>Distribute work to your 9 elves for this turn
>>
Rolled 52 (1d100)

>>3710998
Say that we want only 2 human squires and they can get their part of them after the sun elves get their part, just gotta talk to the sun elves
>>3711002
4 building prison, 4 in the garden, 1 in plantation
>>
>>3711000
OwO dom mind?!
>>
Rolled 25 (1d100)

>>3710998
agree to their terms
>>
>>3711000
3 researching hold person
3 researching sleep
3 building a prison
>>
>people already rolling before we decide on anything again.

sicc
>>
Rolled 58 (1d100)

>The Dark Elves will move their entire population into your base when theirs is destroyed
No problem

>The Dark Elves demand the attacking force capture all of the Black Knight Squires to be given to the Dark Elves
Agreeable terms, you will have to see if the sun elves will play ball. But you can see the sunelves agreeing to this if you say the squires will be "hostages" to ward off "future attacks". But this would mean WE would have to join the sun elves assault when we had planned to STAY here and help the dark elves skirmish with the dark knights.

>Zaibsak will oversee the attacking force.
Impossible, the sun elves will never agree to be led by a dark elf. He can join our assault if he wishes but that means we will be attacking instead of staying here with the dark elves.
>>
As for diplomatic tactics, we should argue with Zaibsak since he doesn't like us anyway while in reality our talking points are targeting Lenline. Because its not Zaibsak we have to convince, its Lenline.

Explain that these 4 walls dont make a colony, but the people in it and all the nice things you have do! The people can be moved, and this nice carpet can be rolled up and unfolded into a new house someplace else.

We can let them refurbish our academy and live there since we dont even use it honestly. Until they are ready to move back.
>>
>>3711002
9 on cotton, we need a new bow for best girl and if we get 3 "Scent of sneakiness" we can have 3 elves sneak into the dark knights base and open the gates when we assault it 3 turns from now.
>>
Rolled 7 (1d100)

>>3711002
>>
>>3711780
How about we agree to all of the terms you suggested, but we stick to giving the Dark Elves lots of loot when we do the raid, along with paying them in cash ourselves... So that the only humans they're adding as slaves are the Black Knight hardcore members. The squires might just be dumb teenagers talked, bribed, or forced into this.
>>
Rolled 31 (1d100)

>>3711796
Ooh, maybe if we just loot the Black Knight base and not burn it to the ground, they can live there after, or make use of the available building materials!

You know, after the move out of our base, which they might say in for a week or two.
>>
Rolled 51 (1d100)

>>3710998
>>
(52+25+58+7+31+51)/6 = 37.33
oof, closing the voting here. Good thing this wasn't a high stakes battle with the odds against you.
>>
>>3713718
Even after the last experiences, people don’t learn that if the first rolls are average, don’t try and end up getting it low like that 7, ‘coz then people will try to higher it. Let’s hope we remember that in the next battle
>>
>>3713722
>first roll is a 100
>some anon rolls anyway getting a 7
>another anon rolls again to counter the previous roll but gets a 14
>several rolls later the average is 35% and you get a lewd BAD END
I honestly hopes this happens, keep up the bad rolls!
>>
>>3713723
>mfw it’s quest where the Best rolls are the lowest and we kept getting 70 and higher
>>
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You start making your case to Zaibsak while really trying to convince Lenilne who seems like an easier target.
Zaibsak either doesn't notice or care but Silrith picks it up immediately, chiming in with little suggestions and comments to the cases you make to convince Lenilne. Silrith helps Lenilne agree with you but also nudges her in favour the dark elves.
You try your best to keep the negotiations in your favour but Silrith simply runs rings around you, before you can counter her responses she's moves the negotiations along.
Despite the fact the Dark Elves only choices are: go with your plan or fight the Black Knights alone with no place to flee to, you find yourself cornered and are unable to get the Dark Elves to cede any of their points. (Zaibsak wont be leading the assault he'll just be watching to make sure none of the squires are released or killed.)
Lenilne: "I-i think we should go with this plan..."
Silirith: "Well you hear that brother? Looks like we have a majority consensus."
Zaibsak: "Alright Ashera, you got a deal. But I'll be watching you."
You're a little taken aback that Zaibsak changed his mind, you were just hoping to get a majority vote. You start to wonder if he planned on agreeing all along and was just playing bad cop.
Silrith: "Well my good elves, I think that settles our business. We'll send a runner when we detect the Humans making their move. We are adjourned."
>>
Some sun elves are visiting your base.
Aquilan: "Hey Ashera, umm I was thinking. We could uh, you know... yeah..."
He diminuendos into inaudible mumbling...
Poor boy has no idea what to say. what do?
>friendzone him
>act oblivious
>s u c c
>bully
>write in
>>
### TURN 38 ###

PURCHASES
Prison -200 Lavender

WORK DISTRIBUTION
1 Plantation III
1 Garden II
2 researching hold person
2 researching sleep
3 building a prison

YIELDS
+35 Cotton
+30 Lavender
+40 Spell Research (Hold Person) - 40/180
+40 Spell Research (Sleep) - 40/100
+64 Building Progress (Prison) - 64/140
+10 Crystal
+59 Incense

RESOURCES
Cotton: 233
Lavender: 42
Crystal: 210
Incense: 652

Population: 10

INVENTORY
Small Shield (3)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (2)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Under Construction 64/140


BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret

UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften

>Distribute work to your 10 elves for this turn
>>
>>3713748
Thanks doc.
>>3713749
>act oblivious
>>3713752
3 in academy.
4 in garden.
3 in mine.
>>
>>3713749
>tease
“We could what ? I didn’t hear that last part, teehee.”
>>3713752
3 researching sleep, 4 building prison, 1 on garden, 2 on plantation
>>
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Ashera: “We could what? I didn’t hear that last part, teehee.”
Aquilan: "well.. maybe we could. Kiss?"

>write in
>>
>>3713781
“So straight forward, and you’re also cute. Come closer darling” (UwO)
>lean closer to kiss him
>>
>>3713752
1 researching sleep
3 researching hold person
2 building the prison
4 gathering lavender
>>
>>3713781
Kissu
>>
>>3713781
Ksksks
>>
>>3713781
Use tongue.
>>
>>3713752
>4 constructing prision
>3 researching sleep
>3 training

>>3713781
>kiss de boi
>>
>>3713781
Theeeere you see her (him)
standing there across the way
She (he) dont got a lot to say
But there something about her (him)
And you don't know why, but your dying to try you wana kiss the trap

sha lalalala
>>
>>3713781
Supporting >>3714049
>kiss
>>
>>3715237
Why not finish prison and sleep now ?
>>
>>3715237
yeah this
>>
>>3713788
>>3714148
>>3714317
>>3714374
>>3715237

Ashera: “So straight forward, and you’re also cute. Come closer darling” UwO

The cute Sun Elf gives you a kissu. Right on your pillowy femboy lips. He firmly holds your upper-arms.

>>3714371
Naughty! You open up to use your tongue. But before you can infiltrate his mouth his own tongue starts exploring yours.

After a good 5 minutes in kissu land Aquilan withdraws (but doesn't take his hands off you), smiling like sunshine. And actually making eye contact!
Aquilan: "Hey, so someone told me. That you femboys like being bossed around. Do you want me to bully you? "
>>
>>3715695
“OwO so you wanna tease me ? Teehee, you can try ÛwÛ”
>>
>>3715866
I am sicked to my core by what is happening.
support
>>
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>>3715866
>>3715695
>>
I leave and come back to this....
>>
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Don't worry anons, the quest's gayness should revert to a stable level soon.

>>3715866
Ashera: “OwO so you wanna tease me ? Teehee, you can try ÛwÛ”
Aquilan: "Okay! Let's go somewhere more private. Prepare to be bullied nerd."
You lead Aquilan by the wrist to the Council building. With Lusha and Shael giggling like school girls as you go.

You take him to your bedroom and he gently closes the door. You prepare yourself for bullying.
Aquilan: "Alright. Show me your panties sissy."
>>
>>3716544
Present the panties by strip teasing them off
>>
>>3716550
Yes, show him our bubble butt!
>>
>>3716554
this
>>
Real talk, I actually dont even like Ashera. Twin tails are for shitters.
>>
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>>3716568
Well maybe you should have Ashera lewd one of the superior girls (male). You are the alpha femboy after all.

You try to tease Aquilan by strip teasing your panties off.
You turn around and bend over slightly, slowly glidng your thumbs down your legs and under the sides of your panties sliding them down to your ankles. You skirt just high enough to show off the very bottom of your butt.
Aquilan swiftly lifts up your skirt with one hand exposing your nude rear. With his other he gives your cheek a firm squeeze. You involuntarily let out a soft moan.
Aquilan: "Good girl."

>let Aquilan continue to "bully" you
>Write in
>>
>>3716587
>let Aquilan continue to "bully" you
>>
>>3716587
>let Aquilan continue to "bully" you
>>
>>3716587
>let Aquilan continue to "bully" you
>>
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Warning the following image is extremely lewd. Open at your own risk.
>>
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Aquilan: "H-hey, what we just did doesn't count as gay right?"

>"Totally not gay"
>"I've got some bad news for you..."
>write in
>>
>>3716692
>"Totally not gay"
>>
>>3716692
>"Sorry bro, they touched, it's gay."
>>
>>3716692
>"I've got some bad news for you..."
>>
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>>3716692
>"I'm not credentialed enough to answer that. I need to defer to my local philosopher about this."
>>
>>3716692
>”You know what they say, if the balls touch...”
Also I kek’d with spoiler image
>>
>"Totally not gay"
>>
>I was gay... but that just makes it better UwU
>>
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>>3716724
Aquilan: "O-oh thanks humans."
>>
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A new elf joins your colony. A femboy names Tisha. Say something nice about her!
>>
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### TURN 39 ###

PURCHASES

WORK DISTRIBUTION
1 Researcher (sleep)
3 Researcher (hold person)
2 Builders (Prison)
4 Garden II

YIELDS
+20 Sleep Research - (60/100)
+64 Hold Person Research - (104/180)
+40 Building Progress (prison) - (104/140)
+120 Lavender
+10 Crystal
+61 Incense

RESOURCES
Cotton: 233
Lavender: 162
Crystal: 220
Incense: 713
Population: 11


INVENTORY
Small Shield (3)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (2)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Under Construction 104/140


BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret

UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften

>Distribute work to your 11 elves for this turn
>>
>>3716794
“Hi cutie, welcome”
>>3716795
2 research sleep, 4 research holding person, 2 build prison, 3 in plantation
>>
>>3716795
Those once upon a time slaves don't look too happy
>>
>>3717051
we can keep them in line they don't have the numbers for a revolt
>>
>>3716795
>2 research Sleep
>4 research Hold Person
>2 build Prison
>3 train

Also, what's the combat status of our population?
>>
>>3717203
Supporting.
>>
>>3717203
sure
>>
>>3716794
She has a nice smile and cute rosy cheeks!
>>
>>3716795
buy a new short bow
>>
This >>3717203
And
This >>3718180
>>
That was way too gay.
>>
>>3720320
not our fault the balls touched, should've said "no homo" before it
>>
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Whew, turn 40 we're almost finished.

### TURN 40 ###

PURCHASES
Shortbow -100 Cotton

WORK DISTRIBUTION
2 Researchers (Sleep)
4 Researchers (Hold Person)
2 Builders (Prison)
3 Training

YIELDS
Aelrie, Lusha, and Kali are now trained 5/5
+40 Sleep research - Research Complete!
+80 Hold Person Research - Research Complete!
+40 Building Progress Prison - Construction Complete!
+10 Crystal
+63 Incense

RESOURCES
Cotton: 133
Lavender: 162
Crystal: 230
Incense: 776

Population: 11

INVENTORY
Small Shield (3)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (3)

Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Incarcerate prisoners here.


BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret

cont...
>>
UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften
Sleep - 50 Incense - Permanently enables one Elf to cast Sleep
Hold Person - 150 Incense - Permanently enables one Elf to cast Hold Person


>Distribute work to your 11 elves for this turn

The Black Knights will attack soon
>>
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>>3717203
>Also, what's the combat status of our population?
>>
>>3720409
Man, we've got all these newbs to tra-
>Saphielle
You bastard.

>>3720406
>2 in Plantation
>2 in Garden
>7 train
>purchase Sleep for Ashera and Itylara
>purchase Hold Person for Aelrie
>>
>>3720421
Supporting
>>3720409
Wait a minute, way there’s 12 elves there ?
>>
>>3720473
Because he didn't remove the one who died.
>>
>>3720405
>>3720406
Buy the sleep spell for Siora and Tisha. Get Hold Person for Keishara.

6 researching charm
3 Plantation III
2 Garden II
>>
>>3721268
Supporting this. Gotta put all that Incense to use.
>>
>>3721268
This, lets try to charm the black knights
>>
Just a random bump celebrating a civ quest which actually made it past its first thread
>>
>>3723534
thanks anon, but I must admit running this was a lot more burdensome than I originally thought.
I'm glad I established a turn limit so I can retire soon.
>>
>>3723536
We'll remember you as that guy who wasn't a hack like the rest of us.
>>
Zaibsak: "Ashera, the humans are on the move, prepare to move out your.. *ahem* warriors."
He surveys your base for a little bit.
Zaibsak: "Ryklo!"
The janissary, hearing her name comes running.
Ryklo: "Yes, Master?"
Zaibsak: "Drink this potion. Go tell the Sun Elves the Black Knights are on the move, hurry!"
Ryklo: "At once sir!"
The human quaffs the elixir goes running out of your base at an impressive pace.
Zaibsak: "Make your preparations quickly, time is of the essence!"

The Femboy Elves and Sun Elves are going to join forces to attack the supposedly undefended Black Knight castle.
Although you agreed to send your forces to attack the Black Knights' base you don't have to send your entire colony.
The Dark Elves are planning to retreat rather than risk heavy casualties. In the likely event they retreat and abandon their base they will all be coming to your base. Some dark elves are already waiting in your base, they can open the gates if all of your colonists are absent when the retreating army arrives.


~

### TURN 40 ###

PURCHASES
Sleep (Siora) -50 Incense
Sleep (Tisha) -50 Incense
Hold Person (Keishara) -150 Incense

WORK DISTRIBUTION
6 researching charm
3 Plantation III
2 Garden II

YIELDS
+104 Research Charm - Research Complete!
+111 Cotton
+60 Lavender
+10 Crystal
+65 Incence

RESOURCES
Cotton: 244
Lavender: 222
Crystal: 240
Incense: 591

Population: 11

INVENTORY
Small Shield (3)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (3)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Incarcerate prisoners here.
>>
BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret

UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften
Sleep - 50 Incense - Permanently enables one Elf to cast Sleep
Hold Person - 150 Incense - Permanently enables one Elf to cast Hold Person
Charm - 50 Incense - Permanently enables one Elf to cast Charm


>Allocate however many elves you want to join the Sun Elves' assault
>Distribute work to the elves that remain at the base
>>
>>3723663
*It's turn 41 not 40, oops
>>
>>3723666
What are our stats now ?
>>
>>3723665
>>3723663
9 elves will join, 2 on plantation.
give 2 hold person, 2 charm to elves with the highest skill, buy 2 shields
>>
>>3724883
Supporting
>>
>>3723663
HOLY SHIT ITS A FUCKING TRAP, THE DARK ELVES ARE GOING TO USE THIS AS A WAY TO DESTROY US, THE SUN ELVES, AND THE DARK KNIGHTS

AAAAAAAAAAAAAAAAAHHH
>>
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You rally 9 of your best elves and move out to the rendevouz point.
The Sun Elves have already arrived by the time you get there.
Mitalar: "Hail, Femboy elves. One of our scouts saw the Black Knights ride out. Now is the time to strike."
Zaibsak: "Then let's waste no more time here."
Mitalar and yourself commence the march towards the Black Knights' castle.

It half way there you encounter a Gnomish warband. They come wandering out of a nearby cave.
Their forces spot you but don't immediately ram you. Their leader and two bodyguards approach you while the remaining gnomes lie in wait hiding in the mouth of the cave.
Gnomer: "OH GNO GNO GNO GNO, look what we have here! Paying a little trip to our mutual friends the Black Knights? They're gnot home didn't you know?"
Ashera: OwO "eeeeh~ The gnomes and black knights are allied!?"
Zaibsak: "More likely they're trying to sack the human base, just as we are."
Gnomer: "Hooooo ho ho hooo, that's right chum. We were planning on cooking up a nice hot bowl of human stew, but looks like now there's something else on the menu ooooo what to do?"

Feel free to try and convince Gnomer gnot to attack you. But if you do will he and his gnomes move on to wreck havoc on the humans you intend to capture? What if they go after your base or the sun elves' while you're out?
Attacking their leaders while they parlay is an option, but Mitalar will likely be displeased by "dishonourable" conduct.

If you want to negotiate with the Gnomes:
Roll 1d100 to determine how successful you are in persuading him.
All rolls will be averaged. But only the first roll from each ID will be counted.

If you want to attack the Gnomes or surprise attack the Gnomes, no roll is necessary. The roll to determine combat results will be declared later in the case of a battle.

Your army consists of 21 elves.
>>
>>3725741
Do we know how many gnomes are we up against ?
>>
>>3725856
You don't know. they're deliberately hiding in the cave, you've seen at least 5 different Gnomes. Who knows what they're hiding.
>>
Rolled 44 (1d100)

>>3725741
Since e can’t really surprise attack them, lets negotiate
>>
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>>3725741
Fuck these dudes up right here and now, attack their leaders.

If Mitalar has a problem he can suck my feminine dick. What "honourable" action is there in sneak attacking the dark knights while they are not home? Clearly he understands that chaotic evil enemys can't be reasond with and must be destroyed. These gniggers showed up to our base randomly and murdered a femboy, slay there leaders right here and now.
>>
>>3726158
You're right, these gniggers are born chaotic evil. Despite being something like 13% of the total races we've met, they've made up 100% of the murdered fembois. They have to be put down.

For Saphielle
>>
>>3726158
>What "honourable" action is there in sneak attacking the dark knights while they are not home?
Now that you said it, we couldn’t sneak attack the goblins nor the gnomes now, but sneaking to the knights base is a-okay ? what makes it acceptable for them ?
>>
>>3726158
Yeah, time for revenge!
>>
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Mitalar is a traditionalist and follows concepts of Sun Elf honour even if they don't make much sense or have fallen out of date.
He thinks he's obligated to make formal declarations of hostility before attacking. (He's already declared war on the Black Knights and Gnomes)
He thinks it's perfectly fine to attack undefended military assets.
He thinks it's not okay to kill messengers, diplomats or enemy soldiers trying to parlay.


Ashera: "You think we're just going to let you go without a fight? After what you did to Saphielle?"
Gnomer: "Hoooooooo~ your little blue haired bitch? Don't worry you'll be seeing your friend shortly."
The three Gnomes prepare to rejoin the rest of their forces and attack.
Ashera: "Kill them."
A volley of arrows, bullets and magic missile quickly burst Gnomer down he falls over dead.
Your barrage has little effect on Codneck whose flesh seems to have taken metallic properties.
You cast Soften on him and he is slain by a crossbow bolt to the back.
Nykmast takes a few hits but his wounds quickly regenerate and he manages to make it back to the cave.

Mitalar: "You shouldn't attack an enemy who comes to negotiate with you. It's like killing a diplomat."
Ashera: "They killed Saphi! They're bloodthirsty psychopaths!"
Zaibsak: "Ashera is right, Gnomes are non-persons and deserve no mercy."
Mitalar: "It doesn't matter now, they're about to attack!"

The throng of Gnomes comes running out of the cave, looks like there's only 8 of them left.
But as the enemies approach, a hulking Orc-Sized creature fades out of invisibility and comes hurtling towards you.

Roll 1d100 to determine the results of the battle.
All rolls will be averaged. But only the first roll from each ID will be counted.

You may state any specific strategy or tactics you want to do, this may have an impact on the results of the battle.
You may NOT purchase Items at this time.
>>
Rolled 19 (1d100)

>>3727124
>>
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>>3727129
>>
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>>3727129
buegno
>>
Rolled 24 (1d100)

>>3727124
>>
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>>3727140
>>
Rolled 57 (1d100)

>>3727124
>>
Rolled 35 (1d100)

>>3727124
These gnomes must be horny fuckers, lets have the elves with charm attempt to get raped by them to distract their forces. Not like we have many other options considering the shitty rolls we're getting.
>>
Rolled 80 (1d100)

>>3727124
>>3727129
>>3727140
Welp, we have the advantage, r-right ?
>>
Rolled 54 (1d100)

>>3727124
>Let our casters to use Soften and Hold person on Javoc so our rangers could focus-fire him.
>The rest should protect the rangers and support Sun Elves' flanks and heal them.
>>
Rolled 47 (1d100)

>>3727124
That massive gnome may look scary, but he really isn't since he is armourless. Piercing attacks to puncture vital organs will put him down pretty easy, lts luck we have nothing BUT piercing weapons. The gnome have no tactics just focus big boy down and hold the spear wall, the gnomes will break on our shields.

>>3727153
they are not goblins, they want death not sex.
>>
45.1

moar rolls needed
>>
Rolled 16 (1d100)

>>3727458
>moar rolls
This is the part where we start chaining single digits like every battle

For strategy, we use our hold person on the gnolem and soften to get a big burst of damage. Let the metal clad Sun Elves tank while we heal and use range. Basically, spam the shit out of spells.
>>
>>3727476
Holy shit.
>>
Rolled 95 (1d100)

>>3727458
>have our caster use hold person and soften on the giant Javoc.
>The healers will heal at appropriate distance.
>Have the spearwall hold the gnomes while the swordman move to attack.
>Have the archers focus on the giant first.
Deus vult
>>
If we win this battle, lets sack their corpses and briefly explore the cave for any possible unused potions.
>>
Okay boys, dice roll is closed as of this post
(19+24+57+35+80+54+47+16+95)/9= 47.44
>>
The Gnolem proved dangerous. But You had twice their numbers. Your femboys training, combat experience, and arsenal of spells how now reached a point where your femboys are actually formidable combatants. Their "pathetic in combat" trait now being outweighed by their collective power and experience.
The gnomes potion trickery proved no match for the well armoured ranks of Sun Elves supported by Femboy healers.
You sustain no casualties, although you missed an opportunity to take out the gnolem, were you more decisive you may have wiped out their entire unit!
The battle is won, but that gnolem monster worries you. Javoc was an ordinary gnome a few turns ago at the battle of the mining camp. It could be bad if the gnomes can create more of those things. You don't like the idea of fighting multiple at a time, or worse: the entire gnome civ converting themselves into gnolems.
>>
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You capture the following loot:
Scythe (1)
Warhammer (1)
Gnomish Sword (1)
Gnomish Twin Blades (1)
Potion of Speed (1)
Potion of Regeneration (1)
Potion of Iron-Flesh (1)
>>
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With the gnomes defeated you move on to your true objective: The Black Castle.
You find one Black Knight has remained to "defend" the base. When you breach the front door you find him lounging by a fireplace with a mug of ale in his hand.
He looks extremely vexed to be the RECIPIENT of a raid.
Sir Render: "Uhhhhhhhhhhh"
Mitalar: "Surrender or die human."
Sir Render: "...okay" he drops his axe on the floor and the Sun Elf spearmen begin to spread out and capture all the squires scattered throughout the keep's stony corridors.
In total you round up 10 young human boys and the black knight Sir Render.
Zaibsak: "Excellent. Not only have we captured the human boys we've also killed the Gnomes' Gnomentous. Well done my elves."
Mitalar: "Human. Are these all of the squires? We will soon set this castle ablaze. Anyone hiding here will be in danger."
Sir Render: "tch, that's all of 'em."
Mitalar: "Then let us escape with our hostages and raze this castle to the ground. My magics will make rubble of this poorly guarded fortress."

There was some earlier discussion about letting the Castle remain intact. Possibly to let it be the new Dark Elf base.
You can suggest to Mitalar to leave the castle and destroy only the Black Knights' supplies instead.
If the castle is completely destroyed the Black Knights will be supplyless and homeless.
If they still have their base they could make a comback through a successful raid or two.
You should also decide what to do with the captive Black Knight and what you did with the captive gnome.
And as always you can just >write in
>>
>>3727854
Lets turn the captured male black knights into femboy traps.
>>
>>3727854
>raze the castle
I'm sorry about the drow, but we can't take any chances with such an well armored combat force.
>undress the black knight and ask the sun elves to repurpose his weapons and armors for elf size
If we can't make it smaller maybe we can re-use the material to make equipment for our own forces?

If the sun elves want payment for the taks, offer the Gnome and the Knight as their prisioners. If they do not demand it, lets keep the knight for when we get the feminize spell. or something.

>Also, suggest to the sun elves to allow the dark elves to interrogate the gnome, as they are the most suited to such dark things.

>Split the castle loot between the forces, but keep the potions for us if anyone try to claim them.

So, in short, lets not kill the prisioners because they can be useful. Also, did we promise the squires to the dark elves? I don't remember.
>>
>>3727930
Supporting, just gonna add to give the knight some clothing so that he isn’t naked
>>
>>3727851
I'm curious, are these weapons better than what we already have?
>>
>>3727930
This
>>
>>3728375
>>3728035
>>3728023
>>3727930
I feel like we should speak with Mitalar about his plans and our plans. We never really addressed taking all the boys with Mitalar and it would be wrong to keep taking advantage of his generosity.
>>
>>3728491
Really ? Ok let’s also talk with Mitalar
>>
Can we not steal all their shit and bury it, or take it home with us?
>>
>>3727899
You might be able to persuade Silrith to go along with that idea

>>3728035
They're about equal, elf weapons are better suited to your colonists. Two handers/akimbo weapons do more damage.

>>3728491
Mitalar knows you plan to take the squires as hostages. He doesn't know that you've promised them to Silrith.

>>3728985
Yes you will ransack some equipment and resources no matter which option you choose.
>>
>>3729266
Then lets persuade Silrith, we need some femboy trap humans in our party.
>>
>>3727854
This >>3727930 and This >>3727899
>>
>>3729276
Man, how would that even work? We already promised them to her, she won't just give up on it without compensation.

Also, the dark elves are currently occupying our base, getting on their bad side now seems unwise.

>>3729266
Lets talk with mitalar about the squires... You know what, can we be emotional about it? Like, telling him about how the *big* and bad dark elves bullied us into it and how we now have no idea of how to get out of the situation without causing a diplomatic incident? Maybe he can suggest some way to maybe at least keep some of them from being enslaved by the skunks.

...Or we could ask mitalar in private to have him claim some of the squires and sell them later to us after we give ""our part"" to the dark elves, effectively going around the deal by doing exactly what we promised, but not what they expected.
>>
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After much contemplation and reading everyone posts, I have decided on what I would like us to do.

>the fortress
Burn that shit down, the dark knights got to go.

BUT

Even though we want it to happen, act like we are conceding the decision to Mitalar because we value his insight and wisdom (technically not a lie). We agree the fortress should be burned down if that is his wish.

~~

As for the squires, dont tell the sun elves that we are giving them to the dark elves. But if Mitalar asks about what we plan to do with them, tell them that the dark elves wanted the prisoners to keep as hostages if the dark knights attack again. Act like we were tricked into promising that if Mith explains that they want to make them slaves. Just act as aloof and trusting as a femboy can. We can get deeper into that if Mith presses us on the issue.

As for turning them into femboys... thats a LIFE CHOICE, we shouldn't force that on anyone.

~~

Finally, as for our share of the loot. Let the sun elves take all of it. They have been our staunch allies from the start. They have given us many free gifts, free protection, and there are always sunelves around our base hanging out and helping defend us from attacks. The sun elves are our greatest friends. We should honestly just be happy to have helped them today, because im sure they will help us free of charge again in the future.
>>
>>3729306
dont betray the dark elves like that, they helped us in our hour of need and supply us with femboys.
>>
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>>3729448
Hmmm, what do you think of assimilating the other elven tribes into ours by feminizing them all?
>>
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Ever since you concluded negotiations with the Dark Elves you've been wrestling with the possible decisions you have to make.
Is it wrong to let the Dark Elves to take the human bois? Can you afford to lose them as allies, or worse turn them hostile?
You could probably go crying to Mitalar and have him intervene, you're pretty sure slavery is a big nono on his long list of arbitrary sensibilities.
In the end you decide your responsibility to your fembois comes first, and the best thing you can do for them is maintain the strength of your alliances.
Although you had ideas of keeping the castle intact for a future Dark Elf base you decide getting rid of the Black Knights is just more important. You proceed with the plan to burn it to its foundations.
You let the Sun Elves take a generous portion of the loot. You capture all the boys (and Sir Render) and take them back home to your base, the Dark Elves will no doubt be pleased by this bounty.

Most of the Black Knight equipment is unusable for creatures of your size, but you take it with the intention of smelting/recycling it.
You gain the following plunder:
150 Cotton
150 Lavender
Three Black Knight Swords, which are basically two-handed swords for elves.
>>
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Ashera: "What's up with these yields? You only got 11 Cotton?"
Shael: "S-sorry, the Dark Elves came and Silrith had us help them set up their stuff."
Tsarra: "I'm sorry Ashera, I'll work extra hard today to make up for it."
>>
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My ID seems to have changed so no coloured text for the rest of the thread

### TURN 42 ###

PURCHASES
Hold Person -150 Incense
Hold Person -150 Incense
Charm -50 Incence
Charm -50 Incence
Small Shield -40 Cotton
Small Shield -40 Cotton


WORK DISTRIBUTION
9 Warriors
2 Plantation III

YIELDS
11 Cotton
10 Crystal
67 Incense

RESOURCES
Cotton: 405
Lavender: 372
Crystal: 250
Incense: 258
Population: 11

INVENTORY
Small Shield (5)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (3)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)
Scythe (1)
Warhammer (1)
Gnomish Sword (1)
Gnomish Twin Blades (1)
Potion of Speed (1)
Potion of Regeneration (1)
Potion of Iron-Flesh (1)
BK. Sword (3)

PRISON
Black Knight (1)
Squire (10)
Gnome (1)
>>
BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden II - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Incarcerate prisoners here.

BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret

UPGRADES:
Garden III - 150 Cotton 100 Lavender - Increases Lavender Yields
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften
Sleep - 50 Incense - Permanently enables one Elf to cast Sleep
Hold Person - 150 Incense - Permanently enables one Elf to cast Hold Person
Charm - 50 Incense - Permanently enables one Elf to cast Charm

>Distribute work to your 11 Elves
>>
>>3730020
What’s our tech list again ?
>>
Before voting, I wanna tell you guys that it might be a good idea to send someone to talk to the orcs and necromancer. The first because we might bribe them into fighting for us later, the second because we might at least get one more trade route, or maybe even some new things to buy.

Maybe we should also give them some small token of friendship... Any ideas?
>>
>>3730023
New here, what "need X work" mean? its like, for 40 work we need to put 40 elves in order to finish it in one turn?
>>
>>3730091
Construction work produced = 40 * lg(n) for n > 1
where n is the number of elves allocated to that construction job
when n = 1 work produced = 20
You need 2 elves to produce 40 work in one turn.
>>
>>3730023
>5 femboys to build the sentinel
we are probably going to be attacked be either the surviving knights or the gnomes before the game ends.
>Send one emissary to the orcs and another to the necromancers.
>ask the dark elves to please send someone to guard our diplomats, because it would be good for both of us if we suceed in making more friends.
>Tell the dark elves that they are free to interrogate the gnomes if they so wish, because they are probably the next treath to the safety of the entire elvekind in the are, including the dark elves.
>Put the two most inexperienced femboys to train at the academy.
We shouldn't risk they dying by goose or something.
>Put the remaining elves to mine.
And have them go to the mine in armor, because we have already saw what happens when we leave the mine unused for long.
>>
>>3730117
I agree with you on most fronts but we cant use the acadamy since thats where the dark elves are living now, I also disagree with an envoy to the orcs. Orcs are designed for elf rape and are too warlike.

Instead of sending someone to the orcs we should send someone to the dwarf weapon traders.
>>
>>3729501
>As for turning them into femboys... thats a LIFE CHOICE, we shouldn't force that on anyone.

besides I dont think we can get that done by turn 50
>>
>>3730020
6 research suggestion
3 build a sentinel
2 scout out that dwarf treasure we bought a map to that one time
>>
>>3730023
>>3730117
>>3730129
Changing the 2 in training for 2 exploring the dwarven treasure as >>3730187 suggested.

Still disagree on not using the orcs... I mean, the goblins used them, why shouldn't us do the same? Maybe we could collect intel on that?

>>3730023
Do we know were the goblins live now?
>>
>>3730187
Supporting
>>
>>3730017
Give them head pats and tell them we understand. We should also bribe the Dark Elves with our portion of the loot rather then give up the slaves.

Another thing, are these squires elves? They are small like us.
>>
>>3730703
They’re young boys
>>
>>3730703
>150 cotton is worth 10 slaves
>100 cotton to make 1 short bow

ok m8

>>3730712
some are clearly girls
>>
>>3731219
We also captured really cool swords, and a bow costs just 10 crystals more then 100 cotton.

Also, it's 150 lavender.

We also have more resources we can spare.

RESOURCES
Cotton: 405
Lavender: 372
Crystal: 250
Incense: 258
>>
I say we buy the slave that we just captured from the dark elves.
>>
>>3731248
and do what with them? having them makes us the main target of black knight retaliation. Besides these kids could literally kick our tiny buts.
>>
>>3731261
No I want to do the morally right thing and free them
>>
>>3730187
Supporting this
>>
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>>3730032
>What’s our tech list again ?
>>
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>>3730352
>Do we know were the goblins live now?

Yes, the maps sold by that goblin cartographer revealed the location of two Goblin bases.
Overall their faction is more of a loose confederation that have mostly agreed not to attack each other.
The survivors of Maximus' former colony probably moved into the base to the south east.
>>
>>3731219
>some are clearly girls
they're all boys! Even the ones that are a bit girly looking
>>
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Calarel: "This is where the necromancers' base is supposed to be, have I read the map wrong?"
Lumilli: "Your pardon, Mistress. I think I can see something, over there in the distance."
Calarel: "Owo? what?"
...
Calarel: "Huh this wreckage... is this all that's left of their base? It looks like these buildings were destroyed a while ago."
Abzekh: "Someone comes."
Junksteel: "Intruders Detected. Identify"
Calarel: "I-I am Calarel of the femboy elves, I've come here to meet with the necromancers."
Crankshift: "Machines Victorious. Necromancers Dead."
Junksteel: "Machines Superior. Humans Inferior."
Calarel: "w-wha, they're all gone!?"
Junksteel: "Some Fled To Unknown Locations."
Calarel: "Hmmm, maybe there are still some out there that can help us..."
Junksteel: "Survivors Irrelevant. Necromancer Power Broken In This Region."
Calarel: "w-well, uh, on behalf of the Femboy elves I would like to extend the hand of friendship. We are always welcoming of new allies."
Crankshift: "HA HA HA. Negative. Elves Fight Like Nali."
Junksteel: "After Sun Elves And Gnomes Are Terminated Femboy Elves Are Next."
Lumilli: "Move one inch closer to the elf and we'll turn you into scrap."
Junksteel: "As You Humans Say: What Ever. End Conversation."
The two machines march away without attacking. Perhaps they don't like their chances? Calarel chooses not to order the Janissaries to pursue and engage them.
>>
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>Dwarf Sword: 20 Crystal
>Dwarf Axe: 30 Crystal
>Dwarven Armour: 80 Crystal
>Hand Cannon: 110 Crystal
>>
### TURN 43 ###

The Dark Elves have made the following purchases with your resources without your permission:
Garden III -150 Cotton -100 Lavender
Charm -> Lenilne -50 Incense

PURCHASES
Sentinel -200 Lavender -100 Incense

WORK DISTRIBUTION
4 Researchers (Suggestion)
3 Builders (Sentinel)
1 Emissary Necromancers
1 Emissary Dorfs
2 Scouts (Treasure Map)

DARK ELVES
3 Builders (Sentinel)
5 Garden III

YIELDS
+80 Research (Suggestion) - (80/100)
+104 Construction Sentinel - Construction Complete!
+163 Lavender
+10 Crystal
+69 Incense

RESOURCES
Cotton: 255
Lavender: 235
Crystal: 260
Incense: 177
Population: 11

INVENTORY
Small Shield (5)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (3)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)
Scythe (1)
Warhammer (1)
Gnomish Sword (1)
Gnomish Twin Blades (1)
Potion of Speed (1)
Potion of Regeneration (1)
Potion of Iron-Flesh (1)
BK. Sword (3)

PRISON
Black Knight (1)
Squire (10)
Gnome (1)
>>
BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden III - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Incarcerate prisoners here.
Sentinel (1) - Defensive Turret

BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret

UPGRADES:
Academy II - 200 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften
Sleep - 50 Incense - Permanently enables one Elf to cast Sleep
Hold Person - 150 Incense - Permanently enables one Elf to cast Hold Person
Charm - 50 Incense - Permanently enables one Elf to cast Charm

>Distribute work to your 11 Elves
>>
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You send out a pair of scouts to find the lost Dwarven treasure.
Roll 1d100 to determine their luck on their journey.
Only the first roll counts. Higher is better.
>>
Rolled 80 (1d100)

>>3731921
1 research suggestion, 4 research arcane sensor array, 4 research fortification, 2 on garden, upgrade academy
Buy 2 dwarven armor
>>3731924
>>
>>3731921
>1 research suggestion, 4 research fortification, one emissary for the sailors to inform them about the machine menace and try to get their help(also maybe establish another trade route), one emissary for epistrophos, 2 on Plantation.
>Send the remaining 2 to scout for possible necromancer surviors (we could take them in as we both now have common enemies anyway).

>Confront Silrith about spending our resources without our permission.
Tell her that while we value and appreciatte her help, its very bad manners to do this sort of stuff while being a guest, and we would prefer that she would consult us before using our reserves to build stuff.
>Buy the handcannon. max priority.

>If there is time, maybe have our alpha go be "really alpha" on his betas?
>>
Spending:
Buy THREE Dwarven armour for our THREE armour less frontliners. But make sure the armour is fitted for elves, dwarves make the finest armour in the land it's worth it.
Also buy two short bows for our elves forced to use slings.

Dark elves:
Confront about spending our cash, your authority will not be usurped. Also ask how the battle with the dark knights went and what happened to their home / how bad was the damage.

Sun Elves
Go warn the sun Elves about the Mec men coming for them. If they already know, ask them about their political situation in its entirety. The sun Elve's enemys are our enemys.
>>
>>3731971
I feel like the hand cannon is just a flint lock gun. Dwarf bow n arrow equivalent
>>
>>3732063
>Also buy two short bows for our elves forced to use slings
I’ve only seen them use bow or a sword, are you sure about that ? Also support me, thx
>>
>>3732077
Just a tip, with our recent loot we got more weapons than what we can actually deploy:
>Sun Elf Sword (2)
>Shortbow (3)
>Spear (2)
>Scythe (1)
>Warhammer (1)
>Gnomish Sword (1)
>Gnomish Twin Blades (1)
>BK. Sword (3)

And thats without counting the goblin weapons.

So bows don't seem like a priority unless you're looking for more options.
>>
>>3731921
Supporting these assignments >>3731938 and these purchases >>3732063
>>
>>3732095
femboys are
-pathetic in combat
all these melee weapons are worthless we should be using spells or bows for the majority of fighters. We should also sell all this melee weapons we plundered to that happy merchant.

sell
>Scythe (1)
>Warhammer (1)
>Gnomish Sword (1)
>Gnomish Twin Blades (1)
>BK. Sword (3)
>>
>>3733346
>beaten by a bunch of wild geese
>twice
Never forget
>>
>>3731938
>research arcane sensor array
Game's gonna end soon, why not just research immediately instead?
>>
>>3733445
Because of the formula, so just gonna put 4 now and 2 later
>>
>>3731924
Uhhh, do you still want to end the game on turn 50, or is there a chance that you might extend the turn-timer.
>>
>>3731919
How have we still not bought our glorious female champion?!?!
>>
>Uhhh, do you still want to end the game on turn 50, or is there a chance that you might extend the turn-timer.
Turn limit will NOT extend past 50

>I feel like the hand cannon is just a flint lock gun. Dwarf bow n arrow equivalent
I don't really know how early gunpowder weapons compared to standard projectile weapons in reality, but in this /qst/ the Hand Cannon is better than anything you can buy from Academy III unless you have the Auto-Crossbow Tech

>Sell
You can't sell your Items. Least of all to the happy dorf merchant. Enjoy your goblin clubs.

>How have we still not bought our glorious female champion?!?!
Silrith refused to sell her

>If there is time, maybe have our alpha go be "really alpha" on his betas?
There's always time to remind your sissies who's in charge.
>>
Although they had to travel through territory controlled by the dreadful Machines your two intrepid scouts managed to evade hostile encounters and retrieve the treasure.
They present to you Mjolnir; a big boy hammer. Looks like an Elf can wield it as a two hander. It kicks ass and lets its wielder shoot thunderbolts. It also returns to the wielder if they throw it but femboy elves lack the upper body strength to throw it.
>>
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You confront Silrith. Obviously this is all 100% her doing. She will NOT usurp your authority!
Silrith: "Hey cutiepie, to what do I owe the pleasure?"
Ashera: "Silrith! You've been spending our resources without permission!"
Silrith: "Oh that?"
She stands up and walks up to you real close.
Silrith: "Look Ashera, when a naturally dominant race like us Dark Elves lives with a submissive race like you Fembois, this stuff sort of just happens."
She puts her hand on your face and gently places her thumb to your lips, but you resist your instinct to open your mouth and let her in.
She shoots you a disarming smile.
Silrith: "So I'll help out with managing the colony from now on, k?"
Not okay! You need to resist your femboy instincts to submit to mistres- I mean Silrith.
Well... I mean you could submit just a little and then make her stop spending your resources after~
NO! You've got to nip this in the bud now! Not get down on you knees and submit like the good little femboy you are.
You don't even WANT Silrith to pat your head and collar you. haha.

>wat do?
>>
You have upgraded the Academy to level II, max training level is now 10.

### TURN 44 ###

PURCHASES
Academy II -200 Lavender
Dorf Armour -80 Crystal
Dorf Armour -80 Crystal
Dorf Armour -80 Crystal
Short Bow -100 Cotton -10 Crystal
Short Bow -100 Cotton -10 Crystal

WORK DISTRIBUTION
1 Researcher (Suggestion)
4 Researcher (Arcane Sensor Array)
4 Researcher (Fortification)
2 Garden III

DARK ELVES
8 Plantation III

YIELDS
Suggestion +20 - Research Complete!
Sensor Array +80 - 80/120
Fortification + 80 - Research Complete!
+210 Cotton
+70 Lavender

RESOURCES
Cotton: 55
Lavender: 105
Crystal: 0
Incense: 177
Population: 11

INVENTORY
Small Shield (5)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (5)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)
Scythe (1)
Warhammer (1)
Gnomish Sword (1)
Gnomish Twin Blades (1)
Potion of Speed (1)
Potion of Regeneration (1)
Potion of Iron-Flesh (1)
BK. Sword (3)
Dorf Armour (3)
Mjolnir (1)

PRISON
Black Knight (1)
Squire (10)
Gnome (1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden III - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy II - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 152 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Incarcerate prisoners here.
Sentinel (1) - Defensive Turret

BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret
Stone Walls - 500 Lavender 100 Incense - Magical Stone walls, highly resistant to damage and magic.
>>
UPGRADES:
Academy III - 300 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed

PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Femboy Sword - 75 Cotton
Medium Shield - 60 Cotton
Metal Armour - 90 Cotton
Mace - 120 Cotton
Femboy Bow - 150 Cotton 20 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften
Sleep - 50 Incense - Permanently enables one Elf to cast Sleep
Hold Person - 150 Incense - Permanently enables one Elf to cast Hold Person
Charm - 50 Incense - Permanently enables one Elf to cast Charm
Suggestion - 150 Incense - Permanently enables one Elf to cast Suggestion

>Distribute work to your 11 Elves
>>
we have to do something about the dark elves this turn.
>>
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>>3734707
Ashera has clearly been mind broken by her expose to the dark elves. I vote for an emergency temporary re-elections to put Aelire in charge of the femboys. Aelire is a KNOWN sunelf butt slut and tomboy. She will stand up to the dark elves while they are living here. As long as the sun elves dont show up with demands we will be golden.
>>
>>3734707
Remember, it isthe elf boipucci that owns this town
Take her finger from your face
>”I think you got the wrong ideia, we’re partners here, but we know how to manage our place well. That’s why we could help our alliance. Now be a good girl and ask the next time you want something.” Pat her head
>>3734710
2 research sensor array, 4 in plantation, 3 n the garden and 2 on the mine
>>
>>3735038
This won't end well
>>
>>3734707
>Remeber her that while you might be a femboy, you're the ALPHA femboy, and if we wanted to be bossed around by other factions we wouldn't have risked our lives to create our own home to live as we wanted.
Also this>>3735038
>>
>>3735059
>>3735038
support
>>
>>3735038
>>3735059
Support. Also we should try to do something about the Black Knights fighting against the dark elfs so they can go back were they came from.
>>
>>3734791

Should we? the dark elves have greater military forces in comparison to us inside of our home base.
Also, there is a very good chance that they have some kind of potent charm or suggestion magic at their disposal considering how they are able to keep their slaves in line and how they were able to convince Shael and Tsarra to abandon their work to help them pack. And the fact that they domed Ashera in a single conversion.

we should just ignore what there doing as that is the cheapest option, and we still haven't dealt with the gnomes yet. And the machines seem to be going on a rampage inter-elf conflict does not seem like the best proposition right now.
>>
>>3734707
The only person who doms us is that hot brave human lady.

If Silrith is going to spend our money, she owes us our champion. Free that slave!
>>
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No! You're the ALPHA femboy, you led your femboys here to create your own home and live as you wanted! Free from being bossed around by other factions. You have a responsiblility to protecc your betas and their personal freedom.
You take her finger from your face.
Silrith lets you, and moves out of your personal space and places her hands behind her back.
Ashera: "I think you got the wrong idea, we're partners here, but we know how to manage our place well. That’s why we could help our alliance. Now be a good girl and ask the next time you want something.”
She blushes slightly, a bit surprised being told to be a "good girl" by a femboy such as yourself.
You take the opporunity to move into HER personal space.
You place your hand on her head and give her a pat, freely touching her while her own hands hide behind her back.
Silrith smiles at you.
Silrith: "Okay, Ashera. I'll be a good girl."
Good, looks like we've established who's the ALPHA here.
>>
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Aquilan: "Ashera! I bring news from the Sun Elves"
Ashera: "Owo what is it?"
Aquilan: "We've learned the Machines' plan of attack. On turn 50 They will attack the Sun Elf base. From what we understand their numbers and overall fighting power is IMMENSE."
Ashera: "I was worried about this, and we've got other players to worry about in the meantime: The Black Knight remnants, the goblins, the gnomes. AND i've got to keep Silrith in line."
Aquilan: "We don't know what they're planning, sorry. But! As far as I know the Machines wont ally with 'organic' civs so your don't have to worry about our enemies teaming up."
Ashera: "You can tell Mitalar that when the Machines come, the Femboy elves will fight by your side. I'll try to get the Dark Elves on board too."
Aquilan: "Great! I'll report back to Mitalar right away... but first..."
He gives you a quick smack to the rear.
Ashera: "UwU thank you Aquilan~"
>>

Last turn I forgot to do the trade route and Shrine bonus
+10 Crystal
+71 Incense


Silrith asks nicely for:
Healing Wave -> Lenilne

### TURN 45 ###

PURCHASES
none

WORK DISTRIBUTION
2 Researchers Sensor Array
4 Plantation III
3 Garden III
2 Mining Camp

DARK ELVES
8 Garden III

YIELDS
+40 Research (Sensor Array) - Research Complete!
+140 Cotton
+243 Lavender
+50 Crystal
+73 Incense

RESOURCES
Cotton: 195
Lavender: 348
Crystal: 60
Incense: 321
Population: 11

INVENTORY
Small Shield (5)
Sun Elf Sword (2)
Sun Elf Armour (1)
Shortbow (5)
Leather Armour (3)
Goblin Club (4)
Goblin Sling (2)
Spear (2)
Pacifying Perfume(1)
Scythe (1)
Warhammer (1)
Gnomish Sword (1)
Gnomish Twin Blades (1)
Potion of Speed (1)
Potion of Regeneration (1)
Potion of Iron-Flesh (1)
BK. Sword (3)
Dorf Armour (3)
Mjolnir (1)

PRISON
Black Knight (1)
Squire (10)
Gnome (1)

BUILDINGS:
Council
Plantation III - Elves can work here to earn Cotton
Garden III - Elves can work here to earn Lavender
Shrine - Autonomously produces Incense
Academy II - Elves can work here to gain combat training. Weapons and Armour can be purchased here.
Mining Camp - 112 Crystal Remaining - Elves can work here to gather Crystal
Sanctum III - Elves can work here to research new Spells. Spells can be purchased here.
Beauty Shop - Various single use items can be bought here. May attract new Elves to join your colony.
Observatory II - Elves can work here to research new technologies.
Wooden Wall - Flame resistant wooden walls barricade entrances to your colony.
Prison - Incarcerate prisoners here.
Sentinel (1) - Defensive Turret

BUILDABLE:
Gathering Camp - 100 Lavender - 40 Work - Elves can work here to gather Incense/Cotton/Lavender
Mining Camp - 100 Lavender - 40 Work - Elves can work here to gather Crystal
Sentinel - 200 Lavender 100 Incense - 100 Work - Defensive Turret
Stone Walls - 500 Lavender 100 Incense - Magical Stone walls, highly resistant to damage and magic.

UPGRADES:
Academy III - 300 Lavender - Improves maximum training limit, adds more Weapons/Armour for purchase
Observatory III - 200 Cotton 200 Lavender 150 Crystal - Increases Research Speed
>>
PURCHASABLE ITEMS:
Short Sword - 50 Cotton
Small Shield - 40 Cotton
Leather Armour - 60 Cotton
Spear - 80 Cotton
Short Bow - 100 Cotton 10 Crystal
############
Femboy Sword - 75 Cotton
Medium Shield - 60 Cotton
Metal Armour - 90 Cotton
Mace - 120 Cotton
Femboy Bow - 150 Cotton 20 Crystal
############
Pacifying Perfume - 100 Cotton - when used in a battle, creates a ceasefire
Hypnotic Tonic - 100 Cotton 15 Crystal - subject that drinks this falls into a suggestible trance
Attack Pheromones - 100 Cotton - temporarily increases the combat potential of everything in an area of effect
Diploma Aroma - 100 Cotton - temporarily improves a subjects diplomacy
Arcane Nail Polish - 100 Cotton - increases one subject's damage for one battle, can't be used during battle
Scent of sneakiness - 100 Cotton - temporarily increases the stealth of a scout
############
Healing Touch - 50 Incense - Permanently enables one Elf to cast Healing Touch
Healing Wave - 150 Incense - Permanently enables one Elf to cast Healing Wave
Soften - 50 Incense - Permanently enables one Elf to cast Soften
Sleep - 50 Incense - Permanently enables one Elf to cast Sleep
Hold Person - 150 Incense - Permanently enables one Elf to cast Hold Person
Charm - 50 Incense - Permanently enables one Elf to cast Charm
Suggestion - 150 Incense - Permanently enables one Elf to cast Suggestion

>Distribute work to your 11 Elves
>>
>>3736936
Can we put those squires to work the Cotton Garden?
Also, what do you guys think of using Scent of Sneakiness to steal stuff from Gnomes or Machines?
>>
>>3737072
And we probably should interrogate the gnome prisoner - where's their base at, how many Gnolems can they make, etc.
>>
>>3736935
Accep her request
5 researching dominate mind, 3 on garden, 2 on plantation, 1 scout to gnome base
Purchase scent of sneakiness for scout
>>3737072
Good ideia
Also what are our spells list and how much work is the stone wall ?
>>
>>3736936
>>3737178
Support
>>
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OWO what's this?
Elf Femboy Civ's final thread!
>>3739222
>>3739222
>>3739222



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