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Post by GabrielGG on Oct 21, 2017 18:29:30 GMT
Vote 1: The children of the Shangas must have professions different from those of their parents. If your father was a miner, you can not be a miner. This is said to be a good thing by the "media", which states that this gives better opportunities for the Shangas to establish themselves in the community.
Vote 2: Destroy the rest of the "Mau-shangas", as the Shangas who are not civilized are called. They are like animals, and should not be forgiven even by Shangas belonging to the army. The Shangas and the Zorustians are one.
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Post by alohameanshello on Oct 21, 2017 19:45:04 GMT
SEASON II: ROUND II -400 BC- Zorustians (GabrielGG ) Vote: The children of the Shangas must have professions different from those of their parents. If your father was a miner, you can not be a miner. This is said to be a good thing by the "media", which states that this gives better opportunities for the Shangas to establish themselves in the community. Roll: 9 Outcome: The Shanga reeducation program takes the Shanga children’s custody away from the parents to government-licensed institutions. Here they are taught to speak Zorustian and are taught the values and morals of Zorustian society, all the while told their parents were barbarians and that the Zorustians invaded their homelands to “civilize” them. This of course does not settle well with Shanga parents, who are more distrustful of a government who stole their children away from them. This has led to greater violence and rioting in the Shanga territories.
Vote: Destroy the rest of the "Mau-shangas", as the Shangas who are not civilized are called. They are like animals, and should not be forgiven even by Shangas belonging to the army. The Shangas and the Zorustians are one. Roll: 4 Outcome: Four out of five Shanga armies mutiny against our empire. They hang Zorustian immigrants and tourists and demand sovereignty. Some have suggested we comprimise with the rebels and grant the Shangas some autonomy, but others suggest we put out this rebellion right now, we don’t want their vile ideology to spread, that’s how we lost Arguvek.
EXTRA: Message from the Zirk: "Even if the promises of friendship between us belonged to our ancestors, i extend a hand in peace towards you. Now that we have conquered the Arguvek (as far as i know you had a strained relationship), our territories cross each other, because of this i offer two choices of trade, 1) let us acquire the settlements that are between Arguvek and our capital, name your price. 2) make the territory that intersects tax reduced so as to promote trade, we can finance this by building roads between our cities and building inns, guardposts and tolls. Hoping Zir, our goddess blesses you, i await your resolution."Stability: -1Power: 2Zirk (blackink ) Vote: Start to excavate the great library, while i agree that such texts should be preserved, i prefer to not leave that up to the sand. Roll: 14 Outcome: The library is excavated, and most of the books and records are recovered. Discoveries in star charts, medicine and military practice enrich our culture after a fifty-year hiatus. The star charts are distributed and copied by scribes to ensure their information is not lost again. However, the mighty observatory was damaged underneath the weight of the sands, and the glass telescope cracked and shattered. Perhaps it could be repaired, but with all the sand stuck in the pipe, perhaps it’s best to build a new one from scratch.
Vote: I prefer to not become a warmonger against my own people, reach the leader and offer him a position in the military, his skirmishing abilities could be of use. If he accepts, very well, if not, offer a promotion to any officer who shuts down the rebellion. Roll: 13 Outcome: The warmonger refuses to back down even with your generous offer. Your armies march on the dissenting villages and liberate them from the rebellion. Fortunately the battle was quick and there were few casualties, but there is still quite alot of structural damage.
Vote: Since now we have new minerals at our disposition, start to research the metalworking. (Yup, we came this far with bronze). Roll: 20 Outcome: While Ironworking had been discovered years prior in your empire, the small amount of Iron in your lands made its production impractical. The iron mines in Arguvek have supplied your empire with a stronger iron swords and daggers. Even better your blacksmiths have discovered how to perfect iron into steel, a strong and powerful material which can cut through the toughest of objects. Your armies soon adore white suits of armor, which glisten in the light and scare the hearts of our enemies. No one would dare challenge your military power
Stability 3 Power 4Kora’Tor (@immortal_Dragon) Vote: Implement punishments for Justicars who do not perform well, perhaps we can spur them to improve. Roll: 19 Outcome: The Justicars become a much more regimented and honored rank in Kora’Toric society. They become barons who govern the provinces, appointed by the king. Several provinces are formed in newly annexed Eshana territories, and are governed with an iron fist by the Justicars, ensuring no future revolts.
Vote: We shall annex the Eshana's former territories for our own, and distribute the Eshana as thralls to the other Toric kingdoms as gifts of goodwill. We will also restore the An'tor (if I remember correctly) kingdom to its people. No strings attached. Roll: 8 Outcome: An’Tor is restored, becoming our vassal. The liberation of An’Tor is considered a victory to all the Toric Kingdoms and they view less as a warmonger and more as a benevolent empire. Several Kings offer their daughters in hands of marriage, hoping to inherit our empire’s wealth and glory. We also generate a huge profit from the Eshana Slave Trade However, the Eshana lands are quite...undeveloped. The Eshana were pastoral nomads who hunted food for survival. They had no conept of agriculture, so….there lands are virtually undeveloped. The land is prime for agriculture, but a lot of time, effort and money must be spent in modernizing the Eshana territories.
Vote: Start the construction of true warships that can traverse the rivers. If the Thourians decide to act aggressively, we must have every advantage possible. And if not, then our waterways will be all the more secure. Roll: 17 Outcome:Your ships become quite strong and powerful, and the port city of Kuza becomes the home of the Kora’Toric armada. To the north the Thourians have a navy and army f their own, but our superior technology and firepower will stop them in their tracks should they choose to attack.
EXTRA: The Eshana king is returned to you by Thourian authorities. He is hanged in our capital city and his corpse is paraded down the streets.
EXTRA: A Thourian Supremacist Gang kidnapped a Kora’Toric merchant and lynched him, also looting his boat and burning our flag. Your people are outraged, how do we approach this issue?
Stability: 3 Power: 4Thourian (soundwave ) Vote: Make a place only for growing the new crop Roll: 5 Outcome: New farms are created for developing the new crop, but unfortunately it’s popularity has led to the decline of other food markets. Many of the other farmers file for bankruptcy, and a new faction, the Oldfarmers, have risen to popularity in politics. The vandalized and burn the new farms to the ground, and demand the government offer them new jobs/employment. This civil unrest, known as the “Farmer War” leads to a famine, inciting more violence.
Vote: Hand the King back to the Kora’Tor Roll: 3 Outcome: The King is returned as tribute, though many of your people are not happy by this. The Eshana were historically our allies and we have betrayed them. People fear the government is becoming a vassal to the Kora’Tor, and several Thourian Supremecist Parties form. They lynch a Kora’Toric merchant and bur the Kora’Toric flag. These rebels are giving Thourians a bad name, and if they are not stopped soon we could face war with the Kora’Tor.
EXTRA: The Kora’Tor have constructed a large armada within the southern sea. Should we militarize also for self-defesne, or should we stay cordial with the Kora’Tor?
Stability: -2 Power: 1 Kore (agenttine ) Vote: Reform the government into a meritocracy, with the monarch being a mere figurehead Roll: 7 Outcome: Your government reforms into a constitutional monarchy, where the majority of the decisions are made not by the monarch, but the meritocrats, the wealthiest and strongest of Kore society. Your ideals of merit and disciplined, responsible politicians soon dissipates when the Meritocrats raise taxes on everyone but themselves, forming a large wealth gap between the two groups. The Meritocrats soon become more or less a hereditary title, with the families of past meritocrats filling into their parent’s shoes. Your government becomes a Meritocracy in name only, and in reality is a plutocracy.
Vote: Send 'scouts' into our neighbors' territories Roll: 17 Outcome: You send spies into the Sapadik Empire, where you uncover some of their newest technologies such as steel and improved warships. This technology will be quite useful for us in the future.
Stability: 0 Power: 2 Ocylym (lordclassyus ) Vote: We still have a rainforest nearby. Chop a chunk (not all if it) of the forest and build new farms on top of it. 'Bless' the new ground with ash from twigs we burned. Roll: 5 Outcome: The land is burned, but unbeknownst to you some tribesmen lived there. They aren't happy that you burned down their canopy, and attack our capital city. In revenge they burn down our city, and they residents retreat west into our territory.
Stability: -2 Power: 1Asteoridenreich (serialkiller🌴 ) Vote: improve agriculture Roll: 11 Outcome: You discover new agricultural techniques, and large acres of land are reserved for farming, aided by irrigation from the rivers. However, many western tribes plunder our farms and steal our crops for themselves. We msut better defend territory with a wall, or build up our military to annihilate these barbarians.
EXTRA: Message from the Zirk: "Our traders talk about you acquiring part of our merchandise and knowledge, and our scouts talk about the fearsome beasts you ride. Let it be know among your citizens that the Zir are open to trade and diplomacy for you, in hopes that we have a new ally instead of an enemy".Stability: 0Power: 1
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Post by agenttine on Oct 21, 2017 20:05:07 GMT
We somehow haven't progressed in power. Oh well, we'll have to try that another day. Vote 1: Have a powerful and smart aristocrat make sweeping reforms to the government, with no one being powerful enough to stop him. Vote 2: Send colonists to the east of our conquered island - maybe there's an archipelago of islands?
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Post by lordclassyus on Oct 21, 2017 20:14:54 GMT
How did puny tribes people burn down our capital? We have iron for god's sake. Our soldier wear iron armour, how did we lose to tribesmen? Nevermind... we will climb out of this hell hole one way or another. At least we have less mouths to feed and the travel time for food is shorter. So... that's solved at least... I think.
Vote: Train an elite army with incredible discipline and loyalty. Just as loyal as the old assassin order. (They were quite an interesting group and their members would jump off of buildings to prove their loyalty. This is where the leap of faith from assassin's creed is based off of, only in our world they would die.) Their armours will be decorated with gold and their weapons will be smithed by the greatests smiths and made with the strongest materials available.
Let our people know, that we where once the greatest nation in the eyes of our gods. We will reclaim this title with fire and sword, with faith and fury.
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Post by Immortal_Dragon on Oct 21, 2017 20:19:05 GMT
Oh my, seems the Toric people are experiencing a surge. We must capitalize, but pragmatically.
Vote 1: Send emissaries to our neighbors once more. Our offer is as follows: To unite once more as the Toric empire of old. However, the Kings shall remain true to their power over their kingdoms (with Justicars distributed as desired to help manage territories). But, an overall cultural/religious Emperor shall be appointed by the Kings to lead this new Toric Empire, with the Kings as his/her council.
Vote 2: Begin the modernization of the Eshana territories, primarily to capitalize on their use as agricultural lands.
Vote 3: Send a message to the Thourians stating, in no uncertain terms, that further incidents such as this lynching shall not occur, lest we bring these criminals to justice ourselves.
Vote 4: Begin exploring ways to start breeding the Ajak animals for ourselves, or if we've acquired the knowledge from conquering the Eshana, start breeding programs to produce stronger animals.
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Post by soundwave on Oct 22, 2017 0:17:26 GMT
Vote: give these old farmers new land to farm on
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Post by serialkiller🌴 on Oct 22, 2017 12:10:31 GMT
serialkiller🌴, what are your thoughts on being vassalized by the Zirk? I can offer a better tribute deal if you already are a vassal of someone else and in exchange I will make sure my technologies and products reach you faster (this also works for me since if you improve your economy and production while being my vassal I get more tribute (same % but higher net profit)). I need some time to think about it . What tribute deal would you offer ? Vote : improve my military
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Post by GabrielGG on Oct 22, 2017 15:09:37 GMT
Vote 1: The Shangas who remain on our side will receive land and a certain autonomy, being elevated to the Duchy of the Shangas. They will have a voice within the Zorustian Kingdom, and may require rights or express themselves, in exchange for taxes and men for whatever we need. Even so, they will be part of the same realm: marketing, mixing our cultures and being able to move as they wish.
Vote 2: The rest of the Shangas will be considered savages, just as they showed themselves with this revolution. Mau-shangas should be killed or expelled from the kingdom.
To Zirk: We are going through difficult times of war and famine, so we need the territories. But your friendship and alliance is of great help to us. We accept your second proposal, to reduce taxation in these territories... and we can even help you build the streets!
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Post by blackink on Oct 22, 2017 15:48:18 GMT
serialkiller🌴, probably the standard, a small tribute in coin or resources, a defensive alliance, and if possible that you teach us about cavalry. Since you are land based I can offer access my ports, help with education and train your standing army (even give them some steel), I would also propose we build roads between our territories.
Didn't expect to go from bronze to steel so fast, thank you dices, hope it keeps that way. Vote 1: Salvage what you can of the telescope and build another one on top of a nearby hill.
Vote 2: Start the manufacture of steel farming and excavation tools, and test them repairing the damage caused by the rebellion.
Vote 3: Start to construct the land route to Arguvek, making sure to keep it close and accessible to the Zorustians.
Vote 4: Start the research of a sand vehicle, a wooden platform pulled by the desert winds that reach a sail. (If I can pull this off I will make it a sport).
Extra: to the Zorustians: "We are glad you accept, we will begin the building of roads immediately, since you sound troubled by domestic affair, take it at your rythm"
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Post by alohameanshello on Oct 22, 2017 17:13:20 GMT
SEASON II: ROUND III -350 BC-
Zorustians (GabrielGG ) Vote: The Shangas who remain on our side will receive land and a certain autonomy, being elevated to the Duchy of the Shangas. They will have a voice within the Zorustian Kingdom, and may require rights or express themselves, in exchange for taxes and men for whatever we need. Even so, they will be part of the same realm: marketing, mixing our cultures and being able to move as they wish. Roll: 15 Outcome: Western Shanga is much more loyal to Zorustia and commerce and trade become much easier. A cultural diffusion of the two peoples occurs, leading to the growing popularity of the Shanga religion. The Shangalord is appointed by the Zorustian Royal Family to govern and represent the Shanga people.
Vote: The rest of the Shangas will be considered savages, just as they showed themselves with this revolution. Mau-shangas should be killed or expelled from the kingdom. Roll: 5 Outcome: The Mau-shanga are not fond of their persecution, and Eastern Shanga secedes from Zorustia. We should send troops there to recapture the lost lands.
EXTRA: Zirks have illegally immigrated into our city after we gave them building rights. What is our repsonce?
Stability: 1 Power: 1Zirk (blackink ) Vote: Salvage what you can of the telescope and build another one on top of a nearby hill. Roll: 5 Outcome: The schematics for building the telescope were sadly lost to the sands, and a surrogate is built on top of a hill. It’s lens is quite dull and is a mockery of its predecessor, marking the decline of Zirk astronomy.
Vote: Start the manufacture of steel farming and excavation tools, and test them repairing the damage caused by the rebellion. Roll: 16 Outcome: Zirk Steel becomes a valued commodity, with people as far north as the Kora’Tor and as far west as Asteoridenreich envying our technological superiority. The north, as it turns out, is rich in steel, and millions begin settling in the region, hoping to get rich from the steel rush. The growth of the steel industry in northern Zirk redevelops the wartorn region, turning it into a land of prosperity.
Vote: Start to construct the land route to Arguvek, making sure to keep it close and accessible to the Zorustians. Roll: 5 Outcome: Two teams of workers, one to the north, and one to the south, build roads reaching to the Zorustian city, to connect the two pieces of the empire. The Land route is quite difficult to construct, the rocky and rugged terrain making the project all the more difficult for the workers, alongside the immense distance they must traverse. The Southern Team finally connects Arguvek to the city, but the northern team has a difficult time traversing a steep mountain blocking the path. Eventually they decide to build around the mountain. The Roads are terribly defended and barbarians from the mountains and the west raid caravans travelling the route. Perhaps we could ask the Asteoridenriech or Zorustians for mutual defense agaisnt these raiders, to make the routes safer for all three civilizations. Worse than raiding, many of our citizens have illegally immigrated into the Zorustian city, primarily due to the low taxes. How should we respond to the immigration crisis?
Vote: Start the research of a sand vehicle, a wooden platform pulled by the desert winds that reach a sail. (If I can pull this off I will make it a sport). Roll: 10 Outcome: You construct small carriages not driven by ajak but rather the winds. Your people use the stars to direct them in their navigation across the desert, finally able to explore the great desert, and coming into contact with the Toric Empire to the north of the desert. Unfortunately the current models of the sand-sailer are very sensitive and are subject to overcapacity, only small loads of material can be transported from one place to another. Perhaps we should invest in innovating this wondrous invention.
EXTRA: Message from the Zorustians: We are going through difficult times of war and famine, so we need the territories. But your friendship and alliance is of great help to us. We accept your second proposal, to reduce taxation in these territories... and we can even help you build the streets! Stability 2Power 3Toric Empire (@immortal_Dragon) Vote: Send emissaries to our neighbors once more. Our offer is as follows: To unite once more as the Toric empire of old. However, the Kings shall remain true to their power over their kingdoms (with Justicars distributed as desired to help manage territories). But, an overall cultural/religious Emperor shall be appointed by the Kings to lead this new Toric Empire, with the Kings as his/her council. Roll: 11 Outcome: The Eight Toric Kingdoms agree to confederation. The monarchs lose their local governing power, replaced by the Justicars, but are appointed positions in the imperial diet, the legislative branch who appoints one of their own to become Emperor of all the kingdoms. Your nation is renamed to the Second Toric Empire, which is what you will be known as henceforth. Of course, with confederation, all the problems of the other eight Toric Kingdoms are now ours also. Our Kingdom of Pat’Tora to the west is experiencing a crisis following an avalanche, and the kingdom of Fes’Mar”Tora is suffering from economic recession. Should the Kora’Tor be responsible for helping these kingdoms? Or should the entire empire work together to help their neighbors?
Vote: Begin the modernization of the Eshana territories, primarily to capitalize on their use as agricultural lands. Roll: 2 Outcome: The land is quite difficult to modernize. The Eshana King ordered his troops to scorch the earth before we arrive, so the infrastructure was already decimated. Worse they salted the fields, rendering any agricultural practices impractical. The land is soon victim to desertification, and large dust bowls begin to brew. While Western Eshana does have precious metals, all lands east of the Eshan River are desolate and worthless. Perhaps we should cut our losses and pull out of Eastern Eshana, then we will have less border tensions between us and the Thourians.
Vote: Send a message to the Thourians stating, in no uncertain terms, that further incidents such as this lynching shall not occur, lest we bring these criminals to justice ourselves. Roll: 12 Outcome:
Vote: Begin exploring ways to start breeding the Ajak animals for ourselves, or if we've acquired the knowledge from conquering the Eshana, start breeding programs to produce stronger animals. Roll: 19 Outcome: The Ajak are successfully domesticated, Eshana farmers teach us the ways of breeding the Ajak. Our people become both skilled with navigation on land and by sea, and even with the great distance between Eshana and the Toric Kingdoms it only takes about 3 days on calvary to reach from one place to another.
EXTRA: The Thourians are suffering from a terrible civil war and famine. We could off them foreign aid, or we could exploit this tragedy and conquer their lands as tribute for their recent attacks against our people.
EXTRA: A strange people with carriages driven by sail and steel armor arrive to your doorsteps in the southeast. They call themselves Zirk, and are said to come from a strong and rich kingdom to the south. Perhaps we should send an expedition south to learn more about these foreigners.
Stability: 2 Power: 3Thourian (soundwave ) Vote: give these old farmers new land to farm on Roll: 2 Outcome: The Oldfarmers are displeased with your offer, the land we provide them is infertile and difficult to manage. A famine grows in our nation, and the Oldfarmers begin a hunger strike, salting the fields of the new farmlands and burning their own farms to the ground. An apocalyptic cult grows within the OldFarmers, they shall starve everyone so they may all join in the Great Abyss. Production comes to a halt, and cannibalism and looting become daily partakings in the streets of Thouria. Worse, our neighbors see our weakness and exploit this. The Dashoy invade from the west, and the Bonaviks to the East. We must regain order within our own borders before we can hold off the invaders.
Stability: -3 (this is the first of three strikes. two more -3 stabilities and you’ll be eliminated) Power: 1
EXTRA: Kora’Tor sends a message: “in no uncertain terms, that further incidents such as this lynching shall not occur, lest we bring these criminals to justice ourselves.” Kore (agenttine ) Vote: Have a powerful and smart aristocrat make sweeping reforms to the government, with no one being powerful enough to stop him. Roll: 20 Outcome: The Oligarchy forming in Kore politics is eradicated by a man named Sraku, leader of the Restorationist Party. He enacts reforms to ensure the politically elite are not exempt from paying taxes, and anyone caught performing tax evasion is hanged. The public adores their leader and he becomes henceforth known as “Sraku the Great.” The reduction of corruption in government leads to a golden age in Kore society, with heavy taxes releived from the middle class and the new markets discovered to the east leading to immense wealth and fortune. We soon become the most powerful nation in region.
Vote: Send colonists to the east of our conquered island - maybe there's an archipelago of islands? Roll: 15 Outcome: Colonists venture East into the great ocean and discover the Yoblijin, a mean and isolationist people to the east of our island. We explore further northeast and discover uninhabited forested lands, were some colonies are established, as well as an island to the northeast. The island is split north and south my a mountain. We colonize the south of the island, while the north is controlled by another kingdom, the Gathana. These lands have foreign foods and materials useful to our republic, including a type of tree bark that can be converted into papyrus. Our people abandon the old chisel and scribes begin to write with paper, and quicker and more efficient way to record information. Despite easier communication, transportation remains an issue, taking four weeks on boat to get from the western mainland to the eastern colonies. Some have suggested we appoint a viceroy to govern these distant territories.
Stability: 2 Power: 3Ocylym (lordclassyus ) Vote: Train an elite army with incredible discipline and loyalty. Just as loyal as the old assassin order. (They were quite an interesting group and their members would jump off of buildings to prove their loyalty. This is where the leap of faith from assassin's creed is based off of, only in our world they would die.) Their armours will be decorated with gold and their weapons will be smithed by the greatests smiths and made with the strongest materials available. Roll: 19 Outcome: A revival of the the old Order of Assassins is formed by the government, but the Shamans make it a sin to commit sacrificial suicide. The order acquires the latest in weaponry and armor, and are ordered to seize the capital city back from those eastern barbarians. Their campaign goes smoothly and they are able to capture the entire region. Their forested lands are burned again and converted into farmland, as you requested.
Stability: 2 Power: 1 Asteoridenreich (serialkiller🌴 ) Vote: improve my military Roll: 10 Outcome: Your military becomes more regimented and organized, having taken influence from Zirk and Zorustian tactics. Our military is quite strong, but the costs to maintain such a large army have led to raised taxes, leading to an increase of poverty. We must produce something of value to enrich our kingdom and maintain the military budget. . Stability: 0 Power: 1
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Post by Immortal_Dragon on Oct 22, 2017 17:39:13 GMT
Well well well, new neighbors! Welcome to the lands of the Second Toric Empire! I'm sure we can come to a, mutually beneficial agreement.
Vote 1: The Emperor shall issue a proclamation, that the Empire as a whole shall come together to help our fellows in need as we have stuck together in the past.
Vote 2: Begin the makings of a network of roads between our cities, so that we are not reliant upon the rivers and natural paths for communication and trade.
Vote 3: Send military forces as well as Justicars to assist the Thourian Empire along with the message: "Enemies we may have been in the past, but this instability cannot be allowed to continue. Swear fealty to the Emperor and the Imperial Diet and we will protect you from these barbarians that plague you."
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Post by GabrielGG on Oct 22, 2017 17:55:40 GMT
Vote 1: recapture the Shanga lands
To the Zirks: Hey, erm... some of your people are invading our lands. I mean, we are already facing a revolt and we don't have problems with illegals, as long as they help us. Maybe you could convince the immigrants to help us with farming and joining the army and them they can get Zorustian cidadany?
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Post by lordclassyus on Oct 22, 2017 18:44:14 GMT
Alright then, we finally are back on our feet. Now let's ride the map of those ignorant philosophers. We could try intimidation, but they have rejected the holy words of our shamans. We need to be swift and brutal.
Vote: Assassinate the military leaders of the SetarkoBelgiumes. Once that is done, we will perform a Blitzkrieg 350 B.C. style. When we control the land again, everyone will be given a fair chance to return to the true faith. If they refuse, well... I think you can guess what is going to happen to them.
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Post by alohameanshello on Oct 22, 2017 19:03:50 GMT
I like the detailed map, good job Just a Dude !Alright then, we finally are back on our feet. Now let's ride the map of those ignorant philosophers. We could try intimidation, but they have rejected the holy words of our shamans. We need to be swift and brutal.Vote: Assassinate the military leaders of the SetarkoBelgiumes. Once that is done, we will perform a Blitzkrieg 350 B.C. style. When we control the land again, everyone will be given a fair chance to return to the true faith. If they refuse, well... I think you can guess what is going to happen to them. Just a Dude didn't make that map, I did. That's the original map, but he will revise it to make it look better
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Post by blackink on Oct 22, 2017 19:17:10 GMT
Beautiful map, good to see how the land route forms. That observatory is making me want to cry, but it gives me an idea.
Vote 1: Establish guardposts and some small settlements along the trade route, and employ the illegal inmigrants, since the guardposts are in the trade route, it also benefits from lesser taxes (my civilian population has martial training so they can double as guards).
Vote 2: Build some furnaces near the desert, there we will start to develop glass, both a luxury commodity and a material construction for spyglasses, science supplies and observatory lenses.
Vote 3: Research and improve our sand sailers, explore the woods for something resistant and flexible and our trade routes for stronger sails.
Extra: To the Zorustians: "We will deal with the inmigrants and the barbarians on our trade route so you can focus on your rebels."
Extra: To the Thoric Empire: "Since you talk about mutual beneficial agreements, i have a proposition right now, that we connect the rivers at the south of your territory and the north of mine, the flow of water will naturally make that part of the desert usable, and the river will become a trade route, i will do the lanscaping with my steel tools, and i ask you to build basic settlements along the way, once it is complete i will take half the settlements built."
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Post by lordclassyus on Oct 22, 2017 19:30:10 GMT
Ah, I thought It was changed already. My apologies. The map still looks cool though. I'll edit my post to avoid any confusion.
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Post by soundwave on Oct 22, 2017 20:43:51 GMT
Vote: Banish all Old Farmers to an area far away from us and give then some items for their survival (Probably a bad idk lol but who know its worth a shot)
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Post by alohameanshello on Oct 22, 2017 23:32:48 GMT
Maps & fanart for Dengean Dynasties will in this new discord server: discord.gg/HdwjMm
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Post by serialkiller🌴 on Oct 23, 2017 12:44:23 GMT
Vote : try to produce color
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Post by agenttine on Oct 23, 2017 13:32:46 GMT
Cool, now we have three power! Vote 1: Develop new types of sails, which hopefully should reduce travel time. Vote 2: Develop a new method of navigation (The compass if we haven't already got it) Vote 3: Conquer the northern half of our newly colonized island
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