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Post by February Steam of Foushoo on Jan 23, 2018 17:58:28 GMT
vote 1: attempt to carefully and diplomatically observe the beast to see if it is a threat. Have the scouts be cautious to defend themselves if the flying thingy becomes violent using our high-quality projectiles.
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Post by Aiosian_Doctor_Xenox on Jan 23, 2018 23:16:54 GMT
Vote: Heeding the words of the Thinkers, we shall do as they recommend, and construct a shipyards to produce further pilgrimage ships. During the construction we shall ask the Thinkers of Sitka yet again for their aid in designing smaller boats for gathering the bounties of Kassika's great waters, and another type of ship to travel great distances. While this is being done upon the coast, we ask of the house of Sokra to send two scouting parties of 300 strong Warrior-Priests to seek out our old lands and steal away inside to take not of the great beast said to reside there, and return with this information.
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Post by Just a Dude on Jan 23, 2018 23:22:11 GMT
VOTE: Attempt to tame these one horned abominations (no offense)
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Post by Immortal_Dragon on Jan 24, 2018 0:39:40 GMT
Alright, I think I finally have a plan of action.
Vote 1: Due to having animals that can traverse the water, we must take further control of it. We must create rafts or boats for our people to use. Or if we already have those, find a way to combine them with our tamed Sirokha.
Vote 2: Develop the wheel.
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Post by serialkiller🌴 on Jan 24, 2018 19:07:01 GMT
ROUND 5 New mechanic: Factories Factories produce weapons for your army. There are four types of factories : Basic (Grey) Ship factory (Yellow) , Heavy Ground Factory (Not available yet) , Aircraft Factory (Not available yet) . -The basic factory supplies all of your soldiers with weapons and armor. When destroyed, your army has one more round before it's completely unarmed and useless. -It takes 3 rounds to finish a new factory. (Only 1 vote needed, no dice roll) The shipyard produces and maintains 10 ships of one category (for more than ten ships you need another factory). It takes 1 round to build the first factory and 3 rounds to finish additional factories. (Only 1 vote needed, no dice roll) Salo (agenttine)
Vote: Start widespread growing of the Ydrais trees for both sap and their bark - the sap will feed us, and the bark will feed the Elaik.
Roll: 12
Outcome: Even more Ydrais are planted, and your people find out they can feed the bark to Elaik. They become more common and are popular labour animals.
Power: 2
Stability: 3
Population: 45000 - growing
Recruitment Rate : 35 %
Soldiers : 15000
Traits : Warmonger (1)
Pacifist (-1)
Domesticated: Elaik
Quinn (lordclassyus)
Vote: Raise the newborn Ishas to be more obedient and to make them less fearful of us. We shall also train them at a young age so they can follow basic orders from us. If successful, we shall try to use them to hunt and to scout.
Roll: 20
Outcome: Finally, after years of selective breeding and training the birds start to become less fearful. They still panic when approached, but your people managed to do it very carefully and mount them. On the back of an Isha, they can travel distances which took them days before in a matter of hours. Mounted with an Ansloc, they can fly for about half an hour until they, and the rider, need to rest. Your people start hunting and scouting with them, and you find two civilizations to the east and west of yours.
However, while accidents with the birds have almost vanished, transporting the Isha is still very stressful for them and mounting them takes almost an hour.
Power: 2
Stability: 2
Population : 130000 - growing
Recruitment Rate : 5 %
Soldiers : 6500
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha Ausirana (Immortal_Dragon)
Vote 1: Due to having animals that can traverse the water, we must take further control of it. We must create rafts or boats for our people to use. Or if we already have those, find a way to combine them with our tamed Sirokha.
Roll: 14
Outcome: You people connect a raft and a yoke and let it be pulled by two Sirokhas. The yoke helps your people to keep distance to the terrible beasts, and the vehicle is extremely fast. In water, the Sirokha has almost unlimited stamina.
Vote 2: Develop the wheel.
Roll: 4
Outcome: Your people try to put wheels on the rafts, but they can't manage to construct even a working prototype.
Power: 2
Stability: 2
Population : 76000 - growing
Recruitment Rate : 5 %
Soldiers : 3800
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Maurathia (soundwave)
Vote 1: use dead crab shells for armor.
Roll: 5
Outcome: The crab shell is to make armor for the Ansloc with it, so instead your people use it for their ships.
Vote 2: go to another island and take the land for my people.
Roll: 9
Outcome: Your people start colonizing an island to the north. That island is very fertile which leads to a boom in your population, but it's hard to maintain a second colony with a centralized government like yours.
Power: 2
Stability: 0
Population : 100000 - growing
Recruitment rate : 15 %
Soldiers : 15000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps Tsalmo`ne (February Steam of Foushoo)
Vote 1: attempt to carefully and diplomatically observe the beast to see if it is a threat. Have the scouts be cautious to defend themselves if the flying thingy becomes violent using our high-quality projectiles.
Roll: 15
Outcome: Your people try to move closer to the mountain but the cold woods are impossible to pass. On their way home, the creature flies over them again, this time much closer to the ground. It is an enormous flying reptile with a long beak and neck, C. imperator, but it ignores your people and heads south.
Power: 1
Stability: 2
Population : 97000 -growing
Recruitment rate : 10 %
Soldiers : 9700
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum Children of Sand (Aiosian_Doctor_Xenox)
Vote: Heeding the words of the Thinkers, we shall do as they recommend, and construct a shipyards to produce further pilgrimage ships. During the construction we shall ask the Thinkers of Sitka yet again for their aid in designing smaller boats for gathering the bounties of Kassika's great waters, and another type of ship to travel great distances. While this is being done upon the coast, we ask of the house of Sokra to send two scouting parties of 300 strong Warrior-Priests to seek out our old lands and steal away inside to take not of the great beast said to reside there, and return with this information.
Roll: 17
Outcome: You build a shipyard that can produce and maintain 10 pilgrimage ships. Your empire is the first to build great ships that can carry cargo and travel the ocean, though they should not leave the coast region. With these new sailing ships, you are ready to find new civilizations.
Power: 2
Stability: 2
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 40000
Recruitment rate : 20 %
Soldiers : 8000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis Alithei (Just a Dude)
Vote: Attempt to tame these one horned abominations (slightly offended)
Roll: 12
Outcome: You succeed to tame the horned herbivores, and they work great as labour and war animals. However, it`s hard to mount them without a saddle.
Power: 1
Stability: 1
Population : 30000 -growing
Recruitment rate : 5 %
Soldiers : 1500
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by agenttine on Jan 24, 2018 19:34:11 GMT
'right, now that we have two votes, we can get down to business...
Vote 1: Start domesticating the non-Elaik deer in the forests, and start herding them using the Elaik.
Vote 2: Using the hide/fur of the deer in the forests mentioned above, make saddles for our Elaik to make it easier to use them.
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Post by Aiosian_Doctor_Xenox on Jan 24, 2018 19:34:25 GMT
Vote 1: We shall ask the Thinkers of Sitka yet again for their aid in designing smaller boats for gathering the bounties of Kassika's great waters.
Vote 2: While the thinkers are busy at the coast, we ask of the house of Sokra to send two scouting parties of 300 strong Warrior-Priests to seek out our old lands and steal away inside to take not of the great beast said to reside there, and return with this information.
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Post by February Steam of Foushoo on Jan 24, 2018 19:53:59 GMT
Question: serialkiller🌴 by "heads south" what do you mean? Do you mean far south as in away from my people or is that just were it's home is we've been following it to. plz explain...
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Post by serialkiller🌴 on Jan 24, 2018 20:35:20 GMT
Question: serialkiller🌴 by "heads south" what do you mean? Do you mean far south as in away from my people or is that just were it's home is we've been following it to. plz explain... far away south . Like stated in the dossier , it almost never lands anywhere but the mountains, where you can find its nests
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Post by soundwave on Jan 25, 2018 0:32:37 GMT
Vote 1: search for a good plant to use for farming
Vote 2: Find a new large carnivorous land animal to tame on one of the surrounding islands i live near
Also what will happen if our civ is destroyed? or will we get a second chance with a dif civ later or do the same thing with Dengea with only one chance?
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Post by Immortal_Dragon on Jan 25, 2018 1:42:51 GMT
Hey, got primitive water chariots. Woohoo!
Vote 1: Make some wheels for carts to use, on land this time please.
Vote 2: Explore the jungles for other animals that might be of use to us like the Sirokha.
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Post by February Steam of Foushoo on Jan 25, 2018 2:33:21 GMT
Vote: work on mining techniques in hopes of finding a malleable yet resilient metal.
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Post by serialkiller🌴 on Jan 25, 2018 7:28:22 GMT
Vote 1: search for a good plant to use for farming Vote 2: Find a new large carnivorous land animal to tame on one of the surrounding islands i live near Also what will happen if our civ is destroyed? or will we get a second chance with a dif civ later or do the same thing with Dengea with only one chance? You'd probably get another chance and start as a splinter group of your old civ (only if you want , of course )
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Post by lordclassyus on Jan 25, 2018 10:17:20 GMT
Marvelous, we can now call ourselves masters of the skies. Now onto more important issues.
Vote 1: Build a giant instrument, something that can be played by a hundred people at a time. For it of course we need lumber and now that we have Ishas to use as scouts, we can more safely cut trees and retreat of danger would come near.
Vote 2: find some sort of plant, tree or fungus that has a calming effect on the body. Not only could it be used in our parties, but also to calm the Ishas down whilst transporting and mounting.
Extra: Send Isha mounted messengers to the new civs. Tell them that we are ecstatic to meet new people and that we are interested in trade. Send their leaders also an invitation to one of our monthly feasts.
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Post by serialkiller🌴 on Jan 25, 2018 13:12:53 GMT
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Post by Just a Dude on Jan 25, 2018 13:48:56 GMT
VOTE: Attempt to mine metals and such to begin metalworking.
EXTRA (if that's possible): make saddles for the horn guys.
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Post by serialkiller🌴 on Jan 26, 2018 15:27:37 GMT
Salo (agenttine)
Vote 1: Start domesticating the non-Elaik deer in the forests, and start herding them using the Elaik.
Roll: 8
Outcome: The deer has become very rare, but your people manage to catch a herd. Some hunters follow another group to the west, but they encounter something very different. The giant beast, A. periculum, jumps from a tree and attacks on of the Elaik and its rider. It quickly breaks the Elaiks neck, but the rest of the group use the moment to escape.
Vote 2: Using the hide/fur of the deer in the forests mentioned above, make saddles for our Elaik to make it easier to use them.
Roll: 18
Outcome: Your people use the hide and fur of the small deer to make very comfortable saddles, and now your people can ride an Elaik for hours straight without needing rest. Elaik riders equipt with a bow become a popular and powerful unit.
Power: 2
Stability: 3
Population: 60000 - growing
Recruitment Rate : 30 %
Soldiers : 17000
Traits : Warmonger (1)
Pacifist (-1)
Domesticated: Elaik
Quinn (lordclassyus)
Vote 1: Build a giant instrument, something that can be played by a hundred people at a time. For it of course we need lumber and now that we have Ishas to use as scouts, we can more safely cut trees and retreat of danger would come near.
Roll: 5
Outcome: Your people start to plan a huge instrument, but they can`t agree on a design, so instead they throw a huge party.
Vote 2: find some sort of plant, tree or fungus that has a calming effect on the body. Not only could it be used in our parties, but also to calm the Ishas down whilst transporting and mounting.
Roll: 9
Outcome: You find a yellow glowing mushroom that causes hallucinatons. Dried and mixed with water, it becomes a popular way to have more fun on a party.
Power: 2
Stability: 2
Population : 170000 - growing
Recruitment Rate : 5 %
Soldiers : 8500
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha Ausirana (Immortal_Dragon)
Vote 1: Make some wheels for carts to use, on land this time please.
Roll: 13
Outcome: You finally manage to construct wheels, and carts become a popular way to transport heavy materials.
Vote 2: Explore the jungles for other animals that might be of use to us like the Sirokha.
Roll: 7
Outcome: You don`t find a useful animal, but your people catch and breed a colorful bird with a long blue beak. This bird is incredibly smart and makes a great companion, but its feathers are also used to decorate clothes.
Power: 2
Stability: 3
Population : 100000 - growing
Recruitment Rate : 5 %
Soldiers : 5000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha Maurathia (soundwave)
Vote 1: search for a good plant to use for farming.
Roll: 10
Outcome: You find a strong climbing plant with a coconut-like fruit that contains a fruity flesh and a blue fluid that makes your people feel more awake. Your people let it grow on the walls of their huts.
Vote 2: Find a new large carnivorous land animal to tame on one of the surrounding islands i live near.
Roll: 7
Outcome: You try to catch a large climbing feline, but the scouts get killed instead.
Roll: 2
Stability: 0
Population : 130000 - growing
Recruitment rate : 15 %
Soldiers : 19000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps Tsalmo`ne (February Steam of Foushoo)
Vote: work on mining techniques in hopes of finding a malleable yet resilient metal.
Roll: 5
Outcome: You try to construct pickaxes, but they don't work very good.
Extra: You get contacted by the Quinn empire. The Quinn ride a terrifying beast that strongly resembles the one you saw flying over you. Perhaps they can tell you more about it ?
Power: 1
Stability: 2
Population : 125000 -growing
Recruitment rate : 10 %
Soldiers : 12500
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum
Children of Sand (Aiosian_Doctor_Xenox)
Vote 1: We shall ask the Thinkers of Sitka yet again for their aid in designing smaller boats for gathering the bounties of Kassika's great waters.
Roll: 8
Outcome: You build some fishing ships and get another food source
Vote 2: While the thinkers are busy at the coast, we ask of the house of Sokra to send two scouting parties of 300 strong Warrior-Priests to seek out our old lands and steal away inside to take not of the great beast said to reside there, and return with this information.
Roll: 8
Outcome: Your scouts get catched by guards at the city wall. The old area is now controlled by the Bariya empire, which enslaves the scouts they captured. The region looks nothing like the old Harenea empire, instead it is full of high towers and religious buildings praying to the god of destruction, Dakhma. Dakhma was the one who destroyed the old empire, to end it`s reign and empower the new leader of the Bariya empire, the Safinat.
Power: 2
Stability: 2
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 60000
Recruitment rate : 20 %
Soldiers : 12000
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei (Just a Dude)
Vote: Attempt to mine metals and such to begin metalworking.
Roll: 14
Outcome: You find a small deposit of iron and start mining it. You produce a weak steel with it.
Extra: You get contacted by the Quinn empire. They invite you to party with them.
Power: 1
Stability: 3
Population : 40000 -growing
Recruitment rate : 5 %
Soldiers : 2000
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by lordclassyus on Jan 26, 2018 15:52:44 GMT
Alright, let's try that again and this time, with a design.
Vote 1: Build a giant flute with about a hundred mouth slots (however you call those). The air pieces on top (also don't know how to call those) instead of being controled by fingers, skilled dancers will use their feet to open and close the holes. If this description is too vague, I'll gladly describe it in more detail in Discord.
Vote 2: We got some drugs that make people hallucinate, nice. now we need something to calm people down. More importantly, calm the Ishas down. That would hopefully make them easier to mount. After that it will be phase two of my masterplan.
Extra: Make preparations for a party for the other civilizations we recently met. If possible, make them high as a kite.
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Post by Just a Dude on Jan 26, 2018 16:11:55 GMT
VOTE: Create saddles for our newly domesticated animals
Extra: Accept the party invitation and try not to get too high
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Post by soundwave on Jan 26, 2018 17:26:45 GMT
Vote 1: look for a ride able flying animal around the islands
Vote 2: learn new farming techniques
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