PILAUREA : Survival Evolved (Civilization Forum Game)
Jan 31, 2018 20:29:36 GMT
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Post by serialkiller🌴 on Jan 31, 2018 20:29:36 GMT
Salo
Vote 1: Advance our knowledge of physics - specifically about motion and energy.
Roll: 19
Outcome: Experiments with objects of different weight lead your people to discover the first physical laws. A Salo scientist writes down the laws and correlation of potential and kinetic energy, and you can calculate how far objects will fly when thrown at different power. This discovery could make your empire famous all around the world, and allows you to advance in many fields.
Vote 2: Experiment with cheap but durable steel types - we need to be able to create lots of steel...
Roll: 8
Outcome: Your steel becomes slightly stronger and cheaper to produce, but no great discoveries are made.
Vote 3: Start building boats and fish with them in the open sea.
Roll: 11
Outcome: You build a fishing fleet that allows your people to enter the open ocean, boosting your population growth.
Power: 3
Stability: 3
Economic Power: 2
Quinn
Vote 1: We don't need slaves right now, we'll continue building the giant flute with our own hands.
Roll: 2
Outcome: Your government refuses to import workers from other lands, Work on the flute has stopped entirely.
Vote 2: Again give the order to expand our territory to boost our shroom growth.
Roll: 5
Outcome: Because of the growing poverty, most farmers grow Shrooms secretly. Your government has lost access and control over its own farms.
Vote 3: Start finding a nice, shiny metal we can turn into coins.
Roll: 1
Outcome: You use a purple soft stone that can be found inside larger rocks to press coins as a neutral trade good. However, this stone can be found almost everywhere and fake coins spread, and your people face a hyperinflation .
Extra: The demand of the Tsalmo`ne drops significantly, as they only wish to buy a handful of shrooms to grow their own. The fact that your government accepts such a horrible deal
makes your population furious, as they now need every form of income available.
Power: 2
Stability: -1
Economic Power: 1
Ausirana
Vote 1: Have the Rokh address the opposition, and remind them of the nature of Sir's blessing to all living things, which includes those who are brought to us as slaves, and how it thrives when they are allowed to live free. These individuals were not brought here by their choice, but that is all the more reason to allow them to live in freedom amongst us as fellow children of Sir.
Roll: 5
Outcome: You can't convince them that a slave is even able to live in a society as advanced as they are. Some compare the slaves to the fish in the river, a blessed being indeed, and yet only sent by SIr to help the Ausirana accomplish great things. They even try to form a demonstration that demands to make slavery legal, but the majority of people respect the
Rokh way too much to doubt him and his thoughts.
Vote 2: Create a new form of weapon called the Autachael, a large piece of wood with sharpened pieces of stone embedded in so as to create a slight serrated edge.
Roll: 15
Outcome: The new weapon is able to cause horrible wounds, and it becomes a useful weapon against marauders and smaller tribes that don't accept the Rokh`s rule. Used on a pulled raft at full speed, your warriors are able to crush even Stones with that Weapon. A great weapon to destroy structures on coast or on the water.
Power: 2
Stability: 1
Economic Power: 1
Tsalmo`ne
Vote: Using the monks, attempt to make a new sedative(not at all related to the shrooms) that "chills Tsalmok people out" but doesn't incapacitate them.
Do not release it out to the people until the Council monks bless it as actual divine and not problematic.
Roll: 12
Outcome: You find nothing that has a drug-like effect on the Ansloc body. However, a red plant that apparently comes from people called Alithei calms your monks down, and the Quinn accept to sell you a shipment of the flowers. It helps your people to get over the withdrawals, but it still comes to demonstrations and violence. Your Kingdom has almost gotten over the chaos the Shrooms have caused, but it lies in ashes now, and your military has no power monopoly over the whole territory anymore.
Extra: Your people haven't heard of the Quinn traders for a long time. Only a few smugglers were caught on your borders trying to sell Shrooms to the people who are still addicted.
Power: 2
Stability: 0
Economic Power: 1
Maurathia
Vote 1: Find more food sources to be used.
Roll: 20
Outcome: A new crop is found. It survives the lack of sunlight and nutrients of the tropical ground, and can be used to make bread and a tofu-like food. Not only that, but you find and cultivate a great variety of spices. Food becomes very diverse in your kingdom, and cooking is almost seen as an art. Perhaps the rest of the world is interested in your food as well ?
Vote 2: Make a change in government there will be an uneven amount of people who have a say in what is and isn't passed.
Roll: 2
Outcome: The monarchy is overthrown, and your colony gained independence. However, because of the great happiness your people have always experienced, they accept to join the new republic again as a new state of the “Federal Republic of Maurathia”.
Power: 2
Stability: 0
Economic Power: 1
Children of Sand
Vote 1: Have the thinkers of Sitka address research into mass production of interchangeable components.
Roll: 15
Outcome: Your new catapults are made out interchangeable components. They now can be repaired much quicker now.
Vote 2: Increase the resources available to the Thinkers so that they may also have a team working on Research about focusing light through glass.
Role: 12
Outcome: By replacing the middle part of a catapult with a large glass lense, you can bundle light streams and steer them to a specific point. Not only can this be used to blind others, but perhaps a colored lense could even have an artistic purposed ?
Extra: You allow the Obseq to stay in your empire.
Extra: Alithei traders stop at you port and bring great paintings, sculptures and color to your people. Many people wish for more trade and cooperation between your nations.
Power: 2
Stability: 3
Economic Power: 1
Alithei
Vote 1: Slightly limit the shroom importing and encourage people to try to lessen the amount of shroom consumption.
Roll: 20
Outcome: Your people learn to consume the shrooms in amounts that are not addicting and only help having more fun at parties. Your citizens start to have parties regularly.
Vote 2: Attempt to build some boats.
Roll: 17
Outcome: You make plans for great sailing ships that are 8 meters long and can carry huge amounts of cargo. A shipyard is built, and now you control the western entry to the main continent. Making the port city a staple city could make you very rich in the future.
Extra: Your people find the Yajuta Empire. They enjoy the art of your people and, and your artists have the feeling that they could get much inspiration from them.
Power: 3
Stability: 3
Economic Power: 3
Vote 1: Advance our knowledge of physics - specifically about motion and energy.
Roll: 19
Outcome: Experiments with objects of different weight lead your people to discover the first physical laws. A Salo scientist writes down the laws and correlation of potential and kinetic energy, and you can calculate how far objects will fly when thrown at different power. This discovery could make your empire famous all around the world, and allows you to advance in many fields.
Vote 2: Experiment with cheap but durable steel types - we need to be able to create lots of steel...
Roll: 8
Outcome: Your steel becomes slightly stronger and cheaper to produce, but no great discoveries are made.
Vote 3: Start building boats and fish with them in the open sea.
Roll: 11
Outcome: You build a fishing fleet that allows your people to enter the open ocean, boosting your population growth.
Power: 3
Stability: 3
Economic Power: 2
Points to spend: 4
Factories: Shipyard, Standart
Population: 24000 - growing
Recruitment Rate : 15 %
Soldiers : 35000
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik
Factories: Shipyard, Standart
Population: 24000 - growing
Recruitment Rate : 15 %
Soldiers : 35000
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik
Quinn
Vote 1: We don't need slaves right now, we'll continue building the giant flute with our own hands.
Roll: 2
Outcome: Your government refuses to import workers from other lands, Work on the flute has stopped entirely.
Vote 2: Again give the order to expand our territory to boost our shroom growth.
Roll: 5
Outcome: Because of the growing poverty, most farmers grow Shrooms secretly. Your government has lost access and control over its own farms.
Vote 3: Start finding a nice, shiny metal we can turn into coins.
Roll: 1
Outcome: You use a purple soft stone that can be found inside larger rocks to press coins as a neutral trade good. However, this stone can be found almost everywhere and fake coins spread, and your people face a hyperinflation .
Extra: The demand of the Tsalmo`ne drops significantly, as they only wish to buy a handful of shrooms to grow their own. The fact that your government accepts such a horrible deal
makes your population furious, as they now need every form of income available.
Power: 2
Stability: -1
Economic Power: 1
Population : 390000 - growing
Points to spend : 2
Factories: Standart
Recruitment Rate : 5 %
Soldiers : 19000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha
Points to spend : 2
Factories: Standart
Recruitment Rate : 5 %
Soldiers : 19000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha
Ausirana
Vote 1: Have the Rokh address the opposition, and remind them of the nature of Sir's blessing to all living things, which includes those who are brought to us as slaves, and how it thrives when they are allowed to live free. These individuals were not brought here by their choice, but that is all the more reason to allow them to live in freedom amongst us as fellow children of Sir.
Roll: 5
Outcome: You can't convince them that a slave is even able to live in a society as advanced as they are. Some compare the slaves to the fish in the river, a blessed being indeed, and yet only sent by SIr to help the Ausirana accomplish great things. They even try to form a demonstration that demands to make slavery legal, but the majority of people respect the
Rokh way too much to doubt him and his thoughts.
Vote 2: Create a new form of weapon called the Autachael, a large piece of wood with sharpened pieces of stone embedded in so as to create a slight serrated edge.
Roll: 15
Outcome: The new weapon is able to cause horrible wounds, and it becomes a useful weapon against marauders and smaller tribes that don't accept the Rokh`s rule. Used on a pulled raft at full speed, your warriors are able to crush even Stones with that Weapon. A great weapon to destroy structures on coast or on the water.
Power: 2
Stability: 1
Economic Power: 1
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet)
Population : 220000 - growing
Points to spend: 2
Factories: Standart
Recruitment Rate : 5 %
Soldiers : 11000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Population : 220000 - growing
Points to spend: 2
Factories: Standart
Recruitment Rate : 5 %
Soldiers : 11000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Tsalmo`ne
Vote: Using the monks, attempt to make a new sedative(not at all related to the shrooms) that "chills Tsalmok people out" but doesn't incapacitate them.
Do not release it out to the people until the Council monks bless it as actual divine and not problematic.
Roll: 12
Outcome: You find nothing that has a drug-like effect on the Ansloc body. However, a red plant that apparently comes from people called Alithei calms your monks down, and the Quinn accept to sell you a shipment of the flowers. It helps your people to get over the withdrawals, but it still comes to demonstrations and violence. Your Kingdom has almost gotten over the chaos the Shrooms have caused, but it lies in ashes now, and your military has no power monopoly over the whole territory anymore.
Extra: Your people haven't heard of the Quinn traders for a long time. Only a few smugglers were caught on your borders trying to sell Shrooms to the people who are still addicted.
Power: 2
Stability: 0
Economic Power: 1
Population : 260000
Points: 2
Factories: Standart
Recruitment rate : 5 %
Soldiers : 13000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum
Points: 2
Factories: Standart
Recruitment rate : 5 %
Soldiers : 13000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum
Maurathia
Vote 1: Find more food sources to be used.
Roll: 20
Outcome: A new crop is found. It survives the lack of sunlight and nutrients of the tropical ground, and can be used to make bread and a tofu-like food. Not only that, but you find and cultivate a great variety of spices. Food becomes very diverse in your kingdom, and cooking is almost seen as an art. Perhaps the rest of the world is interested in your food as well ?
Vote 2: Make a change in government there will be an uneven amount of people who have a say in what is and isn't passed.
Roll: 2
Outcome: The monarchy is overthrown, and your colony gained independence. However, because of the great happiness your people have always experienced, they accept to join the new republic again as a new state of the “Federal Republic of Maurathia”.
Power: 2
Stability: 0
Economic Power: 1
Population : 340000 - growing
Points: 2
Factories: Standart
Recruitment rate : 5 %
Soldiers : 17000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Points: 2
Factories: Standart
Recruitment rate : 5 %
Soldiers : 17000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Children of Sand
Vote 1: Have the thinkers of Sitka address research into mass production of interchangeable components.
Roll: 15
Outcome: Your new catapults are made out interchangeable components. They now can be repaired much quicker now.
Vote 2: Increase the resources available to the Thinkers so that they may also have a team working on Research about focusing light through glass.
Role: 12
Outcome: By replacing the middle part of a catapult with a large glass lense, you can bundle light streams and steer them to a specific point. Not only can this be used to blind others, but perhaps a colored lense could even have an artistic purposed ?
Extra: You allow the Obseq to stay in your empire.
Extra: Alithei traders stop at you port and bring great paintings, sculptures and color to your people. Many people wish for more trade and cooperation between your nations.
Power: 2
Stability: 3
Economic Power: 1
Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : 160000
Points: 1
Factories: Shipyard, Standart
Recruitment rate : 20 %
Soldiers : 31000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
, The great wall (protection from foreign armies)
Population : 160000
Points: 1
Factories: Shipyard, Standart
Recruitment rate : 20 %
Soldiers : 31000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote 1: Slightly limit the shroom importing and encourage people to try to lessen the amount of shroom consumption.
Roll: 20
Outcome: Your people learn to consume the shrooms in amounts that are not addicting and only help having more fun at parties. Your citizens start to have parties regularly.
Vote 2: Attempt to build some boats.
Roll: 17
Outcome: You make plans for great sailing ships that are 8 meters long and can carry huge amounts of cargo. A shipyard is built, and now you control the western entry to the main continent. Making the port city a staple city could make you very rich in the future.
Extra: Your people find the Yajuta Empire. They enjoy the art of your people and, and your artists have the feeling that they could get much inspiration from them.
Power: 3
Stability: 3
Economic Power: 3
Population : 170000
Points: 4
Factories: Shipyard, Standart
Recruitment rate : 5 %
Soldiers : 8500
Ships: Trading ship (10)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
Points: 4
Factories: Shipyard, Standart
Recruitment rate : 5 %
Soldiers : 8500
Ships: Trading ship (10)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque