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Post by serialkiller🌴 on Feb 8, 2018 9:26:53 GMT
Research : logging mill Construction : standard upgrade for refinery Action : find other AI
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Post by serialkiller🌴 on Feb 7, 2018 18:44:03 GMT
Salo Empire
Vote 1: Using vodka, create Salotov Belgiumtails to be used against enemy ships/fortifications.
Roll: 12
Outcome: You manage to weaponize vodka bottles. This new weapon can cause fires and horrible injuries.
Vote 2: Research into explosives and gunpowder.
Roll: 9
Outcome: You improve the salotov Belgiumtails. A form of gunpowder cannot be found without the right resources and knowledge about chemistry.
Vote 3: Finally finish taming the Ctah.
Roll: 17
Outcome: The new breed is loyal and makes a great mount.
Vote 4: Standardize *everything* we have, including measurements, language, math, etc.
Roll: 1
Outcome: You invent a form of standardized measurement, language and. You translate the ancient text about physics, but now it doesn't make sense anymore. The new system is full of mistakes and a lot of research is lost.
Vote 5: We will tweak the tanks we received from the Alithei to fit our Elaik.
Roll: 8
Outcome: The tanks can now be pulled by elaik.
War Vote 1: Using our massive navy, block the Yatujah port and crush all fishing ships that come by.
Roll:14
Outcome: You try to block the port city, but you cannot come too close to the wall, leaving room for fishers.
War Vote 2: Send a *small* force to quickly jump over the Yatujah walls and pillage whatever farms they can before they get captured.
Roll: 11
Outcome: You try to invade the city over the river, but your troops get weakened . You manage to pillage a little area.
War Vote 3: Ship in some troops to defend our land on the tropical zone above the Yatujah.
Roll: 5
Outcome: A few hundred troops land on the camp, but it isn't attacked.
War Vote 4: Use hit-and-run tactics with a few scouting units to kill off most of the Yatujah troops not in their wall.
Roll: 9
Outcome:You defeat the forces protecting the river.
War Vote 5: Taunt the Yatujah forces inside the walls and goad them to make a bad move
Roll: 2
Outcome: They ignore you, and most of your soldiers get shot.
Extra: the Quinn empire sends you a delivery of free food.
Power: 4
Stability: 1
Economic Power: 3
Points to spend: 3
Factories: Shipyard (4), Standart
Population: 870000 - growing
Recruitment Rate : 15 % (Deactivated during war)
Soldiers : 99500
Ships: Voitto Class (20)
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik
Quinn
Vote 1: See if we can somehow lay an ambush for the imperators and then catch them.
Roll: 20
Outcome: You manage to catch C. imperator. You use the same taming tactics you also used for the Isha, and they work. C. imperator is now tamed and rideable.
Vote 2: Start researching alchemy and the nature of things. (A.K.A. chemistry)
Roll: 3+2
Outcome: You start naming elements. Stones, Steel, Water, biomass and dirt are the currently known elements of your people.
Vote 3: Expand our land a bit for more agriculture. We need to feed even more people.
Roll: 9
Outcome: You expand even more, and your population grows faster.
Extra: You start building a new shipyard and a research facility.
Power: 5
Stability: 3
Economic Power: 4
Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent
Population : 1400000 - growing
Points to spend : 3
Factories: Standard, Shipyard, Research Facility (2)
Recruitment Rate : 5 %
Soldiers : 52000
Weapon(s): Ballista (medium quality)
Ships: Jordal (5)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha, C. imperator
Ausirana
Vote 1: Establish a school system for Ausiranan youth, so that all may enjoy knowing how to read and write.
Roll: 2
Outcome: The schools are way to full, and become a perfect place for epidemics to spread. A new ( or not so new ?) disease that causes hemorrhagic fever spreads among your people causes thousands of deaths.
Vote 2: Send scouting parties further upriver, perhaps there are people beyond the Bariya that we can trade with.
Roll: 13
Outcome: You find a City protected from a very high wall. Guards shoot at you, but you can escape without injuries. Further west, you see massive dark ships on the horizon. The mere existence of such a ship terrifies your people.
Vote 3: Begin the invention and use of mining tools to begin searching for metallic ores in our home land.
Roll: 17
Outcome: You find iron and start producing a strong steel.
Power: 3
Stability: 0
Economic Power: 2
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet.
Population : 670000 - growing
Points to spend: 5
Factories: Standard
Recruitment Rate : 5 %
Soldiers : 34000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha, Auronkha
Tsalmo`ne
Vote 1: attempt to develop simple trigonometry in order to enhance building construction and possibly ship construction.
Roll: 6
Outcome: Little progress is made
vote 2: build ships that can better fight against currents and larger cargo capacity
Roll: 2
Outcome: You fail again, and your people don't want to continue researching ships anymore.
Power: 2
Stability: 1
Economic Power: 1
Population : 1400000
Points: 1
Factories: Standart, Shipyard
Recruitment rate : 5 %
Soldiers : 70000
Weapon(s): Ballista (high quality)
Ships: Ikura Class (10)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: C. amicum
Maurathia (soundwave)
Vote 1: Build a smithy
Roll: 8
Outcome: You start producing weak steel.
Vote 2: Start advancing ship making
Roll: 15
Outcome: You create your own ship class, a 7 meters long sailing ship with strong armor and a ram bow. (Name please)
Vote 3: increase education.
Roll: 15
Outcome: You build schools for your children, and they learn about the technologies of your people.
Power: 3
Stability: 3
Economic Power: 1
Population : 1400000 - growing
Points: 1
Factories: Standard, Shipyard
Recruitment rate : 5 %
Soldiers : 52000
Ships: Unknown (10)
Weapons(s): large Bolas
, 20 K. princeps
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: K. princeps
Children of Sand
Vote 1: Create a bronze armored ship armed with catapults.
Roll: 13
Outcome: You equip your ships with bronze armor and catapults, and make it slightly bigger.
Vote 2: Create a cartridge-fed mounted bow for Cirt-as cavalry.
Roll: 15
Outcome: Your new weapon is very helpful in the war.
War Vote 1: Show the Salo the might of the Holy Children of Sand! Set upon them great lights aflame, screaming shadows, and the relentless chants and shouts of our brethren, for the honor of Sokra is to be had this day!
Roll: 3
Outcome: The Salo are not impressed, as they have seen much more terrifying things.
War Vote 2: Defend the port with catapults and archers to the best we can, and use lenses to blind enemy sailors.
Roll:18
Outcome: You manage to keep the massive ships on distance, but your fishing zone has decreased dramatically
War Vote 3: Defend the Walls from Salo Invasion, shoot on sight.
Roll: 13
Outcome: You manage to defend the walls, but some Ctah-Cavalry manages to enter.
War Vote 4: Head off any invaders at the river using Cirt-as cavalry supported by bowmen, use pincer tactics, bowmen use hit & run guerilla tactics.
Roll: 8
Outcome: You defeat the enemy forces at first, but they can't hold the position.
War Vote 5: Embed spies in the Salo to sabotage weapons and ships to the best of our abilities.
Roll: 16
Outcome: The port is observed by the Voitto, and you get no chance to enter them.
Extra: The lack of fish causes a famine
Extra: The Alithei empire abandons the trade route, and poverty hits your people.
Power: 2
Stability: 0
Economic Power: 1
Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : 300000
Points: 1
Factories: Shipyard, Standart
Recruitment rate : 10 % (Deactivated during war)
Soldiers : 30000
Weapons: Catapult (medium quality)
Ships: Soukass Class (10)
Traits: Warmonger (0)
Pacifist (0)
Domesticated animals: Cirt-as
Alithei Empire
Vote 1: Send a team of explorers (of course with a few guards) on a ship to explore some of the western islands, maybe get on the second largest continent if we're lucky
Roll: 15
Outcome: You colonize a large island far west. It is full of colorful animals and spices, and you soon get large deliveries of them. You sell them to the Quinn and the Salo Empire
Vote 3: Create some chainmail armor for our mounts
Roll: 8
Outcome: You produce chainmail armor, and your tanks become even more unstoppable.
Vote 4: Build a defensive stone wall layered in steel around our cities and villages
Roll: 9
Outcome: You build 3 meters high walls around your bigger cities, and with the steel layer they become unbreakable.
Vote 5: Research gunpowder and explosives
Roll: 20
Outcome: You find and domesticate a yellow flower hoping that it could be used for color. However, it doesn't really work, so your people throw them in the oven. Mixed with the coal, they become highly explosive, and you soon produce a powder that replicates the effect.
Extra: A new shipyard will be done in two more rounds.
Power: 5
Stability: 3
Economic Power: 6
Wonder(s): The great telescope- improves astrology research for you and anybody that is involved in a joint research with your empire.
Population : 670000
Points: 14
Factories: Shipyard, Standard, ground factory
Recruitment rate : 5 %
Soldiers : 34000
Weapon(s): Catapult (medium quality), Ballista (medium quality)
Ships: Iosto Class (10)
Ground vehicles: Motus Telum (10)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: T. immanemque
Bariya Sultanate
Your civilization the the second offspring of the old Haranea Empire. You believe in the God Dakhma, that gave the Sultan the rightful power to rule over the world. You hate and enslave anybody weaker than you, and your architecture is far more advanced than in any other empire. Your weapons are made out of bronze, and you construct large bronze sand sailors, the Bahars.
With said sailors, you capture slaves in the eastern part of the desert. You use them to not only construct great towers and temples, but you also sell them to the Ausirana, a Kingdom that delivers you great colorful animals and plants, which represent wealth in your country.
To the west, there are the children of the sand, a land that you wish to annex since years, but they hide behind a massive wall.
Your sultanate thrives, but it hasn't changed since centuries, and it needs a new goal to strive for. What will you do ?
Power: 2
Stability: 3
Economic Power: 3
Population : 200000
Points: 6
Factories: Standard, ground factory (2)
Recruitment rate : 10 %
Soldiers : 20000
Weapon(s): Catapult (medium quality)
Ground vehicles: Bahar Class (20)
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: S. migrantis
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Post by serialkiller🌴 on Feb 7, 2018 13:12:49 GMT
Vote 1 : try to control a zombie dragon or something equally terrifying (preferably a giant zombie vulture) Vote 2 : find a way to make my killed enemies zombies
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Post by serialkiller🌴 on Feb 6, 2018 18:31:33 GMT
I'm looking to join. Are there any empty spots? sent you a discord pm
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Post by serialkiller🌴 on Feb 6, 2018 17:45:12 GMT
Vote 1 : find a mount or a puppy Vote 2 : find a better weapo
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Post by serialkiller🌴 on Feb 5, 2018 17:27:58 GMT
Salo
Vote 1: Use the Alithei's knowledge of telescopes to build some goggles for our soldiers - sand can't get in their eyes if they have goggles!
Roll: 11
Outcome: You construct goggles that help your soldiers to keep their eyes open during snow storms.
Vote 2: Cooperate with the Alithei to build a massive carrier class ship.
Roll: 8+5
Outcome: Alithei and Salo engineers make plans for a ship even larger than a Voitto. Being 26 meters long with sails that could cover entire buildings, this ship is able to carry cargo and Ansloc in numbers that cannot be compared to a regular ship. It is built with the dark heavy wood from the snowy forest, making it almost unbreakable. For further defense is equipped with 30 Ballistas and 12 Catapults. Truly a magnificent ship.
Vote 4: Domesticate the Ctah and incorporate them for sieges.
Roll: 8
Outcome: Some young Ctah are captured, but they need selective breeding and training to become tame.
Extra: The king orders the construction of 15 new Voitto-class warships. Your new fleet is now ready to take over the world.
Extra: You receive the Quinn design for strong ballistas in exchange for distilleries.
Extra: The alithei teach you how to produce vaccines and construct telescopes, in exchange you give them access to your powerful steel and compasses.
Power: 5
Stability: 3
Economic Power: 3
Points to spend: 3
Factories: Shipyard (4), Standart
Population: 670000 - growing
Recruitment Rate : 15 %
Soldiers : 100000
Ships: Voitto Class (20)
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik
Quinn
Vote 1: Search for the Imperator again.
Roll: 6
Outcome: You try to find the mysterious creature again, this time with a little bit more luck. A pair of scouts see it flying to a mountain. They can't keep up because their Ishas need rest, but now they know where to find it.
Vote 2: See if we can get our hands on some of the red flowers and grow them for ourselves.
Roll: 8
Outcome: YOu manage to sustain small fields of the red flower, but they don't seem to thrive like the Alithei ones.
Vote 3: Begin researching the psychological behaviour of the Ansloc.
Roll: 20+2
Outcome: You start researching the ansloc behavior. Your results help you to cure PTSD and you learn to make royal campaigns and advertising more effective. Not only that, but your leaders can now manipulate other leaders and their own people much more easily.
Vote 4: Start building a type of large transport barge for trade.
Role: 15
Outcome: A new ship is planned and constructed. It is 10,5 meters long and able to transport very large amounts of cargo. It is also equipped with ballistas on both sides.
Power: 5
Stability: 3
Economic Power: 4
Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent
Population : 1100000 - growing
Points to spend : 7
Factories: Standard, Research Facility
Recruitment Rate : 5 %
Soldiers : 55000
Weapon(s): Ballista (medium quality)
Ships: Unknown (5)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha
Ausirana
Vote 1: Begin efforts to tame the Auronkha (v. horrendum) using our knowledge from taming the Sirokha, so they can pull these larger water chariots we have developed.
Roll: 17
Outcome: Your people approach a large beast, called Auronkha, and manage to catch it using the techniques obtained before. With a large rope, you tie it`s snout and legs together. Used with a yoke, it is able to pull large water chariots and carts on ground. A truly terrifying beast that no one is gonna dare attack. It's mere pull force is enough to pull huge chariots over the wild waters or perhaps even the ocean.
Vote 2: While the water chariots are a plenty potent design, we cannot rely wholly on these blessed creatures to move us on the water. We must begin experimentation with small ships that can move under the wind's power or by oar if need be.
Roll: 7
Outcome: You make plans for small ships that can transport cargo over the river very quick.
These ships can be pulled by your animals if necessary, but they mainly use sails to to gain speed.
Vote 3: We have so far done well with an oral tradition, but now we must record as much knowledge as we can so we can pass it along to the next generation. Begin developments of a writing system so that we can accomplish this.
Roll: 8
Outcome: You develop a writing system, but it is highly complicated and can only be used by the clerical people.
Power: 3
Stability: 3
Economic Power: 2
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet.
Population : 610000 - growing
Points to spend: 5
Factories: Standard, shipyard
Recruitment Rate : 5 %
Soldiers : 30000 Ships: Anduna Class (20)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha, Auronkha
Tsalmo`ne
Vote 1: Develop smelting techniques for our e'lao metal in an attempt to make a more tensile and malleable form of steel.
Roll: 18
Outcome: You produce a very strong and cheap steel, though not nearly as strong as the Salo steel. Your new armor and swords increase the power of your army significantly.
Vote 2: innovate the Ikura boats to hold more cargo in one boat.
Roll: 3 Outcome: All attempts to increase the storage of your ships fail, and some people drown trying your new versions of the Ikura. Power: 2
Stability: 3
Economic Power: 1
Population : 800000
Points: 1
Factories: Standart, Shipyard
Recruitment rate : 5 %
Soldiers : 40000
Weapon(s): Ballista (high quality)
Ships: Ikura Class (10)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: C. amicum
Maurathia (soundwave )
Vote 1: give small independence but not too much
Roll: 20
Outcome: Raiathia becomes an independent part of your federal monarchy. They are allowed to make their own laws as long as they don`t break the laws signed by their monarch. This new form of state allows you to expand more than anybody else, as colonies with that status are more loyal to your monarch.
Vote 2: find more resources to be used as food
Roll: 13
Outcome: You invent stone ovens, and many forms of bread feed your people.
Power: 3
Stability: 3
Economic Power: 1
Population : 1000000 - growing
Points: 2
Factories: Standard
Recruitment rate : 5 %
Soldiers : 50000
Weapons(s): large Bolas
, 20 K. princeps
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: K. princeps
Children of Sand
Vote 1: create a war breed of cirt-as
Roll: 15
Outcome: You breed the Cirt-as to make them bigger and stronger. A new war breed is created that is significantly larger and has a bigger horn. It is also faster than the old breed.
Vote 2: End the heresy
Roll: 20
Outcome: You can improve your mines, and the wish to enslave the Obseq disappears. The new, working mines allow you to produce bronze.
Power: 2
Stability: 3
Economic Power: 2
Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : 330000
Points: 4
Factories: Shipyard, Standart
Recruitment rate : 10 %
Soldiers : 33000
Weapons: Catapult (medium quality)
Ships: Soukass Class (10)
Traits: Warmonger (0)
Pacifist (0)
Domesticated animals: Cirt-as
Alithei
Vote 1: Add thin, but not so thin steel plating to our Motus Telum
Roll: 8
Outcome: Your tanks get strong steel armor, making it even harder to take them down.
Vote 2: Cooperate with the Salo to build a massive carrier class ship
Roll: 8+5
Outcome: Alithei and Salo engineers make plans for a ship even larger than a Voitto. Being 26 meters long with sails that could cover entire buildings, this ship is able to carry cargo and Ansloc in numbers that cannot be compared to a regular ship. It is built with the dark heavy wood from the snowy forest, making it almost unbreakable. For further defense is equipped with 30 Ballistas and 12 Catapults. Truly a magnificent, yet very slow ship.
Vote 3: Armor up our one horned buddies
Roll: 8
Outcome: You make steel armor for your mounts, but it limits their ability to move. Perhaps chainmail armor would be the solution ?
Vote 4: expand east and pillage the barbarian tribes that stand in our way using our new military tech
Roll: 14
Outcome: Your new tanks terrify the barbarians, and their small villages are quickly defeated.
Extra: You receive compasses and the strong Salo steel
Power: 5
Stability: 3
Economic Power: 5
Wonder(s): The great telescope- improves astrology research for you and anybody that is involved in a joint research with your empire.
Population : 520000
Points: 9
Factories: Shipyard, Standard, ground factory, research facility
Recruitment rate : 5 %
Soldiers : 25000
Weapon(s): Catapult (medium quality), Ballista (medium quality)
Ships: Iosto Class (10)
Ground vehicles: Motus Telum (10)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Feb 4, 2018 19:45:03 GMT
Vote 1: collect more shrooms Vote 2: try to find a cool weapon
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Post by serialkiller🌴 on Feb 4, 2018 11:16:42 GMT
Salo
Vote 1: Import some Alithei steel, and improve on it - we need it for our military!
Roll: 19
Outcome: You start importing steel from your rich trading partners. Yu manage to not only copy, but actually improve it, making it the best steel currently around.
Vote 2: Investigate the magnetic properties of this new material and incorporate it into a compass.
Roll: 11
Outcome: You manage to produce a compass, and your trade routes become more efficient.
Vote 3: Send a good portion of our military to 'colonize' the entire tropical zone above the Children of the Sand.
Roll: 17
Outcome: You conquer the Yajutan camps and pillage them. Some of the camps are empty, but you still manage to capture a few hundred workers.
Power: 4
Stability: 3
Economic Power: 3
Points to spend: 4
Factories: Shipyard, Standart
Population: 520000 - growing
Recruitment Rate : 15 %
Soldiers : 78000
Ships: Voitto Class (5)
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik
Quinn
Vote 1: Finish the bloody flute.
Roll: 14
Outcome: The flute is finally done. A beautiful wonder, which can be heard even by the Alithei. This wonder makes you people be extremely proud of their nation, and it increases the moral of your workers and soldiers, and improves the mood of the parties. Alithei nobles visit your capital, and soon it becomes the most interesting and popular city of the entire world.
Vote 2: Expand our land a bit and build the labour camps in remote pieces of this new land.
Roll: 13
Outcome: Your lands grow, and the labour camps are outside of your cities now, which calms the population down.
Extra: You build a research facility, which will help you to achieve great scientific breakthroughs.
Power: 4
Stability: 3
Economic Power: 3
Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent
Population : 850000 - growing
Points to spend : 5
Factories: Standard, Research Facility
Recruitment Rate : 5 %
Soldiers : 45000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha
Ausirana
Vote 1: Invent new tools to facilitate completion of the roads.
Roll: 19
Outcome: You make your carts to work as primitive bulldozers. Your road net is finished and perfected, and communication and trade thrive in your empire.
Vote 2: Experiment with building larger water chariots that can go further up and down river.
Roll: 10
Outcome: You build larger water chariots, but they are considerably slower than the old version, and harder to control since they need to be pulled by 4 Sirokha. Perhaps a larger animal could pull even bigger chariots much faster ?
Power: 3
Stability: 3
Economic Power: 2
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet.
Population : 470000 - growing
Points to spend: 5
Factories: Standard
Recruitment Rate : 5 %
Soldiers : 24000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Tsalmo`ne
Vote 1: attempt to work on agricultural crop cycling to increase crop yield.
Roll: 12
Outcome: Your crop yield increases, and your population grows more quickly.
Vote 2: develop a writing system to better spread governance and organized commerce
Roll: 19
Outcome: You develop a writing system that is very easy to learn and can be used by most of your population. furthermore, you find reed that can be used to produce papyrus, and letters become a popular communication form.
Power: 2
Stability: 3
Economic Power: 1
Population : 600000
Points: 1
Factories: Standart, Shipyard
Recruitment rate : 5 %
Soldiers : 30000
Weapon(s): Ballista (high quality)
Ships: Ikura Class (10)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: C. amicum
Maurathia (soundwave)
Vote 1: Attack the Ralathia from all sides one side using my army another side with just crabs another side with an army and crabs and the last side with a large army of crabs and men.
Roll: 13
Outcome: The attack is a success, but many people die. Most civilians surrender, but the nobles of the Kingdom flee. Raiathia is back in your hands, but the people are not happy. Perhaps you should grant them at least a little bit independence ?
Vote 2: Poison the food and water supplies of Ralathia.
You experiment with using your poison and corpses to destroy water reserves, and it works perfectly. However, it is not necessary to use this technique against your own people.
Power: 2
Stability: 1
Economic Power: 1
Population : 600000 - growing
Points: 2
Factories: Standard
Recruitment rate : 5 %
Soldiers : 30000
Weapons(s): large Bolas
, 10 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Children of Sand
Vote 1: Discover a strong alloy to use for arrowheads and armor.
Roll: 2
Outcome: You attempt to search metals, but the mines are a total catastrophe. In the middle of the desert and often attacked by O. furiosa. Because nobody wants to work in them, your government forces farmers that can't pay their taxes to work there. The happiness of your population drops, and many wish to enslave the Obseq instead.
Vote 2: Develop advanced training for Archers, such that they fight better on walls, like parkour, acrobatics, and better accuracy techniques.
Roll: 3
Outcome: Your best soldiers fall from the wall, and motivation to defend the wall decreases massively. The heat on them is murderous, and aiming and standing upright is nearly impossible without some protection from the scorching sun.
Power: 2 Stability: -1 Economic Power: 2 Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : 280000
Points: 4
Factories: Shipyard, Standart
Recruitment rate : 10 %
Soldiers : 28000
Weapons: Catapult (medium quality)
Ships: Soukass Class (10)
Traits: Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote 1: Invest in scientific and biological research
Roll: 20
Outcome: A new disease hits the farmers of your people. This disease is deadly and causes hemorrhagic fever. Your people research the disease, and learn that people who were infected by a similar, though not deadly and quickly defeated illness that is transmitted by T. immanemque are immune to the other disease. You manage to not only work on a vaccine that reaches every part of your empire, but you also manage to isolate the bacteria that causes the fever, and since your people are immune, it could be easily weaponized. Your knowledge about creating antidotes and vaccines improves, and soon your people can defeat many common diseases like the flu.
Vote 2: Improve our architecture with this steel
Roll: 14
Outcome: Your doors and windows are supported with steel frame, which helps isolating the houses and makes raiding much harder since the windows and doors cannot be destroyed by hand.
Vote 3: Create a telescope to start studying astronomy
Roll: 20
Outcome: You reproduce the Yajutan glass and lenses, and construct a great telescope. This telescope helps you to create many maps and study astronomy. The first ideas of planet movement spread. Perhaps with the Salo knowledge of physics a joined research facility with them could help both of you to accomplish great advances ?
Vote 4: Attempt to create a big weaponized cart of some sort. Like a primitive tank.
Roll: 14
Outcome: You import the heavy wood from the Salo and construct a giant cart, equipped with four ballistas, two on the front and two on the back. It is also equipped with a catapult on it`s back. Pulled by 2 T. immanemque , this weapon is absolutely terrifying. Perhaps armor for the animals could make the weapon even deadlier ?
Power: 5
Stability: 3
Economic Power: 5
Wonder(s): The great telescope- improves astrology research for you and anybody that is involved in a joint research with your empire.
Population : 400000
Points: 12
Factories: Shipyard, Standard, ground factory
Recruitment rate : 5 %
Soldiers : 20000
Weapon(s): Catapult (medium quality), Ballista (medium quality)
Ships: Iosto Class (10)
Ground vehicles: Unnamed (10)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Feb 3, 2018 12:39:42 GMT
Salo
You send all the imperial workers to build an enormous fleet. A 20 Voitto-Class strong fleet is gonna be ready to take over the ocean in two hours.
Power: 3
Stability: 3
Economic Power: 2
Points to spend: 1
Factories: Shipyard, Standart
Population: 400000 - growing
Recruitment Rate : 15 %
Soldiers : 58000
Ships: Voitto Class (5)
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik
Quinn
Vote 1: set up an Isha mounted police force. They'll patrol the realm in search of any illegal activity. If they find a criminal, they'll have the right to banish him/her from any and all parties for five years. If they still continue their misbehavior, They'll be turned into labour slaves, although that would be rare cases.
Roll: 13
Outcome: With the Isha, you manage to get your land back under your control. Some farmers are sentenced to work in a labour camp that produces parts for the flute and other products. However, while the labour camp revives your economy again, it upsets many citizens. Perhaps moving it to a place outside of your empire could not only ease the population, but also allow you to get access to many more resources and luxuries ?
Vote 2: Revive the flute project again. We must finish it at all costs. Use slaves if need be.
Roll: 9
Outcome: Work on the flute continues, and with the new cheap labour, it is now nearly completed.
Power: 3
Stability: 1
Economic Power: 3
Population : 650000 - growing
Points to spend : 8
Factories: Standard
Recruitment Rate : 5 %
Soldiers : 35000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha
Ausirana
Vote 1: Levy more troops that will be loyal to the Rokh and the Council so as to assist in the upcoming declaration.
Roll: 6
Outcome: You can't afford to pay any more soldiers, and so you try to get volunteers to serve in the army. However, no one can afford to work unpaid for many years.
Vote 2: Declare a complete martial law by order of the Rokh to enforce the word of Au and Sir. As part of this martial law, imprison the leaders of the opposition for subverting the will of the Rokh, and excommunicate any who continue to dissent the word of the gods and thus, our word of law.
Roll: 19
Outcome: It turned out your decision was very wise. The leader of the opposition is excommunicated, and is later murdered by his own son. The rest of the opposition is imprisoned, and from now on, what the Rokh decides will never be questioned again.
Power: 2
Stability: 3
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 : 360000 - growing
Points to spend: 2
Factories: Standard
Recruitment Rate : 5 %
Soldiers : 18000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Tsalmo`ne
Vote 1: Work on weaponry that utilizes the new found metal iron(which we shall call e'lao) perferably a melee weapon like a sword or knife-sorts of weapons.
Roll: 11
Outcome: You start producing steel swords. These swords are very strong, though very expensive. Not many of your soldiers can be equipped with them.
Vote 2: Develop better ship-building techniques preferably using the new e'lao.
Roll: 15
Outcome: You start building small fast ships. They are perfect for transporting cargo over the river, and are very maneuverable. However, plans to use steel armor cannot be realized because of the high costs of the steel and the little knowledge about shipbuilding and steel.
Power: 2
Stability: 2
Economic Power: 1
Population : 430000
Points: 1
Factories: Standart, Shipyard
Recruitment rate : 5 %
Soldiers : 20000
Weapon(s): Ballista (high quality)
Ships: Unknown Class (10)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: C. amicum
Maurathia (soundwave)
Vote 1: have one army attack from the front and another to attack from behind the new independent country.
Roll: 11
Outcome: You try to take over Raiathia. Without your crab, however, your attempts are unsuccessful. Should you really use this weapon against people of your own kind ?
Vote 2: send assassins into the country to kill their king
Roll: 1
Outcome: Your assassins get caught and publicly executed. The population of Raiathia is furious, and they swear to get revenge.
Power: 2
Stability: -2
Economic Power: 1
Population : 400000 - growing
Points: 2
Factories: Standard
Recruitment rate : 5 %
Soldiers : 20000
Weapons(s): large Bolas
, 10 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps Children of Sand
Vote 1: Design a new, larger ship that can support catapults. It will be known as the So'tesh-Kass.
Roll: 11
Outcome: With the light wood from the jungle, you try to build a larger ship. However, it turns out that ships larger than 6 meters are not stable enough to survive the harsh conditions on the ocean. The wood from the Alithei could be used, but it is rare and very different, and your people don`t know how to construct things with it. Perhaps improved wood working skills could help you to use a greater variety of wood types ?
Vote 2: Develop a bow/archer's equipment set that shoots much faster, and much more accurately.
Roll: 18
Outcome: With the bones of S. migrantis, you produce very fast compound bows.
Power: 2
Stability: 2
Economic Power: 2
Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : 240000
Points: 4
Factories: Shipyard, Standart
Recruitment rate : 10 %
Soldiers : 24000
Weapons: Catapult (medium quality)
Ships: Soukass Class (10)
Traits: Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote 1: Improve the working conditions of the mines by incorporating the newly created carts into them to make transporting ores easier and overall encourage some more support for the people working in the mines.
Roll: 20
Outcome: The new, better working conditions make your workers calm down, and the amount of metals you get from the mines increases massively. You start producing large amounts of strong steel, even stronger than the Salo steel. Your new economic boom leaves many unused savings. Perhaps you should start investing in research or your navy ?
Vote 2: Task some weapons experts to create some ballistas for some of our ships for defense.
Roll: 7
Outcome: You let yourself be inspired by the Quinn and build ballistas. You put them on your ships, and they are strong enough to take down small ships. Maybe now the time has come to rule over the ocean ?
Vote 3: Start a trade route with the Salo
Roll: 14
Outcome: The trade route is a success, but the different pay methods make it harder to trade. Perhaps the Salo could accept the Quinn coins too ?
Extra: You receive coins from the Quinn, and the economy booms even more.
Power: 4
Stability: 3
Economic Power: 5
Population : 220000
Points: 13
Factories: Shipyard, Standart
Recruitment rate : 5 %
Soldiers : 10000
Weapon(s): Catapult (medium quality), Ballista (medium quality)
Ships: Iosto Class (10)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Feb 2, 2018 22:50:40 GMT
Vote : copy immortals votes and support him
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Post by serialkiller🌴 on Feb 2, 2018 9:29:12 GMT
Salo
Vote 1: Improve our navigation and mapping skills by inventing the compass - surely this will help us find more people!
Roll: 7
Outcome: One of your smiths wants to makes a necklace for his wife and attaches a very thin iron needle on a string. He notices that it always points in the same direction, the cold forests north
Vote 2: Using our knowledge of physics, improve our engineering designs - particularly aerodynamic ones.
Roll: 11
Outcome: You improve the way your bows are shaped. You invent the first crossbows.
Vote 3: Experiment with larger trading ships that are still armed enough to fend off pirates.
Roll: 20
Outcome: Based on the design of the Obseq ships, you invent what is clearly the most impressive ship of the whole world. A 12 meters long battleship with an underwater ram bow, built with the black wood from the enormous heavy trees. Truly a weapon that could take down many enemies, and also transport tons of cargo. Perhaps colonies are also an option that could bring many luxuries and slaves.
Extra: You share some Vodka with the Yajutan mercenaries.
Power: 3
Stability: 3
Economic Power: 2
Points to spend: 4
Factories: Shipyard, Standart
Population: 310000 - growing
Recruitment Rate : 15 %
Soldiers : 45000
Ships: Voitto Class (5)
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik Quinn
Vote 1: Discard the purple coins, they are literally not worthy to be a useful currency. Find something else instead.
Roll: 13
Outcome: You start printing a symbol on the coins that is very hard to copy. Your economy stabilizes again.
Vote 2: Decree a new law. Should any of our citizens grow and sell shrooms illegally, they are to be banned from our monthly feasts for five years.
Roll: 12
Outcome: The new law decreases the illegal shroom trade as many people fear to be banned from the most important social event. However, your government can't control the whole territory, and illegal shroom farmers still exist.
Extra: You send your people to the east and west, but the Tsalmo`ne capture and later execute them. The Alithei let your people enter, and small parties are celebrated. In smaller towns, Quinn parties become a part of their tradition.
Power: 2
Stability: 2
Economic Power: 2
Population : 500000 - growing
Points to spend : 2
Factories: Standart
Recruitment Rate : 5 %
Soldiers : 25000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha
Ausirana
Vote 1: Arrange for a demonstration of unity with our imported laborers, to show the opposition that by working together, not with some in bindings while others are free, we have achieved great things such as the Great Temple, and that we have more to gain through this than by enforcing this hierarchy.
Roll: 5
Outcome: Your opposition starts a counter demonstration. At first, it isn`t popular, but when your people mention the great temple, the question if not the temporary slave work helped you to achieve this wonderful building. Many people agree and your opposition grows even larger. The leader of your enemies meets with the Sultan of Bariya and comes back with a slave deal that could bring you enough slaves to be used for hundreds of buildings, fields and many other areas. They demand that the Rokh accepts the deal for the sake of your own people.Half of your people want the slave deal, the other half believes in the Rokh and will support her in every decision.
Vote 2: The Rokh shall order the construction of cleared paths and roads between our villages. So that our carts and other wheeled vehicles may travel between them more easily.
Roll: 6
Outcome: Your start to construct roads between important buildings, farms and markets. However, since your land is very uneven and full of large trees, the work is slow and your empire is far from having a complete road system.
Power: 2
Stability: 0
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 : 280000 - growing
Points to spend: 2
Factories: Standart
Recruitment Rate : 5 %
Soldiers : 14000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Tsalmo`ne
Vote 1: send out multiple brigades of our army to meet with these pseudo-government.
These brigades will serve two purposes. They will attempt to find those that still have some loyalty to the Theocratic council. Two, they shall attempt to persuade defectors to again be loyal Theocratic council and its laws we shall offer them administrative status and access to a ration of empire wide resources.
Roll: 18
Outcome: Your Kingdom is united again, and the people are happy to give the power back to a working government.
Vote 2: Work on developing better mining techniques as to find a metal that is better in tensile strength to use on ship bindings, house structure, and tools.
Roll: 11
Outcome: You start mining iron, but you don't manage to use it effective.
Power: 2
Stability: 3
Economic Power: 1
Population : 330000
Points: 2
Factories: Standart
Recruitment rate : 5 %
Soldiers : 17000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum
Maurathia (soundwave )
Vote 1: Conquer the land of the "colonists" call the colonists traitors who damaged the reputation of our country for asking too much in just a few years/days (since i don't know how many years or days each of these take)
Roll: 5
Outcome: The conflicts starts to become worse and worse, and the Colony declares full Independence. A new monarch has gained popularity, and your Empire is split into two Kingdoms, Maurathia and Raiathia.
Vote 2: find a poisonous animal to be used as tools to create poisons
Roll: 7
Outcome: You use the toxic venom of a black frog to poison your blades and arrows, and they become a powerful weapon.
Power: 2
Stability: 0
Economic Power: 1
Population : 300000 - growing
Points: 2
Factories: Standart
Recruitment rate : 5 %
Soldiers : 15000
Weapons(s): large Bolas , 10 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Children of Sand
Vote 1: Branch out and create a permanent wood refining encampment in the jungle on the northern banks of the Sitka river.
Roll: 18
Outcome: The jungle provides enough wood to build 3 times as much ships as you currently own.
Vote 2: We ask the Thinkers to experiment further with light, to better control intensity, experiment with colored lenses, and see if the light can be used to create heat.
Roll: 3
Outcome: The lense accidentally sets the house of the Thiners on fire, and some of them die. Not only that, but much research is lost as well.
Extra: The trade route is a success, and you get supplied with wood for one more shipyard.
Extra: Some of your traders return from the Salo Kingdom. They bring a drink with them and tell you that it helped them to stay warm in the cold sea and to make the days on the ship less boring.
Power: 2
Stability: 2
Economic Power: 2
Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : 190000
Points: 1
Factories: Shipyard, Standart
Recruitment rate : 10 %
Soldiers : 19000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
VOTE 1: Add a few attractions and other such things to the port city to increase interest in said city.
Roll:18
Outcome: You build hotels and a large museum in your port city. The city gains popularity and is visited by many Quinn and Yajutan nobles, and it becomes very rich.
VOTE 2: Find better metals to improve our weaponry, tools and even create a currency of our own. Perhaps even add it to our construction and buildings if it's durable enough.
Roll: 1
Outcome: The working conditions in your mines are terrible, and so your workers put down their work and demonstrations happen all over your Kingdom.
VOTE 3: Create wheels to add to carts or carriages for easier transportation (most likely pulled along by our domesticated one horned abominations)
Roll: 10
Outcome: Your wheels are not very sturdy, but the cart is still a massive improvement for many farmers and workers lifes, and your traders can transport more goods to your ships.
Extra: The trade route is a success, and you recieve the technology to build catapults and and spare parts. This massively increases the power of your army.
Power: 3
Stability: 0
Economic Power: 4
Population : 220000
Points: 4
Factories: Shipyard, Standart
Recruitment rate : 5 %
Soldiers : 10000
Weapon(s): Catapult (medium quality)
Ships: Trading ship (10)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Feb 1, 2018 14:49:51 GMT
Name : Cereal Homicidé Color : some easily readable blue
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Post by serialkiller🌴 on Feb 1, 2018 8:24:35 GMT
Construction : nothing Research : range upgrade Action : make iron plates
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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
Points to spend: 4 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
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
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
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
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
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
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Post by serialkiller🌴 on Jan 30, 2018 11:28:53 GMT
Salo
Vote 1: Try to domesticate the Ctah again by capturing their children and taming them - they will serve useful against the Oberuq.
Roll: 5
Outcome: Your people don't even manage to climb the trees.
Vote 2: Invent vodka by using the fruit of the Ydrais - our people would definitely want vodka.
Roll: 8
Outcome: You start producing a Vodka-like black drink. It helps your people to forget their worries and have more fun, and it also warms your people. However, it's quite expensive to produce, but perhaps cheap (or unpaid) workers could help you to produce masses of it.
War Vote 1: Send a squadron of around 500 mounted archers to implement hit-and-run tactics on the Oberuq's factory, hopefully disabling them.
Roll: 19
Outcome: The factory is completely destroyed, and your soldiers perfect the hit-and-run tactic. The Obseq are now practically defenseless.
War Vote 2: Storm the Oberuq capital with around 19,000 mounted soldiers in order to cripple their people and economy.
Roll; 18
Outcome: The capital is overwhelmed by the largest army of the world, and the Obseq lose their palace.
War Vote 3: Assassinate the Oberuq king with a party of 1,000 mounted troops - if we chop off their head, we chop off the country's head.
Roll: 3
Outcome: The Queen can flee with a ship, but at least the Obseq don't have a government anymore.
War Vote 4: While our main force is away in the capital, send around 2,000 mounted troops to raid and pillage the Oberuq lands, further crippling them.
Roll: 6
Outcome: Your people have a hard time destroying the sturdy buildings. Most farmers hide their harvest from your soldiers.
War Vote 5: While all this is happening, disperse 500 mounted troops to act as scouts to inform us of enemy movements.
Roll: 4
Outcome: Without any form of communication but by mouth, it's hard to inform your generals. Thankfully there aren't many enemy movements anyways.
War Outcome: The war was very bloody and many civilians were killed, but eventually the entire Obseq Kingdom is conquered. Thousands of people are captured and enslaved. A large distillery is built and with the new slave workers, you produce enormous amounts of Vodka. Perhaps you should use the Obseq port city to get access to the world market ?
Extra: Great ships enter the former Obseq port city. They come from a great desert empire.
Power: 3
Stability: 1
Economic Power: 2
Population: 180000 - growing
Recruitment Rate : 15 %
Soldiers : 27000
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik Quinn
Vote 1: Continue work on the flute.
Roll: 5
Outcome: Little progress is made, and the instrument starts to become very costly. Perhaps a larger and cheaper amount of workers could help ? The poor Tsalmo'ne citizens would sell their children to get more Shrooms.
Vote 2: Expand our land a bit so we can grow even more mushrooms.
Roll: 4
Outcome: The order from the King to expand your borders gets lost somehow. The Shroom demand grows and grows, and you need to produce more as fast as possible if you want to keep up.
Vote 3: Start looking for the Caelimobscurent Imperator.
Roll: 4
Outcome: Your merchants hear stories about great beasts resembling the Ishas, but they can't get access to any reliable information about them
Extra: The Alithei deliver more of the calming flowers, and they can be used to even calm down an Isha.
Extra: Thanks to the free shipment of Shrooms, the demand increased even further.
Power: 3
Stability: 1
Economic Power: 3
Population : 300000 - growing
Recruitment Rate : 5 %
Soldiers : 15000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha
Ausirana
Vote 1: Begin importing the slaves from the Bariya in exchange for beautiful bird feathers. However, rather than slaves, we will instead employ them as indentured laborers, set to work for a certain time before becoming free members of our society.
Roll: 7
Outcome: The trade is a success at first, and the slaves are very helpful in many ways. however, when your people hear about plans to release them, some get hostile. Racism spreads through the Kingdom, and an opposition establishes, claiming that releasing a slave is cruel because he cannot sustain himself due to a lack of intelligence.This position is not popular, but it could still threaten the stability of your government.
Vote 2: With the labor of both our imported laborers and our own workforce, we will build a great stone temple to Au and Sir in our capital city.
Roll: 19
Outcome: The new temple is an impressive architectural achievement. It is 18 meters high and has a large terraces on the top. This terrace is filled with palms, flowers and fountains, and strengthens the religious beliefs of your people. They would never convert to any other religion and have it easier to convert others. The great temple could also attract tourists from the whole world in the future.
Power: 2
Stability: 2
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 : 170000 - growing
Recruitment Rate : 5 %
Soldiers : 9000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Tsalmo`ne
Vote: have monks cultivate the drug plant to the level that it is enjoyable but not completely intoxicating and addicting.
Only truly legalize the use of this specially cultivated crop if it can be made and make this new form a spiritual enhancer for occasional religious ceremonies and not daily recreational use.
Roll: 3
Outcome: While your monks succeed in making the flower less addicting, it's of no use if almost the whole population is addicted to the Shrooms delivered by the Quinn. The free shipment of Shrooms isn't helpful either, instead the addiction now reaches even the poorest citizens. A law against the Shroom consumption could very well end in revolts and even a civil war.
Power: 1
Stability: -1
Economic Power: 1
Population : 200000
Recruitment rate : 5 %
Soldiers : 10000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum Maurathia (soundwave)
Vote 1: look for a rideable flying animal around the islands
Roll: 15
Outcome: You tame a large gliding lizard. It can climb very well and can be mounted, and becomes a popular mount for scouts.
Vote 2: make living conditions better for my people
Roll: 4
Outcome: You lower the tributes citizens of your monarchy have to pay, but the new freedom makes many citizens of your first colony want independence. Perhaps a federal government could calm them down ?
Power: 2
Stability: -1
Economic Power: 1
Population : 260000 - growing
Recruitment rate : 5 %
Soldiers : 13000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Children of Sand
Vote 1: Finish the wall.
Roll: 15
Outcome: The wall is finished and protects your entire Kingdom. The only ways to enter it are either the guarded entries, or the port city Bahr.
Vote 2: Send one of our pilgrimage ships north as an envoy seeking out other Ansloc peoples. There should be three priests of each of the five with a complement of merchants baring examples of our people's art, and culture. Include ten warriors on the ship just in case.
Roll: 18
Outcome: Your ships find two Kingdoms: The Alithei, which don't provide a port for your ships, and the Salo Kingdom, which port city is full of rubble and blood. The latter could be traded with, but your people don't know what to offer yet.
On their way home, your people capture a ship that looks similar to the ones at the Salo harbour. The crew talks about a horrible war that forced them to flee, and one woman claims to be a former queen of the Obseq Kingdom.
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 : 120000
Recruitment rate : 20 %
Soldiers : 21000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote: establish a trade route with the Quinn.
Roll: 8
Outcome: A trade route is established and with the strong mount, large amounts of flowers can be transported at once. However, your people can't pass the river and so the Quinn need to collect it with their Ishas. This limits the price your people can demand.
Extra: A great pilgrimage ship stops near your waters. They send a small ship to your coast and talk about coming from a great desert empire. Your people desire to build ships themselves.
Extra: The free Shroom delivery increases addiction in your Kingdom.
Power: 2
Stability: 2
Economic Power: 2
Population : 130000
Recruitment rate : 5 %
Soldiers : 7000
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Jan 28, 2018 18:25:38 GMT
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Post by serialkiller🌴 on Jan 27, 2018 21:35:23 GMT
Salo
Vote 1: Domesticate these new animals - the Ctah - for scouting and hunting purposes.
Roll: 13
Outcome: The people who approach the Ctah get killed, but you find out that they keep their babies on high trees.
Vote 2: Send some settlers out to settle most of this frozen land - we need all the resources this frozen land holds.
Roll: 2
Outcome: You try to build small camps, but Ctah-Attacks destroy them as soon as their are built.
Power: 2
Stability: 2 Economic level: 1
Population: 80000 - growing
Recruitment Rate : 30 %
Soldiers : 23000
Traits : Warmonger (1)
Pacifist (-1)
Domesticated: Elaik Quinn
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 controlled by fingers, skilled dancers will use their feet to open and close the holes.
Roll: 11
Outcome: You start building a majestic and giant instrument, but it takes a lot of work and isn`t finished yet.
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.
Roll: 8
Outcome: The Alithei who visit your empire bring some big red flowers with them, they say that they produce color with it. Curious (and druggies) as your people are, they try to smoke the flower and find out that it has a very calming effect on the body.
Extra: the party is a success, and the Alithey get high as hell. They wish to take some of these drugs home, and the first trade route is established. Soon, your traders discover that the eastern civilization shows great demand as well, and with your new economic boom you become the dominant power of the central continent.
Power: 3
Stability: 2
Economic level: 3Population : 220000 - growing
Recruitment Rate : 5 %
Soldiers : 11000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha
Ausirana
Vote 1: Using our water chariots, we will explore the rivers (Thanokk and Mehras (named for two of Au and Sir's children) for the offshoots from north to south, Siradivas (Life from Sir for its life giving waters) for the river from which the previous two split) beyond our borders, perhaps we will find other Ausiran along the way.
Roll: 8
Outcome: Following the river Siradivas further west, your people come in contact with the Bariya empire. Seeing the colorful clothes of your people, they invite them to a dinner in the great palace. The city they go through is full of beautiful buildings and high towers, and the palace has enormous colorful windows. The Bariya show interest in your birds, and possible other decorative animals and plants. They offer to trade the slaves they capture in the western tribes for the tropical life forms.
The other rivers are explored as well. Your people encounter the great beast again: They face something that looks like an enormous Sirohka. It attacks and destroys one of your chariots, but the others can flee and return home safely.
Vote 2: Experiment with stone construction..
Roll: 11
Outcome: You construct a crane-like wooden structure that is equipped with wheels. It helps you to lift and place heavy stones.
Power: 2
Stability: 3 Economic power: 1
Population : 130000 - growing
Recruitment Rate : 5 %
Soldiers : 7000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Maurathia
Vote 1: look for a rideable flying animal around the islands.
Roll: 3
Outcome: You find no bid that is big enough to be mounted.
Vote 2: learn new farming techniques
Roll: 15
Outcome: You develop irrigation techniques, allowing you to grow even more plants. This boosts your economy.
Power: 2
Stability: 0
Economic Power: 1
Population : 200000 - growing
Recruitment rate : 15 %
Soldiers : 30000
Weapons(s): large Bolas , 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Tsalmo'ne
Vote: work on mining techniques in hopes of finding a malleable yet resilient metal.
Roll: 1
Outcome: You start mining, but it ends in a disaster. Many accidents occur, and there`s little to no metal found by your people. Despite being told to be cautious and not talk to the foreigners, your people start taking the mushrooms brought by the Quinn to deal with the ultimate despair they are facing because of the terrible working conditions in the mines.
Extra: The traders deliver huge amounts of mushrooms to your people, and the demand among your people is enormous, many being almost addicted. Should your government try to stop the trade as planned or give in to the will of your people ?
Power: 1
Stability: -1
Economic Power: 1
Population : 160000 -growing
Recruitment rate : 10 %
Soldiers : 16000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum Children of Sand
Vote 1: Build a new wall as the priests originally suggested.
Roll: 13
Outcome: An eight meters high wall is built on the eastern border, and it's halfway finished.
Vote 2: Research Counterweight mechanisms.
Roll: 18
Outcome: You scientists make a scientific breakthrough : The counterweight mechanisms are used by your engineers constructing new buildings, and you also manage to develop a new weapon that can toss heavy rocks to destroy structures and enemies. While it`s heavy weight limits its mobility, it`s still a powerful weapon.
Power: 2
Stability: 3
Economic Power: 1
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 100000
Recruitment rate : 20 %
Soldiers : 20000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote: Create saddles for our newly domesticated animals.
Roll: 12
Outcome: The saddles are equipped with a latter, and it's very comfortable. Your people can mount T. immanemque much faster and ride it for much longer distances
Extra: Mom tells your people not to do drugs, but they don't listen. Instead they allow to establish a trading route for the mushrooms, and the Quinn drug becomes very popular among your people. Extra: The Quinn are very interested in your flowers. Perhaps you should grow more of them and establish a trade route with your new beast of burden ?
Power: 1
Stability: 2
Economic Power: 1 Population : 70000 -growing
Recruitment rate : 5 %
Soldiers : 4000
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Jan 27, 2018 16:20:50 GMT
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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 serialkiller🌴 on Jan 26, 2018 13:15:07 GMT
Construction : refinery Construction : screw drill on the metal Action : look for other players Research : range upgrade
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