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Post by serialkiller🌴 on Jan 25, 2018 13:12:53 GMT
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Post by serialkiller🌴 on Jan 25, 2018 7:28:22 GMT
Vote 1: search for a good plant to use for farming Vote 2: Find a new large carnivorous land animal to tame on one of the surrounding islands i live near Also what will happen if our civ is destroyed? or will we get a second chance with a dif civ later or do the same thing with Dengea with only one chance? You'd probably get another chance and start as a splinter group of your old civ (only if you want , of course )
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Post by serialkiller🌴 on Jan 24, 2018 20:35:20 GMT
Question: serialkiller🌴 by "heads south" what do you mean? Do you mean far south as in away from my people or is that just were it's home is we've been following it to. plz explain... far away south . Like stated in the dossier , it almost never lands anywhere but the mountains, where you can find its nests
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Post by serialkiller🌴 on Jan 24, 2018 19:07:01 GMT
ROUND 5 New mechanic: Factories Factories produce weapons for your army. There are four types of factories : Basic (Grey) Ship factory (Yellow) , Heavy Ground Factory (Not available yet) , Aircraft Factory (Not available yet) . -The basic factory supplies all of your soldiers with weapons and armor. When destroyed, your army has one more round before it's completely unarmed and useless. -It takes 3 rounds to finish a new factory. (Only 1 vote needed, no dice roll) The shipyard produces and maintains 10 ships of one category (for more than ten ships you need another factory). It takes 1 round to build the first factory and 3 rounds to finish additional factories. (Only 1 vote needed, no dice roll) Salo (agenttine)
Vote: Start widespread growing of the Ydrais trees for both sap and their bark - the sap will feed us, and the bark will feed the Elaik.
Roll: 12
Outcome: Even more Ydrais are planted, and your people find out they can feed the bark to Elaik. They become more common and are popular labour animals.
Power: 2
Stability: 3
Population: 45000 - growing
Recruitment Rate : 35 %
Soldiers : 15000
Traits : Warmonger (1)
Pacifist (-1)
Domesticated: Elaik
Quinn (lordclassyus)
Vote: Raise the newborn Ishas to be more obedient and to make them less fearful of us. We shall also train them at a young age so they can follow basic orders from us. If successful, we shall try to use them to hunt and to scout.
Roll: 20
Outcome: Finally, after years of selective breeding and training the birds start to become less fearful. They still panic when approached, but your people managed to do it very carefully and mount them. On the back of an Isha, they can travel distances which took them days before in a matter of hours. Mounted with an Ansloc, they can fly for about half an hour until they, and the rider, need to rest. Your people start hunting and scouting with them, and you find two civilizations to the east and west of yours.
However, while accidents with the birds have almost vanished, transporting the Isha is still very stressful for them and mounting them takes almost an hour.
Power: 2
Stability: 2
Population : 130000 - growing
Recruitment Rate : 5 %
Soldiers : 6500
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha Ausirana (Immortal_Dragon)
Vote 1: Due to having animals that can traverse the water, we must take further control of it. We must create rafts or boats for our people to use. Or if we already have those, find a way to combine them with our tamed Sirokha.
Roll: 14
Outcome: You people connect a raft and a yoke and let it be pulled by two Sirokhas. The yoke helps your people to keep distance to the terrible beasts, and the vehicle is extremely fast. In water, the Sirokha has almost unlimited stamina.
Vote 2: Develop the wheel.
Roll: 4
Outcome: Your people try to put wheels on the rafts, but they can't manage to construct even a working prototype.
Power: 2
Stability: 2
Population : 76000 - growing
Recruitment Rate : 5 %
Soldiers : 3800
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Maurathia (soundwave)
Vote 1: use dead crab shells for armor.
Roll: 5
Outcome: The crab shell is to make armor for the Ansloc with it, so instead your people use it for their ships.
Vote 2: go to another island and take the land for my people.
Roll: 9
Outcome: Your people start colonizing an island to the north. That island is very fertile which leads to a boom in your population, but it's hard to maintain a second colony with a centralized government like yours.
Power: 2
Stability: 0
Population : 100000 - growing
Recruitment rate : 15 %
Soldiers : 15000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps Tsalmo`ne (February Steam of Foushoo)
Vote 1: attempt to carefully and diplomatically observe the beast to see if it is a threat. Have the scouts be cautious to defend themselves if the flying thingy becomes violent using our high-quality projectiles.
Roll: 15
Outcome: Your people try to move closer to the mountain but the cold woods are impossible to pass. On their way home, the creature flies over them again, this time much closer to the ground. It is an enormous flying reptile with a long beak and neck, C. imperator, but it ignores your people and heads south.
Power: 1
Stability: 2
Population : 97000 -growing
Recruitment rate : 10 %
Soldiers : 9700
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum Children of Sand (Aiosian_Doctor_Xenox)
Vote: Heeding the words of the Thinkers, we shall do as they recommend, and construct a shipyards to produce further pilgrimage ships. During the construction we shall ask the Thinkers of Sitka yet again for their aid in designing smaller boats for gathering the bounties of Kassika's great waters, and another type of ship to travel great distances. While this is being done upon the coast, we ask of the house of Sokra to send two scouting parties of 300 strong Warrior-Priests to seek out our old lands and steal away inside to take not of the great beast said to reside there, and return with this information.
Roll: 17
Outcome: You build a shipyard that can produce and maintain 10 pilgrimage ships. Your empire is the first to build great ships that can carry cargo and travel the ocean, though they should not leave the coast region. With these new sailing ships, you are ready to find new civilizations.
Power: 2
Stability: 2
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 40000
Recruitment rate : 20 %
Soldiers : 8000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis Alithei (Just a Dude)
Vote: Attempt to tame these one horned abominations (slightly offended)
Roll: 12
Outcome: You succeed to tame the horned herbivores, and they work great as labour and war animals. However, it`s hard to mount them without a saddle.
Power: 1
Stability: 1
Population : 30000 -growing
Recruitment rate : 5 %
Soldiers : 1500
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by serialkiller🌴 on Jan 23, 2018 11:50:41 GMT
ROUND 4 Salo (agenttine)
Vote: Retry our domestication of the Elaik - we need them to fight off this new beast!
Roll: 13
Outcome: You breed more Elaik, and soon your armies and scouts have a powerful mount. Many farmers and workers wish to use the Elaiks themself, but their enourmous size and the danger of their large antlers make them too precios and dangerous to use them for civil purpose.
Power: 1 Stability: 3Population: 34560 - growing (20%)
Recruitment Rate : 35 %
Soldiers : 12096
Traits : Warmonger (1)
Pacifist (-1) Quinn (lordclassyus)
Vote: Tame the birds to carry us around. If successful, use them to scout and to hunt. With them guarding us, we will be free to build our wonder in peace later on.
Roll: 4
Outcome: Your people try to mount the Isha, but it goes horribly wrong. As soon as they see an approaching Ansloc they panic and kill everything around them. However, one soldier manages to mount an Isha by blinding it, but they are practically worthless as they can`t seem to move without working eyes.
Power: 1 Stability: 2Population : 98865 - growing
Recruitment Rate : 5 %
Soldiers : 5000 Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Ausirana (Immortal_Dragon)
Vote 1: Tame the Sirokha (v. magnum) with the help of tying their long snouts shut with rope.
Roll: 13
Outcome: Finally your people manage to catch the Sirokha. Some brave Ansloc even try to mount them and find out that there must be no faster way to travel through the jungle and the river than by riding a Sirokha. However, most people who try to come too close to it get eaten.
Vote 2: Erect a shrine of tall standing stones sat around where the river splits into two around our lands, dedicated to the twin nature of Au and Sir as well as the protection and succor they provide their mortal children.
Roll: 2
Outcome: Your people try to build a Shrine for Au and Sir, but most workers get crushed by the heavy rocks they try to move.
Power: 2 Stability: 1Population : 58500 - growing
Recruitment Rate : 5 %
Soldiers : 3000
Traits : Warmonger (0)
Pacifist (0)
Maurathia (soundwave)
Vote: use these new traps my people made and trap some crabs to be used for breeding tame crabs my people can use
Roll: 18
Outcome: Your people manage the impossible : With their new weapon, the manage to catch the giant beast. Not only that, but they find out that you can control the movement of the crab by pressing different spots on their body. With their unique material (now called Maural), they manage to build a saddle that allows the rider to move the crab in 8 directions and use its arms to smash trees and structures. The crab soon lays 4 eggs which hatch a few months later, and your people learn that it takes about 100 years for a crab to become adult.
Power: 2 Stability: 2Population : 66000 - growing
Recruitment rate : 15 %
Soldiers : 10000
Weapons(s): large Bolas , 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Tsalmo`ne (February Steam of Foushoo)
Vote 1: continue to develop better weapons.
Roll: 13
Outcome: You improve your ballistas to shoot spears at double strength and rate. They also become more accurate.
Power: 1 Stability: 1Population : 74360 -growing
Recruitment rate : 10 %
Soldiers : 7500
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Children of Sand (Aiosian_Doctor_Xenox)
Vote: Seeing the difficulty with the ships, we bring the project to the attention of the Great Thinkers of Sitka, perhaps they will have the knowledge to create these great pilgrimage ships.
Roll: 17
Outcome: You become the first empire to construct a sailing ship large enough to carry multiple people and cargo. This ship is 6 meters long and decorated with religious symbols. It took very long to build it, but many scientists suggest that building a factory for ship making near the water and the needed resources, mainly wood from the northern jungle, would allow you to build an entire fleet.
Power: 1 (close to 2) Stability: 2Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 29000
Recruitment rate : 20 %
Soldiers : 5800
Traits : Warmonger (0)
Pacifist (0) Alithei (Just a Dude)
Vote: Send out a group of explorers east to find new lands to expand our civilization (i'm talking about the establishment of farms and mines and such) (and of course minor villages too)
Roll: 8
Outcome: Your scouts check out the land to the east and manage to build some outposts, but the land is filled with barbarians which makes expansion difficult. On their way, you people find a large animal with a horn on it`s head, T.immanemque, but even though it seems to be peaceful your people are too scared to come close.
Power: 1 Stability: 1Population : 14500 -growing
Recruitment rate : 5 %
Soldiers : 720
Traits : Warmonger (-1)
Pacifist (1)
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Post by serialkiller🌴 on Jan 23, 2018 9:45:34 GMT
Hey, Do you think you can put me in the waiting list please ? Of course !
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Post by serialkiller🌴 on Jan 22, 2018 16:33:32 GMT
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Post by serialkiller🌴 on Jan 21, 2018 19:59:41 GMT
Research : logging mill Constructing : standard upgrade for steam engine Action : look for metal
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Post by serialkiller🌴 on Jan 21, 2018 13:29:30 GMT
ROUND 3 Map posted on discord Salo (agenttine)
Vote: Send around two hundred people to try to domesticate that wild moose - perhaps we can use it as a powerful mount for war?
Roll: 12
Outcome: You send a large group of soldiers in the forests to catch the fortune-bringing Elaik. When approached, however, they get angry and many soldiers are killed. Their weapons don`t seem to have any effect on them. The soldiers try multiple times to approach the Elks, and soon learn that they can use large trees that lie on cliffs to get away safely. While the adults don`t seem to be tameable, your people find two abandoned Elaik babies near a corpse which seems to be their mother. They send half of their group back to bring the babies home.
The babies quickly grow up and become tame Elaik, one for the Queen and one for the King. Riding an Elaik becomes a symbol of nobility.
The rest of the group tries again to approach a wild Elaik, but they get distracted by a loud roar. Out of the nowhere, they face a 2 meters high beast. They can`t see what it looks like because of a snow storm. They try to get away, and even though the beast is much faster than them, they reach an escape tree in time. When they are halfway over the tree however, they can`t believe their eyes: the beast followed them on the tree - and leaves no survivors.
Power: 1
Stability: 3
Population: 28800 - growing (20%)
Recruitment Rate : 35 %
Soldiers : 10080
Traits : Warmonger (1)
Pacifist (-1) Quinn (lordclassyus)
Vote: Attach large heavy nets to two ballistas at once. These ballista pairs then shoot both at the same time, dragging the net behind them. This should drag out large number of the birds onto the ground. When trapped and tangled, send in the infantry to kill the beasts. When there are only a few left, cut holes in their wings and tie their beaks close with rope. Perhaps we can still train and breed these creatures for our own purpose.
Roll: 17
Outcome: You attach a large net weightend with large rocks on two ballista spears and shoot it at the birds. You catch 6 of them and the others flee. Your people cut holes in their wings and tie their beaks with strong rope and bring them home. By selective breeding, they soon have tame birds which follow your people.
Power: 1 Stability: 3Population : 76050 - growing
Recruitment Rate : 5 %
Soldiers : 3800 Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Ausirana (Immortal_Dragon)
Vote 1: Attempt to domesticate the v. magnum, we must try to be at peace with the other children of Au and Sir as much as possible.
Roll: 3
Outcome: Your people try to catch and tame V. magnun, but it is too quick and none but a few survivors return. Some suggest that they could tie their long snouts tight.
Vote 2: Create rope
Roll: 11
Outcome: To catch V. magnum, your people produce a very strong rope. These ropes are also used to build bridges between the treehouses and to lift other people up.
Power: 2 Stability: 1
Population : 45000 - growing
Recruitment Rate : 5 %
Soldiers : 2250
Traits : Warmonger (0)
Pacifist (0)
Maurathia (soundwave)
Vote: tame these crabs and use them as gaurdians of my island against invaders
Roll: 7
Outcome: Your people fear to approach the crabs unprepared. Instead they construct large bolas meant to catch the crabs.
Power: 1 Stability: 1
Population : 50700 - growing
Recruitment rate : 15 %
Soldiers : 7605 Weapons(s): large Bolas
Traits : Warmonger (0)
Pacifist (0)
Tsalmo`ne (February Steam of Foushoo)
Vote: attempt to develop better weapons for our scouts to use in case of a bad meeting with the flying thing.
Roll: 8
Outcome: Your people construct ballista-like weapons, but they are not very accurate and break easily.
Power: 1 Stability: 1Population : 57200 -growing
Recruitment rate : 10 %
Soldiers : 5700
Weapon(s): Ballista (low quality)
Traits : Warmonger (0)
Pacifist (0)
Children of sand (Aiosian_Doctor_Xenox)
Vote: To ease the people's lives, a stationing of priestesses to Kassika, our Lady of Waters will be placed at the temple of Sokra to give out what food and water can be spared to travelers and citizens alike. In payment, the daughters of Kassika request that great ships be designed to cross the seas, to pilgrimage under the night sky over Kassika's great waters to beseech Amkara to be at peace with Sokra's temple. Some of the council believe as well, that should Sokra receive such a wondrous temple, that in time Sitka, Kassika, Utesh, and Amkara should receive such a great offering. Plans should be discussed post-haste to be ready when such a time comes.
Roll: 12+4
Outcome: Your people are happy about the food and water and soon get over the taxes. To thank the priestesses, they attempt to build boats as a tribute for Kassika, but they can`t seem to build stable prototypes. Perhaps the scientists should improve the technology first ?
Power: 1 Stability: 1Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 24200
Recruitment rate : 20 %
Soldiers : 480
Traits : Warmonger (0)
Pacifist (0) Alithei (Just a Dude)
Vote: Improve our weaponry using stones or other such materials we could find to make them stronger.
Roll: 12
Outcome: Your people attach large spiky rocks on strong spears. This weapon is strong but hard to handle, but your people feel prepared enough to explore the forests to the east.
Power: 1 Stability: 1Population : 12000 -growing
Recruitment rate : 5 %
Soldiers : 600
Traits : Warmonger (-1)
Pacifist (1)
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Post by serialkiller🌴 on Jan 21, 2018 11:37:19 GMT
Vote 1 : shark skin (to better swim through the water ) Vote 2 : longer body Name : Interfectorem magna
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Post by serialkiller🌴 on Jan 20, 2018 21:46:28 GMT
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Post by serialkiller🌴 on Jan 20, 2018 10:39:51 GMT
Round 2Salo (agenttine) Vote: Send some scouts to the cold forests to find *some* sort of food source - hopefully we can find some new animal to hunt and a saplike substance.
Roll: 19
Outcome: Your people enter the snowy mountain to the east. To find home easily, they mark the trees they pass with steel knives. One of the scouts notices that, when cutting a special kind of tree with big round leaves and small white fruits , the knives get sticky. Out of curiosity, she has a taste and… it tastes sweet and ! The scouts harvest the bark and fruits of the tree and bring it back home. On their way, they see a large animal, strangely reminding them of the deer back home. However, this animal is much larger and your people are too scared to come too close to it. At home, they notice that not only the sap of the tree tastes great, but the bark can also be used to brew a tasty tea. While the fruit tastes horrible, it contains many seeds and your people start growing their own trees.
Power: 1 Stability: 3
Population: 24000 - growing (20%)
Recruitment Rate : 35 %
Soldiers : 8400
Traits : Warmonger (1)
Pacifist (-1)
Quinn (lordclassyus) Vote: research a very large type of bow, something like a scorpion or a ballista. Alternatively, I'm also okay with just huge bows handled by two people.
Roll: 14
Outcome: While your people are terrified of the flying threat, they are also very proud people. Who are these beasts to shame you for your parties ? As an answer, they construct a big wooden weapon that`s able to fire big stone spears. While that weapon is far from being accurate, it boosts your peoples moral and will to fight. Armed with their new weapon, they enter the abandoned zone and find what caused this terror: C. timore, large flying reptiles with a long and strong beak and a short body start attacking them, and your constructions are easily crushed by the powerful beaks. However, one of your soldiers manages to hit one of the beasts with a stone spear right through the head, and it is instantly killed. Because there are still too many reptiles left, your people have to flee, but at least they know that the new weapon works.
Power: 1 Stability: 1
Population : 58500 - growing
Recruitment Rate : 5 %
Soldiers : 2925 Weapon(s): Ballista (Low quality)
Traits : Warmonger (0)
Pacifist (0)
Ausirana (Immortal_Dragon)
Vote: Reform the government as follows: One of the five priest's seats will instead become the Rokh Ausira, the Chosen of Au and Sir. The Rokh Ausira, so long as they hold the favor of the gods, will hold most of the power in Ausirana, the only power they do not have being the ability to choose a successor, nor absolute power to govern. The priest council shall still hold the ability to propose governance, and the Rokh must gain the council's approval before finalizing decisions. (Essentially a constitutional theocratic dictatorship in a sense.)
Roll: 17
Outcome: Centralising the power of the government was a very wise decision. The Rokh is able to reform the nation in many ways, improving the life of the people and uniting them. However, your people still fear a large part of the river, which limits their ability to fish.
Power: 2 Stability: 2
Population : 36000 - growing
Recruitment Rate : 5 %
Soldiers : 3600
Traits : Warmonger (0)
Pacifist (0)
Maurathia (soundwave)
Vote: Send 250 soldiers to scout out the disappearances of my people
Roll: 18
Outcome: You send 250 soldiers to find out more about the incidents. They put an empty boat on the water and wait. Only seconds after the boat is getting pushed by one of the seabirds, a giant 5 meters long claw bursts out of the water and grabs the boat. One of your soldiers throws a spear after it, but it just bounces back. However, the animal gets angry and comes out of the water. In a matter of seconds, a 10 meters high colossal crab, K. princeps stands right in front of your people. When the crab starts running towards them, they are too scared to move. The crab just runs over your people and starts fighting with a large tree. While your people are confused at first, they use the moment to escape and almost everyone gets home safely.
Power: 1 Stability: 1
Population : 39000 - growing
Recruitment rate : 15 %
Soldiers : 5850
Traits : Warmonger (0)
Pacifist (0)
Child of the sand (Aiosian_Doctor_Xenox)
Vote: To appease the Sun King, we must build him a new temple. The glassworks will need to take lead on this project. We must grant Sokra a great glistening place of worship!
Roll : 11
Outcome: Your workers construct a big temple made of toned glass. Standing in the middle of the desert and sparkling in the scorching light of the sun, it might be one of the most beautiful views of the whole world, and people of the whole nation come to see it one time and pray to Sokra. However, this temple was very costly to build, and your people struggle with increased taxes.
Power: 1 Stability: 0
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder. (+4 on every religious vote)
Population : 22000
Recruitment rate : 20 %
Soldiers : 4400
Traits : Warmonger (0)
Pacifist (0)
Tsalmo`ne (February Steam of Foushoo)
Vote 1: send some armed scouts to investigate the flying beast have two or more commoner monks to maintain the scouts if they become fear full of the beast and not become irrational in the face of it. We do not wish to vanquish it if it does not attempt against the lives of our scouts.
Roll: 11
Outcome: A group of armed soldiers, along with some monks to spport them should the creature be actually spiritual, follow a big black spot in the sky heading north-west. With their loyal mount C. amicum they manage to keep up, but soon the forests get colder and the ground gets uneven and covered with cliffs. Your people are too scared to continue and set up a camp while the black spot continues to head to the mountain.
Power: 1 Stability: 1
Population : 44000 -growing
Recruitment rate : 10 %
Soldiers : 4400
Traits : Warmonger (0)
Pacifist (0)
Alithei (Just a Dude)
Your people live in a warm coast region. They produce color by cooking different kinds of flowers and thickening the fluid with sand. They also know how make advanced paper and canvas, leading them to constantly draw. There are many great artists among your people, but some of them struggle to find inspiration. They wish to start discovering the rest of the world, but your people don`t have any weapons beside some primitive wooden spears your hunters use to kill smaller animals. This could make the journie quite dangerous. What will you do ?
Power: 1 Stability: 1
Population : 10000 -growing
Recruitment rate : 5 %
Soldiers : 500
Traits : Warmonger (-1)
Pacifist (1)
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Post by serialkiller🌴 on Jan 20, 2018 8:39:10 GMT
If it's possible, I'd like to join team ctulhu 👹
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Post by serialkiller🌴 on Jan 18, 2018 22:52:35 GMT
ROUND 1 Salo agenttine
Your people live on the foot of a mountain. This area is considerably warmer than the snowy eastern forests , but the winters are still quite harsh and your people can`t spend more than a few hours outside without freezing to death. The major food sources for your people are the deer living in the warmer forest and tributes you get from the Kingdom to the west, the Obseq Kingdom . Your people are great at building stone structures and mining. While your steel isn`t very advanced yet, you can still build great weapons with it - weapons that are feared by your neighbor .
Recently , a tsunami destroyed large parts of the Obseq , which is why they can`t deliver their tribute timely. On top of that , the deer your people hunt have suddenly disappeared. To deal with the incoming famine , the King sees 4 options : raide the Western Kingdom , or start hunting more east , over the frozen river or in the mountains. However , many people fear to enter the unknown area without a sturdy mount and suggest to find one first .
Power : 1 Stability : 1 Population: 20000 - stagnating
Recruitment Rate : 35 %
Soldiers : 7000
Traits : Warmonger (1)
Pacifist (-1)
Quinn :lordclassyus Your people control a huge amount of very fertile land. Your agriculture is very advanced and your crops are significantly more resistant than the wild type . The large amount of excessive food leads to many feasts and parties , which greatly influences your peoples beliefs. They love singing and dancing and expressing their joy in general. The last winter was very cold, and your people have less food than usually this year , but it`s still quite a lot.
However , one of these parties in the very western part of your nation was violently crushed recently. The survivors tell stories about horrible monsters which covered the sun and then started eating your people , almost as if they were having their own feast . Many think this is a punishment for their hedonistic lifestyle.
Power : 1 Stability : 1 Population : 45000 - growing
Recruitment Rate : 5 %
Soldiers : 2250
Traits : Warmonger (-1)
Pacifist (1)
Ausirana Immortal_Dragon
Your people live in small wooden huts in a jungle between two rivers which were always their main food source. Your people believe that these rivers were created by Au himself to help your beautiful nation to thrive. However , to stop your people from becoming too greedy , the rivers are protected by the terrifying beasts V. magnum which drive away your fishers from the water. While these beats are very quick , they rarely kill your people because they don`t chase them for long. While your people are scared of them , they accept that they are also children of Au and Sir and have to be respected. However , recently one bigger fisher group was attacked by an even more terrifying beast. The survivors , which are not many , tell that it strongly resembles V. magnum , but was much larger . Not only that , but escaping it seemed to be almost impossible. Many people understand this as a sign that the Gods are angry at the priests . In their rage , two of the priests are accidently killed , and need to be replaced as soon as possible. Since this never happened before , your people are not sure how much they can trust their current government. The remaining priests think of two solutions to stabilize the country : finding the giant beast and killing it , or reforming the government . What will you do ?
Power : 1 Stability : 1 Population : 30000 - growing
Recruitment rate : 10 %
Soldiers : 3000
Traits : Warmonger (0)
Pacifist (0)
Maurathia soundwave
Your people live on a beautiful and warm island with plenty of food. The Goddess Asura gave your people the power to cross the ocean by constructing simple boats. On the shore of the island to the east your people found a weird blue stone which gets soft at very low temperatures and can be formed to spears and other constructions. Your people love to be on the water and explorer the neighbor islands , but some of the people never return from their journey . In the last few days , these incidents started to become very regulary , and some survivors tell stories about giant stone hands grabbing your boats and pulling them in the ocean. Your people are scared that this is a sign of the god Merdov , who demands tribute. They suggest to sacrifice one child of every woman to please the god. Will you follow your peoples will ?
Power : 1 Stability : 1 Population : 30000 - growing
Recruitment rate : 15 %
Soldiers : 4500
Traits : Warmonger (0)
Pacifist (0)
Tsalmo`ne February Steam of Foushoo
Your people live between two rivers and the great ocean. The land is quite fertile and they rarely struggle with famine. They ride a big horse-like creature and construct boats which can be used to travel on the rivers , though they are not stable enough to be used on the rough ocean. With their boats and the quick mounts , your people are the most mobile of all. They have discovered a lot of land . One day , the sky got completely dark , almost as if the sun disappeared. Many people talk about seeing a huge animal flying over the nation, others believe that this darkness must be of godly nature . Some people wish to follow the strange sight , while others fear to come too close to it. What will you do ?
Power : 1 Stability : 1 Population : 40000 -growing
Recruitment rate : 10 %
Soldiers : 4000
Traits : Warmonger (0)
Pacifist (0)
Children of the Sand Aiosian_Doctor_Xenox
Your people were a part of the Harenea Empire for centuries . Your people are great engineers : they constructed a 7 meters high massive wall around the capitol to the east . This wall protected the city from raiders and the terrible beast O. furiosa. Your people also have great medical abilities . The empire thrived over the years , and many trading routes connected the wealthy desert cities, using domesticated S. migrantis to carry cargo .
One day, however , the capitol stopped responding. Later , some refugees reached your border and talked about the great city being destroyed by a massive demon which just stepped over the great wall as if it didn`t exist and destroyed the palace . The great Haranea empire fell apart , and a religious group called the children of the sand took over the western land. Many people fear the demon of the stories and believe that it might be the embodiment of the angry god Sokra ; some suggest to build an even higher wall to protect the sea of sand , others want to please the god in some way and ask the religious leaders for advice.
Power : 1 Stabiltity : 1 Population : 20000
Recruitment rate : 20 %
Soldiers : 4000
Traits : Warmonger (0)
Pacifist (0)
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Post by serialkiller🌴 on Jan 18, 2018 21:20:37 GMT
Action : search for better iron deposits Construction : none Research : standard upgrade
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Post by serialkiller🌴 on Jan 18, 2018 14:36:23 GMT
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Post by serialkiller🌴 on Jan 18, 2018 13:41:23 GMT
Welcome to my forum game . If you are confused because of the name , this game will use graphics which are based on the on the game ARK: Survival evolved . This game will follow the rules all the other forum games follow too , which can be found below : Rules (Stole this from SkyGuy):
How do I control my civilization? What can I vote for? How will these works?
This game will use similar rules to the original by NicktheNick and the spin off by Lowry, unless I decide otherwise in my capacity as GM. You the player play as a mysterious force that guides your people through the eons. Each round of play, you can make a vote / big policy change for your people. Your votes can also be anything from choosing to wage war against a neighbor, choosing to convert your population to a new religion, choosing to research a new technology, etc. Don't worry, picking a vote in waging war on a certain target won't neglect everything else in your civilization, it will just mean that your civ will focus on the war, same can be said for most decisions unless such decision prevent the action from occurring. Throughout the game, many things will run in the background even if not directly voted for.
Votes will be rolled for with a d20, to me this allows more possibility and flexibility in my decision making process. The possible outcomes are (generally):
1: total disaster, Fiasco level, someone probably gets hurt
2-5: Mistake and something bad will most likely occur
5-9: Generally, could have gone worse, but not much accomplished towards goal
10-14: Making progress but could’ve gone better
15-19: Well done, you managed to get it done right!
20: Not only did you manage to get it all done, but something great happens too!
Various bonuses can be applied depending on the roll and situation. (For example, during period of good harvest, a bonus will be applied if you vote for better harvesting techniques)
Be aware though that your civilization is large and diverse and the decisions you make only push it into a certain direction. The people can get a mind of their own and you can face internal dissent and revolutions, if you are not careful. The stability of your civilization can also fluctuate based on the how well you direct them. If your stability falls too low, your civilization will collapse, and you must branch off from another, or a successor of your own if not everyone dies, civ. Depending on the stability of that civilization, this may or may not happen peacefully.
Stability ranges from:
Imploding (-3)
Collapsing (-2)
Unstable (-1)
Shaky (0)
Stable (1)
Solid (2)
Sturdy (3)
Stability is a combination of cultural and religious unity, quality of life, political stability, war, disease, famine, resource supply, etc. Think of it like the endangerment ranking in the original.
You also have a power rating, which represents the relative strength and influence of your people.
Power ranges from:
Tiny - 1
Minor - 2
Medium - 3
Major - 4
Great – 5
Superpower - 6
Power is a combination of military force, population, technological advantage, economic prosperity, and several other factors.
For each level of power, you will able to make 1 vote. Everyone starts at Tiny, so you all start only being able to make 1 vote, but if anyone reaches Superpower they will be able to make 6 votes per round. This is not necessarily better, because more power also means more responsibility, and larger, more powerful civilizations are harder to maintain and can more easily lose stability. Remember, the bigger they are, the harder they fall.
Power is also relative. You can be a great power in the bronze age by having large armies of chariots and plenty of grain, but if you are surrounded by industrial nations with machine guns and oil refineries, you will definitely lose that Great Power status. Additional rules : Civilization trait : based on your decisions , you can either become a warmonger or a pacifist . Your trait is shown on a scale from -6 to 6 (if you have a warmonger level 2 you automatically get the opposite pacifist level -2 and so on ) Reaching level 3 and having a higher level than anybody else will give you the following benefits : -1 extra vote for each following level -Other nations won’t declare war on you without very good reason -The pacifist nation gets advantages when working as a mediator -The warmonger nation can demand tribute from almost any other nation The combat system relies less on luck and more on preparation and actual power . The fauna of this world is more important than in any other forum game The world you play in : Pilaurea The species you play as : Formavitae conscio (common name suggestion please ) The game provides 6 spots. If you want to join , please tell me : -Your color -Your starting region (the red crosses , each region can only be chosen once) -Your religion and government form - and , of course , the name of your nation Special thanks to lordclassyus for helping me to plan this game .
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Post by serialkiller🌴 on Jan 17, 2018 16:40:52 GMT
Construction 1 : screw drill Construction 2 : steam engine Research : standard upgrade Action : use the drone to find other AIs
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Post by serialkiller🌴 on Jan 16, 2018 13:21:27 GMT
Wow this game sounds awesome ! What is the oceanic biome like ? Like a group of tropical islands ?
Faction name : Paradiso Starting biome : oceanic
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Post by serialkiller🌴 on Jan 14, 2018 17:14:24 GMT
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