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Post by alohameanshello on Nov 26, 2017 1:32:12 GMT
Season IV: Round II -290 AD- Zorustians (GabrielGG ) Vote: build a port at the northernmost point of the country (above allied rebels, at the tip near the black part of the Zirks). Roll: 10 Outcome: A new port is built in the northeastern gulf.
Vote: expand to wherever is possible without causing any problem to the west of the commercial spot located on the west side of the lake. Roll: 15 Outcome: The west is heavily colonized. South Arguvek and Vorls put an embargo on your territories to prevent future expansion.
Vote: promote during the period of "a round" a low taxation for people who want to independently build homes and exploit the natural resources between the two rivers to the south of Zorustia, to colonize more quickly the uninhabited areas between them. Roll: 5 Outcome: The lands are colonized, but the mountainous terrain makes them difficult to govern. The locals decide to form a government for themselves to dispense justice in their region. Perhaps we could offer them autonomy if they were to rejoin us, or we could conquer them.
Vote: begin to improve the techniques of construction with high governmental investments, mainly in temples and in the capital. Roll: 5 Outcome: 5/20 research completed for: military engineering
Stability: 1 Power: 2 Tech: Medieval (6/7) Zirk (blackink ) Vote: Send the mad king in exile to a hut in whore island with a servant and two guards, if he resists cut his head. Then search and let the council the best candidate between the next ones in line, if the council falls to a draw between candidates, let the normal people make a popular vote. Roll: 8 Outcome: The Mad King enjoys his whores and wenches in luxury, gladly abdicating from the throne. Seeing as the only other direct bloodline relative is 2 months old, it is decided to appoint a regent to govern the empire until he is old enough to govern. As the young prince reaches adulthood, however, the Regent has him killed, and declares himself the new emperor of Zirk. Various houses of distant descent to the royal family off their daughters as brides to the new emperor in the hopes of reestablishing their nobility bloodline status. Others, however, refuse to accept the Emperor’s legitimacy and defect to the Asteoridenereich.
Stability: -1 Power: 1 Tech: Renaissance (2/9)Toric Empire (Immortal_Dragon ) Vote: Rally the imperial armies, levy our troops. Using Pronswesk as an additional staging ground, we will conquer the Kwaitonic Kingdoms in the name of the Imperator! Roll: 18 Outcome: Deployments from Pronsweck and Torica overrun the Kwaitonic Kingdoms. We show those Kwaito no mercy and burn their homes and businesses. The Kwaitonic Kings who refused to surrender are decapitated and mounted in the Imperator’s Royal Palace, to show nobility the consequence of defying the emperor.
Stability: 0 Power: 2 Tech: Renaissance (2/9) Thourian (soundwave ) Vote: Send another expedition northeast to claim the land this time have colonists and military men something to keep them warm Roll: 4 Outcome: the colonists die, again.
Vote: Advance research on creating and advancing guns Roll: 3 Outcome: 10/200 research completed for: ballistics
Vote: Advance education Roll: 3 Outcome: 3/20 research completed for: education
Vote: build a small mount spot for two people on the Tormactor so that they can throw our poisons or shoot people from the small spot Roll: 12 Outcome: the new mounted is unit is perfected but training takes alot of time, so only a few of these units may be trained at a time.
Stability: 1 Power: 2 Tech: renaissance (3/9) Kore (agenttine ) (Commonwealth Member) Vote: Research more about gunpowder Roll: 5 Outcome: 5/20 research completed for: gunpowder upgrade
Vote: Build on that previously mentioned island the biggest university/library the world has ever seen. Hopefully this will make our own people proud. Roll: 13 Outcome: a new university is built in the ruins of the natural disaster. Future generations will be enlightened by the university’s advanced curriculum.
Stability: 0 Power: 2 Tech: Renaissance (2/9) Oclym (lordclassyus ) (Commonwealth Member) Vote: build a vast fishing fleet. Roll: 1 Outcome: Fishermen are outraged of their working conditions with little payment, and in retaliation begin to poison the seafood supply. The navy has defected to the fisherman also. This rebel faction refer to themselves as the Fishers, and have begun to blockade our ports, capturing our colonies while also starving the mainland. People are losing faith in the shamans, leading to separatist movements in North Oclym, South Oclym & the Eastern Colonies. The future looks bleak.
Stability: -3 (this is your second strike. One more strike and you will be eliminated from the game) Power: 1 Tech: Renaissance (2/9)Asteoridenreich (serialkiller🌴 ) (Commonwealth Member) Vote: continue research on our mortars Roll: 12 Outcome: 12/200 research completed for: Ballistics
Vote: continue research on our mortars Roll: 12 Outcome: 24/200 research completed for: Ballistics
Vote: continue research on our mortars Roll: 15 Outcome: 39/200 research completed for: Ballistics
Vote: try to colonize more of the desert Roll: 3 Outcome: the desert is a hard place to live, and even more difficult to govern. It becomes a refuge for criminals and crime syndicates, leading to tax evasion.
Vote: train the Himmelskaiser to drop explosives and heavy things on enemy structures Roll: 13 Outcome: The Himmelskaiser are trained to perform aerial bombardments, making us truly the kings of the skies
Stability: 1 Power: 3 Tech: Renaissance (2/9)Hiranq Horde (February Steam of Foushoo ) Vote: Profile prisoners to determine their ethnic background. Those who appear to be most related to each commonwealth trader nation shall be sent as slave labor back to their grand(or great grand) parent's homeland. This shall meet our agreement for slaves. If the amount is insufficient for the percentages balance it out the lowest of the prison who have done the most dishonorable crimes. chain them up on the ships their so that they may not cause trouble. Roll: 19 Outcome: The Commonwealth Slave Trade provides a boost to the Hiranq economy, while also removing the homeland of unwanted prisoners and minorities. A purer restoration of Sha’Sheism before the introduction of Mharianity is popularized, and both the lower, middle and higher classes of Hiranq society are happier. With government cuts in military and prison funding, what hould be done with the tax plan? Should the government fund new programs such as exploration, welfare and scientific research, or cut taxes to appease everyone? Or perhaps we could use the money for ourselves, and create a luxury palace.
Vote: I'd like to build a university for traders and merchants that specifically focuses on forming students loyalty to Sha'she and his appointed king as well as the idea of traders and merchants as an important part of ascension along with fighting in warfare. One must be ruthless(in accepting orders and not being fearful of them) in war but chivalrous(in dropping arms if peace is declared there is no more sacredity to fighting with these people until ordered to do so) in peace. This is why traders and merchants are important to Sha'she and his kingdom. They'll also of course learn how to become better and more strategic traders and merchants. Roll: 19 Outcome: Our culture tries to shift honor from military service to business and labor. Merchants are encouraged to become wealthy so they may donate their earnings to the lesser fortunate.
Stability: 3 Power: 4 Tech: Renaissance (1/7) Chausu (Just a Dude ) Vote: Retrieve large containers of clean water from the nearest freshwater sources in order to deal with the drought Role: 13 Outcome: You irrigate freshwater from upriver to your cities to the south. The drought is resolved.
Power: 1 Stability: 1 Tech: Classical (0/8)
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Post by Immortal_Dragon on Nov 26, 2017 2:11:09 GMT
Alright, making progress. Time for some quality of life upgrades.
Vote 1: Develop the process of dowsing for water, this should facilitate construction in areas away from rivers due to aquifers.
Vote 2: Begin construction of aqueducts to transport water from rivers and springs into our cities proper so that all may enjoy fresh water without leaving the city.
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Post by soundwave on Nov 26, 2017 2:30:49 GMT
Again Vote 1: send some colonists and military men North East with a decent amount of supplies and things to keep them warm
Vote 2: Find a creature that can fly and is mountable
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Post by agenttine on Nov 26, 2017 10:11:01 GMT
Aloha, where is our benefit from the Hiranq's slaves? Also note that in the Commonwealth, all technological inventions are shared, unless otherwise stated. (Also, I was trying to add to the research which I did last round)
Vote 1: More gunpowder research
Vote 2: Conquer the southern tribes (on my mainland)
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Post by Just a Dude on Nov 26, 2017 11:46:08 GMT
Vote: Send an expedition to trade goods and attempt to form any possible alliances with the Thourians
Oh boy. May the dice have mercy on us
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Post by serialkiller🌴 on Nov 26, 2017 12:35:26 GMT
Again Vote 1: send some colonists and military men North East with a decent amount of supplies and things to keep them warm Vote 2: Find a creature that can fly and is mountable if you're trying to find an animals you can fly with , that's sadly impossible . I tried that some time ago and I ended up with giant carrier pigeons xD
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Post by soundwave on Nov 26, 2017 14:02:50 GMT
Again Vote 1: send some colonists and military men North East with a decent amount of supplies and things to keep them warm Vote 2: Find a creature that can fly and is mountable if you're trying to find an animals you can fly with , that's sadly impossible . I tried that some time ago and I ended up with giant carrier pigeons xD Ill try it anyway!!!! Leroy jenkins lol
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Post by lordclassyus on Nov 26, 2017 14:55:48 GMT
The end is nigh, but I will try and safe what I can. For now I will recognize the independence of the separatists.
Perhaps my last Vote: Get a official department for administration. We must pray to the gods that this depertment will safe us.
Extra: Tell all rebellious groups that we recognize their independence. We will not force anything on them and they are free to do whatever they want. In return we want them to remain neutral.
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Post by GabrielGG on Nov 26, 2017 15:09:10 GMT
Vote 1: construct an aqueduct leaving the northeastern gulf port towards the capital, to irrigate the lands. Vote 2: offer autonomy to the rebels and ask if they want to join us like the allied rebels (do they have a name? it's sad just calling them 'allied rebels' xD)
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Post by blackink on Nov 26, 2017 15:56:49 GMT
Damn, kinda sad to see the Ocylim falling that way.
Vote: Start building water mills in our rivers, so as to make flour (which in turn gives bread and whatnot). Also this opens the way to other inventions.
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Post by February Steam of Foushoo on Nov 27, 2017 19:30:58 GMT
Vote 1: Direct Message to GM.... Vote 2: develop a Hiranq Imperial currency. I'd like it them to be coins with the symbol for Sha'she(as is on my flag). Vote 3:Research education to better expand the quality and # of offered professions of the Imperial University. Vote 4: Direct Message to GM....
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Post by serialkiller🌴 on Nov 27, 2017 21:00:11 GMT
alohameanshello could you please check my mortar vote ? You said I already had 11/40 progress last round , which means that I should have completed it now . (Hopefully that combined with my aerial bombardments will bring my power back to 4)
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Post by agenttine on Nov 28, 2017 14:01:37 GMT
alohameanshello Please check my gunpowder vote too, since I was adding to the research I researched last round
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Post by alohameanshello on Dec 1, 2017 1:42:08 GMT
Sorry guys I've been wicked busy lately hopefully I'll have time to write the next round this weekend
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Post by serialkiller🌴 on Dec 1, 2017 9:57:27 GMT
Sorry guys I've been wicked busy lately hopefully I'll have time to write the next round this weekend Np , take your time . If you could check my previous post and fix my round when you have time that would be great , because I couldn't vote yet because of it
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Post by soundwave on Dec 4, 2017 21:33:28 GMT
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Post by alohameanshello on Dec 6, 2017 19:41:03 GMT
Lord Classyus will be the Game-master in my absence.
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Post by alohameanshello on Dec 6, 2017 19:41:40 GMT
@avisceraptor would you like to play as the ocylym or would rather play as your own original civ next season?
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Post by serialkiller🌴 on Dec 6, 2017 19:52:28 GMT
Vote 1 : expand east like aloha proposed in the discord ,so basically connect my empire with that arguevek-thing (I can't get this name right xD ) Vote 2 : annex it Vote 3 : import all sort of exotic species and build a huge imperial botanical garden / zoo
Edit : Message to the Zorustrians : We'd like to buy that little red dot next to us . Would you be open to sell it ?
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Post by lordclassyus on Dec 7, 2017 17:03:58 GMT
Season IV: Round III -310 AD- Zorustians (GabrielGG ) Vote: construct an aqueduct leaving the northeastern gulf port towards the capital, to irrigate the lands. Roll: 10 Outcome: A great aqueduct is made to irrigate the farmlands around your capital. It also provides a relatively clean source of water for the city itself. However, the duct was not build very sturdy. Almost every few months a part of it needs repairs. This constant strain on your economy could be a problem later down the line. Your advisors urge you to find a new form income or to bolster an old one.Vote: offer autonomy to the rebels and ask if they want to join us like the allied rebel Roll: 12 Outcome: Almost half of the rebels accept the proposal, but the other half refuses. This leads to a small, yet bloody war between the two factions. Ultimately the loyalist are victorious, but at a heavy cost. The loyalist say that they will rejoin you, if you promise to fix their damaged lands.Stability: 0 Power: 2 Zirk (blackink ) Vote: Start building water mills in our rivers, so as to make flour (which in turn gives bread and whatnot). Also this opens the way to other inventions. Roll: 18 Outcome: The mills are a great success. They make plenty of flour and your bakers in turn, make plenty of bread. With the great amount of flour your bakers now possess, the can experiment a bit more with dough. This experimentation leads to one baker making a hollow bread filled with cooked vegetables. This increases happiness and export.
Stability: 2 Power: 1 Toric Empire (Immortal_Dragon ) Vote: Develop the process of dowsing for water, this should facilitate construction in areas away from rivers due to aquifers. Roll: 3 Outcome: Your people try digging holes in the ground in search for water. Yet the holes keep collapsing and with every collapse, the holes swallow equipment and workers into the ground. Not only was this expensive to do, but it has halted almost all progress to colonize further away from water bodies.
Vote: Begin construction of aqueducts to transport water from rivers and springs into our cities proper so that all may enjoy fresh water without leaving the city. Roll: 7 Outcome: The ducts are completed. The only problem is that they are not very stable. It is not uncommon for one of the ducts to collapse and for water to spill. However, fresh water does arrive in your cities and the people are grateful for it. Whilst the ducts are a drain on your economy, it does keep your people happy and hydrated.
Stability: -1 Power: 2 Thourian (soundwave ) Vote: send some colonists and military men North East with a decent amount of supplies and things to keep them warm Roll: 18 Outcome: Your people finally figured out how to keep themselves warm whilst traveling. The north east is finally settled. A decent number of colonies pop up and they start living their daily lives in peace. The extra resources gained from this newfound land gives a healthy boost to you economy.
Vote: Find a creature that can fly and is mountable Roll: 9 Outcome: The colonists of the new land are spreading rumors about giant flying creatures. No official documentation has been made as of yet and many claim that the witnesses were either drunk or ill. As of now, you only have rumors to go on.
Stability: 3 Power: 2 Kore (agenttine ) (Commonwealth Member) Vote: More gunpowder research Roll: 8 Outcome: One of your scientists was experimenting in a small shed somewhere outside the city walls. Suddenly the shed combusted and only ash and smoke remained. The scientist and all her research are gone, all you know is that the explosion had something to do with gunpowder. At least you are heading the right way.
Vote: Conquer the southern tribes (on my mainland) Roll: 15 Outcome: The conquest is a success. The tribes were little to no match for your army. Later in the campaign, most of the tribes capitulate and no blood was shed. The tribespeople welcome their new overlords and quickly adapt the Kore lifestyle. Yet they warn against going further south. Your commands heed that advise for now and await your command.
Resolve: Hiranq slaves arrive in large amounts over the months. The majority are criminals or those that are very ill. They perform their work decently enough, but it some problems do pop up. The slaves bring a lot of their culture with them and it doesn’t clash well with Kore culture. They often meet on the streets and perform dance and song with each other. Many Kore masters see this as dangerous and put their slaves on tighter leashes. The questions is, how much tighter can that grip be before it snaps?
Stability: 2 Power: 2
Oclym (lordclassyus ) (Commonwealth Member) Vote: Get an official department for administration. We must pray to the gods that this department will safe us. Roll: 17 Outcome: The new department manages to make daily life easier and more lay back for the average citizen. Now that the state handles the administration of many merchants and other logistical tasks, the people can focus on things that really matter.
Extra: The separatists are recognized as their own states. The fishers stop their blockade for now (more on that later).
Stability: -1 Power: 1 Asteoridenreich (serialkiller🌴 ) (Commonwealth Member) Vote 1 : Expand east like aloha proposed in the discord ,so basically connect my empire with that arguevek-thing (I can't get this name right xD). Roll: 6 Outcome: The expansion is less then successful. Most of the settlers die and the remaining few turn back to the borders. Beside the lives that were lost, there were also pack animals, supplies and equipment lost. This major loss of resources leaves it mark on your economy.
Vote 2: annex it. Roll: 16 Outcome: Although the expansion is a failure, the conquest is a success. The Arguevek are swiftly and cleanly decimated. The new land is only slightly damaged and recovers quickly. The gain of land somewhat compromises the loss of equipment you made earlier.
Vote 3: Import all sort of exotic species and build a huge imperial botanical garden / zoo. Roll: 7 Outcome: You import all kind of exotic animals and keep them in contained areas. It seems to be a success with many people coming to see the animals. However, a few months down the line and some of the animals start dying. One pen after the other becomes empty until there are only a handful of animals remaining. These survivors are locked into a isolated barn where the public can’t see them. The zoo is now empty and now serves as a park.
Resolve: Your people take the concept of guns and crank them up to an eleven. So called ‘mortars’ find there place in your army and you navy. Capable of shooting projectiles incredible distances away. It misses half the time, but it keeps your foes on their toes and when it does hit, it hits hard.
Resolve: Many Hiranq slaves arrive. Most of them are criminals or those that are almost too ill to work. The contribute nevertheless on various large scale projects or just help around the house. Old habits die hard however and crime increases in the cities. Some owners also adapted a practice known as ‘pimping’. They prostitute their slaves in order to gain some income. What will you do about this?
Stability: 1 Power: 4 Hiranq Horde (February Steam of Foushoo ) (Commonwealth Member) Vote 1: Mine for precious metals as I once attempted with other forms of metals (if this is truly successful I’d like to use this metal in my currency). Roll: 1 Outcome: The mining operation is an absolute disaster. Every aspect was mismanaged. From the amount of support beams to the locations. The miners are fed up with how unsafe the work is. The grab their picks and start slaughtering the overseers of the project. After their rampage, the state is their next target. They cry that the time of the Hiranq Horde has ended and that the ‘Free Nation Of Workers’(FNOW) has been birthed. They aim to make a nation without masters and servants.
Vote 2: Develop a Hiranq Imperial currency. I'd like it them to be coins with the symbol for Sha'she(as is on my flag). Roll: 2 Outcome: The currency was never made. Instead the smiths who were commissioned to smith the coins, joined the FNOW. They have fled the cities and are now making armor and weapons for the FNOW. Luckily there are still quite a few loyal smiths remaining and the news of enemy competitors has increased their productivity. However, metal ores are running out.
Vote 3:Research education to better expand the quality and # of offered professions of the Imperial University. Roll: 1 Outcome: Sadly, this also ends in disaster. Research is done and published. A new wave of education is brought upon the professors and students. Nobody gets the new system and everybody is confused by it. The creator of the system dies shortly after the implementation, so nobody can ask him what’s it about. This leads to many students failing their exams and dropping out. This in turn leads them to work as simple laborers. Angry at the failed education system, many of them join the FNOW. The FNOW are now a force to be reckoned with.
Vote 4: Research mathematics(aiming toward calculus, but first I’d like to use my university to research some complex tools in mathematics that the rest of the world has not yet figured out.) Roll: 20 Outcome: Unlike the education reform or anything else your people attempted, this was a great success. You discover many different forms of mathematics and useful ways to apply them. Scholars around the world are impressed with the way the Hiranq calculate things, that they start using the same methods and measurements as the Hiranq. Gaining you much respect in the scientific community. These new developments also made sure that building new buildings is a lot easier. Allowing your cities to grow cheaply and in turn gain you more profit. Perhaps you could ask nations around the world to help you deal with the FNOW, as you already have the support from the scientists over world.
Resolve: you have sent out your slaves and hear regularly back from them. Except from the Oclym slaves, they have been quiet and the crew of transporting ships don’t know what happened after offloading the slaves onto the island.
Stability: -1 Power: 2 Chausu (Just a Dude ) Vote: Send an expedition to trade goods and attempt to form any possible alliances with the Thourians Role: 10 Outcome: Your scouts don’t find another civilizations, but they do make a relatively accurate map of the surrounding area. This map makes your people confident that there is more out there. This makes your people anxious to explore even further.
Power: 1 Stability: 2
Extra for all: The Oclym have closed their borders because they think that all their bad luck is contributed by outsiders. The separatists and fishers have made peace with them and still have contact with the outside world, but the empire itself is completely isolated. Unless the eight shamans are brave enough to pick up the torch of foreign relationships up again, they remain in stasis. The fishers are also gone, because the blockade looked ugly and didn't do anything anymore, so I removed it. aviscerator , if you want to play with the Oclym say it. Otherwise I'll give you a civ once one has fallen or it's the end of the season.
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