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Post by blackink on Dec 7, 2017 18:09:17 GMT
Vote: Start to make some advances through the desert, using the water vapour collector we ideated (and the asteroid used).
Extra: Make a defensive pact with the Toric Empire.
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Post by Immortal_Dragon on Dec 7, 2017 18:53:36 GMT
Doing well as GM lordclassyus , keep up the good work.
Vote 1: Improve the structure of the aqueducts, primarily using arches for supports.
Vote 2: Breed a new, larger "water carrier" breed of labor gorphon, that would be capable of carrying large amounts of water by itself or if not themselves, then by pulling carts specifically made for the purpose.
Extra: Based on negotiations in the Discord, the Toric Empire will formalize a pact of mutual defense against future threats with the Zirk Empire.
Also Extra: Based on some discussion in the Discord, the Toric Empire shall provide the requested refuge to the Hiranq government on the coast of the Eshana Sea (eastern sea between me and the Thourians).
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Post by serialkillerš“ on Dec 7, 2017 19:16:46 GMT
The Hiranq didn't follow the agreement , that's interesting to hear . They leave me no choice but to end this misery swiftly and show the world Asteorid justice .
Vote 1 : Fully annex the Hiranq Archipelago . Those who call themselves the FNOW will be crushed by our luchtbombardements and War Gorphons. Vote 2 : retry the expansion once more Vote 3 : try to fix the zoo Vote 4 : improve our mortars Extra : cut the trade between the Toric and the zirk empire
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Post by serialkillerš“ on Dec 7, 2017 20:45:51 GMT
GabrielGG I'd like to buy this city from you : do you accept ?
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Post by February Steam of Foushoo on Dec 7, 2017 23:21:10 GMT
Extra: rename my nation to Hiranq Kesha (just in case I forget).
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Post by soundwave on Dec 7, 2017 23:23:27 GMT
Vote 1: Follow rumors and look for the new animal i can mount and fly with
Vote 2: Send some people Northeast onto the ocean to look for new land from my colony that is near the Kore
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Post by alohameanshello on Dec 8, 2017 0:36:30 GMT
soundwave GabrielGG agenttine do you guys have any flag designs for your nations? I'm trying to make flag emojis for every dengea nation in the discord
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Post by soundwave on Dec 8, 2017 1:08:01 GMT
soundwave GabrielGG agenttine do you guys have any flag designs for your nations? I'm trying to make flag emojis for every dengea nation in the discord If there is an appearance for my flag then it would look kinda thorny tbh i suck at drawing so that all i can say my flag looks like because it would look terrible if i did it lol
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Post by serialkillerš“ on Dec 8, 2017 13:34:14 GMT
EXTRA : We've decided to leave the Commonwealth . If the Kore still view the Hiranq as their allies , they sadly will have to declare war now . However , should they decide to don't intercept in this conflict , I am willing to form a new form of alliance with them , focused mainly on military cooperation and the delivery of hiranq slaves .
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Post by GabrielGG on Dec 8, 2017 21:26:13 GMT
Vote 1: use the irrigated land to make big fields of farms, resulting in more money, food and jobs for the people. Vote 2: fund a city for the loyalists at the point where the river separates in two.
To serialkiller: the city is not for sale, but we can reach an agreement of low taxation in the commerce between our nations in that city, benefiting both
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Post by Just a Dude on Dec 8, 2017 21:32:06 GMT
Alright, may the dice have mercy on us... again
Vote: Attempt to research new technologies and improve our buildings and establishments as to further advance out of the iron age.
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Post by agenttine on Dec 9, 2017 7:46:33 GMT
Alright, another redoing of my votes - everything that I wrote down in discord/other versions of this vote do not count.
Vote 1: Using diplomacy, annex the four Kore colonies that are either vassals of me or haven't joined back in.
Vote 2: Use our army to quickly take over the Fishers and Oclym, then declare ourselves to be the "Great Kore Republic"
Extra 1: Turn a blind eye to the Asteroids annexing the Hiranq.
Extra 2: Retire the Commonwealth for a time being by kicking out all the members. (I'll bring it back from the dead later)
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Post by lordclassyus on Dec 9, 2017 15:09:40 GMT
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Post by February Steam of Foushoo on Dec 10, 2017 0:43:34 GMT
Vote 1: sent in DMs Vote 2: sent in DMs
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Post by lordclassyus on Dec 10, 2017 10:59:01 GMT
Season IV: Round IV -330 AD- Zorustians (GabrielGG ) Vote 1: use the irrigated land to make big fields of farms, resulting in more money, food and jobs for the people.Roll: 16Outcome: The land is fertile and ready to be turned into farmland. Crops are planted and harvested by a large workforce of farmers, drastically decreasing unemployment. Besides the jobs, the farms obviously produce eatable plants of all kinds. We even have a bit of food we can export to gain some money. All around this was a job well done.Vote 2: fund a city for the loyalists at the point where the river separates in two.Roll: 19Outcome: The city is not merely build, it is almost like an artwork. The lay-out is simple to follow and people rarely get lost in itās many streets. Other than its function, it is also just a beautiful city to see. The architecture was something experimental, but everybody seems to like it. The city also produces a lot of income as a tourist city. The loyalists are also very happy with this new city. They now even more loyal then before.To serialkiller: the city is not for sale, but we can reach an agreement of low taxation in the commerce between our nations in that city, benefiting both.Outcome: the Asteoridenreich accept Our offer. This causes for that city to suddenly become very rich in trade and coin. Not all dealings made there are legal, but luckily most are. This is a good thing for both our nations.Extra: For some reason, some of our people start having more social gatherings. These are mostly parties and the like, but the increase is noticeable. We donāt really know why people are getting closer to each other, but it couldnāt hurt, could it?Stability: 2Power: 2Zirk (blackink ) Vote: Start to make some advances through the desert, using the water vapor collector we ideated (and the asteroid used). Roll: 19 Outcome: Our expansion into the desert turned out to be a wise decision. With the vapor collectors, we manage to get enough water to supply the settlers. Not only do we manage to make decently sized outposts that make trade easier, but hidden beneath the sand is plenty of metal ore. Nothing to precious, but they still supply us with building and crafting materials. we should however look for a more stable food source. As of now, almost all food is imported. For now this is fine, but it makes them vulnerable against blockades.
Extra: A pact is made. This is not an alliance of political or cultural benefit, itās one of survival. With both armies and commanding staff, our two people are sure to stand against any threat. The military pact is known as āThe Iron Pactā. (You can always rename it yourselves). Outcome: A pact is made. This is not an alliance of political or cultural benefit, itās one of survival. With both armies and commanding staff, our two people are sure to stand against any threat. The military pact is known as āThe Iron Pactā. (You can always rename it yourselves).
Extra: The Asteoridenreich have decided to stop all trade with us. This displeases many merchants as they have now lost a big trading partner. This has also given birth to smugglers.
Extra: some refugees from the Hiranq managed to find their way to us. What shall we do with them? They donāt seem to want to do any harm and are scared of the Asteoridenreich .
Stability: 2 Power: 2 Toric Empire (Immortal_Dragon ) Vote 1: Improve the structure of the aqueducts, primarily using arches for supports. Roll: 5 Outcome: We try to improve our aqueducts by tearing them down and rebuilding them with a more robust design. However, paperwork and mismanagement get in the way of actually rebuilding the ducts. As a result the materials are ready to be used, but nobody knows what to do with them. To make matters worse, architects are almost physically fighting over whoās design is better. We should try and sort out whatās going on and chose a design. In the meantime, we have lost our ducts. The people can still drink, but they must do so more carefully.
Vote 2: Breed a new, larger "water carrier" breed of labor gorphon, that would be capable of carrying large amounts of water by itself or if not themselves, then by pulling carts specifically made for the purpose. Roll: 10 Outcome: A new breed is made, the water carriers have a quite large dent in their backs. This allows them to carry more sacks of water and for them to be easier loaded onto the animal. However, the trainers of these beasts notice that this breed is more likely to panic or collapse. It also produces a noticeable increase in painful roars and moans. They also donāt last as long as the older breeds. But they fulfill their tasks are water carriers nonetheless.
Extra: A pact is made. This is not an alliance of political or cultural benefit, itās one of survival. With both armies and commanding staff, our two people are sure to stand against any threat. The military pact is known as āThe Iron Pactā. (You can always rename it yourselves).
Extra: The Asteoridenreich have closed the borders for our traders. A lot of merchants are not happy with this development. They have just lost one of their trading partners. This also gives rise to an illegal black market scene.
Extra: We have accepted Hiranq refugees. They are all very thankful of our hospitably. For now however, they mostly stick to themselves and have sometimes a bit of a brawl with each other, but nothing that disturbs public order too much. They probably just need some time to settle in.
Stability: -1 Power: 2 Thourian (soundwave ) Vote 1: Follow rumors and look for the new animal I can mount and fly with Roll: 4 Outcome: We send out scouts and explores to find these mysterious creatures. Sadly we donāt seem to find anything. This is very disappointing for everybody involved. One scout gets so upset, that she kills one of the locals who claimed to see it. This news spreads like a wildfire and even the homeland now knows about it. The people are outraged and demand justice is done. This causes some civil unrest around our entire empire.
Vote 2: Send some people Northeast onto the ocean to look for new land from my colony that is near the Kore Roll: 8 Outcome: We send out some of our sailors towards a unknow region. However, only one ship returns. They tell tales of great storms and other destructive weather phenomena. Luckily this ship turns out to be the one with the cartographer on it. Many new islands and routes have been made. How useful they will turn out to be remains the question.
Extra: Some Hiranq refugees arrive at our cities. Should we try and make them feel at home or should we try and kick them out? Thus far they have proven that they are no threat and that they are quite willing to help. Others keep traveling further east.
Stability: -2 Power: 2 Kore (agenttine ) Vote 1: Using diplomacy, annex the four Kore colonies that are either vassals of me or haven't joined back in. Roll: 17 Outcome: Under some diplomatic pressure, most of the colonies decide to rejoin the Kore. There is some bickering between the ruling parties of the colonies, but eventually all give in. The colonies supply us with manpower and a small amount of ships. The supplies are probably going to be very useful if we plan on invading the Oclym mainland.
Vote 2: Use our army to quickly take over the Fishers and Oclym, then declare ourselves to be the "Great Kore Republic" Roll: 8 Outcome: The takeover is anything but quick. We barley even to manage land troops on the mainland. Our fleet may be rebuild, but the Fishers fleet is gigantic. It may not be the strongest fleet, but it is one of the largest. Beside the huge fleet of the Fishers, there is also the huge wall of the Oclym we have to worry about. But before we even could reach the wall for a landing or could go around it, the Fishers send flaming ships towards us, with the crew jumping off at the last minute. We have managed to land a small force in Fishers territory, but they are cut off from the rest of the army. At least our losses have not been to great, but we are not in good shape to retry this attack again. It also seems that the Fishers and Oclym are preparing a counter attack on the colonies connected to their land.
Extra: For now we will simply ignore the Hiranq. This does however displease many of the slaves and they are very vocal about it. Their masters report them becoming more disobedient.
Extra: The Commonwealth is disbanded for the time being. The first Commonwealth is now a thing of the past. Some will think dearly back to the time it still existed, whilst others are quite happy that it is now gone.
Stability: 2 Power: 2 Asteoridenreich (serialkillerš“ š“) Vote 1 : Fully annex the Hiranq Archipelago . Those who call themselves the FNOW will be crushed by our luchtbombardements and War Gorphons. Roll: 14 Outcome: It would be foolish for us to try and invade the Hiranq island head on. They may not have a military, but our generals and admirals are still a bit cautious. For now we have just invaded the Hiranq colonies. The Hiranq themselves put down their weapons, what little they had, down. The parts controlled by the FNOW prove more difficult. Their bases are hidden, so our Himmelkaisers donāt know what to hit and often return with live bombs still on their claws, much to the dismay of their handlers. The FNOW employ many hit-and-run tactics, that leave them relatively unharmed. When they do get in a straight fight, they are clearly untrained, but extremely determined. Our troops report that it is almost scary how devoted the FNOW seem to be in their cause. This earns them a bit of respect from our soldiers, but not too much. Despite their efforts, we do manage to defeat them and gain a foothold in the Hiranq colonies.
Vote 2 : retry the expansion once more Roll: 19 Outcome: This time, our people remembered to prepare for settling distant land. With plenty of food and clothes, they manage to set up plenty of outposts and even a few cities. The land itself is filled with lumber and plenty of animals to hunt. The new land also tightens our grip of the river and the coast. It also makes trade between our east land more easy. However, not all the locals are as pleased with the new people entering their lands. Every once in a while, outposts get raided by angry tribesmen. It doesnāt happen enough to be a real threat, but we should probably do something against them.
Vote 3 : try to fix the zoo Roll: 11 Outcome: We try and figure out why the animals kept dying. We still donāt know why or how that happened, but we have figured out that keeping them inside and isolated keeps them save. Thus we put large cages in the zoo where the animals now live. We also import a new batch and also keep them in cages. The animals seem to survive isolated, but they also seem to go mad. Many of them walking in circles all day or banging their heads against walls or the metal bars of the cages. This sight scares many visitors and the zoo is not very popular.
Vote 4 : improve our mortars Roll: 2 Outcome: In an attempt to improve the mortars, we actually made it worse. When the mortars shoot, the cannonballs just flop out with a pathetic cough. Our engineers are determined to improve this design. However after twenty years of experimenting, the design has not much improved. Most of the old designs that worked were tinkered with and only a handful of originals are left unchanged. Yet the technology to make these seem to have been lost in all the paperwork.
Extra: trade has been cut. Many traders are not happy with this development, because the Oclym have also closed their borders. With rising tensions with the Kore, our only trading partners may soon only be the Zorustians and the Thourians.
Extra: The Kore have decided to ignore the Hiranq. Further more, it seems like they have disbanded the Commonwealth as a whole. They even tried to attack the Oclym. In any case, we probably won't have to worry about them for a while.
Extra: Our people reported that some slaves have gone missing. This mostly angers the pimps who complain that the police is not doing enough to find the lost slaves again. Other than that, we donāt know a lot about the disappearances.
Stability: 2 Power: 3
Hiranq Kesha (February Steam of Foushoo ) Vote 1: Attempt to produce armor, produce arms, and train the citizenry(the police at highest importance for this followed down by military history of a citizen and their family) for war. Let it be known to the citizenry that the Astros are an evil race that all citizens must work to defend their nation from at all costs. Much like the many wars that proved the Hiāranq as Shaāsheās chosen people we must prove again that we our worth by destroy any offense of the Astros that land on our soil. Roll: 20 Outcome: Fortune smiles upon us. Some of our colonies were lost, but this has only angered our people. The Astros are for our people almost akin to demons. Everyone eagerly starts training and preparing for the war. The smiths that didnāt join the FNOW are not working day and night to equip our people militia. Weapons and armor of good quality are forged and equipped. Besides training and forging equipment, Our people also start making static defenses. Watchtowers, walls and moats are build in very little time for very little cost. Our equipment may not be as strong as that of the Asteoridenreich or our people may not be as trained as long, but our fighting spirit is second to none. Our people are ready to throw themselves at fires and more to ensure victory. War has arrived at our doorstep and we are ready to answer it.
Vote 2: Send our king, most of the Hi Dynasty, and those most educated and statuses in the university, to the exile land we hold surrounded by the Torics land. The university may have to exist in small huts but it should continue to work on warfare technology. If the war goes bad we shall slowly allow the most honorable warriors access to the lands with their wives and children. Roll: 9 Outcome: Our king arrives, however others were not so lucky. We lost a few of the royal family in a storm along with some professors. The journey that followed was luckily, mostly uneventful. Eventually the group is greeted by Toric border patrols who knew of the company they were going to get. The patrol escorts the king further into Toric land until we arrive at the capital. We are met with a sight we didnāt expect, Hiranq refugees. Their reaction from seeing the king and his family wildly differs. Some are happy to see their king, others boo him and others yet ask the king for donations. After a little meet up with the Toric emperor, we head deeper into the land until we arrive in our refuge land. Now we just need to settle it.
Extra: Though most of our kingdom may be in exile, We shall place great uncle of the king(Laāhi)ās grandson(Laāhi III) as the leader of the Hiranq resistance to both defense from the FNOW and defense to any attacks by the Astros. He should the perfect candidate for this office as he has been the general of our police force for many years and has blood connections to both the Hi Dynasty and to his grandfather Laāhi I who was king during the war against the Torics and harpenger for peace with them after our victorious defense against them. If the FNOW wish to fight alongside us, we will use most of the focus we had on defense against the FNOW on defending from the Astros. We shall defend the capital city(where Iām assuming the university is) above anywhere else, after that the most important would be the main island the capital lies on. Outcome: The Uncle is put into power of the main island. He manages to organize the before mentioned militia. Special attention was made for the capital, but the whole island is pretty well defended now. What little forces we had to protect us from the FNOW are now being used as commanding units of the militia.
Extra: We shall attempt to negotiate a temporary ceasefire and alliance with the FNOW as we are both in danger of Astro attacks if we are divided against one another. Outcome: The FNOW seem to realize the dire situation. Begrudgingly they see that the Asteoridenreich Are too big a threat to ignore. Although they donāt give any manpower, they will accept the ceasefire. They tell us that they will try and form their own plan of attack against the Astos.
Stability: 2 Power: 2
Chausu (Just a Dude )Vote: Attempt to research new technologies and improve our buildings and establishments as to further advance out of the iron age. Roll: 3 Outcome: We try to improve our farming equipment. However, very little progress is made and we even manage to go backwards a bit. We developed a new type of hoe, but the thing is extremely unwieldly. This causes many farmers pain in their backs and complain at the new design. However the inventor of the new tool is part of the āHoly castā. Because of this, nobody can really change it or it would be an affront to the gods and spirits.
Extra: People from a far away land enter our borders. They say that their land is being threatened by war and destruction. Our people accept them for now. This in hindsight turned out to be a good thing. The strange people are eager to prove themselves and start working on Our farms and buildings. They improve our productivity drastically.
Extra: Our scouts report of more civilizations existing up north, near the large lake. They donāt know yet that we exist, what should we do?
Stability: 0 Power: 2
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Post by agenttine on Dec 10, 2017 11:16:42 GMT
Alright, we just need to recreate our massive navy and then help our Asteroid brothers.
Vote 1: Bring our navy to it's former glory of being the strongest in the world.
Vote 2: Send some military tacticians to the Asteroids - we know how to deal with guerillas, and they could use the help.
Extra: Exchange ALL technologies with the Asteroids.
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Post by serialkillerš“ on Dec 10, 2017 12:17:04 GMT
Votes sent per pm . Extra : send the Kore some war gorphons and war ajaks . (Obviously not too much so this doesn't weaken our army, only enough to enable them breeding their own) Extra : form an official alliance with the Kore , and set up some big trade routes between our empires . Extra to blackink and @immortal_dragon : hand over the hiranq refuges , and we'll open the trade again . We could also negotiate the status of the hiranq colonies and the fesmar empire should you decide to cooperate . IMPORTANT EXTRA : open our borders for trade again , this is starting to get ridiculous . Nobody profits from this .
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Post by serialkillerš“ on Dec 10, 2017 15:18:39 GMT
Important extra : the Asteoridenreich and the Zorustians have decided to form an official defensive pact.
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Post by Immortal_Dragon on Dec 10, 2017 17:01:25 GMT
Well, that could've gone better. Now I've got two things to fix.
Vote 1: Get those architects to stop bickering and actually work on those aqueducts. The best design will be that that is most effective in transporting water.
Vote 2: Fix the spines of the water carrier gorphons so they no longer have those dents in their backs. Causing pain to the animals is not worth the added ability to carry water. We can use special carts instead for goodness' sake.
To the Thourians: "Our continent is beset by foes both foreign and familiar. The Toric and Zirk empires have united as the Iron Pact to defend ourselves. We beseech our powerful neighbor to the east, please help us in this dire time. Please consider joining with us against these aggressors."
Extra: Since the borders appear to be opening again, and due to an offer made on Discord, the Toric Empire will accept Asteorid assistance in our efforts to breed gorphons, as they have more expertise in this field.
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Post by soundwave on Dec 10, 2017 19:57:20 GMT
Vote 1: study better ways of uses for gunpowder in the art of war
Vote 2: Advance our guns
Extra: This is fine with us Toric Empire we accept this pact between the three of us
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