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Post by Just a Dude on Dec 10, 2017 23:42:20 GMT
Vote: Conquer the smaller, more aggressive nomadic villages up north for supplies, raw materials as well as to expand our empire.
I'm probably going to regret this one.
vote 2: Attempt to do more research for new farming tools/contraptions.
Hopefully this time, no holy priest or government official will make a hoe that destroys spines.
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Post by Immortal_Dragon on Dec 10, 2017 23:54:51 GMT
Vote: Conquer the smaller, more aggressive nomadic villages up north for supplies, raw materials as well as to expand our empire.
I'm probably going to regret this. You have two votes, by the way.
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Post by February Steam of Foushoo on Dec 11, 2017 0:51:01 GMT
lordclassyus can you plz add the area I control in the Toric's land to the map?
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Post by lordclassyus on Dec 11, 2017 8:57:26 GMT
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Post by February Steam of Foushoo on Dec 11, 2017 9:09:25 GMT
Oh. Unless I missed something in the outcome and it moved I was referring to the land the Torics granted me by the Eastern Sea. I probably should have been more specific.
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Post by lordclassyus on Dec 11, 2017 9:16:16 GMT
that's alright. I'll fix it in my break.
If you want, you can make a screenshot and draw a big circle around the part that you mean.
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Post by February Steam of Foushoo on Dec 11, 2017 21:46:59 GMT
that's alright. I'll fix it in my break. If you want, you can make a screenshot and draw a big circle around the part that you mean. the orange dot.
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Post by lordclassyus on Dec 11, 2017 22:06:50 GMT
I kinda speechless. You said east coast, and where did I place the city in my demo-map? I put it on the bloody west coast.
I did have a bad night sleep yesterday, so that's probably the reason why I messed up. With a bit of luck, I'll have decent night sleep tonight. Tomorrow I'll fix it again.
Sorry for the inconvenience.
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Post by blackink on Dec 13, 2017 0:00:53 GMT
Sorry for being late Vote 1: Make some territorial expansion in the northeast direction, and give preferential treatment to the hiranq refugees for housing. Their job will be to cultivate and harvest the wood that grow there (and maybe some fishing also).
Vote 2: Use our experience with water mills to make wind mills and apply them to our industries (from grounding bark, carding cotton, crushing oil seeds to making nails and crushing ore).
Extra: Send a gold coin with our goddess to the Toric and the Thourians, as a symbol of friendship and us wishing them prosperity.
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Post by GabrielGG on Dec 13, 2017 1:31:09 GMT
I'm voting soon
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Post by GabrielGG on Dec 13, 2017 21:33:11 GMT
Vote 1: invest money in state taverns (for people to drink and to meet $$$) Vote 2: search more military engineering
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Post by February Steam of Foushoo on Dec 14, 2017 4:20:38 GMT
Vote 1: DM'd to GM Vote 2: DM'd to GM
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Post by lordclassyus on Dec 14, 2017 14:58:16 GMT
Season IV: Round V -350 AD- Zorustians (GabrielGG ) Vote 1: Invest money in state taverns (for people to drink and to meet $$$)Roll: 10Outcome: We first build a couple to see if they would succeed. The taverns are visited often enough that they can cover their own costs, but they donât really seem to make a profit. The local, non-government taverns seem to be more successful. Thatâs probably because they have been around longer. Vote 2: search more military engineeringRoll: 20Outcome: We create and organize a professional military engineering corps. They are a great success. They are spread all over the army and make improvements to almost every piece of equipment both big and small. Yet they have especially exceled in making defenses. They build a large series of walls, forts and moats on our borders. Any attacker would need to think very carefully before they would even consider attacking us. Not only are we now protected, but the building costs have also been reasonable. Extra: A defensive pact has been made, if any of the two of you get attacked, the other must help them. However, if we play the part of the aggressor, the other party has no obligation to help in that following conflict. As a sign of confidence, this pact is named: The unbreakable union. (You are both free to rename it.) Stability: 3Power: 3
Zirk (blackink ) Vote 1: Make some territorial expansion in the northeast direction, and give preferential treatment to the Hiranq refugees for housing. Their job will be to cultivate and harvest the wood that grow there (and maybe some fishing also). Roll: 14 Outcome: We tell the refugees that they can make themselves useful. We give them a bit of equipment and supplies along with some of our own settlers. The north east is claimed by us, with a Hiranq majority. They appreciate our help, but also donât like that we have started to rule over them. But, as they say themselves: âWe canât complain just yet, we live and are far away from the invaders. For now thatâs all we can ask for.â The new source of lumber also gives us a bit more building materials.
Vote 2: Use our experience with water mills to make wind mills and apply them to our industries (from grounding bark, carding cotton, crushing oil seeds to making nails and crushing ore). Roll: 10 Outcome: We havenât quite figured out how to do windmills. We tried to put some water wheels in the sky when it was windy, but that didnât seem to do a lot. After trying a few other designs, weâve sort of had a breakthrough. Waterwheels covered in canvas seem to spin a bit more then those that didnât. We should probably try to experiment further with the âcanvas wheelsâ, as they are now being called.
Extra: Send a gold coin with our goddess to the Toric and the Thourians, as a symbol of friendship and us wishing them prosperity.
Extra: the Hiranq king visited us. He asked us if we would allow the refugees to build their temples. Before he left, he gave our king a blessing of Shaâshe, a blessing that would give him âprosperity, triumph over all struggles, and that the Hiranq beloved Shaâshe may shine brightly upon themâ.
Stability: 3 Power: 2 Toric Empire (Immortal_Dragon ) 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.Roll: 18Outcome: A competition was held. Architects all over the realm came to the capital to prove their skill. After several rounds of qualifications, were the finals finally in sight. It was close, but eventually the judges went for a design thought up by a bright mind from the Zorustians. Her design was shortly after the competition implemented. The design holds and also looks beautifully. The ducts are strong, robust and bring plenty of water to our people. This in turn increases the happiness of our people. 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.Roll: 8Outcome: whatever we do, it doesnât seem to work. We have managed to reduce the amount of noise they make, by putting large balls of cloth in their mouths. However, were we have failed, the Asteoroids have succeeded. They have managed to partly breed out the dent, so at least the animals suffer less pain now. This also makes the animal lovers in our empire happy. We have not yet designed specialized carrying equipment for the water Gorphons. Extra: We have received trainers and breeders from the Asteoridenreich. This should help us with the Gorphon problems we have had. Extra: The Asteoridenreich had demanded, that we deliver them the Hiran refugees. We have thus far refused to give in to their nonsensical request. Now we await the consequences. The refugees themselves are very happy about this and praise us for our decision. Extra: The Thourians accepted our offer in our time of need. The pact of iron grows stronger and more powerful. Hopefully should this be enough to remain neutral. In case things do get heated, we now have a bit more backbone. Extra: We have received a golden coin with the image of Zir(please correct me if Iâm wrong about the name). This means that the Zirk are fully dedicated to the Iron Pact. Extra: the Hiranq king visited us. He asked us if we would allow the refugees to build their temples. Before he left, he gave our king a blessing of Shaâshe, a blessing that would give him âprosperity, triumph over all struggles, and that the Hiranq beloved Shaâshe may shine brightly upon themâ. Extra: the refugees have undergone a weird development. In their camps, they have started training. Men, women and children are doing pushups and other physical trainings. Some also dual each other with sticks and use scrap wood as shields. What is also interesting to note is that some refugees have been appointed as drill sergeants. These sergeants also function as leaders. When asked about why they are training they said: âIf the invaders come to collect us, we will be prepared. We will do anything to get our revenge.â They probably refer to the Asteoridenreich. Stability: 2 Power: 2 Thourian (soundwave ) Vote 1: study better ways of uses for gunpowder in the art of war Roll: 16 Outcome: We have figured out a pretty decent way to use our guns. They have a shorter range then our bows and they also take longer to reload. Thatâs why we now use both. Archers shoot a volley of arrows at the enemy position. After the first barrage, gunners charge out and fire their volley of projectiles. Quickly thereafter they return behind the archers who keep on firing until the gunners can shoot again. We do this for as long as the enemy and ammo allows. With this tactic, we can destroy a reasonable chunk of the enemy infantry, before they can even touch our melee units.
Vote 2: Advance our guns Roll: 5 Outcome: We tried mixing our gunpowder with water, fat and gold dust. This results in a sort of slurry that is more easily loaded. However, the guns donât seem to work anymore. We tried removing the fat, but that didnât do anything. After that we tried removing the gold, so we could keep the easy reload. After that failed we realized that making gunpowder wet, severely limits itâs explosive power. Now we just use regular old gunpowder. This experiment has taught us that wet gunpowder doesnât work. We also lost a bit of resources.
Extra: We have agreed to join the Iron Pact. This is a glorious day for us and our allies. We now have strength in numbers. None shall try and harm us for a long time. This has also brought our people together. Extra: We have received a golden coin with the image of Zir(please correct me if Iâm wrong about the name). This means that the Zirk are fully dedicated to the Iron Pact. The Hiranq refugees have made camps around our cities. What is curious is how organized they seem. Quickly after setting up camp, they organize scavenging parties. Others trade what little they have with our people in exchange for food and blankets.
Stability: -2 Power: 3 Kore (agenttine ) Vote 1: Bring our navy to its former glory of being the strongest in the world. Roll: 14 Outcome: A fleet is build and manned. It sadly doesnât rival the fleet of the Astrodians, but it is still a strong fleet. Our shipbuilders have not yet lost their touch( ͥ° ÍĘ ÍĄÂ°) and the ships are artfully plated with thin layers of steel. The Fishers may have strength in numbers, but our ships are quite a bit stronger than theirs.
Vote 2: Send some military tacticians to the Asteoroids - we know how to deal with guerillas, and they could use the help. Roll: 13 Outcome: We have send our tacticians. They are however a bit rusty. It has been a long, long time since we last had to deal with guerilla tactics. Our generals back then have long since passed away, yet they have written down their tactics. Theory is all fine and well, but the new generals have never been able to apply them. This should be a perfect opportunity to find out if our tactics still hold up after so long.
Extra: The Asteoridenreich have gifted us a few Gorphons and Ajaks to call our own. We only need the order and we will start breeding them for our own use.
Extra: A great trade route is established between the Kore and Asteoridenreich . Not only does this route bring trade, but it also symbolizes our new alliance. Not quite the Commonwealth, but surly something to be reckoned with.
Extra: Small, yet unimportant colonies have been captured after much bloodshed. The Oclym and the Fishers seem to be working together for some reason. Perhaps they both share the fear of being trampled over by us. We have however lost a bit of ground, but nothing too important, just some undeveloped ex-Oclym colony.
Extra: Our scouts have reported that the Fishers are dumping barrels in the water. And a lot of them at that. We donât know why they are doing that, but it surely canât be good for us. Some admirals advice caution, whilst others think the Oclym and Fishers are merely boasting.
Extra: Good news, the Hiranq slaves are quiet again. After the minor uproar that was caused by us dropping support for the Hiranq, things seem to have calmed down again. Although, they also seem a bit bitter about the whole ordeal.
Extra: The Asteoridenreich has refused our offer for now. They say that they are still interested, but not for now. This might have been for the best however, because we recently heard that the Asteorid mortars are absolutely terrible.
Stability: 2 Power: 3Asteoridenreich (serialkillerđ´ ) Vote 1 : create a sea blockade around the hiranq Roll: 8Outcome: The blockade has not yet been implemented. The order was given, but apparently never arrived. At least our ships havenât blown up or anything like that. Nothing bad nor good happened concerning this order.
Vote 2 : Attack hospitals , schools , food silos , mines etc with our luchtbombardements . They'll starve , they'll lose the youth , they'll run out of resources , and most importantly they won't be able to flee and get help, which should cause even more starvation and destroy their will to fight.Roll: 16Outcome: Although our blockade was not implemented, we have managed to bomb the Hiranq. Just as before, we havenât been able to hit any FNOW targets. We have however been successful in bombing civilian targets. Farms, schools and homes have been reduced to cinders. Casualties however, were suffered on both sides. Some Hiranq and FNOW have been able to shoot our Himmelkaisers out of the sky. Sometimes, Himmelkaisers came back with bomb still in their clutches, only for it to explode in our faces. Nonetheless, we have managed what we set out to do. Vote 3 : fix our mortars Roll:1Outcome: One day a convoy filled with gunpowder was damaged and fell apart in the city were we develop and experiment with our mortars. This was not seen as too big of a deal, because our engineers managed to scrape off the ground what they needed. The remaining powder was blown into the rest of the city by the wind. A few months after that event, a large explosion was heard within a large radius of that city. The mortar development room had exploded. Not only that but the gunpowder storage as well. Shortly after, the rest of the city was set ablaze. The blown out powder may not have exploded, but it made the city extra flammable. When people tried to escape the city, they found that the city gate was locked. Soon after, other parts of the city exploded for an unknown reason. The explosions were almost muted by the screams of entire families, as they had no place to escape the consuming fire. Many opted to make a leap of faith and jumped off the city walls, resulting in broken bones, shattered spines and all of them dead. This raged on for days until only charred corpses and burned out buildings remained. This display of destruction causes a uproar among the populace. They want our military to get rid of our gunpowder based weapons or at the very least, get rid of our mortars and to never again attempt that kind of research. Whatever shall we do? Even if we were to fix our mortars, our people would be very upset. Extra: The executions go as planned. Every Hiranq citizen that doesnât obey our rule, is arrested and gutted in public. However, fear is something that the Hiranq seem to be missing. Instead they only grow more sour , bitter and angrier. Some executions even cause riots that were swiftly put down. Extra: A great trade route is established between the Kore and Asteoridenreich . Not only does this route bring trade, but it also symbolizes our new alliance. Not quite the Commonwealth, but surly something to be reckoned with. Extra: We have send trainers and expert breeders to the Toric empire so they can solve their Gorphon problem. Extra: Both the Zirk and the Toric empire have refused to give us the refugees. However, we have opened our borders again for trade. This makes our merchants happy again and many of them immediately flock back to their old trading grounds. This also means a smaller black market scene. Extra: A defensive pact has been made, if any of the two of you get attacked, the other must help them. However, if we play the part of the aggressor, the other party has no obligation to help in that following conflict. Extra: After the mortar incident, more and more slaves have gone missing. Even some of our people have disappeared. However, something else has appeared. Some buildings have red glyphs painted on them. We are not sure, what they mean, we are also not sure if itâs paint or blood. This has many peopled scared and uneasy. Even the pimps are starting to worry about more then just a few missing slaves. Stability: 0Power: 3
Hiranq Kesha (February Steam of Foushoo ) Vote 1: The Hiranq shall build up stockades in areas a distance offshore from where Astros may attempt to land, disallowing large ships to properly land on the main island. With this we will also station trained armies on attemptable harbors/shores so that any Astro army that can reach the shore is surrounded. Roll: 8 Outcome: We sadly didnât manage to set up the stockades, but at least we managed to station our soldiers. However, because of bombings, our supplies are running low. The soldiers barely have enough food and lack some medical supplies. We do stand however and we are ready to face the Astoden soldiers head should they attempt a landing.
Vote 2: Attempt to develop (preferably long range) weapon that uses our knowledge of mathematics(more trigonometric Iâm assuming) for use in shore watcher armies. (by the way, just to clarify I still have professors on the islands but the super geniuses are what I moved to the refuge lands). Roll: 10 Outcome: Despite all the chaos, we did manage to make some sort of weapon against Himmelkaisers. The weapon resembles a giant bow and takes 3 people to use. These bows are capable of shooting extremely powerful and fast projectiles. However, the bow does have a few weaknesses. Itâs expensive to shoot and it also breaks easily. We are not really sure if the costs of the arrows and bows are worth it, due to their costs.
Power: 2 Stability: 0
Chausu (Just a Dude ) Vote: Conquer the smaller, more aggressive nomadic villages up north for supplies, raw materials as well as to expand our empire. I'm probably going to regret this one. Roll: 14 Outcome: The conquest goes reasonable. The fighting was bloody, but we did eventually triumph. The new land was not as rich as we were hoping, but it is decent enough. We now have more land to cultivate and people to work that land. Our people are however a bit struck with the losses. This was our first war and the casualties hit hard. We should probably try and get a professional army up and running.
vote 2: Attempt to do more research for new farming tools/contraptions. Hopefully this time, no holy priest or government official will make a hoe that destroys spines. Roll: 6 Outcome: Some of the Hiranq refugees propose a new design for our farming tools. The new equipment is indeed more comfortable to use, but it was made by outcastes of an other nation. Because of this, the new design was swiftly discarded of, by will of the holy cast. The farmers hope that the spirits will deliver them a new kind of tool, one that doesnât hurt to use. Some in secret even use the Hiranq tools.
Extra: The refugees seem to quite like their new home. Some say itâs better then their old home and yet others say it canât even compare. Whatever the case, they seem happy enough with the situation. They told us stories about a great and powerful nation that came to their land and destroyed almost everything they knew. If such a nation is truly out there, we can only pray that we will never meet them.
Stability: 1 Power: 2
Oclym & Fishers
Vote 1: Retake the colonies that are adjacent to our mainland and our colony.
Vote 2: Make several blockades of barrels around our seas. In them is a little suprise.
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Post by agenttine on Dec 14, 2017 15:34:11 GMT
Alright, I think I need to develop my technology to break the Oclym...
Vote 1: Create a efficient steam engine - we need to outfit our navy with some ironclads.
Vote 2: Develop gunpowder through the designs of the civilizations a few continents over.
Vote 3: Find an innovative new metal that's lighter and stronger than the steel we have.
Extra: Ignite the barrels and hope for the best.
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Post by Just a Dude on Dec 14, 2017 15:38:02 GMT
Well then. This went a bit better then expected.
vote 1: Start hiring and training people to become soldiers for the new Chausu military.
vote 2: Send a small expedition to try to find tameable animals to help ease farm work OR create better forms of transportation
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Post by soundwave on Dec 14, 2017 17:25:41 GMT
Vote 1: Expand from my colony near the Kore to the Northeastern island on the map
Vote 2: advance guns
Vote 3: poison our guns bullets with Glasriopod poison
As agreed upon dealings in Discord, Thourians will give the Toric Empire Gun tech in exchange for aqueduct tech. As for the Zirk Poison, cure for Glasriopod poison, and guns in exchange for labour Gorphons, Fertilizer, and farming machinery
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Post by Immortal_Dragon on Dec 14, 2017 18:35:54 GMT
Well, that could've gone better. But yay, good aqueducts!
Vote 1: Begin construction of carts specifically for hauling water to be pulled by our gorphons. That way we can give the water carrier breed a bit of a break.
Vote 2: Establish an official Toric currency called the imperial docat, and the banking system to support it.
Extra: As per the dealings on Discord, the Toric Empire will trade knowledge of aqueducts and chainmail to the Zirk in exchange for water mills, antiseptic, and surgical knowledge. In addition to this, we will also give this aqueduct knowledge to the Thourians in exchange for gun technology.
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Post by blackink on Dec 16, 2017 5:37:05 GMT
Glad to see my people are back to developing science, and that the iron pact not only defend us, but help us grow, the zirk hope it lasts.
Vote 1: Keep working on windmills, we may be close to a breakthrough.
Vote 2: Since we have some experience with machinery (water mills, wind mills, etc...), we may better understand dynamics now. So let's aim for a steam engine. TLDR: Invent a steam engine.
Extra: Allow the hiranq refugees to practice their religion, and give a special permit to build shrines in the territory they are settled. (Baby steps)
Extra: As agreed in Discord, I will exchange my knowledge on water mills, antiseptic and surgery with the Toric Empire in exchange for aqueducts and the knowledge to make chainmails. In a similar manner, i will exchange my fertilizer and farming machinery tech along with some labour gorphons with the Thourians and i will receive guns and poison bugs (if they can include the antidote it would be great).
Extra: Send two squads of zirk priests, one to the hiranq and the other to the asteroid, they will act as healers and will be treated as non combatants. This with the hope of reducing casualties on both sides.
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Post by lordclassyus on Dec 17, 2017 13:19:34 GMT
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