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Post by GabrielGG on Dec 17, 2017 15:19:14 GMT
Thanks for tagging lord
Votes:
1) Promote during the period of "a round" low taxation for loyalists who want to independently build homes and exploit the natural resources between the capital and the loyalist's city, to colonize more quickly the uninhabited areas between them. If the area is well colonized, and the government take advantage of taxation and products later, the government promises to build another city for the loyalists, in the area.
2) Build a fishing town located in the far west of the kingdom.
3) Send a commission with soldiers, construtors, geologists and other professionals needed to the south of the kingdom, for the construction of a religious temple in the mountains to the south. If all goes well, this region will probably become slowly populated and economically positive.
Extra Vote: send a group of five professional military engineering soldiers to the Asteorid.
Quick question: what happened to the tech trees?
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Post by lordclassyus on Dec 17, 2017 15:46:48 GMT
I have abandoned the tech trees for now. So you are free to research stuff, as long as is within reason of course.
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Post by serialkillerđ´ on Dec 17, 2017 17:34:13 GMT
If it's not a problem , I'd like to add one small extra :
Extra : send the Zorustrians some war gorphons
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Post by February Steam of Foushoo on Dec 18, 2017 2:59:51 GMT
Sorry I'll try to make an outline of my votes but soundwave hasn't yet answered my king message to them. I'd really like that answered. Also, Immortal_Dragon should remove their answer since if what we agreed in the discord was true their response doesn't make sense.
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Post by blackink on Dec 18, 2017 4:43:16 GMT
February Steam of Foushoo care to elaborate? The thourians didn't receive a visit by the hiranq king in the round (or atleast none i can see) As for the Toric Empire, we see you are mad, but would you mind telling us what happened so we can end this as fast as possible?
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Post by Immortal_Dragon on Dec 18, 2017 4:52:08 GMT
February Steam of Foushoo care to elaborate? The thourians didn't receive a visit by the hiranq king in the round (or atleast none i can see) As for the Toric Empire, we see you are mad, but would you mind telling us what happened so we can end this as fast as possible? The Hiranq already own an enclave in my territory. So by default they already build their temples there. So my extra wasn't needed. Not mad, it was just unnecessary.
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Post by February Steam of Foushoo on Dec 18, 2017 5:36:53 GMT
February Steam of Foushoo care to elaborate? The thourians didn't receive a visit by the hiranq king in the round (or atleast none i can see) As for the Toric Empire, we see you are mad, but would you mind telling us what happened so we can end this as fast as possible? Hmm...good catch blackink. The Thourians didn't actually ever recieve that extra. Perhaps what was supposed to be sent to the Thourians accidently got sent to the Torics. lordclassyus could you plz change this so everyone has clarity on what was originally extraed. Thx in advance.
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Post by lordclassyus on Dec 18, 2017 5:41:08 GMT
No problem, the Thourians will also recieve a request from the Hiranq to build temples. soundwave, what is your response to this proposal?
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Post by soundwave on Dec 18, 2017 23:40:06 GMT
No problem, the Thourians will also recieve a request from the Hiranq to build temples. soundwave , what is your response to this proposal? i guess use whatever land there is around me not too much though. im still not understanding what is going on
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Post by February Steam of Foushoo on Dec 19, 2017 0:47:00 GMT
No problem, the Thourians will also recieve a request from the Hiranq to build temples. soundwave , what is your response to this proposal? i guess use whatever land there is around me not too much though. im still not understanding what is going on the extra is in reference to the various areas Hiranq refugees chose to inhabit in your nation(they live most likely in communities of Hiranq refugees). My king asked your nation's leader if a condition could be set that temples of the Hiranq communties' religion would be welcome to be built in areas where Hiranq communities inhabit as opposed to disallowing the communites of Hiranq that live in your nation to practice their religion(or atleast have certain buildings to worship their religion as temples would serve). Essentially, is the Hiranq religion, Shasheism, welcome in your nation, is it tabooed in your nation, is it banned in your nation?
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Post by soundwave on Dec 19, 2017 2:21:31 GMT
i guess use whatever land there is around me not too much though. im still not understanding what is going on the extra is in reference to the various areas Hiranq refugees chose to inhabit in your nation(they live most likely in communities of Hiranq refugees). My king asked your nation's leader if a condition could be set that temples of the Hiranq communties' religion would be welcome to be built in areas where Hiranq communities inhabit as opposed to disallowing the communites of Hiranq that live in your nation to practice their religion(or atleast have certain buildings to worship their religion as temples would serve). Essentially, is the Hiranq religion, Shasheism, welcome in your nation, is it tabooed in your nation, is it banned in your nation? i'll be honest religion in my country in my eyes is free soo your free to believe what you want and to build that structure is fine
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Post by lordclassyus on Dec 19, 2017 15:11:15 GMT
February Steam of FoushooI have written the temple outcomes for this round. Everything should be ready for you to vote now. If there is any remaining problem that stops you from voting, please tell me and we can fix it.
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Post by lordclassyus on Dec 21, 2017 9:42:54 GMT
Season IV: Round VI -370 AD-
Zorustians (GabrielGG ) Vote 1: Promote during the period of "a round" low taxation for loyalists who want to independently build homes and exploit the natural resources between the capital and the loyalist's city, to colonize more quickly the uninhabited areas between them. If the area is well colonized, and the government take advantage of taxation and products later, the government promises to build another city for the loyalists, in the area. Roll: 16 Outcome: Many villages and outposts are set up between the loyalist city and our capital. Their leaders round up the tax and in turn give a part of that tax to us. In turn we build them a second city. The second city is not as beautiful as the first one, but itâs functional enough. The people are very pleased with our government and we also earn a bunch of tax money.
Vote 2: Build a fishing town located in the far west of the kingdom. Roll: 12 Outcome: The town is build, but itâs not very stable. The town is riddled with crime of all kinds. A local gang named âThe Breakersâ seem to have more control of the town then that the government does. Because of this, the town is not the most productive organ of our civilization.
Vote 3: Send a commission with soldiers, constructors, geologists and other professionals needed to the south of the kingdom, for the construction of a religious temple in the mountains to the south. If all goes well, this region will probably become slowly populated and economically positive. Roll: 19 Outcome: We carve a giant temple in one of the mountains. It is stunning, with pilgrims all over the realm traveling to see it. The structure could very well be described as a world wonder. Of course, common folk canât life in the temple itself. Thatâs why they start building shacks around the temple. Shacks turn into huts, huts turn into houses and the houses turn into a city. The city is rich with spending money from the pilgrims and is a shining beckon of our religion.
Extra: We have received a few war breed Gorphons from the Asteoridenreich. Not enough to directly deploy against our enemies, but enough to start breeding some of our own. We merely need the command and we will start breeding more of them.
Stability: 3 Power: 4
Zirk (blackink ) Vote 1: Keep working on windmills, we may be close to a breakthrough. Roll: 18 Outcome: Eureka! Our engineers have come up with a way to turn the wind into motion. We completely redesigned the âwindwheelâ plan from before and now have something similar, though quite different. We have also found that these windmills are more effective, the higher they are. Thus far we have a couple of dozens windmills in our empire that help with the production of bread.
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. Roll: 15 Outcome: We manage to build some sort of steam engine. It is not yet as refined as the Kore steam engines, but it is definitely stronger then the original Oclym steam engine. We thus far also use it to aid in bread production, in places where there is no wind, nor running water.
Extra: In exchange for some technologies of our own, we have acquired guns, poison and a cure for that poison from the Thourians. This should not only make us stronger, but also symbolizes the strong bond between the Zirk and the Thourians.
Extra: We have traded our technologies in exchange for the technology for aqueducts and chainmail. We may now produce them on our own. Not only does this help us, but it also symbolizes the friendship between our people.
Stability: 3 Power: 3
Toric Empire (Immortal_Dragon ) 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. Roll: 20 Outcome: With help of the Asteoridenreich breeders, we have managed to breed out the dents entirely. Not only that, they have also managed to breed and train the Gorphons to be the ideal water carriers. With specialized leather sacks on their backs, they manage to carry a lot of water. Besides the sacks, our engineers have built some sort of cart so that the Gorphons can carry even more water. A single Gorphon can carry enough water to supply five families. We have used the water Gorphons to colonize some desert ground.
Vote 2: Establish an official Toric currency called the imperial docat, and the banking system to support it. Roll: 17 Outcome: Not only are we the first ones to have functional aqueducts, we are also the first ones to create a successful banking system. A full system of coins with different values. The transition to this currency from the last was smooth enough. The banks are also successful, although there does seem to be a bit of corruption in the system. For most people it works well enough, for others it can ruin their lives. Some of the Hiranq refugees donât seem to like the coins for some reason, but the majority seem to like it.
Extra: After the news reaches about the enclave, many refugees head towards it. Not all however, they hold a grudge against the king and would rather not be near him and his court. Most of them head towards the enclave because of the temples. They are built in the traditional Hiranq architectural style. For now the enclave goes well, but a rivalry seems to be brewing between king loyalists and those who would rather see him gone. Although unlikely, some speculate that there could be a civil war between the two groups. Nonsense of course, but if it were to happen, we should probably help one of the two.
Extra: We have traded technologies with the Zirk. In exchange for aqueducts and chainmail, they have given us the tech for water mills, antiseptic and surgery. This should increase the quality of life for many of our citizens. We can now produce or apply these technologies on our own. This symbolizes the growing friendship between our people.
Stability: 3 Power: 3
Thourian (soundwave ) Vote 1: Expand from my colony near the Kore to the Northeastern island on the map Roll: 12 Outcome: We send some to the island to expand. However, we are met with local nations. They speak a language we donât understand, but they somehow make it very clear that they donât want you to settle near them. Your settlers return to our colonies and explain the situation. They themselves did not have any offensive capabilities. What shall we do with the locals?
Vote 2: advance guns Roll: 16 Outcome: Previously we ignited our guns by manually igniting them with fuses. Some of our brightest minds have come up with a new ignition system. The new system is called a âWheellockâ and is more mechanical. The only drawback is that it is more expansive to make, but some regiments are already equipped with the new guns. (Here is the wiki page for wheellock, because describing the entire mechanisms behind it, would take up a large chunk of the post: en.wikipedia.org/wiki/Wheellock.)
Vote 3: poison our guns bullets with Glasriopod poison Roll: 5 Outcome: The poisoning does not go successful, the lead scientist behind this project died after only a week of research. Many of the other staff also deceased. We have however, managed to find the cause of death. We werenât cautious enough with protecting the staff from the poison itself. However, nobody wants to work on this project now and we should probably wait until things have cooled down again to restart this project.
Extra: The refugees continue their organization, they have created some sort of leadership council. These leaders donât stand above their fellow refugees, but they do organize and plan their actions as a group. For some they feel more like military leaders then civil ones. Hopefully these are just feelings and not facts.
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. We have accepted his request and the refugees are now allowed to buil their own temples.
Extra: We have traded the technolgies we wanted to trade with the Toric and the Zirk. In exchange, we have acquired the blueprints for aqueducts and some farming machinery. Furthermore we have also gained the recipe for fertilizer and some labour Gorphons for breeding. We don't have enough Gorphons to really work with, but we can start breeding them for more. (Now with guns)
Stability: -1 Power: 3
Kore (agenttine ) Vote 1: Create an efficient steam engine - we need to outfit our navy with some ironclads. Roll: 15 Outcome: After a lot of work, we finally have steam engines that can pull a bit of weight. As ordered by our admirals, the technology is immediately implemented in the navy. The ships are covered in steel and manned by large amount of archers and flame spewers. However, the ships are very expansive to make. We currently have five of them in total. They are capable of destroying almost any foe. But making more would put too much strain on our economy and industry. These ships should hopefully be enough to crush the Fishers fleet.
Vote 2: Develop gunpowder through the designs of the civilizations a few continents over. Roll: 9 Outcome: We import some gunpowder from the other nations to study. However, our scientists seem to really enjoy setting the powder aflame. Due to a lack of oversight, we seem to have lost almost all powder in silly pyres. Luckily nothing blew up like last time, but not much progress has been made. The only solid conclusion we have is that people like to look at fire.
Vote 3: Find an innovative new metal that's lighter and stronger than the steel we have. Roll: 20 Outcome: We have not succeeded in finding a stronger alternative to steel. What we found might even be better. As a wise Kore philosopher once said: If it isnât broke, try fixing it anyways. And that was exactly what we did. We managed to improve our current steel and steel craftmanship. The plates we now produce are lighter and stronger at the same time. The cost has also been slightly increased due to the new composition, but it is nothing we canât handle. Our steel now positively rivals that of the Oclym or might even be better, we shall see shortly. Almost everything that uses steel has already been upgraded with the new steel.
Extra: Ignite the barrels and hope for the best. Outcome: We send out a small boat manned by three brave Kore sailors. Once close to the barrels, they set one on fire with a extra long torch. Quickly after igniting the barrel, the three paddle back for their lives. However, after a while nothing happens, the barrel just keeps on burning. The sailors however are afraid that it will explode once they go near it. After a day or so, they finally have the courage to go back to the now smoking barrel. Inside the barrel, they find a foul smelling blubber that smokes heavily. Once back on their ship they report being slightly nauseas, but nothing too bad. Their health also doesnât seem to reflect that of the plague victims several decennia ago. Was this all just a giant joke from the Oclym or is there something more to those barrels?
Extra: A terrible thing as occurred. People have started to disappear. Both slaves and common folk, but mostly slaves thus far. This matches what has happened to our Asteoridenreich allies. However, it seems to be quite more rapid then then theirs, as if it was catching up with them. Several years after the disappearances, red glyphs have started to show up every now and then. What shall we do with this grave development?
Extra: Our scouts report a most curious display. Oclym engineers are working on some sort of machine on top of their walls. Eventually however, they started jumping off the wall after many failed attempts at getting the machines to work. They did not only lose resources in developing those machines, but they also lost many of their engineers and moral. Our victory should be swift and brutal.
Extra: We still own a little bit on the Oclym mainland. It would only be for so long before the Oclym would retaliate. They did, with poor results for them. Their attack was astonishingly underprepared and underequipped. With little effort on our part, the attack was repealed. This will keep them from attacking that part for a while now.
Stability: 2 Power: 4
Asteoridenreich (serialkillerđ´ đ´ ) Vote 1 : try the sea blockade again Roll: 14 Outcome: A second order has been given to the fleet to blockade the Hiranq island. The blockade this time seems successful, yet looks can be deceiving. There are some small holes in the blockade, mainly in the form of corruptible captains. They let any people trying to leave onboard, get all their valuables and let them go through. This is of course more of an exception then the standard and most trying to leave get caught and are either killed or turned into slave, that depends mostly on the captain of the ship. For now, most people wonât get in or out.
Vote 2 : with our camels , try to colonize more of the desert Roll: 20 Outcome: The colonization is a great success. We found quite a lot of oases for outposts, villages and of course cities. The sands are rich with salt and salt is something everybody wants. (youâd be surprised how valuable salt was in the past.) We build large scale salt-mining operations and use our camels to export it. Not only does it give our food a bit of extra flavor, but it also keeps it better preserved. Besides salting our own food, we now also have a new export.
Vote 3 : set up a police department to investigate the strange things happening Roll: 13 Outcome: A organization has been set up to investigate the strange events. After quite a while they donât find anything, until one day they do. In some basement we found some of the missing people. As soon as we arrived, they all slit their own throats, however one did not act fast enough and was caught. He seems like one of us, but he doesnât speak. He only appears to speak complete gibberish. Probably in an attempt to confuse our staff. We tried to put him under pressure, but sadly it was too much. We accidently killed him and we are still not any closer to finding answers. We will however continue the investigation.
Extra: The FNOW accept our offer. They are quite happy with us giving back some of their people. They tell us that they are preparing an offensive strike against the Hiranq in the next 20 years or so. They tell us that nothing will stop their revolution, not even deals with devils. They fully seem to trust us, but for now their turning will be enough to hopefully eliminate the Hiranq mainland.
Extra: We received a total of five professional military engineers from the Zorustians. For now they are just part of the royal court and once every while, they teach our engineers a thing or two. How should we use these valuable assets?
Extra: We have received Zirk priests who claim that they want to heal our soldiers on the Hiranq front. We donât see anything wrong with them and so they travel to our staging grounds near the Hiranq island. They heal our troops and animals back up with what limited supplies they have. If we were choose for a direct assault, they would provide healing and reduce our casualties.
Stability: 2 Power: 3
Hiranq Kesha (February Steam of Foushoo ) Vote 1: Develop bomb bunkers/basements to all hospitals and schools starting priority with the those in the capital and going down toward institutions by the amount of patients/students they serve. Roll: 8 Outcome: We sadly donât manage to build many bunkers or shelters. Most of the the population just needs to try and run away from the Himmelkaisers. However, some of our more important staff have managed to get in the few bunkers we have. At least we donât have to worry about our leaders being killed by a randomly dropped bomb.
Vote 2: Attempt to develop the projectile weapon further so that it may be more easily produced and used by an individual soldier. Roll: 1 Outcome: We manage to craft a powerful bow that packs quite the impact force. However the craftsmen who developed it has been kidnapped. Even worse, the first shipment of these bows has also been captured by none other than the FNOW (more on that later). Suffice to say, we didnât only lose some personal and bows, but they might very well have fallen into the hands of our enemies.
Extra: The Shore watcher armies shall now have a practice of assembling poles of sticks on the shores they protect. Though stable orderly patterns of poles is attempted, these poles do not necessarily need to be exact(more like a the effect of a tangled jungle). If an Astro attempts to get through the fence of sticks and is successfully killed, they will have their head placed on a stable pole where they will be used to cause fear to any other Astro that attempts to enter. The body of the Astro will be offered a different fate. It shall be a sign of culture prestige among the sad sights and losses of war that Astro bodies will be given proper burials in the style that Hiranq commoners are given. Though heads are surely corrupted by ugly and barbaric demons, their bodies are a gift from Shaâshe and thus their corpse bodies must be treated sacredly.
Outcome: Our troops are told to pick up any random stick they see and to sharpen it. This goes well enough and a fence is made one some pieces of the shore. However, the Asteroids donât seem to plan a landing anytime soon. They mostly seem contempt to just sit and wait for now.
Extra: Our people have been allowed to build shrines and temples in the territory they settled by order of the Zirk. This as assured that our religion, no matter what, will continue to life on and spread.
Extra: The Thourians have allowed our people to build temples in the name of our gods.
Extra: Many refugees in the Toric empire have chosen to come to our enclave. They do this for the king and/or for the temples build there. Some however have taken a grudge against the king. Itâs either for fleeing the country or some relate still with the FNOW. Although everyone is still busy with survival and building a new home, tension is growing between the king loyalists and FNOW sympathizers. Whatever shall we do?
Extra: We have been betrayed by our fellow Hiranq. The FNOW have send us a note explaining that the Asteoridenreich have promised them their own nation and military support. They have accepted the offer, but still felt like warning us about it. They plan on making an attack within the next 20 years. It looks like the Asteoridenreich are too cowardly to step on our island, but they would try and bribe their way in.
Extra: We have received some Zirk priests in on the mainland. They tell the uncle of the king that they are there to bring healing to our people. The uncle accepts their services and they immediately head to the frontlines. They donât have many supplies, but they still manage to keep our soldiers healthy enough to fight. This should reduce the amount of losses we suffer in the fighting.
Stability: -2 Power: 1
Chausu (Just a Dude ) vote 1: Start hiring and training people to become soldiers for the new Chausu military. Roll: 8 Outcome: Sadly, we havenât managed to get a standing army ready. Most people seem to be content just living as farmers, merchants or craftsmen. Perhaps we should try to, instead of hiring people, we just conscript them. That everyone deemed capable for combat should serve the state when needed.
vote 2: Send a small expedition to try to find tamable animals to help ease farm work OR create better forms of transportation Roll: 14 Outcome: We manage to find a very bizarre creature. Near our coasts, there live animals that could be best describe as large shrimp-like beings, roughly the same size as horses. They often come to land to hunt, but also spend a long time underwater. These animals look strong enough to carry cargo or pull tools. We should probably attempt to tame them now. (You are free to name them however you like.)
Extra: the Hiranq people are almost entirely used to their new home. However, many of us still see them as outcasts from another nation. Shall we perhaps elevate them to status of âcommon peopleâ or should we just keep them as outcasts?
Stability: 1 Power: 2
Oclym
Extra for all: The Oclym have come out of their isolation. After making some treaties with the Fishers and sorting out their internal problems, they have finally decided to start interacting with the rest of the world again. Yet, the main reasons seems to be, because they have run out of slaves. Because of the large shipments of Hiranq, the Oclym got so excited, that they managed to sacrifice almost all of them. The Oclym call the time of isolation: âThe age of bloodâ. Now with less slaves on their menus, the Oclym have reawakened, in search for new offers to their cruel gods.
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Post by agenttine on Dec 21, 2017 10:27:03 GMT
Alright, with my 4 power, I think I can sort things out here.
Vote 1: Create a standardized currency with the Asteroids called the "United Pound", or UP for short.
Vote 2: Start a joint operation with the Asteroids on catching the people responsible for these disappearances.
Vote 3: Invent our own version of a matchlock design.
Vote 4: Colonize the blue-shaded areas on the map at the very bottom of the post.
Extra 1: Exchange technologies with the Asteroids - we give them a steam engine and our steel, and they give us gunpowder.
Extra 2: Give the Oclym the steam engine.
Extra 3: Make peace with the Oclym, on the terms of them giving us their continental holdings, giving us their two biggest islands, and them granting claims on their continent within the blue-shaded areas on the map below.
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Post by soundwave on Dec 21, 2017 14:26:53 GMT
Lord you missed the time i edited my post saying that i would trade with Immortal and Blackink
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Post by lordclassyus on Dec 21, 2017 15:24:12 GMT
soundwave Indeed I did and thank you for bringing it up. I shall change it shortly, until then you can pretend it already happend. I think I fixed now, please tell me if I missed anything else.
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Post by soundwave on Dec 21, 2017 16:09:30 GMT
soundwave Indeed I did and thank you for bringing it up. I shall change it shortly, until then you can pretend it already happend. I think I fixed now, please tell me if I missed anything else. ty Lord and have a nice day
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Post by lordclassyus on Dec 21, 2017 18:28:52 GMT
I'm back and ready to spread my faith again. Let's start by doing something usefull.
Vote 1: See if we can produce wires from metal sheets.
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Post by alohameanshello on Dec 21, 2017 21:45:20 GMT
To clarify for Round VI the Oclym had:
Stability: -1 Power: 1
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Post by Immortal_Dragon on Dec 21, 2017 21:53:40 GMT
Well, an upturn, lovely. Let's keep on with things, then.
Vote 1: The Imperator demands that the mountains to our west be further developed, and thus, the imperial engineers shall construct a road network to facilitate expansion into the mountains.
Vote 2: Send colonization expeditions into the mountains to search for usable resources, whether they are in the form of minerals, plants, and/or animals.
Vote 3: Since we have ballistae and fire arrows from the Zirk, let's expand upon the idea and create exploding fire bolts for the ballistae.
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