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Post by alohameanshello on Oct 14, 2017 21:13:24 GMT
ROUND VIII 800 BC Zorustians (GabrielGG ) Vote: start selling and buying weapons from the Zirk. Send a letter: "Could you please send some troops to help with the rebellion? Part of the production of the West's mines will be sold to you for a cheaper price than to the other competitors, if the colony is recovered" Roll: 15 Outcome: The Zirk deeply apologize for the black market and begin a crackdown against the smuggling operations within their borders. The Zirk equip you with weapons and infantry. Unfortunately their cavalry units were lost at sea.
Vote: Take control of the western colony again, dump the viceroyal. The king orders to kill the rebellious men and begins to make speeches throughout the capital and the colonies to increase the morale and the stability of the kingdom and the armies. Roll: 5 Outcome: Your speeches provide little assurance to your armies, who cower at the strong and fierce western rebels. The Western Colony declared independence and conorates one of the resistance leaders, Arguvek ,as king. Given the hazardous terrain and fierce resistance by the Arguveks, perhaps we should cut our losses and recognize their independence. If we continue to fight, our people will lose faith in the monarchy and protests in the east could ensue.
EXTRA: From Zirk: "we are happy with your proposal and will honour our agreement, may Ko watch over your".
Stability: -1 Power: 2Zirk (blackink ) Vote: Train and deploy a heavy cavalry unit as reinforcement for the Zorustians, make their armor similar to our death god so they may strike fear on their enemies. Roll: 6 Outcome: In a storm your cavalry regiments are lost at sea. Years of training and spending gone in the stormy night. Your people perceive the shipwreck as a warning from the death god Ko. This only strengthens the Orthodox Zirkoist movement against your government.
Vote: start the crackdown on the smuggling merchants and offer initial benefits (a tax reduction on their first year) to those who start producing weapons and armour for the Zorustians and internal use. Roll: 5 Outcome: Your economic incentives are not enticing enough for the high demand black market that enriches the Zirk smugglers. The Smugglers continue to profit, and the Zorustiran rebels are on the verge of victory.
EXTRA: "Could you please send some troops to help with the rebellion? Part of the production of the West's mines will be sold to you for a cheaper price than to the other competitors, if the colony is recovered"Stability 3Power 2Kora’Tor (@immortal_Dragon) Vote: Send a trade delegation to the Eshana, showing them that our river valley offers many boons aside from conquest. Roll: 17 Outcome: The Eshana welcome your trade delegation with open arms. The Eshana fear overextending their empire, they are already having a difficult time defending their borders from skirmishes and raids. The Eshana provide you trained soldiers in exchange for your shipbuilding, they are not a maritime people, they originate from the steppes. You agree to their trade and soon amass the greatest army of all the Toric Kingdoms. Our neighbors fear us, with the largest navy and army in the region. What shall we do with this firepower?
Vote: Send emissaries to our remaining independent neighbors, requesting a defensive alliance in case of Eshana aggression. They've already proven themselves aggressors against the An'tor, who's to say they won't do the same to the rest of us? Roll: 5 Outcome: You send emissaries to the eight kingdoms of the river valley. Only two of the eight kingdoms agree to your alliance. The other six fear you, believing you are a vassal to the Eshana Empire, who they fear and view as foreign invaders. Allying with the Eshana was perceived as an un-Toric thing to do (The Eight Kingdoms and the Kora’Tor are the remnants of the “Tor” Empire.) Due to this alliance, these six nations have put an embargo on your goods, refusing to finance a race traitor. The two nations that did ally with you- the Shi’Tor and Fes’Tor- are rather weak and provide little manpower. They could serve as useful vassals, though. A royal marriage with their monarchs would let us annex their territories and perhaps create a future empire, a Second Toric Empire.
Stability: 2 Power: 2Thourian (soundwave ) Vote: Start a coronation and start a monarchy Roll: 14 Outcome: The former royal families of the Six Cities are married into the Thourian monarchy. A young prince is born, who inherits all the crowns of the Six Cities, Thouria Proper, and the newly annexed territory from Eshana. The political unity has strengthened our legitimacy in the eyes of our citizens, and the thrones have been merged into a single monarchy. However, the constant inbreeding of the nobility has led to an increase in hereditary diseases. We must find new, foreign monarchs to proliferate our bloodline. Continued inbreeding will lead to the extinction of the monarchy.
Vote: Advance Education Roll: 18 Outcome: Your education system unites your diverse and divided society into mature and loyal citizens. Your economic and military output increases, and your people are more united than ever. People identify more by their nationality than their city.
Stability: 3 Power: 2Kore (agenttine ) Vote: Build that canal! Roll: 10 Outcome: The canal is completed and the rich pay the toll to use the canal enriching our nation. However, many of the peasant workers who built the canal have discovered ways to get the Retreat free without the charge. A secret route to the Retreat, the Hidden Path, has been used by many as a free alternative. The poor are camping outside the lavish resorts and have put off many of the nobility. We must find this Hidden Path before the impoverished scare off the paying customers!
Vote: Explore even more, still searching for wealth. Roll: 4 Outcome: Your expeditions lead to little findings. A forested peninsula to the southwest is nothing but wilderness, with aggressive locals who throw spears at your ships.
Stability: 1 Power: 2Ocylym (lordclassyus ) Vote: Develop better farming equipment. We can never have enough food. Roll: 1 Outcome: Your new farming techniques actually harm your yield. The soil is overused and soon becomes sterile. Worse is that the smartest engineers and scientists in your civilization refuse to help you, protesting your government. You have plenty of bread, but cheaper foods are more scarce, their prices skyrocket, and now the poor begin to die from famine. If a solution to the food crisis is not met, expect a dark age.
Vote: Build a load of granaries. If our crops should be cursed as result of the heretics, we rather sit on a large stockpile. Roll: 16 Outcome: Your granaries are a smashing success, creating a huge supply of food for many winters to come. Vote: Order a large scale witch hunt. These cultist have had their chance, now they will perish. Roll: 20 Outcome: The heretics are completely eradicated, their prayer books and writings burned in a bonfire. Scribes are forbidden to write about the cultists, erasing the Cult of Pygmism from the record of history. In a few generations no one will know or remember the Pygmies, and any records that try to speak of them will be dismissed as myth or fiction.
Vote: The gods have gifted us a incredible world. Build an academy so we may unravel it's secrets. This should get us closer to the gods and their creations. Roll: 3 Outcome: The Academy becomes a haven for free thought and education. However, one of the professors, Setarkosh. He develops a philosophy built on the concept of curiosity and skepticism. He is critical of the Seven Shamans and the recent censorship of Pygmiism, and his students demand religious reform.
Stability: 0 Power: 2
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Post by Immortal_Dragon on Oct 14, 2017 21:21:40 GMT
Well, when one plan falls apart, you make a new one.
Vote 1: Arrange for a political marriage to unify the bloodlines of my kingdom with those of the Shi'tor and Fes'tor. It would be unfair for my allies to pay for my perceived transgressions.
Vote 2: Establish spy rings amongst the other Toric kingdoms so that we may know what they plan.
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Post by blackink on Oct 15, 2017 0:18:43 GMT
The dice were not with me this round, let's hope next one is better. Vote 1: Form a small military police and send them to crackdown the illegal trade, their money will be used to fund those merchants and smiths who make weapons for the Zorustians
Vote 2: Establish two shrines, one near the river who serves as a sickhouse and maternity ward (fresh water serves as primitive sanitation) and another near the desert for funeral rites, and allow the aristocrat students to learn in both, so they may understand the inner workings of living, disease and death.
Send a letter to the Zorustians: "We will keep working on the crackdown as promised, if we are successful with an inner project, we will send medical professionals for your army"
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Post by lordclassyus on Oct 15, 2017 8:08:18 GMT
Well... that didn't work out the way I had planned. Perhaps I could try something other than murdering my own people...
Vote 1: Tell the scientist and the engineers, that if they don't find a solution to the famine and crop failure, we will take all their possessions. Then they and their families will die of the famine that they caused.
Vote 2: Blame the famine on Setarkosh and his students. Make an example of them. If anyone else in the future thinks they can doubt our shamans and our gods, they will think of the terrible famine of 800 BC.
We didn't build a 228.6 meter (750 ft) tall staircase only to not throw people off of it.
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Post by agenttine on Oct 15, 2017 10:28:12 GMT
We never meant for the canal to have a toll - It was built merely to allow people access! Vote 1: Give a slap on the wrist to whoever decided that a toll on the canal was a good idea. Vote 2: Send even more explorations, but instead of searching for wealth, they'll search for minerals.
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Post by GabrielGG on Oct 15, 2017 16:48:08 GMT
Vote 1: Recognize the independence of the west Vote 2: Explore the economical options of the eastern colony. Now that we've lost the western, we shaw focus on the eastern.
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Post by alohameanshello on Oct 16, 2017 12:56:33 GMT
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Post by soundwave on Oct 16, 2017 13:50:53 GMT
Vote 1: Tell nobles to try to marry people not in the family to make sure there is always atleast new DNA in their gene pool to make sure their houses dont die off
Vote 2: Make an organization of assassins
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Post by alohameanshello on Oct 16, 2017 19:01:18 GMT
ROUND IX: 700 BC Zorustians (GabrielGG ) Vote: Recognize the independence of the west Roll: 5 Outcome: The west becomes a sovereign state: the Kingdom of Arguvek. We’ve lost the vast wealth and riches made from the lucrative precious metals of the region, and our economy soon faces a recession. We must find a new profitable trade soon, or our empire could face bankruptcy.
Vote: Explore the economical options of the eastern colony. Now that we've lost the western, we shaw focus on the eastern. Roll: 14 Outcome: You recolonize the East lost to the plague centuries ago. The land is in ruin with large abandoned cities. The land is quite fertile, ripe for harvests, but lacking in any precious metals. The land is known for its fishing and a new fishing market is established in the East. The western colony was the economic powerhouse of our empire, which made Zorustia across the sea for its splendid jewelry. We could find a new source for jewels, or discover a new industry to enrich our people. Due to the high demand of precious metals, some have suggested discovering a new land ripe for mining. The south is rather cold and butter, but its mountains could provide exposed ore. Some have also suggested sending an expedition east, into the unmapped and unexplored eastern wilderness.
Stability: 0 Power: 1Zirk (blackink ) Vote: Form a small military police and send them to crackdown the illegal trade, their money will be used to fund those merchants and smiths who make weapons for the Zorustians Roll: 11 Outcome: The secret police detain many of the smugglers and send them to labor camps. Their money and belongings are redistributed to the merchants and smiths who lawfully manufacture and sell weapons for the Zorustians. However, the need for these weapons is still great. Numerous cargo ships transporting munitions to the Zorustians have been hijacked and looted by rebel pirates. This has made trade and commerce unsafe. If these pirates are not stopped, we will lose our political influence across the Southern Sea.
Vote: Establish two shrines, one near the river who serves as a sickhouse and maternity ward (freshwater serves as primitive sanitation) and another near the desert for funeral rites, and allow the aristocrat students to learn in both, so they may understand the inner workings of living, disease and death. Roll: 17 Outcome: The Emperor of the Zirk demands the mythical Elixir of Life, and orders the scientists from the Academy to discover the secret to Immortality. The scientists are given the blessing by the Zirkoist clergy to perform their experiments inside the shrines, one in the northern desert, another to the southern riverbank. The study of medicine becomes a prestigious profession in your society, with many viewing doctors not only as saviors, but saints. They examine the corpses of the dead, and are the first Allosoph to study the anatomy. They discover how to treat wounds from battle, and thousands of soldiers are saved at these shrine hospitals. Should we share this knowledge with our neighbors, or keep it for ourselves?
EXTRA: The Zorustian-Arguvek War ends in Arguvek victory. The Zorustians are a shell of their former glory. Some advisors suggest invading and annexing Arguvek for ourselves, to profit from its rich mineral deposits.
Stability 2 Power 2 Kora’Tor (@immortal_Dragon) Vote: Arrange for a political marriage to unify the bloodlines of my kingdom with those of the Shi'tor and Fes'tor. It would be unfair for my allies to pay for my perceived transgressions. Roll: 4 Outcome: Your allies decline your marriage proposals. They fear a royal marriage will give their monarchies a bad name.
Vote: Establish spy rings amongst the other Toric kingdoms so that we may know what they plan. Roll: 16 Outcome: You discover the kingdoms of Tlo’Tor and Jen’Tor have planned a sneak attack against your kingdom and allies on all fronts. Fortunately you learn of this attack beforehand and perform a preemptive strike, dividing and conquering your new territory between you and your allies. Your kingdom now borders both of your allies. You are no longer surrounded by enemies, and are stronger than ever before. However, your conquests have made outsiders perceive you as dangerous warmongers. They fear you and could possibly attack you or your allies at any given time. It is best to be on high alert for future attacks.
Stability: 3 Power: 2Thourian (soundwave ) Vote: Tell nobles to try to marry people not in the family to make sure there is always at least new DNA in their gene pool to make sure their houses don't die off Roll: 16 Outcome: You form a royal marriage with the wealthy Kingdom of Dashoy. The kingdom provides tremendous wealth to our nation, and our shared resources enrich both societies. However, this bond is not permanent. Some have considered merging the thrones into one, uniting the two kingdoms into one glorious empire. To do so would mean to deny the western kingdom of Wattesh their claim to the throne, which would inevitably escalate to war.
Vote: Make an organization of assassins Roll: 9 Outcome: An Order of Assassins is formed by the Thourians to eliminate any competing bloodlines to the throne. This goes according to plan, until they kill the heir to the throne, your son. A decision must made: whether the throne should pass down to your young immature nephew, your closest male descent, or your older and more mature daughter.
Stability: 1 Power: 2Kore (agenttine ) Vote: Give a slap on the wrist to whoever decided that a toll on the canal was a good idea. Roll: 6 Outcome: The toll is removed from Aqueduct transport, but it is now problematic to afford and maintain the large and intricate canal. Taxes are raised on the populus to fund maintenance costs, widening the gap between the rich and poor, but even this is not even to sustain the canal. Funding must be cut from other programs, perhaps our costly expeditions are becoming too much for our economy to handle?
Vote: Send even more explorations, but instead of searching for wealth, they'll search for minerals. Roll: 15 Outcome: The explorers discover some rich mineral deposits upriver toward the mountains. Many entrepreneurs migrate to the new northern province on the quest for fortune. You now control all land east of the Ocron River.
Stability: 1 Power: 2Ocylym (lordclassyus ) Vote: Tell the scientist and the engineers, that if they don't find a solution to the famine and crop failure, we will take all their possessions. Then they and their families will die of the famine that they caused. Roll: 5 Outcome: The scientists begin to researching solutions to the food crisis, but find little cause or effect to the unexplained phenomenon. The farmland annexed in 1300 BC has been rendered sterile, and their only suggestion would be to annex the developed farmland of the northern nations who have recently converted to the faith.
Vote: Blame the famine on Setarkosh and his students. Make an example of them. If anyone else in the future thinks they can doubt our shamans and our gods, they will think of the terrible famine of 800 BC. Roll: 1 Outcome: Setarkosh is assassinated by one of our secret police. He dies a matyr and inspires an uprising in the center of our country. The rebels split the country east and west, making taxation and governance of the eastern half difficult. Perhaps a compromise can be with the rebels, so SetarkoBelgiumes and Shamanists can live together in harmony.
Stability: -2 Power: 1
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Post by lordclassyus on Oct 16, 2017 19:35:29 GMT
It would seem like our golden age has ended. For some reason I could feel it.
How much I want the SetarkoBelgiumes eliminated, food is a greater concern.
Vote: Ask the northern kingdoms to join our theocracy. Spread the message not only to the kings, but also to the people. It will add some extra pressure to the kings.
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Post by Immortal_Dragon on Oct 16, 2017 19:54:17 GMT
Darn and darn again. I was trying to reclaim my good name. Perhaps I will have to put that off for the moment, however.
Vote 1: Create plans for stone architecture and fortifications, we must be prepared for what may come.
Vote 2: Develop a new three-man chariot, it should be more powerful than the version we have at the moment by allowing for an extra soldier to ride in it.
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Post by blackink on Oct 16, 2017 21:02:53 GMT
Glad to see we have been an stable reign for so long. Let's see if we can improve.
Vote 1: Research stronger naval vessels and safer routes, if we find a way to install a weapon on them we will be able to deal with the pirates.
Vote 2: Build an extension on the library on the topic of health sciences and send invitations to foreign nations so they can also learn the secrets of the body (ofc, they will pay the tutoring fees).
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Post by agenttine on Oct 17, 2017 13:28:57 GMT
Let's focus on those minerals so that we have more wealth, eh? Vote 1: Start huge mining campaigns at those rich deposits Vote 2: Advertise even more people to venture out and join the colonies
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Post by GabrielGG on Oct 17, 2017 22:10:21 GMT
Vote 1: send an expedition to the east
Maybe next round we could have special descriptions of the civilizations? With the pros and cons, economy, culture, etc? You know, special round, X? <3
P.S.: Holy Belgium my civ is destroyed
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Post by soundwave on Oct 17, 2017 22:25:50 GMT
Vote 1: Have my daughter take over the nation
Vote 2: find a place for mining
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Post by alohameanshello on Oct 18, 2017 15:27:26 GMT
ROUND X 600 BC Zorustians (GabrielGG ) Vote: send an expedition to the east Roll: 13 Outcome: You discover a forest rich in strong and versatile wood, ideal for shipbuilding. The land is quite promising, but is inhabited by a foreign people who speak in an incomprehensible barbaric tongue. They are armed and dangerous, but also tribal and divided. Perhaps we could send an invasion force to occupy the woodlands.
Stability: 1 Power: 1Zirk (blackink ) Vote: Research stronger naval vessels and safer routes, if we find a way to install a weapon on them we will be able to deal with the pirates. Roll: 6 Outcome: In an arms race you construct more powerful, destructive warships. In an unfortunate twist the boat is hijacked by the pirates and is used against you. It’s not technology the pirates have the advantage of, but manpower and tactics.
Vote: Build an extension on the library on the topic of health sciences and send invitations to foreign nations so they can also learn the secrets of the body (ofc, they will pay the tutoring fees). Roll: 14 Outcome: The Library builds a new extension dedicated to the fields of medicine. Doctors and medics flock throughout the known world to teach and discover their practices. A guild known as the Zir Brotherhood begin to spread their teachings across the world, opening chapters across other cities. While all their profits go back to the library, some of the key leaders of the Brotherhood condemn the Zirk government of violence and warmongering, and demand the disarmament of the Zirk government. Their radical pacifism could present a threat to our future expansion and self-defense.
Stability 2 Power 2Kora’Tor (@immortal_Dragon) Vote: Create plans for stone architecture and fortifications, we must be prepared for what may come. Roll: 11 Outcome: A royal decree orders the construction of all stone buildings. The buildings are quite remarkable and sturdy, but quite expensive. The costs to afford housing become problematic, and soon a large number of our population becomes homeless. Still, those who can afford to live in these castles are quite jovial and pay their taxes responsibly, helping our budget.
Vote: Develop a new three-man chariot, it should be more powerful than the version we have at the moment by allowing for an extra soldier to ride in it. Roll: 11 Outcome: The chariot is quite strong and powerful, but the Ajak cavalry that the chariots ride with (see below) are imported from the Eshana. It is unknown how to breed them domestically, and the Eshana charge quite a price on the animals. We could cut supplies to them, but their large military is a little intimidating to challenge. 
Stability: 2 Power: 2Thourian (soundwave ) Vote: Have my daughter take over the nation Roll: 18 Outcome: The nephew accepts the King's decision and allows the daughter to inherit the throne peacefully. She will be the first empress in Thourian history, and to ensure her reign is not compromised by discrimination or sexism, propaganda licensed by your regime has legitimized her in the eyes of many. The probability of riots after your departure from this mortal plain seem slim.
Vote: find a place for mining Roll: 20 Outcome: Some rich mineral deposits are found to the northeast. The land is quickly colonized and enriches your empire tenfold. With all this money, what should we send it on?
Stability: 3 Power: 3Kore (agenttine ) Vote: Start huge mining campaigns at those rich deposits Roll: 6 Outcome: The deposits were misleading. Most of the precious metals were exposed from the rock, upon mining and quarrying the mountains no more ore was recovered. Still, the jewels we did find were quite precious, even if only a short-lived boom in the economy.
Vote: Advertise even more people to venture out and join the colonies Roll: 18 Outcome: The colonies become heavily urbanized and production and industry accelerates like never before. Our people are motivated to work hard labor, promised a luxurious retirement to the Retreat provided they save up and earn the money needed to afford such a trip. Your people become very diligent due to this acheiving this ideal lifestyle known as the “Korenese Dream”
Stability: 3 Power: 2Ocylym (lordclassyus ) Vote: Ask the northern kingdoms to join our theocracy. Spread the message not only to the kings, but also to the people. It will add some extra pressure to the kings. Roll: 10 Outcome: The Northern Kingdoms agree to join the theocracy provided the current kings are provided seats in the government. This goes against the constitution and law of our nation, but in a time of crisis we agree to the desperate deal. The Shamans become a hereditary position, no longer appointed by a council of clergy. Your theocratic republic had mutated into a hereditary oligarchy. The newly acquired lands are quite vast and plentiful of resources. While the northern territories are a new gift to the empire, the south has largely been occupied by Setarkosh rebels. Some have suggested moving the capital city to the North, to better administrate the new territories. While no one dare say it in your presence, the reclaiming of the south is a lost cause, perhaps it is time we cut our losses and withdrew a=our forces from the south, to start a new beginning in the north.
Stability: 0 Power: 1
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Post by Immortal_Dragon on Oct 18, 2017 15:51:01 GMT
Huh, that went surprisingly well.
Vote 1: Offer the homeless a path to earn their living in the new stonework. They will be offered a choice, indentured servitude to one of those who can afford to live in these new accommodations so that they may earn a direct way into a home via extra income. The other choice will be to pack up and go to found more settlements so that the Kora'Tor kingdom may expand.
Vote 2: Develop the bow as a weapon. With a particular focus on adapting them to work while on a chariot.
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Post by agenttine on Oct 18, 2017 15:56:40 GMT
Cool, our economy stabilized once more! Vote 1: Search for a strong metal that would be perfect for military use. Vote 2: Experiment with new medicines - Hopefully we can prevent another devastating plague. Edit: How well are our neighbors doing?
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Post by lordclassyus on Oct 18, 2017 17:04:16 GMT
At least the famine is solved and we got some new land. Let's now focus on the rebellion.
Vote: Invite the leaders of the Setarkosh rebels to our former council room to pardon them for splitting with the empire. Once inside, we will ambush their bodyguards and lock the room. When they are trapped, we will force feed them hallucinative plants. When they are high, start indoctrinating them with prayers and heavy chanting. After that, we will release them back and hope they reunite with us or at least leave us alone.
Is this okay for a single vote or must I do something simpler? Also are the rebels heretics or are they just anti shaman? EDIT: Thank you for clearing that up.
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Post by alohameanshello on Oct 18, 2017 18:17:06 GMT
At least the famine is solved and we got some new land. Let's now focus on the rebellion.
Vote: Invite the leaders of the Setarkosh rebels to our former council room to pardon them for splitting with the empire. Once inside, we will ambush their bodyguards and lock the room. When they are trapped, we will force feed them hallucinative plants. When they are high, start indoctrinating them with prayers and heavy chanting. After that, we will release them back and hope they reunite with us or at least leave us alone.
Is this okay for a single vote or must I do something simpler? Also are the rebels heretics or are they just anti shaman? They're anti-shaman and anti-fundamentalism. They believe in observation, not theory or superstition. Setarkosh is basically Dengea's Aristotle.
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