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Post by Aiosian_Doctor_Xenox on Jan 26, 2018 18:35:51 GMT
Vote 1: Build a new wall as the priests originally suggested.
Vote 2: Research Counterweight mechanisms.
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Post by agenttine on Jan 26, 2018 20:07:11 GMT
I think we need to expand far and wide - and perhaps this new animal can help us...
Naming: I would like to name this new carnivorous animal the "Ctah", with "Ctah" being singular and "Ctahs" being plural.
Culture: Ctahs will become the symbol of hidden power and stealth - they are often represented as assassins, thieves, and even as spies.
Vote 1: Domesticate these new animals - the Ctah - for scouting and hunting purposes.
Vote 2: Send some settlers out to settle most of this frozen land - we need all the resources this frozen land holds.
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Post by Immortal_Dragon on Jan 26, 2018 20:14:05 GMT
Alright, one more step forward, at least the Sirokha can pull some carts on land, even though they're better at pulling in the water.
Vote 1: Using our water chariots, we will explore the rivers (Thanokk and Mehras (named for two of Au and Sir's children) for the offshoots from north to south, Siradivas (Life from Sir for its life giving waters) for the river from which the previous two split) beyond our borders, perhaps we will find other Ausiran along the way.
Vote 2: Experiment with stone construction.
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Post by serialkiller🌴 on Jan 27, 2018 16:20:50 GMT
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Post by February Steam of Foushoo on Jan 27, 2018 19:34:57 GMT
Vote: work on mining techniques in hopes of finding a malleable yet resilient metal. Extra: respond to strange foreigners by offering them a closely monitored visit to the meeting place of the administrative council of monks. We shall attempt to probe them of what ever information we can on the intoxicants they use and the culture of their people before we decide to start "true trade" or not.
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Post by serialkiller🌴 on Jan 27, 2018 21:35:23 GMT
Salo
Vote 1: Domesticate these new animals - the Ctah - for scouting and hunting purposes.
Roll: 13
Outcome: The people who approach the Ctah get killed, but you find out that they keep their babies on high trees.
Vote 2: Send some settlers out to settle most of this frozen land - we need all the resources this frozen land holds.
Roll: 2
Outcome: You try to build small camps, but Ctah-Attacks destroy them as soon as their are built.
Power: 2
Stability: 2 Economic level: 1
Population: 80000 - growing
Recruitment Rate : 30 %
Soldiers : 23000
Traits : Warmonger (1)
Pacifist (-1)
Domesticated: Elaik Quinn
Vote 1: Build a giant flute with about a hundred mouth slots (however you call those). The air pieces on top (also don't know how to call those) instead of being controlled by fingers, skilled dancers will use their feet to open and close the holes.
Roll: 11
Outcome: You start building a majestic and giant instrument, but it takes a lot of work and isn`t finished yet.
Vote 2: We got some drugs that make people hallucinate, nice. now we need something to calm people down. More importantly, calm the Ishas down. That would hopefully make them easier to mount. After that it will be phase two of my masterplan.
Roll: 8
Outcome: The Alithei who visit your empire bring some big red flowers with them, they say that they produce color with it. Curious (and druggies) as your people are, they try to smoke the flower and find out that it has a very calming effect on the body.
Extra: the party is a success, and the Alithey get high as hell. They wish to take some of these drugs home, and the first trade route is established. Soon, your traders discover that the eastern civilization shows great demand as well, and with your new economic boom you become the dominant power of the central continent.
Power: 3
Stability: 2
Economic level: 3Population : 220000 - growing
Recruitment Rate : 5 %
Soldiers : 11000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha
Ausirana
Vote 1: Using our water chariots, we will explore the rivers (Thanokk and Mehras (named for two of Au and Sir's children) for the offshoots from north to south, Siradivas (Life from Sir for its life giving waters) for the river from which the previous two split) beyond our borders, perhaps we will find other Ausiran along the way.
Roll: 8
Outcome: Following the river Siradivas further west, your people come in contact with the Bariya empire. Seeing the colorful clothes of your people, they invite them to a dinner in the great palace. The city they go through is full of beautiful buildings and high towers, and the palace has enormous colorful windows. The Bariya show interest in your birds, and possible other decorative animals and plants. They offer to trade the slaves they capture in the western tribes for the tropical life forms.
The other rivers are explored as well. Your people encounter the great beast again: They face something that looks like an enormous Sirohka. It attacks and destroys one of your chariots, but the others can flee and return home safely.
Vote 2: Experiment with stone construction..
Roll: 11
Outcome: You construct a crane-like wooden structure that is equipped with wheels. It helps you to lift and place heavy stones.
Power: 2
Stability: 3 Economic power: 1
Population : 130000 - growing
Recruitment Rate : 5 %
Soldiers : 7000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Maurathia
Vote 1: look for a rideable flying animal around the islands.
Roll: 3
Outcome: You find no bid that is big enough to be mounted.
Vote 2: learn new farming techniques
Roll: 15
Outcome: You develop irrigation techniques, allowing you to grow even more plants. This boosts your economy.
Power: 2
Stability: 0
Economic Power: 1
Population : 200000 - growing
Recruitment rate : 15 %
Soldiers : 30000
Weapons(s): large Bolas , 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Tsalmo'ne
Vote: work on mining techniques in hopes of finding a malleable yet resilient metal.
Roll: 1
Outcome: You start mining, but it ends in a disaster. Many accidents occur, and there`s little to no metal found by your people. Despite being told to be cautious and not talk to the foreigners, your people start taking the mushrooms brought by the Quinn to deal with the ultimate despair they are facing because of the terrible working conditions in the mines.
Extra: The traders deliver huge amounts of mushrooms to your people, and the demand among your people is enormous, many being almost addicted. Should your government try to stop the trade as planned or give in to the will of your people ?
Power: 1
Stability: -1
Economic Power: 1
Population : 160000 -growing
Recruitment rate : 10 %
Soldiers : 16000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum Children of Sand
Vote 1: Build a new wall as the priests originally suggested.
Roll: 13
Outcome: An eight meters high wall is built on the eastern border, and it's halfway finished.
Vote 2: Research Counterweight mechanisms.
Roll: 18
Outcome: You scientists make a scientific breakthrough : The counterweight mechanisms are used by your engineers constructing new buildings, and you also manage to develop a new weapon that can toss heavy rocks to destroy structures and enemies. While it`s heavy weight limits its mobility, it`s still a powerful weapon.
Power: 2
Stability: 3
Economic Power: 1
Wonder : the temple of Sokra is the most beautiful building ever seen, and the first world wonder.
(+4 on every religious vote)
Population : 100000
Recruitment rate : 20 %
Soldiers : 20000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote: Create saddles for our newly domesticated animals.
Roll: 12
Outcome: The saddles are equipped with a latter, and it's very comfortable. Your people can mount T. immanemque much faster and ride it for much longer distances
Extra: Mom tells your people not to do drugs, but they don't listen. Instead they allow to establish a trading route for the mushrooms, and the Quinn drug becomes very popular among your people. Extra: The Quinn are very interested in your flowers. Perhaps you should grow more of them and establish a trade route with your new beast of burden ?
Power: 1
Stability: 2
Economic Power: 1 Population : 70000 -growing
Recruitment rate : 5 %
Soldiers : 4000
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by Aiosian_Doctor_Xenox on Jan 27, 2018 22:09:57 GMT
Vote 1: Finish the wall.
Vote 2: Send one of our pilgrimage ships north as an envoy seeking out other Ansloc peoples. There should be three priests of each of the five with a compliment of merchants baring examples of our people's art, and culture. Include ten warriors on the ship just in case.
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Post by agenttine on Jan 27, 2018 22:56:25 GMT
'right, we should go on and conquer the Oberuq now...
Vote 1: Try to domesticate the Ctah again by capturing their children and taming them - they will serve useful against the Oberuq.
Vote 2: Invent vodka by using the fruit of the Ydrais - our people would definitely want vodka.
Extra: Declare war on the Oberuq.
War Vote 1: Send a squadron of around 500 mounted archers to implement hit-and-run tactics on the Oberuq's factory, hopefully disabling them.
War Vote 2: Storm the Oberuq capital with around 19,000 mounted soldiers in order to cripple their people and economy.
War Vote 3: Assassinate the Oberuq king with a party of 1,000 mounted troops - if we chop off their head, we chop off the country's head.
War Vote 4: While our main force is away in the capital, send around 2,000 mounted troops to raid and pillage the Oberuq lands, further crippling them.
War Vote 5: While all this is happening, disperse 500 mounted troops to act as scouts to inform us of enemy movements.
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Post by lordclassyus on Jan 28, 2018 9:18:43 GMT
Having power three is marvelous.
Vote 1: Continue work on the flute.
Vote 2: Expand our land a bit so we can grow even more mushrooms.
Vote 3: Start looking for the Caelimobscurent Imperator.
Naming: The mushrooms will now officaly be known as: Shrooms.
Extra: send a small, free shipment of shrooms to both our trading partners.
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Post by serialkiller🌴 on Jan 28, 2018 18:25:38 GMT
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Post by soundwave on Jan 28, 2018 23:42:08 GMT
Vote 1: look for a rideable flying animal around the islands
Vote 2: make living conditions better for my people
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Post by Just a Dude on Jan 29, 2018 10:28:53 GMT
VOTE: establish a trade route with the quinn
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Post by February Steam of Foushoo on Jan 30, 2018 5:39:34 GMT
Vote: have monks cultivate the drug plant to the level that it is enjoyable but not completely intoxicating and addicting. Only truly legalize the use of this specially cultivated crop if it can be made and make this new form a spiritual enhancer for occasional religious ceremonies and not daily recreational use.
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Post by serialkiller🌴 on Jan 30, 2018 11:28:53 GMT
Salo
Vote 1: Try to domesticate the Ctah again by capturing their children and taming them - they will serve useful against the Oberuq.
Roll: 5
Outcome: Your people don't even manage to climb the trees.
Vote 2: Invent vodka by using the fruit of the Ydrais - our people would definitely want vodka.
Roll: 8
Outcome: You start producing a Vodka-like black drink. It helps your people to forget their worries and have more fun, and it also warms your people. However, it's quite expensive to produce, but perhaps cheap (or unpaid) workers could help you to produce masses of it.
War Vote 1: Send a squadron of around 500 mounted archers to implement hit-and-run tactics on the Oberuq's factory, hopefully disabling them.
Roll: 19
Outcome: The factory is completely destroyed, and your soldiers perfect the hit-and-run tactic. The Obseq are now practically defenseless.
War Vote 2: Storm the Oberuq capital with around 19,000 mounted soldiers in order to cripple their people and economy.
Roll; 18
Outcome: The capital is overwhelmed by the largest army of the world, and the Obseq lose their palace.
War Vote 3: Assassinate the Oberuq king with a party of 1,000 mounted troops - if we chop off their head, we chop off the country's head.
Roll: 3
Outcome: The Queen can flee with a ship, but at least the Obseq don't have a government anymore.
War Vote 4: While our main force is away in the capital, send around 2,000 mounted troops to raid and pillage the Oberuq lands, further crippling them.
Roll: 6
Outcome: Your people have a hard time destroying the sturdy buildings. Most farmers hide their harvest from your soldiers.
War Vote 5: While all this is happening, disperse 500 mounted troops to act as scouts to inform us of enemy movements.
Roll: 4
Outcome: Without any form of communication but by mouth, it's hard to inform your generals. Thankfully there aren't many enemy movements anyways.
War Outcome: The war was very bloody and many civilians were killed, but eventually the entire Obseq Kingdom is conquered. Thousands of people are captured and enslaved. A large distillery is built and with the new slave workers, you produce enormous amounts of Vodka. Perhaps you should use the Obseq port city to get access to the world market ?
Extra: Great ships enter the former Obseq port city. They come from a great desert empire.
Power: 3
Stability: 1
Economic Power: 2
Population: 180000 - growing
Recruitment Rate : 15 %
Soldiers : 27000
Traits : Warmonger (2)
Pacifist (-2)
Domesticated: Elaik Quinn
Vote 1: Continue work on the flute.
Roll: 5
Outcome: Little progress is made, and the instrument starts to become very costly. Perhaps a larger and cheaper amount of workers could help ? The poor Tsalmo'ne citizens would sell their children to get more Shrooms.
Vote 2: Expand our land a bit so we can grow even more mushrooms.
Roll: 4
Outcome: The order from the King to expand your borders gets lost somehow. The Shroom demand grows and grows, and you need to produce more as fast as possible if you want to keep up.
Vote 3: Start looking for the Caelimobscurent Imperator.
Roll: 4
Outcome: Your merchants hear stories about great beasts resembling the Ishas, but they can't get access to any reliable information about them
Extra: The Alithei deliver more of the calming flowers, and they can be used to even calm down an Isha.
Extra: Thanks to the free shipment of Shrooms, the demand increased even further.
Power: 3
Stability: 1
Economic Power: 3
Population : 300000 - growing
Recruitment Rate : 5 %
Soldiers : 15000
Weapon(s): Ballista (medium quality)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Isha
Ausirana
Vote 1: Begin importing the slaves from the Bariya in exchange for beautiful bird feathers. However, rather than slaves, we will instead employ them as indentured laborers, set to work for a certain time before becoming free members of our society.
Roll: 7
Outcome: The trade is a success at first, and the slaves are very helpful in many ways. however, when your people hear about plans to release them, some get hostile. Racism spreads through the Kingdom, and an opposition establishes, claiming that releasing a slave is cruel because he cannot sustain himself due to a lack of intelligence.This position is not popular, but it could still threaten the stability of your government.
Vote 2: With the labor of both our imported laborers and our own workforce, we will build a great stone temple to Au and Sir in our capital city.
Roll: 19
Outcome: The new temple is an impressive architectural achievement. It is 18 meters high and has a large terraces on the top. This terrace is filled with palms, flowers and fountains, and strengthens the religious beliefs of your people. They would never convert to any other religion and have it easier to convert others. The great temple could also attract tourists from the whole world in the future.
Power: 2
Stability: 2
Economic Power: 1
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet)
Population : 170000 - growing
Recruitment Rate : 5 %
Soldiers : 9000
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha
Tsalmo`ne
Vote: have monks cultivate the drug plant to the level that it is enjoyable but not completely intoxicating and addicting.
Only truly legalize the use of this specially cultivated crop if it can be made and make this new form a spiritual enhancer for occasional religious ceremonies and not daily recreational use.
Roll: 3
Outcome: While your monks succeed in making the flower less addicting, it's of no use if almost the whole population is addicted to the Shrooms delivered by the Quinn. The free shipment of Shrooms isn't helpful either, instead the addiction now reaches even the poorest citizens. A law against the Shroom consumption could very well end in revolts and even a civil war.
Power: 1
Stability: -1
Economic Power: 1
Population : 200000
Recruitment rate : 5 %
Soldiers : 10000
Weapon(s): Ballista (high quality)
Traits : Warmonger (0)
Pacifist (0)
Domesicated animals: C. amicum Maurathia (soundwave)
Vote 1: look for a rideable flying animal around the islands
Roll: 15
Outcome: You tame a large gliding lizard. It can climb very well and can be mounted, and becomes a popular mount for scouts.
Vote 2: make living conditions better for my people
Roll: 4
Outcome: You lower the tributes citizens of your monarchy have to pay, but the new freedom makes many citizens of your first colony want independence. Perhaps a federal government could calm them down ?
Power: 2
Stability: -1
Economic Power: 1
Population : 260000 - growing
Recruitment rate : 5 %
Soldiers : 13000
Weapons(s): large Bolas
, 6 K. princeps
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: K. princeps
Children of Sand
Vote 1: Finish the wall.
Roll: 15
Outcome: The wall is finished and protects your entire Kingdom. The only ways to enter it are either the guarded entries, or the port city Bahr.
Vote 2: Send one of our pilgrimage ships north as an envoy seeking out other Ansloc peoples. There should be three priests of each of the five with a complement of merchants baring examples of our people's art, and culture. Include ten warriors on the ship just in case.
Roll: 18
Outcome: Your ships find two Kingdoms: The Alithei, which don't provide a port for your ships, and the Salo Kingdom, which port city is full of rubble and blood. The latter could be traded with, but your people don't know what to offer yet.
On their way home, your people capture a ship that looks similar to the ones at the Salo harbour. The crew talks about a horrible war that forced them to flee, and one woman claims to be a former queen of the Obseq Kingdom.
Power: 2
Stability: 3
Economic Power: 1
Wonder : the temple of Sokra (+4 on every religious vote) , The great wall (protection from foreign armies)
Population : 120000
Recruitment rate : 20 %
Soldiers : 21000
Weapons: Catapult (medium quality)
Ships: 10 (religious class)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: S. migrantis
Alithei
Vote: establish a trade route with the Quinn.
Roll: 8
Outcome: A trade route is established and with the strong mount, large amounts of flowers can be transported at once. However, your people can't pass the river and so the Quinn need to collect it with their Ishas. This limits the price your people can demand.
Extra: A great pilgrimage ship stops near your waters. They send a small ship to your coast and talk about coming from a great desert empire. Your people desire to build ships themselves.
Extra: The free Shroom delivery increases addiction in your Kingdom.
Power: 2
Stability: 2
Economic Power: 2
Population : 130000
Recruitment rate : 5 %
Soldiers : 7000
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: T. immanemque
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Post by Just a Dude on Jan 30, 2018 11:35:54 GMT
VOTE 1: Slightly limit the shroom importing and encourage people to try to lessen the amount of shroom consumption
VOTE 2: Attempt to build some boats.
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Post by lordclassyus on Jan 30, 2018 12:57:08 GMT
Vote 1: We don't need slaves right now, we'll continue building the giant flute with our own hands.
Vote 2: Again give the order to expand our territory to boost our shroom growth.
Vote 3: Start finding a nice, shiny metal we can turn into coins.
Extra: accept the Tsalmo'ne request.
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Post by agenttine on Jan 30, 2018 14:31:46 GMT
Hmm, we need to access the global trade - and advance ourselves in technology...
Vote 1: Advance our knowledge of physics - specifically about motion and energy.
Vote 2: Experiment with cheap but durable steel types - we need to be able to create lots of steel...
Vote 3: Start building boats and fish with them in the open sea.
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Post by soundwave on Jan 30, 2018 17:04:43 GMT
Vote 1: Find more food sources to be used
Vote 2: Make a change in government there will be an uneven amount of people who have a say in what is and isn't passed.
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Post by Aiosian_Doctor_Xenox on Jan 30, 2018 18:49:56 GMT
Vote 1: Have the thinkers of Sitka address research into mass production of interchangeable components.
Vote 2: Increase the resources available to the Thinkers so that they may also have a team working on Research about focusing light through glass.
Extra: Grant the Obseq survivors asylum. Have them stay with the priests of Kassika.
Extra: Double the guard at the port.
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Post by February Steam of Foushoo on Jan 30, 2018 19:35:01 GMT
Vote: Using the monks, attempt to make a new sedative(not at all related to the shrooms) that "chills Tsalmok people out" but doesn't incapacitate them. Do not release it out to the people until the Council monks bless it as actual divine and not problematic. Extra: Request the Quinn no longer send shrooms to our lands. Only trade the "shroom seeds" to monks who grow the Tsalmok-style shrooms.
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