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File: 1364337733605.jpg-(211 KB, 501x602, cover.jpg)
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What times is it?" asked wee-baby cowardly whore-sons.

"HAHAHA Time For Cossacks! declared Most Glorious Leader of Cossack Host Danube

-Original, unedited excerpt from "Kaspians And why I Hates Them, Most Glorious Account of 5th Kaspain War in Year of 1364"

In case you haven't guessed yet, it's time for the 6th installment of my nation builder.
Same as always, rules to follow, game begins when map is posted (7pm EST).
Join the chat or I shall burn your village to ashes. https://client00.chat.mibbit.com/#NationBuilder

New people please wait until around then to ask to join as this is getting pretty full.
>>
File: 1364338062387.pdf-(146 KB, PDF, Rules.pdf)
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I think this has most of it, if not just ask me any questions in chat.
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aw, look at cute little baby nations. How adorable and defenseless.
>>
Previous threads? Were they Archived? I'd like to check them out..
>>
All threads so far are available on suptg if you want to know what has happened so far
http://suptg.thisisnotatrueending.com/archive.html?tags=cossack - All threads except the 2nd one
http://suptg.thisisnotatrueending.com/archive.html?tags=nation%20builder%20 - 2nd session

And on foolz for in case suptg isn't working
http://archive.foolz.us/tg/thread/22997076/ - Session 1
http://archive.foolz.us/tg/thread/23000401/ - Session 2
http://archive.foolz.us/tg/thread/23268076/ - Session 3
http://archive.foolz.us/tg/thread/23528903/ - Session 4
http://archive.foolz.us/tg/thread/23791419/ - Session 5
>>
Glorious history of nations
http://suptg.thisisnotatrueending.com/archive/23000401/
http://suptg.thisisnotatrueending.com/archive/23268076/
http://suptg.thisisnotatrueending.com/archive/23528903/
http://suptg.thisisnotatrueending.com/archive/23791419/

The second thread is missing, cossack is not good at counting
>>
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>>23897076
Red-Five, standing by.
>>
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GO, begin nation construction.
>>
Rolled 13, 24, 94, 32 = 163

>>23897405
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [14]
Commerce [23]
Population [5]
Army [5] (Five Hvy. Riflemen Regiments)
Navy [6] (Five steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [38]
Navy Tech [24]
Infrastructure [9]
Civilian Tech [36]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories

Stability [9/10]

1+2 Army tech: Develop a steam-tank (use one point of wealth)
3 Military tech: Devise a system of logistical support so that soldiers can be supported in foreign campaigns
4 Population: The UCE needs more bodies...I mean citizens!
>>
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Also, NPCs are beter fluffed out now (not really)

The Pan-Polynesian Tribes are a collective group of primitive tribes and small kingdoms. They rarely fight as one and are very poor.

The Gangs are the result of a collapsed state. After a government attempted to run the drug trade for taxes, organized crimes and smugglers resisted. They teamed up and brought down the government, eventually killing the lord of the lands with a horse-back ride-by. Since then they have been involved in perpetual turf wars. They are brutal and rich.

The great Cossack is a host made up of several hosts. They are far from civilized but not a pushover militarily.

The 50 Fighting Cities are another failed state composed of constantly feuding local lords after the collapse of the head of state’s lineage.

The Aztecs are Aztecs. Never said I was creative. They are waning in terms of power but gold is plentiful in their lands.

The polar tribes are a group of many small tribal nations that subsist on the frozen island in the northern sea.

The Anarchists are unruly and just want to do their own thing. What portions of their people were reasonable have already been converted and only fanatics remain. It would be better to massacre them than make them a vassal. But if you need a random variable in the mix, they’re a safe bet on chaos.
>>
Rolled 95, 75, 40, 81 = 291

Wealth: 9
Pop: 10
Civ Tech: 38
Land War Tech: 19
Naval War Tech: 21
Rec: 0
Defenses: 2
Armies: 2
Navies: 11
Inf: 4
Com: 29
Stability: 10

Tax cycle (1/2)
Dollar cycle (1/2)

Our nation has just entered the industrial revolution! In order to protect our new factories and assets, the Council has ordered the construction of new military vessels and the raising of new armies! We will defend our nation, its new factories, and its parties!

1. Finish researching rifles! (1/2)
2. - 3. Raise a maximum of 7 new armies! Use our weapon factories and coal bonuses for this!
4. Refit our trading vessels with steel hulls and steam engines!
>>
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Rolled 84, 18, 45, 39, 66, 40 = 292

The Relentless

Wealth: 7
Pop: 4
Civ Tech: 23
War Tech: 19
Rec: 3
Defenses: 6
Armies: 7
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3,

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), medicine +3,
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:6
Gold Mine (1/7)

The High Priest hears the successful invasion of the TechnoFederation. However, there is no sign of the research regarding The God Killer Project. Orders are sent to search for and seize any valuable resources.

1. Strip the TechnoFederation of any valuable resources.
2-3. Rediscover Crystal Communication(2/5)
4. Research advanced healing techniques

Vassal State
1-2. Mine the gold mine (1/7)
>>
Rolled 43, 89, 13, 6 = 151

1.3 Continue researching EST (1 / 15)
4. Expand


Wealth: 2
Pop: 4
Civ Tech: 23
War Tech: 45 (-8 without Odin, -4 without Pontus)
Rec: 0
Defenses: 4
Armies: 6 (-2 without Odin)
Navies: 4 (-2 without Pontus)
Inf: 12
Com: 2
Special:
Forge of Ages
Diplomatic School
Titans

Stability: 9
Cannibas +1

Civ Tech: 22
Iron Working +1 :: Masonry +2:: Golems +3 :: Steel tools +2 :: Printing Press: +4 :: Paper: +1 :: Centralized Education: +2 :: Railway +2 :: Superior Hulls +3 :: Living Cities +3

War Tech: 45 (33 without Odin, Pontus)
Legendary Blades +3 :: steel armor +3
Warforged +5 :: dirigible airships +1 :: Arial Golems +3 :: Odin +8:: Superior Hulls +3 :: Naval Golems +5 :: Pontus + 4 :: Rifles +10

Defense: 4
fortress +2 :: Rail System +2

Infrastructure: 12
3 field farming +1 :: roads +2 :: Living Construction +3 :: Rail System +6

Commerce: 2
Rail System +2

Other:
Steel:: Spice :: Steam Engines :: Extradimensional Spice Travel (1 / 15)

Resources:
Gem Mine (Wealth) (0/3)
Mithril (Material) (2/4)

Forge of the Ages:
Doubles the success of any metalworking action or other forge based creations.

Diplomatic School:
This school allows you to send out 'diplomats' who can do various nefarious things like steal tech and sabotage other nations. Invalidated by Security.

Odin:
Counts as 2 armies in battles it participates in. +4 war tech. Has the ability to shape the world.

Pontus:
Counts as 2 navies in battles it participates in. +4 war tech. Has the ability to shape the world.
>>
Rolled 88, 29, 35, 54 = 206

>>23897405
With their closest ally and research partner on the run the Alliance turns to their own lands to secure their power.

1) Expand North
2) Expand West
3) Expand South
4) Trade for wealth via the teleportation network

Stats:
Wealth: 3
Pop: 2
Civ Tech: 23
War Tech: 7
Recruitment: 0
Defenses: 0
Special Tech: 0
Infrastructure: 5
Commerce: 6
Stability: 10

Armies: 0
Navies: 0
Special Units: 0

Stone Quarries - Great works projects require half as many successes it normally would.
Ley Lines Mapping - Civ tech +5 to magic related attempts
Builders guild - Civ tech +1 and double all construction results
Cogholm pack: Miltech: Iron Armor +1, Iron Weapons +1, Basic Naval Tech +1 and Civtech: Paper +1.
Mapping - +3 civ tech, +2 commerce +2 war tech.
Ley Line Temple - Stability boost
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
Mages! +2 war and civ tech.

Ley Lines found:
CogHolme
Technofederation
Aztecs
The Makers
Maritem
Inferno
Hakaran
Kelintz
>>
Rolled 89, 92, 23, 3, 23, 55, 58, 40, 28, 57, 88, 74, 76, 41, 76, 52, 42, 3 = 920

Wealth - 16
Population - 4
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 9

Armies - 1
Navies - 4
Defenses -6

-------------------------------------------------

It is good to be back to the good fight.

Jesus fuck 18 actions, awesome.

1-4. Armies
5-8. Navies
9-12. Defenses
13-18. Hats... no wait I mean excavate for and mine new resources
>>
The titanic figure towered before the leader of Cogholme. Its visage was both grand and terrible. A mix of monkey, machine, and mushroom. King Cog was tall enough to demolish mountains. Strong enough to crumble any army. But it was still one powerful creature. Merely something to counter the power of the others.

No. Cogholme needed more to stay safe. Much more. And it would need more allies as well. Powerful allies. Diplomats were dispatched across the land.

1-4: Finish Cannon Research (1/3)

Wealth: 8 Pop: 8 Civ Tech: 22 War Tech: 26 Rec: 0 Defenses: 2 Armies: 5 Navies: 4 Inf: 5 Com: 6 Stability:12?
>>
Rolled 49, 61, 75, 8 = 193

>>23897699
Whoops, sorry, forgot my rolls and my everything.
>>
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Rolled 91, 41, 24, 31, 79, 43, 81, 78, 97, 40, 59, 62, 67, 30, 39, 67, 44, 72 = 1045

>>23897405

I get 18 actions, right?

1: EVACUATE THE COASTS. Kelnitz will not slaughter any more innocent civilians due to our apathy! (Pull all pop back beyond naval bombardment range)
2: Build several towns inland to house refugees and increase living space (Pop).
3: Fortify all existing towns and villages with palisades and stake defenses (Def)
4: Raise a Citizens Militia (Def)
5: Build a series of stone Ringforts in strategic areas (Def)
6: Research Recurve Bows
7: Research a superior general-purpose one-handed sword
8: Research Pikes and Pike Formations
9: Research Halberds
10: Continue training the Elite Force
11: Develop a superior fencing technique
12: Give our archers increased training
13: Research compact Shortbows
14: Train all our soldiers to throw their standard-issue spears with lethal accuracy, should the need arise.
15: Train our soldiers to counter firearms, advancing foreward in cover where possible
16: Train our soldiers for short-range swift charges across open ground
17: Research Crossbows
18: Research Longbows
>>
The Makers, after a long conference between themselves, the diplomats of Cog Holme, Maritem which is headed by Clan Chief Aldus himself, finally agree to a full Alliance between themselves and the nations of Cog Holme and Maritem. This includes all technology that the others can support themselves which do not require the Forge of the Ages to do so.
>>
>>23897856
You forgot the most important part! That after the conference, much drinking and merry making was had.
>>
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Rolled 66, 43, 99, 76 = 284

Name: Scorpion Clan
Leader:Daimyo Hirmoshiri Kobai
Location:
Color:Turquoise
Fluff: Vengeance is our way
Population:0
Wealth:4

Cities:


Current vessel:
1 Naval Ship

Armies:


Military Equipment:
+2 O-Yoroi Fullplate
+2 Improved Katanas
+3 Missiles
+8 rifles
Mining Explosives-+4 war tech

Technologies and Advancements:
Scorpion Clan Ninjutsu-+10 War Tech
War Technology-+6 war tech
Defense of the Veil-+4 Defense

Resources:
+4 Defense
+39 war technology
+1 Mining Tech
+1 paper
+1 Rudimentary Medicine
+2 Masonry
+5 Civ Tech

Our lands have been forfeited and the Divine Wind blows against us. However, we have found ourselves masters of our own fates and with that we will carve our dynasty into the world once more.

In hand we have joined together with our technologically sound allies to usher in a new era of peace. Let the Scorpions carapace heal so that it may strike once more through the veil of the world.

1-2.) We begin our colonization of the world. We look for somewhere not touched by other nations so that we may heal from our wounds.
3-4.) We will do our best to have our veterans be amongst our most elite and for now, only fighting force. Our Scorpion Great Guard will defend us from the unknowns of the world. We have little choice as we are defenseless. The tail is poised and ready to sting.
>>
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>>23897466
Kelnitz
Logistics Corps (1/2)
>>23897530
Maritem
Rifles + 6, you get 3 armies. Trade-Liners (1/3)
>>23897534
Inferno
You get +5 wealth from the ruins of TechnoFederation. +1 Wealth (2/7)
>>23897570
Makers
Extra-Dimensions (2/15)
>>23897600
LeyLine
You expand, get +2 Wealth from trade
>>23897694
MonGrayr
you get 2 armies, 2 navies, +3 defenses, You find a mine full of exotic stones and shiny gems and begin mining it (1/5) +3 Wealth.
However, a general has gone rogue claiming he would make a better ruler. He took 1 of your armies with him and stole 4 wealth. -1 army, -4 wealth
>>23897757
Cog
Cannon finished, +5 war tech to both naval and land.
>>23897792
Boss
I have combined some of the war techs to make it easier to keep track of.
Your people fall back from the coast, +1 defense. +4 war tech: Pikes, Short Bows, Long Bows and Swords. Master crafted halberds +6, +3 war tech:Superior Training. (16, 12, 11)
>>23897900
Scorpion
You find a new land and new possibilities (will add). Also with that crit success you keep all your war tech, defenses and equipment. However with the journey and small boat you lose mining, medicine, masonry and the +5 civ tech


Map will be receiving new continent
>>
>>23898136
Alarming news reached the Grand Commissar’s palace late one Sunday evening. Apparently the nations of the Markers, Cog Holme and Maritem had just publically announced that they would be entering into a full military and technological alliance with each other. Stunned that such a power bloc had emerged so quickly and with so little warning, the Commissar decided to reply in kind.

“Nations of the world, this day is a monumental one for the future of Mankind. In the face of a military build-up and rising protectionist barriers among certain Western nations, the free nations of the world feel nothing but concern. Thus, I am pleased to announce the formation of the Eastern Star Coalition; a joint-economic, technological, political and military body which seeks to defend the nations of the world from the unchecked aggression and espionage of hostile nations. The ESC pledges to defend global order and stability, no matter the cost.”
>>
Rolled 78, 2, 61, 19 = 160

1.2. Continue working on EST (2/15)
3. Have our people be fruitful and multiply
4. Build a navy. We shall need them if the words of the Clan Chief are correct.
>>
Rolled 59, 19, 81, 19 = 178

>>23898136

1: Build those towns, we can't have our people living in makeshift camps! (Pop)
2: Research basic Chemistry (Civtech)
3: Continue training elite forces
4: Research catapults.
>>
Rolled 48, 99, 86, 38, 65, 6, 63, 49, 68, 75, 61, 80, 53, 93, 50, 100, 83, 94 = 1211

>>23898217

"It is with a heavy heart that a man sees war amongst the land, and the acceptance of unscrupulous tyrants by otherwise friendly neighbors. In the name of freedom and common unity of mankind, the High Council shows solidarity in it's alliance within the Eastern Star Coalition and their newly founded agreement of technological freedom between comrade nations. To manage this the council has elected a Director amongst them to act as representative in the Coalition."
>>
>>23898136
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [16]
Commerce [23]
Population [5]
Army [5] (Five Hvy. Riflemen Regiments)
Navy [6] (Five steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [38]
Navy Tech [24]
Infrastructure [9]
Civilian Tech [36]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories

Stability [9/10]

Tax (2/2)

1 Military tech: Devise a system of logistical support so that soldiers can be supported in foreign campaigns
2 Science! Continue the research associated with Electronic Magic Prevention (EMP) (1/5).
3+4 Military: Deploy the dirigible-crops, 3 veteran armies and 4 veteran navies from the former Scorpion provinces to the beach-head on the Storm-Federation.
>>
Rolled 12, 38, 68, 10 = 128

>>23898136
Tax cycle (2/2)
Dollar cycle (2/2)

We are now members of a new fancy power bloc! The Maritem Republic has sure grown up from a small trading town on the Maritem Strait. It is now an industrial power with the largest navy in the world!

1. Produce some more armies! Use factory and coal bonus for this.
2. Finish Trade Liners (1/3). Use 2 wealth to improve this roll.
3. - 4. We must expand our population! We shall build our fields with machine tools and steam-powered machines! Our fishing boats will be steam-powered and have advanced technology on them!
>>
Rolled 38, 97, 22, 73, 91, 26 = 347

>>23898217
>>23898136
The Relentless

Wealth: 13
Pop: 4
Civ Tech: 23
War Tech: 19
Rec: 3
Defenses: 6
Armies: 7
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


War tech
Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3,

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Mining+3, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2
+5 Military engagment (discretion), medicine +3,
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:6
Gold Mine (2/7)

The message has reached the ears of the High Priest and he quickly sends a reply agreeing to join the coalition.

1-2. Send Boats to pick up the armies in the Technofederation.
3-4. Rediscover Crystal Communication (2/5)

Vassal state
1-2. Mine(2/7)
>>
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Rolled 46, 50, 88, 53 = 237

>>23898136
The world is a dangerous place, and so the Ley Line Alliance prepares itself for the future by forming their first Mage force.

1-2) Train Mage armies
3) Research combat magic
4) Find new Ley Lines (Storm Confederation)

Stats:
Wealth: 4
Pop: 2
Civ Tech: 23
War Tech: 7
Infrastructure: 5
Commerce: 6
Stability: 10
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
>>
Rolled 77, 13, 30, 34 = 154

>>23898353
forgot my rolls
>>
Rolled 3, 68, 51, 22 = 144

Wealth - 17
Population - 4
Civ. Tech - 4
Military Tech - 16
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 9

Armies - 2
Navies - 6
Defenses -9

Tax cycle 1/2

Gem Mine (1/5)


----------------------------------------------

1. Mine gems

2. Elect Director of Council; he is immediately granted emergency powers expanding his influence of rule

3. Mobilize armies to attack storms southern shore

4. Recruit fresh armies
>>
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Here's the new continent

Note: No one knows it is there except for scorpion until you guys go exploring for it
>>
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Rolled 76, 79, 32, 62 = 249

Name: Scorpion Clan
Leader:Daimyo Hirmoshiri Kobai
Location:
Color:Turquoise
Fluff: Vengeance is our way
Population:0
Wealth:4

Cities:


Current vessel:
1 Naval Ship

Armies:


Military Equipment:
+2 O-Yoroi Fullplate
+2 Improved Katanas
+3 Missiles
+8 rifles
+4 Mining Explosives

Technologies and Advancements:
Scorpion Clan Ninjutsu-+10 War Tech
War Technology-+6 war tech
Defense of the Veil-+4 Defense

Resources:
+4 Defense
+39 war technology
+1 paper
+1 Rudimentary Medicine

1-4.) The Daimyo will take his people and wander through the unknown. An adventure for growth and inner strength amongst his equals. Each survivor would be a hero amongst his own and in the wilderness they would meld with the shadow. They each would train in darkness till they were born anew.
>>
Rolled 10, 4 + 16 = 30

attack rolls
>>
Rolled 4, 9, 8, 9, 4, 2 + 16 = 52

attack rolls for navies
>>
Rolled 2, 17, 2, 5 = 26

>>23898136
The nations of the world had assembled to stand alongside Cogholme in a new era of unity and peace. The dangers of the ESC were all too apparent. They had already launched wars that had crushed smaller nations, threatened others. Many of those were nations Cogholme had aided early in their development, giving them technology and helping them make themselves.

The Western Alliance would not fall nor falter under the dangerous heel of an oppressor, nor would it stand for further warmongering. The Clan Chief hung his head low. He did not wish to enter a war that would plunge the world into a state of chaos and bloodshed. But he would move to defend his territories and those of his allies with everything he had.

The Makers, Maritem, and Cogholme had forged an ironclad alliance. Peaceful nations devoted to research and production and trade, they were now all parts of the great machine.

Junior nations had joined as well. Leylines had come as a friend, becoming a junior partner in the alliance and getting a guarantee of defense.

The days ahead would need Order. organization. And Centralization. And no one was better than Cogholme at that.

1-4: Build an Allied Central Command station (Use King Cog to assist in construction)
>>
Rolled 66, 27, 100, 50 = 243

Updated tech list

Civ Tech: 41
Iron Working +1 :: Masonry +2:: Golems +3 :: Steel tools +2 :: Printing
Press: +4 :: Paper: +1 :: Centralized Education: +2 :: Railway +2 ::
Superior Hulls +3 :: Living Cities +3 :: Whaling+1 :: Mining + 1 ::
Basic Medicine +1 :: Cartography +2 :: Navigation Improvements +2 ::
Alcohol +2 :: Steam Engine +4 :: Replaceable Parts +3 :: Steam Ships +2

War Tech: 71 (33 without Odin, Pontus)
Legendary Blades +3 :: steel armor +3 :: Warforged +5 :: dirigible airships +1 :: Arial Golems +3 :: Odin +8::
Superior Hulls +3 :: Naval Golems +5 :: Pontus + 4 :: Rifles +10 ::
Greek fire +1 :: Boarding Crews +1 :: Ballista +2 :: Thunder Spear
Launcher +2 :: Iron Weapons +1 :: Basic Naval Tech +1 :: Blade Grafts +1 :: Acid Launchers +2 :: Armor Grafts +1 :: Close Order Formation +1 :: Cartography +1 :: Navigation Improvments +3 :: Replaceable Parts +3 :: Steam Ships +2 :: Cannons : +4
>>
Rolled 6, 5, 10, 5 + 22 = 48

>>23898454

"When, in the course of human events, certain Governments engage in unprovoked aggression against peaceful powers who were just minding their own fucking business, it shall become necessary to end some motherfuckers and institute a new government within easy walking distance of the impaled severed heads of the previous government."
>>
>>23898796

I forgot to add the +1 from Defenses.

Is that a flat +1, or +1 per army?

Also, I think you forgot an Anarchist Militia there.
>>
Rolled 10 + 24

>>23898796
Naval bombardment of Storm troop positions by the one close navy.

Both army units in the north simply hunker down, fortify their positions and spread propaganda to the locals in the occupied zone.
>>
>>23898863
flat +1
>>
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>>23898264
Makers
You lose all possibility of Dimensional research as an inter-dimensional monster reaches through a portal, yells "NO" and permanently closes this dimension off from all the others. You lose 2 stability due to the sheer otherness of this creature breaking the minds of people that never knew it showed up at all. +1 pop.
>>23898269
Boss
+1 pop. Elite Forces(1/2)
>>23898353
Kelnitz
Logistics Corps: Armies in foreign areas get your defensive bonuses. Deployment doesn't quite work. The Navies make it but a storm keeps the troops and dirigibles home.
>>23898362
Maritem
+1 pop
>>23898368
Inferno
Boats bring armies back safe. They also find another +2 wealth. Crystal Communication (3/5). Mining +1 Wealth (3/7)
>>23898384
LeyLines
+1 army, Combat Magic, +3 war tech. Ley Line found to storm
>>23898406
MonGrayr
Gem mine collapses. -4 wealth spent to save trapped miners and the mine is blocked off from the disaster, completely useless from now on.+1 stability for the new dictator
>>23898443
Scorpion
+3 defenses for finding super defend-able position in the mountains of the new land.
>>23898503
Cog
A movement has taken hold among the Populace. They do not wish to join this "western alliance".
Whats more, they feel you should attack these "allies" and have adopted a fierce sense of nationality and superiority.Either you declare war on these "allies" or you will be reduced to stability 2 and suffer a mass revolt.
The only other option is to massacre the dissenters. And they are many. Some have decided not to wait on the government's actions and have broken off already.
>>23898454
>>23898796
>>23898876
The Line is pushed back ever so slightly
>>
Rolled 60, 29, 90, 24 = 203

>>23898983

Tax cycle (1/2)
Dollar cycle (1/2)

1. - 2. Produce some more armies! Use factory and coal bonus for this.
3. Finish Trade Liners (1/3). Use 2 wealth to improve this roll.
4. Start researching repeating rifles, use 4 wealth to support research.
>>
File: 1364344547452.jpg-(107 KB, 500x368, tumblr_mcdc9jeYLT1r2yvruo1_500.jpg)
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107 KB JPG
Rolled 39, 81, 34, 92 = 246

We have found these mountains acceptable for our new home. Truly amongst the peaks has the Scorpion found a home where freedom may reign. So shall it be amongst these peaks their home be built.


1-4.) We establish our nations home and with it our clan holdings. We will build a city of wonder and beauty where the shadows of the night sky shall shelter us.
>>
Rolled 11, 90, 22, 75, 78, 70 = 346

>>23898983
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [16]
Commerce [23]
Population [5]
Army [5] (Five Hvy. Riflemen Regiments)
Navy [6] (Five steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [45]
Navy Tech [24]
Infrastructure [9]
Civilian Tech [36]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses.

Stability [9/10]

Tax (1/2)

1+2 Diplomacy: ‘Use propagandists to spread word of the lovely lives possible under the Commissar’s rule throughout the Storm Confederation’ - – use one wealth
3 Science! Continue the research associated with Electronic Magic Prevention (EMP) (1/5) – use one wealth
4 Army tech: Develop a steam-tank – use one wealth

Vassal actions
1+2 Raise a local army to ensure stability and loyalty to the commissar
>>
Rolled 37, 18, 40, 19 = 114

1. Aid Cog Holme in pacifying those rebels. Send in the armies! Odin and Pontus shall join them
2. 3. 4. Research a way to get to beyond the sky.
>>
File: 1364344848172.jpg-(10 KB, 267x150, Hernan Cortez.jpg)
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Rolled 83, 90, 4, 26 = 203

>>23898983
The Council has had enough, the time had come to regain their lost pride and take back what rightfully belongs to the Ley Line alliance. The Aztecs must bow down to their Gods and Masters and pay for their insubordination. It was once again time to send out, Cortéz

1) Convince the Aztec to bow down to the Ley Line Alliance(use 1 wealth)
2) Train Mage armies
3) Expand west
4) Find a far off Ley Line (Scorpion Clan)(use 1 wealth)

Stats:
Wealth: 4
Pop: 2
Civ Tech: 23
War Tech: 10
Infrastructure: 5
Commerce: 6
Stability: 10
Armies: 1
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.
>>
Rolled 70, 100, 64, 40 = 274

>>23898983

I already had 2/3 for the Elites.

1: Research Basic Chemistry (Civ)
2: Research Chemistry (War)
3: Begin training a feared corps of elite Longbowmen (1/many)
4: Research recurve Bows
>>
Rolled 17, 9, 14, 75, 51, 3 = 169

The Relentless

Wealth: 16
Pop: 4
Civ Tech: 46
War Tech: 70
Army tech:50
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 7
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


War tech
Army: Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Steel weapons +3, Steel Armour +2, Steam-powered gatling ballista +4, close order formation +1, Thunder Crossbows+2, gunpowder +3, Cannons +4, semi-auto rifles +9, replaceable parts +3
Navy: Steel weapons (3), steel armour (2), Greek fire, basic naval tech, cartography (1), naval boarding parties, cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3)

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Advanced Mining+4, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2 +5 Military engagment (discretion), medicine +3, Centralized EDU. +6, Scientific method +3, Steam engine +4, Refined coal usage+6, replacable parts +3
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:6
Gold Mine (3/7)

The High Priest has ordered a structure built that would show the might of this holy empire and has commanded all temples of the Sun God to aid in prayer, and whatever else they could do, to help the Empire in these troubled times.

1-2. The Holy Temples praise the Sun God
3. Crystal Communication (3/5) -1 wealth
4. Build a Stone Giant with crystals adorning his chest, arms,legs and face to straddle the entrance to the Burning Sea. (-1 wealth) Stone building bonus

Vassal State
1-2. Mine (3/7)
>>
Rolled 12, 85, 28, 21 = 146

>>23898983
"Our faction was formed from slaves. Oppressed under the rule of a cruel tyrant people. Our gods. Our gods are dead, and we have made friends with those around us. Our spiritual brothers.

Since the beginning, the people of the Cog have devoted themselves to the ideals of order and organization. All people united into a glorious whole.

These people advocating xenophobia and standing alone are beyond all hope, and beyond all redemption. They have turned their backs on the central rod that turns the cog. They have turned their backs on all of us.

This is a tumultuous time of change. Many great things are happening in our world and many disparate peoples have become united. The call to wage war on nations such as Maritem and The Makers, who have been our peaceful brothers in peace and war for so long, reveals their dark and terrible designs. This alliance is necessary. Our beliefs, our spirit as a people, focuses on unity and organization.

This dark divide among us scars us deeply, and it is only with the greatest regret that I take the actions I do today. Order must be maintained. Central control must be kept. Though this is a great disaster, I do not see the rebels as terrible people. Any who choose to surrender and return to the way of the cog may do so. Together we will bring order to all."

0: Mobilize all armies, King Cog, and everything else. Use the quick response system, which allows me to mobilize units within my borders without an action. Attack the rebels.

1-4: Bring stability to Cogholme. Slaughter only those who refuse to surrender, and offer good conditions to those who do. But be merciless to those who fight back. The judgement of the cogwheel will grind them to paste.
>>
>>23899181

Tax Cycle is also 2/2 last turn, 1/2 now. +1 money to me.
>>
Rolled 9, 7, 3, 10, 4, 5, 7, 8, 9, 4, 6, 2 = 74

>>23899230
(Tax Cycle is now 2/2, +1 wealth).

War Tech:


War tech:greek fire +1, boarding crews +1, ballista +2, Thunder Spear Launcher (Crossbow that makes a boom sound when it hits) +2, Basic Naval Tech +1, blade grafts +1, acid launchers +2, armor grafts +1, Coganids +5, Close Order Formation +1, Cartography +1, Steel, Navigation Improvments +3, Gunpowder (0), Replaceable Parts +3 Steam Ships +2, Cannons +4, Rifles +10, Legendary Blades +3, Warforged +5, Dirigible Airships +1, Arial Golems +3

Armies: 5
Navies: 4

King Cog: Equal to 3 armies. +6 war tech in his battles.

Total War Tech: 38
Army War Tech: 32
Naval War Tech: 37?

First five rolls are army. Next Four are navy. Last Three are king cog.
>>
Rolled 5, 9, 2, 9, 9, 1 + 16 = 51

Wealth - 15
Population - 4
Civ. Tech - 4
Army Tech- 45
Navy Tech- 24
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 10

Armies - 2
Navies - 6
Defenses -9

Tax cycle 2/2
-------------------------------

1. Research gun carriages (army tech)
2. Recruit armies!
3. Recruit navies!
4. Get those peasants to breed! (Pop)
>>
Rolled 86, 43, 61, 14 = 204

>>23899362

whoops wrong rolls
>>
Rolled 5, 5 + 45 = 55

Pressing forward with the land attack!
>>
Rolled 5, 3, 3, 3 + 24 = 38

>>23899379
Naval support against Storm's attacking troops once again, now utilizing the newly arrived secondary fleet.

4 steam-powered Ironclad Squadrons

Navy Tech [24] (Steel weapons (3), steel armour (2), Greek fire, basic naval tech, cartography (1), naval boarding parties, cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3))
>>
Rolled 3, 7, 6, 5, 7, 5 + 24 = 57

Continuing naval bombarment!
>>
Rolled 4, 3, 7, 7 + 22 = 43

>>23899379

Counter-Attacking.
>>
Rolled 3, 2 + 46 = 51

>>23899379
Two rifleman units press the attack in the north.

Army Tech [46] (Steel weapons (3), steel armour (2), Greek fire, steam-powered gatling ballista (4), close order formation, thunder crossbows (2), cartography (1), dirigibles, gunpowder (3), steam-powered dirigibles (5), cannons (4), semi-auto rifles (9), replaceable parts (3), steam horses (4), psychics (3))
>>
File: 1364346705172.jpg-(1.44 MB, 3600x1620, 4.jpg)
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>>23899053
Maritem
+3 armies. Trade Liners, +5 commerce
>>23899061
Scorpion
+2 population, +2 infrastructure. However defense of the veil is lost.
>>23899093
Kelnitz
Steam tanks, +5. Vassal raises 2 armies. Also, vassal has 4 pop, and nothing else since inferno wrecked everything
>>23899128
makers
space flight is elusive. No one has even managed powered flight yet.
>>23899144
Leylines
You have a vassal, +1 army. You lose 1 stability as expansion fails.
>>23899181
Boss.
Ok, then you get them, +4 war tech. You get +1 civ tech chemistry. You also unlock the secrets of gunpowder, napalm and chemical warfare. To start you get muskets+4 but you can now research all kinds of crazy stuff. Keep this stuff protected though, it would be bad in the wrong hands. +1 army
Also, a large movement among the people is now calling for peace. Begin peace negotiations or lose 2 stability.
>>23899217
Inferno
You build the stone monster thing. Same as dragon but counts as 1 army, not 2. The vassal refuses to mine and be extorted. Loyalty drops to 3.
>>
>>23899318
>>23899230
Cog (and all related parties)
The rebellion is crushed with brutal efficiency, even the rebels are brought to heel. However, in the massacres you lose a full half of your nation (-4 pop). However, this has left the remaining citizens fearful as they can remember nothing like this in their lives. You lose central education and 3 field farming as the fields are burned and the people fear letting the government control their children. Also lose –2 stability.
Maritem and the Makers. News of these horrific massacres in the cities of your friendly nation, aided by your own forces leads to a distrust of your governments. -2 stability each. Also be wary of rebellion

>>23899362
MonGrayr
Gun Carriages(1/2), +1 navy
>>23899466
You gain ground
>>23899446
>>23899411
>>23899400
>>23899379
Substantial ground gained/ lost depending on viewpoint
>>
Rolled 91, 33, 9, 28 = 161

1. .2 Mobilize the armies and navies Have Pontus and Odin brave the seas. We head West to aid the Storm Confederation!
3. Build more armies.
4. Build more navies.
>>
File: 1364347095662.jpg-(393 KB, 1800x1271, Seeds-of-Decay-Sample-Art.jpg)
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Rolled 6, 98, 16, 93 = 213

Name: Scorpion Clan
Leader:Daimyo Hirmoshiri Kobai
Location:
Color:Turquoise
Fluff: Vengeance is our way
Population:2
Wealth:4
Infrastructure:2

Cities:


Current vessel:
1 Naval Ship

Armies:


Military Equipment:
+2 O-Yoroi Fullplate
+2 Improved Katanas
+3 Missiles
+8 rifles
+4 Mining Explosives

Technologies and Advancements:
Scorpion Clan Ninjutsu-+10 War Tech
War Technology-+6 war tech
Defense of the Veil-+4 Defense (Only useable outside of homeland)

Resources:
+7 Defense
+39 war technology
+1 paper
+1 Rudimentary Medicine

With our lands now established we shall do our best to improve our way of life.

1-2.) We will further establish our city by building into the mountain. Our cities will be glorious but hidden.
3-4.) We will build a mightier clan hold. The scorpion will wear the mountain rock as its armour and carry the burden of the clan.
>>
Rolled 9, 10, 7, 10, 10, 6, 6, 6, 5, 3 + 73 = 145

We shall hit the lands of Mon'Greyr. Should they fail to defend their lands they will fall. Pontus Shall cause the seas to rage. Odin shall cause the lands to quake. Folly upon those who resist our might.

War Tech: 71
Legendary Blades +3 :: steel armor +3 :: Warforged +5 :: dirigible
airships +1 :: Arial Golems +3 :: Odin +8 :: Superior Hulls +3 :: Naval
Golems +5 :: Pontus + 4 :: Rifles +10 :: Greek fire +1 :: Boarding Crews +1 :: Ballista +2 :: Thunder Spear Launcher +2 :: Iron Weapons +1 :: Basic Naval Tech +1 :: Blade Grafts +1 :: Acid Launchers +2 :: Armor Grafts +1 :: Close Order Formation +1 :: Cartography +1 :: Navigation Improvments +3 :: Replaceable Parts +3 :: Steam Ships +2 :: Cannons : +4
>>
Rolled 1, 6, 62, 77 = 146

>>23899596

1: Research Mustard Gas (War)
2: Research Glassmaking (Civtech)
3: Send a detachment of qualified individuals to blighted portions of the world. This war must not stand in the way of giving aid to those in dire need
4: Begin an education campaign based around individual liberty and the Rights of Man.
>>
Rolled 80, 100, 51, 5 = 236

>>23899596
The pile of bodies was a tragedy. Nothing but the stench of death and decay. But there would be far, far more before it was over.

The Storm Confederation was on the brink of Annihilation. They had agreed to sign a treaty making them junior members of the alliance, and the new responsibilities of the alliance superseded the old responsibilities of the non-aggression pacts.

It was with a heavy heart that Cogholme entered the war and attacked Mon'Grayr.

1-4: Mobilize Armies (Three) Navies (Two) and King Cog to assault Mon'Grayr.
>>
Introducing Lion Juju, a nation of plainsmen that sprung up suddenly on a previously uncharted continent. Obvious from it's name, lions roam the plains but are mysteriously friendly to the native people. Lion Juju is led by a Chief who's word is final but has several advisors. Previously nomadic, Chief decides to settle a city with plans to expand along the coastal plains of the north.

Rolled 97 - 82 - 81 - 1 - 33 (Avg: 58.8)

1. Men scout out the surrounding areas, keeping an eye out for forests and packs of lions.
2. Men lay down the beginnings of a massive city wall.
3. Men plan the city, noting what the chief said was vital (markets, housing, etc.)
4. Begin researching Civ tech
>>
Rolled 24, 78, 77, 9, 17, 99, 6, 39 = 349

>>23899785
1-3: Armies 4-5: Navies, 6-8: King Cog

Establish a beach head and rapidly attempt to take as much territory as possible.
>>
Rolled 4, 8, 4, 6 + 32 = 54

Attacking Mon'Grayr forces on my own lands.
>>
>>23899791
dice must be rolled on the board. to do so put in the email fields dice+4d100

If making war rolls its dice+xd10+y where x is the number of armies \ navies and y is your bonus
>>
Rolled 1, 7, 1, 9, 10, 3, 2, 2 = 35

>>23899808
Oh whoops, wrong dice.
>>
>>23899785
They all make it, and pull of a wonderful ambush while The Makers have them distracted, +15 to your roll.
>>
Rolled 42, 29, 75, 18 = 164

>>23899791
Sorry
>>
Rolled 9, 3, 4, 2, 7, 2, 6, 9 = 42

>>23899838
Oh, forgot to mention: Military strength:

Total War Tech: 38
Army War Tech: 32
Naval War Tech: 37?

+15 now for the surprise attack.
>>
Rolled 10, 29, 32, 10 = 81

Wealth - 17
Population - 5
Civ. Tech - 36
Army Tech- 45
Navy Tech- 24
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 10

Armies - 2
Navies - 6
Defenses -9

Tax cycle 2/2
------------------------------------

1-2. Move navies to repel invaders of my homelands
3. Finish war carriages
4. Recruit fresh armies
>>
Rolled 4, 1 + 45 = 50

Combatting Storm in the north
>>
Rolled 1, 10, 3, 9, 7, 6, 5, 7, 5 + 45 = 98

Defense against Makers
>>
Rolled 2, 7, 7, 7, 1, 3, 2, 2, 9 + 45 = 85

Defense against cog
>>
Rolled 23, 1, 73, 71 = 168

Wealth: 4
Pop: 11
Civ Tech: 38
Land War Tech: 25
Naval War Tech: 21
Rec: 0
Defenses: 2
Armies: 8
Navies: 11
Inf: 4
Com: 36
Stability: 8

Tax cycle (2/2)
Dollar cycle (2/2)

Our allies have called us to war! Time to acquire our first colony! We will show them how to hold their booze!

1. - 2. Mobilize our forces! For freedom, and booze!
3. - 4. Have our new trade liners act as supply ships, supplying our forces with the booze they need!
>>
Rolled 22, 54, 15, 28, 76, 92 = 287

>>23899596
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [13]
Commerce [23]
Population [5]
Army [7] (Five Hvy. Riflemen Regiments, Two Garrison Regiments in Vassal state)
Navy [7] (Five steam-powered Ironclad Squadrons, two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [51]
Navy Tech [24]
Infrastructure [9]
Civilian Tech [36]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses.

Stability [9/10]

With the attack by the Western Alliance on the brave nation of Mon'Grayr, the UCE has no choice by the adhear to the articles of the ESC and come to her defence.

Tax (2/2)

1 Army: Raise two units of steam tanks
2 Navy: Raise two ironclad squadrons and two transport squadrons
3+4 ‘Use propagandists to talk to the people of CogHolme. They’re so called allies have helped butcher their brothers and have now dragged them into a war; hardly fitting for a true ally.’ – use one point of wealth each

Vassal actions
1+2 Army: Raise two units of riflemen using weapons factories, coal and recruitment
>>
Rolled 1, 1, 1, 7 + 51 = 61

>>23899899
The brave soldiers of the UCE continue their advance unopposed into Storm's northern lands.
>>
Rolled 7, 9, 10, 4, 2, 1 + 24 = 57

>>23899919
The navies of the UCE depart from the coast of Storm and try to intercept troop transports travelling Westward from CogHolme and the Markers.
>>
Rolled 33, 73, 22, 17, 16, 97 = 258

The Relentless

Wealth: 14
Pop: 4
Civ Tech: 46
War Tech: 80
Army tech:60
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 8
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


War tech
Army: Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Steel weapons +3, Steel Armour +2, Steam-powered gatling ballista +4, close order formation +1, Thunder Crossbows+2, gunpowder +3, Cannons +4, semi-auto rifles +9, replaceable parts +3 Steam tank +5, Stone Titan +5
Navy: Steel weapons (3), steel armour (2), Greek fire, basic naval tech, cartography (1), naval boarding parties, cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3)

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Advanced Mining+4, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2 +5 Military engagment (discretion), medicine +3, Centralized EDU. +6, Scientific method +3, Steam engine +4, Refined coal usage+6, replacable parts +3
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 2
Loyalty:3
Gold Mine (3/7)

The war elephant has arrived at the palace of the High Priest. This signifies that the nations who call this most Holy Nation ally have requested aid. The High Priest sends the orders for the armies to mobilize. To protect, but not attack these intruders.

1-2. Mobilize 6 armies. Dirigible army, three regular armies, and Ragnarok. Move them in front of but not close enough to attack the armies invading MonGrayer
3. Finish Crystal Communication (3/5) -1 wealth
4. Give steal armor to The Stone Titan. -1 Wealth

Vassal
1. Have the Temple give mass preaches to restore Loyalty
2. Recruit an army
>>
File: 1364349111400.jpg-(197 KB, 800x936, dmitri-belyukin-the-cossa(...).jpg)
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Important things:
The Storm confederations has let loose some form of horribly poisonous gas, killing many of his own. Kelnitz, you also lose the 4 armies in the area. The area is now uninhabitable and deadly.

>>23899650
Makers
Everything arrives. Nothing new though.
>>23899678
scorpion
Building into the mountain, veil of darkness now applies as normal defense, it is also increased to +8. +1 inf for city. +2 defense for castle thing.
>>23899748
Boss
The mustard gas is catastrophically released. Also, it wasn't mustard gas. Something far more deadly. -2 population, -2 stability and a lot of land.
>>23899865
lion
+1 infrastructure for city planning, the rest do not succeed. Also your stats: 2 pop, 2 wealth, 7 stability, and that's it.
>>23899952
Maritem
The mobilization goes horribly. Supply goes well. see combat post
>>23900029
Kelnitz
+2 Navies, +2 armies in vassal
>>23900182
Inferno
Mobolize, you raise 3 armies in the vassal
>>
File: 1364350068703.jpg-(1.46 MB, 3600x1620, five.jpg)
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1.46 MB JPG
No Gaia, Maurice, Boss, Mon Grayr, Iyanla

Maritem, Nvm, you don’t get there, not involved in combat.
However, all your armies drown. The boats are fine, but the armies drown. Ships are forced to return due to a horrible storm.

Cogholme, lose 1 navy, 1 army, King Cog is heavily damaged and needs repair before fighting again
Kelnitz, lose 2 navies
Mon, lose 1 army and 1 navy at home, 1 army in the north

The assault on MonGrayr yield complete capture of a peninsula and some islands. Other Islands just got destroyed. The storm pushes hard returning monGrayr to the anarchist territory line.

It wouldn't surprise me if i missed stuff from this turn, just holla at me. Post next turn
>>
1. - 3. With a better understanding of what we must do for our next option to truly build a new world we undertand we must reach past the earth Not even the most well crafted aeriel golem can fly high enough to escape the pull of our world so we must do better. Seek out the wisdom of our allies, and our own vaunted masters of lore for ideas on how to breech the heavens.

4. Meanwhile terristrial matters are at hand. Begin raising support towards the Makers ultimate goal and showing how far we have come since we started.
>>
Rolled 31, 4, 77, 15 = 127

>>23900658
oops, rolls
>>
Rolled 90, 42, 34, 58 = 224

Wealth - 17
Population - 5
Civ. Tech - 36
Army Tech- 45
Navy Tech- 24
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 10

Armies - 1
Navies - 5
Defenses -9

Tax cycle 1/2

-------------------------------------

1-3. Recruit forces in the homeland (armies)
4. Finish gun carriage
>>
Rolled 8, 7, 9, 5, 2 + 24 = 55

Bombard invaders with navies!
>>
Rolled 25, 15, 11, 18 = 69

>>23900589

1: Try to find out what that factory was making and what went wrong. What. The Fuck. Happened.
2-3: Devise better Laboratory safety and Hazardous Safety Containment. This is never, ever happening again.
4: Research glass-making.
>>
File: 1364350427038.jpg-(77 KB, 950x872, handsoflightorg.jpg)
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Rolled 46, 5, 82, 12 = 145

>>23900272
A deal has been struct and experts in Ley Line communication is sent out to set up shop in far away lands.

1) Set up communications network (The Makers)
2) Set up communications network (Maritem)
3) Set up communications network (Cogholme)
4) Find a far off Ley Line (Scorpion Clan)

Stats:
Wealth: 2
Pop: 2
Civ Tech: 23
War Tech: 10
Recruitment: 0
Defenses: 0
Special Tech: 0
Infrastructure: 5
Commerce: 6
Stability: 9
Armies: 2
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

-----------------
VASAL - Aztec
Pop 3
Armies 3
Wealth 4
Loyalty 6

Statues for the masters, we must show our loyalty and calm their wrath before they crush us all.
5-6
>>
Rolled 18, 69 = 87

>>23900695
And the Aztecs rolls
>>
Rolled 6, 5, 1, 9, 2, 1, 8, 5, 3 + 45 = 85

Defend the lands!
>>
Rolled 67, 43, 89, 82, 91, 12 = 384

>>23900589
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [14]
Commerce [23]
Population [5]
Army [4] (Two Hvy. Riflemen Regiments, Two Garrison Regiments in Vassal state)
Navy [7] (Five steam-powered Ironclad Squadrons, Two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [51]
Navy Tech [24]
Infrastructure [9]
Civilian Tech [36]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses.

Stability [9/10]

The release of a truly noxious cloud of gas and fumes prompted the UCE to call for an abandonment of the occupied Storm Confederation territories. However, this order did not come soon enough, and thousands of brave men were slain, waiting for orders from their Grand Commissar.

Tax (1/2)

1 Army: Raise six units of steam tanks using weapons factories, coal and recruitment
2+3 Army/Navy: Have the Navy return to the UCE, embark 3 armies and steam towards Mon’Grayr to join the fighting there.
4 ‘Spread the Commissar’s seductive message via propagandists to the people of the Markers. This war is not of their own volition, they have been conned into fighting by the Western Alliance! They should withdraw and isolate themselves.’ – use one point of wealth

Vassal actions
1+2 Population: Encourage the proles the breed while encouraging grown adults to migrate to the UCE for work.
>>
Rolled 53, 92, 59, 90 = 294

>>23900589
Wealth: 8
Pop: 11
Civ Tech: 38
Land War Tech: 25
Naval War Tech: 21
Rec: 0
Defenses: 2
Armies: 0
Navies: 11
Inf: 4
Com: 37
Stability: 8

Tax cycle (1/2)
Dollar cycle (1/2)

After the horrible storm, our fleets returns to port horribly damaged. They had to sail through the storm of a lifetime, and many of our troop transports were sunk, we lost all 8 Corps of infantry.

1. - 2. Recruit more armies! Use factory and coal bonus for this, along with 5 wealth to help buy uniforms and guns.
3. - 4. Continue to use our trade liners to transport supplies for our allies!
>>
Rolled 82, 29, 95, 20 = 226

1-3: Research Civ Tech
4: Scout out surrounding resources

Wealth: 2
Pop: 2
Stability: 7
>>
Rolled 3, 2, 6, 3, 4, 10, 9, 2, 4, 6 + 73 = 122

Continue the assualt!

Their strength lies on the seas so raise the storm up to new heights. The armies shall cross to the main Mon'Greyr Island while Pontus and Odin and the navies cover them.

War Tech: 71 (-8 without Odin, -4 without Pontus)
Armies: 6 (-2 without Odin)
Navies: 4 (-2 without Pontus)
>>
Rolled 96, 67, 5, 60 = 228

>>23900589
Tax Cycle 1/2
1-2: Have King Cog produce Armies on Mon'Grayr's captured soil using Mon's mountains. Expend one wealth to aid this.
3-4: Repair King Cog using local materials, with an eye towards upgrading him with them if possible.
>>
Rolled 2, 1, 4, 4 + 32 = 43

Hit Mon'Grayrs last remaining army.
>>
Rolled 2, 2, 9, 4 = 17

>>23900793

Two Armies
Two Navies

Focus on digging in and defending. Take territory only if it's low risk.
>>
Rolled 1 + 45

>>23900797

Defend against this attack
>>
File: 1364351285509.jpg-(48 KB, 540x455, 20110829090058!Kitsuki_Saya.jpg)
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Rolled 21, 3, 63, 47 = 134

Our clan with a true home to call its own must grow from such a band of survivors. As such families, home, and livelihood must be created so that the Clan may flourish and take its place as Immortal Under the Sun.

1-3.) Our Clan shall begin establishing families and bring more life into the world. Peace will be short but for now let the Scorpion find enjoyment in such moments.
4.) We will expand our borders so we may allow our allies to have homes as well. The Clan shall never find selfishness when a brother nation stands by.
>>
Rolled 1, 5, 4, 4 = 14

>>23900823
Oh, sorry I keep forgetting the bonuses.

Total War Tech: 38
Army War Tech: 32
Naval War Tech: 37?
>>
Rolled 4, 5, 10, 4, 1, 10 + 70 = 104

>>23900736
Defend Mon' Grayr's land from this incursion.

The dragon attacks Odin specifically, using the last two rolls.

Army tech in play:70
>>
Rolled 8, 7, 4, 4, 2, 3, 4, 4, 10, 7, 9 + 21 = 83

>>23900589
Our navies attack Mon' Grayr's navies! Lets hope this goes better than last time!

11 Navies
21 Naval war Tech
>>
Rolled 88, 53, 9, 67, 37, 90 = 344

The Relentless

Wealth: 15
Pop: 4
Civ Tech: 46
War Tech: 80
Army tech:60
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 8
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 9
Com: 12
Stability: 7


War tech
Army: Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Steel weapons +3, Steel Armour +2, Steam-powered gatling ballista +4, close order formation +1, Thunder Crossbows+2, gunpowder +3, Cannons +4, semi-auto rifles +9, replaceable parts +3 Steam tank +5, Stone Titan +5
Navy: Steel weapons (3), steel armour (2), Greek fire, basic naval tech, cartography (1), naval boarding parties, cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3)

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Advanced Mining+4, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2 +5 Military engagment (discretion), medicine +3, Centralized EDU. +6, Scientific method +3, Steam engine +4, Refined coal usage+6, replacable parts +3
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 5
Loyalty:3
Gold Mine (3/7)

1-2. Armor the Titan
3. Raise armies of steam engine tanks
4. Finish Crystal Com. (3/5) -1 wealth

Vassal
1-2. Build a glorious temple to the Sun God.
>>
Rolled 4, 8, 4, 3 = 19

>>23900949
Note: I've been miscounting terribly due to the number of tech trades recently.

Actual amounts:

Total: 52
Army: 46
Navy: 51

If King Cog Fights: 58
>>
>>23900658
Makers
Lose 3 stability as the populace is annoyed at a lack of attention to the current wars engulfing the planet. You find that the GodKiller has a rumor of reaching the gods who live beyond the sky.
>>23900675
MonGrayr
+1 army, Carriages +3 war tech
>>23900690
Boss
all attempts to reach the island end in death
>>23900695
leylines
You lose track of Maritem's ley line. However you establish the communication with cogholme. Aztecs build statue, +1 loyalty
>>23900716
Kelnitz
+3 armies (using 1 factory is 1 roll), +1 vassal population
>>23900726
Maritem
+15 Armies.
>>23900729
lion
+1 civ tech, basic medicine. +2 civ tech Masonry. You also manage to find plans for a steam engine somehow.
>>23900793
Cog
+3 armies, King Cog is not repaired.
>>23900928
Scorpion
You gain 1 population. However with the small starting group of settlers, genetic defects are starting to materialize.
>>23901136
Inferno
You armor the rock monster thing, add another +2 to its war tech. You complete crystal communication, same bonuses as before (i forget). Temple build, +1 loyalty
>>
File: 1364352647018.jpg-(232 KB, 1280x943, Daigotsu_Yuhmi.jpg)
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Rolled 17, 17, 26, 48 = 108

Fate has cursed our children and in turn we will hide their curse with the mask. With our love we will hide their curse and allow them to live as intended.

1.) We expand North for land and mysteries.
2.) We expand South for land and mysteries.
3.) We expand East for land and mysteries.
4.) We expand West for land and mysteries.
>>
File: 1364352748849.jpg-(1.46 MB, 3600x1620, six.jpg)
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The Northern Front: Storm successfully repels MonGrayr. Both sides lose 1 army. Having lost MonGrayr’s support the Anarchists fall, the remaining fleeing to NPCs.

Southern Front(s)
A fearsome battle plays out with Odin and the Dragon fighting in a brutal combat. Both are destroyed.
Mon: lose 2 armies and all navies to the combined fleet of all 3 invaders.
Redeath: Lose 1 army and Odin
Maritem, lose 2 navies
Inferno: lose dragon


More land is taken.
>>
Rolled 53, 48, 76, 82 = 259

1. 2. Continue to build support for the Makers ultimate purpose.
3. Seek out more mithral. Odin must be reborn.
4. Send out the Merchants Guild to acquire a copy of this scroll
>>
Rolled 13, 63, 59, 33 = 168

>>23901320

Try to figure out what happened at that lab, because they were obviously working on something that was NOT Mustard Gas in absolutely insane quantities and never bothered to tell us. Look for surviving witnesses, dig through supply requisition forms submitted by the lab, ANYTHING.
2: Research Basic Laboratory Safety.
3: Research Hazardous Materials Containment
4: Develop a plan for the theoretical improvement of our great nations water supplies.
>>
Rolled 69, 47, 14, 82, 17, 29 = 258

>>23901320
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [13]
Commerce [23]
Population [5]
Army [7] (Two Hvy. Riflemen Regiments, Two Garrison Regiments in Vassal state, 3 steam tank groups)
Navy [7] (Five steam-powered Ironclad Squadrons, Two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [54]
Navy Tech [44]
Infrastructure [13]
Civilian Tech [41]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses.

Stability [9/10]

Tax (1/2)

1+2 Army: Raise six units of steam tanks using weapons factories, coal and recruitment – use 4 wealth
3 Diplomacy: ‘Tell propagandists to tell the people of the Markers that their leaders have ignored their pleas and continue making war; their only course of action is civil war!!’
4 Navy: Use recruitment techniques and coal to recruit 6 more ironclad squadrons. – use 4 wealth

Vassal actions
1+2 Navies: Use recruitment techniques to recruit 6 more ironclad squadrons.
>>
Rolled 33, 11, 53, 70 = 167

>>23901320
Tax Cycle 2/2

1-2: Repair King Cog
2-4: Boost Population
>>
File: 1364353314463.jpg-(11 KB, 402x252, hand below orb light.jpg)
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Rolled 18, 17, 35, 82, 29, 53 = 234

>>23901193
"You lost the Ley Line? How can you lose a Ley Line, they don't move, unless... DID YOU MOVE A LEY LINE!?"

1) Set up communications network (The Makers)
2) Find that Ley Line again (Maritem)
3) Train Mages to keep the Aztec worshippers in check
4) Find a far off Ley Line (Scorpion Clan)

Stats:
Wealth: 2
Pop: 2
Civ Tech: 23
War Tech: 10
Infrastructure: 5
Commerce: 6
Stability: 9
Armies: 2
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

-----------------
VASAL - Aztec
Pop 3
Armies 3
Wealth 4
Loyalty 7

The masters are pleased with our statues, now we must find offerings to provide.
5) Search the jungles for treasure
6) Rebuild the cursed lands (Expand west)
>>
Rolled 10, 6, 4, 4, 5, 10, 10, 10 + 49 = 108

>>23901352
After landing the UCE's soldiers at the rear of the united Cog-Marker lines; the UCE's naval fleet and Steam-powered, steel-armoured cannon Dirigibles proceed to attack the heretical-thing called Pontus and the rest of the Marker fleet.

Last dice is the dirigible.

Navy Tech [44] (Steel weapons (3), steel armour (2), Greek fire (1), basic naval tech (1), cartography (1), naval boarding parties (1), cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3), replaceable parts (3), ), thunder crossbows (2), steam-powered gatling ballista (4), dirigibles (1), gunpowder (3), steam-powered dirigibles (5), semi-auto rifles (9), replaceable parts (3), psychics (3))
>>
Rolled 7, 8, 5, 10, 9, 6, 9 + 63 = 117

Continue the assault. With Odin fallen it is up to Pontus to keep the navies of Inferno at bay while we press our attack. As for the Rifle of the fallen Odin it shall be carried home.
>>
Rolled 3, 9, 2 + 54 = 68

>>23901448
The UCE's rifleman regiments, newly landed in occupied Mon'Grayr territory proceed to attack the nearest enemy forces, be it Cog or Marker in origin.
>>
Rolled 92, 60, 17, 90 = 259

>>23901320
Wealth: 3
Pop: 11
Civ Tech: 38
Land War Tech: 25
Naval War Tech: 21
Rec: 0
Defenses: 2
Armies: 11
Navies: 9
Inf: 4
Com: 37
Stability: 8

Tax cycle (2/2)
Dollar cycle (2/2)

We have more soldiers than we can handle! So we ship some over to The Makers, our good ally! Makers gain 4 armies.

1. - 3. Mobilize our 11 armies! We shall invade the islands to the east of the main island of Mon, taking them each for Maritem!
4. Generic Pop roll, use 3 money to help improve this.
>>
Rolled 55, 85, 90, 27 = 257

Wealth - 14
Population - 5
Civ. Tech - 36
Army Tech- 48
Navy Tech- 24
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 10

Armies - 0
Navies - 0
Defenses -9

Tax cycle 2/2

---------------------------------------------

1-4. Recruit armies, spend 10 wealth to speed up process
>>
>>23901485
>>23901480
I guess instead Pontus shall defend against this attack
>>
Rolled 2, 1, 4, 7, 4, 6, 7 = 31

>>23901448
>>23901510
Combat Rolls:
1-5 Army
6-7: Navy

Stats:
Army: 46
Navy: 51
>>
Rolled 10, 3, 8, 9, 7, 3, 3, 10, 6 + 51 = 110

>>23901480
Our navies shall clash with the UCE's navies! Former allies at war, oh the horror!

9 navies
51 Naval War Tech (DAMN THIS TECH TRADING)
>>
Rolled 21, 59, 62, 4, 8, 72 = 226

The Relentless

Wealth: 13
Pop: 4
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7


War tech
Army: Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Steel weapons +3, Steel Armour +2, Steam-powered gatling ballista +4, close order formation +1, Thunder Crossbows+2, gunpowder +3, Cannons +4, semi-auto rifles +9, replaceable parts +3 Steam tank +5, Stone Titan +7, steel carriages +3
Navy: Steel weapons (3), steel armour (2), Greek fire, basic naval tech, cartography (1), naval boarding parties, cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3)

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Advanced Mining+4, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2 +5 Military engagment (discretion), medicine +3, Centralized EDU. +6, Scientific method +3, Steam engine +4, Refined coal usage+6, replacable parts +3, Crystal Communication +5
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 5
Loyalty:4
Gold Mine (3/7)

Hearing the news of Ragnarok being slain deeply angers the High Priest. "The actions these nations have committed can not go unpunished!"

1-2. Move 3 armies from the vassal state and and the Stone Titan along with 3 armies from the homeland
3-4. Steal Odin's rifle before it gets shipped back home. -1 wealth

Vassals
1. Make sure the three armies get there.
2. Mine gold (3/7)
>>
Rolled 2, 10, 6, 4 + 54 = 76

>>23901485
Counter this attack

Army tech in use:54
>>
Rolled 6, 3, 7, 2, 6, 2, 5, 9, 10 + 45 = 95

Defending
>>
File: 1364355134308.jpg-(1.45 MB, 3600x1620, seven.jpg)
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No Gaia, Maurice, Iyanla

>>23901352
Makers
You find a copy of GodKiller (7/10), you find a mithral mine. +1 stability
>>23901412
Boss
Biohazard safety +2 civ tech
>>23901415
Kelnitz
+6 armies, propaganda doesn't work (whats the point of quotes if you're just going to tell everyone what you're doing anyway?), +6 navies.
>>23901448
Cog
+4 population
>>23901465
Leylines
You now know where the scorpions are and have found their leyline, you are the only one who knows this. Vassal expands.
>>23901512
Maritem
+5 pop
>>23901520
MonGrayr
+15 armies. You are well over your pop's support capability but a war has come to you, it will last for the time being. You can recruit no more though.
>>23901653
Inferno
Mining, +1 wealth (4/7)

In the fighting, Cog and the Makers are pushed from the main island. Kelnitz’s army distracts the makers but both hold firm. Inferno is able to steal Odin’s rifle during the push.

Kelnitz-lose2 armies
Cog-lose 2 armies
Maritem-lose 3 navies
Inferno lose 1 army
Mon-lose 3 armies
>>
>>23901963
Makers lose 0
>>
Rolled 79, 70, 86, 55 = 290

>>23901963

1-2: Engage in international charity to bring peace to unfriendly nations. Invest 2 Wealth.
3: Continue investigating that accident. There has to be SOMETHING!
4: Start a Homesteading Act to encourage colonization of wilderness and the abandoned coasts. (Pop)

Tax Cycle 2/2. Total 2 Wealth, both invested in Charity.
>>
Rolled 58, 76, 54, 37 = 225

1. Retrieve Odin's rifle. Use the Merchants Guild to get it from wherever it is if it is in enemies hands.
2. Begin to research this Godkiller. Perhaps it will aid us in both our ultimate goal and end this war. One way or another.
3. 4. Remake Odin.
>>
Rolled 49, 54, 90, 16 = 209

>>23901963
Tax Cycle 2/2

1-2: Repair King Cog. Expend one wealth to pull it off.

3-4: Rebuild the Centralized Education system. Neighboring nations have the tech/inf setup and I've already had it once, so use them as a template/aid
>>
Rolled 9, 2, 5, 6, 7 = 29

>>23902071
Now to war.
Army 46, Navy 51, total 52

Armies: 3 Navies: 2
>>
Rolled 69, 67, 56, 60, 52, 92 = 396

>>23901963
The Council is in an uproar, the possibility that Ley Lines might be moved lead to ideas none of them had even considered and research into this new field is started imediately.

1) Set up communications network (The Makers)
2) Find that Ley Line again (Maritem)
3) Train Mages to keep the Aztec worshippers in check
4) Research moving of Ley Lines

Stats:
Wealth: 2
Pop: 2
Civ Tech: 23
War Tech: 10
Infrastructure: 5
Commerce: 6
Stability: 9
Armies: 2
Stone Quarries - Great works projects require half as many successes it normally would.
Builders guild - Double all construction results
Ley Line Teleportation - Armies can be moved as a free action where lines of communication already exist.

-----------------
VASAL - Aztec
Pop 3
Armies 3
Wealth 4
Loyalty 7

More offerings for the masters!
5) Search the jungles for treasure
6) Dig for shiny rocks
>>
Rolled 5, 4, 6, 6, 5, 5, 9, 9, 2 + 63 = 114

Continue the assault. Mon'Greyr's city shall fall the day. Pontus and the navies shall aid the Maritem vessals as thanks for the support from fresh armies.
>>
File: 1364355768171.jpg-(84 KB, 500x395, tumblr_m4qnbc6Ydh1r2yvruo1_500.jpg)
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Rolled 96, 69, 71, 80 = 316

We will attempt expansion once more. We decide perhaps it was time to dabble in the spiritual world.

1-3.) We attempt to expand and to uncover the mysteries of the island.
4.) We will attempt to dabble in Sorcery. Let us dip our fingers into the veil and remove it from reality.
>>
Rolled 22, 21, 32, 77, 45, 58 = 255

>>23901963
The United Collectives of Erbast
Leader: Grand Commissar Kelnitz the 3rd (Martial Monarchy)

Wealth [8]
Commerce [23]
Population [5]
Army [11] (Two Garrison Regiments in Vassal state, 9 steam tank groups)
Navy [13] (Five steam-powered Ironclad Squadrons, Two steam transport fleets w/ escorts)
Defences [4]
Recruiting [5]
Army Tech [54]
Navy Tech [44]
Infrastructure [13]
Civilian Tech [41]

Special: Steam-powered, steel-armoured cannon Dirigibles x 1 (+5 war tech when used); Foreign Propaganda Office; Steam Machinery; 2 Weapons Factories; Logistics Corps: Armies in foreign areas get your defensive bonuses.

Tax (2/2)

1+2 Diplomacy: ‘Tell propagandists to tell the people of the Markers that their leaders have ignored their pleas and continue making war.'
3+4 Military: Deploy the six new navy squadrons along with 9 steam tank groups to Mon to help the defence.

Vassal actions
1+2 Navies: Use recruitment techniques to recruit 6 more ironclad squadrons.
>>
Rolled 8, 3, 4, 6, 7, 9, 5 + 59 = 101

>>23902123
Counter this attack
Using 6 armies and the Stone Titan
Army Techs in play:59
Two armies focus on Pontus:Last 2 rolls
>>
Rolled 51, 15, 28, 9 = 103

>>23901963
Wealth: 0
Pop: 16
Civ Tech: 38
Land War Tech: 25
Naval War Tech: 21
Rec: 0
Defenses: 2
Armies: 11
Navies: 6
Inf: 4
Com: 37
Stability: 8

Tax cycle (1/2)
Dollar cycle (1/2)

It's showtime! Our armies are mobilized and ready to move out!

1. - 3. Build new navies! Use our factory and coal bonuses for this.
4. Supply lines roll.
>>
Rolled 3, 1, 9, 2, 4, 7, 9, 5, 2, 5, 10 + 46 = 103

>>23902184
Oh god that was terrible. But now our armies will attack Mon's homeland!

11 Armies
46 War Tech
>>
Rolled 4, 5, 6, 10, 5, 3 + 51 = 84

>>23902222
Our navies will support our landings by covering their supply lines and providing shore bombardment!

6 navies
51 Naval War Tech
>>
Rolled 1, 8, 6, 7, 2, 2, 2, 6, 4, 10, 9, 2, 8, 1, 3, 5, 4, 3, 6, 10, 10 + 45 = 154

Defend against these heinous attacks
>>
Rolled 66, 44, 16, 20 = 146

1-3: Research advancements on the steam engine and it's applications
4: Build and research further into masonry

Wealth:2
Pop:2
Civ Tech:3
War Tech:
Rec:
Defenses:
Armies:
Navies:
Spec Units:
Spec Tech:
Com:
Stability:7
>>
Rolled 5, 10, 5, 4, 9, 8, 10, 3 + 49 = 103

>>23902237
My navy and dirigible will intercept Maritem's navy and prevent this shore bombardment.

Last dice is the dirigible.

Navy Tech [44] (Steel weapons (3), steel armour (2), Greek fire (1), basic naval tech (1), cartography (1), naval boarding parties (1), cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3), replaceable parts (3), ), thunder crossbows (2), steam-powered gatling ballista (4), dirigibles (1), gunpowder (3), steam-powered dirigibles (5), semi-auto rifles (9), replaceable parts (3), psychics (3))
>>
Rolled 62, 28, 47, 62 = 199

Wealth - 10
Population - 5
Civ. Tech - 36
Army Tech- 48
Navy Tech- 24
Recruiting - 2
Infrastructure - 1
Commerce - 21
Stability - 10

Armies - 12
Navies - 0
Defenses -9

Tax cycle 2/2

---------------------------------

1-2. Increase Population with enhanced peasant breeding (Use 5 wealth as bonus)
3-4. Research mounted lancer-grenadier (army tech)
>>
Rolled 17, 39, 36, 96, 17, 50 = 255

The Relentless

Wealth: 14
Pop: 4
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 6
Armies: 5
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used, ;Dragon: army x 2
Inf: 12
Com: 12
Stability: 7


War tech
Army: Dirigibles+1, Pyromancers +1, Fire Cannons +1, Flame Walkers+2, Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, Dragon +5(x2 armies), steel +3, Steel weapons +3, Steel Armour +2, Steam-powered gatling ballista +4, close order formation +1, Thunder Crossbows+2, gunpowder +3, Cannons +4, semi-auto rifles +9, replaceable parts +3 Steam tank +5, Stone Titan +7, steel carriages +3
Navy: Steel weapons (3), steel armour (2), Greek fire, basic naval tech, cartography (1), naval boarding parties, cannons (4), steam-powered boats (2), Ironclads (3), Superior Hulls (3)

Defense
Control of Lava+2, Tunnels +1, Teleportation +3

Civ Tech
Advanced Mining+4, Magic glass +4, cartography +2, masonry +2, printing press + 4, paper+2 +5 Military engagment (discretion), medicine +3, Centralized EDU. +6, Scientific method +3, Steam engine +4, Refined coal usage+6, replacable parts +3, Crystal Communication +5
Railway +2,Superior Hulls +3
Anti-Intelligence agency
(Glass,Steam tech)

Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 5
Loyalty:4
Gold Mine (4/7)

The High Priest stands in front of the crystal with the most magically latent mages. Behind them stand the volunteers, hundreds of people willing to give their lives for the Sun God.
The chanting starts and one by one the volunteers walk up, place a hand on the crystal, and disappear.
A beam shoots up from the top of the crystal and reaches into the heavens.
As the last person bows his head and touches the crystal, there is a loud boom.
The Sun God has heard.

1-4. Bring a rock from the heavens to destroy Maritem's massive army. -1 population

Vassal state:
1-2. A day of Reverence is observed
>>
>>23902019
Boss
Delivery boys did their job and the box was left on the door step. +1 pop. WHAT DO YOU NOT GET ABOUT EVERYONE WHO GOES THERE DIES
>>23902044
Makers
Odin (1/4), GodKiller (8/10). Your attempts to steal the rifle of odin is thwarted by a counter intelligence agency.
>>23902071
Cog
King Cog Repaired. Education rebuild, +3 civ tech (or whatever it is)
>>23902118
Ley Lines
Find line Maritem, communications makers, +1 loyalty (aztecs). You can now predict where ley lines shift and should not lose one again. You find treasure +1 gold. You find a gold mine (0/6)
>>23902144
Scorpion.
You expand and find........ A strange bunker deep in the mountains. It appears some sort of silo goes up the length of the mountain’s interior. Inside it what appears to be a massive missile There is a control station with odd metal boxes making noises that are unfamiliar. Clearly this is a surviving relic before the fall of civilization millennia past. The doors and missile bear a weird marking. A yellow circle with a small black dot in the center. 3 cut of triangles extend outward. (Nuclear symbol in case you’re slow)
Sorcery (1/5)
>>23902163
Kelnitz
You deploy, gain 4 navies.
However, it appears that somehow the plague has reached your nation. -2 pop.
>>23902184
Maritem
+3 navies
>>23902289
Lion
Steam engine (1/4)
>>23902351
MonGrayr
+5 pop. Lancer-grenadier (1/2)
>>23902445
Rocks fall, everyone dies.
Also, the ship holding Odin's Rifle sank in the lowest point of the ocean.
>>
>>23902491

When did I say anything about going in?

My plan was to:
Search for survivors who fled to see if they had heard anything
Look through material requisition forms and other paperwork for clues
Generally find out everything I can WITHOUT WALKING INTO POISONLAND.
>>
>>23902491
>Rocks fall, everyone dies.

You cant hear it, but Im "golf clapping."
>>
File: 1364357737058.jpg-(1.45 MB, 3600x1620, eight.jpg)
1.45 MB
1.45 MB JPG
A rock slams into MonGrayr’s land and he is the new proud owner of a big lake. Where several armies used to be.
Cog- -1 armies
Makers- -2 armies
Inferno- -2 armies
Maritem- -11 armies
Mon--14 armies
All navies are fine.

And that's it. Expect wall of fluff start of next session.
>>
>>23902518
No survivors.
>>
>>23902567
haha thanks



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