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Welcome back to the Forgotten Colonies of Nibiru! Last time, ancient ruins revealed themselves, the Warhost and OGT were preparing for war, Kemet and the Kingdom of Madness traded threats, and the Barbabrab butchered the people and tore down the walls of the city-state of Bacatia. What will happen next?
Previous Threads:
http://archive.4plebs.org/tg/search/subject/forgotten%20colonies/type/op/
>Please wait until I finish posting turns!
>>
>>48759006
[Artemisia]
No expansion is had, but stealth improvement kicks off [1/6]. Stealth Hunters training barely starts [1/3], but archery is improved [2/6].

[Warhost]
No progress on the mud pit, though the War Wizard continues training [6/8].

[Niron]
The southern island is claimed for the Floating City [+4 hex; +1 Tech Point/turn]. Coral research nearly completes [3/4], and dedicated lumber-rafts are sent to shore [1/4].

[Dominion]
The search for a ley-node begins [1/4], as well as expansion south [1/2]. The Throne Guard completes training though [1x {-1 food/currency//turn}].

[Kingdom]
Fortification of the ruin begins [3/6], and the Kingdom expands northward [+4 hex]. Ruin Guardians are being trained [3/5], and a farm starts [1/4].

[Western Tribes]
The Ratlizard slaughterhouse begins [2/4], cavalry research kicks up [1/4], though better Domestication methods and Animal Studies research stall.

[Ariak]
No progress on the farms, though the economic power of the Empire grows [Economics I; +2 currency/turn]! Feudalistic practices are put into action [1/4], and better armor is on its way [2/4]!

[Barbabrab]
The Archer continues training [2/4], and the Carroballista is made [Expend resources; 1.8x {-1 currency/turn}]. The populace strikes camp, and moves [+4 hex].

[Ugh]
The ruin already has inhabitants- huge, mutated ants, interbred from the old Devil Ants and a native species- they are now Hell Ants. They kill all they can find, driving the Ugh from the ruin [-5 pop; ruin lost]. 'Shock Trooper' methods are still being researched (Whatever they are) [4/6], and soldiers are trained, finally [2x {-2 food/turn]].

[Pure Ocean]
The Church expands under the sea floor [+4 hex], and the religious texts are finally copied [Religion III]. Air Magic research completes [Air Magic I]!

[Sanar]
No expansion or retraining of the cavalry woman, but the farm completes [+2 food/turn].
>>
>>48759017

[Kemet]
A city starts construction; it'll take a while [1/10], and the military unit is trained {1 per action}[1.4x {-1 food/currency//turn}]. No progress on the better weapons, but another soldier is being trained [1/3].

[Blatrek]
Regeneration research starts [2/4], and flight research completes [Flight I]! The trade route is set up [Trade route {OGT} +4 currency/turn}], and the blood knights are ready [2x {Bloodsucker}{-2 Thralls/Ley-power//turn}]. The ruins are nearly Blatrek's [+4 hex]!

[OGT]
raiding research completes [Raiding I], while the barracks is nearly upgraded [5/6]. The scientific study completes [Science I], and the search for stone begins [1/6].

[War Result]
The capture of Bacatia is complete, it's population butchered and turned into food [+6 food].

Missed Turns
>Holy Order: 1
>Volden: 1
>Artilia: 1
>Tsabos: 1
>Kedesh: 1
>Kashiragi: Nearly ded
>Ursan: Nearly ded
>>
>>48759034
[NEW RULE]
Players have three days to respond to the game, in any capacity. On the fourth, if they have not responded, they will be removed (Considerations will be taken if you clear it with me in the IRC)
>Turn starts now!
>>
Rolled 87, 4, 63, 43 = 197 (4d100)

>>48759034
1. Train most basic infantry unit 1/3
2. Train most basic infantry unit, I want to use Pharaoh's Will on training
3. Train most basic infantry unit
4. Create new beans farms 2/4

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 20 (+2/turn)
Food: 20 (+1/turn)
Currency: 15 (+1/turn)
Tech points: 1 (+1/turn)
Flax: 3 (+1/turn)
Ore: 4 (+2/turn)
Defenses (Capital): 1
Military: Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building bean farms [2/4], cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]
>>
>>48759121
I also want to add 10 currency to bean farms
>>
>>48759121
And another 10 on 4th infantry unit (so die 3)
>>
>>48759140
>>48759166
You only have 15 currency, friend
>>
Rolled 24, 42, 22 = 88 (3d100)

>>48759006

[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 28 (+2/turn)
Food: 24 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6 [Cavalry woman 2.0] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed:

1. Send explorers to claim and settle new land [Expand]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2.With the new farm built we can raise new taxes. [Get some more gold]
>[Logistic I][Warehouse I]
3. Retrain our first unit to maximum standard. [Retrain x1.6 cavalry woman]
>[Tactic 1]

Also if Ariak read this, I answered last thread.
>>48750987
>>48751003
>>
Rolled 74, 25, 95, 66 = 260 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 25 (+2/turn)
Food: 28(+0/turn)
Currency: 6 (+2/turn)
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x]
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Ugh need food. Ugh look for good. Put plant in grow. Food. Food good. Not food bad. Food good. [Food]
2. UGH KILL ANTS [Attack the ants]
3. Ugh need shocktroop. Shock troop good. Kill fast and things also good. [4/6]
4. Ugh really need more soldier for kill. [Militias]
>>
Rolled 86, 43, 38, 39, 84, 18 = 308 (6d100)

>>48759006
Volden
Territory: 15
Pop: 15 (+2/turn)
Food: 26 (+4/turn) (3)
Currency: 11 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[7 ore] +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Holy Shrine [1/20]
2. Search for mounts [1/4]
3. Javelins

1. Mine 2 [4/6]
2. Warrior Hall 2 [3/6]
3. Expansion northward [1/2]
>>
>>48759166
Never mind, I have only 15, so ignore this
>>
Rolled 24, 5, 1 = 30 (3d100)

>>48759017
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 28 (+2/turn)
Food: 42 (+4/turn)
Currency: 25 (+4/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral I]
Resources:
Ley-Power: 18 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Metal: 10
Tech Point: 1 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue Coral research. 3/4
2. Continue setting up the lumber raft system. 1/4
3. Begin expanding the city of Niron to allow for more buildings and districts to be built.
>>
Rolled 14, 90, 88, 3, 76, 16 = 287 (6d100)

>>48759006
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 17
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 11 (+1/turn)
Tech Points 4 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I]
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I][Summoning I]
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1+2: Continue the search for a ley node [3/4 progress]

3: Train a unit of heavy infantry, the Kedesh Guards, specialized in urban combat and suppression of slave uprisings.

4: Continue to search for wood to build ships [1/??? progress]

5: Study to improve our Enchanting techniques [Immaterial]

6: Order the construction of a great port on the coastline.
>>
>>48759017
[Artemisia]
Expansion 1/2
>>
>>48759273
spending 1 currency to actually get a progress on Coral research. now at 24
>>
Rolled 45, 60, 41, 91 = 237 (4d100)

>>48759017
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 34 (+3/turn)
Food: 38 (+5/turn)(-1/turn)
Currency: 6 (+4/turn)(-1/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:[1.8x Hunter Cadre {-1 food/currency//turn}] More hunters (1/3)
Tech: [Stealth I](1/6)[Poison II][Archery I](2/6)
Magic : [Illusion I]
Resources: [ley-power 14, +2 /turn][5 Metal]
Eccentricities:
Land: 23 Expansion 1/2
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue expansion towards the Ruins(1/2)

2. Continue to Recruit more hunters.(1/3)
+Hunter's Den I
+Archery I
+Stealth I
+Poison II

3.Continue working on improvement of our stealth Techniques. (1/6)

4. Continue to improve our Archery (2/6)
>>
>>48759180
Can I see/know this? More? Less? I've based it on your statement about distance between Kingdom of Madness and Artilia
>>
>>48759444
See what, your own currency?
>>
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>>48759444
And is there some communicator or forum or mail or something?
>>
>>48759478
You're fully aware of Artemisia and the island, less so Tsabos and the Western Tribes
https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
Rolled 59, 1, 1 = 61 (3d100)

>>48759006
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 24 (+3/turn)
Food: 20 (+2/turn)
Currency: 14 (1/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources: Leyline Power (+2
Magic:[Water Magic I][Air Magic I]

Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of the Prophet-King Angeloi:
While the six-point plan is progressing excelently it is not yet complete. With this in mind, I will revise it slightly, make a "eight point plan", if you will. I will add one clause covering the defense of the island. (to be instituted at a later date)

1. It has also come to my attention that the royal finances are lacking. And as we require more funds to build a defense force, we must deign to trade with a devolved version of humanity. Though I know many of you object, we cannot neglect our lesser brothers in this way. In addition to being beneficial to us, it may also come to pass that we may eventually elevate them to our level... (Trade route to Niron)

2. We must continue to canvas the ocean floor for resources... (Resource Expedition) (2/4) (Water Magic 1 and Dangerous Bounty apply here, I believe.)

3. We have not yet finished exploring the bounds of water magic (Continue researching Water Magic II) (Wizard-Mystics applies here, I believe)
>>
Rolled 84, 50, 28, 79 = 241 (4d100)

>>48759017
[OGT]
Territory:23
Pop: 30 (+2/turn)
Food: 36 (+6/turn)
Currency: 14 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn

1. Continue researching Raiding II 1/?
[Science I]
[Tech Dependence]
2. Research [shipbuilding I] we needs our ruins. The scouts say someone took it over but we will take it back.
[Science I]
Tech Dependence]
3. Build a lumbermill so we can start harvesting lumber.
[slavery I]
4. Search for stone continues damn it. We have all these mountains but still no stone. 1/6
>>
>>48759619
spend 1-2 currency on action 3. Should be enough to get over the hump for deadlands negative.
>>
>>48759601
Ouch... now that is unfortunate
>>
>>48759721
I know, right?
>>
bump
>>
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https://www.youtube.com/watch?v=s2cKSVURTx8

"Huh?"

These were the last words spoken by the Bacatian leader before their head was struck off like a sports ball by Genneg Khaahk, who charged straight into the palace of the beleaguered, dying nation, the lax security giving him little trouble. As it rolled lifeless on the floor, the city around it bucked and burned and crumbled: towers were being knocked down like dominoes by the siege weaponry, everything wooden was set ablaze, and anyone who had not fled the disaster was in the midst of being skinned and butchered for their flesh.

The Khaahk grabbed the head, and paraded it on the streets atop a long stick. Today was a glorious day for the Barbabrab Clans, as they finally made well on their promise and destroyed their first civilization. A religious doctrine of sorts was forged from this affair: they were to be the ones destined to unite the peoples of this tortured planet, through forcing them out of their civilized nations or killing them trying. They were The Scourge of God. The Khaahk gave a speech.

"Энэ өдөp бид caлж дэлхийн нэг хэcэг гэpэл нь ямap нэг дyyдaж бaйcaн "nationhood"! Хapaaч энэ "хүн". Tэдний boastful гэдгийг бaтaлж coeл иpгэншил бaйcaн илүү тэдний aмьдpaл? Хaaнa юм бэ, тэднийг yдиpдaх вэ? Tэд ч гэcэн хүн, эcвэл тэдгээp нь биш үхэp нь хэн бaйнa нядлaх, идэж!" (On this day, we have rid the world of a single section of the blight that is what one would call "nationhood"! Look at these "people". Their boastful claims that civilization would better their lives? Where did that lead them? Are they still people, or are they not cattle who has been slaughtered and eaten!)
>>
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>>48761005

The horde cackled and laughed. The Khaahk continued.

"Зөвшөөpөх тэдний insolence cypгaмж бoлoх бүх бaйcaн хүмүүc зүйл мaш! Гэcэн хэдий ч, нэг тэмдэглүүштэй зүйл бoл тэдний тaлaap үнэ цэнэтэй хaдгaлaх. Tэдний yдиpдaгч, мэдмээp тэдний yдиpдaгч cүүлчийн үг бaйнa yy? "Хөх"! Бaйcaн бүх бoлoх тyхaй хэлж тэдний өв бaйгaa нь бyцaaх, "Хөх!" Энэ үeэc эхлэн ypaгшaa, тэp нь бaйх бoлнo, бидний нэp. Бид Barbabrab ямap ч илүү, хapин бид Huh!" (Let their insolence be a lesson to all those who would thing so! And yet, there is one notable thing about them worth preserving. Their leader, would you like to know their leader's last words? "Huh"! That was all they could say about their legacy being undone, "Huh!" From this point onward, that shall be our name. We are Barbabrab no more, but we are the Huh!)

Guttural cheering and roaring laughter commenced from the newly dubbed Huh, who in their hysteria furthered to demolish the accomplishments of Bacatia, who would soon be nothing more than another scattered ruin. A stuffed toy, one which once belonged to a child, sat behind the backdrop of death and destruction. It did so briefly before it was crushed beneath the wheel of a Huh war engine.
>>
Rolled 75, 9, 12 = 96 (3d100)

>>48759006

Territory? We have no use for such a disgusting triviality! Synchronize our horde with our army, so that when they move, our entire peoples move with them!

[The Huh]
Pop: 22 (+2/turn)
Food: 44 (+2/turn)
Currency: 43 (+1/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
Tech: [Religion II][Archery II][Infantry II][Cavalry I][Siege Weapons I][Prospecting I][Architecture I]
Disgusting Trivia (Magic): [Fire Magic I]
Resources:
Black Horses: 10 (+1/turn)
Wood: 2
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Jealousy]
"Бид ямap ч aшиглaх, энэ хoт. Шapaх!" (We have no use for this city. Raze it!) [Raze Bacatia for additional resources]

2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бидний тoo хэpэгтэй bolstering бoлгoн үнэн opдны!" (Our numbers need bolstering into a true horde!) [Horse Archers 2/4]

3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бүp бoлoмжтoй биeтэй хүн дэмжигч нь нyм дээp мopь!" (Every able-bodied person holding a bow on steed!) [Train another Horse Archer]
>>
Rolled 41, 25, 88, 36 = 190 (4d100)

>>48759017
[Blatrek]
Pop: 28 (+2/turn)
Thralls: 30 (+3/turn)
Currency: 14 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana: 16 +5/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Regeneration I] 2/4
2-3. Expand over the ruin
2. Search for a new ley-node
>>
>>48761214
You're not paying your unit upkeep

You should be at +0 food a turn and -2 currency a turn
>>
>>48761214
Also you jumped food by 20 your currency by 24 and gained technology that was not QM permitted as well as magic.
>>
>>48761343

We gained Bacatia's +2 food/turn and +2 currency/turn along with their resources and technology when we captured them, and we shall reap the benefits for until we raze their city entirely.

Next question!
>>
Rolled 78, 55, 99, 65 = 297 (4d100)

[Ariak]
Pop: 26 (+2/turn)
Food: 26 (+1/turn)
Currency: 4 (+1/turn)
Defenses (Capital): 1
Territory: 23
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I]
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I©][Economics I]
Resources: Magic: 12 (+2/turn) Ore: 5 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

Tax labor is a popular method of increasing the speed of construction. Citizens can "pay off" their tax burden in goods or coin by working on state projects or hiring others to do so in their stead.

1. Farms I 3/4
+[Laws II]

Bacatia has fallen, stuck down by the marauders of Chaos! This is all the impetus needed to convince the Emperor and the Landsradd to raise additional forces.

2. Black Drake Knights

3. Armor I 3/4
[Laws II]

4. Feudalism I 1/4
[Laws II]
>>
>>48761701
I'm bad at accounting.

>Currency: 5
>Magic 14, Ore 7

Put 5 currency into roll 4. That and Laws II should push it up to 75 to get it finished. If it isn't use up to 5 magic to buy off a Dragon to help. Lazy bums.
>>
>>48761701
Duke Gerard uth Matoi dismounts and removes his helmet. He is bald, and a network of intricate tattoos cover the bald skull of the ma. Tiana's eyes can just make out that it is not a mere pattern, but a long chain of words though the text is too fine for her to make it. The Duke steps before the Duchess and bows his head, though he does not move his eyes from her to the ground. He holds the bow for a few moments, then straightens.

"As my herald called, I am Duke Matoi. I've been sent here because we two are the last bastions of civilization to be found on this side of the world. The Dragon Emperor is concerned over the destruction of Bacatia to your south and the dissolution of the Golden Realms to our west." The Duke shifts uncomfortably and looks around at the wooden city. His Drake bristles and snaps at a centaur wandering too close, purely a warning snap. "The taint of Chaos lies within the troglodytes to your West and in the marauders to the south. If they are not stopped civilization dies with us. I, for one, am not interested in the expiration of my people. I doubt, Duchess, that you are any different."

None of the other members of his entourage had dismounted. Most remained wary, but politely left their lances pointed safely in the air where their streamers could snap with the wind. They were also careful to maintain strict control of the viscous and violent beasts they rode on. The Duke continued after a brief pause. "In the interest of the survival of civilization and progress we must work together. If we attempt to combat Chaos separately we will be defeated and our peoples will cease to exist. We both have knowledge, forces, and items that could be of use to the other." As if on queue one of the rider did then dismount - the herald. This rider took a cloth wrapped gift from the side of his mount and rushed politely to the Duke's flank. The man knelt on both knees to the Duke, holding the item up so he could grab it easily.
>>
>>48759191
>>48761947
The Duke presents the package to the Duhess then. Taking it from the hands of his herald he presents it with a bowed head to the Duchess. Within the cloth is a large sword, one roughly of use for the centaur leader. The blade is of bright polished steel. A gold crossguard is made with the two open mouths of drake to either end, and the pommel is a dragon's claw holding a large red ruby. The blade is of the most interest. Along the fuller it glows with a reddish orange light, as if liquid fire ran up and down the length of the blade.

"A dragon steel sword. One of very few, for you, Duchess. May it serve you well in the battles against Chaos." He stands then and awaits her response.
>>
File: Wing.jpg (15 KB, 236x314)
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>>48762004
Motioning for an aide the Duchess whisper somethings in his ear. As she advance to take the sword. After examining it for a while she exclaims.

"A fine blade, likely worth more than our most extravagant treasure. As you have seen duke we are simple people trying to survive in this wilderness, while we do not have priceless treasure, I can at least try to give you something of worth to your emperor."

As she finish the aide comes back along with some other servants, pieces of armor meant for someone of large but human stature, the intended or previous owner was one of the smaller centaur breed. complete with the same type of wing the Duchess wears.

"Please present this to your Emperor in the hope it protects him from the chaos. It is the armor of one of the previous Duchess and while not the most practical design for you human I doubt it would hinder a dragon rider much. As for our common enemies I agree somethings need to be done. We agree to work with the empire and should it come under attack we will help defend it as if it was our land. Now that this is settled, we can arrange provision or lodging for you and your mount depending on if you wish to stay or leave. I hope you'll at least stay for a feast, just be cautious with the alcohol it's likely strong enough to make one of those drake keel over."
>>
Rolled 56, 95, 1 = 152 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 21 (+2/turn)
Food: 27(+2/turn) (+4/turn Farms) (Military -3/turn)
Power: 10 (+2 /turn)(-1 military)
Currency: 18 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-2. Finish up training 6/8

3. MARCH OUR ARMY NORTH
>>
Rolled 8, 9, 77, 46 = 140 (4d100)

>>48759017
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 28 (+2/turn)
Food: 28 (+2/turn)
Currency: 33 (+4/turn)
Tech Points: 2 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification][3/6]
-Previously Spent Resources: [Stone 5][to keep track, not for further bonuses]
2) Train more Ruin Guardians, we will not lose these ruins!
3) Train Ruin Guardians to defend our birthright [3/5]
-Techs: [Infantry II][Shapeshifting III]
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I][1/4]
>>
>>48761435
Uh, I said no such thing. You burned everything to the ground.
>>
>>48765057
As per your fluffed tactics, might I add.
>>
>>48765079
This isn't a quest fucko
>>
>>48765079
This isn't really a quest...
>>
>>48765057

Yes, but I also looted everything of value (resources), as per fluff first action of attack, which includes their former resources. I shall subtract the technologies and magic as per request, as they aren't worth anything to us anyway.

Also, the mobilize horde action was meant to attach my population and resources to my military; I have no use holding onto these tiles; we are a horde, not a nation!
>>
Rolled 58, 82, 52, 48 = 240 (4d100)

>>48759017
[Western Tribes]
Pop: 25 (+2/turn)
Food: 25 (+1/turn)
Currency: 17 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 currency/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I][Training I]
Resources:
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Continue preparing the rat-lizard heard to be edible [2/4]
>[Domestication I]
>[Beastmasters]
>[Ratlizards {Pack}:5(+1/turn)]
2) Continue researching cavalry, so that we may ride our be [1/4]
>[Animal Studies I]
>[Training I]
>[Beastmasters]
3) Begin researching methods of finding and taming more powerful animals
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Continue researching Animal Studies II [2/6]
>[Animal Studies I]
>[Beastmasters I]
>>
[Kemet]
Another infantry unit is trained [1.4x {-1 food/currency//turn}], and more are on the way [1/4; 2/4]. The Bean Farm is ready for harvest [+2 food/turn]!

[Sanar]
The Duchy begins to move into new lands [1/2], and taxes are raised [1/4]. Still no training is had.

[Ugh]
Food grown [3/4]. Attack ants [see combat]. Shocktrooper done [Shocktroopers I]. Soldiers recruited [2/4].

[Volden]
Progress on the Holy Shrine [4/20], and the search for mounts continues [2/4]. Javelin research finally kicks off [1/4]! There is some progress digging the mine out [5/6], the warrior hall completes [Warrior Hall II], though there is no progress expanding.

[Niron]
Coral research completes [Coralworking I], but there's no progress on the lumber-rafts... and a portion of the city rots away and sinks, drowning everyone aboard. [-10 pop, -1 hex].

[Kedesh]
A ley-node is found [+2 ley-power/turn], and some heavy infantry are trained [1.2x {-1 food/currency//turn}]{NOTE: List techs next time!] The search for wood stalls, and enchanting techniques improve slightly [3/5]. No progress on the port.

[Artemisia]
Expansion completes; the spiders control the ruin [=4 hex; +1 tech point/turn]! The Hunter's training nearly completes [2/3], stealth techniques progress [2/6], and archery technology is improved [Archery II]!

[Pure Ocean]
A trade route to the floating city is established [Trade Route {Niron};+2 currency/turn]. However, the Church's other projects are catastrophic failures- a huge bed of molluscs is found on the sea floor, but their slaughter attracts many sharks- by the day's end, the surf hitting the island is bright red [-10 pop, -1 hex]. The water magic training has a similiar effect- drawing the oceanic predators in and killing the underwater settlers [-4 pop; -1 hex].

[OGT]
Raiding research continues [4/5], and ship designs are nearly finished [2/3]. Construction of the lumbermill starts [1/???], and the search for stone continues [4/6].
>>
File: Nibiru2.png (747 KB, 3000x2500)
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747 KB PNG
>>48766247
[Huh]
Razing begins [3/5]! But no horsemen are trained.

[Blatrek]
Regeneration research nears completion [3/4], and Blatrek further consolidates its control of the ruin [+4 hex;+1 tech point/turn]. The search for a new ley-node begins [1/6].

[Ariak]
Farms are created [+2 food/turn], and Black Drake Knights are trained [2/??? {List techs so I can give you proper progress}], and armor is completed [Armor I]. Feudalism is implemented. It's a very crude form though, easily abused, and your Drake Knights demand much land for their service. [Feudalism I {Change territory tab to: Territory: Real territory (23) (Owned Territory)(4); Red Drake Knights demand 4 territory!; -5 gold, -2 Magic Power}]

[War Wizard]
Training completes [2.2x {-2 food/ley power//turn}. However, the marching army causes a rockslide. The way north is blocked until it gets cleared. One of the Orc Warbands is also [Injured].

[Kingdom]
No progress on the fortification and the new Ruin Guardians, but the first batch completes their training [2x {-2 food/currency//turn}]. The new farm is halfway done [2/4].

[Western Tribes]
The rat-lizards are ready to be eaten [+2 food/turn], cavalry research completes [Cavalry I], and research into more powerful domestication techniques begins [2/5]. Animal Studies research completes [Animal Studies I]!

>>48765378
population is already fed into the military.
>>
Rolled 8, 10 = 18 (2d10)

>>48766274
The Hell Ant Horde seems to sense the Ugh approaching, and have mounted a pretty formidable defense to protect their hive.
Hell Ant Warrior 1.5x
Hell Ant Drone .5x
>>
Rolled 9 (1d10)

[Ugh Combat] [2x]
>>
Rolled 87, 68, 44 = 199 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 21 (+2/turn)
Food: 27(+2/turn) (+4/turn Farms) (Military -5/turn)
Power: 9 (+2 /turn)(-3 military)
Currency: 18 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-3. FORWARD! FORWARD!

Smash through those rocks by any means or find a new ways around it.

Carry the wounded on the backs of the strong, and feed them and heal em. Nothing heals like a warm meal, get some bloodfruits up and cook em.

We must keep pressing forward to the rogue orc clan.

[Infantry I]
[Necromancy II]
>>
Rolled 39, 26, 5 = 70 (3d100)

>>48766274
[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 30 (+2/turn)
Food: 26 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6 [Cavalry woman 2.0] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Expansion 1/2]

1. Keep sending explorer to map and settle new land. [Expansion 1/2]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2. We need those taxes if we are to fulfill the promise we made to the Empire. [Tax 1/4]
3. Get that unit up to par, our southern neighbor will surely target us next. [Upgrade x1.6 unit]
>[Tactic I]
>>
Rolled 58, 80, 76 = 214 (3d100)

>>48766247
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 20 (+2/turn)
Food: 46 (+4/turn)
Currency: 28 (+4/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 20 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Metal: 10
Tech Point: 2 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue working on the lumber rafts. 1/4
2. With the mourning done and new stars added to the sky the city section is rebuilt and expanded upon.
+Raft building II
3. Begin adding a sharp coral ramming edge to the war raft and giving the soldiers on the war raft sharp coral spears, armor, and shields.
+Infantry I
+Raft Building II
+Coralworking I
>>
>>48766334
>>48766369
Hell Ants- 12+5=17
Ugh= 18
The Ugh barely drive back the horde, just killing the Drone, but the fight to reclaim the ruin is not finished yet.
>>
>>48766450
17 currency being used on action 1, bumping it up to 3 successes and currency to 11

Should also mark down that I have 10 hexes somewhere.
>>
File: The_Huh.jpg (64 KB, 334x295)
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Rolled 91, 1, 3 = 95 (3d100)

>>48766274

By that, I mean that whenever I attack something or move my military, I'm also moving my "capital" with them; basically, no cities or territory (which I'm not even recording for this reason, as it should all be going to neutral once I'm done razing and the territory I held earlier should have gone neutral when I became nomads) beyond temporarily held grounds, so there's no infrastructure to attack while my army is away sacking, because the army is the infrastructure.

It also means if my army is destroyed so is everything else, but that is the life of The Huh!

[The Huh]
Pop: 24 (+2/turn)
Food: 46+2/turn)
Currency: 44 (+1/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 10 (+1/turn)
Wood: 2
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Jealousy]
"Бүpэн шaтaж! Энэ ecтoй caлгaх бидэнд иpээдүйд aшиглaх нь тэдний aж aхyйн, caнгийн, гэхдээ ийм зүйл хaлдвapтaй өөp coeл иpгэншил хaнгaлттaй гэж бaйнa!" (Complete the burning! It shall deprive us of future use of their farms and treasury, but such things are tainted by civilization enough as is!) [3/5 Pillaging Bacatia]
2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бидний тoo хэpэгтэй bolstering бoлгoн үнэн opдны!" (Our numbers need bolstering into a true horde!) [Horse Archers 2/4]
3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бүp бoлoмжтoй биeтэй хүн дэмжигч нь нyм дээp мopь!" (Every able-bodied person holding a bow on steed!) [Train another Horse Archer]
>>
>>48766538
ah. Gotcha. Your people will still be represented by a star though.
>>
Rolled 51, 27, 72, 13 = 163 (4d100)

>>48766274
1. Train most basic infantry unit 1/4
2. Train most basic infantry unit 2/4
3. Develop shipbuilding
4. Build bazaar, I want to use Pharaoh's Will on construction

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 16 (+0/turn)
Tech points: 2 (+1/turn)
Flax: 4 (+1/turn)
Ore: 6 (+2/turn)
Defenses (Capital): 1
Military: 2x Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn] [Bean Farm +2 food/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]
>>
>>48766689
Sorry, my Currency should be 6
>>
Rolled 89, 1, 14, 19 = 123 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 27 (+2/turn)
Food: 28(+0/turn)
Currency: 8 (+2/turn)
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x]
Tech: [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Need for hungry. Food not good. [Food] [3/4]
2. UGH NEED SHOCK UH TROOPS! [Shocktrooper Recruitment]
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
3. UGH ANGRY! UGH ANGRY AT ANT! UGH SMASH ANT UGH SMASH ANT ANT SMART DIE ANT! [Shocktrooper Recruitment
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
4. After a meeting some 4 hours in length the Ugh agree upon a specific size and length for their clubs. These standards are summarily ignred. [Soldier Recruitment 2/4]
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
>>
Rolled 7 (1d10)

{{Ugh Combat Roll: 2x]
>>
Rolled 36, 27, 46, 38 = 147 (4d100)

>>48766274
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 37 (+3/turn)
Food: 41 (+5/turn)(-2/turn)
Currency: 8 (+4/turn)(-2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth I](2/6)[Poison II][Archery II]
Magic : [Illusion I]
Resources: [ley-power 16, +2 /turn][5 Metal]
Land: 27
Tech Points 1 +1/turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to improve our stealth techniques.(2/6)

2. Improve our poison both natural and unnatural.

3.Build an outpost near the ruins to protect our researchers there.

4.Begin researching even better archery.
>>
Rolled 70, 51 = 121 (2d100)

>>48766795
Hell Ant Warrior [1.5x]
>>
>>48766815
wrong dice
>>
Rolled 6 (1d10)

>>48766836
goddamnit
>>
File: 183826186.jpg (91 KB, 503x341)
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91 KB JPG
>>48766795
>>48766858
>>
>>48766795
Ugh- 14
Hell Ants-9
The Ugh forces tear the Hell Ant Warrior limb from limb; the rest scurry off into the jungle. [Ugh gain +1 hex +ruin
>>
Rolled 20, 32, 15, 11 = 78 (4d100)

>>48766274
[Western Tribes]
Pop: 27 (+2/turn)
Food: 27 (+4/turn) (-1/turn)
Currency: 18 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies II][Training I][Cavalry I]
Resources:
[Ratlizards {Pack}: 7 (+1/turn)]
Progress:
Domestication II - [2/5]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Begin researching Tribal Weaponry
>[Stonecarving I]
2) begin researching Tribal Tactics
>[Training I]
>[Infantry I]
>[Cavalry I]
3) Begin researching methods of finding and taming more powerful animals [2/5]
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Begin researching Oral Tradition so that we may pass on our knowledge to the younger generation and continue to expand our technologies
>>
File: Slime.jpg (70 KB, 1600x1600)
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70 KB JPG
Rolled 61, 23, 12, 9 = 105 (4d100)

>>48766274
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 28 (+2/turn)(LIMITED BY STARVATION)
Food: 28 (+0/turn)(+2 income, -2 expenses)
Currency: 35 (+2/turn)(+4 income, -2 expenses)
Tech Points: 3 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
-Ruin Guardian [2x {-2 food/currency//turn}
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification][3/6]
-Previously Spent Resources: [Stone 5][to keep track, not for further bonuses]
2) Train more Ruin Guardians, we will not lose these ruins!
-Techs: [Infantry II][Shapeshifting III]
3) We need more income to support our new army, build a trading port in the capital
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I][2/4]
>>
>>48766247
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 10 (+3/turn)
Food: 20 (+2/turn)
Currency: 14 (3/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources:Ley-power `20 (+2/turn)
Structures: Ley-node
Magic:[Water Magic I][Air Magic I]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

Angeloi, in spite of his regal attire and practised poise, looked haggard. He was barely able to drag himself to this emergency meeting of the Prefects (the highest order of priesthood in the church). His face was unshaven, and he looked as if he hadn’t slept well for the past few days.

Prefect Nereus did the opening ceremonies, the consecration of the room, and a silent prayer. The others did the latter as well. The Prophet-King muttered one of his own, offering a supplication to the heavens. Then, right to business.
>>
Rolled 75, 82, 53 = 210 (3d100)

>>48767303
Prefect Agamemnon slammed his fists on the table in frustration. The others looked at him, startled, and he quickly regained his composure. “My liege,” he said, barely concealing his emotions “I implore you to see reason in this matter. Nothing good can come of this ‘trade’ with the lesser beings! Just look at what it has wrought upon us! It is clearly a sign from the Eternal Nous!”

It was then that a peculiar expression swept across Angeloi’s face. It was gone in a moment, but…

Angeloi sighed. “Come here, Agamemnon.” he said in a way that almost suggested kindness.Agamemnon obliged. Angeloi then bade him to lean in closer...

THWACK!

Angeloi’s backhand could be heard across the castle.

Agamemnon clutched his face and let out a cry, but a single look from Angeloi was enough to quiet him. It was then that Angeloi said, as calmly as he could muster “We are reliant on their trade now more than ever. Our enemies will surely try to capitalize on this, we must be ready to train soldiers to defend us” (Train “Storm Wizard Crusaders” [Infantry 1][Water Magic 1][Air Magic 1][Religion 3])

He then turned to Prefect Miltiades. “We must un-flood the homesteads. We owe it to the survivors to properly bury the dead.” (Underwater Expansion [Water Magic 1] and [Air Magic 1] Apply here, I believe.)

Finally, he gave an incredible order. “Resume studying the water magics. We need to ensure that this never happens again.” he stone-facedly commanded. (Research [Water Magic 2])

The prefects barely stifled gasps. Could he be serious...?

And then, without speaking further, he left the meeting chamber.
>>
Large group of people approach Artemisian spiders. They all have tan skin and wear only loincloth. They consist of guarding soldiers, musicians, dancers and other performers. And also group of people carrying large litter, on which sits mummy wrapped in finest linen. In front of litter, group of women keep tossing flower petals.
- I am High Priest Khaf-hor - mummy speaks - I am here on behalf of my ruler, Eternal Pharaoh Nefer Heb-ef, may he guide us forever
- May he guide us forever - responds entourage
- Pharaoh wants to open trade with you, offering the best linen and purest copper. I am here to represent his will.

>Sorry for my bad, bad English
>>
Rolled 75, 8, 68, 4 = 155 (4d100)

>>48766247
[OGT]
Territory:23
Pop: 30 (+2/turn)
Food: 36 (+6/turn)
Currency: 14 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:Raiding 4/5 shipbuilding 2/3 lumbermill 1/??? stone 4/6

A collapse in the southern passes. Our enemies are on the move we must prepare
1.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
2.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
3.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
4.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
>>
>>48767544
Several Arcane hunters lower their bows from cover. They had been watching the procession as it entered their territory and kept pace in their grass and lands. "I am weaver Ahk'sili, if you wish too trade, we will permit it as long as you permit us to trade in return." That is fair no? The spiderwoman seem utterly unphased by the dead man walking and talking.
>>
>>48768047
spend 7 currency on action 3
Stat update
[OGT]
Territory:23
Pop: 32 (+2/turn)
Food: 42 (+6/turn)
Currency: 19 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:Raiding 4/5 shipbuilding 2/3 lumbermill 1/??? stone 4/6
>>
Rolled 89, 42, 48 = 179 (3d100)

>>48766247
Volden
Territory: 15
Pop: 19 (+2/turn)
Food: 32 (+4/turn) (3)
Currency: 15 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[11 ore] +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Holy Shrine [4/20], we must build a Holy Shrine for pilgrimage in Voldenhof, so that all the tribes may pay homage to their respective deities and make sacrifice.
2. Search for mounts so we can field some noble horsemen, we need good, strong cavalry to flank enemy force [2/4]
+Backward
3. Javelins [1/4], it is our way of war to let loose javelins toward the enemy before closing in for close combat with axe, maul and sword.
+Metallurgy l
>>
>>48768111
The dead man and his entire entourage are just as unphased by spider-thing making deal.
- This sounds reasonable and acceptable. We should sign proper trade deal and start sending one another caravans with goods
After making all the formalities, Kemet's envoy returns with his retinue from where he came.
>>
bumpan
>>
Rolled 56, 44, 53 = 153 (3d100)

>>48766247
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 17
Pop: 23 (+2/turn)
Food: 23 (+2/turn)
Currency: 12 (+1/turn)
Tech Points 5 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I]
Military: 1 Heavy Infantry (-1 Pop -1 Food/turn
Tech: [Religion I][Infantry I]
Magic: [Enchanting I][Summoning I]
Ley-Power: 2(+2/turn)
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue to research improved enchanting [3/5 progress][Immaterial]

2: Order the slaves to begin construction of a port [Slaves]

3: Expand our borders to the southeast, over the peninsula we already half own.
>>
bump
>>
bamp
>>
>>48766745
>>48766426
>>48761701

Amidst the murkiest of night, a sole Black Rider scoured the outskirts of the surrounding "civilizations". It was covered in black rags and blended in with the surroundings, save for its piercing red eyes which the moonlight only exemplified as they hatefully peered at the targets they were affixed on. Nevertheless, the moment it became apparent they were noticed, the creature merely blinked in order to become invisible from its surroundings: in the cacophony of the night, few were hardly the wiser.

Two hours after the mid of night, and the skulking Huh Barbabrab was back in the burning cinders of Bacatia, standing among the horde with its peers. A hulking mutant came to meet him, its skin sickly and full of festering boils."Юy үлдcэн үндэcтэн? Haдaд хэлээч чи юy хapcaн." (What of the other nations? Tell me what you saw.)

The Black Rider clumsily dismounted in order to tell his tale: his legs creaked and crunched, the creature seemingly suffering from a bone disorder as it struggled to move its lower limbs.
>>
>>48771615

It spoke in a voice that one could call "high pitched" for its kind, though it would still register as baritone to a human listener. "Хoep өөp бүлэг, мaгaдгүй гypaв. Хaмгийн тoм хoт бaйcaн мoд; тэд aдyy, энэ нь шиг бaйнa. Хoep дaхь хoт, дээp нь нөгөө тaлд гoлын - тэд aдил төcтэй хүмүүc бид зүгээp л бaйлдaн дaгyyлж бaйнa. Tэнд бaйcaн нэг бүлэг - гэвч тэд бapaг coeл иpгэншил: ямap ч нapийн төвөгтэй бapилгa, юy ч мaйхaн, бидэн шиг. Үнэ цэнэтэй биш гэнэтийн: тэд үнэpтэж шиг aмьтaн!" (Two different groups, maybe three. The largest city was made of wood; they have horses, it seems. Second city, is on other side of the river - they resemble the people we just conquered. There were another group - but they were hardly a civilization: no intricate buildings, nothing but tents, like us. Not worth raiding: they stank, like animals!)

As the rider finished his report, he found his throat grabbed by his larger superior, picked off his feet and met of the brute's face: covered in scars, with several scabs present with evidence that they had been picked at. Foul spittle and a breath that likely never saw modern dental practice rained downward as he spoke. "Ta бaйхгүй юy шийдэж бaйнa, юy биш юм "үнэ цэнэтэй гэнэтийн". Tэp нь "Khaahk"! Би ecтoй бyyхиa энэ мэдээлэл нь түүнд мөн тэpээp шийдвэpлэнэ бид юy хийж өглөө. Ta хaлaгдcaн бaйнa." (You do not decide what is and what isn't "worth raiding". That is for the Khaahk! I shall relay this information to him and he shall decide what we do in the morning. You are dismissed.)

The brute let go the rider. He glared back and was off.
>>
Bamp
>>
Bamf
>>
Rolled 70, 57, 99, 84 = 310 (4d100)

>>48766274
[Blatrek]
Pop: 30 (+2/turn)
Thralls: 31 (+3/turn)
Currency: 20 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana: 19 +5/turn
Tech Point: 1 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Regeneration I] 3/4
2-3. [Edible Workforce] Search for a new ley-node 1/6
4. Build a Thrall Slums
>>
[Warhost]
The rocks are smashed through! [The Warhost will arrive next turn]

[Sanar]
The Duchy expands [+4 hex; +2 wood], and taxes are worked on [2/4]. The first cavalrywoman still can't grasp the new techniques.

[Niron]
The lumber rafts are built, and sent south [Lumber-rafts I; +2 wood/turn], and the damaged portion of the city is rebuilt, and expanded [+4 hex; -2 wood]. The raft undergoes some slight improvements [2x {-2 currency/turn}].

[Huh]
Bacatia is razed [+5 stone], and a new law is passed in the horde- don't give a bow to anyone who claims their horse is telling them to go on a murderous rampage among the horde [-5 pop]. Everyone is too busy burying the dead to train another horse archer.

[Kemet]
>Addendum from last turn: Better weapons [1/4]
The infantry units are still being trained [3/4; 3/4], and shipbuilding designs are in the works [2/4]. Construction of the Bazaar starts [1/4].

[Ugh]
More food is had [+2 food/turn]. Shocktroops go crazy. Kill many Ugh. [-5 pop]. No shocktroops. No soldiers.

[Artemisia]
Stealth techniques are slightly improved [3/6], and poisons also undergo improvement [1/8]. An outpost is nearly built [1/4], and archery research also starts [1/8].

[Western Tribes]
Noresearch into the new weaponry, but tactics are researched [1/4]. No domestication research, or progress on the Oral Tradition, though.

[Madness]
Fortifications are nearly complete [5/6], and Ruin Guardian training finally kicks off [1/5]. No trading port is built, or farming progress.

[Pure Ocean]
The Storm Wizard Crusaders begin their training [3/5], and the sea floor is reclaimed [+4 hex]! Better water magic is being researched [2/5].

[OGT]
Some Orc raiders are trained [1.8 {-1 currency/food//turn}], and another batch is almost ready [2/3].

[Volden]
The Holy shrine shows great progress [8/20], and mounts are found; two legged reptilian beasts called Trumpeters [Resources: Trumpeters: 5 (+1/turn)]. Javelin research progresses nicely [3/4].
>>
File: Nibiru2.png (745 KB, 3000x2500)
745 KB
745 KB PNG
>>48774190
[Kedesh]
Enchanting is improved [Enchanting II], and construction of the port begins [2/???{Needs wood/stone}], and the nation's borders are expanded [+4 hex]

[Blatrek]
Regeneration research completes [Regeneration I], and a ley-node is exposed [+3 ley power/turn]. The Thrall Slums are nearly ready [3/4].

>Missed Days/turns
Dominion: 1/2
Ariak: 0/1 {Will be out until Sunday- Via IRC}
Artilia: 1/2
Holy Order: 1/2
Tsabos: 1/3
>>
File: Gelatinous Bard.png (224 KB, 460x309)
224 KB
224 KB PNG
Rolled 83, 5, 57, 67 = 212 (4d100)

>>48774190
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 28 (+2/turn)(LIMITED BY STARVATION)
Food: 28 (+0/turn)(+2 income, -2 expenses)
Currency: 37 (+2/turn)(+4 income, -2 expenses)
Tech Points: 3 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
-Ruin Guardian [2x {-2 food/currency//turn}
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

Everyone, we need to work harder to end the starvation of our people!

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification][5/6]
-Previously Spent Resources: [Stone 5][to keep track, not for further bonuses]
2) Train more Ruin Guardians, we will not lose these ruins! [1/5]
-Techs: [Infantry II][Shapeshifting III]
3) We need more income to support our new army, build a trading port in the capital
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I][2/4]
>>
Rolled 17, 48, 64, 27 = 156 (4d100)

>>48774190
[Western Tribes]
Pop: 29 (+2/turn)
Food: 30 (+4/turn) (-1/turn)
Currency: 19 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies II][Training I][Cavalry I]
Resources:
[Ratlizards {Pack}: 8 (+1/turn)]
Progress:
Domestication II - [2/5]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Begin researching Tribal Weaponry
>[Stonecarving I]
2) Continue researching Tribal Tactics [1/4]
>[Training I]
>[Infantry I]
>[Cavalry I]
3) Begin researching methods of finding and taming more powerful animals [2/5]
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Begin researching Oral Tradition so that we may pass on our knowledge to the younger generation and continue to expand our technologies
>>
Rolled 1, 47, 84, 40 = 172 (4d100)

>>48774216
[Blatrek]
Pop: 32 (+2/turn)
Thralls: 32 (+3/turn)
Currency: 26 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 26 +9/turn
Tech Point: 2 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Magic IIII]
2-3. [Edible Workforce] Expand towards mountain ruins
4. Build a Thrall Slums 3/4
>>
Rolled 40, 76, 79, 16 = 211 (4d100)

>>48774190
1. Train most basic infantry unit 3/4
2. Develop shipbuilding 2/4
3. Build bazaar 1/4, I want to use Pharaoh's Will on construction
4. Establish trade caravan with Artemisia

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 24 (+2/turn)
Food: 24 (+2/turn)
Currency: 6 (+0/turn)
Tech points: 3 (+1/turn)
Flax: 5 (+1/turn)
Ore: 8 (+2/turn)
Defenses (Capital): 1
Military: 2x Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn] [Bean Farm +2 food/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]
Currently designing better melee weapons [1/4]
Currently training Infantry [3/4]
>>
Rolled 50, 100, 70, 23 = 243 (4d100)

>>48774190
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 40 (+3/turn)
Food: 44 (+5/turn)(-2/turn)
Currency: 10 (+4/turn)(-2/turn)
Defenses (Capital): 1
Outpost 1/4
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth I](3/6)[Poison II](1/8)[Archery II](1/8)
Magic : [Illusion I]
Resources: [ley-power 18, +2 /turn][5 Metal]
Land: 27
Tech Points 2 +1/turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to research stealth(3/6)

2. Continue to research archery(1/8)

3. Continue to build the outpost to guard the ruins.(1/4)

4. Establish a trade lane with the kingdom of Kemet
>>
Rolled 43, 94, 50 = 187 (3d100)

>>48774216
Volden
Territory: 15
Pop: 19 (+2/turn)
Food: 32 (+4/turn) (3)
Currency: 15 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[Trumpeters: 5 +1/t]
[Ore 11 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Holy Shrine [8/20], we must build a Holy Shrine for pilgrimage in Voldenhof, so that all the tribes may pay homage to their respective deities and make sacrifice.
2. Expansion eastward toward the ruins to claim them as our own [1/2]
+Backward
3. Javelins [3/4], it is our way of war to let loose javelins toward the enemy before closing in for close combat with axe, maul and sword.
+Metallurgy l
>>
Rolled 13, 7, 72 = 92 (3d100)

>>48774190
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 22 (+2/turn)
Food: 50 (+4/turn)
Currency: 15 (+3/turn)
Hexes: 14
Defenses (Capital): 1 (Niron)
Military:
War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 22 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5 +2/turn
Metal: 10
Tech Point: 3 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Begin setting up a trade route with the dwarves of Kedesh.
2. Begin constructing another War raft (same stats as the other one.)
+Infantry I
+Raft Building II
+Coralworking I
3. Continue expanding the city. More districts for building are always good.
+Raft building II
>>
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>>48774190

[The Huh]
Pop: 21 (+2/turn)
Food: 48
Currency: 45 (-1/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 11
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.
>>
Rolled 45, 90, 23 = 158 (3d100)

>>48774524

1+2.
Wood: 2
-[Technological Affinity]
"Энэ бoл би, чи yдиpдaгч! Би coнccoн юy хүлээж бидний нэн дapyй эpгэн тoйpoнд! Tэнд бaйгaa хoep үндэcтний aль дээp бид чиглэх бoлнo бидний үзэн ядaлт, зoвлoн шaнaлaл дээp; тэдгээp нь Хoйд, мөн тэдгээp нь Бapyyн: aль aль нь тэдний хyвьд шиг тэнэгүүд хэний бaлгac бид өмнө зoгcoх oдoo!

Бapyyны yлc opны holdings хyдлaa гaднa aмны дaлaйн; тэнэг хичээх бoлнo хaлдлaгa нь тэднийг гaзpын cyдac, бac тэнэгүүд бaйгaa биш: бид бий бoлгoнo хөлөг oнгoц тээвэpлэх мaнaй apд түмэн нөгөө тaлд дэлхийн: aялaл, эзлэн, aжил хaялт ypaгш үeд нь тэднийг бapyyны эцэcт нь тэд бoлнo, нaaд зaх нь хүлээж!" (It is I, you leader! I have heard what waits us in our immediate surroundings! There are two nations on which we can steer our hatred and anguish on; those of the North, and those of the West: both of them as pretentious as the fools whose ruins we stand before now!

The western nation's holdings lie beyond the mouth of the sea; a fool would try to attack them from crude vessels, yet fools we are not: we shall build a vessel to transport our peoples to the other side of the world: travel, conquer, and strike forth at them from the western end as they would least expect!) [Build a ship to cross the sea!]
3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Энэ вэ? энэ нь дaйcaн бид ycтгaх бoлнo!" (This? This - is good, but do not waste this savagery on yourselves: it is the enemy we shall massacre!) [Train Horse Archers]
>>
Rolled 65, 8, 47, 26 = 146 (4d100)

Ariak]
Pop: 28 (+2/turn)
Food: 29 (+3/turn)
Currency: 3 (+3/turn)
Defenses (Capital): 1
Territory: 23
Owned territory: 4
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I]
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 12 (+2/turn) Ore: 7 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Blue Drake Knights 2/???
+tourney lists 1, armor 1, law 2 (divine empowerment and general training), Dragon Steel© 1, Dragon Steel smithy© 1, cavalry 1, Dragonriders bonus, feudalism 1 for costs.

2. Expand south into the island with the ruins.
+ laws 2

3. Build a castle on the east side of the river to protect the territory and facilitate later expansion.

4. Laws 3 3/8
>>
Rolled 2, 41, 86 = 129 (3d100)

>>48774190
By order of the Prophet-King Angeloi:
1. The defense of the islands is, as ever, paramount. We must continue training our Storm Wizard Crusaders (3/5).

2. Our water magic must also be made better (2/5). Clearly the fault was with our understanding, we must increase it in order to prosper.

3. Now that we have buried the dead, we must expand ever outwards. Long live the Church!
>>
>>48774907
Whoops, forget to add stat-blocks and techs to actions.

Currency: 14 (3/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources:Ley-power `20 (+2/turn)
Structures: Ley-node
Magic:[Water Magic I][Air Magic I]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

Water Magic 2 research should be made easier with the Wizard-Mystics eccentricity.

Also, Underwater Expansion should be made easier with Air Magic and Water Magic I.
>>
Rolled 74, 42, 63 = 179 (3d100)

>>48774216
[Sanar]
Settlements: Midaho'an
Territory: 15
Pop: 26 (+2/turn)
Food: 26 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I][Farm]
Defenses (Capital): 1
Military: [cavalry woman] x1.6 [Cavalry woman 2.0] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 7]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [tax 2/4]

1. Keep expanding.
[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2. Finish setting up the new tax setup. [Tax 2/4]
[Logistic I]
3. We'll get there someday. [Retrain x1.6 cavalry unit]
[Tactic I]
>>
>>48774957
And I forgot like half of the statblock here. I am SO sorry.

[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 13 (+3/turn)
Food: 22 (+2/turn)
>>
Rolled 24, 5, 1, 63 = 93 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 25 (+2/turn)
Food: 28(+2/turn) {+4-2}
Currency: 8 (+2/turn)
Buildings:
+Farm [+2/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
Tech: [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Ugh still hungry! [Food]
2. Ugh TRASH RUIN TRASH RUIN STUPID RUIN! [Trash the ruin]
3. The new shocktroopers that went crazy are put in charge. Seriously? Seriously. [Shocktrooper Recruitment
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
4. The Ugh think war is imminent so they're just sort of clubbing trees to prepare. Good job Ugh! [Soldier Recruitment 2/4]
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
>>
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>>48775234
>>
Rolled 43, 86, 14, 1 = 144 (4d100)

1.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
2.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
3.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
4.Finish raiding II 4/5
[Science I]
[Tech Dependence]
>>
bump
>>
>>48775323
Stats and currency spending
[OGT]
Territory:23
Pop: 34 (+2/turn)
Food: 48 (+4/turn)
Currency: 16 (+3/turn)
Defenses (Capital): 1
Military:
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2 bonus] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:Raiding 4/5, shipbuilding I 2/3, lumbermill 1/???, stone 4/6, barracks II 5/6

spend 7 currency on the first action.
>>
bump
>>
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Rolled 22, 90, 18 = 130 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 24 (+2/turn)
Food: 28(+2/turn) (+4/turn Farms) (Military -5/turn)
Power: 8 (+2 /turn)(-3 military)
Currency: 19 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1. Heal the Orc Band using necromancy, we shall need ALL we may throw at them.

[Necromancy II]

2-3. As the Warhost approaches, the War Wizard does one final trick to give his forces one last advantage. Outnumbered, and perhaps outmanned, he summons forth supply wagons bearing many Bloodfruit which he strews into the earth.

As a last ditch effort, he makes moves to summon a great Bloodfruit forest directly onto the battlefield, to give the terrain advantage with thisltes and thorns to harry the enemy by not our own men.

[Necromancy II]
>>
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>>48777835
>Rolled 22
Spend:
+10 pop
+8 Food
+10 Currency
= 50

As this is our most important battle yet, so shall this be our greatest sacrifice

Masses of Goblin slaves are brought up, as well as scores of beats for the feed and gold spent to buy yet more slaves as part of a MASSIVE blood sacrifice to ensure the healing of the orcs.

Any leftover blood will be used to grow the Bloodfruit forest defenses.
>>
[Madness]
Fortifications complete [+3 defense {ruin}], and though there's no progress on the Ruin Guardians, construction of the Trading Port begins [2/4], and farms complete [+2 food/turn]!

[Western Tribes]
Weapon research still doesn't begin, but tactics research is nearly complete [3/4]. Further taming methods are nearly complete [4/5], and oral traditions just start [1/4].

[Blatrek]
The improved blood magic overpowers its creator, who goes on a rampage, feasting on every thrall he can find, before being put down [-10 thralls, -1 pop]. However, the Kingdom expands [+4 hex], and the Thrall Slums are completed [Thrall Slums I; +2 food/turn].

[Kemet]
The infantry is trained, finally [1.4x {-1 food/currency//turn}]. and ships finish [Shipbuilding I], as well as the bazaar [Bazaar I; +2 currency/turn]. The trade caravan gets lost in the desert, and is forced to turn back.

[Artemisia]
Stealth research nears completion [5/6], and archery research is furthered immensely; an enterprising Arachne finds that if the bowstrings are made from the Arachne's own silk, that makes them much stronger [Archery III; Silken Bowstrings© I]. The outpost is nearly complete [3/4], and the trade caravan is also lost.

[Volden]
The Holy Shrine makes only meager progress [9/20], but the expansion completes [+4 hex]. Javelins are finally had [Javelins I].

[Niron]
No trade route or war raft, but the city is expanded [+4 hex; -1 wood]!

[Huh]
The ship is built [1x {-1 currency/turn}; Shipbuilding I], and a horse archer just barely starts training [1/4].
>>
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>>48778290
[Ariak]
The Blue Drake Knights are done with their training [1.8x {+4 owned hexes]. Southern expansion is stalled, but the castle begins [2/6' -2 stone]. Laws continue to be refined [4/8].

[Pure Ocean]
Storm Wizard training halts {Still need to list techs}, and water magic is improved slightly [3/5]. More of the sea floor is claimed [+4 hex]!

[Sanar]
More expansion is had [+4 hex; +2 stone]! The new tax system is nearly underway [3/4], and finally, the old cavalrywoman sees the importance of training [1.6x>>1.8x]

[Ugh]
Ugh find food [1/4]! Ugh lose way to ruin. Shocktroopers go crazy again [-5 pop]. Soldiers are ready. [1.8x {-1 food/currency//turn}]

[OGT]
Crews of orc raiders are still being trained; one is nearly done [2/3], the second graduates [1.8x {-1 currency//turn}], the third doesn't make the cut, and the fourth... has doubts of the war against the southerners. They are summarily executed [-5 pop].

[Warhost]
The Orc band is healed [Resources spent]. The War Wizard works his magic, to spread the thorny bloodfruits all across the battlefield [+2x defenses]

>Missed Days/turns
Dominion: 2/3
Artilia: 2/3
Holy Order: 2/3
Tsabos: 2/4
Kedesh: 0/1
>>
>>48778318
[Sanar]
New unit on par with the old.

[Artemisia/Kemet]
Trade routes successful, +1 gold each.
>>
Rolled 12, 19, 27, 80 = 138 (4d100)

>>48778290
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 43 (+3/turn)
Food: 47 (+5/turn)(-2/turn)
Currency: 13 (+5/turn)(-2/turn)
Defenses (Capital): 1
Outpost 3/4
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth I](5/6)[Poison II](1/8)[Archery III][Silken Bowstrings© I].
Magic : [Illusion I]
Resources: [ley-power 20, +2 /turn][5 Metal]
Land: 27
Tech Points 3 +1/turn
Trade Routes: Kemet +1 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to work on stealth techniques.(5/6)

2.Resume our research on our poisoning techniques.(1/8)

3. Finish constructing the outpost(3/4)

4.Start researching and improving our silken bowstrings.
>>
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Rolled 4, 9, 6, 2, 5 = 26 (5d10)

Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}

Battlefield Bloodfruit Forest[+2x defenses]
[Infantry I]
[Necromancy II]

----

"ATTENTION! Leaders of tommorow's, master race!

Today we bring into the fold. A rogue clan that has lost its way! I know not who or what these orcs to the north are, but I promise you they will be made to answer the call to WAR.

Mars smile upon you this day as the age of Orc UNITY begins today! FORWARD!"

--
The bloodfruit forest coats the battlefield as skeletons lead the way, both taking the brunt of the enemy force as fodder while behind them the elite Alpha Orcs supported by the Warbands move up. The War Wizard himself leads from the front commanding his forces with black magic and an angry voice.
>>
>>48778495
spend 2 tech points on action 1 and 1 on action 2
>>
Rolled 56, 68, 41, 100 = 265 (4d100)

>>48778318
[Blatrek]
Pop: 31 (+2/turn)
Thralls: 25 (+5/turn)
Currency: 32 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 33 +9/turn
Tech Point: 3 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Magic IIII]
2-3. [Edible Workforce] Build a [Gargoyle Tower
4. Build a [Knight Academy]
>>
>>48778318
OGT]
Territory:23
Pop: 31 (+2/turn)
Food: 52 (+3/turn)
Currency: 12 (+2/turn)
Defenses (Capital): 1
Military:
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2 bonus] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:Raiding 4/5, shipbuilding I 2/3, lumbermill 1/???, stone 4/6, barracks II 5/6
>>
Rolled 57, 70, 99 = 226 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 16 (+2/turn)
Food: 20(+2/turn) (+4/turn Farms) (Military -5/turn)
Power: 8 (+2 /turn)(-3 military)
Currency: 10 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-3. The War Wizard calls upon his powers! Leyline energy is used to raise the dead of the battlefield both friend and foe, blood to grow new vines to attack the foe, bones raised to constantly reinforce the skeleton horde.

The Wizard is empowered
>>
Rolled 9, 66, 44, 19 = 138 (4d100)

>>48778290
1. Train most basic infantry unit 3/4
2. Send all existing units to attack and subjugate Artilia
3. Develop better melee weapons 1/4
4. Build new wheat farms, I want to use Pharaoh's Will on construction

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 24 (+2/turn)
Food: 24 (+1/turn)
Currency: 8 (+2/turn)
Tech points: 4 (+1/turn)
Flax: 6 (+1/turn)
Ore: 10 (+2/turn)
Defenses (Capital): 1
Military: 3x Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn], [Bean Farm +2 food/turn], [Bazaar I; +2 currency/turn]
Tech: [Infantry II], [Shipbuilding I]
Magic: [Necromancy I]
Trade: Caravan to Artemisia (+1 gold/turn)
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]
Currently designing better melee weapons [1/4]
Currently training Infantry [3/4]
>>
>>48778565
I also want to add 4 tech points to research on weapons
>>
>>48778560
Spend 32 currency and 3 tech points on First roll
>>
Rolled 82, 74, 61 = 217 (3d100)

>>48778290
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 24 (+2/turn)
Food: 54 (+4/turn)
Currency: 18 (+3/turn)
Hexes: 18
Defenses (Capital): 1 (Niron)
Military:
War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 24 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 6 +2/turn
Metal: 10
Tech Point: 4 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Begin setting up a trade route with the dwarves of Kedesh.
2. Begin constructing another War raft (same stats as the other one.)
+Infantry I
+Raft Building II
+Coralworking I
3. Expand the city northward. Extra space will make building districts easier.
+raft building II
>>
>>48778686
Spending 1 currency on action 2 to get another success. Money now at 17
>>
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>>48778560
Praise the Good Blood
>>
Rolled 2 (1d3)

Troll kings lucidity
>>
Rolled 2, 4, 7, 2, 6, 1 = 22 (6d10)

>>48778735
>>48778564
>>48778518
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
[Infantry II][Leadership I]

The front lines will be held by the regular orc raiders they will take the brunt of the enemy charge. Then the advanced raiders will step in to slaughter the enemy. The troll leaders will direct the orcs as needed and if the lines start collapsing then they will step in to keep it from buckling. You bastards know how to fight. You are the chosen of the troll king. Go forth and bring his will to these would be conquerors. If you get the chance close with their leader and kill him I will dip his head in gold and wear it as a necklace.
>>
Rolled 60, 18, 61, 92 = 231 (4d100)

>>48778290
[Western Tribes]
Pop: 31 (+2/turn)
Food: 33 (+4/turn) (-1/turn)
Currency: 20 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies II][Training I][Cavalry I]
Resources:
[Ratlizards {Pack}: 8 (+1/turn)]
Progress:
Domestication II - [4/5]
Tribal Tactics - [3/4]
Oral Tradition - [1/4]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Begin researching Tribal Weaponry
>[Stonecarving I]
2) Continue researching Tribal Tactics [3/4]
>[Training I]
>[Infantry I]
>[Cavalry I]
3) Continue researching methods of finding and taming more powerful animals [4/5]
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Continue researching Oral Tradition so that we may pass on our knowledge to the younger generation and continue to expand our technologies [1/4]
>>
Rolled 91, 18, 75, 59 = 243 (4d100)

>>48778561

1.Recruit orc raiders [2/3]
[Infantry II][Leadership I][Barracks I][Raiding I]
2.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
3.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
4.Finish raiding II 4/5
[Science I]
[Tech Dependence]
>>
Rolled 83, 70, 35 = 188 (3d100)

>>48778318
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 16 (+3/turn)
Food: 24 (+2/turn)
Currency: 17 (3/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources:Ley-power `20 (+2/turn)
Structures: Ley-node
Magic:[Water Magic I][Air Magic I]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of the Prophet-King Angeloi:
For brevity's sake, I will not rehash the same orders. Just know:

1. Train the "Storm Wizard Crusaders" (Infantry 1, Water magic 1, Air Magic 1, and Religion 3)

2. Research [Water Magic 2](Wizard Mystics applies)

3. Expand our borders further along the sea bed. (Water Magic 1 and Air Magic 1 apply)
>>
Rolled 28, 28, 59 = 115 (3d100)

>>48778290
Volden
Territory: 19
Pop: 21 (+2/turn)
Food: 35 (+4/turn) (3)
Currency: 16 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 6 +1/t]
[Ore 13 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Recruit some more tribesmen with our newly acquired javelins
+Infantry ll
+Metallurgy l
2. Hire some Raider archers, many of the tribes are wise in the ways of raiding, as it is our heritage, and we will continue to do so with our crack archers. These men take their pay hunted game and food, living to fight and loot.
+Backwards
+Infantry ll
+Archery
3. Build a marketplace for coin, as we need coin to raise an army, and also need a dedicated place for which our tribes can interact, trade, and grow together.

when you get a chance can you update the map as to my holdongs, i gained territory to the east
>>
>>48779355
spending 5 ore and 2 currency on action 1 and 10 currency on action two ill update my sheet for next turn
>>
>>48779344
Forgot to mention, both the magic and the troops are 3/5 along.
>>
Rolled 8, 45, 8, 2 = 63 (4d100)

>>48778290
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 30 (+2/turn)
Food: 30 (+2/turn)(+4 income, -2 expenses)
Currency: 37 (+2/turn)(+4 income, -2 expenses)
Tech Points: 3 (+1/turn)
Structures: [Government Building], [Lab I], [Farm I; +2 food/turn]
Defenses: [+1 {Capital}] [+3 defense {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

Congratulations everyone! We are breaking even again!

1) Expand our main territory North towards the ruin, we cannot forget ignore our birthright.
2) Train more Ruin Guardians, we will not lose these ruins! [1/5]
-Techs: [Infantry II][Shapeshifting III]
3) We need more income to support our new army, build a trading port in the capital [2/4]
4) More farms, make our capital the breadbasket of the region!
>>
>>48780048
Forgot to update parts of my sheet, here are the correct ones.
>Currency: 39 (+2/turn)(+4 income, -2 expenses)
>Tech Points: 5 (+1/turn) [Turns out I forgot to update my techpoints last turn as well]
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblin's new God who is believed to have created the old tech that the goblins worshipped.
Pop: 40 (+4/turn)
Food: 37 (+5/turn)
Currency: 21 (+2/turn)
Territory: 19
Defenses (Capital): 1
Military:
Structures: [Farm l]
Tech: [Religion II][Infantry I] [Ancient Farming Device l@; +1 food/turn]
Resources: (5 Wood)
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
Rolled 19, 93, 2, 95, 98, 79, 84, 47, 65 = 582 (9d100)

Progress:
[Search for ruin] 6/8

1-3)capture more land for big metal gobbo and he will give us much blessings!
[Expand]
4-5)boyz, da big gobbo is telling me dat war is invertible so wez need to prepare so first we must learn how to forge nice and shiny and pointy swords and some big blocks of shiny armour.
[forging l]
6-7)Come on boyz finding da wired wonderful tech that is the farming device is a sign from da big metal goblin wez are close to finding da ruin...wez are close soooo close...iz can smellz it.
[search for ruin]
8-9) wez need to build da biggest worship place to the big metal gobbo for we will enjoy us building da biggest worship place ever for him
[Build wonder(the grand church of the metal goblin)]
>>
bump
>>
bump
>>
File: Location.jpg (523 KB, 832x939)
523 KB
523 KB JPG
Rolled 88, 6, 29 = 123 (3d100)

>>48778318

[The Huh]
Pop: 23 (+2/turn)
Food: 48
Currency: 43 (-2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
-Junk (Ship) [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I][Shipbuilding I]
Resources:
Black Horses: 12 (+1/turn)
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The Huh love their technology. Also destroying it! But they hate anything magic.

1.
-Junk (Ship) [1x] (-1 currency/turn)
"Бидний хyвь тaвилaн opшдoг гaднa дaлaйн! Tэнд бид бий бoлгoнo aлтaн opдны нь бyyж дээp эдгээp coeл иpгэншлүүд нь ял шийтгэлгүй үлдэх, хapин эхлээд, бид ecтoй нэгтгэх, oтoг бaйcaн хүмүүc нь өөp cимпaтик нь мaнaй plight. Хэpэв хэн ч юм, бoдвoл тэд нap бидэнд үйлчилж дээp opoйн хooл шиpээн!" (Our destiny lies beyond the sea! There, we shall create a golden horde from which to descend upon these civilizations with impunity, but first, we must unite the clans of those who would by sympathetic with our plight. If nobody is, than they shall serve us on the dinner table!) [Sail to the specified location!]
2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Дaйчид!" (Warriors!) [Horse Archer 1/4]
3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Би хэpэгтэй Дaйчид!" (I need more warriors!) [Train another Horse Archer]
>>
bump
>>
Rolled 66, 7, 15 = 88 (3d100)

[Sanar]
Settlements: Midaho'an
Territory: 15
Pop: 26 (+2/turn)
Food: 26 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I][Farm]
Defenses (Capital): 1
Military: 2x [cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Wood: 7][Rock: 2]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [tax 3/4]

1. Keep expanding.
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2. Keep working on raising more taxes. [Tax 3/4]
3. Send explorer to map the world, which we will then reproduce on the floor of a yet to be built building. [Start working on wonder [Explorer headquarter]]
>Maping the world
[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
>Current resource available for the headquarter
[Wood: 7][rock: 2]
>>
bump
>>
[Artemisia]
Stealth techniques are improved [Stealth II], and poison research continues [2/8]. The Outpost is complete [-1 metal; +1 pop/turn], and the Arachne's bowstrings are improved [3/6].

[Blatrek]
Further Blood Magic is being researched [4/10], and the Gargoyle tower is being built [2/???{Needs Stone}]. The Knight Academy completes, it's better than expected [Knight Academy II]!

[Warhost]
The Warhost raises some Skeletal reinforcements! They aren't participating in this battle, though. [-2 ley-power; 2 1.4x {-1 ley-power/turn each}].

[Kemet]
No progress training the soldiers, but the invasion of Artilia begins [Next turn]. Better weapons complete [Weapons I], and new farms are being planted [1/4].

[Niron]
The trade route is set up [+3 currency/turn], and a war raft is near complete [-1 wood; 3/5]. The city is expanded [-1 wood, +4 hex]!

[Western Tribes]
Research finally begins on weaponry [2/4], but tactics research stalls. Domestication research completes [Domestication II]! Oral Traditions are finally being taught to the youngsters [Oral Traditions I]

[OGT]
>Units will not be used in battle
Raiders are ready [1.8x {-1 food/currency//turn}], but the second group stalls. The third completes its training quickly [1.8x {-1 food/currency//turn}], and better raiding tactics are had [Raiding II]!

[Pure Ocean]
FInally, the Crusader's training completes [2.2x {-2 food/ley-power//turn]! Water magic also undergoes some improvements [Water Magic II], and the borders are expanded [1/2].

[Volden]
Tribesmen are recruited [1/4], as well as some archers [1/4]. The marketplace shows progress [2/4].

[Madness]
No expansion is had, and the Ruin Guardians continue their training [2/5]. The trading port stalls, and no farms are built.

[Holy Order]
The Holy Order expands [+4 hex]! And Forging techniques are also learned [Forging I] The island ruin is found [+4 hex; +1 tech point/turn]. Finally, the Grand Church goes up [3/20].
>>
>>48786251
[Huh]
The Huh sail the sea! The first horse archer isn't trained, but another is underway [-1 Black Horse; 1/4]

[Sanar]
More expansion is had [+4 hex; +2 ore], though taxes aren't raised, and there isn't any progress on the headquarters.

Combat crunch momentarily. Plenty of room now for new nations!

>Missed Days/turns
Dominion: Nearly ded
Artilia: nearly ded
Kedesh: 0/2
>>
>>48786267
Holy Order
Pure Ocean
Niron
Duchy of Sanar
>>
File: Nibiru2.png (745 KB, 3000x2500)
745 KB
745 KB PNG
>>
File: celts.jpg (58 KB, 600x376)
58 KB
58 KB JPG
Rolled 13, 13, 46 = 72 (3d100)

>>48786251

Volden
Territory: 19
Pop: 23 (+2/turn)
Food: 38 (+4/turn) (3)
Currency: 5 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 7 +1/t]
[Ore 10 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Recruit some more tribesmen with our newly acquired javelins [1/4]
+Infantry ll
+Metallurgy l
2. Hire some Raider archers, many of the tribes are wise in the ways of raiding, as it is our heritage, and we will continue to do so with our crack archers. These men take their pay hunted game and food, living to fight and loot. [1/4]
+Backwards
+Infantry ll
+Archery
3. Build a marketplace for coin, as we need coin to raise an army, and also need a dedicated place for which our tribes can interact, trade, and grow together. [2/4]
>>
File: 504034311.jpg (81 KB, 415x415)
81 KB
81 KB JPG
Rolled 49, 13, 49, 22 = 133 (4d100)

>>48786251
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 32 (+2/turn)
Food: 32 (+2/turn)(+4 income, -2 expenses)
Currency: 41 (+2/turn)(+4 income, -2 expenses)
Tech Points: 6 (+1/turn)
Structures: [Government Building], [Lab I], [Farm I; +2 food/turn]
Defenses: [+1 {Capital}] [+3 defense {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

These next few days will determine the direction of our kingdom. So let's all do our best so we can keep heading onwards heads held high!

1) Expand our main territory North towards the ruin, we cannot forget ignore our birthright.
2) Train more Ruin Guardians, we will not lose these ruins! [2/5]
-Techs: [Infantry II][Shapeshifting III]
3) We need more income to support our new army, build a trading port in the capital [2/4]
4) More farms, make our capital the breadbasket of the region!
>>
Rolled 3, 69, 67, 35 = 174 (4d100)

>>48786251
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 26 (+2/turn)
Food: 58 (+4/turn)
Currency: 23 (+6/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 26 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 6 +2/turn
Metal: 10
Tech Point: 5 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Set up a trade route with the Volden
2. Continue construction of another war raft. 3/5
+Infantry I
+Raft Construction II
+Coralworking I
3. Explore the depths once more for anything of use.
4. Have the Star readers divine what is to the east of us.
+Astral I
>>
Rolled 98, 11, 90, 56 = 255 (4d100)

>>48786267

[Sanar]
Settlements: Midaho'an
Territory: 23
Pop: 28 (+2/turn)
Food: 28 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I][Farm]
Defenses (Capital): 1
Military: 2x [cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Wood: 7][Rock: 2][ore:2]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [tax 3/4]

1 and 2: Expand, the plain is our birth right. [Expansion]
[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
3. Work on those taxes [Tax 3/4]
4. No matter the time it take we will build that room map. [Explorer headquarter 0/???]
>Info for the map: [Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
>Available resources for construction
[Wood: 7][Rock: 2]
>>
Rolled 85, 6, 83, 69 = 243 (4d100)

>>48786251
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 47 (+4/turn)
Food: 50 (+5/turn)(-2/turn)
Currency: 16 (+5/turn)(-2/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth II][Poison II](2/8)[Archery III][Silken Bowstrings© I](3/6)
Magic : [Illusion I]
Resources: [ley-power 22, +2 /turn][4 Metal]
Land: 27
Tech Points 1 +1/turn
Trade Routes: Kemet +1 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1.Continue to research stealth techniques.

2. Continue to research our knowledge and application of poison.(2/8)

3.Contine working on improving our silk bowstrings.(3/6)
+Archery III

4.Research Agriculture, we need better farms.
>>
>>48786553
Spending 1 currency on action 1
Spending 1 currency on action 3
Spending 3 currency on action 4
New currency count: 36
>>
File: Big_huh.png (135 KB, 257x298)
135 KB
135 KB PNG
Rolled 94, 81, 91 = 266 (3d100)

>>48786267

[The Huh]
Pop: 25 (+2/turn)
Food: 48
Currency: 41 (-2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
-Junk (Ship) [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I][Shipbuilding I]
Resources:
Black Horses: 12 (+1/turn)
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The Huh love their technology. Also destroying it! But they hate anything magic.

1.
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
"Энэ юy вэ би хapж бaйнa вэ? Tүймэp нь battle, миль хoл вэ? Aлдap; бүгдээpээ энэ дaвyy тaлыг aшиглaх зөpчил, шaтaaх!" (What is this I see? The fires of a battle, miles away? Glorious; let us take advantage of this squabble and pillage!) [Marching army towards OGT; the remaining horde shall stand by near the Junk!]
2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Дaйчид!" (Warriors!) [Horse Archer 1/4]
3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Би хэpэгтэй Дaйчид!" (I need more warriors!) [Another Horse Archer 1/4]
>>
Rolled 50, 99, 68, 32, 53, 1, 23, 34 = 360 (8d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 24 (+2/turn)
Food: 31(+2/turn) {+4-2-1}
Currency: 8 (+2/turn)
Buildings:
+Farm [+2/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
Tech: [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1.2. UGH GET FOOD UGH GET FOOD! [Food] [1/4]
4. UGH RUIN RUIN AGAIN! ]Trash the ruin]
5-6-7.8: You know those shocktroopers that killed everyone AGAIN? GUESS WHO'S IN CHARGE! BRILLIANT! NOTHING COULD GO WRONG! [Shocktrooper Recruitment
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
>>
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>>48786615
>>
>>48786581
spend a tech point on action 1
>>
>>48786594
Having transitioned into a migratory state, your people have no way of growing food. Set food gain to 0
>>
Rolled 28, 98, 51, 65 = 242 (4d100)

>>48786251
[Western Tribes]
Pop: 33 (+2/turn)
Food: 36 (+4/turn) (-1/turn)
Currency: 21 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication II][Infantry I][Animal Studies II][Training I][Cavalry I][Oral Traditions I]
Resources:
[Ratlizards {Pack}: 9 (+1/turn)]
Progress:
Tribal Weaponry
Tribal Tactics - [3/4]
Oral Tradition - [1/4]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Continue researching Tribal Weaponry [2/4]
>[Oral Traditions I]
>[Stonecarving I]
2) Continue researching Tribal Tactics [3/4]
>[Training I]
>[Infantry I]
>[Cavalry I]
>[Oral Traditions I]
3) Begin searching for new beasts of war to tame and train
>[Beastmasters]
>[Domestication II]
4) To the west our scouts report a natural stone arena, one that with some refitting could provide a location for us to hone our warriors skill facing of against beasts and train our riders to better control their animals (Begin constructing wonder [Natural Arena]
>[Stonecarving I]
>>
>>48786267

>>48778518
Warhost
1.2x4= 4.8-1+2= 5.8
1.2x9= 10.8+2=12.8
1.4x6= 8.4+2=10.4
1.6x2= 3.2+2=5.2
2.2x5= 11+2=13
Total: 38.2+10 =48.2

OGT
>>48778777
1.8x2= 3.6
1.8x4= 7.2
1.8x7= 12.6
1.4x2= 2.8
1.4x6= 8.4
1.6
Total: 36.2+5= 41.2
Victory: Warhost

In what is most likely a stunning upset to the Troll King, the OGT's forces lose ground to the forces of the Warhost. The bloodfruit conjured by the War Wizard is the deciding factor, as it trips the OGT's forces up, and gives the Warhost a great advantage. By the end of the day, the Troll Commanders and a band of orc raiders lie dead, and the battle rages on.
>>
Rolled 83, 49, 17, 91 = 240 (4d100)

>>48786251
>Next turn I will make my card more transparent

1. Train most basic infantry unit 3/4
2. Build new wheat farms 1/4, I want to use Pharaoh's Will on construction
3. Build trade dock
4. Build cattle ranches 2/4

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 26 (+2/turn)
Food: 25 (+1/turn)
Currency: 10 (+2/turn)
Tech points: 1 (+1/turn)
Flax: 7 (+1/turn)
Ore: 12 (+2/turn)
Defenses (Capital): 1
Military: 3x Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn], [Bean Farm +2 food/turn], [Bazaar I; +2 currency/turn]
Tech: [Infantry II], [Shipbuilding I], [Melee Weapons I]
Magic: [Necromancy I]
Trade: Caravan to Artemisia (+1 gold/turn)
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]
Currently training Infantry [3/4]
>>
>>48787254
I want to use 8 gold for trade dock (third dice)
>>
Rolled 49, 37, 18, 66, 68, 90, 11, 21, 86 = 446 (9d100)

>>48786251
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 28 (+2/turn)
Food: 26 (+2/turn)
Currency: 12 (+1/turn)
Tech Points 8 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I]
Military: 1 Heavy Infantry [1.2x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I]
Magic: [Enchanting II][Summoning I]
Ley-Power: 6(+2/turn)
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1&2: Search for wood.

3&4: Begin to quarry stone [Slaves]

5: Expand our farms to increase food production.

6: Study improved demon summoning techniques [Immaterial][Spend 4 tech points]

7: Train another unit of heavy infantry [Infantry I]

8: Continue expansion to the east.

9: Improve our infantry's skill in combat [Spend 3 tech points]
>>
bump
>>
>>48788200
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblin's new God who is believed to have created the old tech that the goblins worshipped.
Pop: 44 (+4/turn)
Food: 42 (+5/turn)
Currency: 23(+2/turn)
Territory: 28
Tech: 1 [+1 tech point/turn]
Defenses (Capital): 1
Military:
Structures: [Farm l]
Tech: [Religion II][Infantry I] [Forging l] [Ancient Farming Device l@; +1 food/turn]
Resources: (5 Wood)
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
>>48788200
Sorry didn't mean to tag you
>>
Rolled 14, 48, 89, 11 = 162 (4d100)

>>48786251
[Blatrek]
Pop: 33 (+2/turn)
Thralls: 30 (+5/turn)
Currency: 6 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 38 +9/turn
Tech Point: 1 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Magic IIII] 5/10
2. Recruit a new regiment of [Blood Knights]
+[Knight Academy II]
+[Blood III]
+[Blood Shielding I]
+[Flight I]
+[Regeneration I]
+[Infantry I]
3-4. Research [Thrall-herding II]
>>
Rolled 61, 97, 51, 97 = 306 (4d100)

Progress:
[The Grand Church] 3/20

1-4)Boyz we need to appease da god so wez gonna focus all of our gobbos to building it. FOR THE BIG METAL GOBLIN!
[build wonder(The Grand Church)]
>>
>>48788474
Spend 6 currency and 21 mana on the second roll
>>
>>48788474
Fixed Tech Points: 4
Spend 1 tech points of roll 3
>>
Rolled 44, 46, 80, 88 = 258 (4d100)

1.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding II]
2.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding II]
3.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding II]
3.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding II]
>>
>>48788621
Stat post and spending.
[OGT]
Territory:23
Pop: 33 (+2/turn)
Food: 55 (+3/turn)
Currency: 14 (+1/turn)
Defenses (Capital): 1
Military:
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2 bonus] [Raiding II][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:shipbuilding I 2/3, lumbermill 1/???, stone 4/6, barracks II 5/6

>>48788621
Spend 6 currency and 4 food boosting actions 1 and 2 to 50's
>>
Rolled 1 (1d3)

>>48788741
Troll king's lucidity now with dice.
>>
bump
>>
bamp
>>
Bump
>>
>>48789978
no
remove tribes posts
remove tribes posters
>>
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>>
Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 18 (+2/turn)
Food: 21(+2/turn) (+4/turn Farms) (Military -5/turn)
Power: 5 (+2 /turn)(-5 military)
Currency: 13 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin
>>
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Rolled 7, 4, 4, 4, 5, 10, 10 = 44 (7d10)

The battle rages on, as the War Wizard fights with his host. The enemy had been driven back, and victory seemed within their grasp. Yet ever the enemy raised more troops, and it was clear this was no mere rogue orc clan.

By the way they spoke, and shouted and coordinated...who where these orcs?

This was to be a hard battle, but the War Wizard looked up to his golden symbol held high.

"By this sign. . .you shall conquer!"

---

Ever forward, we must bring an end to this.

The Warhost rushes entirely for the enemy barracks, using the great thorns to climb up and over the walls or otherwise rip them out as great vines aid the warhost.

The fight will now be brought to their barracks!

Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}

Battlefield Bloodfruit Forest[+2x defenses]
[Infantry I]
[Necromancy II]
>>
Rolled 3 (1d3)

>>48790296
lucidity
>>
Rolled 5, 4, 4, 8, 10, 9 = 40 (6d10)

>>48790296
>>48790348

Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]

in a moment of clarity the troll king sees a light in the desperate hour. Focus all efforts on killing their wizard. everything else is inconsequential. Take the head of the snake and the body dies. Every unit is ordered to target the War Wizard.
>>
Rolled 70, 98, 69 = 237 (3d100)

>>48790271
1-3. From within the Warhost capital goblin engineers worked frantically to squeeze out more power from the ley node generators.

"We must keep the atmosphere magitized for the Fuhrer! Get to the handcranks!"

>try to get more immediate power from the node
>>
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https://www.youtube.com/watch?v=_29iaP_o0Xo

Flies swarmed a group of the rotting carcasses of vaguely swine-like creatures; they did not make the voyage as well as either the horses nor the Huh in spite of their apparent lack of mutations, and were now useless, not even fit for hide. "Бидний нэмэлт хүнcний гapч явcaн бaйнa! Хэpхэн тoхиpoмжтoй: Maгaдгүй мaнaй хөpшүүд хэлтpүүлэх зapим бaйнa!" (Our livestock has depleted! How convenient: perhaps our neighbors have some to spare!)

Miles away, a group of spectators had taken notice of the clashing groups' little battle, observing intently as they prepared for action. The Kessek, warriors who claimed they could fire two bows, one from each arm, were lusting for blood to the point their bodies quaked, verging on going into epileptic shock. Too far away to make out specifics, the mutants of Huh hissed and growled and armed themselves. Here they were, hoping that whatever their journey would bring them, wealth, and perhaps a good fight would be among the rewards.

The horde coalesced. Three, perhaps four times the size of the raiding party which hit Bacatia, a hundred withered, misshapen horses began their nightmarish canter across the western tropics, crude engines of war trailing behind them in a series of wooden squeals. Beasts whose multiple heads were conjoined around the neck, or bent at an uncomfortable angle and leaking spittle from their maw, or lacked heads entirely, those who rode on them were equally deformed, the reds of their eyes glowing as the sun began to set.
>>
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>>48790946
>>
bump

>>48786594
First action is WAAAY too meta, and now that I think about it, sailing over the sea was as well. There was absolutely no reason for you to do so, except that you knew OOC that there was a war going on.
>>
>>48791290

The sailing the sea was to attack Ariak from the other side of the map, but then sights came of a battle (all that dust and magic and shit being thrown around isn't exactly subtle) and that looked more interesting. I heard you were tired of peace from whatever happened last game, so I came to deliver you WAR.
>>
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>>48791357
>>
>>48791290
Despite swearing you were leaving. Seriously Kurtz just kill yourself.
>>
Look, whether or not I'm this "Kurtz" person, most of the stuff I'm doing has fluff to back it. Read the walls of text.
>>
>>48791444
I can fluff Gundams coming out of the sky and killing my enemies it still wouldn't matter. You went from a place all the way into the south and magically passed through a minimum of 2 nations with no rhyme or reason only to bypass a third.
>>
>>48791444
Like giving a reason for nomadic tribe to build a fleet and sail god-knows why to the other part of map? While sailing right next to a nation controlling strategic strait? And exceeding visibility range twice?
Eat a fucking bullet
>>
>>48791476

Lets recap here:

>>48771615

Scouting, come across one non-civilization, a heavily guarded one, and one separated by a river. Between the River city and the plains city, the river city looks weaker. Build ship to hit it later. Sail to the other side of the map to prepare hitting them from south, explaining >>48783532

Second turn, second round of the battle happens, >>48790296 Huh sees pretty lights, decides they'd rather do that instead of burn down another bunch of jobbers leading to >>48790946
to explain >>48786594 , unless you WANT Airak to defend against a 6-unit army without Sanar's help because they're on the other side of the sea.
>>
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>>48791569
>>
>>48791569
>See light across a continent

Yeah, seeing Los Angeles from New York is totes possible.
>>
>>48791569
Nigger, your visibility range is 5-7 hexes. You've crossed 15.
And made a fluff-based spot check for aother 15.
>>
>>48791569
So again passing through straits dominated by ariak. Then magically passing through tsabos and going all the way up north way way beyond your visibility range by passing an almost empty nation there as well.
>>
>>48791569
fluff based scouting for other nations is a no go.
>>
>>48791626

You know what, fine. Change the target from OGT to Warhost. I was hoping to make this a bit more fair, but here you go.
>>
>>48791654
To be fair anon, Tsabos had just dropped.
>>
>>48791654

Tsabos no longer exists, or else I would have hit it. If it does and that erasure was a map error, disregard the above and change the target to them.
>>
>>48791663

>"Anon"
>Implying it isn't Curious
>>
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>>48791659
>Meta up the ass
>Fair
>>
>>48791672
I am definitely not curious.
>>
>>48791672
Nah, If it was me I'd be wearing my name. Kurtz.

>>48791659
Still out of LoS and that's being generous. It's still metagaming.
>>
>>48791724
waaaaay out of LoS
>>
>>48791724

I WOULD be attacking Tsabos and branching out from there to Warhost and Tribes/OGT, but Tsabos magically disintegrated for reasons not at all related to the fact I landed next to it and might or might not have invaded it.
>>
>>48791764
It disintegrated due to the fact the player hadn't posted in a few turns and declared in IRC that he was quitting due to time constraints. It had nothing to do with you faggot. and none of that changes the fact that shit is waaaaaaaaaaaaaaaaaaaay out of your LoS. Jesus Kurtz talking to you is like talking to the king of retards.
>>
>>48791764
Warhost and OGT are STILL out of you LoS, ergo metagaming.
>>
>>48791764
So you are basically too big pussy to face a real nation and instead rounding up the inactive ones, while also having meta up the ass?
>>
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>>48791796

You know what, change that action 1 back to the original plan. We're hitting Ariak with everything, ship included. "Shou tavtai morilno uu", motherfuckers.
>>
>>48791811

I was charging into OGT/Warhost TO have an actual battle, but then was noped out of meta. But lets see dragon boy here face the music. Your fortune: "Not so good."
>>
I appreciate not being attacked while I'm almost entirely unable to respond but I'd string a chain across the strait to keep any unauthorized ships from using it. You'd need to walk. Unfortunately I only get a good 5 minutes to check this between meetings so I'll post later this evening.
>>
If Ariak is to be attacked I'd ask for one of my action to be changed to send my troop to his help. Gotta honor that alliance.
>>
>>48791833
>>48791850
You really want to get kicked out of the game
>>
>>48791888

Nah, but I wanted to build up and then crash into something with enough force to change the game's political landscape. It's why I'm not doing any contacts - I'm playing the 100% undisputed BAD GUY.

And I'm serious about retconning action 1 into a straight up assault.
>>
>>48791944
No wheelie I vote he gets ok'd to his original and attacks me and baz with his shite little army.
>>
There has been a change of plans, RL has reared its ugly head. I will be around later to update.
>>
>>48791962
I am accepting of this compromise to join the battlefield.
>>
bump
>>
>>48788474
Edible Workforce on action 3
>>
Bump
>>
Bump- will update tonight.
In regards to the Barbabrab fiasco, I will try and resolve it as fairly as possible, but I realize whatever conclusion I come to will piss someone off.
>>
Rolled 93, 61, 61, 37 = 252 (4d100)

>>48786251
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 19 (+3/turn)
Food: 24 (+0/turn)
Currency: 20 (3/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}], Storm Wizard Crusaders [2.2x {-2 food/ley-power/turn]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources:Ley-power `20 (+0/turn)
Structures: Ley-node
Magic:[Water Magic II][Air Magic I]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of the Prophet-King Angeloi:

1. It is of paramount importance that we continue to expand the domain of the church [Unerwater Expansion 1/2][Water Magic II][Air Magic I]

2. The people of this great nation are starving! Make farms- whether they are flora or fauna based does not concern me. [Dangerous Bounty][Water Magic II][Air Magic I]

3. Our ley-line magical power is stretched dangerously thin: We must focus it that we may draw further power from the breath of the Divine.

4. Our research into Air Magic has stalled as of late. Let us focus some of our efforts on this.
>>
bampino
>>
Rolled 100, 46, 34, 82 = 262 (4d100)

Turn 1 of 3
[Ariak]
Pop: 30 (+2/turn)
Food: 33 (+4/turn)
Currency: 8 (+4/turn)
Defenses (Capital): 1
Territory: 23
Owned territory: 8
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I]
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [1.8x {+4 owned hexes]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 14 (+2/turn) Ore: 9 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Green Drake Knights
Power
+[Dragonriders] [Laws II][Cavalry I][Dragon Steel I©][Armor I][Tourney Field I]
Cost
+[Feudalism I]
Construction
+[Dragon Steel© Smithy I]

2. Castle Construction 2/6

3. Expansion onto the southern island

4. Laws III 4/8
>>
>>48799306
Put 4 currency into roll 2 to get a success.

Put 4 currency and 4 magic into roll 4 to make it a 90.
>>
Rolled 95, 96, 18, 58 = 267 (4d100)

[Ariak]
Pop: 32 (+2/turn)
Food: 37 (+4/turn)
Currency: 4 (+4/turn)
Defenses (Capital): 1
Territory: 23
Owned territory: 8
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I]
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [1.8x {+4 owned hexes]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 12 (+2/turn) Ore: 11 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. White Drake Knights
Power
+[Dragonriders] [Laws II][Cavalry I][Dragon Steel I©][Armor I][Tourney Field I]
Cost
+[Feudalism I]
Construction
+[Dragon Steel© Smithy I]

2. Castle Construction on the eastern border of the Empire 4/6
+[Laws II]

3. Expansion onto the southern island 1/2
+[Laws II]

4. Quarry Construction
+[Laws II]
>>
>>48799736
Putting 4 currency into roll 3 to make it a success as well. It + Laws 3 regulating citizens of certain types of the frontiers should be enough to push it over the limit.
>>
Rolled 31, 23, 24, 12 = 90 (4d100)

[Ariak]
Pop: 34 (+2/turn)
Food: 41 (+4/turn)
Currency: 4 (+4/turn)
Defenses (Capital): 1
Territory: 23
Owned territory: 12
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I]
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [1.8x {+4 owned hexes]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 14 (+2/turn) Ore: 13 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Quarry Construction 2/4
+[Laws III]

The time has come to request the aid of Alcagon in the research of magic again.

2. Elemental Magic I
+[Blessed by Ariaka]

3. Expansion east
[Laws III]

4. [Weapons I]
>>
>>48800237
I'll put 2 magic into roll 2.
>>
bump
>>
>>48802183
bumperooni
>>
>>48802298
Boomp
>>
>>48802871
bump, bump, bump it up
>>
bumpan. Nearly done with the update, sorry it took so long.
>>
[Volden]
No progress on the arming, or the archers. However, the marketplace nears completion [3/4].

[Madness]
The Kingdom begins expansion [2/3], though Ruin Guardian training stalls yet again. The trading port is built [Trading Port I; +2 currency/turn], but no farms are had.

[Niron]
No trade route is established, but the war raft is complete [2x {-2 currency//turn}. The divers dive once more [2/4], and the star readers start to look east [-1 ley power; 1/2].

[Sanar]
The Sanar expand [+4 hex; +2 ore], and taxes are raised [Taxes I; +2 currency//turn]. Finally, the explorer headquarters start to be built [-5 wood, 2/20].

[Artemisia]
Further research on stealth techniques begins [4/8], though there's no progress on the poison. The bowstrings are strengthened [Bowstrings II], and agriculture is researched [2/4].

[Huh]
The scouts of the Huh march north; many nations are found {Everybody west of Warhost, up to Pure Ocean}. The pair of horse archers are trained {1.6x each {-2 currency/food//turn each}.

[Ugh]
Food ready [+2 food/turn]. Ruin trashed. Turned into potty [3/20]. Shocktroopers are in charge now. They kill many though [-5 pop; +1 shocktrooper 2x {-2 food/turn}.

[Western Tribes]
Weaponry research is nearly complete [3/4], and tactics research is done [Tactics I]! The search begins [2/5], and the arena begins [2/20].

[Kemet]
Infantry is ready [1.4x {-1 food/currency//turn}], wheat farms near completion [3/4], only slight progress on the trade dock [1/4][, but cattle ranches are ready [Ranches I; +2 food/turn]!

[Kedesh]
The search for wood begins [2/4], and the quarry is nearly ready [3/4]. Farms are expanded [2/6], and summoning research completes [Summoning II, 2 tech points refunded]. Infantry isn't trained though, nor is expansion had. But the infantry is improved slightly [Tech points refunded; +.2 strength]
>>
File: Nibiru2.png (748 KB, 3000x2500)
748 KB
748 KB PNG
>>48804629
[Blatrek]
No research is had, but the Blood Knights are ready [2.4x {-2 Thralls/Ley power//turn]. Thrall-herding in the Kingdom is improved [Thrall Herding II].

[Holy Order]
The Grand Church makes amazing progress [-3 wood; [9/20]!

[OGT]
The first batch of raiders goes through training at the same pace as the second [1/4], while the other two complete it [2x {-2 currency/food//turn}]!

[Pure Ocean]
The Church expands a great deal [+5 hex]! More farms are readied [2/4], and a leyline is found and dug up [2/4]. Research into further air magic begins [1/4].

[Ariak]
Green Drake nights are trained- they are incredibly powerful [3.6x {6 owned hexes], and the construction of a castle continues [4/6]. Expansion begins [1/??? {Need Boats}], and laws are furthered [Laws III]. White Drake Knights undergo training as well [2.4x {5 owned hexes], and the castle is complete! No progress on the expansion, and a quarry is nearly ready [2/4]. Quarry construction nearly completes [3/4], and elemental magic begins [1/5]. No expansion, or further weapons.

[War Wizard]
The wizard is able to draw even more power from the node [+2 ley-power/turn]!
>>
Rolled 31, 22, 24 = 77 (3d100)

>>48804629
1. Recruit some more tribesmen with our newly acquired javelins [1/4]
+Infantry ll
+Metallurgy l
2. Hire some Raider archers, many of the tribes are wise in the ways of raiding, as it is our heritage, and we will continue to do so with our crack archers. These men take their pay hunted game and food, living to fight and loot. [1/4]
+Backwards
+Infantry ll
+Archery
3. Build a marketplace for coin, as we need coin to raise an army, and also need a dedicated place for which our tribes can interact, trade, and grow together. [3/4]
>>
>>48804712
Volden
Territory: 19
Pop: 23 (+2/turn)
Food: 38 (+4/turn) (3)
Currency: 5 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 7 +1/t]
[Ore 10 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

Ad so my bad luck continues
>>
Rolled 42, 89, 91, 65 = 287 (4d100)

>>48804629
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 51 (+4/turn)
Food: 53 (+5/turn)(-2/turn)
Currency: 19 (+5/turn)(-2/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth II](4/8)[Poison II](2/8)[Archery III][Silken Bowstrings© II]
Magic : [Illusion I]
Resources: [ley-power 24, +2 /turn][4 Metal]
Land: 27
Tech Points 1 +1/turn
Trade Routes: Kemet +1 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1.Continue to refine and improve our stealth techniques. What self respecting hunter gets seen by it's prey? (4/8)

2.Continue to refine and improve our poisons. Sometimes even the best shot is not enough to down prey, that were these come in. (2/8)

3. We have made a great deal of progress in agriculture, which is good. The hunt defines us but we cannot rely on it wholly to feed ourselves. (2/4)

4. Our strings, crafted by our own hands, are good, but they can be better. Improve them to make the boon of any hunter's bow.
+Archery III
>>
[Victory: Warhost {Crushing}

[COMBAT]
[Warhost]
1.2X7= 8.4+2= 10.4
1.2X4= 4.8+2= 6.8
1.4X4= 5.6+2= 7.6
1.6x4= 6.4+2= 8.4
1.4X5= 7.0+2= 9
1.4x10= 14+2= 16
2.2x10= 22+2= 24
TOTAL: 82.2

[OGT]
1.8X5=9
1.8x4=7.2
1.8x4=7.2
1.8x8=14.4
1.8x10=18
1.4x9=12.6
Total: 68.6

Still aided by the bloodfruit, the Warhost advances like a plague. Killing many, they only lose a few contingents themselves.

[Casualties]
[OGT]
3 Advanced Raiders

[Warhost]
1 Warband
>>
>>48804727
spend one tech point on action 1

Spend 2 currency on action 2
>>
Rolled 25, 98, 41, 90 = 254 (4d100)

>>48804629
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 28 (+2/turn)
Food: 62 (+4/turn)
Currency: 27 (+4/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 27 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 8 +2/turn
Metal: 10
Tech Point: 6 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Set up a trade route with the Volden
2. Divers continue their dive in search of resources. 2/4
3. The star readers continue to divine the east.
1/2
+Astral Magic I
4. Now that we have an influx of goods from across the world set up a market district so that trade and money may flow through the city.
+Raft Building II
>>
Rolled 7, 70, 11 = 88 (3d100)

>>48804629
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 22 (+2/turn)
Food: 25 (+2/turn)
Currency: 12 (+1/turn)
Tech Points 7 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I]
Military: 1 Heavy Infantry [1.4x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I]
Magic: [Enchanting II][Summoning II]
Ley-Power: 6(+2/turn)
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue to search for wood [2/4]

2: Have the slaves finish the quarry [3/4][Slaves]

3: Continue to expand the farms [2/6]
>>
>>48804730
edit from wheelie
82.2 - 74.4
[Casualties]
[OGT]
2 Advanced Raiders

[Warhost]
1 Warband
>>
Rolled 82, 57, 78 = 217 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 20 (+2/turn)
Food: 23(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 4 (+4 /turn)(-5 military)
Currency: 14 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-3.
"They died in battle defending the fatherland.
They have earned the chance to defend it again."

The War Wizard once more raises the dead to his force, as the battle rages on, with all determined fury and anger!

[Infantry I]
[Necromancy II]
>>
Rolled 30, 48, 73 = 151 (3d100)

>>48804629

And might I ask why my horse archers suddenly cost two currency more than Midaho'an's stronger cavalry and my own Black Riders? And if I'm not mistaken, Archery II adds 0.4 strength to them, 0.2 per level of Archery.

[The Huh]
Pop: 27 (+2/turn)
Food: 44 (-4/turn)
Currency: 37 (-4/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-2 Kessek [1.6x] (-2 currency/food/turn)
-Carroballista [1.8x] (-1 currency/turn)
-Junk (Ship) [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I][Shipbuilding I]
Resources:
Black Horses: 13 (+1/turn)
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Huh. But they sure excel at bringing them down.
[Technological Affinity]: The Huh love their technology. Also destroying it! But they hate anything magic.

1.
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-2 Kessek [1.6x] (-2 currency/food/turn)
-Carroballista [1.8x] (-1 currency/turn)
Hit the Western Tribes. Hard.
2.
-[Archery II]
-[Infantry II]
Train archers.
3.
-[Archery II]
-[Infantry II]
Train more archers.
>>
Rolled 85, 51, 30, 93 = 259 (4d100)

>>48804643

[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 30 (+2/turn)
Food: 30 (+0/turn)
Currency: 21 (+2/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I]
Resources: [Wood: 2][Rock: 2][Ore: 4]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1. We should secure an access to the Eastern sea, find a place that would be good enough to build a port city while we're at it. [Expand]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]

2. Send Merchants to establish trade relation with Ariak, the dragon empire. [As agreed also trade tactics and taxes for armor and economics]
>[Class-based] bonus for Rashu Merchant

3.We will need more resources for our grand project. [Gather wood]
[Sustainable logging I][Warehouse I][Logistic I]

4. Continue mapping the world and building that world map room. [Explorer Headquarter 2/20]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
>[Wood: 2][Rock: 2]
>>
>>48804875
That was meant to be in total. My bad.
>>
>>48804875

Because you're a jerk and hopefully if the OP counter-metas you enough you'll go away. And as someone who normally dislikes meta, I hope he cranks your upkeep to 10 currency a unit.
>>
Rolled 43, 34, 26, 55 = 158 (4d100)

[Ariak]
Pop: 36 (+2/turn)
Food: 45 (+4/turn)
Currency: 8 (+4/turn)
Defenses (Capital): 1
Territory: 23
Owned territory: 20
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I]
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 14 (+2/turn) Ore: 13 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Finish the Quarry 3/4
+Law 3

The Empire has always been protected by a robust number of foot and mounted patrols. This, nautrally, aids in trade and brings peace to the Empire from criminal and outside threats.

2. Trade [Economics I] and [Armor I] to the Duchy of Sanar
+Law 3

3. Expand east 1/2
+Laws 3

4. Construct some ships for civilian and non-combat purposes.
+Currency to substitute for wood
>>
Rolled 15, 96, 90, 44 = 245 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 24 (+2/turn)
Food: 33(+0/turn) {+4-2-1-2}
Currency: 8 (+2/turn)
Buildings:
+Farm [+2/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2x] [Upkeep: -2f/turn]
Tech: [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Oh great the Ugh are expanding again. Nothing could go wrong with this. [Expand toward ruins again]
2. Some of the Ugh stumble around looking for food again. Good luck, Ughs!
3.4. The new regime -- it's pretty much like the old regime but more violent -- has developed another set of rituals. These rituals are profoundly, utterly, and heinously idiotic. Worse, they call for violence against the technologically advanced. The ritual demands -- and brings in -- the most ridiculous, idiotic, moronic, dull, narrow, ignorant, dumb, retarded, unknowledgable, unware, and plebian Ugh. Needless to say, such a doctrine does not bode well for world peace. [Sublime Idiocy: The Butlerian Jihad]
>>
Rolled 4, 17, 5, 73 = 99 (4d100)

>>48804629
[Western Tribes]
Pop: 35 (+2/turn)
Food: 39 (+4/turn) (-1/turn)
Currency: 22 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication II][Infantry I][Animal Studies II][Training I][Cavalry I][Oral Traditions I][Tribal Tactics I]
Resources:
[Ratlizards {Pack}: 10 (+1/turn)]
Progress:
Tribal Weaponry - [3/4]
Beast Hunt - [2/5]
Tribal Arena - [2/20]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Whether spears of stone and wooden shields we will have weapons to defend ourselves (Continue researching Tribal Weapons I [3/4])
>[Oral Traditions I]
>[Stonecarving I]
2) We must learn more about the animals of this world so that we may control them (Begin researching Animal Studies III)
>[Animal Studies II]
>[Domestication II]
>[Beastmasters]
3) The hunt goes well, and soon we will have new beasts of war to fight by our side. (Continue seeking new beasts of war [2/5]
>[Beastmasters]
>[Domestication II]
4) We will train in the arts of war, we will conquer and expand in the name of the High Chieftain (Continue construction of wonder [Natural Arena] - [2/20])
>[Stonecarving I]
>>
File: siegak.jpg (51 KB, 240x362)
51 KB
51 KB JPG
Rolled 6, 5, 10, 10, 10, 2 = 43 (6d10)

Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}

[Infantry I]
[Necromancy II]

"Mars in heaven gaze upon me in battle.
Eyes of the Reich Eagle, show me the path to victory.
Reign of a thousand years, give strength to my arm.
Crooked cross, of shining gold, bless my sword and my army.

FORWARD WITH ME WARHOST!"

As Orcs continue to pour forth from the OGT, the War Wizard continues to lead them. Through sheer force of will and skill of his general staff he has lead his host mere idiot orcs and skeletons, against an orcish foe who turned out much greater and more intelligent than even his own, but neither these odds nor disadvantages detered him from gazing upon the great victory that lay just beyond the horizon.

The fighting ever presses forward as both vine, bone, and flesh of the Warhost charges headlong determined to take that barracks by force!
>>
>>48804967
Orc raid leader [2x {-2 currency/food//turn}]
Orc raid leader [2x {-2 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc advanced Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]

(I am kinda guessing the fluff is mostly ignored for calcs so just gonna go with general go get em speeches from now on)
These sonsabitches came to our land and dared to profain our soil with their weakling reliance on magic. Make them play in blood and steel. Tear down their warriors like the avenging scythe of the troll king himself fight! kill! fight! kill!!!!!!

+1 defenses
[Infantry II][Leadership I][Raiding II]
>>
Rolled 9, 1, 7, 3, 6, 7 = 33 (6d10)

>>48805053
wtf
>>
The Dragon Emperor frowned from atop the Burnished Throne. He could see the wheels turning behind the eyes of the like of Duke Artarida of Dragonmount and Duchess Katarine uth Sarnath of Blackwatch. It was one thing to maintain a parity of powers between the Throne and the Highlords. It was another thing entirely to realize that the parceling out of lands had severely undercut his authority to regulate taxes in favor of maintaining larger forces - forces not entirely loyal to him. He could see the dark haired warrior smirk. See the way she looked with conspiratorial eyes toward he counterpart. They'd unseat him, he knew, if he didn't find something for these cursed Highlords to kill.

"Duke Gerard, I want you to return to the Duchy of Sanar with the trade delegation. Inform them that I intend to march out with the spring thaw to strike at the forces of Chaos. Ariaka has spoken and her Will is absolute. We will destroy these marauders in the name of the One Goddess and secure this world for Law. The time of the raider will come to a bloody end, and I will lead the force that does it." He stood from his throne and lifted his fist into the air. "By the Will of Ariaka and the Law of Civilization I cal to arms my Dragon Highlords and all their attendants! By the oaths you have sworn before the Throne and Wing you will heed my call and order the banners raised. Rally your forces, make prepared your fiefs. We march to war!"
>>
>>48804967
>>48805047
The Battle lines are drawn, the generals of both sides command their forces ready to engage in another bloodbath under the red skies.

Yet through the stillness of the air pierces not the sound of a massed charge, but of a handful of boots and the fluttering of cloth.

A lone pair of skeletons, armed and in formation, heads held high, march toward the host holding the white cloth.

It would appear. . .they intend to parley.
>>
>>48804962
This speed is unnaceptable, we must work faster (spend 2 currency on action 4), if we use some of the ratlizards our animal research will be much faster (Donate 8 ratlizards to Animal Studies research)
>>
Rolled 2 (1d3)

>>48805117
>>
>>48805117
The troll king sends the top orc raid leader atm due to a lack of troll leadership.

"What is it you wish to say skeleton?"
>>
Rolled 10, 17, 74, 60 = 161 (4d100)

>>48804629
[Blatrek]
Pop: 35 (+2/turn)
Thralls: 32 (+6/turn)
Currency: 12 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding II]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 23 +9/turn
Tech Point: 4 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Create [Thrall Knights] recruited from the masses of thralls who serve the great houses of Blatrek. The Thrall Knights serve as the back bone of the Kingdoms army working in mass formations with their bodies twisted by the magics of their masters they are ruthless combatants. Each Knight is fueld with mana keeping their bodies from breaking down under the stress of the magic and a salary to spend on keeping their loves ones from ending up in the Draining Pits.
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
2.Create [Thrall Knights]
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
3. Create more [Thrall Knights]
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
4. Research [Thrall-herding III]
>>
>>48805631
Spend 4 tech points on action 4
>>
File: Nazi_Zombie.jpg (90 KB, 1000x667)
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>>48805554
"The Warhost comes bearing this decree, the Master Race must be unified and united into the iron fist which will take the world in its grip. All rogue orc and mutant clans, ignorant, feral and wayward, are to be forged and trained into the mighty Host which will rule this world.

We came expecting a rabble of ferals and wild orcs, to be enlightened and uplifted. Yet you are not a feral orc clan.

You speak with intellect, make battle with tactics, cunning, and skill. You are what the the ideal of Orcs we strive for. Tall, strong, smart. You have built strong walls and an organized military under a single leader. It is not right that on this field Orc butchers Orc, neither between ideal nor the feral.

The War Wizard will never bow nor surrender, not now not ever. We who were dead once are ready to die again for the Fuhrer, and we will take as many as we can whoever threatens him, and fight to victory or defeat.

But this battle is killing our Fuhrer. His body is burning up as he expends such vast energy on us, and if he dies, the host is lost. His Generals wish to spare the Fuhrer, and so they have sent us to you.

The Master Race must cease the butchering of itself, between the two Warlords who both intend the uplifting of the orcish race. This battle for control will only end in the massacre of one, and a blow to the great cause."
>>
>>48805631
[Edible Workforce] on action 4
>>
>>48805660
"I don't know about all that but if it means you quit the field and go home we agree with it. The troll king offers a pact of peace if you leave now and take your cursed fruit with you. We will not attack you in vengeance."
>>
>>48805660
"actually no. No friendship is guaranteed until we have spilled blood together let us attack someone together to seal away our bad blood"
>>
>>48805728
>>48805686
"Let it be thus. Who'se blood shall we spill to wash away the bad blood between bretheren. That the vines may engorge upon the blood true enemies of Reich and Orkdom."
>>
>>48805758
"as I am sure you saw someone scouted our nations and then went west. I propose we follow them. The tribes live just over the mountains as well. So even if we don't find the mutant we will find the tribes."
>>
File: Diplomat Corvus.jpg (248 KB, 1280x1881)
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>>48804725
I pale neatly dressed man with viscous eyes approaches the edge of Voldenhof startling the guards with his sudden appearance.

"My name is Count Corvus and I have come to speak with your leader."
>>
>>48805853
"Very well. Then under these terms, the Warhost comes to an agreement with the OGT. St𝘢tus quo 𝘢nte bellum

We shall fight by your side, but we expect the spoils of war to be shared as between brothers. I shall tell the War Wizard the orc clan to the north has agreed to fight with the Warhost, and of the manner of your kind.

I have heard it your people are into science and technology. Perhaps in time, the Wizard will show you the true might of these. Until then, we meet on the battlefield soon not as enemies, but as orcs."

The Skeleton stood up straight, and raised his right hand high followed by his fellows.

"HEIL!"

Then they turned, and marched away.
>>
Rolled 43, 26, 45, 65 = 179 (4d100)

[OGT]
Territory:23
Pop: 35 (+2/turn)
Food: 58 (+1/turn)
Currency: 15 (-1/turn)
Defenses (Capital): 1
Military:
Orc raid leader [2x {-2 currency/food//turn}]
Orc raid leader [2x {-2 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2 bonus] [Raiding II][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:shipbuilding I 2/3, lumbermill 1/???, stone 4/6, barracks II 5/6
1. Recruit orc raiders 2/3
[Infantry II][Barracks I][Raiding II]
2. Recruit orc raiders 2/3
[Infantry II][Barracks I][Raiding II]
3. March our soldiers out. We strike at the tribes and the mutant who looked at us. Remember the plan we slaughter any mutants. But the tribes themselves we will offer vassalship to if they refuse then we will slaughter them too.
Orc raid leader [2x {-2 currency/food//turn}]
Orc raid leader [2x {-2 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
4. Finish our search for stone. stone 4/6
>>
>>48805975
drop 10 food on the fourth action
>>
File: 59454-Game-Over.jpg (26 KB, 560x315)
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>>48804962

>>48804875
>>48805853

https://www.youtube.com/watch?v=bGa_L55D-WY
>>
>>48805986
Topkek
>>
https://www.youtube.com/watch?v=PRZn6qlZwKw

Something bad had to happen in this land. After meeting with no resistance, soldiers of the pharaoh simply march into ancient walls of Artilia, establishing rudimentry occupation rule over locals. They seem demoralised, apparently loosing their leadership and with it, will to live.
It takes another month for news to reach Kemet and proper delegation to be send. Finally small fleet of reed barqes sails into Artilia's port. Accompanied with massive entourage of musicians and showmen, delegation makes proper, triumphant march through city's main streets, showing in full glory all troops and presenting political delegates to conquered people. Most of citizens of Artilia appear to be apathetic, but some are uneasy about dead bodies wrapped tightly in straps of linen commanding whole event and waving to crowd. Foreigners are one thing, but dead-alive foreigners are completely different situation.
In the end of victory parade, it reaches main square of city. Two of the dead get on the stage. Aside pure white wrappings and simple linen clothes, their bodies are adored by more standard jewelry, but of foreign shapes and designs. Some start to murmur in crowd about one of the undead looking like dried body of a woman. The "male" starts to speak
- I am governor Menskhera, send here to extend will of Eternal Pharaoh Nefer Heb-ef, may he guide us forever...
- May he guide us forever - All the foreigners instantly repeat
- ... over this land and its people. This is High Priestess Sefkhabu - he pointed at the "female" - she will be in charge of proper religious cult and paying proper respect to gods and Eternal Pharaoh, son of the sun. Pharaoh's wills to maintain limited autonomy for your city as for now. You will be allowed to continue your customs, if they are not declared offensive. You will be allowed to continue your businesses. And you will remain outside official borders of Kemet... for now
>>
>>48806229
https://www.youtube.com/watch?v=cF-QqESMVt8

- Here are the conditions of your surrender and vassal status, dictated by Eternal Pharaoh Nefer Heb-ef, may he guide us forever...
- May he guide us forever - Still only foreigners answer
- "I, Pharaoh Nefer Heb-ef, Son of the Sun, Ruler of All Lands, Patron of Gods, Scourge of my enemies, Eternal Pharaoh and Highest Priest, declare as follow:
1. Country of Artilia will become vassal of Kingdom of Kemet for time being. All local desicions will be taken by governor
2. All still existing military of Artilia will be disbanded, while all veterans will be sent to Kemet as guests and instructors.
3. Entire treasury will be seized, to pay war contribution.
4. Half of Artilia's population will be taken to Kemet, volunteers first. And if that won't be enough, then just anyone to fill the quota.
5. All knowledge people of Artilia have will be explained to specially established with this decree Office of Foreign Studies, led by High Priest Amenemap. Any future developments will be instantly handled over to him.
6. A garrison will be established to defend the city and maintain order. Garrison troops will be fed and maintained by city of Artilia.
7. Anything Artilia produces and will produce, will be shared with Kingdom of Kemet. Small amount of goods will be fully seized by governor and shipped to the Kingdom, while half of any larger amount will be taken over.
8. If Pharaoh wills something, people of Artilia will follow his will and do as told.
9. Governor Menskhera represents Pharaoh's will, unless I, Pharaoh Nefer Heb-ef, adress matters directly.
- This is all - concluded governor - Your life as servants of the pharaoh has just began.

>Goods: 1 - directly sent to me, 2 or more - half (rounded up) of it to me
>Already consulted with game master, he should confirm it all
>I'm still hoping Artilia player will return, so no direct takeover, but most of vassal part is useless without player behind
>Pls no bully for grammar
>>
>>48806248
>Stats of Artilia at turn 14, assuming it was all growing each turn without player:
>Pop: 31 (+2/turn)
>Food: 28 (+1/turn)
>Currency: 47 (+3/turn)
>Ley-Power: 28 (+3/turn)

>If not growing, then:
>Pop: 17 (+2/turn)
>Food: 21 (+1/turn)
>Currency: 26 (+3/turn)
>Ley-Power: 7 (+3/turn)

>And their only tech was Economy II
>>
Rolled 30, 6, 31, 92 = 159 (4d100)

>>48804629
>>48806229
>>48806248
>>48806272
>Wheelie already went to sleep, so I'm not sure what is my gold, population and technological status, will update that next turn.

1. Build new wheat farms 3/4
2. Build trade dock 1/4
3. Build mill 2/4
4. Build barracks

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
31
>Pop
28 (+2/t)
>Food
27 (+2/t)
>Gold
11 (+1/t)
>Tech points
2 (+1/t)
Defenses (Capital): 1
>Military units
4x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military

>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
>Resources
Flax: 8 (+1/turn)
Ore: 14 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], mill [2/4], irrigation [1/4], city [1/10], Artilia's farms [1/4]
>>
>>48806376
No! I forgot to add Pharaoh's Will to mill and now it will look like meta :/
>>
Bump
>>
Rolled 50, 13, 3, 23 = 89 (4d100)

>>48806248
>So the lands of Artilia is still technically around then, an interesting solution
>>48804629
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 34 (+2/turn)
Food: 34 (+2/turn)(+4 income, -2 expenses)
Currency: 40 (+4/turn)(+6 income, -2 expenses)
Tech Points: 7 (+1/turn)
Structures: [Government Building], [Lab I], [Farm I; +2 food/turn], [Trading Port I; +2 currency/turn]
Defenses: [+1 {Capital}] [+3 defense {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Expand our main territory North towards the ruin, we cannot forget ignore our birthright. [2/3]
2) Train more Ruin Guardians, we will not lose these ruins! [2/5]
-Techs: [Infantry II][Shapeshifting III]
3-4) More farms, make our capital the breadbasket of the region!
>>
>>48807378
Spending 2 currency on action 4
Though because reaching 25 on that action did NOTHING last turn though I'm wondering if it's worth it
New currency: 38
>>
>>48807393
3, 23
2/3 of lower roll is added
2/3 of 3 -> 2
2+23 -> 25
Should work even without spending currency.
>>
bamP
>>
Baempeng
>>
>>48805900
A gruff man is called for and appears at the gate, flanked by a small retinue of well armed warriors.
"What business do you seek with Volden, I am its emissary and all contract can be negotiated through me to my lord so I see it in best interest of our tribes"
>>
>>48804875
Nice metagaming shitbrain tell me how they are in your line of sight? Also it's funny how you puss out when you realize people aren't nearly as weak as you thought they were.
>>
>>48809089

>The scouts of the Huh march north; many nations are found {Everybody west of Warhost, up to Pure Ocean}. (>>48804629 )

But you didn't hear it from me: Western Tribes are out whether I succeed or fail. Hope you all enjoy your orc overlords.
>>
>>48804863
Wheelie, I request that one of these actions be diverted to moving the Army alongside OGT's forces
>>
[Volden]
Recruitment continues [2/4 {Should add Javelin tech}, as well as for the archers [2/4]. The marketplace is ready [Marketplace I; +2 food/turn]!

[Artemisia]
Stealth techniques are nearly improved [6/8], and so are the Arachne's poisons [6/8]. Agriculture research completes [Agriculture I; +2 food/turn], and the silken bowstrings undergo improvements [2/8].

[Niron]
The trade route is set up [+1 currency/turn], and the divers return- they found a large deposit of obsidian [Obsidian: 5]. New civilizations are found to the east {Volden}, as well as two new ruins! And the market district is complete [-1 wood; Marketplace I; +2 currency/turn].

[Kedesh]
The search for wood stalls, but the slaves finish the quarry [Quarry I; +2 stone/turn]. No progress on farm expansion.

[War Wizard]
The dead are raised [Skeletons 1.6x {-1 ley-power/turn}]!

[Huh]
The ride to the Western Tribes begins, and more archers are trained [1/4], and again [2/4].

[Sanar]
The Duchy expands its lands east [+4 hex; +2 woo]! The tech is sent to Ariak [Arrival next turn], and the search for wood begins [1/4]. The Explorer's headquarters progress well [6/20]!

[Ariak]
The Quarry finishes [Quarry I; +2 stone/turn], and the tech blueprints are sent to Sanar [Arrival next turn]. Eastward expansion is had [+4 hex], and some ships are in the works [2/4].

[Ugh]
No expansion. Ugh distracted by pretty flowers. Food found- Frillhead dung good [+4 food] Jihad ready {Not sure what you were hoping to accomplish}.

[Western Tribes]
Research stalls on the weapons research, but with the help of the dissected ratlizards, further research into animal studies kicks off [1/8]. The search for beasts of burden and war stalls, and the Arena construction progresses [5/20]!

[Blatrek]
No thrall knights are recruited on the first few attempts, though the third attempt succeeds [1.8x {-1 ley-power/turn}], and further Thrall Herding research commences [5/8].
>>
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>>48810559
[OGT]
More raiders are recruited [1.8x {-1 food/currency//turn}, and again. The army marches south, and more stone is found [+5 stone]!

[Kemet]
>The lands of Artilia have been occupied. Unfortunately, without proper leadership, the city-state will collapse soon.
Wheat farms are built [+2 food/turn], but no progress on the trade dock. The mill is nearly complete as well [3/4], while the barracks are raised [Barracks I]!

[Madness]
Northward expansion is had [+4 hex], while no training is done. Farms start [1/4].
>>
>>48810576
Can I please get status on resources get so far from Artilia?
>>
Rolled 13, 31, 52, 69 = 165 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 26 (+2/turn)
Food: 33(+4/turn) {+4-2-1-2+4}
Currency: 10 (+2/turn)
Buildings:
+Farm [+2/turn]
+Frillhead Dung [+4 food/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2x] [Upkeep: -2f/turn]
"Tech": [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I] [Ugh Luddite Jihad]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Ugh want anti-smarty Jihadists! [Train: Ugh Jihadist Shocktroopers!]
2. Ugh want anti-smarty Jihadists! [Train: Ugh Jihadists Shocktroopers!]
3. Ugh still hungry! [Food]!
4. UGH WANT RUINS TO BE KILLED! [Expand toward ruins]
>>
>>48811920
>>
Rolled 18, 14, 94, 90 = 216 (4d100)

>>48759006
[OGT]
Territory:23
Pop: 37 (+2/turn)
Food: 49 (-1/turn)
Currency: 14 (-3/turn)
Defenses (Capital): 1
Military:
2x Orc raid leader [2x {-2 currency/food//turn}]
5x Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2 bonus] [Raiding II][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:+5 stone
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:shipbuilding I 2/3, lumbermill 1/???

1. Finish the barracks II 5/6. Our troops demand better accomadations and upgrading the barracks will allow us to train more as well.
[slavery I]
2. Upgrade the plantation to II. Our current food surplus must be maintained.
[slavery I] [Plantations© I +2 bonus]
3. Establish a trade route to the warhost. While not allies they are now to be considered a friendly nation.
4. Finish shipbuilding I 2/3. We still need reclaim our techpoint. The troll king does not forget.
>>
Rolled 65, 95, 91, 1 = 252 (4d100)

[Sanar]
Settlements: Midaho'an
Territory: 31
Pop: 32 (+2/turn)
Food: 32 (+2/turn)
Currency: 23 (+2/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I]
Resources: [Wood: 4][Rock: 2][Ore: 4]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1. Send our troops to Ariak to honor our alliance against our mutual threats. [Send 2x Cavalry woman to help with whatever subjugation they are going to do]
>[Logisitc I]
2. Improve the explorer corp so that they can more easily find new resources. [Upgrade esplorer corp to tier II]
>[Scouting II][Logistic I][Eplorer fund I]
3.Keep gathering more wood for the Explorer Headquarter. [Wood 1/4]
>]Sustainable logging I][Logistic I]
4. Continue the mapping of the continent and the construction of the Headquarter. [Explorer headquarter 6/20]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
>>
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>>48812639
>1
>>
Rolled 99, 92, 45, 10 = 246 (4d100)

>>48810559
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 30 (+2/turn)
Food: 66 (+4/turn)
Currency: 34 (+7/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 29 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 9 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 7 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Set up a trade route to the OGT
2. Set the craftsmen to work working with the obsidian to find how to work with it and any uses we could have for it.
3. Begin researching better rafts so our buildings shall be stronger and our war rafts as well.
4. Begin building a dockyard to have a better place to unload large cargo and build rafts.
+Raft Building II
>>
Rolled 14, 94, 34 = 142 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 20 (+2/turn)
Food: 23(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 2 (+4 /turn)(-6 military)
Currency: 14 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1. March our army west, from where they are in OGT lands, following the OGT warhost.

2. Expand northeast, we need more land.

3. More importantly we expand we MUST make plans for a new leynode to the northeast. Even as we expand lay down the foundations we MUST get more power!
[Necromancy II]
>>
>>48812784
Spending 6 tech points on action 3, because why not? Tech point total now at 1.
>>
>>48812795
>Rolled 34 on action *3
Spend :
+14 Currency
+2 Food to action
to make it into 50 for establishing a leyline in newly expanded territories
>>
bump
>>
Rolled 92, 14, 46, 18 = 170 (4d100)

>>48810559
>>48810576
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 34 (+2/turn)
Food: 34 (+2/turn)(+4 income, -2 expenses)
Currency: 40 (+4/turn)(+6 income, -2 expenses)
Tech Points: 7 (+1/turn)
Structures: [Government Building], [Lab I], [Farm I; +2 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Take the ruin north of us, but nothing else. [Small Expansion, North]
2) Train more Ruin Guardians, we will not lose these ruins! [2/5]
-Techs: [Infantry II][Shapeshifting III]
3-4) More farms, make our capital the breadbasket of the region![1/4]
>>
>>48814653
>forgot to update my stats, again
Territory: 35
Pop: 36 (+2/turn)
Food: 36 (+2/turn)(+4 income, -2 expenses)
Currency: 42 (+4/turn)(+6 income, -2 expenses)
Tech Points: 8 (+1/turn)
>>
Rolled 66, 7, 83, 56 = 212 (4d100)

>>48810559
[Blatrek]
Pop: 37 (+2/turn)
Thralls: 34 (+6/turn)
Currency: 12 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
Tech: [Infantry I][Thrall-Herding II]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 27 +9/turn
Tech Point: 2 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Shielding II]
2.Create [Thrall Knights]
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
3. Create more [Thrall Knights]
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
4. Research [Thrall-herding III] 5/8
>>
>>48815145
[Edible Workforce] on action 1
Spend 2 tech points on action 4
>>
Rolled 22, 68, 37, 68 = 195 (4d100)

>>48810576
1. Build trade dock 1/4, I want to use Pharaoh's Will on construction
2. Build mill 3/4
3. Train most basic infantry unit
[Barracks I], [Infantry II]
4. Build army recruiter

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
31
>Pop
30 (+2/t)
>Food
31 (+4/t)
>Gold
11 (+1/t)
>Tech points
3 (+1/t)
Defenses (Capital): 1
>Military units
4x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], Wheat Farm [+2 food/t]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
>Resources
Flax: 8 (+1/turn)
Ore: 14 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], mill [2/4], irrigation [1/4], city [1/10], Artilia's farms [1/4]
>>
>>48815580
Should be
Flax: 9 (+1/turn)
Ore: 16 (+2/turn)

I also want to add 7 gold on construction of army recruiter (fourth die)
>>
All over Artilia's streets, governor-appointed messengers read aloud public announcement
"Following increasing societal and administrative problems of separate entity, vassal status of city-state of Artilia has been revoked. From now on, the city will be considered integral part of Kingdom of Kemet, under direct rule of Eternal Pharaoh Nefer Heb-ef, may he guide us forever. All material and intelectual property of Artilia will be seized and all remaining citizens considered inhabitants of Kemet from now on.

>Basically - no more waiting for Artilia's player to return
>And also simplifying all the numbers for me.
>Half of Artilia's population as slaves, military disbanded, all their gains and resources transferred fully.
>The only question now is if I get them as from turn 7, where player disappeard, or as if they keep growing up until turn 15
>>
Rolled 65, 92, 98, 62 = 317 (4d100)

>>48810559
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 55 (+4/turn)
Food: 58 (+7/turn)(-2/turn)
Currency: 30 (+5/turn)(-2/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth II](6/8)[Poison II](6/8)[Archery III][Silken Bowstrings© II](2/8)[Agriculture I; +2 food/turn]
Magic : [Illusion I]
Resources: [ley-power 26, +2 /turn][4 Metal]
Land: 27
Tech Points 1 +1/turn
Trade Routes: Kemet +1 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1.We've nearly finished our work with stealth, so all can move with the subtlety and grace of a hunter. Finish it. (6/8)

2.We have made great strides in our poisons. Finish our research. (6/8)

3. Further refine and improve our silk string bows. We will need them to be improved soon.(2/8)

4. Improve and expand our trade route with Kemet.
+Market I
>>
File: Attilitta the Huh.png (159 KB, 301x257)
159 KB
159 KB PNG
Rolled 4, 6, 8, 8, 3, 3 = 32 (6d10)

https://www.youtube.com/watch?v=Hy8kmNEo1i8

-Black Horseman [1.4x] (-2 food/turn)
-Kessek [1.6x] (-1 food/currency/turn)
-Kessek [1.6x] (-1 food/currency/turn)
-Battering Ram [1x] (-1 currency/turn)
-Battering Ram [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)

It was a most wonderful time of the day in the savanna lowlands; the skies were obscured from dusts kicked up by constant combat, and death and suffering was most abundant from recent battles. The Huh had seen that their actions attracted the attention of at least one of the formally quarreling forces, and they would have been no happier than to bring total war to whatever unfortunate settlement they were descending on. "Хэpвээ чи чaдвaл бидэнд бapьж!" (Catch us if you can!)

The horsemen of the Huh shall blitz through the flimsy defenses of Western Tribes and steal any food or currency they can, using their superior mobility to gain a head start over their rival.
>>
>>48816283
Yeah fyi takes more than one turn to reach someone. Still not time to attack yet.
>>
Rolled 91, 83, 87 = 261 (3d100)

>>48810559

[The Huh]
Pop: 29 (+2/turn)
Food: 44 (-2/turn)
Currency: 37 (-2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-2 Kessek [1.6x] (-1 currency/food/turn)
-Carroballista [1.8x] (-1 currency/turn)
-Junk (Ship) [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I][Shipbuilding I]
Resources:
Black Horses: 14 (+1/turn)
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Huh. But they sure excel at bringing them down.
[Technological Affinity]: The Huh love their technology. Also destroying it! But they hate anything magic.

1+2.
-[Archery II]
-[Infantry II]
Train archers [1/4].
3.
-[Archery II]
-[Infantry II]
Train more archers [2/4].
>>
>>48816167
Should be 20 currency held.
>>
>>48815931
Using this, >>48743686, I've counted following upon taking over last turn
Pop: 33 (+2/turn)
Food: 29 (+1/turn)
Currency: 50 (+3/turn)
Ley-Power: 31 (+3/turn)
Since that was followed with disbanding of single military unit of Artilia, it should go by this turn without upkeep to
Pop: 35 (+2/turn)
Food: 31 (+2/turn)
Currency: 54 (+4/turn)
Ley-Power: 34 (+3/turn)

City itself comes with:
[Infrastructure I: +1 defense], [Well of Souls: +2 Ley Power/turn]
Technology only includes [Economics II]
There is/was also ongoing 1/4 farm construction

Do I need action(s) to integrate that all?
>>
Rolled 1, 20, 37 = 58 (3d100)

>>48810559
Volden
Territory: 19
Pop: 25 (+2/turn)
Food: 41 (+4/turn) (3)
Currency: 6 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II] [Marketplace]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 8 +1/t]
[Ore 12 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Recruit some more tribesmen with our newly acquired javelins [2/4]
+Infantry ll
+Metallurgy l
2. Hire some Raider archers, many of the tribes are wise in the ways of raiding, as it is our heritage, and we will continue to do so with our crack archers. These men take their pay hunted game and food, living to fight and loot. [2/4]
+Backwards
+Infantry ll
+Archery
3. We must expand and retake our ancestral homes to the east
>>
Rolled 20, 15, 98, 73 = 206 (4d100)

[Ariak]
Pop: 38 (+2/turn)
Food: 49 (+4/turn)
Currency: 12 (+4/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 27
Owned territory: 20
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I], Quarry I
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 16 (+2/turn) Ore: 15 (+2/turn) Stone: 2 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Send the Dragonarmies north to counter the Khaahk with the Duchy's assistance.

2. Ship construction 2/4

3. Construct a new town in the west

4. Research Elemental Magic I 1/5
>>
>>48817980
+2 magic to roll 4
>>
Rolled 41, 52, 18, 22, 85, 18, 50, 22, 68, 87, 50, 91, 56, 21, 85, 26, 2, 62, 25, 42, 30 = 953 (21d100)

>>48810559
Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 33 (+2/turn)
Food: 31 (+1/turn)
Currency: 33 (+2/turn)
Territory: 14
Defenses (Capital): 1
Military: Throne Guard [1x {-1 food/currency//turn}]
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting I],
Resources:
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.

(turn 10 to turn 16, 21 actions) [also if you could update the map to show my territories]
Astral Communion I 1/3
Enchanting II [4/6]
Expansions 1/2
Ley-node search 1/4

1,2,3 Expansion South, past expansion 1/2 complete
4,5,6 Expansion West
[Domination]

7,8 Ley-node search 1/4
9,10 Astral Communion 1/3
11, Enchanting II 4/6
12,13,14 FIshing Village on the coast to make fish available to people
15,16,17 Fish Market to collect taxes on fish
18,19,20,21 Search for resources
>>
Rolled 48, 61, 12 = 121 (3d100)

>>48810559
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 24 (+2/turn)
Food: 26 (+2/turn)
Currency: 13 (+1/turn)
Tech Points 8 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I][Quarry I; +2 stone/turn]
Military: 1 Heavy Infantry [1.4x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I]
Magic: [Enchanting II][Summoning II]
Ley-Power: 8(+2/turn)
Resources: [Ore 5][Stone 2]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue to search for a source of wood.

2: Have the slaves work on expanding our farms [2/6][Slaves]

3: Research improved metallurgy [Spend 4 tech points]



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